The promise of virtual reality has finally evolved from the basic 3D of 90s arcade games to a real headset you can buy and use at home. The releases of the Oculus Rift and HTC Vive made VR a real thing for gaming, but neither is cheap. The Vive still sells for $800, while the Rift now sells for $600 with included Touch controllers—you can remove the Touch controllers from the bundle after adding the bundle to your cart. Previously, the Rift by itself was already $600 and the Touch controllers another $200. You still need to shell out another $60 though, if you want more accurate back-side tracking at the room-scale level.
Both the Vive and Rift are now essentially complete, with the Rift's Touch controllers available for purchase separately and as a bundle. They definitely add a dimension to the VR experience but that kind of interactivity has been available on the Vive since its unveiling.
One area where the Rift still falls behind the Vive is room-scale support. it's possible if you add more sensors, but the Rift sensors don't have nearly the room size support as the emitters on the Vive. If you're buying a Rift bundle today, you'll have to also add in a 3rd sensor for better behind-the-back tracking.
The real issue with VR however is content—and we haven't seen major breakthroughs yet this year. There's still a major hole in content that desperately needs to be filled by big publishers. Because of this, we still can't outright recommend either headset at this time. For those who are interested in the cutting edge or just wanting to the novel experience without having to wait, our pick would still be the Vive, although the Rift is now a much better solution than it use to be.