*** CAUTION Every discussion about "X is better than Y" here cannot be constructive
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There are lots of misconceptions in the post above...seems to me that Attic is still spreading the myth that "Rift cannot do roomscale" which (sorry to say it so bluntly) is nonsense. There are videos out there with guys doing some mini-roomscale WITH ONE SENSOR.
You say "simply plug into a power outlet", yes this is correct, but ever thought about the possibility that not every location in a room might have a power outlet where you need it? Ultimately you MIGHT end up with the same hassles, BOTH need some type of connection.
* Why I choose the Rift?
Since the requirement needing to make a larger space to even set up for VR was a big turnoff for me. I remember researching the manuals before I made my decision, and the first thing I saw when I looked into setting up the Vive was moving around furniture and wall-mounting the sensors? Beg you pardon? I chose the Rift since setting it up fast for getting into VR is super-easy, with one tiny sensor on my desk..AND THIS IS IT...while having the option to expand later. And the option to expand later means also initial lower costs as compared to the Vive.
PLUS: Most importantly, what works for one doesn't necessarily work for the other. For example, right now I still have a spare room which I WANT to make into a VR/fitness room/office maybe in spring. Right now that room is chilly
AT THIS POINT however I am extremely limited in space, the Rift is simply better suited *for me personally*.
* You mention the Valve partnership
Sadly, what I see on Steam is at times AWFUL. Unfinished demos, pre-alphas and basically whatever crap some devs release. While Steam is a fantastic platform to get stuff, don't let the quantity cloud judgement. Oculus has really a polished store now, yes there is also SOME crap but we could argue that some of the better/best titles now are actually on Oculus and NOT on steam.
Also: I am playing Vive/Steam stuff on my Rift all the time. Steam just updated recently and there is pretty much 99% support for Rift. I playing Space Pirate Trainer, Google VR and countless demos/apps which never even have been made "for Rift". (Sorry not listingmy entire collection of games now. NOT MANY of them are Oculus exclusives, most are actually from Steam!=
* I got Touch yesterday and it's simply ingenious. They may look awkward..but if you use them....how they're designed and work is just...MIND.BLOWINGLY.GOOD. Obviously as anyone would confirm, it adds a whole new level to Rifting. The Touch controllers ARE really awesome and I personally would not want to carry oversized wands.
* USB troubles? I am obviously only using two sensors now, but I don't have any. I got me passive 2m extension cables from ebay for cheap, works perfectly and connect the sensors at USB3.0. This makes *one* single sensor now having a reach of 2+2.5m = 14.7ft!!!
Means I don't see ANY problem whatsoever in (eventually) setting up "true" Roomscale, like 10x10', in fact I can't see a reason why this wouldn't work. Worst case scenario I would need a 3rd or possibly 4rd sensor. (There is no technical problems for me, rather really having the space for such a setup)
* Also, risking that I may sound like a fanboy. The built-in headphones of the Rift are *awesome*. I already wrote praise about them on the Oculus forum. I am picky when it comes to sound. Not an audiophile, but I like nice, deep bass and not tinny "gamer sound" like you get when you buy a headset or a mp3 player today. The Rift headphones are really delivering a well rounded, powerful but not overdone sound, probably the "best" sound I ever had from headphones.