Oculus Rift Dev ownership - My thoughts

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A bit of background, I'm a 42 year old computer professional who has been working in IT for almost all my adult life. I've also been a gamer virtually from ground zero (ie Pong in the arcade) and I have spent some serious coin on my gaming addiction, be it home or arcade. A Jap import of every major console on release and favourite JAMMA arcade boards via super gun have been had with a few notable omissions (3DO etc.) I have had early exposure to severe MMO addiction with Ultima Online over dial up that culminated with having a near family intervention over WOW and SWG (pre NG) I kid but it wasnt far off.

I think however I may have just seen the dawn of a new era of gaming, and nothing is ever going to be the same again. We will look back on the days of 3d monitors and eyefinity/nv surround like it was a quaint aside to the real experience and the likes of Kinect will play second fiddle as an augment or facilitator for VR, but no more.

I dont know quite what I was expecting, I had fantasies of the Lawnmower man style immersion but didnt think for one minute it would be as good as that, I've been taken in by this VR false dawn before many times, iGlasses etc. The 'reality' was not what I expected, at all, it was so much better and its where the true next gen gaming experience lies. The first demo I fired up was an Unreal Engine rollercoaster simulator,followed by every demo and game patch available for it. To say was floored was an understatement. Here are a few things about the Oculus Rift you will never get unless you try it for real. Videos DO NOT in any way prepare you for it, or even give you the slightest inkling as to what to expect. First the high points, of which there are many, followed by the low points of which there are fundamentally few and by the final version will be almost zero

1. Scale: Objects can seem extremely tiny or as is more often the case can seem unimaginably huge. When looking at the sides of the turrets of the castle (Rollercoaster demo,Unreal engine 3) on the way up you can tell how 'high' you are as easily as you could if you were really doing it and the level of immersion from being able to look over your shoulder gives you the shivers. Then there's the vertigo which I'm a sufferer from so my reaction may be a little more than most, but when I got to the top of that castle and peeped over the side of the car and looked down, my stomach turned over. It literally felt like I was two hundred feet up in the air next to a castle that I could reach out and touch that a single brick of was the size of my head.:eek: Follwed up by the blue marble demo and Titans of space really nailed the scale of planets thing till you feel like you're head is going to pop. How you get that across from a screenshot? I dont know, its a marketing challenge for sure. On screen it looks like nothing special, on the headset its like powering into the sun in Hotblack Desiato's stuntship I **** you not.



if anyone's interested post your thoughts or questions and I'll continue. You should be, you'll all have one when it's released I guarantee it.
 
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My OR developer status isnt astroturfing by the way, I paid for my dev kit out of my own pocket because I believe in it and want to get in on the ground floor on the indie dev scene
 
The hydra in the context of an Oculus augment takes it to a whole new level. In the tuscany demo for instance it becomes a virtual pair of hands for interactivity with your environment that adds another dimension to the experience. I giggled with glee as I bounced a basketball hand to hand then slam dunked it into the fireplace, hurled books around the room and rearranged the furniture with the ease you would in real life. It can also be your head in 3d space's positional sensor completing the x y and z tracking.if you dangle it round your neck like a tie (bear with me here) then your head position leaning forwards backwards up down to the left and right is tracked. It's used effectively in the Heli Hell demo where you can freely move around in a fully rendered 3d cockpit of (unsurprisingly) a helicopter. Beware though, if you cant fly it be prepared to lose your lunch with nausea. Using the rift is akin to getting your sea legs, its murder at first but gets easier with experience. I've only just received my steam code for Portal 2 so I'll be talking about that tomorrow, I believe its the most complete Hydra experience using all of its functionality. But I have played Half Life 2, City 17 has never seemed such a real and dangerous place.
 
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You can look at the world in 360 degrees in all directions and with the hydra in the X,Y and Z axis.

I'm having a demo night thursday for selected buddies if you're up for it Ste.
 
Head says wait for the final release, but my geek heart says if you can cope with the res get one now, development is on fire right now and you'll be seeing it from the inception
 
Only downside is the resolution, if you can cope with that, go for it. Personally the rollercoaster demo makes it look worse than it actually is. I changed the variables whacking up the aniso, aa other tweaks and it looked a hundred times clearer. To be sure it would be perfect at 1080p and above, but hey you cant have one yet and im sure an enterprising modder will get us that down the line, theres too many alpha geeks dev'ing for it not to happen
 
Rilot did you say you got unreal tournament working? Have you got any links? I could use that on my demo night. COuld you expand more on your experience?
 
I find myself having trouble readjusting to the real world afterwards and as you say the disconnect from the real world is disconcerting. I was playing Zombies on the holodeck round at my friends and he asked me did I want a beer and put his hand on my shoulder just as a zombie ran at me, I screamed so loud I woke the kids up.
 
I think it might help to have a stereo webcam in the visor with a microphone and button to switch you back in the room so to speak
 
Ive Played it Audigex, im just not very good yet lol , the sense of being there is startling. Native support is already there in the engine, you might struggle a bit at a distance though with the res but for the feeling of sitting in a prop aeroplane its the best so far.
 
Excellent, I shall try and get UT working tonight, being a tech theres not much I cant get working so I dont mind having the dev version. The payoff when you get it working is wonderful.
 
If you need any pointers or help hit me up by PM, theres a lot you can do to improve image quality over the dumb as a box of rocks defaults. If you're a geek who loves tech you couldnt possibly not fall in love with it. I'm scouring the homebrew VR forums for the first person to be able to replace the LCD with a 1080p panel that works, but really its so amazing as is you wont care really, its just a ''nice to have'. plus a lot of the previously hacked support is coming in as native now, its really taking off.
 
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Last night I got Skyrim working on it, oh my god this is where it's at, a true next gen experience, the feeling of being there was palpable, only let down by the inventory management and interface which needs re-jigging for the oculus. I found a workaround so I could see my compass and do 80 percent of what I could normally do with the text based menus, but my god what a tiny price to pay for a near perfect immersion experience,
 
Best 'real' VR experience so far is a game I've never heard of before called 'Dear Esther', I spend a good twenty minutes just wandering up and down a windswept overcast british beach looking at the scenery. I even set up a desk fan so it would feel like the wind on my face. With the sqawking seagulls and gentle washing in and out of the tide, I completely forgot where I was. An amazing experience for something so apparently mundane http://www.youtube.com/watch?v=D7VJ4lP-05A
 
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Diagro I can answer any questions you might have prior to deciding, I'm pretty well versed in it now.
 
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