So, here's an honest truth after playing with my Rift all day - I had the day off work as it required a signature.
Obviously a long time supporter of the Rift.
I ran hundreds of demos, and that's not exaggerating.
To family over Christmas's and an extended family reunion I've shown it to every family member I have, which totals about 60 people
To friends I've done about the same - if you include neighbours that got a wee shot when we had a house warming in August.
To the public I've demoed the DK1 twice, and then I demoed the DK2 three times - of which I had access to two DK2's at the time (I actually accidentally bought two so sold the other to a friend, at cost, who lent me it back for demos and such like)
In all, I've shown the Oculus Rift in its various incarnations to around 600 people.
HOWEVER...
I don't think I'll be running another demo to people I've already shown until I get the HTC Vive.
The difference between the DK1 and DK2 was huge. The games and applications being developed were hitting their prime and most, if not all, DK2 demo's where several orders of magnitude more impressive than on the DK1
With the CV1 I highly doubt that anyone that's tried it before, that isn't interested in tech, would notice the difference.
Ok, yes, there's less screen door - but they didn't notice it before if I chose the right demo (which I obviously did)
Yes, the built in headphones make things super simple - but I helped them on the with the headset before so it was never an issue in the first place for them.
Yes, the cable is longer and the tracking volume is bigger so you can walk around - but nothing has been made that really exploits this. Combined with the lack of chaperone system you continually walk around with your arms out waiting to walk into something.
To me, the HTC Vive's use of controllers is just what it needs to make it awe inspiring again for someone that's tried it before.
Owning and using the Razer Hyder and Leap Motion (with the new Orion SDK) clearly shows how much better VR gets when you get hand tracking involved and it's SUCH a shame that Oculus missed this at launch.
Once my HTC Vive arrives I'll be arranging a public demo with both systems. For the Rift I'll probably setup Project Cars, the Vive I'm not sure, will need to try some things out when I get it.
If the Rift had launched with Touch I'd be arranging a demo as we speak, but as it stands the HTC Vive is going to be first to market to exploit this and I'll be waiting until then before I do any more demos.
Still love my Rift... Can't wait for Touch... Can't wait for my Vive
Obviously a long time supporter of the Rift.
I ran hundreds of demos, and that's not exaggerating.
To family over Christmas's and an extended family reunion I've shown it to every family member I have, which totals about 60 people
To friends I've done about the same - if you include neighbours that got a wee shot when we had a house warming in August.
To the public I've demoed the DK1 twice, and then I demoed the DK2 three times - of which I had access to two DK2's at the time (I actually accidentally bought two so sold the other to a friend, at cost, who lent me it back for demos and such like)
In all, I've shown the Oculus Rift in its various incarnations to around 600 people.
HOWEVER...
I don't think I'll be running another demo to people I've already shown until I get the HTC Vive.
The difference between the DK1 and DK2 was huge. The games and applications being developed were hitting their prime and most, if not all, DK2 demo's where several orders of magnitude more impressive than on the DK1
With the CV1 I highly doubt that anyone that's tried it before, that isn't interested in tech, would notice the difference.
Ok, yes, there's less screen door - but they didn't notice it before if I chose the right demo (which I obviously did)
Yes, the built in headphones make things super simple - but I helped them on the with the headset before so it was never an issue in the first place for them.
Yes, the cable is longer and the tracking volume is bigger so you can walk around - but nothing has been made that really exploits this. Combined with the lack of chaperone system you continually walk around with your arms out waiting to walk into something.
To me, the HTC Vive's use of controllers is just what it needs to make it awe inspiring again for someone that's tried it before.
Owning and using the Razer Hyder and Leap Motion (with the new Orion SDK) clearly shows how much better VR gets when you get hand tracking involved and it's SUCH a shame that Oculus missed this at launch.
Once my HTC Vive arrives I'll be arranging a public demo with both systems. For the Rift I'll probably setup Project Cars, the Vive I'm not sure, will need to try some things out when I get it.
If the Rift had launched with Touch I'd be arranging a demo as we speak, but as it stands the HTC Vive is going to be first to market to exploit this and I'll be waiting until then before I do any more demos.
Still love my Rift... Can't wait for Touch... Can't wait for my Vive