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- Joined
- 17 Mar 2009
- Posts
- 443
I've had my rift for a couple of weeks now so feel I can give a good balanced view of what I have seen so far.
Hooking everything up was fairly simple, quite a few cables though which makes things a little messy but can't be helped. The tracker initially had trouble and I would get USB device not recognised after booting up, removing and attatching the camera again had things working.
I then went into the config section which showed the desk demo, I was impressed with how accurate the headtracking was, very responsive and believeable. After that and a bit of configuring I run the Tuscany demo for my first taste of VR.
The screendoor effect was quite obvious straight away which was a little dissapointing and I spent my first few moments just looking around the room, at the cieling etc and was pretty impressed. It was around that time that I first pressed the left alalogue stick forwards on my XBox controller, ugh, felt ill almost straight away and had to remove the rift to rest my eyes.
I stuck with it though and had lots of move forward, then stop if I felt yuck again. It's true though, it does pass and looking around the house was quite cool with the head tracking, it's a very basic demo though, looks like something from the first gen XBox, presumably to keep frame rates high.
Then I tried the Oculus coaster demo and that refused to work in direct or extended mode, later I found out it's not directly supported on DK2.
At this point I thought, meh it's pretty clever but I'll probably put it up for sale on one of the forums I visit for the same price so someone else can play with it but decided to try a few more games.
On the rift arcade there are plenty of demos you can download so I tried a few out. I downloaded the battle of endor demo and that just totally changed things for me
absolutely incredible! Such a sense of scale when flying around, great positional tracking with the head movement, sound, graphics, everything! I looked back in the cockpit and R2D2 was there looking back at me!
Then I set about downloading a few more demos, the red of paw one which is a small room where you walk about and do things, again it had the screen door effect but when you start theres a bunch of items on a shelf and I must have spent 5 minutes leaning forwards and just looking around at these things and I do mean look around and not just at
, the headtracking is so believeable and I was able to walk around and not feel ugh anymore, it's a very cool demo and worth checking out.
After a lot of messing with refresh rates, setting displays I got the Helix coaster demo working and that was another wow moment, it truly does make you feel what you 'think' your body would feel when going up and down and the feeling light sensation you would expect on a coaster.
Along with that download I got the cyber space demo which is another fair ground ride thing and for such a basic demo just as with the coaster it perfectly captured the momentary weightless feeling you would expect to feel as you raise then drop.
Another demo that impressed me was the titans of space one where it shows you ever increasing in size planets, moons etc, great sense of size in this one, that decent wireless headset I bought in preperation for the rift really helped on this one for the immersion.
Finally after a few days of messing I downloaded elite dangerous, it's a realy pain to get it to work and I have only got it working perfectly once, after all you are using beta hardware on beta software but the cockpit is perfectly designed and you can use your head to activate context menus.
Overall it is a great bit of kit, right now theres lots of editing of config files, messing with different modes, setting different primary displays and it's a lot of messing about so don't expect for things to just work. You get problems with camera juddering in lots of stuff, not due to frame rates though, some games seem to try and work at 60Hz and not the 75 the rift wants.
In the final version realistically I would like to see a 2K display and possibly one or 2 more tracking UV lights to your head can be fully tracked when looking behind you, for the most part it works pretty well as is.
Hooking everything up was fairly simple, quite a few cables though which makes things a little messy but can't be helped. The tracker initially had trouble and I would get USB device not recognised after booting up, removing and attatching the camera again had things working.
I then went into the config section which showed the desk demo, I was impressed with how accurate the headtracking was, very responsive and believeable. After that and a bit of configuring I run the Tuscany demo for my first taste of VR.
The screendoor effect was quite obvious straight away which was a little dissapointing and I spent my first few moments just looking around the room, at the cieling etc and was pretty impressed. It was around that time that I first pressed the left alalogue stick forwards on my XBox controller, ugh, felt ill almost straight away and had to remove the rift to rest my eyes.
I stuck with it though and had lots of move forward, then stop if I felt yuck again. It's true though, it does pass and looking around the house was quite cool with the head tracking, it's a very basic demo though, looks like something from the first gen XBox, presumably to keep frame rates high.
Then I tried the Oculus coaster demo and that refused to work in direct or extended mode, later I found out it's not directly supported on DK2.
At this point I thought, meh it's pretty clever but I'll probably put it up for sale on one of the forums I visit for the same price so someone else can play with it but decided to try a few more games.
On the rift arcade there are plenty of demos you can download so I tried a few out. I downloaded the battle of endor demo and that just totally changed things for me
![Stick Out Tongue :p :p](/styles/default/xenforo/vbSmilies/Normal/tongue.gif)
Then I set about downloading a few more demos, the red of paw one which is a small room where you walk about and do things, again it had the screen door effect but when you start theres a bunch of items on a shelf and I must have spent 5 minutes leaning forwards and just looking around at these things and I do mean look around and not just at
![Smile :) :)](/styles/default/xenforo/vbSmilies/Normal/smile.gif)
After a lot of messing with refresh rates, setting displays I got the Helix coaster demo working and that was another wow moment, it truly does make you feel what you 'think' your body would feel when going up and down and the feeling light sensation you would expect on a coaster.
Along with that download I got the cyber space demo which is another fair ground ride thing and for such a basic demo just as with the coaster it perfectly captured the momentary weightless feeling you would expect to feel as you raise then drop.
Another demo that impressed me was the titans of space one where it shows you ever increasing in size planets, moons etc, great sense of size in this one, that decent wireless headset I bought in preperation for the rift really helped on this one for the immersion.
Finally after a few days of messing I downloaded elite dangerous, it's a realy pain to get it to work and I have only got it working perfectly once, after all you are using beta hardware on beta software but the cockpit is perfectly designed and you can use your head to activate context menus.
Overall it is a great bit of kit, right now theres lots of editing of config files, messing with different modes, setting different primary displays and it's a lot of messing about so don't expect for things to just work. You get problems with camera juddering in lots of stuff, not due to frame rates though, some games seem to try and work at 60Hz and not the 75 the rift wants.
In the final version realistically I would like to see a 2K display and possibly one or 2 more tracking UV lights to your head can be fully tracked when looking behind you, for the most part it works pretty well as is.
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