Oculus Rift - Ask GameSpot
Shaun gets Peter to test out the Oculus Rift in order to answer all your questions about it. Will he get sick? Find out!
The only real issue I want to know more about is just how bad the 'screen door' effect will really be on high resolution games. With your face so close to the screen, each pixel will have a little black border around it, creating the impression that you are viewing everything through a screen door. Granted, the current dev kits are all low resulotion, but even with 2x the res, it will still be a problem. Everything else about the OR looks great, except the resolution. It's the main limiter for me. It's possible that I may have to hold back until a higher resolution screen is developed, but I don't want to wait that long =( .
Oculus Rift will never be officially supported on consoles. VR will come soon enough, but Microsoft, Sony, and Nintendo make hardware. Why would they support Oculus Rift when they already have existing technology that could do precise head tracking?
They're just waiting to see if the interest in VR is real this time.
This thing looks awesome, but I've been wondering about a control scheme. Like, if you sitting down how do you make your character turn 360? In general, how would you even move a character? With the head movement effectively replacing the mouse in an FPS for looking around it would feel obsolete to be using WASD to walk. Maybe a Wii-style nunchuck or something. But for real immersion they will need a peripheral like the gun that a female tester was using in the video. Even then I'm not sure how the movement controls would work without feeling clunky. Maybe couple the headset and gun with a Dance Dance Revolution pad, heheh.
i think it needs some time for more testing if it will effect the eyes or nerve system for some period of hours of gaming
Ouya, Oculus Rift, nVidia Shield, GAMESTICK not to mention Wii U, PS4, and the XBONE...are we on the verge of a repeat of the 1983 video game crash...aka ATARI SHOCK? http://www.youtube.com/watch?v=EbeP_mdezeM
What is the native resolution of the Oculus Rift and how is it to use with glasses and far farsightedness?
If Oculus Rift really picks up then we could see support for it on the consoles, though with how proprietary they tend to be it may not come to them.
I love my TrackIR......you do get the same kind of experience with TrackIR, sort of. Just wish more games would support it, looking at you BF4
3D does not really work for me, so dont know how effected Oculus will be for me, thats why i love my TrackIR :-)
No offense, but that was a pretty weak breakdown of the Oculus Rift. I could have answered any one of those questions with more depth, and I'm not a journalist. Granted I've followed every piece of information since it was announced last summer, but you guys really mailed this one in.
Why would he want to play a third person game in the oculus, the whole point is to play a first person game
@Abelius They've got Minecraft with the OR. It's not officially implemented, but modded in and works extremely well. It's called "Minecrift".
@Falzonn It depends on pixel density. Resolution is a component of that, but pixel orientation and structure will also factor in very heavily. The screen door effect is actually minimal enough in the second dev kit that many people use the DK2 exclusively to play certain games. Sim racers can actually use it competitively now, whereas, with the DK1, the resolution was too low.
The consumer version is rumored to be 1440p or greater. It's confirmed that it will be greater than 1080p. The screen door effect will very likely be no issue at all in the consumer version. Not saying there won't be some slightly visibility of a "screen door," but it's not going to take away from gaming or VR experiences. Even the DK2 right now is playable, comfortable, and compelling with games compared to the Dk1.
If the resolution bugs you, don't buy a developer's kit. Wait for the consumer release which will likely be some time in the next 15 months.
@PS2fweak if gamers like it and it sells more games, they will support it. as far as OR makes progress right now i'm actually pretty sure this will become a thing.
there where VR glasses that failed but this seems just right.
@Buck_Swaggler Yes you are right - keyboard is a bit crap with the current setup! The Razer Hydra is one answer to the problem http://www.razerzone.com/gb-en/gaming-controllers/razer-hydra
And then there is the Virtuix Omni for movement http://www.virtuix.com/
Obviously you need the space and of course - all this kit does start to add up. Still, a control pad works OK for most stuff.
And any flight/space sim is sorted as long as you have a stick with enough programmable buttons - the Saitekx52 is a good example of one of these.
@Keitha313 Wtf is "64-bit graphics"?!
@Keitha313 from wikipedia:
"According to Oculus, game integration will begin with PCs and smartphones and be followed by consoles (much later)."
@Keitha313 console exclusive? don't think so. hawken which is being shown here is currently Pc only...
@PCsama The optics are such that the eyes are focused on "infinity." It's likely that this device will be a lot healthier than traditional displays, like TVs and monitors, in this regard.
@WraistlinGill If there is one to be soon, the only thing that will crash is the spiralling triple-A industry. How the hell are Ouya and Shield going to contribute significantly to a market crash? You definitely sound like a qualified analyst.
@WraistlinGill the market is over saturated. However, people only care about Xbox, PS, Wii, and PC.
@cynicalundead The only available versions of the Rift are the two development kits. The latest, DK2, is a pentile, AMOLED 1080p display clocked at 75Hz. Glasses can be worn with it, but they are relatively uncomfortable. The consumer version will probably accommodate glasses much better. Furthermore, the lenses are designed to accommodate those with common vision problems, so you might not have to use your glasses at all in the Rift.
The optics in the Rift have you focused on "infinity," so if you see distant things well without your glasses, you likely won't need them in the Rift.
@Toysoldier34 The consoles will not likely support a device like that without having some sort of major stake in it.
@LightEffect They are true stereo 3D... They don't look like the 3D you see in theaters... it looks like real life. The game worlds have size and scale, and you can tell how large or small, near or far objects are.
@LightEffect They are!
@AggrandizedUser You can wear some glasses with Oculus Rift or at least you could with earlier models. They had an adjustment for how close the screens are to your eyes to allow room for glasses to be worn.
@AggrandizedUser Probably have to get some contacts or something. It be neat if they had replaceable lenses. I wear glasses for reading and gaming so I want to know too.
@TERMINATOR-SSD 3D in the Rift will even work for people without vision in one of their eyes. The parallax 3D, as a product of the positional tracking, and combined with the entire scene being in focus, foreground to background, is giving people with no depth perception in real life, true 3D in the Rift. Some blind people literally see better in the Rift, so to speak.
Also, Track IR is great and all, but for the most part, does not match the Rift/VR experience in the slightest.. totally different leagues.
@TERMINATOR-SSD TrackIR is cool but a main problem is you still need to look at the screen so when you look sideways you need to look at the screen out of the corner of your eyes so this will hopefully fix that one issue.
@TERMINATOR-SSD The difference with the Rift to a 3D screen is that you are actually looking into the world as you do naturally every day. You actually FEEL like you are really there - you get a real sense of scale and depth.
With a 3D screen you still see everything around you and you are focused down narrowly on this rectangular object. A big building only looks big because it is next to something that you know the size of - like a human character.
With the Rift you are actually STANDING next to this building. You know it is big because you have to look right up at it - it makes YOU feel tiny!
You don't have to suspend belief, or wait to get drawn into the story or action - just put the goggles on Wham! You are there - you believe!
ps. I love my TrackIR too and it actually does something the rift currently doesn't - positional tracking. This will be apparently added to the consumer version. There are however hacks for this with open-track and a web cam or PlayStation eye (or the move) if you want to add the support to the dev kit.
The 3D in the Rift is the most natural and impressive I have seen. It doesn't have all the cross-talk that you get with 3D on a flat 2D monitor or TV.
@plasticreality You don't expect much from certain sites, like this one and some similar others, but while expectations are typically low anyway, I was not expecting this video to be this lacking.
Like, the DK2 just released, and even a cursory, 10-minute glance on the forums etc., would land you way more content that could be put into this video. This was like an extremely non-committal, low effort piece.
@SebTheGreatS No, it's not the point at all. VR opens a ton of new doors to games mechanics and experiences.
https://www.youtube.com/watch?v=yYvwMd4JCIM - Tower defense and RTS type games
https://www.youtube.com/watch?v=a5QqxqH_gY0 - more third-person
https://www.youtube.com/watch?v=VQ7KFJLVJyQ#t=21 - dungeon crawlers, MOBAs, RTS etc.
https://www.youtube.com/watch?v=Y3EvrYXJ67o - Resogun? Imagine being in the cylindrical layout, and the ships all having massive scale
https://www.youtube.com/watch?v=2AASlSDJq8E - this video demonstrates a ton of crazy ways a simple arcade cabinet can be used in VR
https://www.youtube.com/watch?v=bcFQ5sQIwRs#t=1013 - Lucky's Tale. Like Super Mario 64. Imagine you are the Lakitu camera
Look here. Even if you can't actually get VR implementation into the game, you can run the games in virtual environments! - https://www.youtube.com/watch?v=p6QB87mFbng and https://www.youtube.com/watch?v=d_ccpGmUAP8#t=406
@SebTheGreatS Pretty sure any game would look good in VR, much more immersive.
Not really. 3rd person games actually work pretty well in VR.
"One of the things that really amazed me while working on vorpX was (and is) how well third-person games work on a Rift-like headset, since that is totally counterintuitive at first thought. Due to the way the ingame camera rotates around a fixed target point in third-person this shouldn't work at all, or at least feel very strange. But somehow it does work, and pretty well as far as I’m concerned."
@SebTheGreatS He didn't think that one through lol
@kalipekona @SebTheGreatS I assumed with 3rd person games that if you looked to the right then youre character would not be on the screen, which would obviously be very strange