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Oculus Rift Review

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The Future is Now

Update: Click here to check out our review of the Oculus Touch controllers.

Virtual reality isn't a recent invention, but thanks to the efforts of Oculus, it's more viable than ever. Over the past four years, Oculus has developed and demoed numerous prototypes of its Rift headset, adding features and refining designs at a rapid pace. It wasn't long before VR, and Rift specifically, became the talk of conventions like CES and GDC.

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Now Playing: Oculus Rift Video Review

With the likes of HTC and Sony stepping up to the plate with their own VR headsets, and major developers creating games specifically for these devices, it's undeniable: the industry is finally ready to support VR. But for as much momentum as Rift and its competitors have, the general public is still on the fence. At $600, Rift is expensive relative to consoles like PS4 and Xbox One, and when you add the cost of an appropriately-powered PC, VR as a whole is almost prohibitively-priced for the majority of gamers. After spending a week using Rift, however, I can look past the price tag and see it for what it is: a key to a new era of entertainment. It lets you to engage with games in ways that haven't been possible before, instilling a tangible sense of presence that's immediately exciting.

However, the transition into VR isn't seamless. When you first put on a Rift, you are all too aware of the headset. It's somewhat comfortable, but the way it envelopes your head can make it feel like a helmet. When you're using it, the lenses tend to blur images on the edge of the display--which, at 1080p, appears slightly low-res--and you can see a bit of light sneaking in from the bottom of the headset. Though I was painfully aware of these issues at first, Rift's presentation and handling of VR content ultimately distracted me from these initial annoyances.

Rift and its accompanying accessories feel like premium products. The headset's chassis is wrapped in a pleasing, fabric-like material that makes it feel like a luxury item. All three of its straps have a velcro solution for adjustments, and they converge at the back with a sturdy, triangular brace that cups the back of your head. The inside of the headset--the part that makes contact with your face--is lined with contoured foam, and an added layer of felt-like material.

Rift and its included accessories.
Rift and its included accessories.

The built-in headphones are unusual in that they are attached directly to the headset's straps, but they are on rotatable, hinged rails that allow for easy adjustments on-the-fly. The actual headphone portion of the setup is an on-ear configuration with plenty of padding, wrapped in a soft mesh fabric. All told, the headset has a sturdy and intuitive design, with materials that feel in-line with its $600 price tag--nothing about it feels cheap or compromised. While it's hard to completely forget you're wearing it, Rift never feels like a burden when you're mentally invested in a VR experience.

Everyone reacts to VR in different ways, but because Rift's sensor tracks six degrees of movement and its display has a high refresh rate and low pixel persistence, hardware issues that could inadvertently distort your sense of orientation are accounted for out of the gate, making it easy to feel immersed in your game of choice.

That said, games can still play with your senses in undesirable ways that Rift can't account for on its own. Adr1ft, for example, is a game about floating through a broken space station. Your body twists and turns with simulated weightlessness. It's not entirely unlike EVE Valkyrie in that sense, where you pilot a ship that can rapidly flip and rotate. Regardless, Adr1ft made me so uncomfortable in VR that I had to stop playing it--despite the fact that there's a feature in the game designed to combat such issues--whereas I was completely fine in EVE Valkyrie. It's a product of how good Rift is at convincing your brain that what you're seeing is "real" and evidence of the fact that software is an equally important part of the equation.

Playing Adr1ft in VR is an intense experience that may lead to adverse physical effects.
Playing Adr1ft in VR is an intense experience that may lead to adverse physical effects.

Oculus Home identifies three levels of intensity for all games: comfortable, moderate, or intense. It's a helpful grading system, but it's also a reminder that for all of the wonderful opportunities VR presents, it will be challenging to use for people who are susceptible to motion sickness. I wouldn't normally count myself as part of that group, and thankfully, I only felt uneasy in that one instance.

Rift is for more than just games, however, and some of the most enchanting--and least intense--VR experiences are passive. There are 360-degree videos taken from locales around the globe available in Oculus Home, as well as 3D rendered short films that transport you to otherworldly places, sometimes just for the sake of being there. While the quality of some of these videos falls short when compared to the selection of games, they offer a tantalizing taste of what virtual tourism and storytelling will be like once VR gains more traction outside of video games.

In order to get a smooth and enjoyable experience with Rift, you need a better-than-average gaming PC. The requirements aren't outrageous, and some people may only need to upgrade one or two components in their existing PC to get started. But to build or purchase a Rift-ready system will cost--at a minimum--close to $1,000, raising the entry fee considerably for some customers.

No Caption Provided

Oculus Rift Minimum Requirements

  • Graphics Card: GeForce GTX 970 or AMD Radeon R9 290 or better.
  • CPU: Intel Core i5 4590 or greater.
  • RAM: 8GB or more.
  • Video port: HDMI 1.3.
  • USB port: 2 USB 3.0 ports.
  • Operating system: Windows 7 SP1 or newer.

Presuming you have a capable enough PC, setting up Rift is a simple affair. After installing the Oculus software on your PC, you are guided, step-by-step, with clear and simple directions. Essentially, you're told to plug a specific device in, the software confirms that it's connected, and you move on to the next piece of the kit.

The fact that there's so little to say here is a good thing, but it's worth noting that we ran into one issue with our Rift that forced us to reach out to our contact at Oculus. Seemingly out of nowhere, Oculus' software reported it couldn't detect Rift's HDMI cable. While there is a support website for Rift, the solution we needed wasn't on it. After contacting Oculus, we were instructed to pop the foam lining off of the inside of the headset to access Rift's cable connection. After disconnecting and then reseating the cable, our issue was resolved. Oculus told us that this would be added to its support documentation by this week.

Oculus has its own platform for distributing games, apps, and other VR content called Oculus Home. It can be used within the headset, or as a traditional desktop PC app. In VR, your gaze directs an on-screen cursor, and you click icons with the A button on the Xbox One controller, or with the included Oculus' remote. The store is mildly ambiguous at first, but once you begin to look around at various icons, navigating it becomes second nature.

Oculus Home is still a work in progress, but it's off to a good start.
Oculus Home is still a work in progress, but it's off to a good start.

Beyond a means of purchasing and accessing VR content, Oculus Home is also where you can see if your friends in the Oculus network are online and what they're up to. Unfortunately, there's no way to invite friends into games from Oculus Home at launch.

Pressing the home button on the included Xbox One controller during a game will take you to a menu within Oculus Home where you can reorient the headset's positional tracking--a quick, two-step process--adjust the volume of the headphones, check the time, or view notifications from Oculus or your friends.

Oculus has prepared a wide array of games and passive experiences for launch, and everyone who has pre-ordered a Rift gets two games for free. One is a Lucky's Tale, a 3D platformer set in an adorable cartoon landscape that borrows heavily from games like Super Mario 64. The other is EVE Valkyrie, an aerial combat simulator set in outer space. With racing, sports, adventure, horror, strategy, and puzzle games--to name some of the genres represented in the launch lineup--there are plenty of ways to explore the potential VR introduces to video games.

I can look past the price tag and see Rift for what it is: a key to a new era of entertainment.

The best part of the launch lineup is that most of the games are full products, not tech demos. Up until this point, we could only sample Rift's capabilities via brief demos, which had some people concerned that VR games wouldn't be able to compete with traditional console or PC games. Thankfully, this isn't the case. Rift owners will have access to numerous, fully-realized games at launch, and even though some of them are ports of games that originated outside of the scope of VR--including Project C.A.R.S. and AirMech--they still benefit from Rift's capabilities, either by introducing new modes or by allowing you to experience them in a more personal, intimate way than before.

Of course, not every VR game is a good game by default. EVE Valkyrie, for example, is littered with microtransactions that detract from its initial appeal. Lucky's Tale, while charming and fun, pads out its levels by forcing you to replay them with alternate objectives. After five hours battling my way through an enigmatic dungeon, Chronos is--so far--an amazing game that recalls favorites like Resident Evil, The Legend of Zelda, and Dark Souls. However, it stumbles on occasion due to a handful of design flaws, including the unforgiving way that it allows you to walk into pitfalls, some of which are difficult to see due to Chronos' use of fixed camera perspectives.

Chronos is one of the best-looking launch games for Rift.
Chronos is one of the best-looking launch games for Rift.

Clearly, VR games are susceptible the same problems as regular games, but there's something about the unique, VR experience that makes up the difference--at least a little bit. When I'm flying around in EVE Valkyrie, immersed in my virtual cockpit, soaring through space debris, I'm entranced by how convincing it feels. When I lean in to get a closer look at Lucky the fox, I feel a connection, however contrived, when he looks up and greets me with a wave and a smile. Likewise, when I guide him through a narrow tunnel, I can sense space shrink around me. When you're playing a game on a monitor, the real world is in equal view. When that is stripped away and filled in with the world of the game you're playing in VR, it's a very powerful experience that traditional gaming platforms simply don't offer.

VR is a very powerful experience that traditional gaming platforms simply don't offer.

Were Rift more uncomfortable to wear, or less technically capable of displaying frames quickly with low latency, then I wouldn't feel comfortable recommending it. If it wasn't easy to setup and configure, I would think twice before claiming it's ready for market. But these concerns were quickly dashed. I had Rift up and running in a matter of minutes. I played game after game that opened my eyes to the possibilities that VR and headsets like Rift make possible.

$600 is a lot to pay for a piece of gaming hardware. But Rift is different from a console or a new graphics card. Rift allows you to experience games in ways that we've only dreamed of up until now, and while it requires you to make a few compromises in the name of immersion, it's worth it. Yes, you will look silly to anyone who watches you use it, and you will potentially feel uneasy after an intense VR session, but these issues can't take away from the fact that Rift delivers on its promise to enable more immersive and personal gaming experiences than we've ever seen before.

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Peter Brown

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hystavito

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Before I read this I wondered who will review it, and maybe it would be best to have someone who is totally or mostly new to VR do a review like this? We've already been hearing how amazing VR is from gaming press people for the last couple years, most of that specifically about the Oculus Rift. Maybe someone who doesn't have all those previous demo experiences and such could give an opinion that better addresses the vast majority of the audience, people who have never tried VR.

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Liliroots

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@hystavito: agree

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elleclouds

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I'm in the process of building a new rig...just waiting on my CPU to arrive tomorrow (i7 6700k). Got my card brand new from craigslist (980 ti 6 gb DDR5) for $540. I preordered the HTC Vive and am excited to get into the next era of gaming/entertainment.

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Pelezinho777

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Edited By Pelezinho777

Yay, brain cancer!

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deactivated-59fa0a9978db8

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@Pelezinho777:Only if you play nuclear reactor simulator without it.

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motopram

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@Pelezinho777: doesn't stop people from using mobile phones.

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TimmyDKJR

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@motopram: The light from not Cathode Ray tube TV and the signal from cell phones don't cause cancer. Those electromagnetic waves are far less powerful than the very visible light we see. The CRT TV back then could cause cancer because they leaked X Ray, because of the way they were designed. That's why they were bad for you.

Sorry to be that guy, but the more you know right? :)

http://csep10.phys.utk.edu/astr162/lect/light/spectrum.html

Short graph for the energy of the different electromagnetic waves.

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motopram

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@TimmyDKJR: It's not the SAR level with Mobile phones it's the oscillating frequencies. The top brain surgeon in Australia (Charlie Teo) is in no doubt about it, he says the number of cases of brain tumours on the side of the head of young and old people has gone up at a rapid rate in the last 10 years. http://www.news.com.au/technology/brain-surgeon-dr-charlie-teo-warns-against-mobiles-home-appliances/story-e6frfro0-1225791947213

Read the fine print on your iPhone, Apple now have a warning to keep the phone i think 1inch away from your head ?

You do realise the earths atmosphere protects use from the suns radiation ? go into space in an unshielded spacecraft and get back to me, you know i'm right :)

Get the latest research here. http://www.powerwatch.org.uk/news/index.asp

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TimmyDKJR

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Edited By TimmyDKJR

@motopram: The sun isn't the only source of visible light. Everything you can physically see is visible light. All those researches about "possible correlations" are never really proven though are they. There has been 0 actual proof of these supposed tumors. And for good reason. The mutation in the cells is normally caused by the higher frequency electromagnetic waves.

But yeah I mean you know just saying!

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motopram

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Edited By motopram

@TimmyDKJR: That's because all the major studies into it have been funded by the mobile phone companies, do a little research, you'll see lots of researchers who had findings contrary to what the mobile companies wanted who were suppressed and or fired. It's pretty clear cut.

It's the same as with tobacco, history repeating itself.

Oh and watch out for that Wi-Fi router you have next to your bed at night, or don't, it's your health.

Just because you can't see it, doesn't mean it's not there.

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TimmyDKJR

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@motopram: I want to one day grow old with or without a tumor and go back to this thread. That would be fun! >.< Hopefully without, but we'll nevah know!

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SprSynJn

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@motopram: Cell phones are a necessity in life. Gaming headsets are not.

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gotrekfabian

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@SprSynJn: Cell phones are a necessity? We used to cope just fine without them thank you very much. It was a case of knocking on someone's door or calling their 'landline' if they had one back during my childhood.

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SprSynJn

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@gotrekfabian: That was before kids starting bringing guns to school. I also grew up without cell phones so I know what you're talking about, but doing without them in todays society seems too harsh in my opinion.

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motopram

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@SprSynJn: Depends who you ask.........

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zyxahn

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@motopram: Case and point me. I don't have one with service. :)

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Pyrosa

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Once this gets fleshed out in another year or so, it seems like it'll be worth investing the time. Need some "better than year 1" titles, a healthy dose of production patch cycles, and lots of user feedback.

Iteration 2 will likely be excellent.

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Scarshi

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Edited By Scarshi

I thought pc gaming was dead? Consoles of this generation are hard pressed to compete with the level of detail of the next couple years of pc version vr headsets. I know console vr headsets are yet to make a mark but PC hardware is beyond comparison. To hell with the expense. This is the ferrari of gaming right now and its accelerating fast.

Good thing I have a GTX970, but I think I may upgrade again before acquiring a vr headset :)

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Saganage

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Edited By Saganage

The cheapest I can find a geforce gtx 970 is $300. The cheapest I can find a Intel Core i5 4590 is about $200. Looks like its PS VR for me....

And I thought my gaming PC was actually pretty decent lol.

Question: What makes the headset so expensive if it relies on PC hardware to do much of the work? It seems the headset is simply an array of lenses, sensors, and headphones.

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ShimmeringSword

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@saganage: Early adoption. Remember the Xbox One and PS4 cost around this much at release, but are now only $200 when you factor in bundle deals. The price of VR will drop substantially within 2 years. They also know they can afford to price it up this high when you need a pricy computer to use it. People who would only buy this if it was cheap, would also only have a cheap insufficient computer.

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Pyrosa

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@saganage: Quality headphones cost ~$300, so it isn't much of a stretch once you factor in all the other components and integration.

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drocdoc

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@saganage: There is a major difference in quality between the two though.

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Externalpower43

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If anything this is a step toward something and not a destination. The simple fact is most people do not want to wear that clunky overpriced screen on their head.

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SaQu1B

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People were excited about virtual boy and look what happened. vr will always be a joke...

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PS2fweak

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Edited By PS2fweak

@SaQu1B: Your comment is a joke. NOBODY was excited about Virtual Boy and look what happened.

It still shocks me how in the dark some people are. VR is already doing great. It has been since it was first kickstarted. Every dev kit sold out, now all the consumer models are sold out. It ALWAYS sells out and that's just Oculus. How do you not understand the difference between a system many of us tried and said, "yeah, that's shitty", and what VR is now? People try VR and they enjoy it. That's a huge difference. Sony in it's first year will do better numbers than the lifetime sales of the Virtual Boy. I have no idea about the Rift or Vive, but I'm sure they will do solid sales as well.

You don't want it, so you just decide to create your own narrative? I seriously can't believe you use the Virtual Boy as an example for anything. That system was a unique failure comparable to nothing else. VR is now an industry with multiple companies competing for a very real market. Oh yeah, developers are actually developing VR experiences as I type this reply. Again, huge difference.

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Saganage

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@SaQu1B: Virtual Boy shouldnt of happened. It was not ready for prime time.

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Nymfia

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@SaQu1B: yeah I remember how people were exited about mobile phones in the eighties, and some people where excited about smartphones and tablets in the 90-ies. Those things never really took off either.

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streamline

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@SaQu1B: I was never exited about Virtual Boy. Don't know why people would be for essentially a one color 3D screen.

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Liquidation_iLy

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@SaQu1B: I don't think you understand how fast technology develops over the decades. Smh...

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imajinn

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Edited By imajinn

@SaQu1B: 1995 was a looooooong time ago. I am sure many tech advances have been made since then.

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Maxxgold

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All I can say is that VR on the Oculus Rift is jaw-dropping! We finally have real next gen gaming. Not just slight graphics upgrades but real next gen type changes!

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tom_cat_01

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It's probably going to change the world. In years to come it'll be much cheaper, even higher quality... and just wait until you can use VR to experience live music, sports events, or even be "inside" movies, all from your own home. And just wait until all the new and creative gaming experiences we can't even imagine at the moment start to become normal.

It's WAY to expensive for me atm (I don't even have a capable PC anyway), but, you know, this is probably just the beginning... 10, 20 years time? Just imagine what might be happening.

The future is scary.

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Yams1980

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its too big

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streamline

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@Yams1980: Yay, I'm the first one to say that's what she said.

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bigruss51

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Edited By bigruss51

@streamline: didn't stop you tho did she? lol

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joalopes

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The initial impressions and reviews seem to point out to a good start.

I understand why people are skeptic regarding VR future but part of the reason is that some people are only considering certain use case scenarios and just looking at the technology.

Not the experience and the content.

Consider this. Back in 80's many considered video games to be a passing fad.

https://en.wikipedia.org/wiki/1980s_in_video_gaming#Video_game_crash_of_1983

So what kept video games from dieing?

Content. The Super Mario, Wolfenstein, Prince of Persia and so many other games. And consider this. Back in the day, all of these games were indie productions. Small titles in an era where big companies simply weren't willing to spend a lot of money in the industry. (yet)

The technology didn't really matter. It's what people were doing with it that matter. Same happened with 3D graphics that by the way, there were quite a few critics when 3D titles started to gain popularity. In fact, many disliked Quake as it looked "worst" than Doom.

VR both enables a lot of new experiences and enhance existing ones:

- From watching movies and most importantly, other video content that you can't watch in the theater. as if you are in one.

- New 360º category that will be great for documentaries, tours and so on. Imagine for instance, a simple 360º video in space.

- First person games are easy to picture, but what about strategy/god games. Remember the game Black and White?

And eventually devices will support AR as well opening more and more possibilities.

By the way. People point out that VR isolates people. True. But I don't quite understand this argument.
Last time I checked most people play video games alone in their living room or bedroom. Yes sometimes you have your friends come home and play some games with them but most often you are.....playing by yourself.
Well, perhaps some are forcing other people in their house to watch them play video games.

And come on. iPhones, tablets and so on. Typical modern family household these days is people glimpsing at the TV while their doing something in their personal devices.

Think past the technology. When someone gets you to try something really cool with a VR headset you'll just go out and buy it. Just like you bought your smartphone, console or whatever.

Some compare VR to the Kinect. Issue with the Kinect is that it wasn't as precise as they claimed and it is only used in certain type of games. Dancing games and gym games.
But you can use VR for almost any type of content.

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maximo

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Edited By maximo

where does the sound come from?

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Maxxgold

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Edited By Maxxgold

@maximo: It has a quality built in headset and microphone. You can use your own if you want to, but you don't have to.

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deactivated-6442e89b0c895

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Good review. Obviously the lack of the touch controllers are going to make any current reviews of the Rift seem incomplete. The store better be available to owners of competing HMDs like the Vive however. I am perfectly willing to buy so-called exclusive games from the Oculus store if that is the only place I can get them. If facebook invested in the development of software then it is perfectly fair for them to recoup the investment by selling it in the Oculus store only but they should open up access to the store to all the hardware they can. People that buy the Rift will get signed into the Oculus ecosystem by default but it is in Oculus'/Facebook's own interest to sign up as many people as possible regardless of their system choices.

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Fattyboombatti

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I do agree with a lot of people saying the money spent on this hardware would go a lot further - £600 would get me another 970 and a UHD monitor. i'm still also skeptical about how a single 970 will do once more AAA titles will be released, is the visual fidelity going to be worth it?

However, I have dreamed of VR since i was a kid and it sounds awesome, maybe a few generations down the line with a lower price point will do it for me.

But if everyone does the same as me, won't it just die an early death?

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Jeremiah

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@fattyboombatti: There's no way a second 970 will bring you the kind of enjoyment a VR headset will.

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TheEternalGamer

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Edited By TheEternalGamer

@fattyboombatti: VR industry leaders have already said they expect initial sales to be lower because of the price of entry. They know it will not be mass market until the entire cost of ownership is within most people's "disposable income" range. That day will come. Let the early adopters help it along and pave the way for the rest of us.

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Flyin3lvl

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only the question that I'm gonna ask based on various comments on sites- some say they are good for games just not long sessions - well from what iv seen off ps vr it hooks up to the tv so itsnt it a case off take off the set and continue playing on tv/ monitor?!

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Myron117

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Edited By Myron117

As im looking to buy the view in a month or two, i would like to know if the "minimum" specs of an R9 290 is really necessary?

I have an R9 280x and would like to know if it would still work with the game? Anyone know?

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Jeremiah

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@Myron117: It will work but it means asynchronous timewarp (fps dropped from 90 fps to 45fps and upscaled to 90 refresh rate, it will fill in the every other frame by predictive means ) will be activated more often, potentially the experience won't be quite as smooth in the more demanding games.

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Myron117

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@jeremiah: ahhhh thank you! So I can still buy the vive and play the games just means I can buy a new gfx card a month or two after. Good news!

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Jeremiah

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Edited By Jeremiah

@Myron117: Exactly, in fact many of the games will run just fine considering the R9 280X isn't that far behind the R9 290 in some ways. Have fun mate :)

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jerms82

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Edited By jerms82

i'll pick one up once 2nd gen comes out. i have horrible luck being an early adopter with stuff - never getting the 1st iteration of anything anymore.

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GregoryBastards

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Wiil wait for psvr...simply because i have a gut feeling that psvr is what will make vr popular.

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masscrack

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@GregoryBastards: your spidey senses are tingling!

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bongsyas_23

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awesome, looking forward to this!

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