Feature Article

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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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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Xristophoros

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what a weak lineup of games... sure this is the official launch of the oculus?

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fluffzbunny

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@Xristophoros: its not

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Dark Messiah of Might & Magic

Dark Souls

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Darksiders

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Dead Island

Dead Space

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Deus Ex – Human Revolution

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burnedandfrozen

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Edited By burnedandfrozen

@fluffzbunny: World of Warcraft seriously? LOL

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Xristophoros

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@fluffzbunny: lol

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NikoKun

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@Xristophoros: It's not a weak lineup at all! There are several great games there, that I MUST have, and plenty of others I want to try too.

It's only "weak" if you're not willing to give new IPs a chance. You afraid you might get so hyped for some of these games, and then want to buy an expensive HMD? lol

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Xristophoros

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Edited By Xristophoros

@NikoKun: everything is relative. to me it is a weak lineup. to you it is a strong lineup. if i am ever swayed to pick up a vr device (not likely for a very long time if ever), it will be on ps4 without a shadow of a doubt since i have no interest in purchasing a new pc. i don't think i am alone in this perspective. at any rate, enjoy the games.

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bigfootpart2

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Edited By bigfootpart2

I think VR will probably be a passing fad like 3D TVs or motion controls. At best it will settle down into a niche, but more likely it will just fade away. I just can't imagine heavy, expensive, stupid looking goggles like this ever catching on in a big way.

This isn't for me anyway. I have a GTX 980 and could probably run an Oculus Rift, but 3D gives me the worst motion sickness and migraine headaches. The last time I saw a 3D movie, I walked out of the theater and immediately vomited. I would imagine VR is probably as bad or worse.

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superkev72

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@bigfootpart2: This is not the same as 3D. It is nothing at all like what you seem to be thinking. The frame rate of VR is 4 times what a 3D movie is and is corrected for your IPD and aspect ratio in real time. You are seeing 3D right now sitting in your chair looking into your room - VR is similar to that.

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NikoKun

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Edited By NikoKun

@bigfootpart2: Does 3D in real life give you motion sickness?

The type of 3D you see in VR, isn't the same as 3D movies or 3D TVs. It's realistic, true 3d, the way your eyes see 3D in real life. One of the big reasons VR is so exciting for so many people, is that it DOESN'T cause those problems, like 3D TVs did.

EDIT: 'Good' VR experiences don't give you ANY motion sickness anymore. Although it is certainly possible to play more intense games, which can cause motion sickness.. But that's only if you're playing virtual roller-coasters, or a game that uses traditional fps movement/strafing speeds.

You'll have to try VR for yourself, before you can truly understand. VR gives you depth perception, and a sense of scale and presence. These are things no other media can portray.

It's not going to fade away, this is the future. It's the next step in how we display media, and it'll take over everything soon enough.

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Moondrake

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Edited By Moondrake

##@NikoKun: What most likely causes motion sickness is the disconnect between what your eyes are telling your brain and what the spatial orientation organs in your inner ear are telling your brain. When your eyes register motion but your ears don't, or when your eyes say you are stationary and your ears register motion, people experience motion sickness. It's really easy to learn about this stuff with an online query or two.

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NikoKun

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Edited By NikoKun

@Moondrake: Holycrap man.. I know ALL of that. I'm usually the one describing it to other people. Why are you correcting me about it, like i'm an idiot? Don't jump to assumptions about people.. I'm actually a VR dev.

Obviously that's how motion sickness works. That was not what I was talking about. I was responding to an ignorant comment which claimed the 3D effect itself caused motion sickness. And I was simply saying that 3D-itself does not cause the motion-sickness.

I should have clarified that motion-sickness is caused by the disconnect of inner-ear and what you see.. but fully explaining that wasn't on my mind. lol

Also motion-sickness CAN still be caused in VR, if games are too intense, like a virtual roller-coaster, or a game that uses traditional FPS movement/straifing.

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Edited By Moondrake

#@NikoKun: Sorry... I misunderstood your "does 3D in real life give you motion sickness" comment. I thought you were asking if looking at the real world gave him motion sickness.

The thing is, you don't even need 3D to induce motion sickness. I couldn't watch the movie "District 9" because of the way it was filmed with lots of swinging camera motion. Watching Let's Play videos of FPS games will make me sick too if they swing the game view around wildly. I also can't play FPS games with lots of head bob. Stating that "good VR experiences don't give you ANY motion sickness anymore" just isn't true. ANY VR experience can give you motion sickness, just as any 2D experience can give it to you, if you are susceptible to it. If anything, I would expect VR, being more immersive, to be worse than other 3D experiences.

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bfa1509

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@NikoKun: I'm quite sure that many people have reported getting terrible motion sickness using VR headsets. I think it was sony that pledged to make a headset with technology that would not induce motion sickness.

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Edited By Minders

@bigfootpart2: I'm glad you're here to tell me, because unfortunatley I haven't developed the ability to look into the future yet. Thanks.

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Kyelo

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@bigfootpart2: Nice opinion.

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93ChevyNut

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I'll definitely watch the development of VR as time passes, but I don't think it's for me, at least not yet. I do get motion sickness and I am generally concerned about a display that close to my eyes.

Can you imagine if this really took off beyond gaming? Imagine if all internet, gaming, and TV are done with VR instead of a screen. Then they'll roll out a model with a forward facing camera so you don't have to take the thing off and on so much. Brave new world.

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Mommas_b_o_y

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@93ChevyNut: a screen close to your eyes is not bad for you. These types of displays don't give off harmful radiation. Your cell phone does however, but people don't seem to care. In fact, it's better for your eyes to use these instead of a traditional monitor because your eyes continually focus.

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PSN_M1NAT3K

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

I wonder if playing while seated helps reduce motion sickness. I can only imagine people getting off-balance while standing and lunging into the TV.

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musalala

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Waaaaay too expensive

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asnakeneverdies

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Sounds good. Only gripe I have is the available exclusive games, but I'm more interested in re-playing old games in VR anyways. Half-Life 2 Episode 2, here I come!

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Jdzspace

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wait, i'm' confused. why is an xbox controller an included accessory?

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Xristophoros

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@Jdzspace: it's the only good gamepad on pc and they made a deal with microsoft to bundle it.

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JoshRMeyer

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@Jdzspace: MS sold them for "next to nothing". Plus it's PC and I think most people on PC use that controller.

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I'll probably will get one in 3-4 years

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Packerfan7575

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Edited By Packerfan7575

I just don't see this taking off. It feels all too familiar to the hype behind motion controls and 3D. It'll have its niche market but I don't see it overtaking traditional consoles. High prices like this have always hurt new hardware and hampered it from mass market appeal. Then there's the games. If the games aren't plentiful and great, stick a fork in it. I'll let someone else gamble with their $600 because I've just seen too many things like this come and go in my lifetime. Not to mention, I have no urge to strap a box to my face just to play games.

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Alawishis

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@packerfan7575: I may be missremebering when the Wii came out but it felt like press was excited but didn't really make any crazy declarations for what it would be. It was more of a,"I'm excited to try it out, and see if/how it works." While ps move was more,"You guys are doing the wii thing?"

VR feels different, I've never seen outlets push anything this hard. Almost every article/video I see is desperately trying to get people to jump in before it has even come out. It's been ridiculous.

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huehuebrbr

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Metroid Prime + VR = Win

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santinegrete

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@huehuebrbr: WANT

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Snakepond1

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Inevitably this will be the future but, just like motorized transportation back in the day it will be for the rich at first and then when economies of scale kick in most of us will be able to afford it.

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the-games-masta

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Edited By the-games-masta

@Snakepond1: that kind of comparison is idiotic. It's a gadget, that's it, and it's not going to change the world

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deactivated-65d35eb4921a1

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@the-games-masta: I agree that the aforementioned comparison is pretty bad.

But smartphones are nothing but a gadget and they have definitely changed the world.

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the-games-masta

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@gfantini: true enough but they are infinitely more practical than VR.

The fact you have to wear the headset is why VR will never be mainstream and there are plenty of issues associated with wearing the headset for more than a short time, not least motion sickness and comfort

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Stesilaus

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Several years ago I was friends with a guy who was so susceptible to motion-sickness that he couldn't even play the original DOOM game on an ordinary-sized monitor without becoming nauseous. I feel pretty sorry for him. I guess he'll never be able to experience VR comfortably. :-(

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ketsuhige

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I've been dealing with stress-induced dizziness lately, so although I can afford these gadgets, I probably will never buy/use one out of fear that it'll make my dizziness worse.

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Stesilaus

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Edited By Stesilaus

@ketsuhige: Stress-induced dizziness could be a symptom of high blood-pressure. Have you had it measured recently?

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ketsuhige

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Edited By ketsuhige

@Stesilaus: Yep. I go to the gym 5 times a week so my blood pressure is actually optimal. My blood work is clean. Same as MRI, ECG shows no signs of arrhythmia. Doctor really tried to rule everything out including meniere's disease before deciding it's stress induced. I work in the stock market so it actually makes sense to suffer from stress related issues.

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ketsuhige

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@7tizz: never smoked a cigarette in my entire life. Never done drugs either and I wouldn't risk my career by doing drugs, not to mention my health. I've quit drinking since I graduated the first time (I hold 2 university degrees) which was 15 years ago. Been happily married for 16 years. On a side note, please STFU. You're as pathetic as ever. Get a life, loser.

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ketsuhige

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@7tizz: don't worry, I don't need validation from a demented Internet troll. I would need to respect you first, which would only happen if....nah, that'll never happen. You're that fucking disgusting.

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Stesilaus

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@ketsuhige: OK. It sounds as though you're on top of it. A good vacation (with no 'phone or Internet-connected device anywhere in sight) is probably all you need! :-)

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ketsuhige

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@Stesilaus: that's actually what I'm planning. Even the doctor said I need to get away from work. Thanks for the feedback BTW.

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Artwark

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This coming from someone who can't play Fates: Conquest right and gives it a lower score for that but doesn't mind telling everyone that its worth flushing 600$ on a gimmick that forces you to get powerful PC specs......wow.

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superkev72

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@Artwark: ??? That's like saying you are flushing $600 on a nice monitor or a decent video card. To each his own but I suggest you don't knock it until you try it and then opine on if you think it's worth $600. Most people that have any time in VR do think so.

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Mommas_b_o_y

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Edited By Mommas_b_o_y

@Artwark: Yeah, who wants to actually look around feeling like they're in the game? 3d games like fps are gimmicks too. Text based adventure games are the true medium.

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o311rocks

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ITT: Wants VR. Can't afford it. Makes up different excuse to feel better.

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Iemander

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As expected, Rift has a lot of problems with motion sickness. This is exactly why the Vive is the only real option for VR. Playing without motion tracking and proper vr controllers is a pure recipe for nauseousness and disaster.

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superkev72

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Edited By superkev72

@Iemander: That is such BS. I have a DK2 and the Vive Pre and they are almost identical when it comes to motion sickness.

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amaneuvering

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Perfect. It sounds just as good as I expected it to be.

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deactivated-5ae060efb3bf6

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Pass on the over priced first gen, may check back on the next installment whenever that happens.

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