So i just got the Oculus Rift that i back on kickstarter like 8 months ago. The packaging was pretty epic, so much so that I almost did an unboxing video, but then realized those are super lame so I did not.
So i started up the demo it comes with and TF2 and here are my initial thoughts.
1) The head tracking is INCREDIBLE. When the world first loads, it is hard not to say "oh wow". Then when you move your head it feels so natural. Very very impressive
2) There is a lot of motion blur. I am sure this is just because it is a dev kit and maybe the refresh rate is a little bit low. But when you move, everything gets a little blurry but as soon as you stop moving, it gets back into focus. Not really a big deal.
3) It feels fairly comfortable. Very light and you really forget you are wearing a piece of head gear very quickly.
4) Text and HUDs are going to have to be completely re-invented. Problem is that where we currently expect HUDs to be (top, bottom sides) are now in the users peripheral vision. Humans are not able to make out thinks like text or fine details in our peripheral vision so nothing in a HUD can really be there. Problem is that unless you know where the users pupils are every frame, it is going to be impossible to know where a HUD needs to be.
However, there is one MAJOR FLAW. The motion sickness is unbelievable. Everything is fine until you move your character, that is when you feel a terrible wave of nausea almost instantly. To be fair, i do easily get motion sickness on boats, but that is about it. Never in a video game. Some people's brains are simply not equipped to handle this sort of interaction. The developer website has a very interesting article about it, i have quoted the overview below (it is pretty long and behind a log-in wall i think. PM me if you are interested in the whole thing).
I tried to force my way through but after less than 10 minutes, i could not take it any more. I had to lie down for the last 2 hours to recover and even now i still feel like i have a mild hang over. I am not alone in this either. As more people are getting their dev kits, we are seeing more reports of the exact same feeling.
Also, developing for it must be much more tricky then people are thinking. Valve has a great wiki on their experience and has put together a LONG list of tips. If programmers are going to have to customize all these crazy parameters to calibrate it for each person, there is going to be trouble.
http://wiki.teamfortress.com/wiki/Oculus...User_Guide
I am a little disappointed as I had this whole vision in my head of sending my dev kit over to Esenthel and begging him to add support for the Rift as it is the future. Now sadly, I see we are not there in a Matrix/Ready Player One world ..... yet. Hopefully soon.
Oculus Developer Site Wrote:Apparent dissonance between the senses can lead the body to believe that something is wrong. One possibility for this is that we have been poisoned, therefore the brain causes feelings of nausea, and when extreme this leads to vomiting. Most commonly experienced when on moving vehicles, such as boats or the top floor of buses, this is called motion sickness. Normally this occurs when one set of senses (e.g. sight) is taking input from one reference frame (e.g. the inside of a vehicle, which appears stationary), whilst another (e.g. the inner ear - an inertial reference) is referring to another frame (e.g. if the vehicle is, in fact, moving/rocking).
Within VR these issues are inverted - from an inertial perspective you are relatively stationary, however from a visual perspective the body is moving. Nausea from such disparity could prove to be a major barrier to adoption of VR technologies. Some guidelines have been identified by trial and error, to minimise this nausea, and further investigations are needed. This page summarises both