The Xbox controller is really surprising to me. Years in development and it will ship with an Xbox controller. Oculus Touch didn't even get demonstrated and "prototype" was mentioned time and again.
Oculus Rift
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Re: Oculus Rift
#921. Oculus is a display, therefore it should work with almost anything (aka modern devices that put out HDMI, etc). A 4k monitor doesn't require me to buy a whole new computer to use it. I don't understand why Oculus (or any other VR display) needs to be proprietary to the point that I may end up owing one device (Oculus) for PC and another (Morpheus) for PS4 gaming. This makes as much sense as companies launching nearly identical video formats (BluRay vs HD-DVD most recently). And again, this is a display not unlike a 4K display and should work similarly universally, I would think/hope.
2. It seem too big to me to be truly immersive. To lose oneself you have to not notice you are wearing this, which at its current size seems unlikely.
3. It needs to be wireless, any cables will detract from the immersive experience. I'm sure they are working on this.
4. The controllers they created look pretty interesting but I don't see how they will be conducive to touching, picking up, grasping items which would seem to be a more important thing than re-inventing FPS controllers if VR is truly going to take off this time.
5. I worry that too much focus is being placed on adapting FPS to this (and other) VR tech. While it would seem a 'natural', and probably will prove to be the easiest style of game to adapt, it's also lazy. It will be far more challenging (and I think rewarding) to adapt VR for other purposes such as viewing live events (concerts, sports etc), driving games/sims, sports games/sims and action adventure games such as Witcher and Dark Souls, just to name a few off my head. Maybe the new controllers will work great with those types of games/activities but my gut is these are really optimized for FPS, which is a shame.
It's exciting times for VR but I sure hope it doesn't get overtaken by FPS games because there are so many more potentially awesome applications out there to also focus on.
Re: Oculus Rift
#93I am still not sold on VR, but I feel that AR (Augmented Reality) really is the future. 1) AR seems to help in real world situations vs VR which actually makes you feel vulnerable due to lack of vision and impaired hearing of what is around you. 2) VR also has the issue with physical issues with nausea and 10% of people with lazy eyes or other optical issues that make them unable to see 3D clearly. 3) Star Trek Holos…
I agree with your view that AR is more the long-term future of all this tech. However, I would disagree that VR isn't going to be a big thing in the short to medium term. It's a completely new medium to a large extent that is still finding its feet. It offers a completely new* experience and developers/artists/storytellers have yet to really tap into what it can do and deliver in terms of feeling and emotion. Everyon…
I was speaking long term, hence my analogy to Nintendo Wii controllers
Re: Oculus Rift
#94Re: Oculus Rift
#95Going to a page and the first thing I see is someone with their mouth gaping open and looking up. Horrible design.
That was my immediate thought as well. Their choice of a scruffy looking guy (nothing wrong with it in and of itself) says a lot about their intended audience. Hard to imagine Apple or Google marketing a product with that kind of imaging.
Re: Oculus Rift
#96Earlier quoted context omitted.
I think you overestimate the draw of device that isn't really market tested and doesn't yet have a lot to recommend it besides its newness. Christmas of 2016 will give it time for good games to have bubbled up and make the value proposition of the Oculus + supporting hardware much stronger.
This. It appeals to a very specific market at the moment. Most consumers will probably never experience VR on a PC at home. The real seller to mass market will be a combination of integration with phone handsets (a la Gear VR) or console (Morpheus/PS4) devices. The mass market doesn't want a big, expensive black box chugging away in their living room.
http://www.forbes.com/sites/marcochiappetta/2014/07/14/the-c...
Re: Oculus Rift
#97Going to a page and the first thing I see is someone with their mouth gaping open and looking up. Horrible design.
That was my immediate thought as well. Their choice of a scruffy looking guy (nothing wrong with it in and of itself) says a lot about their intended audience. Hard to imagine Apple or Google marketing a product with that kind of imaging.
Re: Oculus Rift
#98The Xbox controller is really surprising to me. Years in development and it will ship with an Xbox controller. Oculus Touch didn't even get demonstrated and "prototype" was mentioned time and again.
"The oculus will ship with... A wireless.... Xbox one controller" I closed out of the stream at that point.
Re: Oculus Rift
#99Does anyone know of a list of PCs that meet (or exceed) the recommended hardware specs for the Rift? Not that I'm going to run out and buy one of these machines in anticipation of the Rift's release next year, but I'm interested in knowing roughly what a premium VR experience costs today (excluding the headset, obviously) Edit: To rephrase my question, can anyone point me to a list of PCs manufactured by companies li…
Interestingly, Oculus has noted that the target spec. for the PC "will not change for the lifetime of the product." In other words, they seem to realize that this is expensive now, but that it's better to deliver a really high quality experience that gets cheaper over time than to launch with a sub-optimal experience that eventually fires on all cylinders.
Re: Oculus Rift
#100The Xbox controller is really surprising to me. Years in development and it will ship with an Xbox controller. Oculus Touch didn't even get demonstrated and "prototype" was mentioned time and again.
That really doesn't bother me. Having used an Xbox One controller regularly, I think it is a fantastic controller, and I like that Oculus didn't feel the need to reinvent the wheel. I am excited about new interfaces other than a traditional controller though.
My take: this a bandaid, so they can get the headset out in Q1, ahead of the proper controllers in Q2. Not what they wanted to do, but Vive forced their hand on timing.