Live data from Hacker News

Oculus Rift - Dev Kit Review

devmaster.net

11–20 of 23 posts

Re: Oculus Rift - Dev Kit Review

#11
> You cannot play first person games.

As an Oculus Rift owner I've been able to play HL2 for three hours straight with zero breaks. It was hands down the best gaming experience of my life and this is coming from someone who really doesn't appreciate single player games.

People don't believe it but you DO have to gain your 'vr legs' before diving into fast paced games like FPS.

You have to gradually work your way through games that are just at your limit until you find yourself able to handle something fast paced like FPS. For me it went roughly Blue Marble,Alone in the Dark,VR Helicopter,War Thunder (for 2 weeks), DoD:Source, HL2.

I think what may have been key to my transition was when I played DoD:Source, I just treated the Rift like a big screen in front of my face and used my mouse to look around the world rather than my head (DoD currently does not have separate head look/mouse look so where your head moves your cursor moves and vise versa). When I finally got around to playing HL2 (which has separate mouse look/head look so you can look up a flight of stairs, and than bring your cursor up to shoot) it was a small enough jump from DoD that I was able to play a half hour my first night, an hour my second and 3rd nights, and 3 straight hours on my last when I beat the game.

I think the greater issue Oculus Rift faces is that, even if you are careful to slowly acclimate yourself as I did, over time you will build a slight aversion to the Oculus Rift as your brain associates the odd glitch of nausea that are inevitable in any game with the Rift. So while I did say that HL2 was the best gaming experience of my life, I do admit that I haven't been back to it since. I don't know if thats a function of me beating the game or nausea, but I'd probably put it at 80/20 respectively.

I think that it will just be a matter of how compelling a game is to overcome the nausea/aversion. I suspect that if GTAV releases for the PC that I'll find myself logging multiple hour session in the Rift again.

Re: Oculus Rift - Dev Kit Review

#13
post #5

I did not get sick at all. I would definitely try the demos which were written with the Rift in mind, not general games. RiftCoaster for example is superb (be even better if I could get it to work under Wine ...).

[deleted]

Re: Oculus Rift - Dev Kit Review

#14

You cannot play first person games. As cool as they are for the first minute, beyond that motion sickness kicks in. It's only one data point but I've not had any nausea with extensive playing of Minecraft and HL2. Indeed, the biggest problems by far are the lenses steaming up and the gigantic pixels/low resolution (I'm not even sure 1080 would improve this significantly since it's already 720, isn't it? It feels like…

It 100% will be a huge deal with flight sims. The Rift is ideal for that. In a few years, playing a sim without some kind of high immersion device like the Rift will be like playing a flight sim without a joystick today.

Re: Oculus Rift - Dev Kit Review

#15
post #4

Interesting. I had a very similar initial experience [1]. I got sick from Half Life 2 the first two times playing it, but the third time I managed to do a 40-minute session without feeling any serious nausea. It's definitely something you can train yourself to tolerate. But srsly, 4K resolution is an absolute must. [1] http://www.colorfulwolf.com/blog/2013/10/02/oculus-rift-dev-...

I wonder if you can take some Dramamine and still get used to it without having to endure the initial nausea.

Re: Oculus Rift - Dev Kit Review

#16
post #3

> I think the tech will shine if they ever manage to fit 4K resolution in there. That's probably going to take a few generations, and they might do it faster and with better results if they used this technology instead, which apparently doesn't give eye-strain like LCD's do, too: http://reviews.cnet.com/wearable-tech/avegant-virtual-retina... By the way, check out this Redditor's crazy story about falling asleep with…

> if Oculus Rift gets so immersive, and hundred of millions of people have them, all preferring to be in their high quality virtual realities over real life, most of the time

Much as dislike this outlook, it might actually make a lot of currently somewhat "overpopulated" physical real places (with traffic jams etc.) a lot more pleasant, so yeah, let's see :D

Re: Oculus Rift - Dev Kit Review

#17
post #11

> You cannot play first person games. As an Oculus Rift owner I've been able to play HL2 for three hours straight with zero breaks. It was hands down the best gaming experience of my life and this is coming from someone who really doesn't appreciate single player games. People don't believe it but you DO have to gain your 'vr legs' before diving into fast paced games like FPS. You have to gradually work your way thro…

I cannot play Source Engine games even on my regular display because i get motion sickness, but other games are fine. None of the settings I tried helps (FOV, resolution, refresh rate, VSync). I wonder if trying Oculus would make it worse or better.

Re: Oculus Rift - Dev Kit Review

#18
post #9

I wonder if, for those who experience it, the motion sickness would be as bad if running around on an omni-directional treadmill. While your body would be moving to match your avatar, your inner ear might still sense that you are stationary and cause you to feel nauseous.

My experience: 5 minutes with Occulus and a game pad resulted in about 10 minutes of mild nausea. 5 minutes with Occulus and Omni resulted in about 30 minutes of moderate but not debilitating nausea. Complicating factors: tried the Omni test first, perhaps increasing my tolerance for the next test. Also used the lower resolution Occulus devkit with the Omni.

How does the omni control the game? Just curious.

Re: Oculus Rift - Dev Kit Review

#19
I never really felt much motion sickness from it, even in TF2. I didn't really enjoy playing that way, as I felt like I lost some of the control mouse+kb gives, but it's certainly immersive.

petercooper hit on the big problems: the lenses fog up quickly and the low resolution in the dev kit is distracting.

Also, in some games like surgeon simulator 2013, there is drift which means you're spinning slowly in a circle to keep looking at the same spot. It's horribly frustrating, and ruined the (already frustrating) experience for me.

Unreal works very well with it, however. I think any game which doesn't rely on fast transformations to the perspective will benefit greatly from the immersion the retail Rift brings.

Re: Oculus Rift - Dev Kit Review

#20

Earlier quoted context omitted.

My experience: 5 minutes with Occulus and a game pad resulted in about 10 minutes of mild nausea. 5 minutes with Occulus and Omni resulted in about 30 minutes of moderate but not debilitating nausea. Complicating factors: tried the Omni test first, perhaps increasing my tolerance for the next test. Also used the lower resolution Occulus devkit with the Omni.

How does the omni control the game? Just curious.

It detects your forward walking motion and translates it to pressing forward on the keyboard (roughly).
Post reply on HN