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Oculus Rift - Dev Kit Review

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Re: Oculus Rift - Dev Kit Review

#2
I agree with the points about FPS games. I played a couple of the demos without any nausea and then tried HL2 and my stomach was almost instantly in my throat. On reflection, there was something about the first two demos that made the difference, I think. In one, you're underwater in a pod, which means even though you're in first-person, there remains the concept that it's not you moving, but the pod, and you therefore have a relatively static near-plane environment which moves subtly, whilst the 'outside world' moves more freely. In the second demo, a sky-diving simulator, you're free falling, so there's very little rotation involved.

Re: Oculus Rift - Dev Kit Review

#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 the Oculus Rift, and waking up feeling like he was actually in there for the first couple of minutes:

http://www.reddit.com/r/oculus/comments/1oe33h/so_i_fell_asl...

Sounds like we'll be on one hell of a ride in the next 10 years, 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, and feeling "disconnected" when they aren't there, just like we feel now without the Internet.

Re: Oculus Rift - Dev Kit Review

#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-...

Re: Oculus Rift - Dev Kit Review

#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 ...).

Re: Oculus Rift - Dev Kit Review

#7
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 needs a doubling, at a minimum.) However, every other (adult) person I've tried it on has indeed felt quite nauseous very quickly.

Like others though, I think the big initial wins won't be in FPS games since they also encourage you to run around and interact with an environment that doesn't exist. Flight sims, space sims, underwater sims, racing sims.. this could be a huge deal.

Re: Oculus Rift - Dev Kit Review

#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.

Re: Oculus Rift - Dev Kit Review

#10
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.

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