Before I get started, I'm curious if Kyle has given the Oculus Rift/Touch a go. I know he's been engrossed with the Vive but I'd really like to get his impression. I think a Vive vs Rift comparison article would be awesome to get from the [H]. KYLE!!! DO IT!!!!!
To preface, I was a pre-order customer for both the DK2 and the Rift. Both didn't get used a whole hell of a lot because the games just weren't there and I got bored pretty quick. There's also the total lack of presence for me with just the headset, I was never 'lost' in whatever VR experience I tried out. They were neat but I always felt very grounded in my chair with the controller/mounse/keyboard in hand.
Fast forward to now, my Rift hasn't been used for a few months since I got tired of Dragon Front. I decided to pick up the Touch controllers now that they've been knocked down to $100. Get everything setup and I am laughing to myself, giddy with excitement when the tutorial trailer loads with the robot. I spend I don't know how long inside this space playing, completely engrossed by the robot and the 3D printed toys created by the floppy disks (or maybe they're Iomega zip drives).
When that ends I jump into the store and the Toy Store experience and spend some time there trying to acclimate to the control scheme and hand eye coordination with the controllers. I found trying to catch things incredibly difficult but Robo Recall makes me think it was just the game, more on RR in a second. I managed to punch the ceiling fan once while I was smacking a tether ball around, that was funny. Otherwise, the Guardian system did it's job letting me know when I was close to my boundaries. Controller precision was solid, I could extend and line up both my index fingers and the onscreen representation lined up with reality, when my fingers touched 'on screen' they also did in reality.
Once I felt like I had the hang of things, I jumped into Robo Recall and had a fucking blast. Graphics look great, surprisingly good for being a VR game and I got completely lost playing the levels. Reflecting on it, it felt like those old Area 51 arcade games with the plastic weapons except, it was all around you, completely enveloping you. Teleportation movement takes some practice to get the hang of, at one point the game was telling me to turn around because I had teleported in facing the wrong way and just turned around to compensate. Tracking remained spot on when this happened but the notice broke me out of the game and made me realize I had no idea where I was standing in reality.
I think my only criticism is that I had to take a break, not because I got tired of being inside, but because my face was on fire! A couple times I pulled the headset away from my face for a few seconds to get some air circulating but it finally got to be too much of a annoyance. Although it was hot inside, the lenses never fogged up on me. If I wanted to I probably coulda kept playing for much longer.
Doing the math, I think I was inside VR for about two hours without ever taking it off. It felt like 30 minutes. If you are a Rift owner, the Touch controllers are a must have. I knew they'd make a positive difference and felt Oculus stumbled when they didn't include them with the launch but I didn't realize they'd make THIS big of a difference.
Off to feed the meat sack and then return to the digital realm!
To preface, I was a pre-order customer for both the DK2 and the Rift. Both didn't get used a whole hell of a lot because the games just weren't there and I got bored pretty quick. There's also the total lack of presence for me with just the headset, I was never 'lost' in whatever VR experience I tried out. They were neat but I always felt very grounded in my chair with the controller/mounse/keyboard in hand.
Fast forward to now, my Rift hasn't been used for a few months since I got tired of Dragon Front. I decided to pick up the Touch controllers now that they've been knocked down to $100. Get everything setup and I am laughing to myself, giddy with excitement when the tutorial trailer loads with the robot. I spend I don't know how long inside this space playing, completely engrossed by the robot and the 3D printed toys created by the floppy disks (or maybe they're Iomega zip drives).
When that ends I jump into the store and the Toy Store experience and spend some time there trying to acclimate to the control scheme and hand eye coordination with the controllers. I found trying to catch things incredibly difficult but Robo Recall makes me think it was just the game, more on RR in a second. I managed to punch the ceiling fan once while I was smacking a tether ball around, that was funny. Otherwise, the Guardian system did it's job letting me know when I was close to my boundaries. Controller precision was solid, I could extend and line up both my index fingers and the onscreen representation lined up with reality, when my fingers touched 'on screen' they also did in reality.
Once I felt like I had the hang of things, I jumped into Robo Recall and had a fucking blast. Graphics look great, surprisingly good for being a VR game and I got completely lost playing the levels. Reflecting on it, it felt like those old Area 51 arcade games with the plastic weapons except, it was all around you, completely enveloping you. Teleportation movement takes some practice to get the hang of, at one point the game was telling me to turn around because I had teleported in facing the wrong way and just turned around to compensate. Tracking remained spot on when this happened but the notice broke me out of the game and made me realize I had no idea where I was standing in reality.
I think my only criticism is that I had to take a break, not because I got tired of being inside, but because my face was on fire! A couple times I pulled the headset away from my face for a few seconds to get some air circulating but it finally got to be too much of a annoyance. Although it was hot inside, the lenses never fogged up on me. If I wanted to I probably coulda kept playing for much longer.
Doing the math, I think I was inside VR for about two hours without ever taking it off. It felt like 30 minutes. If you are a Rift owner, the Touch controllers are a must have. I knew they'd make a positive difference and felt Oculus stumbled when they didn't include them with the launch but I didn't realize they'd make THIS big of a difference.
Off to feed the meat sack and then return to the digital realm!