collapse collapse

* Recent News

* Recent Posts

Stability Issues with CPU/RAM/Mobo by Tbone
[November 03, 2022, 08:50:24 pm]


randomness by Strod
[October 13, 2022, 01:18:03 pm]


The Quest Pro by Strod
[October 13, 2022, 01:16:51 pm]


No Man's Sky Beyond VR by Tbone
[September 24, 2022, 04:47:52 pm]


Half-Life 2 VR mod by Tbone
[September 24, 2022, 04:47:10 pm]


Quest 2 Link Best Settings (Finally Better Than Rift S) by Tbone
[August 28, 2022, 01:40:10 pm]


Quest Headsets Will No Longer Require Facebook Account by Tbone
[July 07, 2022, 03:17:21 pm]


Been AWOL by Tbone
[May 14, 2022, 01:26:00 pm]

Author Topic: My Journey Through the Rift  (Read 2517 times)

Offline Tbone

  • FA FOUNDER
  • Administrator
  • *****
  • Join Date: Apr 2004
  • Posts: 9956
  • Probably Rifting
    • View Profile
    • http://www.thefuriousangels.com
My Journey Through the Rift
« on: April 20, 2013, 12:49:57 am »
Copied over from my post on the MTBS3D forums:



TLDR: This is about the Oculus Rift - just read it already!

INTRODUCTION

Hello! Recently I had the opportunity to spend two hours trying multiple demos on the Rift, and I thought I would share my experiences! A little bit of background - I am not a game developer and haven't been following the Rift or VR/3D gaming until this past January, so you can kind of consider me a future consumer. I learned about the Rift through CES coverage and have been OBSESSIVELY following it ever since. When a thread popped up on the MTBS3D forums about people receiving developer kits who were willing to demo them to others, I constantly checked back to see if "Washington, DC" popped up on the list.

And then he appeared: rmcclelland - here on out known as "the coolest guy I know"! Not only was this guy getting a dev kit and willing to demo it in my area, he was #101 in line to receive it, which means he was in the first batch! We PMed back and forth for a few weeks, and finally set up a time for last Thursday. I was nervous. Should I bring a 6 pack of beer? No wait - Palmer said no alcohol. This guy was kind enough to invite me, a stranger, into HIS HOME to show off his toy. Seriously the coolest guy I know. I showed up about 8:20 (I couldn't help but be early) and spent the next two hours powering through everything he could show me in the Rift!

Please note that my time in the Rift was without any calibration. He switched it to A cups and in I went.

INITIAL IMPRESSIONS

RMC and I talked for a bit about the Rift and our backgrounds in VR enthusiasm. I tried to hide my impatience to just throw the thing on my face, but when he finally handed it to me to look at, I instantly went to put it on my face. "Whoa, there's nothing to see there yet!". Ok, I should take it all in anyway.

The thing is light, like everyone says. He loaded up the Tuscany demo and I jacked in. A flood of information entered my brain. It's hard to describe what I noticed first. I was in the middle of the Tuscany house, staring at the stairs. It looked completely different from all the videos I had seen. The colors were toned down a bit, and yet seemed very realistic. The 3D was perfect. It seemed like I was peering through binoculars, and my first impulse was to see if I could increase my FOV. I knew to expect limited FOV horizontally, but I could see "the mask" at the top and bottom as well. This locks out most of your peripheral vision. No problem - I just need to look around with my neck more than with my eyes.

The head tracking was spot on - I didn't even think about it. I looked up and the room was so big! I had no idea. As most people have heard, the sense of scale is hard to describe. I had seen this room a million times in demo videos, but it seemed like a completely different room. The fire, the chairs, the chandelier ... I looked where RMC was talking to me from - an empty bench. I turned around to a doorway leading to outside. I saw the fountain in the distance with leaves (or whatever they are) floating around. I probably spent 10 minutes not moving and just looking around.

I had heard about the screen door effect, but it wasn't really noticeable unless I focused on something for too long. Staring in one place for too long could cause the black lines to come into focus, but only when I was really looking for it. The rest of my time in the Rift I didn't even think about. The motion blur is a different story, though. But I'm getting ahead of myself.

I tried Tuscany, RMC's space station, Rift Rush, Epic Citadel, Epic Citadel Flying, Museum of the whatever, Tuscany+HYDRA, and Epic Citadel ROLLERCOASTER!!! I'm going to take you along my journey through each of these demos.

TUSCANY

I started out in Tuscany. After spending about 10 minutes just looking around in one place, I finally got brave enough to move. It took a little getting used to moving around. As soon as I used the analog stick to turn left or right, I could feel the uneasy sensation that comes with the motion blur. I didn't like that at all, and tried to turn more by moving my head than using the controller, though this isn't always possible. I walked outside, stopping to admire the door frame. I felt that I could touch it, and really wanted to have the Hydra demo to try that - later, though! Going through the doorway felt like going through a doorway. Haha, simple but effective. There was so much beauty to just look at. I looked at the sun through the trees. I went back inside and upstairs to the balcony. There I stopped again, just looking out.

At this point I commented about how I feel I could just relax in the space. I imagined having a virtual laptop on the ledge and wanted someway to track my beer in the real world. I wanted to sit on a beach and just relax. I commented about how the world didn't need more detail to appear realistic. Our graphics are already there, and the Rift tricks my brain to accepting the textures of the world. RMC disagreed with me here. He said he notices the inconsistencies more. I moved around a bit more and then starting "feeling it". The left/right movements and blurriness were getting to me, and I jacked out to take a quick breather.

SPACE STATION

Next RMC jacked me into a space station he had sort of thrown together. I immediately noticed that it didn't have as much detail as Tuscany, and so it was harder to accept it as a "reality". The first thing he pointed out was that I had a body. I looked down, but didn't see it at first. I tucked my head into my chest and finally saw it - my binocular vision had been obstructing it. He led me over to a ledge to jump down from. Gravity was turned down (because I'm in space!), and so I gently floated to the platform underneath. I noticed that heights didn't really bother me - at least not in this demo. Beside me was another astronaut, only he was huge. I went up to him, his arms outstretched. He would have been intimidating except it looked like he wanted to give me a hug. Ok, over another ledge and falling away - time to jack out!

RIFT RUSH

Now it was time to get completely away from realism. Rift Rush is a simple platformer game. The goal is simply to jump from platform to platform before time runs out. One thing I noticed immediately was the UI. The options would float in front of me. Sometimes it would track with my head. Sometimes I could use my head to choose an option. The 3D UI was very cool, even though it was simple. Despite jumping from platform to platform, I didn't find myself feeling uneasy as quickly in this demo. Again the sense of scale was dramatically different from the monitor to the Rift. This game acted as kind of a proof of concept that casual games have a real place in the Rift. Even if your computer can't handle Skyrim in stereoscopic 3D, you could probably play Rift Rush. The platforms seemed so much larger in the Rift! I was a natural, but got cocky and kept falling! Ok, enough of this! I gotta try as much as I can!

EPIC CITADEL

On to the classic Epic Citadel. No snow. No knights. But still the Citadel! This was the first demo that really was showing things from a distance. I noticed that signs were hard to read and details were hard to make out when they are far away. The limited pixels means that things become kinda fuzzy when they are far away. Still, it didn't stop me from enjoying a running stream and banners flapping in the breeze. I started to get my VR legs a little by now and did a bit more walking around and exploring. I found myself wanting to have things to interact with - enemies to shoot or other people to look at. The castle was huge - again the sense of scale. All this moving around was starting to get to me, though, so it was time to jack out for another break.

EPIC CITADEL - FLYING

I got a glass of water and waited for the uneasiness to subside. As soon as I was feeling better, it was right back into the Epic Citadel - this time for a no clip flight! Flying was surprisingly natural in the Rift. I steered with my head as much as I could, weaving in and out of thruways, alleyways, and whatever other way I could find. It sort of felt like controlling a cinematic 3D movie camera. I didn't feel vertigo or the sense that I might fall. In some ways there was a disconnect, but still a wonderful feeling of freedom.

I also noticed and commented on the lack of detail from far away. Flying high into the sky and looking back down at the citadel, I wanted to be able to see it sharper - clearer. RMC commended that he didn't notice this as much, so perhaps it's a part of not having the Rift calibrated for me. I more think it has to do with the lack of pixel density - there just aren't enough pixels to see details from a distance. You could compare it to being slightly near-sighted. Up close you can see perfect detail, but far away things are slightly out of focus. I flew around for quite a while before the uneasiness came back. I was afraid of pushing myself too far, as I wanted to last as long as I could, so I jacked back out and into reality.

MUSEUM OF THE MICROSTAR

Ok, I had heard this was impressive, so I wanted to try it out. I jacked in and waited to be released from my chamber. The particle effects were cool, but I was already getting a slightly uneasy feeling. I remember hearing that 60 FPS is harder to achieve with the Museum, and RMC asked if I was noticing a dip. I couldn't consciously tell, but it wasn't long before I felt like I was groggily walking through a dream. The door opened onto a platform. There was a huge machine in the middle. Cool! There were signs everywhere, but it was blurry unless I stopped and focused on it. RMC threw headphones on me so I could hear the dialog. Hmm, information about wood. Ok. Again just feeling uneasy and weird. I pushed on, wanting to see more of the demo. I didn't get far before I just couldn't take anymore. Out I went for another break. Consciously I couldn't tell what was off with the demo - the 3D seemed fine and I didn't notice any stuttering, but I couldn't last long at all. If I had to guess it was the FPS combined with having to use the analog stick to turn (my head movement was independent of the direction I would move, meaning I had to turn with the controller). Sorry Microstar - maybe I shouldn't have been flying around before I dropped in for a visit!

TUSCANY DEMO - HYDRA STYLE

Ok, enough of just walking around. I wanted to interact with the world. I persuaded RMC to boot up his Hydra. I went through the calibration and he showed me a gun firing demo with the Hydra (without the Rift). Hey, turns out I'm a natural shot, shooting a can up into the air and then shooting it again in mid-air! Kick ass! But I wanted to combine it with the Rift, so into Tuscany I went.

Having hands in the Rift adds a whole new level of immersion almost immediately. I could pick things up and bring them to my face. I dribbled a basketball - much better than I can in real life! I'm a VR natural! Throwing was a little harder. We learned that the Hydra's slight latency had us releasing too soon. Waiting a millisecond longer to release seemed to give better results. I picked up a log, put it in the fire, and brought it to my face. I was inspected the log when the fire suddenly danced towards my face, causing me to jerk back and drop the log! Very cool. I picked up a baseball and treated it like an apple, bringing it to my mouth. This was all very realistic. I felt like the ball was heading towards my mouth.

Hydra's Tuscany had the option to auto-crouch when reaching down, and this caused a kind of simulated positional tracking. I think this is one of the reasons I was able to stay in this demo much longer. It wasn't long before some of the limitations of the Rift+Hydra combo started to come through, though. Despite trying to re-calibrate my hands to my shoulders, my hands were never quite where I expected them to be. Sometimes they were a foot higher, sometimes to the left, sometimes to the right. Because of this, I couldn't just rely on reaching where I thought something was. My virtual hand was more of a robotic hand in a cube that was mimicking my real hand. This made me really desire the ability to positional track the Rift and both my hands all together, so that my virtual hands are exactly where my real hands are in relation to where my Rift is.

Still it was very promising, and even without it being a perfect 1:1, having a way to interact in the virtual world definitely upped the immersion. I was trying to find a plank that someone had used to escape from Tuscany. I found it, but by the time I did, it was time to jack out again and catch a breather. I had been in the Rift for nearly two hours, with only 2-5 minute breaks in between. RMC commented that I lasted much longer than he did his first night, though it's easy to lose time in the Rift. Still, I had one more demo to try.

EPIC CITADEL - ROLLERCOASTER

It was getting about that time to leave, but I refused to move until I tried one last demo - a rollercoaster that someone had thrown together in the Epic Citadel. This was the most realistic demo I had in the Rift. I jacked in seated in a wooden rollercoaster. As it slowly escalated, I could see some of the falls and turns that awaited me. I had that same sense that I get in real rollercoasters. It was the calm before the storm. A turn and then I was coming up on the fall. My excitement grew as I got closer and closer - everything was so real. Something about being seated in one place in real life and in the Rift simultaneously really helped my brain connect the two.  The coaster peered over the edge and then down I plunged. I screamed, completely forgetting RMC's kids sleeping in the next room. I was completely in the roller coaster, speeding through the Citadel. I couldn't speak. I just sped along, leaning into turns and having the complete feeling of speed. It wasn't long before I was back at the beginning, climbing again. I jacked out immediately, knowing I needed to get going and wanting to end on that high note.

CONCLUSION

Looking back on it now, my journey through the Rift feels like a dream, in almost every sense of the way. Was it real? Was it not? It seems a little too hazy to be real, and yet I can pick out specific moments that felt real. It's like when you are trying to read something in a dream. You really have to stop and concentrate to read it - it's kind of like that in a Rift. It's a trip in which at times you think it is real, all the while in a sort of weird dream state.

The Pros - Head tracking, 3D, and light-weight.

I didn't even think about the head tracking. I had zero issues in all the demos with it. It was simply a non-issue. During my journey, I took it for granted, but it really is an accomplishment that the thing never stuttered. The stereoscopic 3D was also spot on. I hadn't really played games in 3D, so it was a big leap for me. So realisic. The Rift was also very light, another thing I took for granted.

The Cons - FOV, motion blur, and resolution.

Ok, so FOV doesn't really belong in the "con" category when you compare it to HMD's normal 45 degrees. The binocular effect did take some getting used to. Not being able to use my eyes to dart around the scene and instead have to move my head presented a bit of a learning curve and a slight disconnect from what I was seeing being a "reality". Now the Rift also wasn't tuned to my eyes, which are set into my head a good bit. I tried pressing the Rift tighter onto my head, but that didn't help. Want to know what it looks like? Make binoculars with your hands (two circles) and put them around your eyes. Now try to look down at your chest. You'll find you have to look down pretty far before you come into view.

Motion blur was my main source of sickness. Using the analog stick to turn left and right never felt "good". Subtler movements with my head were ok, though. To simulate this, hold your thumb out in front of you while standing. Now twist your torso all the way to the left and all the way to the right, bringing your thumb with you and only focusing on your thumb. Keep your head stationary to your torso as you twist. The blurry world going by behind your thumb is what it looks like in the Rift, only without your thumb there to focus on. You can also just naturally blur your eyes and do the same twist. You'll probably find you can't do it very long before you don't feel well. Generally our eyes focus from point to point as we rotate around, but when everything is blurry, there is nothing to focus on.

Resolution is noticeable when viewing things from a distance. It just feels like you're near-sighted and can't quite see things far away. Things up close are just fine. This is easily fixable with a higher resolution panel, but it was more noticeable to me than the "screen door".

AS A CONSUMER

Speaking as a consumer, I feel the Rift shows promise of what could be. I don't want to feel sick in it. I want to do the marathon gaming that I can do on a monitor. I want to see my hands in the game and just be able to interact naturally. I didn't get to try shooting with a cursor, so I can't speak to that. I REALLY want to have someone else in there with me. I want to talk to my friend on Teamspeak or Skype as we explore a world or have a conversation. I want to have a guild meeting at a virtual round table. I want it to be clear and crisp.

I don't think the consumer will get everything they want immediately. Resolution can be fixed, but perhaps at the expense of performance. Motion blur is a big obstacle. Maybe if there was some sort of floating UI to focus on (like my thumb in real life), I wouldn't feel as queasy - not sure. A natural controller scheme would be nice - I want to have 1:1 virtual arms/hands, but still be able to shoot and move.

I also didn't experience all of what I consider to be the three big pillars of VR. You need the visual, the control, and the audio. I got most of the visual. I got a taste of the control. My audio was always turned down to very quiet. If I'm able to do this again, I want to try to experience all three at once and see what the difference makes!

In the end, the current Rift, Dev v1, is a dream machine. It transports you into a different reality - one where dream rules apply. You can do and see anything, but with the detail of a dream. It's a bit hazy and at times you feel off, but it's a trip nonetheless, and one I already want to take again! Will I buy the consumer Rift? YES, DEFINITELY! Will the masses buy the Rift? I think it depends on the fixes that are made between now and then.

SPECIAL THANKS

Special thanks to rmcclelland, who invited me into his home to experience the Rift. He officially is the Coolest Person I Know. I feel honored to experience what I think will ultimately will be a huge part of the history of technology! Any questions?

Offline Zooey

  • Angelic Warrior
  • ****
  • Join Date: Dec 2012
  • Posts: 203
    • View Profile
Re: My Journey Through the Rift
« Reply #1 on: April 20, 2013, 11:12:24 am »
Ah fuck, I just realized I won't be able to use this tech properly.  I have a lazy right eye.  I can't even use binoculars...  I even have to shoot bow and rifle left handed.

Good read though.  Glad you liked it.

Offline Tbone

  • FA FOUNDER
  • Administrator
  • *****
  • Join Date: Apr 2004
  • Posts: 9956
  • Probably Rifting
    • View Profile
    • http://www.thefuriousangels.com
Re: My Journey Through the Rift
« Reply #2 on: May 24, 2013, 01:57:34 am »
UPDATE: MY SECOND JOURNEY

So it has been over a month since my initial journey through the Rift, which means I was long over due to jack back in. I finally lined up another date with RMC, this time meeting at a Makerspace close by. I wanted to stream my whole experience via Twitch, but unfortunately they did not have WiFi set up yet. This is very sad, as my second journey was AMAZING.

With RMC as my operator, we hooked everything up to my laptop. I had pre-loaded a bunch of things I wanted to try, and I was anxious to see the Rift working on my own rig (I have the same laptop as Cymatic Bruce). It wasn't long before we were ready to go. In my initial impressions, I commented about how the FOV was like looking through binoculars. I talked about seeing the edges all around. Some of you replied that this was probably due to not adjusting the Rift for my specific eyes. With this knowledge, the FIRST thing I wanted to do was to try and see if I could improve the FOV.

RMC was one step ahead of me, though. He had already set the Rift all the way in, as close to my eyes as they could get. We booted up Blue Marble and the difference was almost night and day from what I remembered. My vertical FOV was almost full - to the point that I could comfortable look up and down without seeing any black border. My horizontal FOV was still a little restricted, but only slightly, and to the point where it was easily ignored. Doing this one thing alone made the Rift 10x better instantly. I couldn't believe the difference. So those of you saying I needed to calibrate it, you were right.

I had many demos I wanted to try, but I only got to Blue Marble, Bunny Stories, Half-Life 2, vrCinema3D, MinecRift, First Law, and Proton Pulse. I would have tried more, but Half-Life 2 completely blew my mind to the point that I could not put it down! But let's go in order...

Blue Marble

It's a quick demo where you are shot into space with some nice music playing. After jacking in, I noticed how better my FOV was. The UI that appeared occasionally on my helmet was pretty cool. I was released into space and then just kind of looked around. The things close to me were cool, but the stuff far away suffered a bit due to the resolution. My mind also hadn't quite "accepted" everything as reality yet, so I was nitpicking. It wasn't long before my helmet told me I was running out of oxygen. After that, everything went black, so I can only assume that this whole thing was one elaborate suicide. Ok, everything is working, great - we're moving on (I wanted to get to HL2)!

Bunny Stories

And now for something completely different. It's a cartoon world hand drawn by a 7 year old girl. Need I say more? Very cool. Very different. The standout of this demo is a butterfly that flies around. I tracked it with my head, simply amazed at how easy it was to follow it along. The rest of my time was spent trying to figure out what the other creatures were supposed to be. Ok, I think it's HL2 time already!

HALF LIFE 2

I spent at least 30 minutes straight playing HL2. These 30 minutes convinced me without a shadow of a doubt that this is the future of gaming.

It started with G Man's disfigured face taking up the screen. Grr, it's not working. He isn't rendering right. My operator tells me to just close my eyes until he goes away. I take his advice and open my eyes just in time for the train car to fade into focus. Whoa. Whoa! I'm in the train car! In Half Life 2! The NPCs are looking at me. People are talking but I don't even care. Wow. I also had headphones plugged in by this point. Audio also greatly improved my experience over last time.

Before I even exit the car, a flying bot comes by and photographs me, blinding me temporarily. "Sonofa...where's my crowbar??". I exit the car and look around, taking it all in. I was there. I couldn't believe it. It was so much better than I even remembered from my last time with the Rift. Resolution, screen door, whatever - didn't notice it for one second with HL2. I was like a kid in a candy store. I ran around to all the NPCs, feeling like I was interacting with them even though all I was doing was moving around. I came up to a girl on the other side of the chain link fence. She had her fingers through the holes and was just staring at me. I got up close. Is she going to let me kiss her? Ok, maybe I got too close. Then there were the stun batons..

So the guys with the batons were very threatening. I was very worried about pissing them off. I haven't played HL2 in years, so I couldn't remember exactly everything that happens. They surrounded me and took me to an interrogation room. It was all so real. I felt helpless, walking down the hallway, peering into other rooms, worried about where I was going. I was relieved when Barney revealed himself. "Oh yeah! Barney!". He helped me get past the checkpoint, but then I ran into another stun baton guy. I got up in his face and he pushed me back. Whoa! I guess I really pissed him off, because he started running towards me. Ahhh! I started running. I had no way to defend myself. I ran and ran. I could hear him right behind me. No more open doors. I'm cornered. I turn around just in time for WHACK WHACK. He hits me twice with the stun baton and mumbles something, then walks away. I can't believe I just freaked out that much over a stun baton!

I find my way out of the building, through the alleyway, and up through some buildings. As I'm climbing the stairs, the stun baton guys hone in on me. This next part was straight out of the Matrix. Everywhere I look, the stun baton guys are appearing! Up, up, through the attic and onto the roof. Oh yeah! Rooftop chase! I pump my arms like I'm sprinting and start running and jumping from rooftop to rooftop. Now people are shooting at me! Whoa, it's a long way down. What if I fall? I can't fall! I only have a bit of the ledge to get by on! I'm sliding down one roof onto another roof. I can hear them behind me! I find an open window and leap through it. Door or stairs? I glance at both before deciding the stairs. As I'm climbing down, they crumble. I hit the hallway and look for an exit. A stun dude bursts through one door. I quickly look at the other door to see another guy burst through. No exits! I run back to the stairs. No way up! They close in! Ahh! Stun baton to the face and it's all white! Then I hear her! Alex! "Oh yeah, she saves me!" This whole sequence was mind-blowing.

Interacting with Alex was a lot of fun. She chatted with me as we walked. I checked her out and wondered if she knew where I was looking. Then we met up with doc. Barney showed up. And we all had a natural conversation together (only with me not talking). It was so real. I was in the room with all of these characters. Doc even shoved me out of the way a time or two. On the monitor, I wouldn't think anything of it. In the Rift, I couldn't believe he'd just push me aside. The teleport sequence was VERY COOL. What will I be looking at next? I feel like I can reach out and touch everything. AH, monster! And I'm outside the window!

At this point I'm started to get a little of the motion sickness, but I want to get the crowbar. Finally Barney tosses it to me. Yes! Crowbar! So cool! I run around hitting boxes and walls! Awesome! But I do have to take a break! I make sure to save my game and then jack out for the first time in this journey.

vrCinema3D

RMC is kind enough to go grab us some ginger ale across the street (supposedly good for nausea). I take a bit of a breather (you can tell when you need to break as you'll start to sweat and find you need to focus on breathing). It isn't long before I'm ready to jump back in. With RMC gone, I load up vrCinema3D, a virtual movie theater.

I'm playing a Tron 3D clip, but the sound doesn't work. It doesn't matter though. I feel like I'm sitting in a movie theater. Despite the low resolution, viewing the movie was very natural. I could easily see this replacing the need for a home cinema setup, especially if it's just you watching. RMC comes back and tells me he's watching almost all of Finding Nemo 3D on the Rift with this app. If I get closer to the screen, the resolution seems better on the movie. Watching it from far away makes it a little blurry. This is one experience that will benefit from the improved resolution of the consumer model. I don't think anyone will be disappointed.

MinecRift

I really wanted this to work. For half a second, it did. I jacked into my uniquely rendered world and began looking around. For some reason, though, it kept exiting full screen. Then when I'd go back to full screen, the head tracking didn't work. We rebooted it a few times with no success. Not wanting to waste my previous Rift time trouble shooting, we moved on. Sorry Minecraft fans!

First Law

This is a good example of a game that looks completely different in the Rift than on the monitor. It was a lot of fun to fly around in space, spawn enemies, and track and shoot them. The cockpit was very convincing. I loved it. How fast am I going? I'll just glance down to the right. Where's that ship flying. I'll just look over my left shoulder. It was also cool seeing my guns on the side. Nothing looks the same on a monitor as it does in the Rift. I don't care if you're doing SBS cross-eyed parallel viewing while cupping your hands. It's not even close, folks. It's impossible to describe.

Proton Pulse

VR the way VR was meant to be played - circa the 90s! It's 3D pong where your paddle is controlled with your head. I remember playing a similar browser-based game in high school 13 years ago. This was a lot of fun. Very simply, yet addicting. Most 90s VR movies had Proton Pulse-like graphics!

Conclusion

And just like that, my two hours were up. I only had to take one break, and that was after a 30 minute session with HL2. Am I getting my VR legs already? RMC says he can go hours and hours now. I'm jealous. For some reason, my second session with the Rift was even better than my first. I feel like my first journey I did a lot of standing in place analyzing what I was seeing. This time I had a lot of game play to go along with the visuals, and I just had a blast from beginning to end.

Take the time to get the Rift as perfect for you as possible. The extended FOV was a WORLD of difference for me. I need to find out my IPD so I can make those adjustments as well. I think the audio also helps with immersion, so use headphones if you can! I never noticed the screen door this go round. The resolution was somewhat noticeable when viewing a movie or looking in the distance in HL2, but it was also something that was easily forgotten. Head tracking was perfect, as always (except for poor MinecRift).

I am never ever going to forget going through that Half Life 2 intro in the Rift. It was a familiar game for me. And yet everything was new again. I couldn't believe how good it was - and I didn't even get to any combat! My previous journey into the Rift left me a little out of it, but this time I already want to jump back into HL2 as quickly as I can! And I want to try TF2! And RiftAmp! And Among the Sleep! And, and...!

Offline likwidtek

  • RIFTER
  • VETERAN ANGEL
  • *******
  • Join Date: Apr 2004
  • Posts: 3170
    • View Profile
    • http://omeganerd.com
Re: My Journey Through the Rift
« Reply #3 on: May 25, 2013, 12:23:30 am »
I. Fucking. NEED. ONE.
"To the darkened skies once more and ever onward."

Offline Ghisteslwchlohm

  • Angelic Warrior
  • ****
  • Join Date: Jul 2010
  • Posts: 462
    • View Profile
Re: My Journey Through the Rift
« Reply #4 on: May 25, 2013, 03:48:32 pm »
I'm so excited for this. THIS NEEDS TO BE NOW!

Offline Strod

  • Angelic Fury
  • ******
  • Join Date: May 2006
  • Posts: 1282
    • View Profile
Re: My Journey Through the Rift
« Reply #5 on: May 28, 2013, 04:29:41 am »
This is going to be the future. I can't wait for this to go live.

See you all in the white room.


Furious since 2006.

 

 

* Discord

Calendar

November 2022
Sun Mon Tue Wed Thu Fri Sat
1 2 3 4 5
6 7 8 9 10 11 12
13 14 15 16 17 18 19
20 21 22 23 24 25 26
27 28 29 [30]

No calendar events were found.

* Who's Online

  • Dot Guests: 12
  • Dot Hidden: 0
  • Dot Users: 0

There aren't any users online.

Social

 
SimplePortal 2.3.6 © 2008-2014, SimplePortal