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View Full Version : Reviewers can’t agree what’s right with Rift, but they sure know what’s wrong



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03-28-2016, 07:38 PM
http://l2.yimg.com/bt/api/res/1.2/Sca7lTjiP.3avrbX3tgLsA--/YXBwaWQ9eW5ld3NfbGVnbztmaT1maWxsO2g9ODY7cT03NTt3PT EzMA--/http://media.zenfs.com/en-US/homerun/digital_trends_973/1c5a00f6c700becd97b171d0ace2c52c (http://news.yahoo.com/reviewers-t-agree-rift-sure-191903451.html)As of this week, the first Oculus Rift headsets are finally on their way to pre-order customers after three long years of waiting. It’s a big moment for virtual reality, even if competitors like the HTC Vive and PlayStation VR are also about to hit store shelves. We’ve played with a number of different versions of the Rift headset, but the most important version is the consumer release. The reviews are in, so what exactly are they saying? Sleek If there’s one positive trait-reviewers agree on, it’s that the Rift looks pretty slick. Packaged in a foam-padded carrying case, the fabric-covered headset would look right at home in a sci-fi movie. “The Rift is full of clever and thoughtful touches, starting with the delightfully soft rubberized carrying case it ships in, which makes the whole thing feel like a cyberpunk hacker’s console,” says Adi Robertson of The Verge. Gizmodo’s Mario Aguilar agrees, explaining that “There’s only one bundle of cords snaking out from the headset, and with the exception of that pesky primary tether, which every so often catches a snag and pulls you out of your virtually transported state, Oculus has succeeded in making something that looks and feels like a premium consumer electronic device.” While the Rift’s aesthetic appeal is almost universally appreciated, there’s some disagreement about the weight and comfort of the headset. Like a glove Some reviewers noted that it took them a while to fit the Rift to their face comfortably. Once it was properly adjusted for one set of eyes, though, putting it on and taking it off become second nature. “The Rift becomes exceedingly easy to slip on and off with a single hand. It’s almost like a baseball cap.” remarked Kyle Orland in the Ars Technica review. “Getting the Rift to fit right can prove elusive at first,” noted Roberston, “But once you get used to wearing it, the headset feels lighter and more comfortable than most of its competition, sealing against your face with a firm but pliable ring of foam.” Those without ideal eyesight reported that the Rift fits just fine over a pair of a glasses, possibly a little too well. Both Engadget and the Wall Street Journal reported the headset would take glasses with it when removed, pinched by the foam ring that sits against the user’s face. Immersion Headset manufacturers use all sorts of methods to chase perfect immersion in virtual worlds, and The Verge’s review explains the difference between VR immersion and gaming immersion succinctly. “The first is a sense of realism, of connecting your physical body perfectly to your virtual presence. The second is the sort of immersion that a really engrossing role-playing game like Fallout can induce — the knowledge that you could lose a whole weekend to it without even noticing.” The Rift’s 1,200 x 1,080 AMOLED screens are a big part of what makes the immersion work. Blacks are deep and blend in with the dark isolation the headset creates, but the resolution isn’t quite high enough to totally escape the screen door effect. No touching A number of reviewers noted that without the upcoming Oculus Touch controllers, it feels like something is missing from the Rift package. “The experience is so considerably superior with Touch that I somewhat question why Oculus-decided to release the device without them.” Lucas Matney-of Tech Crunch notes in his review, “The experience offered-with-the Xbox One controller is subpar, especially considering that-both the HTC Vive and PSVR will launch-with positionally-tracked controllers available.” While the Xbox controller may be the controller of choice for PC gamers on a 2D screen, its use doesn’t carry over well to all VR games. It takes you out of the moment, in a way that the motion controllers on the HTC Vive avoid, intuitively functioning as your hands in the virtual world. Kyle Orland of Ars Technica also points out another potential issue with the delayed Touch controller release.-“At that point, they risk becoming a niche within a niche, supported only by the developers who want to appeal to people who bought an extra accessory for their virtual reality accessory.” It’s even more of an issue for non-gamers. One of the benefits of early adoption is showing off the device to friends, and we’ve found those who aren’t gamers find the experience equally immersive. Unfortunately, not everyone is intimately familiar with the Xbox controller, and once the headset is on, the buttons are invisible to the user. Software One complaint that’s echoed throughout the reviews is a lack of proper software support. That manifests in two different ways: in the Oculus Store itself, and in the titles it offers. The first issue is more clearly defined. The Oculus app sports a library browser, friends list, and shop, but lacks some features PC gamers on Steam or Origin have come to expect. There’s no way to change the default installation folder, and no way to turn on continued downloading while the Rift is running. The Ars Technica review mentions a few more areas that still aren’t quite there. “You can see your friends list at any point, but you can’t actually do anything to interact with those friends, such as initiate a text chat or even an audio conversation using the Rift’s built-in microphone. Online multiplayer games like EVE: Valkyrie don’t even distinguish which of your friends are online or in-game when trying to set up a squad of friends (a feature I have yet to get to work, in any case).” While there’s 30 games available at launch, the consensus is that none of them are the “killer app” that’s going to push people towards VR. Several reviews mention space dog-fighting simulator- EVE: Valkyrie,- and a few mention the- Dark Souls- esque- Chronos- as impressive, engaging titles, but there’s no one game that has everyone excited. Reaching a consensus In addition to breaking down some of the elements stated within the reviews, we also rounded up a list of highs and lows as mentioned by other reviewers. We found a pattern of disparate opinions about what was working right in the headset, with some sites mentioning attractive design, and others discussing the fun of exploring virtual worlds, while a few sites had more to say about the level of immersion, both in terms of technical achievement and game design. There’s greater consensus about what- isn’t- working right with the Rift. A number of reviewers complained that there was a distinct lack of content, especially in the non-gaming department, an area where the GearVR shines. They also mentioned the lack of touch controls, a fundamental component of the Rift’s competitors. Another common complaint was the price, a problem only exacerbated by what most reviewers noted felt like an incomplete offering. The tone of a number of reviewers is that this is simply another extension of the GearVR headset. It’s not going to be the end-all, be-all VR solution, even for dedicated gamers. Instead, it’s another way to put VR technology in front of users, and help show them why this is going to be the next big leap in tech. As a proof of concept, it’s excellent, but as a full-blown PC gaming peripheral, it isn’t quite there yet.



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