Let's Watch a Guy Watch the Oculus Rift VR Experience... Then Tactfully Talk About Its Shortcomings
The Verge's Nathan Ingraham got a hands-on (or is that on-head?) look at the latest version of the Oculus Rift, the Kickstarter project that generated huge excitement among gamers and VR fans last year. But frankly, my impression from Ingraham's account is pretty lukewarm; the technology, while impressive, is still far from ready for a mass market, or even a large niche. Read closely:
In the demos I tried, the trickiest thing was deciding between using the right analog stick on the Xbox 360 controller to look around versus actually turning my head. While trying Unreal Tournament, the Oculus team told me that I'd have better luck if I actually looked in the direction of my enemies, making for a slightly tough adjustment period. And while exploring a snowy medieval town in the Epic Citadel tech demo, I probably bumped into the wall more times than I would have using a standard monitor and control scheme. But the immersion trumps all, even despite the Rift's relatively low resolution. Walking into a church after being out in the open sky felt claustrophobic and enclosing, and the feeling of looking around a vast outdoor world while in reality sitting at a desk was both jarring and fascinating. There's going to be a definite adjustment period and learning curve for those diving into the world of the Oculus Rift, but those who manage to make the transition may find themselves getting lost in that world pretty quickly. [Emph. mine]
That doesn't seem like the seamless, intuitive, totally immersive experience we hoped the Oculus Rift would be. It's just one man's perspective, to be sure, and much may change between now and when the Rift is released as a thousand-plus dev kits to game and VR developers. But like I was last year, I'm still skeptical this is a technology ready to transform the world.
Hat tip: Waxy.org.Tweet