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Thursday, April 11, 2013

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Pathfinder

I completely agree. The killer app for a headset like this is a virtual world that encourages even-paced exploration and lots of visual detail to explore from various perspectives.

I should be getting my own Oculus Rift soon. My immediate goal will be to see how it can integrate with ReactionGrid's Jibe platform. Just blogged about that today, in fact. http://bit.ly/11ZtQG4

Exciting times for us full-immersionists, eh? ;)

joker

Still woozey, after all these years...

Keystone Bouchard

Thanks for the link! =)

I actually just posted some more Second Life specific thoughts here:
http://archvirtual.com/2013/04/11/10-reasons-second-life-is-a-killer-app-for-oculus-rift-and-why-opensim-will-get-there-first/comment-page-1/#comment-108381

Adeon Writer

Can't wait to get my hands on the Rift.

I worry about SL, though. The two most important specs for VR are sensor latency, and framerate.

SL doesn't do so well on Framerate. VR needs to keep it above 60 at all times, or the immersion will break down.

Keystone Bouchard

I share that concern Adeon.

For this to work, we need to scale down the builds into smaller, concentrated doses of carefully crafted experience - instead of massive full sim builds.

Turn the draw distance down to almost nothing, and you're well on your way to 60 fps.

Extropia DaSilva

Halo's artists created some beautiful landscapes and some jaw dropping alien architecture. I would have enjoyed just exploring, only hordes of gun-toting aliens tend to make me have to defend myself. The world has enough FPS and I hope the Rift ushers in an era of more peaceful experiences focused on socialising and exploration. I dunno, maybe landscapes with areas inaccessible to individuals, requiring one to team up with others in order to climb the mountain or explore the cave.

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