SL Oculus Rift Integration Seems to Need Serious Tweaking
Linden Lab gave Gizmodo's Jordan Kushins a hands-on, in-person demo of Second Life integrated with the Oculus Rift, and things went, well, wincingly:
Though the picture was pretty clear, the lag time to align graphics with my head movements was enough to make me feel nauseous. At one point, swathes of black obscured my vision...
"Also," he adds (and I can relate to this quite a bit, having tried the Beta version, as pictured above):
When you're wearing something over your eyes that completely obscures your vision, you can't see the keyboard. When you can't see the keyboard, you have to be a super solid touch-typist to manipulate your avatar, which requires tapping the arrows and spelling out sentences to chat (if you're not using vocal commands). It's obviously not impossible, but there is a fundamental disconnect that seems important to address with a work-around.
Sounds like Linden Lab needs to hire Loki to add his work-around.
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