Oculus Rift Review: VIRTUAL REALITY!!
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But now we have the Rift—the final version. A finished consumer product that delivers a polished experience that can be appreciated not just by the nerds.
Preparing to go virtual
Oculus has gone to pains to mimic the experience of famously simple consumer products (ahem, Apple) right from the start. It’s a valiant effort for a lumbering headset you’ll eventually have to strap to your face, and make no mistake—this process is hardly simple. There’s a lot of stuff in this box:
- The headset with its tether cable that connects to your computer
- The Oculus sensor and stand, which track the position of the Rift on your head.
- The compact Oculus remote, which allows you to navigate menus and adjust the volume while you’re wearing the headset.
- An Xbox One controller for playing games, and the USB adapter that wirelessly connects the controller to your computer. (At launch, Oculus’ motion tracking Touch controllers won’t be available. According to the company, they’ll be out later this year.)
The new Oculus headset looks like an all-black pair of ski goggles with sturdy straps to affix it to your head. Holding it in both hands, it feels like about the weight of a pound of ground coffee. Inside are two modestly adjustable lenses, which are your portholes to the OLED display. The headset has integrated on-ear speakers, which rest comfortably on your head and remove the need for additional cords latching you to your PC. 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.
This ain’t your dad’s VR
Once you’ve put the thing on your head, you’re presented with a simple UI, called Oculus Home, which allows you to browse apps in your library and the Oculus store, where you can download more. Many of the apps are huge, and on crowded broadband, I was more likely to leave them downloading overnight than sit at the computer twiddling my thumbs.
In virtual reality, moving your head changes the perspective of the image you’re viewing, as if it was actually in front of you. You interact with the virtual world using a manual input device, like an Xbox One controller or the Oculus remote. To navigate the UI, you simply point your head at what you want to interact with, and click on it with your controller. The movement is smooth, and pointing your head at something inside the Rift is basically identical to turning your head in real life. Just make sure you know where the controller is when you put the headset on, or you’ll have an unpleasant moment blindly fumbling around for it.
All fun and games
On the opposite end of the spectrum is Eve: Valkyrie, a space simulator spin off of Eve Online, which is probably the type of title hardcore gamers are looking for. Since I’m not one of these gamers, the controls for piloting the spaceship were tough for me. I found myself getting sick after about five minutes, and the missions were so stressful and intense that I threw off my headset. It’s not surprising that making a realistic and enjoyable spaceship simulator would be difficult, and I did get better over the week. But I’m still not hurting to play the game.
The failings of the future
Then there’s the price. The Rift package alone costs $600. Add the $950 PC we used, and you’re looking at a total of $1550. It’s a shitload of money, and probably enough to mean Oculus will remain mostly niche. In other words, even if Oculus made a device that’s accessible to all, it’s still pretty much only for gamers. If you’re one of those people who is ready to drop that kind of coin, you should wait for next week’s reviews of the HTC Vive, which has a headset with similar specifications to the Rift.
What Oculus has accomplished is remarkable. There’s plenty that even the completely uninitiated user can enjoy. More importantly, the Rift is truly immersive in most cases. The image quality is mostly excellent, and the head-tracking is nearly flawless. Indeed, perhaps what’s most significant is that there are moments when I can say unreservedly and without caveats that I am enjoying the Rift right in the moment—not as a device indicative of some desirable future, but as a device to own right now. I still can’t afford the future of virtual reality, but for the first time, I actually want to.
README
- Oculus Rift is fun. Seriously, man, playing games is fun.
- The Rift is miraculously easy to install and use.
- The experience is wholly immersive, and doesn’t make you want to vomit (most of the time).
- More complex and disorienting games will still turn your stomach.
- The Rift is mostly good for games right now—everything else is bogus.
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