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Oculus Rift Review

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The Future is Now

Update: Click here to check out our review of the Oculus Touch controllers.

Virtual reality isn't a recent invention, but thanks to the efforts of Oculus, it's more viable than ever. Over the past four years, Oculus has developed and demoed numerous prototypes of its Rift headset, adding features and refining designs at a rapid pace. It wasn't long before VR, and Rift specifically, became the talk of conventions like CES and GDC.

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With the likes of HTC and Sony stepping up to the plate with their own VR headsets, and major developers creating games specifically for these devices, it's undeniable: the industry is finally ready to support VR. But for as much momentum as Rift and its competitors have, the general public is still on the fence. At $600, Rift is expensive relative to consoles like PS4 and Xbox One, and when you add the cost of an appropriately-powered PC, VR as a whole is almost prohibitively-priced for the majority of gamers. After spending a week using Rift, however, I can look past the price tag and see it for what it is: a key to a new era of entertainment. It lets you to engage with games in ways that haven't been possible before, instilling a tangible sense of presence that's immediately exciting.

However, the transition into VR isn't seamless. When you first put on a Rift, you are all too aware of the headset. It's somewhat comfortable, but the way it envelopes your head can make it feel like a helmet. When you're using it, the lenses tend to blur images on the edge of the display--which, at 1080p, appears slightly low-res--and you can see a bit of light sneaking in from the bottom of the headset. Though I was painfully aware of these issues at first, Rift's presentation and handling of VR content ultimately distracted me from these initial annoyances.

Rift and its accompanying accessories feel like premium products. The headset's chassis is wrapped in a pleasing, fabric-like material that makes it feel like a luxury item. All three of its straps have a velcro solution for adjustments, and they converge at the back with a sturdy, triangular brace that cups the back of your head. The inside of the headset--the part that makes contact with your face--is lined with contoured foam, and an added layer of felt-like material.

Rift and its included accessories.
Rift and its included accessories.

The built-in headphones are unusual in that they are attached directly to the headset's straps, but they are on rotatable, hinged rails that allow for easy adjustments on-the-fly. The actual headphone portion of the setup is an on-ear configuration with plenty of padding, wrapped in a soft mesh fabric. All told, the headset has a sturdy and intuitive design, with materials that feel in-line with its $600 price tag--nothing about it feels cheap or compromised. While it's hard to completely forget you're wearing it, Rift never feels like a burden when you're mentally invested in a VR experience.

Everyone reacts to VR in different ways, but because Rift's sensor tracks six degrees of movement and its display has a high refresh rate and low pixel persistence, hardware issues that could inadvertently distort your sense of orientation are accounted for out of the gate, making it easy to feel immersed in your game of choice.

That said, games can still play with your senses in undesirable ways that Rift can't account for on its own. Adr1ft, for example, is a game about floating through a broken space station. Your body twists and turns with simulated weightlessness. It's not entirely unlike EVE Valkyrie in that sense, where you pilot a ship that can rapidly flip and rotate. Regardless, Adr1ft made me so uncomfortable in VR that I had to stop playing it--despite the fact that there's a feature in the game designed to combat such issues--whereas I was completely fine in EVE Valkyrie. It's a product of how good Rift is at convincing your brain that what you're seeing is "real" and evidence of the fact that software is an equally important part of the equation.

Playing Adr1ft in VR is an intense experience that may lead to adverse physical effects.
Playing Adr1ft in VR is an intense experience that may lead to adverse physical effects.

Oculus Home identifies three levels of intensity for all games: comfortable, moderate, or intense. It's a helpful grading system, but it's also a reminder that for all of the wonderful opportunities VR presents, it will be challenging to use for people who are susceptible to motion sickness. I wouldn't normally count myself as part of that group, and thankfully, I only felt uneasy in that one instance.

Rift is for more than just games, however, and some of the most enchanting--and least intense--VR experiences are passive. There are 360-degree videos taken from locales around the globe available in Oculus Home, as well as 3D rendered short films that transport you to otherworldly places, sometimes just for the sake of being there. While the quality of some of these videos falls short when compared to the selection of games, they offer a tantalizing taste of what virtual tourism and storytelling will be like once VR gains more traction outside of video games.

In order to get a smooth and enjoyable experience with Rift, you need a better-than-average gaming PC. The requirements aren't outrageous, and some people may only need to upgrade one or two components in their existing PC to get started. But to build or purchase a Rift-ready system will cost--at a minimum--close to $1,000, raising the entry fee considerably for some customers.

No Caption Provided

Oculus Rift Minimum Requirements

  • Graphics Card: GeForce GTX 970 or AMD Radeon R9 290 or better.
  • CPU: Intel Core i5 4590 or greater.
  • RAM: 8GB or more.
  • Video port: HDMI 1.3.
  • USB port: 2 USB 3.0 ports.
  • Operating system: Windows 7 SP1 or newer.

Presuming you have a capable enough PC, setting up Rift is a simple affair. After installing the Oculus software on your PC, you are guided, step-by-step, with clear and simple directions. Essentially, you're told to plug a specific device in, the software confirms that it's connected, and you move on to the next piece of the kit.

The fact that there's so little to say here is a good thing, but it's worth noting that we ran into one issue with our Rift that forced us to reach out to our contact at Oculus. Seemingly out of nowhere, Oculus' software reported it couldn't detect Rift's HDMI cable. While there is a support website for Rift, the solution we needed wasn't on it. After contacting Oculus, we were instructed to pop the foam lining off of the inside of the headset to access Rift's cable connection. After disconnecting and then reseating the cable, our issue was resolved. Oculus told us that this would be added to its support documentation by this week.

Oculus has its own platform for distributing games, apps, and other VR content called Oculus Home. It can be used within the headset, or as a traditional desktop PC app. In VR, your gaze directs an on-screen cursor, and you click icons with the A button on the Xbox One controller, or with the included Oculus' remote. The store is mildly ambiguous at first, but once you begin to look around at various icons, navigating it becomes second nature.

Oculus Home is still a work in progress, but it's off to a good start.
Oculus Home is still a work in progress, but it's off to a good start.

Beyond a means of purchasing and accessing VR content, Oculus Home is also where you can see if your friends in the Oculus network are online and what they're up to. Unfortunately, there's no way to invite friends into games from Oculus Home at launch.

Pressing the home button on the included Xbox One controller during a game will take you to a menu within Oculus Home where you can reorient the headset's positional tracking--a quick, two-step process--adjust the volume of the headphones, check the time, or view notifications from Oculus or your friends.

Oculus has prepared a wide array of games and passive experiences for launch, and everyone who has pre-ordered a Rift gets two games for free. One is a Lucky's Tale, a 3D platformer set in an adorable cartoon landscape that borrows heavily from games like Super Mario 64. The other is EVE Valkyrie, an aerial combat simulator set in outer space. With racing, sports, adventure, horror, strategy, and puzzle games--to name some of the genres represented in the launch lineup--there are plenty of ways to explore the potential VR introduces to video games.

I can look past the price tag and see Rift for what it is: a key to a new era of entertainment.

The best part of the launch lineup is that most of the games are full products, not tech demos. Up until this point, we could only sample Rift's capabilities via brief demos, which had some people concerned that VR games wouldn't be able to compete with traditional console or PC games. Thankfully, this isn't the case. Rift owners will have access to numerous, fully-realized games at launch, and even though some of them are ports of games that originated outside of the scope of VR--including Project C.A.R.S. and AirMech--they still benefit from Rift's capabilities, either by introducing new modes or by allowing you to experience them in a more personal, intimate way than before.

Of course, not every VR game is a good game by default. EVE Valkyrie, for example, is littered with microtransactions that detract from its initial appeal. Lucky's Tale, while charming and fun, pads out its levels by forcing you to replay them with alternate objectives. After five hours battling my way through an enigmatic dungeon, Chronos is--so far--an amazing game that recalls favorites like Resident Evil, The Legend of Zelda, and Dark Souls. However, it stumbles on occasion due to a handful of design flaws, including the unforgiving way that it allows you to walk into pitfalls, some of which are difficult to see due to Chronos' use of fixed camera perspectives.

Chronos is one of the best-looking launch games for Rift.
Chronos is one of the best-looking launch games for Rift.

Clearly, VR games are susceptible the same problems as regular games, but there's something about the unique, VR experience that makes up the difference--at least a little bit. When I'm flying around in EVE Valkyrie, immersed in my virtual cockpit, soaring through space debris, I'm entranced by how convincing it feels. When I lean in to get a closer look at Lucky the fox, I feel a connection, however contrived, when he looks up and greets me with a wave and a smile. Likewise, when I guide him through a narrow tunnel, I can sense space shrink around me. When you're playing a game on a monitor, the real world is in equal view. When that is stripped away and filled in with the world of the game you're playing in VR, it's a very powerful experience that traditional gaming platforms simply don't offer.

VR is a very powerful experience that traditional gaming platforms simply don't offer.

Were Rift more uncomfortable to wear, or less technically capable of displaying frames quickly with low latency, then I wouldn't feel comfortable recommending it. If it wasn't easy to setup and configure, I would think twice before claiming it's ready for market. But these concerns were quickly dashed. I had Rift up and running in a matter of minutes. I played game after game that opened my eyes to the possibilities that VR and headsets like Rift make possible.

$600 is a lot to pay for a piece of gaming hardware. But Rift is different from a console or a new graphics card. Rift allows you to experience games in ways that we've only dreamed of up until now, and while it requires you to make a few compromises in the name of immersion, it's worth it. Yes, you will look silly to anyone who watches you use it, and you will potentially feel uneasy after an intense VR session, but these issues can't take away from the fact that Rift delivers on its promise to enable more immersive and personal gaming experiences than we've ever seen before.

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phili878

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Those poor people (literally/figuratively too poor) that were not able to get an Oculus.

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phili878

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@celeritasgamer1: lol scrub, keep crying... my reply was to all the Oculus-haters that do exactly what you said, brag about Oculus. I on purpose bragged about those poor souls, and as you can see, successfully, you and three other poor people took the bait. Furthermore, I am not the richest person on this planet, but I make an income of approximately 18,000 USD after tax (a month). Paying attention in school and having an above 3.5 GPA in a top 20 US College does the job.

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PhilipO45

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@celeritasgamer1: How so? I already have a DK2 and ordering a CV of it now, is really much the same(add in better optics and the latency/refresh rate). But for those whom want both VR experiences, then good for them.

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youre_a_sheep

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"Oh look, it's like I'm really in this space" is a novelty that will last no longer than "Hey I'm actually playing my favorite songs on a guitar!". Eventually people will want to turn around with a shoulder button or the right stick rather than have to keep physically moving around.

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blackace

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I've already used the Oculus Rift. It was pretty incredible, but I'm still not rushing out to get one anytime soon. Notbuying any VR systems this year and will wait at least a year or more for more games and price drops before I decide to take that jump or not. By then, we'll all know if VR was a success or not.

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Zloth2

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@blackace: Sensible. Like the review said, there are still some issues hanging around.

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GH05T-666

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I want VR but I might wait a generation to let developers make more games and better uses for it. Also newer generations might be smaller, lighter or have newer features or even a cheaper price tag. I think it will pay off to just wait.

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greaseman1985

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My newly purchased Razer Blade Stealth should be able to use this once I buy the Razer Core to go along with it :)

I'll wait till prices on VR go down though, and at the moment I'm not too interested in them.

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Silverspeed85

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I'll wait until the next versions of VR, after more development and with the price drop. First generations are always inferior.

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mamefan

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If you haven't tried modern VR, you cannot say anything, negative or positive, about it. I have a DK2 and Gear VR and have pre-ordered both the Rift and HTC Vive. I expect the latter to be the superior experience. Try that, and then tell me that you're not impressed.

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PhilipO45

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@mamefan: Valid point, but in my case i have both the DK2 and Gear VR. I even coded for VR with Unity as well.

And the pre-order of a Vive as well, due in mid-late April(2nd wave). [Both the Rift and Vive is just out of my price range as a new 8 core pc is something i need to upgrade to this winter]

O.k, here's my take and view, and i have ALOT of VR experience.

During the first week of using the DK2 i was beyond impressed, as for me it seemed like a game changer, akin to say the move from 2D to 3D was in the mid 90's.[ie..Voodoo cards]

But it wore off more and more, and for a bunch of reasons:

1) Games that had some VR native code(ie..HL2)..be it sooner or later WILL make anyone feel sick. The brain is thinking your moving..waling/ducking/running..ect, and your body is feeling likewise. There is no current way around this as, unless your body is doing the same 1:1 actions. Iv'e had some friends/family members feel sick within 5-10 min's, and others as long as 30 or 45min's..and a few over an hour. But all needed a break when the game was one with movement.(ie FP viewpoint)

Perhaps the HTC Vive can get around this as i never experienced it, and i'm hoping since it's alot about physical movement, perhaps it can do so.

But for me..and others i have seen, sitting down and playing a game where in VR there is simulated movement, it's just not a good fit. It's great to experience, but it's not one that has lasting power.

btw: In trying GTA:V and Dying light with VortX on the DK2, it really was asking for trouble, sickness wise.

2) Eurogamer's review confirmed this point:

Games with lesser movement..the platformer Lucky's Tale and others were a more enjoyable experience, as simulated movement was little to none. Ethan Carter will get anyone sick..and fast, unless you go into it's static movements(ie..Myst) where your not moving around.

To think FPS..and many 3D action games(add in GTA:V) account for the most popular ip's, your really left with rts's or racing games/space sim's, where a seated experience fits the body and brain equally.

Unless Vive can somehow overcome this issue, VR has a long way to go to where those genre's are comfortable for an extended timespan.

3) In trying just about every game and app for the DK2 from last spring, i never went back to it after 3 months..unless to show to family/friends. Why? The much easier on the stomach experiences were not for me and the AAA games that i normally play..from GTA:V to BF4 to Fallout 4 to HL2..ect, were not worth the risk of stomach issues along with having alot of breaks to feel 'stable' once again.

And you won't find a bigger fan of VR anywhere, however in my experience so far, it just does not fit the typical gamer who is used to fast action games. Not yet at least.

Now HTC's Vive may have something to say about this and i hope they address this issue of brain and body disorientation.

This is my take on VR so far, and i had others agree with me[in person].

So far VR's biggest use is for non gaming and education and travel experiences.

Gaming wise, while powerful if done right, just does not fit it as well.

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deactivated-57d164ef1c809

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@PhilipO45: FWIW, I haven't experienced such things nor people I know; it's all anecdotal at the end of the day. It's a stretch to insinuate most people can get sick with only a few minutes of VR.

That sucks nonetheless by the ones that do; I suppose it's vital VR headsets are tried out before being bought being the investment that they are.

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the-games-masta

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@PhilipO45: really useful feedback and confirms a lot of what I suspected would be wrong with the tech. It's a very expensive way to make yourself sick and if you can't really use it for long periods, it consigns itself to a more casual experience, which again is a lot of money for such a gadget. Non gaming applications do sound interesting- by that you mean porn though don't you? ;)

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Gwarpup

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@the-games-masta: Your review is mostly discussing the nausea effects of games NOT MADE FOR VR.. which is pretty mute point. There has to be tested games specifically adapted for VR or of course they won't work well. Plenty more games will come out more and more for VR. This is just the beginning. I'm sure the Indie and kickstarter scene will really take to development for bot the OR and VIVE especially.

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the-games-masta

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@Gwarpup: I've read of people's experiences using made for VR games like eve and some say they can't play intense games like that for more than a few minutes without feeling sick. Games with too much motion just aren't going to work for some people, so hopefully you're one of the lucky ones that can tolerate it.

Add to that the practicality of using it, the potential discomfort of the headset itself and getting too hot and there are a lot of challenges that need to be overcome, but I'm sure they'll develop games that do work for it. It'll be interesting to see how things change over time

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jellyman68

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@mamefan: You can say it looks way too expensive and not particularly interesting without trying one.

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Baconstrip78

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@jellyman68: In the same way a virgin can preach abstinence. Doesn't mean people should listen to them...

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CrusaderProphet

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Why would anyone want to wear that clunky piece of plastic? I thought gaming was to relax and have fun. Not get sweaty and worked up and uncomfortable. Put that $600 for something more useful.

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NiteX

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@crusaderprophet: Gaming is different for different people, you should know that. Sure some like it just for relaxing and fun, while others play in esports, and others just want something really challenging or an experience that you can't get from anything else.

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CrusaderProphet

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@NiteX: If someone wants something challenging and sweaty go row, go for a trek and zillions of other activities to choose from. I can see how this tech will benefit who is physically disabled to do that, but not for majority. If we are resorting to wearing a piece of plastic for adrenaline rush, I think instead of saying the future is now, the saying should be the end is nigh. As far as exploring outer space or say countries that one do not have the resources to visit, I can empathize in those situations for existence of AR to experience the real place from living room, but never for a simulated environment.

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Baconstrip78

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Edited By Baconstrip78

@crusaderprophet: Do remember the exact day you became old? I ask because I want to recognize it when that day comes for me.

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I'd like it if it didn't make me feel extremely dizzy/sick when playing over 20min. I also can't stand wearing a headset for that long when I do gaming marathons.

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PhilipO45

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@vs_shield: You make a great point here and the sickness concern must be addressed for VR to take off. Add to that wearing a headset..in a time where online gaming is so popular, is not a good fit.

VR is really a great experience, but it needs to work out alot of kinks to becoming the go to display of choice for most gamers.

Everyone should experience it, at the very least. [Even to use a display of the GearVr at a local Best Buy]

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deactivated-57d164ef1c809

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@PhilipO45: @vs_shield I'd said that's been thoroughly addressed with the consumer editions of either headset, but that's just me.

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LTJohnnyRico

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I think its easy to look past the cost if the product is good enough !! VR isn't going anywhere and from what we've seen so far its looking really good !!

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BladeManEXE

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I've thought for a long time that VR only added anything meaningful to first person perspective games, and I still don't see any reason to abandon that idea. Looking at that Chronos game, for instance, I really can't see anything done that actually warrants the Oculus Rift's use.

Basically, as someone who rarely plays first person games, I couldn't possibly justify to myself buying the additional hardware.

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filemaster4

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I don't care about the games. I just want to use it for my VR desktop.

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DimitreusX

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@filemaster4: The VR Desktop does look really nice and may be one of the things that makes me want to take the expensive plunge into VR.

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PhilipO45

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@DimitreusX: I really hope your right about this for both the Rift and Vive, as using the VR desktop on the DK2, the resolution and crispness on the desktop made it hard to get most things done.

Granted the DK2 optics were 1080p only, where the new one's are 1200p, but compared to a good IPS panel of 1440p or even 4K, i could not get much done with that VR desktop. It was 'cute' for a while, but i quickly went back to my 1440p/165hz monitor, soon after.

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demon-returns

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Edited By demon-returns

@PhilipO45: I see people on tv forums bashing IPS panels all the time about is lack of ability to produce optimal black levels. how do you like yours?

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DimitreusX

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@PhilipO45: Thanks for the heads up on that. I haven't had much experience yet. Perhaps it will be good to wait for the next gen. I have a feeling VR headsets will have a much shorter life cycle than consoles.

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deactivated-57d164ef1c809

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@DimitreusX: Which console generation? The last one took forever to be over

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DimitreusX

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@lozandier: I'm guessing it will be shorter than most of the previous generations. More like the life cycle of a cell phone: a new version comes out every year. Just a gut feeling though.

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xgalacticax

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The problem is not with new technologies, it's with a lack of creativity from developers to take advantage of the uniqueness. I am excited about the idea of VR but ultimately it will die due to this lack of creativity.

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tag1000

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Well said @boerew0rs! Some of these posters just don't "get it" and can't look beyond their own bubble of reality and see the bigger picture. VR is here to stay and not just a fad. This is the catalyst for consumer VR and will only grow from here. Also I believe Elite Dangerous to be a triple A VR game, if you haven't played this game in VR then you are truly missing out on a great experience. I don't really care which company makes what hardware as long as it's a quality product so boycotting any company just because of the name is idiotic.

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PhilipO45

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@tag1000: It is here to stay, but it needs to mature alot more to where all genre's can deliver great experiences. Your dead on about Elite, it's an amazing experience(by far the best i had with the DK2, game wise). But that's a seated game and fits VR perfectly and one where it's a flight stick is almost needed.

For my experience with the DK2 and GearVR, it's here to stay for sure, but honestly, it's not ready for prime time, just yet.

And i'm a huge VR fanatic, but i'm just being honest here. [heck i have a Vive due in April as well..lol]

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regulas

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Facebook the parent company for this, NO Thanks, don't want one. Facebook & Twitter are for Tools & Fools. Now be a good little tool and like that corporation next time you visit their page and Mark Zuckerf*ck sells them all your personal info, fool.

Will go Sony if I go at all right now, probably will wait for this to mature some more first.

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Gwarpup

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@regulas: *YAWN* Your tin foil hat is muddling your brain. All competition in VR space will ultimately be really good! It will inspire greater and greater innovation and FB is a fantastic host for the OR company and puts them far ahead of HTC for development capital. But Vive is great too and its totally healthy to have good competion and with Sony too.

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Bond_Villain

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I'm confused by some sites saying you need your glasses on (if you're shortsighted) ... but uhhh isn't the VR display like inches away from your eyeballs??

Can someone please clarify?

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csward

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Edited By csward

@Bond_Villain: So if you are far sighted (can see far, not near) or are old and need reading glassed, you will probably need glasses. If you are near sighted (can see near, not far) you will not need glasses.

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Ahiru-San

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@Bond_Villain: maybe it simulates distances as well?!

I always wondered how would a thing like this work for focusing, how your eyes focus on things that are near and far away… maybe that's why you still need glasses?

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Jega

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Cant wait for proper VR ready GTA or sth. Will be sweeeet!!

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