Fantastic write-up, Jimmy. Thanks for being on the VR team.
It blows my mind when we see articles from mainstream gaming sites like this that get so much wrong and pander to the cynical masses, then turn face and pretend that people don't want it and, somehow, it's not their fault.
Emerging technology takes time and needs positive vibes to succeed. Thousands, maybe even hundreds of thousands of people rely on websites like these to make up their minds. It shouldn't be this way, but unfortunately, it is.
You have a duty to speak the truth and put out the facts, sans bias and bullshit. I'm glad that someone is on point.
@mattcake: Just because the guy in the video is holding his hands out in front of him constantly doesn't mean you have to. You can just simply hold them naturally at your sides until you need to pull up your shield or swing the sword.
For the people wondering what the point of this in VR would be, I use Tabletop Simulator to play many board and card games with friends of mine who have moved away in VR. We obviously can't get together anymore because we live hundreds of miles from each other, but with this we can play a board game as if we were really sitting in the same room playing it for real. That in itself makes it incredibly worth it and that's not even taking into consideration the ability for developers to add animations and effects to make the board game come to life, something that's not possible with physical board games for obvious reasons.
@guitarist1980: Meh, 1070 is a bit too overpowered to be considered a 1080p card unless you are using a monitor that has a high refresh rate. If you can live without AA most games run easily over 60fps in 2K.
@xantufrog: Interesting, because I remember pretty clearly connecting my 1 sensor to the ceiling and being able to walk around my room in VR as far as the cable would let me. Granted, when Oculus Touch released, there was a bit of tracking hiccups here and there for *some* people that was eventually worked out in software version 1.13. It's been fully capable of tracking your position in 3D space in quite a large area, as long as the sensor/s were placed appropriately, since it had it's commercial release last March.
@xantufrog: That is completely false. The Oculus Rift has had positional tracking since the days of the Development Kit 2. I know, I had both the DK2 and the current Rift consumer model.
To all the wonderful people here in this great comment thread, I bring to you a small nugget of solid gold, delivered by none other than @opt1mu5prime, straight to my inbox.
It's obvious that his stupidity knew no bounds and he had to spread it like fire across the field of comments on this article, but that just wasn't enough for him.
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