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Oculus Rift: First impressions

Blogs > shindigs
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shindigs
Profile Blog Joined May 2009
United States4795 Posts
Last Edited: 2013-08-04 00:31:37
August 04 2013 00:29 GMT
#1
Oculus RIft: First impressions

First, I have to give a big shoutout to my girlfriend Stephanie who got me the Oculus Rift for my birthday a few months ago. It was only an order form since the dev kit takes 2 months to ship, but it finally arrived this part Thursday on August 1st. Needless to say, I almost went full NINTENDO SIXTY FOUURRRRR kid when I was opening the package.

I'll be keeping this blog updated with my experiences with Oculus Rift. This first one will detail my first impressions and thoughts on the Rift and cover some stuff I didn't find in other reviews and writeups. Keep note: this is only the development kit which means the consumer version will have improved specs and be more user friendly.

Set up
The Oculus Rift is attached to a power box which requires three cable inputs. One for HDMI or DVI from your computer (in which you have to duplicate the screen of your main monitor to the RIft), one for external power, and one for USB which I assume sends head tracking information back to your computer. There are a lot of wires to account for, but was essentially plug and play.

The Rift is essentially a screen at the end of the rectangular portion that displays two separate slices of your Desktop, which doesn't make the entire picture when you put them together. The device is not meant to browse the Internet or anything in 3D, it's meant to play games that support a specific split rendering. On top of the screen are two lenses that you look into with your eyes, which have a particular curvature for the field of vision. Combined, the Rift envelops your eyesight with the virtual world. For people who don't have perfect eyesight, the Rift comes with 3 sets of lenses - A, B, C, which correspond to perfect eyesight -> very nearsighted users. As someone who always wears glasses, I chose C. For Team Fortress 2, I had to tell the game I was using the C lenses for it to reconfigure some settings.

Neat tidbits
The Rift basically duplicates the view of your desktop and splits awkwardly in half so only things properly rendered for the Rift can be seen. Still, if you enlarge YouTube videos of Oculus Rift gameplay, or view full screen images, you still get the same 3D immersive effect.


If you fullscreen this and connect it to an Oculus Rift, it works perfectly!

Into the Rift
I hopped into Ocean Rift, which is a tech demo that has you play as a diver who is exploring the depths of the ocean. The demo is fairly short, but it has you swim slowly forward while observing plant life, ship wrecks, large whales, and of course - sharks.
As I strapped on the Rift, my eyesight was immediately enveloped by the virtual ocean. When I began to move my head around, that’s when an insanely immersive feeling began to take hold of my experience. Even something simple like bubbles move up close to the screen made me pull my head back in reaction. Whales were almost frightening to swim near because of how the Rift has you perceive them nearly to scale.


Having objects in games to scale is an entirely new experience. Gameplay is not my own.

The Rift does a fantastic job of making objects in the virtual world have both a realistic sense of scale and depth. Its these details that make you think that you’re beginning to inhabit this world. When you’re in a room and look up at the ceiling, you get a real sense of “height” that can’t be realized by a flat monitor screen. When you move up to a person in Half-Life 2, they’re no longer a short model individual on a monitor, but rather an entity that closely mimics the sense of a real life human being.

[image loading]
The sense of scale was the most impressive part of any demo I tried. The ‘big-brother’ screen of Half-Life 2 like I’ve never experienced it before.

The future is here, and it’s slightly nauseating
I’d echo every sentiment that the future of virtual reality gaming will be made possible with the Oculus Rift. It does a lot of things right - the scale, the depth, the illusion of perception within the virtual world does what a 2D monitor can never do. Still, its not without its obstacles and challenges.

When putting on the Rift for the first time, it became very clear that the criticisms about low resolution were right. You can definitely see pixels and a ‘screen-door’ effect that makes the Oculus Rift screen nothing like what you see in the YouTube videos which have nice rendered graphics (which appear on your monitor). Some faces would be hard to make out in a distance, and jagged lines are apparent. Still, this is still a testament to how amazing the Rift does a great job of putting into the virtual world despite the dev kit’s graphical shortcomings. Putting someone in a virtual world is more than enveloping them in a 3D rendered environment, it’s also about capturing and manipulating the player’s very own perception.

Another current shortcoming I experienced was the issue of motion sickness. I was reading that some individuals were having trouble getting used to their “VR legs”, but I wrote some of it off as individuals who didn’t have experience with extended periods in front of monitors or games. Still, as a gamer myself who is no stranger to extended play sessions, my stomach became incredibly uncomfortable within the first hour of gaming with the Rift. My friend who has a similar background also experienced similar feelings of motion sickness within his 10 minutes with the Rift.

[image loading]
Not looking too well after doing the Space Walk game within the Rift. Pro-tip: doing VR somersaults in space is nauseating.

There are numerous reasons why we both, and many others, have experienced motion sickness. The low resolution of the current rift can make for some very unsettling renderings in certain demos or games that do not natively support VR (which is a lot of them at the moment). This will inevitably be fixed by the HD consumer version that is slated for release to the masses.

The other issue is also the sense of motion and being you’re in tension with when playing with the Rift. While you ‘know’ that you’re not really inhabiting this virtual world, its still immersive enough to trick your brain to expect certain things that adhere to reality. Any sudden movements that are unexpected by your brain can immediately attribute to a strong sense of motion sickness. For myself, anytime something ‘unexpected’ happened in terms of movement of the ingame world and my head, I would feel sick to my stomach.

Finally, I was also trying games that needed a third party program to support Rift play. These games are essentially hacked by the driver to render it in a way to support projection into the Rift. These games are not natively supported, which means the control scheme and other small elements are less than optimal. Even the smallest details can throw off your perception entirely and cause motion sickness.

For example, I played Skyrim which required said third party graphics drivers. The game first required quite a bit of calibration to make sure that the depth and scale of objects rendered correctly, and the two separate images for your eyes were properly aligned. Even then, it wasn't as optimal as something like Half-Life 2 or Team Fortress 2 which came with native support and calibration tools.

Another issue was that graphics on one eye would render differently than the other, which caused a lot of issues. Shadows missing from one screen while being rendered in another meant I was in a perpetual state of flashing shadows as I moved, on top of a less than optimal sense of depth and scale. Needless to say this was not a great experience.

[image loading]
Skyrim took a lot of tweaking to work with the Rift, and even then still caused a lot of motion sickness due to suboptimal controls.

Furthermore, the aiming scheme also proved to be too jittery for my brain to handle. While a game like Half-Life 2 allows you to configure the aim settings so your guns and arms to stay facing forward while you move your head camera around (like you would in the real world), Skyrim doesn’t come with this type of support and thus your entire “body” moves as you move your head in game. Like I said earlier, there is a new sense of actually ‘being’ in the world, and when your body doesn’t move like you expect it to, you get a huge sense of nausea. To make matters worth, the camera would still be controlled by my mouse as well as the head tracking, so I had to be very careful with how I moved and attacked less I risk a huge sudden jerk that may immediately make me puke.

So I didn't mean the previous paragraphs to take up this first impressions post with a whole bunch of obstacles I've been facing. The positives will greatly outway the negatives as I get used to my VR legs. The Rift is indeed the future, it is a new sense of immersion, and i have no doubt the final product will be absolutely awesome. I've been reading up on how to combat motion sickness and it seems that many people experienced the same thing for the first few days. Again, a lot of it depends on the games themselves rather than the Rift experience, and as developers tailor their games to native Rift support, the final products will be nothing less of gaming changing for the industry.

Mind and body
“Does it feel like you’re actually there?”

The answer is “yes” and “no”. It’s immersive, but I know that I'm sitting in a room in front of my computer. It’s a strange and exciting immersive feeling. It’s going to take a while to really unpack what it feels like, but it’s definitely like nothing that has come before it.

There’s a tension within the experience. I know that I'm in my room, my brain knows I'm in my room, yet my body still ‘reacts’ to as if I were in the virtual world no matter how much I try to remove myself from it.

The strangeness of it all also comes from the fact that most games up to this point have been designed around using our mouse and keyboard to interact with the world. As someone who plays games frequently, I’ve been conditioned to move with my mouse and keyboard in a way that is not completely suited for virtual reality. Fast sudden movements do not go well with jerking your head in every which way direction, at least during the first few RIft sessions.

Imagine if the only way to move through your everyday life was through mouse and keyboard, yet you still had a sense of your body, your limbs, and your perception. It probably would not be as optimal as you picture it. The Rift has made me realize that the way I interact with games and virtual worlds has been so far removed from how we actually think about moving around in the real world. At the moment, I’m hypothesizing that those who don’t have previous hardcore gaming experience may have an easier time adjusting to these new ideas of movement.

Titans of Space was another demo that I tried that really opened my eyes to how I was perceiving the sense of my body within this virtual world. The demo is rather simple - you’re a person in a space pod and the demo takes you on a simple tour of Solar System and nearby stars (amazing demo for another blog post). However, one of the most impressive parts of this demo was when I looked down, I could see that my in game ‘legs’ and ‘torso’ were rendered. I look behind me and to the side, and I see ‘my shoulders’. By far that was the most game changing moment I’ve had with the rift - actually FEELING like my body was in this virtual world.

[image loading]
It’s the little things that can add so much - the game renders your legs and torso while the Rift makes it seem like you’re really in that space suit.

I may use the word “strange” but overall the possibilities are exciting. It’s really a whole new frontier that will be explored and eventually pushed to its limits. At certain moments, I can honestly say it feels like inhabiting this entirely new world in a way that I never thought possible. While the development kit is far from the actual final consumer product, everything about it holds so much promise that people should begin bracing for the fact that it will change the way we experience games.

VoDs
I’ve been attempting to stream my Oculus Rift on a regular schedule. Streaming with VR isn’t as mapped out as streaming normal games, so there are some technical issues along the way. I’m open to feedback on how to improve my stream for exploring the future of VR!

Perhaps the most interesting parts of these videos is you can see the parts in which I get really motion sick and have to take really extended breaks. I’m taking the weekend to get used to the Rift so I can produce a higher quality stream and experience.

http://www.twitch.tv/shindigs/b/439579863 - first day with the rift
http://www.twitch.tv/shindigs/b/439867377 - second day with the rift
http://www.twitch.tv/shindigs/b/439891507 - second day, post sickness
http://www.twitch.tv/shindigs/b/439989827 - space walk aka vomit city

I’ll be keeping this TL blog updated with my future experiences with the Rift, and one day hope to even make a simple game with the Dev Kit! Feel free to leave any questions or suggestions on what you want to see in future posts or streams with the Oculus Rift.

****
Photographer@shindags || twitch.tv/shindigs
KarneEspada
Profile Joined May 2011
United States72 Posts
August 04 2013 02:31 GMT
#2
Can I come over please? Thanks for writing the blog!
KespadA, UC Irvine
a176
Profile Blog Joined August 2009
Canada6688 Posts
August 04 2013 03:54 GMT
#3
You have to up the FOV in most, if not all, cases to help alleviate the effects of motion sickness. Most game artists would use a FOV that is appropriate to display images on a screen that is more akin to viewing a picture, and not to mimic 'actual' full screen vision, as players do not sit so close to their monitors to fill their vision.
starleague forever
LuckyFool
Profile Blog Joined June 2007
United States9015 Posts
August 04 2013 04:14 GMT
#4
wow this is VERY cool! I wish I had one of these.
inn5013orecl
Profile Blog Joined March 2010
United States227 Posts
August 04 2013 05:27 GMT
#5
When are you free for me to come over to try this baby out? No seriously, lemme know when u have free time lol.
i live with a korean who doesnt play sc...wtf
shindigs
Profile Blog Joined May 2009
United States4795 Posts
August 04 2013 05:59 GMT
#6
If you know me IRL just PM me the way you know how.

So I've been drinking ginger ale all day and coupled with the fact its my third day, I haven't had any problems with motion sickness so far! I also heard a fan blowing in one direction helps keep you grounded, and I've had that with me as well.

Minecraft on the Rift might be my favorite experience at the moment. Might be the single focus of a new post.
Photographer@shindags || twitch.tv/shindigs
RebirthOfLeGenD
Profile Blog Joined November 2008
USA5860 Posts
August 04 2013 06:53 GMT
#7
Can I use this with Amnesia and the BioShock series? What allows it to work properly? Those games were horrifying and emersive in a normal setup.
Be a man, Become a Legend. TL Mafia Forum Ask for access!!
Chairman Ray
Profile Blog Joined December 2009
United States11903 Posts
August 04 2013 06:57 GMT
#8
Woah, this looks so awesome!!! I'm so jelly
shindigs
Profile Blog Joined May 2009
United States4795 Posts
August 04 2013 07:32 GMT
#9
On August 04 2013 15:53 RebirthOfLeGenD wrote:
Can I use this with Amnesia and the BioShock series? What allows it to work properly? Those games were horrifying and emersive in a normal setup.


Not sure about Amnesia, but Vireio Perception software can render Bioshock Infinite for the Rift. However, I don't think I'll try it right away because it takes a lot of tweaking to get the sense of scale and depth to be just right. Also I'd imagine the crosshair controls aren't configured properly so when you move your head and mouse, you'll get a lot of jitter when trying to aim causing motion sickness.

Today I've gotten a lot better in playing games with VR, and I may try to use third party programs again to try non-VR native games, but thinking back to my Skyrim experience still makes my stomach churn.
Photographer@shindags || twitch.tv/shindigs
rauk
Profile Blog Joined February 2009
United States2228 Posts
August 04 2013 07:58 GMT
#10
How long does it take arrive after you order?
shindigs
Profile Blog Joined May 2009
United States4795 Posts
August 04 2013 08:02 GMT
#11
On August 04 2013 16:58 rauk wrote:
How long does it take arrive after you order?


According to their website, most recent orders may start shipping in September. When mine was purchased, they said they'd ship in August but when it finally did ship, it arrived the next day.

https://www.oculusvr.com/pre-order/
Photographer@shindags || twitch.tv/shindigs
magicturtle
Profile Joined June 2011
United States35 Posts
August 04 2013 08:51 GMT
#12
Very cool to see a review on teamliquid! I get my oculus rift within the week, super excited!
shindigs
Profile Blog Joined May 2009
United States4795 Posts
Last Edited: 2013-08-04 09:08:47
August 04 2013 09:08 GMT
#13
Awesome! I definitely recommend easing into it with the slower demos (Tuscany, Ocean Rift) and having some ginger ale or ginger pills nearby just in case. I don't get motion sick but the rift did a number on me. Apparently having a fan nearby helps because the wind it makes always gives you a frame of reference of where you're at in the real world.

Looking forward to your thoughts as well if you ever choose to post them.
Photographer@shindags || twitch.tv/shindigs
MarklarMarklarr
Profile Blog Joined January 2013
Fiji226 Posts
August 04 2013 09:19 GMT
#14
can't they just hook it up directly to my brain instead?
Hello there
beg
Profile Blog Joined May 2010
991 Posts
August 04 2013 13:30 GMT
#15
i dare you to play amnesia!
Hairy
Profile Joined February 2011
United Kingdom1169 Posts
August 04 2013 14:20 GMT
#16
I've got one as well. I honestly think the consumer version next year has the real potential to radically change a lot of things (not just in entertainment).

Minecrift is also my favourite so far. Their implementation is good, and the Minecraft world is just fantastic in the Rift. For a real thrill, try pausing the game during a rainstorm; time (and the raindrops) will stop, but head tracking will continue. Basically you feel like you're freaking Neo, it's fantastic.
Sometimes I sits and thinks, and sometimes I just sits
BisuDagger
Profile Blog Joined October 2009
Bisutopia19295 Posts
August 04 2013 15:00 GMT
#17
On August 04 2013 22:30 beg wrote:
i dare you to play amnesia!

I had that thought too. Major motion sickness there!

As a game developer I felt like you named most of the pitfalls I anticipate this hardware to have. I'm still question if there is a market for the oculus rift or is it just something to have cause its cool.
ModeratorFormer Afreeca Starleague Caster: http://afreeca.tv/ASL2ENG2
Erik.TheRed
Profile Blog Joined May 2010
United States1655 Posts
Last Edited: 2013-08-04 15:05:13
August 04 2013 15:04 GMT
#18
so if I get motion sickness from Half Life 2 on a regular monitor (and some other FPS games), I should stay far away from this technology right?
"See you space cowboy"
Steveling
Profile Blog Joined January 2011
Greece10806 Posts
August 04 2013 15:22 GMT
#19
How far are we tech wise before a similar gadget with extremely good display quality appears?
This seems def awesome.
My dick has shrunk to the point where it looks like I have 3 balls.
Hairy
Profile Joined February 2011
United Kingdom1169 Posts
August 04 2013 19:09 GMT
#20
On August 05 2013 00:22 Steveling wrote:
How far are we tech wise before a similar gadget with extremely good display quality appears?
This seems def awesome.

The consumer version, that will probably come out in 2014, will have a 1080p panel in it at minimum (it may well be higher).
Sometimes I sits and thinks, and sometimes I just sits
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