I tried out Oculus Rift at IndieCade

aceattorney

TXB Join Date: 02/2002
Sep 11, 2013
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After months of seeing reaction videos on youtube, I was finally going to be able to check out Oculus Rift. I was at IndieCade 2013, in Culver City, and OR had a decent-sized booth for the independent games festival. More importantly, they had about a dozen demo stations, fitted with makeshift HD versions of their headsets.

The last time I had the chance to check out OR was at E3, where I missed it by mere minutes. It was my fault though since I put off heading to the demo area just before closing time.

But now, it was finally my chance, and I was brimming with excitement.

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The developer on hand told me I could wear the headset over my glasses, and that I should, particularly since I'm near-sighted. Fortunately, the goggles fit over my glasses without any discomfort.

My demo station featured a rudimentary flight simulator. Only a keyboard was used for controls, with the arrow keys used for direction, and the space bar for throttle. Looking was done solely via the headset.

The little prop plane I flew in sat calmly on the water in the middle of an ocean, with polygonal clouds in the blue sky, and small islands nearby. The graphics were rudimentary, but high resolution. Despite the lack of realistic graphics, I was immediately struck by the level of immersion provided by having my vision completely dominated by the screen sitting inches from my eyes.

That is the first part of the virtual reality trick that OR provides. Your eyes only see the video game world. Although I did notice borders on the left and right periphery of my vision, they did little to detract from the immersive ocular experience.

The other key component to the VR experience is the perfectly accurate and super responsive head tracking. As I was flying around in the little plane, I moved my head around the cockpit, looking out of the glass canopy - above, and below me. The headset tracks your head movement, but not your eye movement. I initially thought this might detract from the realism but it did not, since the field of view is expansive enough to accommodate wherever your eyeballs look.

I banked my plane to the left, and as I did, I looked over to the left, and immediately had an odd sensation of vertigo - a true sensation of height, and speed, as if I really were up in the air, flying over an island.

The head tracking is rather keen as well. The engineers designed the headset to accurately represent the physiological movement of the head. And since our eyes are not in the middle of our head, OR takes that into account, representing your head movements incredibly naturally.

After being wowed by the flight sim, I tried out another demo, which was a first-person demo that essentially took you to different (including some fantasy) environments. This demo was controlled by an Xbox controller, with the left thumbstick controlling the movement, and right stick to control the looking. Although the OR headset was fully capable to control the looking, I found myself simply using the controller to look around. As a result, the experience wasn't as immersive as the one I had found in the flight sim.

Other attendees expressed the same sentiment - when there are controls to control the looking, it's just more simple to use the controller.

All of that said, OR has enormous potential, and the devs certainly think so as well. They think OR will become a peripheral as essential as the modern tablet is. I suppose we'll just have to see about that.
 

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Sounds pretty great. I especially like the part where you talked about the experience of vertigo. That's something a normal game can't reproduce. For instance, I remember how I felt when I was perched atop a church spire in Assassin's Creed 2. A little twinge of something resembling vertigo, but still very distant from the real thing. Experiencing that same thing from inside OR would be something entirely different. Not sure I'd like it (queasy stomach), but this OR thing sounds like it could provide a whole different kind of gaming experience.

Any idea how long it might be until this is available for an average gamer at a decent price range?
 
Sounds interesting. Judging by your impressions I would have to say that it would be very cool if MS brought OR support to Flight Simulator..and even brought that game and OR support to the X1.
 
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So in your opinion is it the next big thing in videogames, or should it be?
 
Sounds pretty great. I especially like the part where you talked about the experience of vertigo. That's something a normal game can't reproduce. For instance, I remember how I felt when I was perched atop a church spire in Assassin's Creed 2. A little twinge of something resembling vertigo, but still very distant from the real thing. Experiencing that same thing from inside OR would be something entirely different. Not sure I'd like it (queasy stomach), but this OR thing sounds like it could provide a whole different kind of gaming experience.

Any idea how long it might be until this is available for an average gamer at a decent price range?

Unfortunately, not sure when it'll hit retail.
 
Sounds like it will suit Star Citizen well. I'd love for that game and OR to come to next gen consoles too.
 
Awesome, thanks for the impressions Ace. Yeah those indiecade games don't have the best graphics or whatever but I really appreciate them trying to push the envelop by utilizing the OR. I've been researching, talking, and just plain ecstatic about the OR for some time now. Unfortunately I do not live anywhere near where they are being shown so I have not been able to try one yet. :(

I am so excited to see what they come out with when the commercial version hits. I have a feeling they're going to blow us away with what they've been doing behind closed doors for a while. The OR along with the SixSense motion controls is going to be such a great experience. I've been trying to ignore any VR news as to try and pass the time. lol

If you haven't already, you should read a book called "Ready Player One". I highly recommend it to get your creative juices flowing as far as what VR could potentially mean for our world.
 
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So in your opinion is it the next big thing in videogames, or should it be?
Tough to say. It won't be useful for competitive gaming or anything like that, so I'd say it'll be as popular as high-end steering wheel controllers, which are kinda popular but not huge sellers.
 
Good news. It's always been my dream to have a full on Virtual Reality game where you are literally inside the game. Probably won't see this in my lifetime, but this is a start!
 
I think Ford did a commercial with Oculus Rift giving them a driving experience in their new car. It was interesting. I hope it takes off.
 
Well I guess I'll tackle the elephant in the room......would it work with porn:hehe:
 
Other attendees expressed the same sentiment - when there are controls to control the looking, it's just more simple to use the controller.
I think this is something they'll definitely need to address. Not sure what they would do to combat it, but from the sound of it they have plenty of time before it's ready to go anyway.
 
I tried it at PAX 2013, but I didn't get to play a game. I ended up just being in the drivers seat of a demo of a race.

Was awesome, and do not understand why anyone would choose to "use the controller for looking." I think the idea is that it's great for games where looking isn't a main aspect of the controls. Something separate from turning basically.

Games where you are controlling a machine, and where "turning" isn't necessarily instant, but looking has to be. Racing games, mech games, flying games.. perhaps others. A lot of games like that have a "look" button or other control style, but I end up not using them, because I am focused on the "turn" controls.

My girlfriend actually played Hawken with OC, and she's going to post her feedback today too.
 
So how would shooters work for looking? What if you wanted to turn fully around?
 
Oculus is awesome. I managed to play Hawken on it at Pax Prime and was completely blown away. You're in a mech suit, so you can move your head around and look around the cockpit, which made me all giddy. But that was nothing compared to being able to infinitely fly around while looking all around the map by moving your head. In the middle of the demo I noticed at one point my mouth was actually open, the experience was literally jaw dropping.

In Hawken, you can't look completely behind you because you're in a cockpit, the camera will only go so far before it limits you. You certainly can't use Oculus in that game to control the direction of your character, either. Basically if you're going forward and you look to either side of you to try to turn, your character will continue to go forward.

Battling enemies was loads of fun. There were other mech things about the large map that could shoot me whether I was in the air or on the ground. Oculus made spotting enemies easy when you are getting fired at, especially if they were off-camera.

I really loved it and want one. When I left the demo I couldn't shut up about how everyone will want it. I do wish I was able to try out the other demo though... the lines were way too long, and the demos were random. You didn't know what game you would end up with because they picked for you.
 
Sounds great. For the fps shooter market, wouldn't it be possible to use the controller as it is used now, but only for movement (i.e. left thumbstick)? Then have the looking element (i.e. right thumbstick) controlled by head motion.
 
@BraddersTheDog A good demonstration of control schemes for FPS games in the OR was with team fortress 2. You could use either kb/m or controller. What was interesting is that you could set the control scheme in different ways. Watch the video here at about the 12 minute mark they get into the different control schemes.



The one I am interested in the most was the "keyhole" mechanic. So you got your reticle that you can control with either the mouse or right thumbstick, right? Your head and reticle move separately. But if you move your reticle to the edge of the screen while you are moving your head, the screen turns faster than it would if you just moved your head. This way you're still moving your head around but not having to move it the full 180 degrees to see your target because of the reticle assist.

Personally, for shooters I will be using the Sixense input method. Here is a prototype video where you can get an idea and what the final product is going to look like. Also note the final version is going to be completely wireless.




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Here's an even earlier prototype of the Sixense in action. This time with the only tracking being on the controllers and none on the head, chest or feet.

 
Question.. are there any concerns of this doing eye damage? The screen is so close to your eyes. Just asking as I don't really know, I'm not a doctor...
 
I think eye issues are avoided because they arent focusing on a screen that close. The 3d is so well done that you actually focus on distant objects and planes just as you would do in real life. Guess we don't know 100% for sure until we start using it longterm. I'd imagine it's no different than reading a book or working in front of a monitor. Just use in moderation and all should be well.