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MTBS3D RT @tifcagroup: Enabling Breakthrough Innovations in the #ClienttoCloud Revolution. https://t.co/dglxcxLO3D
MTBS3D RT @tifcagroup: TIFCA’s Client-to-Cloud Vision document has been published. We are meeting during #SIGGRAPH2019 to jointly address the cont…
MTBS3D It’s been a major boon for the Client-to-Cloud Revolution at #E3. #E32019 #E319 #GoogleStadia #BethesdaE3https://t.co/IqIrR81D8o
MTBS3D RT @IfcSummit: Sixth International Future Computing Summit Moves to Silicon Valley November 5-6, 2019. Open Call for Visionary Speakers and…
MTBS3D RT @GetImmersed: We’re moving to Silicon Valley! @IfcSummit November 5 & 6, 2019 at the Computer History Museum in Mountain View, CA. Call…
MTBS3D Julien Le Corre, Lead Developer at @InnerspaceVR , talked about their latest #VR escape room title The Corsair's Cu… https://t.co/uuOT6SG0NA
MTBS3D As fun as Arizona Sunshine is in traditional #VR, @Vertigo_Games took it up a notch by transforming it into a locat… https://t.co/YkGpv2wLMM
MTBS3D .@OfficialGDC would not be complete without visiting SVVR's annual #VR Mixer! In today's interview, we catch up wi… https://t.co/hibivrbYdq
MTBS3D Spencer Jackson, Software Engineer at @NordicTrack, talks about their latest iFit #VR Bike paired with an #HTCVivehttps://t.co/5b2uD9Hoa9
MTBS3D William Provancher is the CEO of @TacticalHaptics. He demonstrated their latest haptics controllers for us in this… https://t.co/Ir1Cog8bRI
MTBS3D Gaspar Ferreiro is the CEO of Project Ghost Studios. In this interview, he talks about their new Project Ghost dem… https://t.co/T2xz1VdtGI
MTBS3D .@EpicGames had loads of news to share at @OfficialGDC. Marc Petit is the General Manager of #Epic's @UnrealEnginehttps://t.co/CnqpGAB2f4
MTBS3D Chris Hook, Graphics & Visual Technologies Marketing Chief for @intel spoke to us during @OfficialGDC. We talked ab… https://t.co/ji6AKJpfwM
MTBS3D We interviewed @networknextinc at #GDC2019. They are in the business of ensuring the best connectivity and lowest l… https://t.co/87b06uMAm7

Oculus Rift Development Kit Review


Conclusion

While the Oculus Rift development kit is light, I find it presses on my face in a way I can't ignore. With the software I tested, I saw a distinct black box around all the images. Definitely better than the other stuff I've tried, but this does take a toll on the immersion.

There is a certain "flatness" that undermines the effect I imagined, and it's not as 3D as I was hoping for. It's just 3D enough to be engaging. It could be my settings, it could be the game designer's choice...or it could be me - maybe my expectations are too high. Time will tell.

HalfLife 2: Now we can hate him on the Y axis as well.
To be fair to Oculus, with any early developer product there is a degree of flexibility and a certain roughness that results from prioritizing delivery over refinement. This was never intended as a consumer product with lots of ergonomic features. For these reasons, I think that I allowed my expectations to exceed my reason. A lot of people have been dreaming about Virtual Reality right along with me, and we must understand that the Oculus Rift's development kit is very much a first step towards a bright future.

My first impression of the Oculus Rift shows it to be a deep well of potential; an idea manifested in its infancy, but one that teeters on the edge of viability. This is a fine edge to balance on, and everything I know about Palmer Luckey and the Oculus team tells me they will hit the mark with their full release product. This device is intriguing to say the least in that despite its flaws, the potential is obvious.

Two decades of sci-fi have shaped an image of what VR should be in my mind, and for better or worse the Rubric that I'm judging my experience by. I want seamless visual integration, a gesture-based interface, and online communities; virtual chat rooms much like those outlined in Neil Stephenson's Snow Crash.

While there is no formal integration, the DIY community along with some technological innovations has made all three of these standards palpably real: the Rift delivers great peripheral vision; the Razer Hydra, Leap Motion Controller, and even the Microsoft Kinect are rapidly bringing fluid gesture control closer; Minecrift and Metacraft, while no Black Sun, promise to be an engaging experience I look forward to testing.

Looking into the Rift's future, there are some distinct improvements that the consumer model will require. Frequently addressed is the display resolution, and yes, this is massively important. However, there's more room for improvement, and I believe this lies in the direction of the lenses. Currently, you can have the lenses practically touching your eye, or you can have a distinct black edge around what you're seeing. Larger, rectangular lenses set in angles would surely be a nightmare to design, but with the right lens shape, I'm confident that the "binocular" effect could be removed.

The Rift would also benefit from a custom made screen with a greater horizontal resolution, and while it's still far in the future, flexible LCD is on its way. This would allow for a smooth ergonomic casing that takes up less room with thinner and wider lenses.

I think my standards for VR were once too high, but as I see this technology unfold, it's clear to me that they are not only feasible, they are also inevitable. I have found a door into Virtual Reality...it's just under construction.