Virtual reality gaming: when is too real, too real?

By October 18, 2013March 24th, 2020Newswires

By Nick Bilton

Just a few years ago, the holy grail of entertainment, immersive virtual environments that put you at the centre of the action, were only a dream of Hollywood executives and Silicon Valley gaming publishers. But now, it’s almost here. And to experience this futuristic world, I tested a product called Oculus Rift, a virtual-reality device designed almost exclusively for gamers.

You can use it to play first-person shooter games, zip cars around racing tracks or even become a chicken, pecking for food by bobbing your head up and down. The Oculus goggles, which cost $US300, are still available only for developers who plan to experiment with them.

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