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Others demoing the Rift before and after me seemed to have a similar experienceit became amusing to watch folks tilt their heads to exaggerated degrees to seemingly no avail.īut once I became aware that the controller was key and my head was simply along for the ride, navigation became easy, fun, and almost immediately natural for anyone with experience playing a first-person shooter. Attempts to actually tilt or rotate my head to change views had no perceptible effect. I did have some trouble with head trackingultra low latency might as well have been no latency at all, as I found myself exclusively relying on the handheld controller to orient my view in the Hawken environment. With a really enormous field of view, 110 degrees diagonal and 90 degrees horizontal, the Rift provides truly immersive virtual reality. It may also be that the sprawling mechanical cityscape of Hawken is simply an easier palette for tricking the eye into accepting than the medieval village environment of Infinity Blade.Īt any rate, and accounting for the fact that a few short minutes is scarcely time to get acquainted with the controls let alone to go bug-hunting, I found Hawken on the Oculus Rift to be a thrilling experience with smooth visual transitions and a surprisingly quick gameplay learning curve. Oculus VR and Adhesive Games, developer of the mech combat game Hawken which served as the demo piece for the Rift, appear to have accomplished this over the past few months. Head tracking is ultra-low latency with 6 degrees of freedom, which might help to explain why I didn't experience the "seams" in the demo Greenwald described at CES, where "the textures of things like the stone walls and wooden shutters appear completely flat without advanced bump making, pixel shading, and other effects."Ī bigger reason for why the Rift experience is now smoother and more realistic, as Greenwald deduced after his demo, is that better integration with the Unreal Engine 3 game engine for DirectX 11 games was needed.
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The 7-inch, 720p LCD display is now slightly larger, offering up 1280-by-800 resolution, or 640-by-800 per eye in the binocular configuration. Still as "hilariously bulky" as my colleague found that prototype development version of the headset, the Rift I had strapped to my head at GDC has been subtly improved since CES, according to Oculus VR. At CES, Oculus VR demoed a snippet of the sword-and-sorcery game Infinity Blade for some folks on a taped-together headset which seemed almost preposterously boot-strapped, as well as an early-stage, molded plastic prototype which Greenwald was able to test. Back then, PCMag's Will Greenwald wrote of his Oculus experience: "I don't know if I've seen the future of virtual reality, but I do know I've seen its best chance in decades of amounting to anything."įast forward a few short months, and the Oculus Rift seems poised to amount to a whole lot of anything. The Oculus Rift has clearly come a long way since the Kickstarter-funded venture was demoing a very early version of its virtual reality headset at the Consumer Electronics Show in January. SAN FRANCISCO≺fter an interminable wait for the most popular attraction here at this week's Game Developer Conference, I finally got my three minutes of heads-up, mech-battling virtual realityan over-before-you-know-it plunge into the "future of gaming," as many tech scribes have described Oculus VR's Rift platform.
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