When my Developer Kit had been delivered, waiting patiently at the front door, I was an 8-hour plane ride away with a minor neck injury. Of course I wouldn't let the limited movement of my neck keep me from trying it on, but once the motion sickness kicked in I unhappily gave myself 3 days for my neck to recover. At last I could play with the Rift with the full range of movement my neck could provide, and my first and still present impression was...
This is the future.
Some cool things to note as I unpacked my device was:
What I did not like as much:
Overall, the Oculus Rift is probably the coolest and funnest piece of technology I own. If you're considering whether or not to get one yourself, I would highly recommend finding a way to try it for yourself first because some people have very great expectations for it while others don't know what to expect. You might also want to consider waiting for the second version as well, because a lot of technical aspects that have been considered and will be updated and implemented into the new one. This includes a higher resolution screen, in the current and first version the pixels are clearly visible, but I'm usually having too much fun to really care or notice. I am looking forward to seeing how the Rift grows and improves over time, but right now I still find it pretty awesome and I can't wait to get some functioning games developed for it.
This is the future.
Some cool things to note as I unpacked my device was:
- Super convenient carrying case. Especially for those who want to collaborate with others using the rift, travel, or just show up at a friends house with a unique gadget.
- Optical lenses with 3 different magnifications. If you wear glasses, it can be uncomfortable to squeeze into the Rift with them on. Wearing glasses myself, I really appreciate the thought that went into this. The Developer Kit even came with a cleaning cloth for the lens.
- Almost everything you need within the case. Preparing to use my Rift for the first time, I pulled out some cables to connect it to my computer, only to realize every connection I needed was already in the case. Power cable, USB, HDMI, and even converters for different power outlets. So if you get the Rift, you'll just need a computer to plug it into, and of course the software that Oculus provides online.
What I did not like as much:
- The Rift's control box. I wouldn't blame the Rift having to be wired, especially for being the first version, but I wasn't aware of the chunky and easily knocked over control box that's positioned between the Rift and the computer. Honestly hadn't thought of how the connect to your computer would work, I just didn't expect it to look how it did. I am happy to say, I've seen a prototype of the second version of the Rift, and it appears the control box won't be as present as in the first version.
- Which lenses should I use? From experience, I go by A = Perfect Vision, B = The world is blurry without my glasses, and C = Blind as a bat. There are some people who are unsatisfied by the lenses to the extent they take it into their own hands to buy optical lenses and then 3D print the cups that'll hold them into place. Because I demo my Rift every so often, I have also found that if you have an astigmatism in one eye just use a combination of the lenses like AB, AC, or BC. Personally, I prefer using contacts with the A lenses, but it would be cool to have an easier way to get a custom prescription for the lenses. Of course, having the 3 lenses for demos is great, but when you have a gamer or developer who will constantly use their Rift, the option of custom lenses would be awesome.
- The weight. At first you might not notice it because you're just so excited to be experiencing virtual reality but it can definitely be noticeable. I think the issue here is because the weight is all at the front of your head, it's not so much that it interferes with the experience, it's just enough to be noticeable and a discomfort over time. It might help to have the weight more evenly distributed but if that meant adding more weight to solve the issue, I can be patient and wait for the components to get smaller and lighter.
- Other small discomforts. If you plan to use the Rift over long periods of time, I have some recommendations. You might notice after a while it can feel really hot wearing the Rift, so hot that you might want to prepare by having a fan and a glass of cold water nearby. On the Rift, the portion that touches the bridge of your nose has no padding, you will either see this when you find an indented red line on your nose after playing or feel the sharp enough corner against your nose as you play. If you have nothing on hand, grab the lens cleaner that comes with the Developer Kit and put it between your nose and the corner. Of course if this becomes tiresome or you are much more creative than that, you could easily add your own form of padding in the area, possibly permanent or detachable. I've considered using a make-up sponge or Sugru.
Overall, the Oculus Rift is probably the coolest and funnest piece of technology I own. If you're considering whether or not to get one yourself, I would highly recommend finding a way to try it for yourself first because some people have very great expectations for it while others don't know what to expect. You might also want to consider waiting for the second version as well, because a lot of technical aspects that have been considered and will be updated and implemented into the new one. This includes a higher resolution screen, in the current and first version the pixels are clearly visible, but I'm usually having too much fun to really care or notice. I am looking forward to seeing how the Rift grows and improves over time, but right now I still find it pretty awesome and I can't wait to get some functioning games developed for it.