FIRST USE: When I first opened the box I was stunned by the quality, even though I've poured over the pictures many times before.
The camera is a work of art and the rift feels great. Though I generally find all black kinda oppressive to live with. Looks like the box could be modded to accommodate touch if you didn't want to store the cameras in there. I store the Rift in the box as you can push the strap back in and fit it in there.
My first 20min were marred by fogging, it was 23c in my room and the box was in there for a few hours. I plug my Rift in before use now so it warms up.
AUDIO: My impression is that the headphones are generally clear and neutral with a mid bass hump and also they lack some bass extension, treble extension and some detail compared to some entry level audiophile cans I have. (sennheiser amperior, Phillips fidelio L2) IIRC They are excellent compared to headphones of a similar type I've owned however. (Senn. px100 I/II?) Wouldn't be surprise if they compensate for the drivers characteristics in software (EQ).
Positional audio works well but it's a subtle effect.
COMFORT: Way more important than I expected, its basically at a minimum level for casual use, especially stuff like watching TV/movies.
Wearing the headset still feels claustrophobic and can get hot and humid. The headset distributes weight well and manages to not be particularly offensive in any way.
The fact that it takes about a second to pull on/off with no further adjustment really helps when you're going too and from the monitor or taking a drink. The Rift also lifts up and rests on your forehead quite well.
Adjustments take a while to get right, I use very little tension on the side and take a lot of the weight on the top strap, I don't get Oculus face like this. But I do get a reverse mohican, Nose gap is not really usable for me #bignosemasterrace
The headphones have almost no clamping force, and are easy to remove. I gave up trying my own headphones after a short period though, the extra stuff on top of your head and not being able to on/off quickly make it not worth it for the majority of the time.
VISUALS: Scale and depth are incredible. My favorite are things like Dreamdeck toytown, foxholes in Luckeys Tail or the Farland spaceship. Things which are small close and have detail look incredible. Colors a brilliant. Contrast and brightness are good.
90hz is amazing, everything is butter smooth and that helps make the virtual world rock solid.
The biggest issue is the resolution. In some experiences like Dreamdeck you might not notice at all, but in Assetto Corsa or Eve where you're looking into the distance things can look pixelated (however resolution is totally adequate for seeing where you're going in Assetto Coarsa). With closer objects you tend to see a general blurriness or lack of definition.
In Virtual Desktop with the screen taking up 100% of your FOV the perceived resolution is about 720p. This makes sense as the screens are 1080 wide with some additional stereo overlap. However the is also smooth and not as pixelated as a 720p monitor might be.
FOV is the second biggest issue, you tend not to notice it but an improvement in this area would really improve the experience. IPD adjustment helps you get full width, go as wide as you can without getting blurry visuals IMO
Godrays are not a major issue for me, they are worst on the periphery in dark/black scenes with bright elements. The loading hourglass is the biggest offender here (its in the corner of your vision).
Red tint is simply not an issue for me, only noticeable somr in total black scenes, slightly more in right than left and more of a speckle than tint.
There is some slight pupil swim, geometry shifting as you look around. Unlikely to notice unless you look for it and not noticeable all the time.
TRACKING: My play area is about 1.5m x 1.5m. Tracking performs well in this range with no glitches whatsoever. When pushing the tracking distance you can get wobble, which is much more likely when turned away from the camera (minor shifting starting around 1.5m-2m depending on orientation). I play with the camera on top of my computer, so just below head height and pointed down, this gives great coverage.
RELIABILITY/EASE OF USE: Both rock solid except for some weird non-responsive Xbox controller issue that occasionally pops up, solved by reboot.
MOTION SICKNESS: I'm very lucky in that I seem immune to this, got a slight woosey feeling in Eve on the first playthrough, now I'm rock solid. Yaw is no problem in Technolust.
TOUCH: For some reason I don't feel like I need my hands there, however I'm definitely looking forward to this, I think having agency in the world as well as more focus on objects in the nearfield (where VR excels IMO) will be amazing.
EVE: I'm liking this a lot more that other people seem to, the dogfighting is fun for me, basically a FPS in 3 dimensions. Arching your neck to keep track of your enemy is awesome. Visually its not as great as I imagined. How long should I wait before trying ED: Arena???
ASSETTO CORSA: It's incredible, it feels like some blurry video version of reality (try cruising round the Nurburgring OMG!), the car models are jaw dropping, I've been able to look into a Ferrari engine bay and lean over to see the push pull rods operated from the gear shift, stuff you'd never see on a monitor! This is a game that would benefit from wider FOV, RH side mirrors are a bit hard to check, obviously a bit trickey looking to your right in a left hand drive car. Looking over your shoulder is great in cars that allow it (ie single seater).
SHOWDOWN: Even after playing through Dreamdeck this made me exclaim "HOLY FUCK!" Would love some more experiences like these!
VIRTUAL DESKTOP: Looks better than bigscreen. 3D movies amazing, Oculus computer room, by far the most presence inducing, has me reaching out for virtual objects to make sure their not real. Other experiences haven't done that to me.
SKETCHFAB: Not very interesting but Van Goghs room is very presence inducing because of the really nice lighting like the above, the human model is also awesome.
Sightline the chair: The only must have thats not on a store (from what I've tried).
BEST Depth/scale effect, things close to you Tracking 90hz, smoothness build quality Ease of use and reliability
WORST Resolution FOV Comfort (Yes this is a negative, even though they've done so well.) Not being able to see whats around you IRL Waiting for touch?
Submitted by SpontaneousDisorder | #Specialdealer Special Offer Online Shopping Store 2016
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