Tested - Oculus Rift Review

The Oculus Rift Consumer Version 1: A Game-Changer in Virtual Reality

As someone who has been waiting for VR their entire life, I can confidently say that the Oculus Rift consumer version 1 is absolutely worth it. At $600, it's a significant investment, but considering the potential impact on the gaming industry and personal entertainment, it's a price tag that's hard to question.

For me, the game pad experience is solid, with clear advantages over other VR headsets I've used in the past. The lack of room-scale capabilities, however, is a notable omission. While the headset itself provides an immersive experience, having a system that shows you the walls in real-world dimensions would greatly enhance the overall experience.

This limitation does feel like a missed opportunity for Oculus to innovate and push the boundaries of what's possible with VR. The Vive has its Chaperone system, which helps users navigate their space while playing games or using the headset. I hope that by the time the Touch comes out, Oculus will implement something similar. This would be essential for a room-scale experience, allowing users to see what's around them and avoid bumping into objects.

Despite this limitation, I'm excited about the potential of the Oculus Rift. It feels like we're on the cusp of a new medium, one that will revolutionize the way we interact with entertainment and each other. The idea of being able to play immersive games, watch movies, or even just tinker with tools in a completely new way is exhilarating.

It's interesting to compare the Oculus Rift to traditional mediums like television. Would you spend $500 or $1,000 on a high-end monitor for your computer? I would definitely opt for the VR headset. Watching movies on this thing is actually pretty awesome – it feels like being in the cinema without leaving home. I was surprised by how watchable this was compared to the DK2, which felt too low-res.

We should note that Oculus has been working hard to bring their content ecosystem together. Kickstarter backers are getting their units soon, and pre-orders will start shipping in a couple of months. This means we'll have time to see what games are available, what the software selection looks like, and how the platform evolves over the coming months.

One thing that's clear is that Oculus is committed to iterating on this product quickly. We're already seeing updates and improvements within the launch window, which bodes well for the future of VR. With Facebook, Valve, and Sony all investing in VR, it seems like we can expect a steady stream of new content and features in the coming months.

The launch of the Oculus Rift is an exciting time for VR enthusiasts. As someone who's been waiting for this technology to become available, I'm thrilled to have the opportunity to try it out. If you're interested in learning more about this headset or seeing what games are available, be sure to check back with us soon.

We'll have more content and updates on the Oculus Rift as we get closer to launch. We'll cover other headsets like the Vive and PlayStation VR, so stay tuned for those reviews and comparisons. Thank you again to Jeremy for sharing his impressions of the Oculus Rift – it's clear that this is going to be a game-changer in the world of virtual reality.

"WEBVTTKind: captionsLanguage: enhey everybody it's Norm from tested and it's Jeremy from tested Jeremy this is the week this is it week Oculus has come it has arrived the cv1 consumer version one has been out for almost almost a week now that's incredible that's right yeah I mean but we've been waiting for years and here we are wow so let's take a trip back Memory Lane uh back in August 2012 was when the kickstarters launched for the first development kit mhm um and then we got that early 2013 yeah real quick turnaround from that it was pretty impressive really really impressive uh we were from one of the first backers you were backer like 109 109 and here it is that dk1 wow uh this is pretty amazing still at the time yeah absolutely rotational tracking had uh basically uh cell phone grade Parts on here a good IMU and uh the potential was there m i remember loading up a unity and I built a small Snow Hill and I went to the top of the mountain and I put that on I stepped in there and it was clear even though there was no you know translational tracking that was amazing and that this was going to clearly be something and then from that potential we went to the DK2 devel k 2 which is out about a year later at GDC announced right after the Facebook acquisition was announced and uh no Kickstarter for that we were able to pick it up that added a camera and positional tracking and functionally it is what allows developers to make games for the the Oculus R yeah they said for a long time this would be all developers needed for the consumer version whenever that would come and it has come today so this is the DK2 what we want to do is in instead of reviewing it like a straightforward here are your speeds and feeds what we want to do is uh tell you guys are some of answer some of the most commonly answered questions or asked questions that we've received about the Oculus Rift now we've done a lot of preview coverage about it we've used the cv1 at events before at preview events and we've been using it for a little bit about a week now there's going to be some ongoing testing but a lot of people in the VR Community especially with some other headsets coming out the vibe coming out next week as well uh have questions about this product in particular uh if you're new to VR what makes the cv1 first question what makes the cv1 the Oculus Rift different from the previous headsets from like the dk1 and a DK2 right but many things there are there's a higher resolution screen in fact there's two screens there's one for each eye there is a different type of lens called a Fel lens uh which you know it creates these it has these ridges in it that creates refraction without so much curvature has headphones that are built on which are pretty good surprisingly good it's much lighter it's more comfortable um so they kind of took the DK2 and made everything better and lighter and a tighter form factor yeah and it really feels and looks like a consumer product yeah sure I mean especially the I just unhooked my um DK2 and there were quite a lot of wires with that de developer kit and taking you know wiring them bundling them up putting them back in the Box hooking this one up I was very appreciative of how simple they they've made the the cabling right one cable uh with two uh two plugs HDMI and also USB 3 that's also for power and then there's a camera of course the camera no no longer does need a sync cable it also has one single USB 3 Port that just plugs in and then for the controller there's a wireless remote and also the Xbox One controller comes in a box it's a beautiful box uh really easy to set up and we got running in less than an hour one thing I would put point out about the um the Xbox controller is that a lot of people were concerned that they didn't need it because maybe they already had an Xbox 360 controller an Xbox one already hooked up um well you can still use your old Gamepad Xbox 360 I find works perfectly the um XBox button works with the home button everything works 100% over USB 2 um so if you don't need this you can go ahead and put it on eBay and make a little bunny bag yeah so you mentioned that there are two screens in here and we know the combined resolution is 2160 by 1200 which is the same resolution as on the HTC Vive they're using two OLED panels you know the pan we know the panels are 90 Hertz right at 90 frames per second minimum for the games and they're low persistent panels which means they flicker in between the frame so you reduce that jutter effect we also know that there're basically Samsung made panels with a pental uh pixel subpixel Arrangement so one of the other big questions we also get is do you see the screen door effect and I think we can safely say it's effectively mitigated well I mean I think you can always see the screen door effect with every headset I've tried and the the thing is it's up to the game developers not to draw your attention to that as long as you don't have small text or something that relies on such like a dense pixel density um you're going to be fine I mean you really don't even notice it you don't think about it because what you're immersed in is the space you know behind the screen door I guess you could say um it's not a problem at all for me in any of the games that I've played and I think when you think about resolution the screen door effect isn't just a factor of resolution it's a factor of the actual display technology uh the screen door effect of course is those the grid lines that separate the pixels elves when you're talking about a sub pixel Arrangement what actually matters is the fill factor of those sub pixels how much of the pixel is grid versus how much of it is actual light and color because of the sub pixel Arrangement it actually doesn't look like if you if you even put a magnifying glass so it doesn't look like uh just squares it's more almost Diamond like is what that screen door effect looks like here plus the use of the Fel lenses which allow to give that fov um the Fel lens actually do a little bit of fusion so I don't you see more of like vertical or horizontal lines slicing through the pixels as opposed to individual grids it's right and again like you said once you're focused on the content it disappears what about the the felan has also created a new Effect called like God Rays these light rays that seem to come out of certain lights on the screen what what do you think about that definitely noticeable but it's noticeable really uh in high contrast scenes where it's black background with very light text and unfortunately there are a couple instances where you have to see that when you're seeing a loading screen for example and you see Oculus Studios pop up that's black background that's white text it doesn't show up when it's white background and black teex like when I'm playing a drift and just white background uh that's not there so it again is up to the game developers to try to avoid that I don't think you can completely mitigate it it's it's on all the headsets um first time I saw it I thought it was a special effect right like I mean it really does look like an interesting effect I think you could actually use it to your your advantage if you're actually trying to go for that uh but like you said it's only on certain backgrounds I I thought it looked like it was a fuzzy or blurred out screen to me now I thought there could have been like some some grease or oil on it but you know it's once it's full color once once you're actually in the game it's not actually something that bothers me um from minute to minute um and then putting it on uh in terms of the the fit and finish and the the uh the actual ergonomics so much more adjustable than the DK2 yeah something we want to get across is it's just comfortable to put on I think they put a lot of R&D into how this fits on and the way we've been putting it on at demos and and it isn't exactly how we've been using it in this past week it demos they have it set up and they put it on your head but they're also waiting to put on someone else's head 20 minutes later and it was just on someone else's head they can't afford the time to adjust every little minute you know detail but there's when you're putting on your head there's four or five different things you want to put in alignment so that you get it just right right it's a velcro shops on the side but the whole thing it's a stiff Rod here where you can extend actually pretty far back so if you have a big head and the velcro strip on the top is pretty long so if you have a tall head it'll totally fit you align it to your head and what's important is actually this back harness cring that in the back of your skull I think too many times if this is too high up then the weight is on the front but once this is created on the back of your head which actually if you look on the side that's how it's supposed to be exactly and that's not necessarily apparent the first time you put it on it's easy to get this thing on and wearable and usable without having that so far down you just are having to tighten it up in the front lot more which causes Oculus face right which you have Oculus face a little bit that O ring around your your eyes um and even once you lock down those velcro straps there's a little bit of give there's there are Springs in here which make it easy so you don't have to readjust the velcro straps every time you just pull the Springs a little bit put your face on and then put it over it allows you to keep the screen away from your face as you put it on and then let it Nestle in yeah it's also a pretty lightweight there's two types of fabric material um there's a soft fabric on the outside but actually it's has a ID backing so this isn't really malleable it's a hard plastic in the front but on the inside this is that transforming fabric that I think Oculus talks a lot about um which actually does a lot to block out light and allow for the lenses to shift back and forth mhm and is that in order to match up the user's ipd yes their in pupilary distance that's right there's an adjustment mechanism on the bottom of the Oculus which let you then stretch all the way up to I think 69 mm or so how did you find the setup process for the ipd did you like that yeah there's a crossbar show it's a green crossbar and you're supposed to align both the vertical lines on the crossbar and horizontal lines I found it easier to adjust uh the ipd uh ver uh vertical lines I guess than the horizontal lines which you do by tilting the headset up and down and that's where you find that sweet spot um it's actually not that difficult to find a sweet spot on this you know once things are pretty good and The Sweet Spot is actually wider than it was on previous step 2o there's a wider area of focus in the middle of the lens another question we get asked a lot is you outside ergonomics and associated with it is can you wear it with glasses yeah can you and Oculus says yes and I think technically you can so uh with glasses like I have glasses that are pretty wide it's all about the width of your glasses not about the height cuz the facial interface which is this foam piece on the inside um which you can actually pull out and replace the facial interface is what's kind of cupping your glasses in why my glasses technically fit and a lot of wide room glasses will fit on the inside it actually pinches my temples the sidebars pinches pinch my temples when I have it on and because I want the lenses to be as close as my eyeballs as possible get the wider field of view to get the maximum field of view I'm always worried that my glasses themselves are going to rub against the lenses sure so I actually wear them without my glasses okay um do you think that they'll eventually start making lenses for prescriptions I I don't know I don't know I don't think it's easy to cuz the lenses are a pretty expensive part of the components I don't see them letting you swap out the lenses like could of the previous DK versions or lens a b and c um but maybe there'll be some third party intermediates where you can actually molded so you can put them in here or like friend of the show Will Smith he bought glasses new glasses that would actually fit inside the headset that are smaller like Steven Spielberg glasses you kind of narrower smaller whim glasses and those will actually work or you can wear contacts of course um now of course there are tons of games uh we've been playing the launch lineup there are about 30 games what do you think are your favorite games so far well just to mention there is a whole storefront for the Oculus called the Oculus store um so and initially it kind of looked like only games that were available in the store could run on the on the device but you can actually go into the settings and unlock something that allows you to run any thirdparty game that wants to use the Oculus which is an important thing to note um but as far as what's available in the store um I would say that there's there's I think a lot of content for launch I wouldn't say there's a lot of great content for the launch there's a lot of mediocre content um and there's two or three titles that I think are standout my favorite title is probably luy's taale okay which was it's a first party um Oculus um game that theyve had in development for what a couple years now yeah I want to say it's a third party um I'm sorry it's a third person platformer uh where you follow lucky around and you control him it's very happy very friendly the music's great the sound effects are awesome and uh when I played that game I I just thought this is I mean I really felt like this was the next big thing I mean I've been using VR for years now and yet I this this is the first time I played a game where I thought okay this is the kind of feeling I had when I first played like Mario 64 you know it's just a happy good feeling but this is a whole new realm this is like a new level of Engagement I thought it was super cool and I love a drift I think the first person the feeling of presence is best felt in a first person game and you feel presence of course in third person like the god mode games and I like things like uh air MAAC and even defense grid but being in the first person and playing a game like a drift where I I've played the desktop version on 2D screen and then which you can also play on uh with the ocus copy but playing in the spacit helmet looking at the HUD in the near field looking at the particles come at you the debris come at you and then being completely immersed um I love that feeling those are opposite sides of the intensity Spectrum like lucky tail is a very comfortable game the camera easily follows lucky whereas you're in first person and you're doing six degrees of freedom even rotation um so if you're looking for what you might have always thought of is like a VR immersive game where you're transported into a first person experience definitely check out a drift absolutely mm and then of course anyone who pre-ordered got e Valkyrie and that seems to be probably the the hottest multiplayer game available and there are a couple multiplayer games like Air Mac is multiplayer uh there's VR online tennis online um Blaze Rush Blaze Rush was a fun versing game some of these games like Radio G Blaze Rush have been available for the 2D uh 2D screens flat screens traditional flat screens for a while and I think porting them over the VR actually adds a lot uh there has been a complaint that oh maybe some games should be developed for the V for VR from the ground up that's the question about a lot of these games like why do they need to be in VR yeah but I think even just having the VR element if it's designed properly and being immersed in the play Space of the world being able to examine the game assets up close look at the characters look at the environment you're just paying so much more attention to the the game content I think that there's certainly an argument to be made there but every time I think that before I put the VR headset on and jump in there um I realized that it's the difference between playing a game on a 2d screen a video game and having an imaginary toy set you know it's like being it's like if I'm playing Blaze rush I have this fantastic amazing sci-fi racing toy set in front of me that I'm engaging with and it's a game that I necessarily wouldn't be super excited to play on a flat screen but in the VR space where I can look through and look at the cars up close and and see further down the track but hting my head you know like the old slot car racing tracks that you used to build Electric controlled I mean it's like having that but times a million yeah well in terms of games there's also the issue of controllers and people are asking is game pad or game is Gamepad VR Gaming worth it and or is it just going to become second class gaming once track controllers the Oculus tou question yeah um I think it's I think it's still compelling now I wish the Xbox One controller was like the psvr controller like I wish this itself was tracked and you can see a representation of the controller for button mapping or just having some more one more point Association but it's the games like like AirMech like defense grid like even a drift all play really fun with game pad I think you're right though if you if it was tracked as it is like with psvr you can communicate to the player a little bit better and the player feels more immersed and comfortable in the environment because they have another component of their body that's tracked those are important things and that is unfortunate about that and that's one thing that the motion controllers will bring to the table in touch once that's out for the Oculus and that is you know a part of Vi at launch right my my question is going to be at whenever that comes out what will happen to the game pad games yeah will there be game pad games I absolutely no I'm I have no question and in fact I think Oculus is betting on that with this release and and that's all the games that have been in development for years now since the dk1 came out they've all been Gamepad developed games I mean more or less I wouldn't say like 90% of them so um there's an argument to be made that that's the right move because that's what the development Community had already and we're able to spend time and commit resources to um I think even once you have motion controllers in the equation there would still be plenty of game develop developed for game pad just because not everybody always wants to stand up and move around the room and engage with their body they might just want to sit down and relax and have a game pad in their hand and there's games like luy's taale and they prove that it's a compelling experience it's just right now that's all you can do with the Oculus that's right and you know among that those 30 games in the launch lineup I think there're about maybe a half a dozen or 10 or so that are kind of the essential must plays there's definitely content out there uh but all that content needs live on one drive I know people are been asking there's an issue that's people have found online you have to install all the games currently on the C drive that's right now Oculus has made a statement to say that they they know that this is actually an issue it's not wasn't intentional and they're working on it but it's going to take two to three weeks for them to issue a fix to get an update out yeah uh there isn't a workaround if you really have no space on your C drive you can create what's called a Sim link I'm sure you can Google it and figure out the workaround for it unfortunately there is no way to get back once they release the fix you're probably have to reinstall the games yeah unfortunately cuz that's a lot of people building their first Oculus systems went for maybe a a low capacity highspeed salt state drive as their C drive it makes sense to build that way and you know 512 gigs may not be enough I mean it's enough for the launch lineup but it's not going to be enough for your full year of VR now in terms of those systems themselves uh another question that we have were asked is how is performance uh with the Min spec because they gave a relatively high in Spec cons compared to PC games a GTX 97 absolutely as of last year you know um that would have been like a godbox standard for a regular gamer exactly and we've actually been running all of our Oculus and VR games with basically a mspec system and I've had no performance issues whatsoever I think part of that also they issued an update Uhn asynchronous Time Warp update which is you download newest GeForce drivers or AMD drivers with it right prior to launch and that alleviates some of the frame rate issues if there were any um with any of the rotation if you dip down below 90 FPS but with almost all the games I've tested no frame rate problems at all hitching at all yeah that's great I mean I I'm running a 980 and I was able to get a little choppiness in VR pinball of all things or pinball effects uh because uh I boosted the quality setting up to ultra or whatever that is I didn't even notice a visual difference so it wasn't worth it I just wanted to see what would happen so it is possible to hit those limits but um at the recommended settings no problem at all and you mentioned that there were actually graphic settings in those games a lot of the games for VR at launch actually don't have settings visual settings change at all is there just a set setting or are they doing some kind of scaling based on your system I don't think they're doing scaling I think it's a set setting some some games like for example hover junkers on hc5 you can do things like anti-aliasing and and change all those um and I know you can on on pimball effects but most games just run as is especially Oculus Studios games because that's interesting it's sort of like a console in that way exactly exactly yeah so uh it is also like a console not only in the performance but also how you interface with device and Oculus home is the front end so it's something that's difficult we can't actually show it because the game actually the the system doesn't reproduce it on screen we can't game capture it so it's just screenshots but it's very similar to what you see I have seen in gear VR um so one question is what can you do in Oculus home and the answer is right now not much yeah you can buy a few games you can buy you can download can you add friends or can you just respond to friend requests I think you can only respond to friend request CU you can't type right yeah there's no typing uh you interface with oculus home with a Gaye look you look around you press the button on the Oculus remote or on the game pad um you can't even join your friend's multiplayer session from the home man yeah we couldn't figure that out yeah you need to launch the game you can see that I can see Jeremy's playing uh you can see you're playing uh I'm online and I'm playing G Valkyrie and I can and then I can launch EV Valkyrie then get invited um it does let you launch things like Oculus video and there there are a little more options for twitch viewing and and and other things and loading up your own stuff but there's not a lot to do no I mean mainly it's a hub right it's a hub for the content and it's a it's their storefront so it serves both as that so that when you browse you buy things then you launch them and then one of those the nicest things that I think a lot of people just take for granted having not used the developer kits is when you exit programs it gracefully goes back to oculism and that's actually very nice because before you used to exit and suddenly you get like Windows in both panels and would' be completely disorienting or the screen would freeze up and you'd get dizzy um so that's all handled quite well I thought I love the yeah the integration between game and front end even when you press the the home button in the middle of a game and it goes into an overlay you reorient or quit the game or change your volume all of that like Works seamlessly I just wish they added more social features oh you know it's coming yeah absolutely voice communication totally you know pinging people seeing other things as opposed to just being a store there's precedents for that on the consoles I'm sure that it's coming um also another question we've got asked frequently is the headphones how are the headphones and there's a a built-in mic on the headset itself the headset we measured the length of the cable is about 11 ft you can have it tethered to your computer uh on the bottom we talked about the IP adjustment I think the microphone's actually on the opposite side oh you can't see a hole that's yeah you can't yeah yep that's why the the foam or the the fabric material um but the built-in headphones are actually quite good surprisingly good they look like 1980s wman headphones uh these are very high quality I mean I don't I guess vary is a relative word but I was impressed I have some pretty nice den and headphones at home that I use I've noticed decided to put those on cuz these have really decent uh base nice range and more importantly they they really allow you to adjust how much of the outside world you want to let in yeah you know you can bend them back if you want to be able to be accessible to other people they they Bend out in an angle they go front and back and they slide up and down so no matter where your ear is it can basically reach it um and like like you said I'm I'm very happy just using these headphones like that's one of those it's a good thing that every every gamer with the Ulus rip is to have it the microphone the headphones they can build in those voice features it also is unique it's the only headset that has built-in headphones and it's very easy to take it off for that reason using the old developer kit I had to sometimes mentally processed which do I do first my headset or my headphones oh yes my headphones first and if I didn't got all tangled up and then even if you don't want to use the headphones removing the actual units themselves also turns out to be super easy all you need is a flathead screwdriver you turn it right there and you pop out and surprisingly no exposed wires that's super cool have a couple conductors in there two contact points and it just snaps off and then and that's it and it goes flush like this whole piece comes off right that's pretty great yeah I really like that I mean it's what something they promised early on um and and until they toly delivered uh now we talked about the length of uh cabling for the headset and that ties into the camera next uh now the way the Oculus tracks your positional system where you are and your lateral movements in space it uses a IR camera and there some embedded IR LEDs on both the front and the back of the headset uh but what the camera can see has been questionable cuz we we knew with the DK2 that camera how much it could see we knew exactly how much it could see cuz in the setup menu you could see the lines showing your boundaries um here there are no such lines there's no chaperone system nobody's made a line app yet I'm sure it's coming right so in doing some tests we found that you can actually go pretty far away from the camera I was super impressed and have it see you you had very good luck we set it up and you went away from the camera the distance of the cable so about 11 ft and it kept you track the entire time you stood up on a little step ladder no problem whatsoever I did not have that much success in my um office space however I was next to Windows and I think there might have been an IR interference thing going on but I could probably get back maybe six feet from it so not quite as far as you so how much you can move around the camera actually is related to how far you are away from C from the camera because it's a a cone uh I found the best tracking is kept about 4T away from me so almost a little behind my monitor uh have is is like the best spot for the camera you can tilt it up and down M for uh for standing or sitting experiences uh which I like uh you can't raise it up and there's actually no Mount point so unlike the the previous uh version good point yeah I don't know if you can actually take off the camera the previous version used to mount on top of your monitor right uh which I don't know I maybe they were thinking that was too inflexible that was just you know locked you down to that point where they wanted to be a a put it further away or in a different spot I don't know but when you do set it up one nice thing about it is once you get your spot the uh you put on the Oculus Rift and you see the camera in the setup process and then this make believe laser beam comes out and scans you and then it shows you your perimeter of where you're sort of allowed to move within its uh its view which that's prettyy cool so you have to sort of make sure that that perimeter yeah is ible to you your body as well like my perimeter covered my desk for a moment that would have been bad news if I actually tried to walk in so has no actual awareness of other objects in your real world you're not drawing any chaperone system boundaries yourself that's kind of more of a technical limitation uh and if you get your head too close to the camera and you move left and right then you might fall out of that field whe that's why you want to have that relative distance other thing we tested because I have an Oculus Rift you have an Oculus Rift you brought your camera in y and it turns out you can actually plug two cameras into computer and overlap and expand expand your tracking area that's great I mean you can't buy a second camera now but just by itself yeah but it's good to know that it works um I'm not that didn't necessarily surprise me though because when we went to the octus uh Days event they had several touch demos working and every touch demo had two cameras so it's probably the same driver set I would imagine and it works right out of the box now what didn't work is if the cameras point point out two headsets and were trying to track the headsets at the same time like that didn't exactly work cuz they're only plugged into one computer tied to that account um and then uh I think that's uh that's it with tracking which was like the the big question now we move on to the big elephant in the room touch what about touch touch well I mean touch is going to be great I mean I who doesn't wish they had touch right now in an idea world they'd have touch ready at launch maybe they'd even sell them separately if they wanted um so that you could you know get the $600 version now and then spend the 200 bucks later for touch does not having touch at launch does that diminish the Oculus Rift it's hard to say I mean right now they have a week and a half of exclusivity don't they yeah I mean they they're the only ones on the market um once the Vive comes out it'll be interesting to see how the reviews compare and what uh the the not only the critical success is but what the you know what people are buying and and what the games are that people are really interested in playing I I think there's also a misconception between touch and room scale people assume that if you have touch controllers track controllers because Vive has both track controllers and the room scale you have to have one or the other I think that you can have great room scale experiences without track controllers and you can have great track controller experiences without room scale and so it's all about creating the best type of content for whatever the user's environment is going to be you know if I'm going to be sitting from my desk I still want track controllers even though I'm not walking around because I can do things like the Oculus Toy Box stuff or or the medium demo absolutely that kind of stuff um and if if I have room scale if I the room set it up then I want definitely want the opportunity to put two opposing cameras and be able to walk around mhm yeah I mean I think the the biggest component of room scale that this would be missing at this point is any kind of um system that shows you the walls in the real world the uh the chaperon system that that the Vive has I'm sure I would hope at least by the time the touch comes out that they will Implement that um because it it's kind of necessary if you're going to be walking around your space to see what's around you um but we said like we said before the game pad experience is solid there's clearly something there it's just it's not the full experience of of VR that we've now had the opportunity to experience through demos of touch and Vive and people you know are aware of that so one final question is it worth it 600 bucks I mean it that's a question you have to answer for yourself right I I think as somebody who's been waiting for VR my entire life who's been like every 3D movie I could possibly go to who bought the Sony h& ZT one for more money than the Vive or the Oculus Rift uh yes this is definitely wor worth it absolutely I wouldn't question that for a second I'm excited to play uh games that come out I'm excited to Tinker in unity and just this is going to be a whole new medium and this is I mean absolutely you're going to want to jump onto this at some point maybe maybe not right now but this is something like I think this is going to be the new television set I mean it's like asking you know is TV worth it in you know 1950 I mean yeah it's going to be worth it and TVs back then cost a lot more than TVs today cost more a lot more than 600 bucks if I'm thinking of you know a new monitor for my computer am I going to spend $500 $1,000 on a new high-end monitor 4k monitor or invest in a VR headset I would go with the VR headset it's completely different experience I mean I I like watching movies on this it's pretty awesome yeah I'm surprised I would like to figure out what the like if you're sitting in the movie theater and not to the cinema and you load up a movie uh it actually it's very watchable I was surprised because the DK2 I wouldn't say was so much so um I it felt like it was too low res this one seemed very you know watchable I would be curious what the effective resolution is of that movie screen yeah and we did mention you know Oculus is out technically uh people Kickstarter backers are getting theirs people who pre-ordered are should be starting getting theirs soon I know a lot of people are wondering where theirs are it's not exactly the same kind of launch as a new console launch or a new phone launch it is a very first generation device so if you're thinking about pre-ordering now or ordering now it won't be available till like a couple months till July I think they're back to order so wait see if you can see what the games selection is going to be like the software selection see what the ecosystem is going to be like come may come June and then make your purchasing decision then how soon do you think they're going to iterate on this thing I hope very fast and that's the thing that's what we can't tell right now I mean we're only one week into launch I want to see you know within the launch window within the coming months what is the pace of release going to be for Content what is the pace of updates going to be on the Oculus side now that they have a product out out in the field yeah they're definitely I think Facebook and valve um and hopefully Sony they're in this for the long run I don't think that this first generation is going to make or break this platform yeah so that's the Oculus Rift the consumer version one the day is finally here we'll have a lot more content with this in the coming days we're going to do some game demos some multiplayer experiences and if you're a developer and you're working on a game you know let us know we'll check out the game out if you have more questions about this device let us know as well we'll try to answer them as best as we can in the future and we'll be covering those other headsets as well in uh as soon as next week so thanks a lot Jeremy for uh talk sharing with us your impressions of the Oculus R and thank you guys for watching subscribe to our YouTube channel and we'll see you next time byehey everybody it's Norm from tested and it's Jeremy from tested Jeremy this is the week this is it week Oculus has come it has arrived the cv1 consumer version one has been out for almost almost a week now that's incredible that's right yeah I mean but we've been waiting for years and here we are wow so let's take a trip back Memory Lane uh back in August 2012 was when the kickstarters launched for the first development kit mhm um and then we got that early 2013 yeah real quick turnaround from that it was pretty impressive really really impressive uh we were from one of the first backers you were backer like 109 109 and here it is that dk1 wow uh this is pretty amazing still at the time yeah absolutely rotational tracking had uh basically uh cell phone grade Parts on here a good IMU and uh the potential was there m i remember loading up a unity and I built a small Snow Hill and I went to the top of the mountain and I put that on I stepped in there and it was clear even though there was no you know translational tracking that was amazing and that this was going to clearly be something and then from that potential we went to the DK2 devel k 2 which is out about a year later at GDC announced right after the Facebook acquisition was announced and uh no Kickstarter for that we were able to pick it up that added a camera and positional tracking and functionally it is what allows developers to make games for the the Oculus R yeah they said for a long time this would be all developers needed for the consumer version whenever that would come and it has come today so this is the DK2 what we want to do is in instead of reviewing it like a straightforward here are your speeds and feeds what we want to do is uh tell you guys are some of answer some of the most commonly answered questions or asked questions that we've received about the Oculus Rift now we've done a lot of preview coverage about it we've used the cv1 at events before at preview events and we've been using it for a little bit about a week now there's going to be some ongoing testing but a lot of people in the VR Community especially with some other headsets coming out the vibe coming out next week as well uh have questions about this product in particular uh if you're new to VR what makes the cv1 first question what makes the cv1 the Oculus Rift different from the previous headsets from like the dk1 and a DK2 right but many things there are there's a higher resolution screen in fact there's two screens there's one for each eye there is a different type of lens called a Fel lens uh which you know it creates these it has these ridges in it that creates refraction without so much curvature has headphones that are built on which are pretty good surprisingly good it's much lighter it's more comfortable um so they kind of took the DK2 and made everything better and lighter and a tighter form factor yeah and it really feels and looks like a consumer product yeah sure I mean especially the I just unhooked my um DK2 and there were quite a lot of wires with that de developer kit and taking you know wiring them bundling them up putting them back in the Box hooking this one up I was very appreciative of how simple they they've made the the cabling right one cable uh with two uh two plugs HDMI and also USB 3 that's also for power and then there's a camera of course the camera no no longer does need a sync cable it also has one single USB 3 Port that just plugs in and then for the controller there's a wireless remote and also the Xbox One controller comes in a box it's a beautiful box uh really easy to set up and we got running in less than an hour one thing I would put point out about the um the Xbox controller is that a lot of people were concerned that they didn't need it because maybe they already had an Xbox 360 controller an Xbox one already hooked up um well you can still use your old Gamepad Xbox 360 I find works perfectly the um XBox button works with the home button everything works 100% over USB 2 um so if you don't need this you can go ahead and put it on eBay and make a little bunny bag yeah so you mentioned that there are two screens in here and we know the combined resolution is 2160 by 1200 which is the same resolution as on the HTC Vive they're using two OLED panels you know the pan we know the panels are 90 Hertz right at 90 frames per second minimum for the games and they're low persistent panels which means they flicker in between the frame so you reduce that jutter effect we also know that there're basically Samsung made panels with a pental uh pixel subpixel Arrangement so one of the other big questions we also get is do you see the screen door effect and I think we can safely say it's effectively mitigated well I mean I think you can always see the screen door effect with every headset I've tried and the the thing is it's up to the game developers not to draw your attention to that as long as you don't have small text or something that relies on such like a dense pixel density um you're going to be fine I mean you really don't even notice it you don't think about it because what you're immersed in is the space you know behind the screen door I guess you could say um it's not a problem at all for me in any of the games that I've played and I think when you think about resolution the screen door effect isn't just a factor of resolution it's a factor of the actual display technology uh the screen door effect of course is those the grid lines that separate the pixels elves when you're talking about a sub pixel Arrangement what actually matters is the fill factor of those sub pixels how much of the pixel is grid versus how much of it is actual light and color because of the sub pixel Arrangement it actually doesn't look like if you if you even put a magnifying glass so it doesn't look like uh just squares it's more almost Diamond like is what that screen door effect looks like here plus the use of the Fel lenses which allow to give that fov um the Fel lens actually do a little bit of fusion so I don't you see more of like vertical or horizontal lines slicing through the pixels as opposed to individual grids it's right and again like you said once you're focused on the content it disappears what about the the felan has also created a new Effect called like God Rays these light rays that seem to come out of certain lights on the screen what what do you think about that definitely noticeable but it's noticeable really uh in high contrast scenes where it's black background with very light text and unfortunately there are a couple instances where you have to see that when you're seeing a loading screen for example and you see Oculus Studios pop up that's black background that's white text it doesn't show up when it's white background and black teex like when I'm playing a drift and just white background uh that's not there so it again is up to the game developers to try to avoid that I don't think you can completely mitigate it it's it's on all the headsets um first time I saw it I thought it was a special effect right like I mean it really does look like an interesting effect I think you could actually use it to your your advantage if you're actually trying to go for that uh but like you said it's only on certain backgrounds I I thought it looked like it was a fuzzy or blurred out screen to me now I thought there could have been like some some grease or oil on it but you know it's once it's full color once once you're actually in the game it's not actually something that bothers me um from minute to minute um and then putting it on uh in terms of the the fit and finish and the the uh the actual ergonomics so much more adjustable than the DK2 yeah something we want to get across is it's just comfortable to put on I think they put a lot of R&D into how this fits on and the way we've been putting it on at demos and and it isn't exactly how we've been using it in this past week it demos they have it set up and they put it on your head but they're also waiting to put on someone else's head 20 minutes later and it was just on someone else's head they can't afford the time to adjust every little minute you know detail but there's when you're putting on your head there's four or five different things you want to put in alignment so that you get it just right right it's a velcro shops on the side but the whole thing it's a stiff Rod here where you can extend actually pretty far back so if you have a big head and the velcro strip on the top is pretty long so if you have a tall head it'll totally fit you align it to your head and what's important is actually this back harness cring that in the back of your skull I think too many times if this is too high up then the weight is on the front but once this is created on the back of your head which actually if you look on the side that's how it's supposed to be exactly and that's not necessarily apparent the first time you put it on it's easy to get this thing on and wearable and usable without having that so far down you just are having to tighten it up in the front lot more which causes Oculus face right which you have Oculus face a little bit that O ring around your your eyes um and even once you lock down those velcro straps there's a little bit of give there's there are Springs in here which make it easy so you don't have to readjust the velcro straps every time you just pull the Springs a little bit put your face on and then put it over it allows you to keep the screen away from your face as you put it on and then let it Nestle in yeah it's also a pretty lightweight there's two types of fabric material um there's a soft fabric on the outside but actually it's has a ID backing so this isn't really malleable it's a hard plastic in the front but on the inside this is that transforming fabric that I think Oculus talks a lot about um which actually does a lot to block out light and allow for the lenses to shift back and forth mhm and is that in order to match up the user's ipd yes their in pupilary distance that's right there's an adjustment mechanism on the bottom of the Oculus which let you then stretch all the way up to I think 69 mm or so how did you find the setup process for the ipd did you like that yeah there's a crossbar show it's a green crossbar and you're supposed to align both the vertical lines on the crossbar and horizontal lines I found it easier to adjust uh the ipd uh ver uh vertical lines I guess than the horizontal lines which you do by tilting the headset up and down and that's where you find that sweet spot um it's actually not that difficult to find a sweet spot on this you know once things are pretty good and The Sweet Spot is actually wider than it was on previous step 2o there's a wider area of focus in the middle of the lens another question we get asked a lot is you outside ergonomics and associated with it is can you wear it with glasses yeah can you and Oculus says yes and I think technically you can so uh with glasses like I have glasses that are pretty wide it's all about the width of your glasses not about the height cuz the facial interface which is this foam piece on the inside um which you can actually pull out and replace the facial interface is what's kind of cupping your glasses in why my glasses technically fit and a lot of wide room glasses will fit on the inside it actually pinches my temples the sidebars pinches pinch my temples when I have it on and because I want the lenses to be as close as my eyeballs as possible get the wider field of view to get the maximum field of view I'm always worried that my glasses themselves are going to rub against the lenses sure so I actually wear them without my glasses okay um do you think that they'll eventually start making lenses for prescriptions I I don't know I don't know I don't think it's easy to cuz the lenses are a pretty expensive part of the components I don't see them letting you swap out the lenses like could of the previous DK versions or lens a b and c um but maybe there'll be some third party intermediates where you can actually molded so you can put them in here or like friend of the show Will Smith he bought glasses new glasses that would actually fit inside the headset that are smaller like Steven Spielberg glasses you kind of narrower smaller whim glasses and those will actually work or you can wear contacts of course um now of course there are tons of games uh we've been playing the launch lineup there are about 30 games what do you think are your favorite games so far well just to mention there is a whole storefront for the Oculus called the Oculus store um so and initially it kind of looked like only games that were available in the store could run on the on the device but you can actually go into the settings and unlock something that allows you to run any thirdparty game that wants to use the Oculus which is an important thing to note um but as far as what's available in the store um I would say that there's there's I think a lot of content for launch I wouldn't say there's a lot of great content for the launch there's a lot of mediocre content um and there's two or three titles that I think are standout my favorite title is probably luy's taale okay which was it's a first party um Oculus um game that theyve had in development for what a couple years now yeah I want to say it's a third party um I'm sorry it's a third person platformer uh where you follow lucky around and you control him it's very happy very friendly the music's great the sound effects are awesome and uh when I played that game I I just thought this is I mean I really felt like this was the next big thing I mean I've been using VR for years now and yet I this this is the first time I played a game where I thought okay this is the kind of feeling I had when I first played like Mario 64 you know it's just a happy good feeling but this is a whole new realm this is like a new level of Engagement I thought it was super cool and I love a drift I think the first person the feeling of presence is best felt in a first person game and you feel presence of course in third person like the god mode games and I like things like uh air MAAC and even defense grid but being in the first person and playing a game like a drift where I I've played the desktop version on 2D screen and then which you can also play on uh with the ocus copy but playing in the spacit helmet looking at the HUD in the near field looking at the particles come at you the debris come at you and then being completely immersed um I love that feeling those are opposite sides of the intensity Spectrum like lucky tail is a very comfortable game the camera easily follows lucky whereas you're in first person and you're doing six degrees of freedom even rotation um so if you're looking for what you might have always thought of is like a VR immersive game where you're transported into a first person experience definitely check out a drift absolutely mm and then of course anyone who pre-ordered got e Valkyrie and that seems to be probably the the hottest multiplayer game available and there are a couple multiplayer games like Air Mac is multiplayer uh there's VR online tennis online um Blaze Rush Blaze Rush was a fun versing game some of these games like Radio G Blaze Rush have been available for the 2D uh 2D screens flat screens traditional flat screens for a while and I think porting them over the VR actually adds a lot uh there has been a complaint that oh maybe some games should be developed for the V for VR from the ground up that's the question about a lot of these games like why do they need to be in VR yeah but I think even just having the VR element if it's designed properly and being immersed in the play Space of the world being able to examine the game assets up close look at the characters look at the environment you're just paying so much more attention to the the game content I think that there's certainly an argument to be made there but every time I think that before I put the VR headset on and jump in there um I realized that it's the difference between playing a game on a 2d screen a video game and having an imaginary toy set you know it's like being it's like if I'm playing Blaze rush I have this fantastic amazing sci-fi racing toy set in front of me that I'm engaging with and it's a game that I necessarily wouldn't be super excited to play on a flat screen but in the VR space where I can look through and look at the cars up close and and see further down the track but hting my head you know like the old slot car racing tracks that you used to build Electric controlled I mean it's like having that but times a million yeah well in terms of games there's also the issue of controllers and people are asking is game pad or game is Gamepad VR Gaming worth it and or is it just going to become second class gaming once track controllers the Oculus tou question yeah um I think it's I think it's still compelling now I wish the Xbox One controller was like the psvr controller like I wish this itself was tracked and you can see a representation of the controller for button mapping or just having some more one more point Association but it's the games like like AirMech like defense grid like even a drift all play really fun with game pad I think you're right though if you if it was tracked as it is like with psvr you can communicate to the player a little bit better and the player feels more immersed and comfortable in the environment because they have another component of their body that's tracked those are important things and that is unfortunate about that and that's one thing that the motion controllers will bring to the table in touch once that's out for the Oculus and that is you know a part of Vi at launch right my my question is going to be at whenever that comes out what will happen to the game pad games yeah will there be game pad games I absolutely no I'm I have no question and in fact I think Oculus is betting on that with this release and and that's all the games that have been in development for years now since the dk1 came out they've all been Gamepad developed games I mean more or less I wouldn't say like 90% of them so um there's an argument to be made that that's the right move because that's what the development Community had already and we're able to spend time and commit resources to um I think even once you have motion controllers in the equation there would still be plenty of game develop developed for game pad just because not everybody always wants to stand up and move around the room and engage with their body they might just want to sit down and relax and have a game pad in their hand and there's games like luy's taale and they prove that it's a compelling experience it's just right now that's all you can do with the Oculus that's right and you know among that those 30 games in the launch lineup I think there're about maybe a half a dozen or 10 or so that are kind of the essential must plays there's definitely content out there uh but all that content needs live on one drive I know people are been asking there's an issue that's people have found online you have to install all the games currently on the C drive that's right now Oculus has made a statement to say that they they know that this is actually an issue it's not wasn't intentional and they're working on it but it's going to take two to three weeks for them to issue a fix to get an update out yeah uh there isn't a workaround if you really have no space on your C drive you can create what's called a Sim link I'm sure you can Google it and figure out the workaround for it unfortunately there is no way to get back once they release the fix you're probably have to reinstall the games yeah unfortunately cuz that's a lot of people building their first Oculus systems went for maybe a a low capacity highspeed salt state drive as their C drive it makes sense to build that way and you know 512 gigs may not be enough I mean it's enough for the launch lineup but it's not going to be enough for your full year of VR now in terms of those systems themselves uh another question that we have were asked is how is performance uh with the Min spec because they gave a relatively high in Spec cons compared to PC games a GTX 97 absolutely as of last year you know um that would have been like a godbox standard for a regular gamer exactly and we've actually been running all of our Oculus and VR games with basically a mspec system and I've had no performance issues whatsoever I think part of that also they issued an update Uhn asynchronous Time Warp update which is you download newest GeForce drivers or AMD drivers with it right prior to launch and that alleviates some of the frame rate issues if there were any um with any of the rotation if you dip down below 90 FPS but with almost all the games I've tested no frame rate problems at all hitching at all yeah that's great I mean I I'm running a 980 and I was able to get a little choppiness in VR pinball of all things or pinball effects uh because uh I boosted the quality setting up to ultra or whatever that is I didn't even notice a visual difference so it wasn't worth it I just wanted to see what would happen so it is possible to hit those limits but um at the recommended settings no problem at all and you mentioned that there were actually graphic settings in those games a lot of the games for VR at launch actually don't have settings visual settings change at all is there just a set setting or are they doing some kind of scaling based on your system I don't think they're doing scaling I think it's a set setting some some games like for example hover junkers on hc5 you can do things like anti-aliasing and and change all those um and I know you can on on pimball effects but most games just run as is especially Oculus Studios games because that's interesting it's sort of like a console in that way exactly exactly yeah so uh it is also like a console not only in the performance but also how you interface with device and Oculus home is the front end so it's something that's difficult we can't actually show it because the game actually the the system doesn't reproduce it on screen we can't game capture it so it's just screenshots but it's very similar to what you see I have seen in gear VR um so one question is what can you do in Oculus home and the answer is right now not much yeah you can buy a few games you can buy you can download can you add friends or can you just respond to friend requests I think you can only respond to friend request CU you can't type right yeah there's no typing uh you interface with oculus home with a Gaye look you look around you press the button on the Oculus remote or on the game pad um you can't even join your friend's multiplayer session from the home man yeah we couldn't figure that out yeah you need to launch the game you can see that I can see Jeremy's playing uh you can see you're playing uh I'm online and I'm playing G Valkyrie and I can and then I can launch EV Valkyrie then get invited um it does let you launch things like Oculus video and there there are a little more options for twitch viewing and and and other things and loading up your own stuff but there's not a lot to do no I mean mainly it's a hub right it's a hub for the content and it's a it's their storefront so it serves both as that so that when you browse you buy things then you launch them and then one of those the nicest things that I think a lot of people just take for granted having not used the developer kits is when you exit programs it gracefully goes back to oculism and that's actually very nice because before you used to exit and suddenly you get like Windows in both panels and would' be completely disorienting or the screen would freeze up and you'd get dizzy um so that's all handled quite well I thought I love the yeah the integration between game and front end even when you press the the home button in the middle of a game and it goes into an overlay you reorient or quit the game or change your volume all of that like Works seamlessly I just wish they added more social features oh you know it's coming yeah absolutely voice communication totally you know pinging people seeing other things as opposed to just being a store there's precedents for that on the consoles I'm sure that it's coming um also another question we've got asked frequently is the headphones how are the headphones and there's a a built-in mic on the headset itself the headset we measured the length of the cable is about 11 ft you can have it tethered to your computer uh on the bottom we talked about the IP adjustment I think the microphone's actually on the opposite side oh you can't see a hole that's yeah you can't yeah yep that's why the the foam or the the fabric material um but the built-in headphones are actually quite good surprisingly good they look like 1980s wman headphones uh these are very high quality I mean I don't I guess vary is a relative word but I was impressed I have some pretty nice den and headphones at home that I use I've noticed decided to put those on cuz these have really decent uh base nice range and more importantly they they really allow you to adjust how much of the outside world you want to let in yeah you know you can bend them back if you want to be able to be accessible to other people they they Bend out in an angle they go front and back and they slide up and down so no matter where your ear is it can basically reach it um and like like you said I'm I'm very happy just using these headphones like that's one of those it's a good thing that every every gamer with the Ulus rip is to have it the microphone the headphones they can build in those voice features it also is unique it's the only headset that has built-in headphones and it's very easy to take it off for that reason using the old developer kit I had to sometimes mentally processed which do I do first my headset or my headphones oh yes my headphones first and if I didn't got all tangled up and then even if you don't want to use the headphones removing the actual units themselves also turns out to be super easy all you need is a flathead screwdriver you turn it right there and you pop out and surprisingly no exposed wires that's super cool have a couple conductors in there two contact points and it just snaps off and then and that's it and it goes flush like this whole piece comes off right that's pretty great yeah I really like that I mean it's what something they promised early on um and and until they toly delivered uh now we talked about the length of uh cabling for the headset and that ties into the camera next uh now the way the Oculus tracks your positional system where you are and your lateral movements in space it uses a IR camera and there some embedded IR LEDs on both the front and the back of the headset uh but what the camera can see has been questionable cuz we we knew with the DK2 that camera how much it could see we knew exactly how much it could see cuz in the setup menu you could see the lines showing your boundaries um here there are no such lines there's no chaperone system nobody's made a line app yet I'm sure it's coming right so in doing some tests we found that you can actually go pretty far away from the camera I was super impressed and have it see you you had very good luck we set it up and you went away from the camera the distance of the cable so about 11 ft and it kept you track the entire time you stood up on a little step ladder no problem whatsoever I did not have that much success in my um office space however I was next to Windows and I think there might have been an IR interference thing going on but I could probably get back maybe six feet from it so not quite as far as you so how much you can move around the camera actually is related to how far you are away from C from the camera because it's a a cone uh I found the best tracking is kept about 4T away from me so almost a little behind my monitor uh have is is like the best spot for the camera you can tilt it up and down M for uh for standing or sitting experiences uh which I like uh you can't raise it up and there's actually no Mount point so unlike the the previous uh version good point yeah I don't know if you can actually take off the camera the previous version used to mount on top of your monitor right uh which I don't know I maybe they were thinking that was too inflexible that was just you know locked you down to that point where they wanted to be a a put it further away or in a different spot I don't know but when you do set it up one nice thing about it is once you get your spot the uh you put on the Oculus Rift and you see the camera in the setup process and then this make believe laser beam comes out and scans you and then it shows you your perimeter of where you're sort of allowed to move within its uh its view which that's prettyy cool so you have to sort of make sure that that perimeter yeah is ible to you your body as well like my perimeter covered my desk for a moment that would have been bad news if I actually tried to walk in so has no actual awareness of other objects in your real world you're not drawing any chaperone system boundaries yourself that's kind of more of a technical limitation uh and if you get your head too close to the camera and you move left and right then you might fall out of that field whe that's why you want to have that relative distance other thing we tested because I have an Oculus Rift you have an Oculus Rift you brought your camera in y and it turns out you can actually plug two cameras into computer and overlap and expand expand your tracking area that's great I mean you can't buy a second camera now but just by itself yeah but it's good to know that it works um I'm not that didn't necessarily surprise me though because when we went to the octus uh Days event they had several touch demos working and every touch demo had two cameras so it's probably the same driver set I would imagine and it works right out of the box now what didn't work is if the cameras point point out two headsets and were trying to track the headsets at the same time like that didn't exactly work cuz they're only plugged into one computer tied to that account um and then uh I think that's uh that's it with tracking which was like the the big question now we move on to the big elephant in the room touch what about touch touch well I mean touch is going to be great I mean I who doesn't wish they had touch right now in an idea world they'd have touch ready at launch maybe they'd even sell them separately if they wanted um so that you could you know get the $600 version now and then spend the 200 bucks later for touch does not having touch at launch does that diminish the Oculus Rift it's hard to say I mean right now they have a week and a half of exclusivity don't they yeah I mean they they're the only ones on the market um once the Vive comes out it'll be interesting to see how the reviews compare and what uh the the not only the critical success is but what the you know what people are buying and and what the games are that people are really interested in playing I I think there's also a misconception between touch and room scale people assume that if you have touch controllers track controllers because Vive has both track controllers and the room scale you have to have one or the other I think that you can have great room scale experiences without track controllers and you can have great track controller experiences without room scale and so it's all about creating the best type of content for whatever the user's environment is going to be you know if I'm going to be sitting from my desk I still want track controllers even though I'm not walking around because I can do things like the Oculus Toy Box stuff or or the medium demo absolutely that kind of stuff um and if if I have room scale if I the room set it up then I want definitely want the opportunity to put two opposing cameras and be able to walk around mhm yeah I mean I think the the biggest component of room scale that this would be missing at this point is any kind of um system that shows you the walls in the real world the uh the chaperon system that that the Vive has I'm sure I would hope at least by the time the touch comes out that they will Implement that um because it it's kind of necessary if you're going to be walking around your space to see what's around you um but we said like we said before the game pad experience is solid there's clearly something there it's just it's not the full experience of of VR that we've now had the opportunity to experience through demos of touch and Vive and people you know are aware of that so one final question is it worth it 600 bucks I mean it that's a question you have to answer for yourself right I I think as somebody who's been waiting for VR my entire life who's been like every 3D movie I could possibly go to who bought the Sony h& ZT one for more money than the Vive or the Oculus Rift uh yes this is definitely wor worth it absolutely I wouldn't question that for a second I'm excited to play uh games that come out I'm excited to Tinker in unity and just this is going to be a whole new medium and this is I mean absolutely you're going to want to jump onto this at some point maybe maybe not right now but this is something like I think this is going to be the new television set I mean it's like asking you know is TV worth it in you know 1950 I mean yeah it's going to be worth it and TVs back then cost a lot more than TVs today cost more a lot more than 600 bucks if I'm thinking of you know a new monitor for my computer am I going to spend $500 $1,000 on a new high-end monitor 4k monitor or invest in a VR headset I would go with the VR headset it's completely different experience I mean I I like watching movies on this it's pretty awesome yeah I'm surprised I would like to figure out what the like if you're sitting in the movie theater and not to the cinema and you load up a movie uh it actually it's very watchable I was surprised because the DK2 I wouldn't say was so much so um I it felt like it was too low res this one seemed very you know watchable I would be curious what the effective resolution is of that movie screen yeah and we did mention you know Oculus is out technically uh people Kickstarter backers are getting theirs people who pre-ordered are should be starting getting theirs soon I know a lot of people are wondering where theirs are it's not exactly the same kind of launch as a new console launch or a new phone launch it is a very first generation device so if you're thinking about pre-ordering now or ordering now it won't be available till like a couple months till July I think they're back to order so wait see if you can see what the games selection is going to be like the software selection see what the ecosystem is going to be like come may come June and then make your purchasing decision then how soon do you think they're going to iterate on this thing I hope very fast and that's the thing that's what we can't tell right now I mean we're only one week into launch I want to see you know within the launch window within the coming months what is the pace of release going to be for Content what is the pace of updates going to be on the Oculus side now that they have a product out out in the field yeah they're definitely I think Facebook and valve um and hopefully Sony they're in this for the long run I don't think that this first generation is going to make or break this platform yeah so that's the Oculus Rift the consumer version one the day is finally here we'll have a lot more content with this in the coming days we're going to do some game demos some multiplayer experiences and if you're a developer and you're working on a game you know let us know we'll check out the game out if you have more questions about this device let us know as well we'll try to answer them as best as we can in the future and we'll be covering those other headsets as well in uh as soon as next week so thanks a lot Jeremy for uh talk sharing with us your impressions of the Oculus R and thank you guys for watching subscribe to our YouTube channel and we'll see you next time bye\n"