Magician Penn Jillette has revealed that he is working with Gearbox’s Randy Pitchford on an updated version of the title for VR devices.
The oculus for developers weighs 379g. It feels quite heavy to use, so this will have to come down for the OR to be a true consumer product. The headset also has a motion-tracking system that uses an external camera which tracks infrared dots located on the headset. The consumer Oculus Rift may include a 1000 Hz Adjacent Reality Tracker. This should reduce to almost nothing the sensation of lag in tracking. Oculus Rift uses a combination of 3-axis gyros, accelerometers, and magnetometers.
Expect DVI and HDMI inputs. There’s also a USB interface for sending tracking data, and a power adapter to connect the control box to a power outlet. (See also: Hands-on (or eyes-on) with the new and improved win a free Oculus Rift) According to CNET , Oculus is also developing motion controllers that let you use your hands and body movements to interact with objects in games.
Which is not to say that the experience was an unqualified success. For one thing the headset is not comforable to wear. It’s big and heavy – not as heavy as the old school VR headsets, but heavy enough. And it takes some adjusting and tweaking before it feels comfortable. There are a variety of lenses, too, but you may still have to keep on your glasses if you are visually challenged.
Technically speaking, the Vive is currently better in practice, but the Rift is far from disappointing. Design-wise, the Touch controllers are leagues ahead of the Vive, and the stick and button placement will be much better suited to traditional gaming. They need polish, particularly in terms of accuracy, but the Oculus and its Touch controllers are absolutely a worthy contender for the Vive.