Tuesday, September 26, 2017

Oculus Rift review:



Hey -- it's my hands.

I can see them as I look down. I lift my finger. That floating, glowing hand moves its finger. I grip my fingers into a fist. I point.

I pick up an Oculus Rift Bundle on the table in front of me. It takes a little practice. Now I'm holding it. I pull the elastic band back. I aim, and shoot paint pellets across the room.

Am I really holding my virtual slingshot? Yes and no. In my hands are controllers that I'm resting my fingers on, with buttons and triggers. I lift my fingers and control those hands. But when I let go completely -- oops, my controller falls to the floor.

Virtual prosthetics take time to understand.

The Oculus Rift arrived way back in March, but all that came with it was a headset and an Xbox controller. It didn't have real VR hand controls, like the HTC Vive or PlayStation VR. You could sit down and play games, but you couldn't move anywhere. There was the promise of exciting things, but the reality was less than we expected.

This is what we thought of the Rift then: potential. Now, it's time for reality.

But if you don't? You'll need to pal an expensive bundle, but it's now at least more affordable than it was last year. Oculus is now a complete package, and a compelling journey into VR worlds with lots of games and apps to try.

Oculus' collection of unique games and apps gives it a more polished edge over the Vive, but Vive's more open Steam platform feels like it has an edge on larger-scale VR experiences that Oculus is still trying to catch up to.

An updated review of the Oculus Rift -- including how the Touch controllers change the equation -- follows.

If I were rating the Touch controllers on their own, I'd give them an A. Anyone who already has a Rift should definitely get them. But that doesn't make the Rift a slam dunk for buyers coming into VR from scratch. With an expensive VR headset that has limited room tracking, the Oculus Rift as a whole is still a work in progress.

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