PipocaGorda
Power Member
"Development Kit 2 has the core building blocks ... [The consumer version] is going to improve all of these things to where it all gets very comfortable. The second developer kit is not designed for hours of use, but it has those core pieces. So, we put this out, developers can get started with this, and they can take the content that they make with DK2 and they'll be able to jump it over to the consumer version with little to no code changes."
Though non-developers can buy one of the new dev kits, Iribe stresses that the consumer version will be much better. He wouldn't go into specifics, but according to Iribe, every part of the experience is improved: the screen, the tracking, the design. Oculus does have internal prototypes of that version, and Iribe tells me that of the few hundred people who have tried one—including some of his more skeptical friends—not one has left with doubts about it.
http://www.pcgamer.com/2014/03/19/oculus-rift-dev-kit-2-announced/
There's almost no motion blur when I quickly turn my head, an issue with the original, and in general it feels like longer term play will be more feasible with a resolution of this quality. It's really impressive and a lot more professional-looking as a model, and given the mileage we've gotten out of the original in our office, I'm eager to start testing it with the novelty tech demos we've enjoyed over the months and something as impressive as Elite Dangerous with the improved visual quality.
***
There is still no timeframe for a mainstream release, and Luckey clearly still believes there's some way to go until this is ready to be in the hands of consumers. My time with the DK2 just reaffirms my belief that this is the most exciting thing happening in PC gaming, and its power to heighten traditionally passive interaction through the way it presents virtual places is remarkable. The DK2 is a good indicator of how fast Oculus VR is able to progress its technology - now I can't wait to see what developers do with it.
http://www.pcgamer.com/2014/03/19/oculus-rift-dk2-hands-on-impressions/
Though non-developers can buy one of the new dev kits, Iribe stresses that the consumer version will be much better. He wouldn't go into specifics, but according to Iribe, every part of the experience is improved: the screen, the tracking, the design. Oculus does have internal prototypes of that version, and Iribe tells me that of the few hundred people who have tried one—including some of his more skeptical friends—not one has left with doubts about it.
http://www.pcgamer.com/2014/03/19/oculus-rift-dev-kit-2-announced/
There's almost no motion blur when I quickly turn my head, an issue with the original, and in general it feels like longer term play will be more feasible with a resolution of this quality. It's really impressive and a lot more professional-looking as a model, and given the mileage we've gotten out of the original in our office, I'm eager to start testing it with the novelty tech demos we've enjoyed over the months and something as impressive as Elite Dangerous with the improved visual quality.
***
There is still no timeframe for a mainstream release, and Luckey clearly still believes there's some way to go until this is ready to be in the hands of consumers. My time with the DK2 just reaffirms my belief that this is the most exciting thing happening in PC gaming, and its power to heighten traditionally passive interaction through the way it presents virtual places is remarkable. The DK2 is a good indicator of how fast Oculus VR is able to progress its technology - now I can't wait to see what developers do with it.
http://www.pcgamer.com/2014/03/19/oculus-rift-dk2-hands-on-impressions/
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