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Manufacturer: Oculus

Our first thoughts and impressions

Since first hearing about the Kickstarter project that raised nearly 2.5 million dollars from over 9,500 contributors, I have eagerly been awaiting the arrival of my Oculus Rift development kit.  Not because I plan on quitting the hardware review business to start working on a new 3D, VR-ready gaming project but just because as a technology enthusiast I need to see the new, fun gadgets and what they might mean for the future of gaming.

I have read other user's accounts of their time with the Oculus Rift, including a great write up in a Q&A form Ben Kuchera over at Penny Arcade Report, but I needed my own hands-on time with the consumer-oriented VR (virtual reality) product.  Having tried it for very short periods of time at both Quakecon 2012 and CES 2013 (less than 5 minutes) I wanted to see how it performed and more importantly, how my body reacted to it.

I don't consider myself a person that gets motion sick.  Really, I don't.  I fly all the time, sit in the back of busses, ride roller coasters, watch 3D movies and play fast-paced PC games on large screens.  The only instances I tend to get any kind of unease with motion is on what I call "roundy-round" rides, the kind that simply go in circles over and over.  Think about something like this, The Scrambler, or the Teacups at Disney World.  How would I react to time with the Oculus Rift, this was my biggest fear... 

For now I don't want to get into the politics of the Rift, how John Carmack was initially a huge proponent of the project then backed off on how close we might be the higher-quality consumer version of the device.  We'll cover those aspects in a future story.  For now I only had time for some first impressions.

Watch the video above for a walk through of the development kit as well as some of the demos, as best can be demonstrated in a 2D plane! 

Continue on to the full story for some photos and my final FIRST impressions of the Oculus Rift!