Oculus Rift

31 thoughts
last posted Aug. 12, 2014, 4:18 a.m.

11 earlier thoughts


I stepped back into the demo (to borrow from Oculus's turn of phrase "step into the game") and here are a couple more thoughts:

  • the aliasing artifacts were made particularly bad by lack of pixel density.
  • the real problem with the pixels is there is a lot of black space around them (hence the screen door feel)
  • the motion sickness is far more the result of "walking" than moving your head while "standing still"
  • the response time is still super-impressive
  • why the hell is there lens flare? (I've ranted about that before with games; if you're trying to show something through human eyes, cut the lens flare crap!)

19 later thoughts