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Hands on with the Oculus Rift

“By far the dominant theme at GDC 2016 has been virtual reality,” Ryan Smith reports for AnandTech. “If you’re not a hardware vendor directly creating VR products, then you’re explaining how your products are a good match for VR or make for a better VR experience.”

“This brings us to today’s article, my hands-on session with the final, retail version of the Oculus Rift,” Smith reports. “As part of their GDC festivities, Oculus held a lengthy press demo to give us a chance to try out the retail hardware with a number of games being prepared for the headset, to demonstrate not only the hardware but the games and experiences that it will be driving. A full review of the Rift will be coming later, but for today I wanted to discuss my impressions of the retail hardware and the various titles I had a chance to try.”

“Overall the hardware is not perfect: pixel density is plenty workable, but clearly there is room for improvement,” Smith reports. “However perhaps more importantly, in my hands-on time with the Rift I feel that Oculus has nailed the head tracking and latency aspects. There’s no disconnect that I could feel between my motions and what was rendered, and that makes the entire experience very convincing and enjoyable, not to mention motion sickness-free.”

Tons more in the full article here.

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