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Oculus Rift Review

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The Future is Now

Update: Click here to check out our review of the Oculus Touch controllers.

Virtual reality isn't a recent invention, but thanks to the efforts of Oculus, it's more viable than ever. Over the past four years, Oculus has developed and demoed numerous prototypes of its Rift headset, adding features and refining designs at a rapid pace. It wasn't long before VR, and Rift specifically, became the talk of conventions like CES and GDC.

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Now Playing: Oculus Rift Video Review

With the likes of HTC and Sony stepping up to the plate with their own VR headsets, and major developers creating games specifically for these devices, it's undeniable: the industry is finally ready to support VR. But for as much momentum as Rift and its competitors have, the general public is still on the fence. At $600, Rift is expensive relative to consoles like PS4 and Xbox One, and when you add the cost of an appropriately-powered PC, VR as a whole is almost prohibitively-priced for the majority of gamers. After spending a week using Rift, however, I can look past the price tag and see it for what it is: a key to a new era of entertainment. It lets you to engage with games in ways that haven't been possible before, instilling a tangible sense of presence that's immediately exciting.

However, the transition into VR isn't seamless. When you first put on a Rift, you are all too aware of the headset. It's somewhat comfortable, but the way it envelopes your head can make it feel like a helmet. When you're using it, the lenses tend to blur images on the edge of the display--which, at 1080p, appears slightly low-res--and you can see a bit of light sneaking in from the bottom of the headset. Though I was painfully aware of these issues at first, Rift's presentation and handling of VR content ultimately distracted me from these initial annoyances.

Rift and its accompanying accessories feel like premium products. The headset's chassis is wrapped in a pleasing, fabric-like material that makes it feel like a luxury item. All three of its straps have a velcro solution for adjustments, and they converge at the back with a sturdy, triangular brace that cups the back of your head. The inside of the headset--the part that makes contact with your face--is lined with contoured foam, and an added layer of felt-like material.

Rift and its included accessories.
Rift and its included accessories.

The built-in headphones are unusual in that they are attached directly to the headset's straps, but they are on rotatable, hinged rails that allow for easy adjustments on-the-fly. The actual headphone portion of the setup is an on-ear configuration with plenty of padding, wrapped in a soft mesh fabric. All told, the headset has a sturdy and intuitive design, with materials that feel in-line with its $600 price tag--nothing about it feels cheap or compromised. While it's hard to completely forget you're wearing it, Rift never feels like a burden when you're mentally invested in a VR experience.

Everyone reacts to VR in different ways, but because Rift's sensor tracks six degrees of movement and its display has a high refresh rate and low pixel persistence, hardware issues that could inadvertently distort your sense of orientation are accounted for out of the gate, making it easy to feel immersed in your game of choice.

That said, games can still play with your senses in undesirable ways that Rift can't account for on its own. Adr1ft, for example, is a game about floating through a broken space station. Your body twists and turns with simulated weightlessness. It's not entirely unlike EVE Valkyrie in that sense, where you pilot a ship that can rapidly flip and rotate. Regardless, Adr1ft made me so uncomfortable in VR that I had to stop playing it--despite the fact that there's a feature in the game designed to combat such issues--whereas I was completely fine in EVE Valkyrie. It's a product of how good Rift is at convincing your brain that what you're seeing is "real" and evidence of the fact that software is an equally important part of the equation.

Playing Adr1ft in VR is an intense experience that may lead to adverse physical effects.
Playing Adr1ft in VR is an intense experience that may lead to adverse physical effects.

Oculus Home identifies three levels of intensity for all games: comfortable, moderate, or intense. It's a helpful grading system, but it's also a reminder that for all of the wonderful opportunities VR presents, it will be challenging to use for people who are susceptible to motion sickness. I wouldn't normally count myself as part of that group, and thankfully, I only felt uneasy in that one instance.

Rift is for more than just games, however, and some of the most enchanting--and least intense--VR experiences are passive. There are 360-degree videos taken from locales around the globe available in Oculus Home, as well as 3D rendered short films that transport you to otherworldly places, sometimes just for the sake of being there. While the quality of some of these videos falls short when compared to the selection of games, they offer a tantalizing taste of what virtual tourism and storytelling will be like once VR gains more traction outside of video games.

In order to get a smooth and enjoyable experience with Rift, you need a better-than-average gaming PC. The requirements aren't outrageous, and some people may only need to upgrade one or two components in their existing PC to get started. But to build or purchase a Rift-ready system will cost--at a minimum--close to $1,000, raising the entry fee considerably for some customers.

No Caption Provided

Oculus Rift Minimum Requirements

  • Graphics Card: GeForce GTX 970 or AMD Radeon R9 290 or better.
  • CPU: Intel Core i5 4590 or greater.
  • RAM: 8GB or more.
  • Video port: HDMI 1.3.
  • USB port: 2 USB 3.0 ports.
  • Operating system: Windows 7 SP1 or newer.

Presuming you have a capable enough PC, setting up Rift is a simple affair. After installing the Oculus software on your PC, you are guided, step-by-step, with clear and simple directions. Essentially, you're told to plug a specific device in, the software confirms that it's connected, and you move on to the next piece of the kit.

The fact that there's so little to say here is a good thing, but it's worth noting that we ran into one issue with our Rift that forced us to reach out to our contact at Oculus. Seemingly out of nowhere, Oculus' software reported it couldn't detect Rift's HDMI cable. While there is a support website for Rift, the solution we needed wasn't on it. After contacting Oculus, we were instructed to pop the foam lining off of the inside of the headset to access Rift's cable connection. After disconnecting and then reseating the cable, our issue was resolved. Oculus told us that this would be added to its support documentation by this week.

Oculus has its own platform for distributing games, apps, and other VR content called Oculus Home. It can be used within the headset, or as a traditional desktop PC app. In VR, your gaze directs an on-screen cursor, and you click icons with the A button on the Xbox One controller, or with the included Oculus' remote. The store is mildly ambiguous at first, but once you begin to look around at various icons, navigating it becomes second nature.

Oculus Home is still a work in progress, but it's off to a good start.
Oculus Home is still a work in progress, but it's off to a good start.

Beyond a means of purchasing and accessing VR content, Oculus Home is also where you can see if your friends in the Oculus network are online and what they're up to. Unfortunately, there's no way to invite friends into games from Oculus Home at launch.

Pressing the home button on the included Xbox One controller during a game will take you to a menu within Oculus Home where you can reorient the headset's positional tracking--a quick, two-step process--adjust the volume of the headphones, check the time, or view notifications from Oculus or your friends.

Oculus has prepared a wide array of games and passive experiences for launch, and everyone who has pre-ordered a Rift gets two games for free. One is a Lucky's Tale, a 3D platformer set in an adorable cartoon landscape that borrows heavily from games like Super Mario 64. The other is EVE Valkyrie, an aerial combat simulator set in outer space. With racing, sports, adventure, horror, strategy, and puzzle games--to name some of the genres represented in the launch lineup--there are plenty of ways to explore the potential VR introduces to video games.

I can look past the price tag and see Rift for what it is: a key to a new era of entertainment.

The best part of the launch lineup is that most of the games are full products, not tech demos. Up until this point, we could only sample Rift's capabilities via brief demos, which had some people concerned that VR games wouldn't be able to compete with traditional console or PC games. Thankfully, this isn't the case. Rift owners will have access to numerous, fully-realized games at launch, and even though some of them are ports of games that originated outside of the scope of VR--including Project C.A.R.S. and AirMech--they still benefit from Rift's capabilities, either by introducing new modes or by allowing you to experience them in a more personal, intimate way than before.

Of course, not every VR game is a good game by default. EVE Valkyrie, for example, is littered with microtransactions that detract from its initial appeal. Lucky's Tale, while charming and fun, pads out its levels by forcing you to replay them with alternate objectives. After five hours battling my way through an enigmatic dungeon, Chronos is--so far--an amazing game that recalls favorites like Resident Evil, The Legend of Zelda, and Dark Souls. However, it stumbles on occasion due to a handful of design flaws, including the unforgiving way that it allows you to walk into pitfalls, some of which are difficult to see due to Chronos' use of fixed camera perspectives.

Chronos is one of the best-looking launch games for Rift.
Chronos is one of the best-looking launch games for Rift.

Clearly, VR games are susceptible the same problems as regular games, but there's something about the unique, VR experience that makes up the difference--at least a little bit. When I'm flying around in EVE Valkyrie, immersed in my virtual cockpit, soaring through space debris, I'm entranced by how convincing it feels. When I lean in to get a closer look at Lucky the fox, I feel a connection, however contrived, when he looks up and greets me with a wave and a smile. Likewise, when I guide him through a narrow tunnel, I can sense space shrink around me. When you're playing a game on a monitor, the real world is in equal view. When that is stripped away and filled in with the world of the game you're playing in VR, it's a very powerful experience that traditional gaming platforms simply don't offer.

VR is a very powerful experience that traditional gaming platforms simply don't offer.

Were Rift more uncomfortable to wear, or less technically capable of displaying frames quickly with low latency, then I wouldn't feel comfortable recommending it. If it wasn't easy to setup and configure, I would think twice before claiming it's ready for market. But these concerns were quickly dashed. I had Rift up and running in a matter of minutes. I played game after game that opened my eyes to the possibilities that VR and headsets like Rift make possible.

$600 is a lot to pay for a piece of gaming hardware. But Rift is different from a console or a new graphics card. Rift allows you to experience games in ways that we've only dreamed of up until now, and while it requires you to make a few compromises in the name of immersion, it's worth it. Yes, you will look silly to anyone who watches you use it, and you will potentially feel uneasy after an intense VR session, but these issues can't take away from the fact that Rift delivers on its promise to enable more immersive and personal gaming experiences than we've ever seen before.

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Peter Brown

Peter used to work at GameSpot. Now he just lurks at GameSpot.

Lucky's Tale

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Boerew0rs

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Edited By Boerew0rs

I can't believe how negative gamers always are when it comes to new technology. It feels like hearing a bunch of grandmas complaining about some new piece of tech they can't keep up with. Even when it turns out to be an expensive gimmick, that doesn't mean it isn't an immensly awesome experience; the first time I got to demo Eve Valkyrie I could have cried if I wanted, so happy and overwhelmed by the experience I felt.

I get it: it's too expensive for lots of you, but that doesn't make the technology any less cool to own. This comes at a perfect time though, where gamers showed their true colors once again in the 'PS4.5' debate: "if I can't afford or choose not to buy new and improved hardware, no one should be able to get it." VR and PS4.5 don't take anything away from your experience, they add to the experiences of others.

I can't understand that the same people that stand in line at midnight releases of games, buy $400 video cards or watch live streams of Japanse trade shows hoping to catch a glimp of a game they might enjoy, are so anti-VR without even trying it. I also can't believe how most of these people can't think beyond gaming when it comes to VR: ultimately gaming will be 10% of VR, the rest will be virtual traveling, shopping or having first row seats at your favorite concert or sport event. Time will tell us if it's a fad or not, but it'll never take away the incredible feeling wearing VR headsets give us now. Dare to dream...

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csward

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Edited By csward

@boerew0rs: You've got it all wrong, Mr. Fanboi. 3-D was a gimmick that sucked and many of us were forced to buy in our TVs and 3DS console.

The Virtual Boy was a major flop back in the day and some people still feel burned by it.

Then there's motion sickness.

There are multiple VR hardware to choose from, adding to confustion. Do I buy HTC VR? Occulus? Sony? Requires effort and research to choose.

Finally, the cost of upgrading you PC + Rift is beyond the scope of 90% of gamers, leading me to wonder how much developer support will be behind this technology in the future.

But, keep throwing your money at possibly the next 3DO. Hope you don't get burned.

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deactivated-5bda06edf37ee

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@boerew0rs: i'm not necessarily going to buy that, because i'm a little scared of it. i don't like the idea of being blocked out of reality (eyes and ears covered) for maybe several hours if you are playing some good game. it's too much for me, even though it's probably a really nice experience.

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regulas

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@boerew0rs: This turd is owned by Facebook so its on my boycott list anyways.

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lostn

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Rather spend $600 on a better graphics card.

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mekentosh

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Edited By mekentosh

I have watched the whole Giant Bomb stream yesterday and left feeling overwhelmingly underwhelmed. There is not a single VR experience that I would buy a device for. I'm mostly looking to get a better first person camera experience in games like iRacing and Star Citizen. I guess I will be waiting a year or two like with any other hardware.

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Liliroots

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cmon join the waiting game!

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Damazig

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Funny seeing all these gaming sites getting payed and/or giving all this attention to VR. It doesn't hide the fact that it is still an underdeveloped gimmick, a very expensive one, with no real triple A games on it, or even announced yet, that all games on it actually have to look worse than on your monitor because on VR you have to have the demanded 90 fps minimum being shown on two small screens with very high resolution.

And on top of all this, you mean to tell me that buying a VR piece is like buying a console, where many titles are exclusive and don't work on other VR sets? That's pretty sad, considering you are already having to spend an extra 400 to 1000 on something to get a few extra games that can only compete with mobile games, so it's like you are spending money on a console that needs a PC to work, and has it's own exclusives, that aren't that great anyway... No wonder Sony is already hinting that their headset might want to come to the PC aswell at a later date.

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BigGamerDude

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@Damazig:
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skipper847

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Can you play all games on the rift?. I no you can play all games on the PS4 VR but not use some of the controllers but at least all games are playable on it.

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jecomans

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It's a lot of money (~AUD$950) too spend for the opportunity to play a few games you don't really want to play in order to show yourself that eventually it will be a great system to play games on.

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Pierce_Sparrow

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The Rift isn't a bad piece of hardware. Heck, I'd think about getting one (though other headsets appeal to me more), but the idea of laying $600 down for something that is ultimately superfluous irks me. Whatever experience you can get with the Rift doesn't seem to warrant the price tag, no matter how great it might be. My bet: wait to see if this thing becomes mainstream, see a price drop or cheaper hardware come along, then go for it. It's like every piece of new hardware, it starts out expensive (cell phones, laptops, etc.) and either catches on and gets cheaper as competition increases or it'll fade out like so many other failed hardware attempts. With how much so many companies have invested in VR, I can't see it fading, but they will certainly have to lower prices if people aren't buying them at what they currently are expected to cost. And from what I've seen, it's going to be expensive.

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GhoX

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I was a day late and didn't get my day-1 pre-order. Now I gotta wait til May or June. =/

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gotrekfabian

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600 US dollars is a lot of money but not as much as the UK is being charged. We nearly always seem to get the rough end of the stick where pricing is concerned. We are being charged £500 which, if you translate that to US dollars would make it $750. #*©¶ you Palmer Luckey.

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m33ts4k0z

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@gotrekfabian: The US prices are without taxes while the European ones include taxes. That's why the difference in pricing. Neat marketing trick.

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gotrekfabian

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@m33ts4k0z: Despite the taxes it is still more expensive in the UK. The UK are always getting fleeced in the video game sector.

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punksterdaddy

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@gotrekfabian: I know but it is to do with VAT and the fact it sits currently at 20%. It is a huge pain in the arse for Brits having to pay out more, but that is the reason.

The UK Government wants it's piece of your pie too.

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Edited By DanieltheDead

They should totally have an Alien chestburster simulator for this thing, you can be either the Alien or the unfortunate human who has been impregnated. :D

That said, my personal philosophy as it pertains to new tech is to never invest in 1st generation production pieces. I prefer to wait until the 2nd or even 3rd revision so that all the software kinks have been ironed out, the hardware has been refined, and the price is respectable; for me there's no point in paying a premium for something that is lacking in content and isn't yet completely proven within the consumer sphere.

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tranceology3

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@DanieltheDead: Well you're in luck cause the Rift is basically the 3rd headset, it's just targeted at everyone now!

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DanieltheDead

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@tranceology3:

:o

Obviously I haven't been following this closely enough...I wonder if there's someplace you can go to demo it...

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tranceology3

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Edited By tranceology3

@DanieltheDead: Im not sure if there are any areas to demo it right now, but do a little research. Anyways, Oculus made two prior headsets, Development kit 1 (DK1) and Development kit 2 (DK2), and now this is the final consumer version (CV1). I owned the DK1 and DK2, and while they were meant to just build and test games with, they fully functioned as a real VR headset, but obviously buggy-ish, like you were saying first versions are. But they have fixed so many things that the final version (the one gamespot reviewed) is much more refined, and is ready for consumers. Though if if you were ready to buy a headset, get the HTC Vive, much much better, and immersive cause it has room scale and tracked controls.

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DuaneDog

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This price point tells me Facebook is really mostly looking at very early adopters and that this is even more first generation than most first generation products. If they were thinking mass market Facebook has the money and would take the hit on profits in the short term in order to seed more of these to build a massive user base. Makes me think they are 2-3 years out from a device that really is going to have mass appeal. They would rather not have too many of this first model out there. It's to test the waters.

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TimmyDKJR

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Lots of salt from people here who can't afford it. Mmmmm salt.

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joel_c17

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@TimmyDKJR: I like salt on my chips (or fries)

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TimmyDKJR

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@joel_c17: I like em on my chips too, not so much on fries. Also on grilled steak!

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CatAtomic999

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How do you feel about the resolution compared to the DK2? Noticeably better or no? I loved playing Elite on the DK2, but the resolution felt just a little too low to be really viable.

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SloganYams

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I'll wait for when it becomes a viable gaming platform and drops a bit in price. I can't bring myself to spend that much money on something that's still an infant in concept.

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DrunkenPunk800

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This is gonna fade away in a few years, just like 3DTV. Once gain, most people aren't gonna want to have to wear headgear.

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tranceology3

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@DrunkenPunk800: Says the guy who has no idea what he's talking about cause he's never tried it!

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ThaGeorgian

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Maybe after a couple of years when actual good games are out and the price is like 300, till then its stupid to buy this unless you just want to and can spend money.

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JackMccans

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The development of vr is still in its baby dipers, even the development Side of the industry say it's not infallible , 0ver a price of a console , is an intresting price , yes people are going to buy it , but .......

reading into the types of games and how they react ,it's like for the the ps vr , it's a side car , one person is using vr , as the monster , and the others are trying to kill it, it's like a party game , $640 nz lol for a thing on ya head that over a gaminging session , ouch my eyes on fire , even ps vr is saying it's not for 12 y and under , long turm damage on the eyes is going to be intresting , put someone has to be test bunneys, but it won't be me, I can say not every kid is school will have one , so if u do you might become the most popular person lol o pear puresher is going to rule with vr !

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gotrekfabian

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@jackmccans: I pray to goodness that English isn't your first language.

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Spartan_418

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@jackmccans: This comment makes my brain and eyes hurt.

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me3639

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Its awesome because its new, but like all fads how many times can you be scared from a horror game, or how many times are you going to get that sense of falling, or flying? One of the best inventions of the past 20 years but it will be nothing more than a fad for gaming.

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tranceology3

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Edited By tranceology3

@me3639: SO would you call the Tesla a fad for a car? That is what VR is, expensive, revolutionary, hardware.

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deactivated-59fa0a9978db8

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@me3639: fads are for kids or teens under 18 but when you get past that age when you make better decisions and a more connected processing center of the brain you would stay clear of bad things. Fads are a bad thing.

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Itzsfo0

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@Darkangel2154: What you are forgetting is simple, all trends start off as fads, something new, or atleast something invigorating, I like this whole "its a fad" fads become the standard - quite simply. Its basically the argument of "we want our PCs, and we want our consoles, but we cant allow for this new trend to come into place, we dont like change" how do you know 10 years from now 45% of households in UK/US/and other regions wont be using VR, or at the very least (like handheld gaming) will be a viable option, I'm almost 100% sure that when smartphones/tablets first were introduced "oh passing fad" hell I heard the argument about the introduction of handhelds in 1986 w/ the Game & Watch (and we all know where thats gone) again its personal opinion but, a fad can become a trend, which in turn becomes a standard in the industry - you can laugh or shrug it off, but the same has been done time and time again...watch 2021...VR machines everywhere, price drops, more titles, more developers (splitting their development time HALF for "traditional" games vs VR titles I have a feeling its just getting started IF its a fad, it will probably become a multi-decade fad that we will have to just deal with (like it or not). Hell half of whats popular IN gaming starts off as a mere experiment "will it go well" "how will it tide over" and do remember we are arguing subjectiveism here lol...its opinion. I dont personally plan on owning any of these VR-devices anytime soon (if ever) but...who am I to say this doesn't become legit..and a popular option, just another platform for gaming, to me fads arent bad, they either fall into nothingness or end up creating something "extra" to run at....so we have handheld, VR, console, and PC - another platform to add to the debate of the so called master race (and maybe just maybe being VR's will connect to PC's and other said wireless devices that may make things interesting) I dont know, time shall tell - I like those who "assume" they know the future (like those that say Nintendo will die this year, this system will fail, this device wont "lift off" lol everyone in the game culture seems to have a magic ball) LOL (eye roll) rigghhhtt Like I'm going to take what someone says without a grain of salt. Again its opinion, your not wrong or right - see how well these do IN the long run, lets re-visit this debate 2 years from now. When 5 machines are on the market, and a host of titles, and people are starting to report over and over...and we will naturally find a niche market for some (it will be something they enjoy) and even if a few MILLION of these sell it will be a worthy addition for some...only time shall tell.

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SaturatedButter

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Watched 10 hours of Giant Bomb stream every Oculus Rift game and "experience"

I wouldn't want to play any one of those things for longer than 20 minutes. Pretty lame.

I've been going back and forth on this VR thing. I want to try it. I have a new PC that's VR-ready. I still may buy a headset if the price goes down. The VR enthusiasts are a very annoying bunch though, because while it looks pretty cool it doesn't seem at all as revolutionary as they try to act like it is.

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tranceology3

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@saturatedbutter: Basically, VR to people that have not tried it, and are not mature enough to understand what it really is, is equivalent to kids watching a man and woman have sex; then they say....eww I just don't get it, looks lame, and that does not look as great as it sounds ;)

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deactivated-59fa0a9978db8

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@saturatedbutter: Why does this seem like reply bait?

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Matcam89

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Will this only work with Intel CPU? I currently have the following

CPU: AMD 6300FX over locked to 4.3ghz

Ram: 8gb

Gfx: NVIDIA 970

MB: Asus Sabertooth 990FX

I am not looking to upgrade at the moment am I out of luck?

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deactivated-59fa0a9978db8

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@Matcam89: Yes, and look good. Head set makers are not going to pick sides when it comes to amd or intel

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Spartan_418

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Spartan_418  Online

@Matcam89: Works with both Intel and AMD CPUs.

Try running the SteamVR Performance Test and see how well your PC does

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LouiXIII

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No score?

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Zerohournow

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Ive got one coming and I'm keen about it, but I got a bad feeling most of the launch games are going to suck. Just give me fallout 4, COD (or whatever FPS) and skyrim with rift support..that is what we want, not gimmicky games.

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zyxahn

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Edited By zyxahn

That's the kind of review I wanted to see. It's tough to ignore it now. My adolescent mind compare's reviews like this to watching porn. If it's a scene with a guy who isn't all that big, the girl could and more than likely is faking it. If the guy is Lex Steele, well there's a great chance that she is not faking it. Now I want to get one.

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RCT4ShouldExist

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@zyxahn: Followed.

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gotrekfabian

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@zyxahn: The only thing we get from your comment is that you watch far too much porn.

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Zerohournow

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@zyxahn: ..wtf?

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Mojira7

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Looking forward to see how other people find this too, as more and more people try it :)

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cpenney25

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I got to try VR a month ago and I can safely say no it's not for me. That said I do my gaming on a high end pc GTX 980 ti card and I own an xbox one. Part of enjoyable gaming for me is being able to kick back and relax after a hard day at work and most every day at my work is hard and physically demanding. When I get home I wouldn't feel like strapping it to my face and moving around the room to play anything. I can see this being a fad in the sense it isn't something you can spend 4 to 5 hours straight playing after about 40 mins i couldn't wait to get it off my face. That's just my 5 cents though to each there own.

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