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Oculus Rift

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4.5

Summary

Oculus Rift
Garry Singh@guri136
Jan 26, 2017 02:55 PM, 1797 Views
Fantastic controllers for VR

I can see them as I look down. I lift my finger. That floating, glowing hand moves its finger. I grip my fingers into a fist. I point. You could sit down and play games, but you couldn’t move anywhere. There was the promise of exciting things, but the reality was less than what we expected. Oculus’ collection of unique games and apps gives it a more polished edge over the Vive, but Vive’s more open Steam platform feels like it has an edge on larger-scale VR experiences that Oculus is still trying to catch up to. What’s particularly brilliant about the Touch controllers is that, while they can be used as motion-sensing tools, they also have regular buttons and analog sticks. They’re almost like a split-apart gamepad held in two hands. It’s not full analog finger-sensing, but moving your forefinger, thumb and middle finger can create hand gestures that feel like real grasping. The controllers vibrate with feedback, and when you pick something up, it generates a hand feel. After a while, it started to feel like my hands were really somewhere else. The Touch controllers are brilliantly designed, though, and are everything I’d want in a VR controller right now. Plus, they use AA batteries - one per controller - which are easily popped in via a magnetic sliding cover. In two weeks or so of mixed use, I haven’t had to replace them. Oculus Rift and Touch need a similar gaming PC to the Vive and costs about as much. Its controllers are better, but its room-tracking, while better than the PSVR, isn’t as wide-range as Vive. The Oculus Store offers a good handful of well-made, exclusive apps.

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