Posts Tagged ‘Oculus Rift’

STALKER IRL: The Haunting Chernobyl VR Project

Back in the days of STALKER and its two sequels, I felt like I was the only games hack who didn’t get sent on a tour of Chernobyl and Pripyat. Those who did visit came back with reports of rain and health worries and mystery meats, then shared photographs of them smiling in front of a decaying Ferris wheel or looking sombre in a Marie Celeste classroom. Perhaps it is best that I never went myself. What a strange thing to be a tourist to. Is any possible response appropriate?

The Chernobyl VR Project, essentially finished but for the time being only available for Oculus Rift, with a more refined version due for both that and Vive a little later, gives me my chance to be a tourist, without the background anxiety about background radiation.
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Wot I Think: Crytek’s VR Game The Climb

Three fallacies I’m occasionally guilty of believing:

1) The Oculus Rift does not involve any of the physicality of the HTC Vive
2) VR gaming is riding a cart to minigame hell
3) There’s a ceiling on how good VR games can look

Crytek’s beautiful and involving Oculus Rift game The Climb [official site] is a pretty good riposte to all of the above.
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What Is The Best VR Headset? Oculus Rift vs HTC Vive

Pity me. I have two different VR headsets in my house, so my PC is a mess of cables, USB hubs and strained video output adaptors. My suffering is unimaginable. I have swaddled myself in wires and made my forehead sweat for your benefit, however: to try and give you some sense of how the Oculus Rift and HTC Vive compare to each other in daily practice. While many of the baseline specs are all but identical, there are a raft of smaller differences between the two, even once the matter of the Vive’s room-scale support is discounted. I do, somewhat reluctantly, now have one headset I recommend over the other at this point in time, but with important caveats.
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Oculus Removes DRM Blocking Rift Games On Vive

In April the cyberworld rejoiced when cybergoggle enthusiasts created a tool to like HTC Vive cybernauts play games made for Oculus Rift. In May, er, Oculus responded by adding a DRM headset check that stopped software working if it wasn’t on a Rift, despite Oculord Palmer Luckey previously saying sunny things like “our goal is not to profit by locking people to only our hardware.” Naturally, Revive quickly got around that. Well! Things seem to have come to a happy conclusion, as Oculus have quietly removed the checks. Vivers may once again play Riftzaps using Revive.

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Quake On Oculus Rift Is Magnificent

Resolution. Anti-aliasing. Crisp text. “Image quality.” The bugbears of virtual reality in 2016.

All of this matters not in Quake. Perfect square pixels, no shading or soft shadows. Almost wordless. It is ideally-suited to VR, in theory. In practice? Best VR time ever, so far.

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PS VR vs PC VR, And Why It All Depends On Sony

The bloom has slowly been coming off VR’s rose on PC, as expensive hardware, floor space requirements, image quality issues, cabling woes, the delay to Oculus Touch controllers and too many underwhelming, bite-size launch titles transformed this from beautiful dream to compromised reality. The show’s not over, of course: this is but generation one, from both a software and hardware perspective, but it needs a new fire lit under it.

Meanwhile, on PlayStation, the excitement is on the rise rather than the wane.

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Killing Floor: Incursion VR Announced For Oculus Touch

Killing Floor bills itself as “survival horror” but it’s not really. Don’t get me wrong, it and its sequel Killing Floor 2 are great wave survival FPSs – with their onslaught of Zeds, waves of chainsaw-wielding monstrosities, and the positively formidable Patriarch – but jump scares and the blind panic levied by running out of ammo doesn’t exactly constitute¬†horror, does it?

Killing Floor: Incursion [official site], the “intense” co-op VR shooter announced this week by developers Tripwire, on the other hand, looks bloody terrifying! Take a peak below, I dare you.

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