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Review: The Oculus Rift

“Where am I? And how did I get here?”

Even after months of repeatedly leaping in and out of disparate worlds filled with jaw-dropping (see above) visuals, every time I’ve whipped off one of the various iterations of Oculus’s Rift virtual reality headset, for a brief moment I’ve always had to wonder where exactly the device has taken me and dropped me off.

The Oculus Rift surely might be the most momentous product launch of the decade.

When Oculus was purchased by Facebook for $2 billion back in March of 2014, Mark Zuckerberg reflected on his company’s major investment with a prediction, “Virtual reality was once the dream of science fiction. But the internet was also once a dream, and so were computers and smartphones. The future is coming and we have a chance to build it together.”

Fast forward just two years and the virtual reality industry Oculus dwells within has shifted dramatically. Next week HTC will be shipping the final version of their Vive VR headset, PlayStation VR will be shipping later this fall, and a host of well-funded augmented reality companies from Meta to Magic Leap are promising to alter our realities in real-time.

Is reality this overrated or are we all just inhaling too many hype fumes? The Rift certainly means a ton for the industry and, in many ways, the future of consumer technology, but, right now, should you buy it?

Read more about the 5 hard questions facing Oculus Rift

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Rift specs

+ Display resolution: 1200×1080 AMOLED (each eye)
+ Display refresh rate: 90Hz
+ Lens spacing adjustment: 58-72mm
+ Headset cable: 4m custom cable
+ Replaceable facial interface
+ Orientation sensors: Gyroscope, accelerometer

 

Immersing yourself

There’s a light feeling of shame when you’re donning a VR headset the first few times. “How did I let it come to this?” I’ve thought. It’s an incredible, geeky technology, but something about strapping the device to your face makes you question whether you’re escaping reality or giving up on it.

Virtual reality has a lot to offer outside of an escape. VR may one day connect everyone across the globe in a utopian socialist wonderland, but today the tech will continue to thrive in offering distinctly human and uniquely three-dimensional entertainment content that’s more engaging (and demanding) than anything we’ve experienced before.

Today, Oculus has detailed that they’re mostly interested in gaming, but the potential use cases of VR expand far beyond that. Thanks to the mobile revolution, we’ve been able to use our smartphones to identify information and interpret experiences in the world around us, but with virtual (and augmented) reality, there’s the potential to let our VR headsets put us in a more cleanly-aligned world that answers the questions before we ask them.

In order to construct so convincing a world, a lot of moving parts need to come together on the hardware and software sides. A number of features contribute to making the Oculus Rift feel like a complete feast for the senses.

Presence isn’t just about the accuracy of what you see. 3D audio strongly contributes to feelings that you are where the Rift shows that you are. The Oculus Rift stands out among other headset manufacturers in that it’s choosing to build headphones enabled with 3D audio into the Rift. The headphones aren’t too bad actually. You can theoretically remove them somewhat easily, but without an audio-in port on the headset itself, you’re left with somewhat cruddy options for connecting your personal headphones otherwise.

Despite the fact that I’ve tried hundreds of virtual reality demos in the past few months, my stomach still isn’t iron-clad when it comes to motion sickness. Queasiness can be an issue with VR, especially when your head movements aren’t matching up with the head-tracking. The Rift keeps frame rates high enough (90z) that it isn’t as much of a problem for the platform. Issues only generally came up when I was using the Xbox One controller to move the camera while also peering around.

The display itself has seen dramatic improvements over earlier development kits. If the last time you tried Oculus was on a DK2 (Oculus’s second development kit) then get ready for significantly sharper images.

One thing that you’ll notice right away is that the headset isn’t seamlessly sealed off from the world. I found that the space for the nose in the viewport leaked quite a bit of light in. This was a bummer as it often broke what VR folks call “immersion,” the idea that you’re actually existing in the world you’re viewing. It isn’t all bad, it did make it much easier to eye the notifications on my phone, but I really just wish the problem didn’t exist to begin with.

Getting prepped

The absolute first thing you must know about the Rift before you buy is that it is indeed a tethered experience. That doesn’t just mean you’re going to have a 12-foot cord following you as you move around, it also means that you’re going to have to own the thing that the cable attaches to, that particular item being a high-powered gaming PC.

I did not have one of those but wanted one and thus began the long, fangled road to sourcing parts and building a virtual reality-ready PC for the TechCrunch office. I enlisted the help of my fellow TC writer Greg Kumparak, which turned out to be a great move because he actually knew what he was doing.

https://twitter.com/panzer/status/707365397582843906

The ideal PC for running a Rift setup will likely run you about $1000. You can likely get one for a bit cheaper if you build your own or buy a pre-built PC in an Oculus-ready Bundle. The listing of recommended specifications for running the Rift are available here.

We decided to go all-in and build a specced-out PC (Nvidia Titan X, Intel i7-6700K) that should be able to handle whatever we throw at it for the next few years. From there, the editorial team decided to convert a storage room in the TechCrunch office into a VR lab — our own little Holodeck. It will house the PC and any VR headsets we can get our hands on, all in a room just big enough to allow for some stand-up-and-move VR experience without constantly bashing into the walls. More on that later.

Once you get past the process of acquiring/building your PC and the Oculus Rift headset itself, the actual setup is really a breeze. I screen shotted my way through the process below in case you’re interested but setting up the sensor/remote/headset and connecting the Xbox One controller with the included dongle only took about five minutes total.

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