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24. Re: Star Citizen Hangar Adds Oculus Rift Support Feb 28, 2014, 14:09 Pigeon
 
Quboid wrote on Feb 28, 2014, 12:57:
Jamil20 wrote on Feb 28, 2014, 12:45:
Optional Nickname! wrote on Feb 28, 2014, 09:22:
FTA: KNOWN ISSUE You may be able to get a better picture by setting the resolution to the native Oculus Rift resolution (1280800)


Virtual reality, in its current, past and near future forms, is laughable and a distraction.

That's an unfair assessment.
That is the native resolution of the developer kit's screen. The consumer version will be at least a 1080p screen, perhaps 1440p.

This is about the most innovation in gaming we're getting now-a-days. The xbone and ps4 aren't pushing any limits of modern hardware. That's our performance target for the next 5 years otherwise.

For some reason some people are really keen to shit on the Rift. Also on Star Citizen, for that matter. I have my doubts and concerns with both, SC in particular, but I consider them both to be exciting projects which could be brilliant.

Everyone that I have heard from who has actually tried the damn thing has absolutely loved it. Even people who can only wear it for a short period (and that internal 1080p prototype I mentioned should help a lot) are talking about it changing gaming. Nausea and resolution are the two complaints that I've heard, they've made progress on both but I'm sure the Rift 1 and probably the Rift 2, 3 and 4 if they exist will still have some issues on both counts.

I think it bodes well for Rift every-time you hear about a company adding support for it. A lot of gaming peripherals/gimmicks fail on launch because they only have a few token games that support on launch. The more support they have at launch the more likely it'll be a successful product. Its good for the consumer and the company, so not really sure why some people seem to get so angry when they see games working on Rift support.
 
 
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