Oculus Rift in Q1 2016

The Oculus VR website announces that the first commercial release of the Oculus Rift VR headsets is planned for first quarter of next year. Here's word:
Since the earliest days of the Oculus Kickstarter, the Rift has been shaped by gamers, backers, developers, and enthusiasts around the world. Today, we’re incredibly excited to announce that the Oculus Rift will be shipping to consumers in Q1 2016, with pre-orders later this year.

The Rift delivers on the dream of consumer VR with compelling content, a full ecosystem, and a fully-integrated hardware/software tech stack designed specifically for virtual reality. It’s a system designed by a team of extremely passionate gamers, developers, and engineers to reimagine what gaming can be.

The Oculus Rift builds on the presence, immersion, and comfort of the Crescent Bay prototype with an improved tracking system that supports both seated and standing experiences, as well as a highly refined industrial design, and updated ergonomics for a more natural fit.

In the weeks ahead, we’ll be revealing the details around hardware, software, input, and many of our unannounced made-for-VR games and experiences coming to the Rift. Next week, we’ll share more of the technical specifications here on the Oculus blog.

Virtual reality is going to transform gaming, film, entertainment, communication, and much more. If you’re interested in building a next-generation VR game or application, everything you need to start developing for the Rift is available at the Oculus Developer Center.

E3 is just around the corner — this is only the beginning.
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41.
 
Re: Oculus Rift in Q1 2016
May 6, 2015, 13:50
Verno
 
41.
Re: Oculus Rift in Q1 2016 May 6, 2015, 13:50
May 6, 2015, 13:50
 Verno
 
jdreyer wrote on May 6, 2015, 13:23:

The OR fundamentally changes your experience for a rather large subset of games: racing & driving sims, flight sims, space sims, and FP horror games. And it also seems to adapt well to FP RPG and adventure games that focus more on exploration and don't require the twitch reactions of FPSs. I view it as a strong niche product like joysticks or driving wheels which change and improve how you play certain kinds of games. These have been with us for decades. The OR is less like gimmicky products like kinect which can't die soon enough.

Exactly, well said. That's just how it integrates into existing ideas about gaming too, theres a lot of potential for unique experiences you can't have elsewhere. Previous iterations of VR couldn't really pull that off because the tech was so immature and there were essentially no build tools. It'll be interesting to see what devs come up with when they aren't constrained by designs for existing devices. It's undoubtedly going to be rocky at first but I'm very hopeful for the future.
Playing: Ys VIII, Hades, Demons Souls
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