"Hey Mike! Make us an Oculus demo!"
We’ve had a devkit lying around the office for a while, but I’ve finally got an excuse to try it out.
The head tracking is good! I’m so used to motion controls that are sluggish and spongy and inaccurate, but it’s solid. I can’t quite say that it generates the feeling that you’re inside another place, but a decent facsimile of looking through a binoculars into a not-quite-real place.
You’ve got to wear it right (straight, close to the face), and there’s an eye separation to calibrate that I didn’t bother with but should have. It feels a lot like wearing the wrong glasses, and after a day of coding and testing I’ve got the same kind of headache. It’s not just wearing and calibrating; while I’m testing I’ve been running it as a secondary monitor, which causes frame rate problems and horrible tearing, and running the game in a window, which squishes everything a tiny bit. But I’m going back and forth so often that anything that slows the process down isn’t worth it.
I’m definitely looking forward to the next version. It’s less obvious than I’d expected that it doesn’t catch head translation, but if you pay attention you wish it was there.