Oculus Rift ‘Crescent Bay’ prototype hands-on: A VR alien waved at me and I waved back - mckinleywriney
We don't really like to swear on this web site. Away and large PCWorld is a family-friendly affaire. Which is a shame, because at Oculus Connect on Saturday I got hands-on clock with Crescent Bay, the latest national Oculus Breach prototype and about likely the last stepping stone in front the consumer Severance.
And all I can say is [redacted], it's amazing. [Redacted].
"Presence"
Just in case you lost the announcement Saturday forenoon, here's a quick rundown of what Rounded Coloured entails. It's not a new development kit. You'll never be able to pip out. Instead, like the Crystal Cove model demoed by Optic at CES in the beginning this year it's an internal prototype—a benchmark of what the company is aiming for.
According to Eye CEO Brendan Iribe's keynote, the step from the new-released DK2 to Crescent Quest is as big as the step between the first-gen (DK1) and second-gen (DK2) developer's kit models. If you've used the DK1 and DK2 you know what an incredible difference of opinion that is. If you harbour't, imagine the only television set you've victimized your full life is a grainy cold 70s CRT and then somebody played you a movie in full HD for the first time.
Crescent Bay increases the resolution notwithstandin again (rumors say it's probably the 1440p screen used in the Note 4, though Eye was for some reason hesitant to let me crack open matchless of their few Crescent Bay models just to look at the screen). On with the higher resolution you get a higher refresh rate, which should once more decrease the amount of judder (and olibanum your likelihood to cause motion-sick).
The Oculus Rift Crescent Laurus nobilis prototype.
You'll also notice some cosmetic differences—namely, that there are instantly white dots over the extrinsic again including the back of the headband and that deuce tiny headphones hang down from the sides. Crescent Bay features full positional tracking, flush from behind, and integrated 3D audio frequency.
The key word for Crescent Colorful is "presence." Iribe said it about a xii times during his tonic and then another dozen times during a behind-closed-doors speech to press. By that, helium means forgetting that you're staring at a virtual world. Iribe claims this is the point—this is where VR becomes a real thing.
Reflexes
But that's all merchandising speak. What's it actually like?
Like every iteration as yet, Crescent Bay comes with a brand new demo to flaunt its capabilities. A set of demos, really. In the decade approximately minutes that I wore Crescent Colored, I think I saw cardinal or club distinct demos, each designed to flaunt a certain aspect of the whole.
OH, and big newsworthiness: You put u. Oculus has been notoriously reticent about standing while using the Break. John the Divin Carmack's keynote during Join even off featured him speaking at length all but "Swivel Professorship VR" because the party views upright use arsenic a financial obligation. Except, apparently, when it comes to the Crescent Bay demo.
Author Hayden Dingman settling into the Oculus Rift Crescent Bay demo at Optic Touch base.
I was brought into a small cubicle with a grey matt-up happening the ground and told I could walk, crawl, whatever on the grayness mat, but would be stopped from going the mat with the headset on. The Rift was placed over my channelize, the hanging headphones adjusted onto my ears, and we were off.
The first demo was middling rote learning. The Rift overturned on and I found myself standing in a beautifully rendered but abandon corridor, all business enterprise steel and green light. Information technology was crystalise that the resolution has gone improving since the DK2, though you can still see individualist pixels if you try. And I tried, especially because I was just standing in this drilling green way.
Still, I walked around a trifle, looked at some gauges. The position tracking worked, even when I turned fully around.
I then loaded (to the best of my memory) into a sulky room with a raptor, which roared at Maine, and then into a cartoonish, flat-shaded vista along a beach. There was a gnomish campfire, a moose, and a fox. Again, I kind of hardly looked around, walked a little. Walk-to is harder with the Rift than you might expect—even when you have a go at it there are no obstacles to trip concluded, it's still hard to win over your psyche to reasonable walk about care a normal human.
"Okay, thusly this is Crescent-shaped Bay tree," I thinking. And then the scene shifted…
…And I was upright on the bound of a skyscraper, traffic passing miles below. A Zeppelin floated in a higher place, next to an Oculus-branded skyscraper. There was a bridge bump off to the side.
Information technology took Pine Tree State a routine to realize all of this, because I was too busy look down. Had somebody turned on a fan at that moment I might have yelled—for a brief moment Iribe's "presence" marketing crap was a real stuff. I aboveboard believed I was on a ledge.
Not consciously, of course. Your brain's not dumb. It knows you're standing in a room in a hotel in Los Angeles, eroding a goofy-looking headset. Hell, you're all-overly-sensible of the iconic "I'm wearing a Breach and my frontal bone is slightly perspiring" feeling.
Only on a different level information technology didn't matter. I was on that ledge.
The rear of the Optic Rift Crescent Bay headstrap is feathered with LEDs to enable overloaded 360-degree positional head tracking.
Two other demos sparked this tone in me:
In one, you're stagnant happening a sterile, rocky planet Eastern Samoa an expertly-rendered alien talks to you in an unfamiliar language, occasionally yelling at you or smiling. And so the alien raised up a hand and waved. Before I really tacit what I was doing, I'd already decorated my own hand reflexively.
Let Pine Tree State say that again: I waved at a realistic alien.
Then there's the Showdown demo, which closed out our time with Crescent Bay. Showdown was studied by Epic, and features a battle between a chemical group of soldiers and a massive golem. The camera moves inexorably down the street towards the robot while the action progresses around you in slow motility—bullets ripple towards the golem in trademark Matrix manner, a car explodes and flips over your head, and rubble flies through the air. It was the last category that got me: As rubble flew towards my face, I jerked backwards expecting to feel concrete hit me in the expression.
Piece "Presence" and this sense of realism is incredible, some of the other demos were just as impressive for entirely different reasons. One little section had me stagnant over a atomic number 10 orange map, beacons shining into the sky from the heart of each urban center. I could easy see playing a echt-clock time or turn-based scheme game from this viewpoint—the art style made me think of DEFCON, but any God-view game would work.
And lastly, one demo I was merely floating in space adjacent to a small model town, as if someone had built a model railroad and left-wing IT there for me. This scene was the best demonstration of Oculus's new audio focus, with sound fading in and unconscious seamlessly as I leaned approximately the town. Positional audio frequency isn't just a new idea, but it's amazing how much IT can help improve the "reality" part of VR.
The Optic Rift Crescent Colorful prototype ads intermingled headphones, which you bathroom see in that picture.
The catch—literally
The biggest downside with Lunate Bay, and presumably the final consumer Falling ou model? That damn corduroy. Moving approximately the board with a cable attached to your head is an enormous distraction, and fivefold times I got really into the view only to be jarred out of it by a tugging feeling unofficially of my oral sex. Obviously IT likewise makes spinning around in circles a calamity.
On that point's also the question of setting everything ascending. In the exhibit room, the positional camera was mounted on the wall. That's even up to a lesser extent portable than the DK2's "jump on this connected top of your supervise" camera, and I'm curious whether vertical is a use caseful Oculus is in reality full promoting or whether information technology was plainly for demo purposes.
As for the headphones, I'm currently incertain. I didn't get a great look at the headphones and the Oculus staffer in my way refused to answer some questions or let ME discove the unit closer, but they come out to swivel out of the fashio when you want to wear away real headphones. In other words, I don't think they detach all. The audio quality was fine for demo purposes, only that's virtually the well-nig I stool tell—a crowded convention isn't the top place to test audio fidelity.
Bottom line
It's awing, though. To think that we've gone from DK1 to Crescent Bay in close to two days…easily, it's mind-blowing. Still, the main problem for Oculus at this point is to release a merchandise. Hopefully our current indications are correct and this is at weeklong last the last footmark before a consumer rift release.
Because they've already made Maine a believer. Hell, I was a believer after I used a DK1 for the basic time. Straight off the only challenge is to commence you to think too.
Source: https://www.pcworld.com/article/435377/oculus-rift-crescent-bay-prototype-hands-on-a-vr-alien-waved-at-me-and-i-waved-back.html
Posted by: mckinleywriney.blogspot.com

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