Cross posting on my personal blog:
Yay! First one on my block to use the Oculus Rift
in SL. Like most people who got the device, I was waiting for the
announcement that LL had their project viewer ready. It's supposed to be
ready "late summer", but we all know how that goes. In the meantime
David Rowe (Second Life: Strachan Ofarrel ), an independent developer, has announced the release of his alpha CtrlAltStudio Viewer with basic support for Rift.
You've
seen the hype, and it is indeed an exciting technology. But before you
run out and plunk down your $300US for the Rift beta device, remember
it's still in development. (I got mine with the assistance of UWA as a
research fellow.) There's very little tech support and it's really
intended for people who want to develop software for the device so
they'll be ready when the thing actually hits Amazon. I've heard several
casual discussions with people finding the experience a bit
disorienting. A number of people experiencing motion sickness. And while
I'm not normally sensitive to such things, I have to say that after 15
minutes or so I was definitely feeling a bit queasy. I don't know if
that will improve with use.
The good, the not so good.
Getting
the device to work with my PC was a challenge. I have 3 monitors and my
first attempt to plug in the Rift in place of one of the secondary
monitors (HDMI) failed. After some fiddling, I managed to get it running
from the other secondary port (DVI). There are some funky things about
setting the viewer to full screen when it's on a monitor you can't
actually see, but I finally got it running. Don't ask me for help. I'm
no expert.
So what you really want to know is what it's like,
right? Well, it's... different.. lol. Running the Rift demo was
fascinating. The hardest thing there was that your arrow keys (oh, don't
forget you're still tethered to the keyboard and mouse for navigation)
the arrow keys move you in absolute directions. They do not turn you. In
the normal SL viewer, you hit the right arrow and the world rotates
around your avatar so you're still facing forward. In Rift, if you want
to turn, you have to turn your head. If you want to go south, you have
to turn in that direction. (An argument for wireless.) So your inner
ears are swinging around and moving, not just your eyes. In the CAS
viewer for SL. you still turn with your arrows, but you now have the
freedom to move your head to look around, which is very cool.
Not
sure if there's a 3rd person mode on this. When I tried it, I had no
visible body. It is profoundly immersive. You walk up to someone and
you're at eye level looking at them in a very natural way. It's even a
bit disconcerting. The sense of really being in a 3D space is amazing.
The
biggest disappointment for me was resolution. Even in their demo, the
details like leaves in the trees had some odd parallax effect that made
them appear to shimmer unnaturally. In SL I had all my settings pushed
to max. Advanced lighting, antialiasing, etc., which I often do anyway,
especially when taking pictures. But there was a lack of smoothness in
the image quality that I am accustomed to. Not sure if it was just
parallax adjustment. I may need to adjust the width of the screen
spacing in the Rift. I'm pretty significantly farsighted, but focus did
not seem to be a problem at all for me. I was worried about that. (The
device comes with a couple of other sets of lenses for nearsighted
people.)
So anyway, I think it's very cool, but at this point I
wouldn't call it a game changer. I'll be very interested when LL comes
out with their project viewer. It could be interesting if the UI is
available to do building while wearing it. And I plan to try this out on
some of the Unity-based games, which I understand are a bit more fully
developed.
Subscribe to:
Post Comments (Atom)
Rift... Glass... so much interesting new technology entering our view! Thanks so much for this early review!
ReplyDelete