My 15-year-old daughter, was thrilled by the device and her first foray into VR. ![]() Where movies can be measured by established norms, VR remains novel enough that experiences can diverge wildly.įor many people, novelty is enough to justify VR. "Experiences" is a problematic term because there's no set of standard expectations by which an experience can be judged. Alternatives like "nausea-inducing," "confusing" or "annoying" might well apply. Oculus sometimes refers to these as "exciting experiences" but that's not always the right adjective. The Oculus Go comes with access to a store of free and paid content including over 1,000 games, videos and experiences – the vague word for audiovisual content that doesn't quite fit into traditional categories of narrative entertainment. The hardware, however, really ought to be considered in the context of the accompanying content and the medium of VR itself. And as previously noted, I found the fit to be slightly off, which allowed some light in from below.įor those dying to test the VR waters, the Go is a capable vessel. If you're exerting yourself enough to sweat or it's just hot where you are, the screen can fog up. The spatial audio, however, does add to the sense of immersion. I found the visuals to be adequate but not particularly impressive compared to playing a high-framerate PC game on a capable monitor. Oculus touts the visual clarity and integrated spatial audio of its device. Various Go titles model directional movement, but taking steps in the real world – which is discouraged due to the potential for colliding with things – has no bearing on in-game position or perspective. The system's flexibility is further constrained by the "orientation only" system, which allows you to change your view by turning your head but does not map directional movement in physical space to directional movement in virtual space. It's like having one arm tied behind your back, or more accurately, not there at all. But it limits the range of interactions compared to what's possible with two controllers. For what's essentially a VR starter kit, it's adequate to convey a sense of the possibilities. Hand onĪ single controller is not really ideal. Recharging (the battery) takes about 3 hours. ![]() ![]() I didn't last that long – after 30 minutes of continuous, not particularly comfortable use, I was ready for a break.
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