With the rise of the new virtual reality spurred on by Oculus these last three years or so, many have worried that playing behind an opaque headset will be more isolating and withdrawn than the experience of playing on a couch or even a monitor at your desk. After fiddling with a virtual room full of toys alongside another Rift user playing from the next room—using real hand and arm movements made virtual by the Oculus Touch controller—I have to say those fears are probably overblown. If anything, sharing a virtual space with someone else in this way made me feel more engaged and connected with another player than simply playing online or on the same TV.
The E3 demo was the first time those outside Oculus have been able to use the finalized consumer version of the Oculus Rift after years of using dev kits and prototypes. As far as audio and sound go, the experience seemed quite similar to the Crescent Bay prototype I first tried last September. The resolution is high enough to avoid the “screen door effect” of the Oculus dev kits, and the head tracking is rock-solid enough to make you feel like you’re simply looking at a complete space that fully surrounds you. Oculus isn’t talking exact specs, but the company did say the field of view has been expanded somewhat from the 100 degrees on the development kits.
The biggest changes in the consumer version are to the form factor. Oculus isn’t discussing the specific weight, but the headset is incredibly light—perhaps about a pound—and easy to pick up with one hand. Unlike the dev kits, which are practically welded to your face with these elastic straps, the consumer Rift slides over your head like a baseball cap. A rigid spine wraps around the top of your skull and hovers the display just in front of your eyes.


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