Well I got mine on Tuesday finally and have a bunch of thoughts regarding the demos and stuff I've played. My apologies for this long post, but I know there are people out there who are still waiting or are on the fence about getting one who like reading this kind of stuff like I did.
The Device Itself:
The headset is thankfully light and not cumbersome to move around. The lenses themselves will require constant care. A simple spec of dust or hair can be very noticeable and moisture can build up after prolonged use. Also the edges of the lenses can be a tad sharp against your face when putting it on. The may need to round those off a bit somehow. The padding around the eyes makes it very comfortable even when tightening up the head straps. There is a bit of light leakage from below that can been fixed pretty easily with a small, thin cloth but honestly I stopped noticing that pretty quickly.
The connection box with adjustable brightness and contrast settings was nice to have. For some reason I was expecting another HDMI plug in the box to help duplicate the image on my TV. Since I have my PC hooked up to the television and one HDMI port on the PC it was a little annoying to constantly switch cables back and forth between the two. I ended up buying a HDMI splitter to make it easier to switch between the two. Also for you PC TV couch gamers out there, longer HDMI / USB cables is a must. Thankfully I already had those on hand.
I am pretty damn nearsighted so my first time going in I wanted to wear contacts. No issues with the lenses there. I did find when playing the retro games there is a certain "sweet spot" in which I need to adjust the headset to make everything appear sharper. At the end of the second day after I took out my contacts I try to see through the Cup A lenses again but everything was blurry to my eyes. I then put on my glasses, adjusted the screws on the side of the headset to pull the lenses out further and didn't have any issues playing it with my glasses on. I still haven't tested out the Cup C lenses to check if I could see better with my glasses off. I do think they should change the screws to little knobs to make it easier to adjust the lenses on the fly.
As it stands for a developer kit it's a pretty solid piece of hardware. Now onto the demos.
Tuscany:
The obligatory first rift experience. I first hooked the headset up through DVI so I could see it what I'm clicking on my TV before I jumped in. When I was set up I close my eyes, strapped on the headset and when I opened them again I literally said "Holy shit"! Despite the screen door effect (which I quickly started looking past), despite the resolution (that HD version is going to be mind blowing). and despite that having it hooked up to DVI which was causing some noticeable tearing, I was immediately sold on the device. The combination of having a high FOV, stereoscopic 3D, and responsive headtracking really does help sell your brain on the world despite the flaws. The 3D effect here is the best I've seen so far. As opposed to cinema 3D and 3DS I actually was given a good sense of solidness and placement of everything. The simple act of walking up to a giant sunflower and getting a sense of its depth at eye height or trying to instinctually catch a blue butterfly fluttering towards you is something I've never experienced before in gaming. I spent about a good ten or so minutes walking around looking at stuff and once I took it off it felt like I was leaving a dream. Didn't start feeling nauseous. I did notice through later experiments that for some reason having the resolution max out to 1920x1080 ran much more smoothly on the headset than when it was set 1280x800. Not sure why that was.
Riftcoaster:
The second obligatory experience seemed to be Riftcoaster. Seeing it from an outside perspective I felt I wasn't going to have much of a strong reaction when I actually ended up trying it. Inside the headset however, once I got to that peak and got that real sense of depth of looking over the edge right before I drop I could now see why so many people were falling over when trying this. The sensation of speed which encompassed my entire view had me gripping the edge of my seat even though I knew in my head I wasn't really there. Still no motion sickness at this point. Right after this my girlfriend came home and had her try out the two demos I just did. She's not a gamer at all but she was truly blown away by the experience. The way she "squeeeed" going down the Riftcoaster gave me a huge laugh. Unfortunately I didn't think to take any videos at the time, but as someone who is not into gaming she kept wanting me to show her more. The mere act of just being in another environment could find this an audience beyond gamers.
VR Cinema:
Next was VR Cinema. The thought in my head before this was that I was just going to be looking at something that's very similar to how I view my TV. Before I jumped in I had ripped my Evil Dead DVD into an AVI format just to help set the mood. Much like the Riftcoaster observing it from an outside perspective and actually viewing it in person are two different things. Once again the combination of high FOV, headtracking, and 3D depth gave me the feeling of watching this on an enormous theater screen. Even at a low resolution I could find myself wanting to continue to watch The Evil Dead to the end, but stopped because I wanted to test out more! This thing could be a go-to film / tv show viewer for me in the future in the HD version. I would absolutely love to see something similar to this but having a drive-in atmosphere.
Virtual Boy:
Now I wanted to start checking out some retro stuff to see how well it works. I once owned a Virtual Boy many years ago until my place go broken into and it was stolen. So I was very much looking forward to playing Warioland and Teknoboxer once again. Thankfully everything seemed to work pretty well. Even with the lo-res screens everything was sharp and easy to see. The sprites still had that pop effect like they did in my old Virtual Boy. Also there's a nice option to turn everything into greyscale. Yes I know it's not accurate but it's so much easier on the eyes than the old red n' black. Despite not having any kind of headtracking, I was still comfortable with the view staying tuck in one position. If it ever ends up happening, a 3DS emulator on this thing could work very well.
Snes9x VR:
Naturally I then jump into the only other retro emulator available. Unlike the Virtual Boy one, the SNES9x has headtracking so the image doesn't stay stuck to your view, but similar to that the low resolution doesn't hinder the pixel graphics at all. There is also 3d depth given to the screen so like the VR Cinema it feels like you playing an SNES game on a giant IMAX screen. The neon room skin adds a bit of an effect by putting reflections on the surface from the game screen. Ended up playing some Super Ghouls n' Ghosts, Demon's Crest, Actraiser, and LTTP. My only minor quibble is that there isn't an easy to access menu for the Rift viewer to where I can select my games, but this was just a test project so I'm not going to gripe. Hope other emulators are given this kind of treatment down the road. Much like the VR Cinema I could find myself replaying games like this, especially when the HD version comes out.
City Quest:
Continuing with the retro theme I gave this demo a run. Since the illusion is that you're playing an old computer game off an old CRT monitor the sense of scale isn't like the IMAX sized screen of the SNES9x VR. Playing in an old bedroom littered with nostalgic items has a really nice, calming effect. The proportions of everything seemed a little big to me. I wonder if that was to make me feel like a little kid in his bedroom playing a game. Very cool. Would love to see more like this.
Museum of the Microstar:
Sadly this ran a little choppy on my system (and I have a pretty decent rig). Lots a cool little effects here and this also got me liking the idea of Museum Environments. This also was the start of me feeling that VR nausea everyone keeps talking about. Didn't try this for long.
Proton Pulse:
Awesome little Breakout close which is made specifically for the Rift headtracking. Your head movements control a paddle in your view which is used to bounce a ball back 'n forth, breaking the blocks in its path. Really enjoyed this game and would love to see this evolve some more. Made it to level 15 before losing all my lives. I'd actually highly recommend this as an early test bed when first getting into the Rift. Also a good game to have people play after showing them Tuscany and Riftcoaster.
Bounce VR:
Grabbed this because it looked similar to Proton Pulse. It's more pong-like than Proton Pulse and the clinking ball effect it has is very nice, but I got bored with it fairly quickly. Nice demo but I much prefer Proton Pulse over this.
Delta Draconus:
Very cool and atmospheric demo. Flying the ship around an alien planet and trying to tail another ship was a very relaxing experience. Unfortunately this demo illustrates another flaw with the current Rift screen is that it doesn't deal with dark, drab colors very well. Still recommended though.
Blue Marble:
"Played" this one several times. Basically you're just a lonely astronaut floating through space while your oxygen runs out. Great atmosphere here. There's an option to where you can import your own music which can greatly add to that experience (I chose the soundtrack for The Fountain for this). The effect of looking through a spacesuit is pretty nifty as well. Definitely recommended.
Titans of Space:
Similar to Blue Marble where you are floating around and observing planets and moons. Unlike Blue Marble this was more of a "Museum Experience" where you float from planet to planet learning about each planet and their moons. While Blue Marble had some great atmosphere going for it I think I ended up like this more just for the "Holy Shit" effect of seeing the enormous freaking sun. There is some slight glitchiness where at times the body your in get misaligned with your view (that's a weird thing to type out).
Yunalus:
Mainly downloaded this due to Cinematic Bruce's video. Could care less about the anime girlies but I really wanted to see what a cel shaded environment looked like in this thing. I thought the cartoon world works exceptionally well and was very vibrant and pleasing to the eye (no, not in that way). I think for my Rift project I may go the cel shaded route after trying this and the Cartoon World demo.
Cartoon World:
After my pleasant experience with Yunalus I went through the RiftEnabled list and found this little demo. If you're wanting to see what a cel shaded environment is like in VR and don't want to put yourself through Yunalus, definitely give this a whirl. There's about 5 cartoony environments available (one of which made me feel like I was walking through Maximo), and there's a super jump button that lets you bounce all over the work. Definitely recommended for a different type of experience.
Ocean Rift:
Ran a little choppy in on my computer. Another neat environment to fool around in... but don't fool around too much. o_0
Alone in the Rift
I feel this experience would be much better with the Razor control since you'll be using one of your hands to move around a flashlight. Sometimes it feels the flashlight lighting maybe a little off at times (probably because I was using a controller) and I was getting a little lost moving around pitch black environments. The end is a little creepy, and may have dragged out to the point where I didn't know what exactly I was supposed to do or go, but I'm sure that was intentional since the jump scare at the end got me. I reeeeaallly want to play Amnesia on this thing.
Half Life 2:
It is quite amazing how much different a game I've played many times in the past can all of a sudden feel brand new just by a perspective shift. Being right there in City 17 and looking up at the Citadel disappearing in the clouds is quite a sight to behold. Sadly this was the first game to make me feel stomach churning nausea. What did it for me was the fast movement speed combined with the slight ghosting and low resolution. This got better as time went on. I had to take some extended breaks to sit back and close my eyes for a bit so I can go back in and try again. Also the little health meter at the bottom was bothering my eyes. Felt like the 3d effect on it was a bit off.
Minecraft:
Other than the brief time I had with the XB360 demo, this would be the first time I've actually sat down to played Minecraft. For the most part everything works pretty well within the Rift. The 3D menu system is easy to read and navigate in the dev kit's low resolution, and there's plenty of tweaking options available. Since this has been the first time for me getting into Minecraft it has been an excellent VR game for me (much more than Half Life 2). Exploring the world, creating your own home, and the day and night cycles really help immerse you in the simple block world. There are some bugs like the mouse cursor going wonky at times, or if you're pelted with arrows near the head area it can get really jarring to have one of their polygons obscure you vision (a quick save and reset should fix both of these problems). Overall this has been my go-to Rift game.
First thoughts after two days:
Despite low expectations from some of the comments around here about low res screens, screen door effects, contrast n' colors, and ghosting I came away with my expectations well exceeded. Getting nauseous in the beginning is a problem. I've never gotten motion sickness from gaming so this was a first for me. There were periods in the beginning where I had to just stop playing anything for a while just to rest my eyes and brain because I was feeling really dazed. This is something that does get better once your brain gets more accustomed to it. I find it best to keep a bottle water nearby so you can close your eyes and take a drink to help bring things down. I think a lot of this nauseousness comes from the low res screens, the screen door effect and slight ghosting. The HD version of this should help alleviate some of that.
What does need to be worked on between now and then is some quick and easy plug-in play for this and programs. I imagine it will get there, so hopefully once the consumer version comes out it will be easy to just boot up a Rift enabled game or program and maybe adjust a couple of settings to get it working with it. Also having some kind of desktop viewer would be nice for those that don't have an HDMI splitter.
Out of all the experiences my favorites so far are Proton Pulse, Minecraft, VR Cinema, SNES9X VR, and Titans of Space. Playing Cartoon World and Yunalus make me really want a fuller cel shaded experience on this. I think that's what I'm going to work on once I get into Unity. I also feel a push for Museum or Tour Guide experiences will help get this out beyond the gaming crowd. My girlfriend absolutely loved those and kept wanting to go back to them. I recommend if you're going to test this out with people you should try these in this order:
Tuscany > Riftcoaster > Proton Pulse > VR Cinema > Blue Marble
So if you've been on the fence but have an interest in VR I'd say that even as it stands now, low resolution and all, it has been well worth it for me. The feeling that you're being encompassed in these environments, with objects scaled to size and being given depth is something that nothing else out there has given me in gaming, even after playing with things like the Virtual Boy or countless arcade and mall VR machines. Now if you're easily prone to motion sickness then I say hold out for the consumer Rift. The HD / consumer version of this is going to be sick once it releases. Even the early dev kit I'm perfectly happy with and will continue playing with it until the next version comes out and then I will gladly plop down the money for that one too. I know this is high praise, but I haven't had my mind blown in gaming for quite some time so it was only natural to give it that kind of recommendation.