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Up and Coming
June 26, 2013

a little disappointed

I just got Oculus Rift yesterday after waiting 5 months :)
But it made me disappointed about quality.
Another the problem is, when I go around using keyboard, I feel dizzy like carsick.
Is there anyway to fix it like make movement smoothly.. .?

    33 replies

    Up and Coming
    June 26, 2013
    Give it some time :D
    Backer "Have faith." -Palmer Luckey
    batigolAuthor
    Up and Coming
    June 27, 2013
    Thanks all! I hope Oculus will have double FullHD res :)
    Participant
    June 27, 2013
    Remember, these are developer kits so you can get your apps and solutions ready for a consumer device.

    If you were expecting consumer level quality, you've bought the wrong thing tbh. If you're a developer, it shouldn't matter too much - we're testing the concept/implementation/solution - not looking for full HD immersion with these devices, and that was always made clear on the Kickstarter.
    Participant
    June 27, 2013
    "Slopey" wrote:
    Remember, these are developer kits so you can get your apps and solutions ready for a consumer device.

    If you were expecting consumer level quality, you've bought the wrong thing tbh. If you're a developer, it shouldn't matter too much - we're testing the concept/implementation/solution - not looking for full HD immersion with these devices, and that was always made clear on the Kickstarter.


    This. This a million times.
    New Participant
    June 27, 2013
    I was dizzy within 10 minutes at first. Now I can use the device about an hour before feeling dizzy. You will build a tolerance. Making sure your system is fast enough will help with some of the issues as well.

    Regarding the quality these are lower resolution then what consumers will demand. You can't fix it so if its not usable for you put it on ebay so another developer can get a try at it.
    Participant
    June 27, 2013
    I was pretty disappointed when I got the Rift and tried it out the first time too.
    After trying out the different lenses & different distances to the lenses I feel alot better now.

    I also recommend that you check out some awesome demonstrations which do not require body movement but only head movement.
    So grab a chair which you can rotate, watch out for your Rift cables, leave the keyboard alone and check out these demos:
    Titans of Space http://www.crunchywood.com/
    Blue Marble http://jaywalkersinteractive.com/
    They are both the only games/demos that really sucked me into the game for a brief moment.

    Also, watching a few 3D movies with http://3dtv.at/ helped alot too.
    Participant
    June 27, 2013
    It just takes a bit of time. The plastic bag idea looks very useable. I might have to try that.
    batigolAuthor
    Up and Coming
    June 28, 2013
    "Slopey" wrote:
    Remember, these are developer kits so you can get your apps and solutions ready for a consumer device.

    If you were expecting consumer level quality, you've bought the wrong thing tbh. If you're a developer, it shouldn't matter too much - we're testing the concept/implementation/solution - not looking for full HD immersion with these devices, and that was always made clear on the Kickstarter.

    We are working on architectural visualization, we expect so much on resolution
    We understand about the low resolution but our customer don't care about it, they need quality acceptable to go
    Up and Coming
    June 28, 2013
    "batigol" wrote:
    "Slopey" wrote:
    Remember, these are developer kits so you can get your apps and solutions ready for a consumer device.

    If you were expecting consumer level quality, you've bought the wrong thing tbh. If you're a developer, it shouldn't matter too much - we're testing the concept/implementation/solution - not looking for full HD immersion with these devices, and that was always made clear on the Kickstarter.

    We are working on architectural visualization, we expect so much on resolution
    We understand about the low resolution but our customer don't care about it, they need quality acceptable to go


    Yes, but this is a developer kit, it's for developing stuff. Not showing to your customers. You're supposed to wait for the consumer version to show your stuff to customers.
    batigolAuthor
    Up and Coming
    June 28, 2013
    "spire8989" wrote:
    "batigol" wrote:
    "Slopey" wrote:
    Remember, these are developer kits so you can get your apps and solutions ready for a consumer device.

    If you were expecting consumer level quality, you've bought the wrong thing tbh. If you're a developer, it shouldn't matter too much - we're testing the concept/implementation/solution - not looking for full HD immersion with these devices, and that was always made clear on the Kickstarter.

    We are working on architectural visualization, we expect so much on resolution
    We understand about the low resolution but our customer don't care about it, they need quality acceptable to go


    Yes, but this is a developer kit, it's for developing stuff. Not showing to your customers. You're supposed to wait for the consumer version to show your stuff to customers.


    I'm developer and also Oculus's customer :)
    Just raise some ideas for better service :mrgreen: