Oculus Rift Horror Game List – 2017 Review

photo of Oculus Rift VR headset

The retail version of the Oculus Rift virtual reality (VR) headset finally got here in 2016, after multiple development packages and numerous years of work. Ever since, the excellent Oculus Touch movement controllers have actually been added to the Rift as a single $598 bundle, slashing $100 each from the original cost of both the headset and the controllers. The Oculus Rift remains practical and immersive, if you have a computer that can handle it. With the addition of the Oculus Touch controllers, the Rift is more enticing than the now almost identically priced HTC Vive, though the Sony PlayStation VR is our Editors’ Choice for its ease of usage and even lower rate.Oculus Rift Horror Game List

Prior to we get started, just a note that you can discover the headset on its own for around $499, though we highly suggest getting it with the Oculus Touch controllers. The controllers are offered by themselves for $99.

 

What You Need

Main requirements for the Rift$ 399.00 at Amazon are nearly similar to the requirements for the HTC Vive. Oculus suggests an Intel i5-4590 or much better CPU, an Nvidia GTX 970 or AMD Radeon R9 290 or much better video card, at least 8GB of RAM, an HDMI 1.3 output, 3 USB 3.0 ports, and one USB 2.0 port. One of those ports is for the additional sensor of the Oculus Touch controller, and you can set up the Rift itself with just two USB 3.0 ports: one for the headset and one for the external sensing unit. I checked it using the Origin EON17-X, which has a Core i7 6700K CPU overclocked to 4.5 GHz, an 8GB GeForce GTX 980M graphics card, and 16GB of RAM.

 

Oculus Rift Design

The Oculus Rift headset is simple and downplayed. It’s a plain black rectangle-shaped visor with rounded edges and little visual style. The front panel is entirely flat, marked only with an Oculus logo design. The sides of the visor are similarly flat, and connect to arms that pivot a little up and down and connect to the three-strap harness for securing the device on your head.

A strap extends from each arm around the sides of your head, with a third strap extending from the top of the visor over the top of your head, meeting at a padded triangle in the back. The straps are kept in location with hook-and-loop fasteners, and can be quickly changed. A set of on-ear headphones rest on the arms, able to separately pivot and turn up and down to properly fit on your ears.

On its own, the headset is fairly light and comfy. You can use glasses with the Rift, however it will make the fit a bit tighter. I utilized my glasses when evaluating the headset, which helped make sure that I saw crisp and accurate visuals. However it also made putting the Rift on and taking it off a bit uncomfortable, and depending upon the size of your frames, they could harm your capability to use the headset for long periods of time.

The headset connects to your PC directly through a lengthy cable television that splits off near completion into HDMI and USB 3.0 ports. The cable winds down the left strap prior to running clear of the headset. It’s a little more uncomfortable than the over-the-top-of-the-head cable television of the HTC Vive, and I found myself struggling to find a comfortable position where the cable television didn’t sit distractingly on my shoulder. However it’s not almost as big an issue in usage as the HTC Vive’s cable, because the Vive is created to work when you’re walking a set area.

The Rift on its own uses a single external sensor, a black cylinder that sits on a nine-inch-tall metal desktop stand. The sensor can tilt up and down, and must be put where it can keep a clear view of the headset when in use. A 2nd, similar sensor tracks the Oculus Touch controllers, and the 2 sensing units work in tandem to enhance tracking for all of the devices and cover a larger location than the stationary position simply one sensing unit permits.

Once you’re up and running, a 2,160-by-1,200 OLED panel is utilized to produce a 1,080-by-1,200 photo for each eye, separated by the lenses in the headset (similar to the Vive). The lenses can be adjusted using a small lever on the best underside of the visor. More on the visual themselves in a bit.

 

Controls

The Oculus Touch movement controllers initially introduced as an optional addition, however have because been contributed to the $598 Rift package. They aren’t the only control options included in the box, however. The Oculus Remote is a small, rounded bar with a big, circular navigation pad and Back, Menu, and Up/Down buttons. The remote helpfully features a lanyard to keep it attached to your wrist when you’re using the Rift. The Rift also consists of an Xbox One cordless controller and a Microsoft Xbox Wireless Adapter for Windows with which you can use it, which is handy for VR games that use conventional, non-motion-based control plans.

With the Oculus Touch controllers, the Rift’s controls reach parity with the HTC Vive’s, which has actually consisted of motion controls from package because its launch. We go into more detail in our evaluation of the Oculus Touch, however it’s a really comfortable, natural-feeling control scheme with responsive physical elements like analog sticks and face buttons in addition to movement tracking.Oculus Rift Horror Game List

 

Setup

Establishing the Rift is easy. You have to download the Oculus setup software application on your PC, which will then stroll you through the fairly couple of actions necessary to get going. Initially, plug the headset and sensing units into your computer, utilizing an HDMI and three USB 3.0 ports. Second, sync the remote by taking out the battery tab and pushing a button. Finally (and optionally), plug the Xbox One receiver into a USB 2.0 port and pair the gamepad with it. Once these steps are total, you can slip the headset on and jump into the Oculus software.

At this point in the setup process, you can play any software available on the Oculus Store, but you can go even more with relatively little inconvenience. By setting the Oculus software to load apps from unidentified sources, you can get the headset to deal with SteamVR, similar to the HTC Vive utilizes. The launch of Oculus Touch indicates you can now use all SteamVR games that support motion controls with the Rift. They register as HTC Vive motion controllers when you set them up for Steam, and work perfectly with Vive-compatible video games.

While the Rift now has motion controls, it does not quite support the very same whole-room VR as the Vive. You can utilize it while sitting, standing, or within a location specified by the two sensors included with the Rift and Touch. It supports a smaller sized area than the Vive’s wall-mountable sensing units do, however this is a little sacrifice; considering that the HTC Vive is connected to your connected computer system with a cable television similar to the Rift, actually walking with the headset on needs you to be extremely cautious not to trip over the dragging wire. It’s an immersion-breaker that hurts the experience of otherwise free movement in VR. The Rift’s head tracking, in addition to Touch controller tracking, work extremely well within the area the sensors enable.

 

The Oculus Experience

The Rift shares the exact same resolution and refresh rate as the Vive, and as such the experience is very comparable between the two. Like the Vive, the Rift produces a crisp image with smooth motion and head tracking. In screening, the 3D impact of the stereoscopic images truly offered me the sense that the virtual objects I was looking at were actually in front of me. Eventually, the Rift headset is a screen, so smoothness and graphical fidelity will depend on the power of your computer system and sophistication of the software. In regards to hardware, though, the Rift produces an engaging virtual experience for the eyes.

I played a couple of VR titles readily available on the Oculus store, consisting of EVE: Valkyrie, Farlands, and Lucky’s Tale. I also tried Adventure Time: Magic Man’s Head Games and Virtual Desktop, released through SteamVR

EVE: Valkyrie is the star of the launch titles for the Oculus Rift. It’s an online, multiplayer area dogfighting video game sent in the EVE universe. You play a cloned pilot who runs sorties with your team versus other, comparable squads. It boils down to the area version of group deathmatch in any first-person shooter, but it’s an appealing and relatively deep flight video game.

The format is best for using the Rift while sitting. The view puts you in the cockpit of your picked space fighter, and you can easily take a look around it while remaining in location. The game itself is controlled with the Xbox One gamepad, piloting the ship with the double analog sticks and firing with the triggers. Basically, the VR element of the video game is unnecessary; the experience is actually much like playing a dogfighting video game on a typical monitor, simply with the capability to look freely around your cockpit (which does not provide any substantial tactical advantage). Nevertheless, the immersiveness the Rift uses in totally engulfing you in this cockpit point of view truly makes the video game feel more engaging and tense.

It isn’t really a complicated economic MMO like EVE itself, and the design of combat is a bit arcade-like in how ships fly and fire, but it’s pleasurable to fly around in space, shooting at individuals while they contend you. It feels like among the most complete games made particularly with VR in mind.

Farlands is a xenobiological play ground. You play a scientist on an alien world, looking for brand-new life kinds. You can scan different animals by staring at them, and enhance your understanding of them by feeding them foods they desire. It has a very mellow quality, searching for alien animals and viewing them consume to gradually and progressively unlock brand-new environments to explore. While the idea appears ideal for motion controls, it was easy to play with a traditional gamepad, using a reticle in the center of your view to highlight objects and move around.Oculus Rift Horror Game List

Lucky’s Tale is a standard cartoony third-person platformer where you control a cartoon fox as he goes through various levels attempting to rescue his pet pig. It’s a distinctive experience that does not actually require VR at all. Utilizing the Rift in a video game like this lets you look around easily from your above-the-action viewpoint. However, you cannot readily move the camera to get a much better view of a given position relative to the character you’re controlling, which showed to be extremely discouraging when trying to get Lucky to collect lines of coins embeded in specific arcs in 3D space; without the ability to pan around Lucky, I couldn’t easily align my jumps.

Our review of the Oculus Touch explains of exactly what Oculus Rift video games that support Touch are like, however to summarize the experience, the optional Touch controllers make things like spray-painting walls, intending guns, and using telekinetic powers feel extremely natural.

 

SteamVR

I ran Adventure Time: Magic Man’s Head Games (ATMMHG) on SteamVR to see if the Rift might handle it as efficiently as the Vive does. While SteamVR isn’t really the Rift’s native platform, it displayed the user interface and filled the video game perfectly, and I discovered it was simply as smooth and immersive as it is on the Vive (though, like with Lucky’s Tale, the real worth of playing said third-person platformer in VR is still doubtful).

I also attempted Virtual Desktop, a program that projects your computer’s screen in front of you in virtual area. It was just as functional and appealing as it was with the HTC Vive, showing my monitor as a giant, curved display around me. The software application can also generate a flat screen, and even show your desktop consider as a tv installed on the wall of a home theater. It’s a handy method to make VR helpful, even without VR-specific software application. If you wish to enjoy a video and it’s not readily available on a customer for the Oculus Rift or on SteamVR, you can simply fill it with Virtual Desktop.

The only drawback is the resolution of the display. Considering that the Rift shows a 1,080-by-1,200 image to each eye, and the virtual screen looks like a floating item, it’s in fact smaller than the headset’s per-eye resolution. That means text can appear blurry and rough unless you discover a sweet area from which to take a look at the screen, and reading can trigger eye strain. That said, watching video on Hulu and Netflix is extremely cool.

 

Final Thoughts

The Oculus Rift easily produces an immersive, crisp virtual reality experience that will continue to enhance with the development of new software, which has been gradually coming out on both the Oculus store and SteamVR. The release of the Oculus Touch controllers and the addition of them to the $600 headset package further contributes to the worth, though the HTC Vive’s current cut to $599 puts them on equal footing in cost and features. Both are technically excellent, effective VR headsets, but our Editors’ Choice remains the PlayStation VR for its lower price and ease of usage (though it only works with the PlayStation 4, instead of a PC).

If you want to try virtual reality, however you do not want to spend at least $400, the Samsung Gear VR and Google Daydream View are strong options. They’re smartphone-based VR headsets that provide a few of the best mobile VR experiences you can currently get for around $100. However, you require a suitable phone to utilize them.Oculus Rift Horror Game List