Oculus Rift Xbox 360 Games – 2017 Review

photo of Oculus Rift VR headset

The retail variation of the Oculus Rift virtual reality (VR) headset finally arrived in 2016, after multiple advancement packages and numerous years of work. Ever since, the exceptional Oculus Touch movement controllers have actually been contributed to the Rift as a single $598 package, slashing $100 each from the original price of both the headset and the controllers. The Oculus Rift remains functional and immersive, if you have a computer system that can handle it. With the addition of the Oculus Touch controllers, the Rift is more appealing than the now practically identically priced HTC Vive, though the Sony PlayStation VR is our Editors’ Choice for its ease of usage and even lower rate.Oculus Rift Xbox 360 Games

Before we get going, just a note that you can discover the headset by itself for around $499, though we highly recommend getting it with the Oculus Touch controllers. The controllers are offered on their own for $99.

 

What You Need

Main requirements for the Rift$ 399.00 at Amazon are nearly identical to the requirements for the HTC Vive. Oculus advises 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, three USB 3.0 ports, and one USB 2.0 port. Among those ports is for the additional sensor of the Oculus Touch controller, and you can set up the Rift itself with just 2 USB 3.0 ports: one for the headset and one for the external sensor. I evaluated 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 Style

The Oculus Rift headset is easy and downplayed. It’s a plain black rectangle-shaped visor with rounded edges and little visual flair. The front panel is completely flat, significant just with an Oculus logo. The sides of the visor are similarly flat, and link 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 3rd strap extending from the top of the visor over the top of your head, meeting at a cushioned triangle in the back. The straps are kept in place with hook-and-loop fasteners, and can be easily adjusted. A set of on-ear earphones sit on the arms, able to independently pivot and turn up and down to appropriately fit on your ears.

On its own, the headset is fairly light and comfortable. You can use glasses with the Rift, but it will make the fit a bit tighter. I utilized my glasses when checking the headset, which helped ensure that I saw crisp and accurate visuals. But it also made putting the Rift on and taking it off a bit uncomfortable, and depending on the size of your frames, they might injure your capability to wear the headset for extended periods of time.

The headset links to your PC directly through a prolonged cable television that divides off near completion into HDMI and USB 3.0 connectors. The cable television winds down the left strap before running clear of the headset. It’s a little more awkward than the over-the-top-of-the-head cable television of the HTC Vive, and I discovered myself having a hard time to discover a comfy position where the cable didn’t sit distractingly on my shoulder. However it’s not almost as big an issue in use as the HTC Vive’s cable, given that the Vive is designed to work when you’re walking a set location.

The Rift by itself uses a single external sensing unit, 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 usage. A 2nd, identical sensor tracks the Oculus Touch controllers, and the two sensing units operate in tandem to improve tracking for all the devices and cover a larger location than the stationary position simply one sensing unit enables.

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

 

Controls

The Oculus Touch motion 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 package, however. The Oculus Remote is a small, rounded bar with a large, circular navigation pad and Back, Menu, and Up/Down buttons. The remote helpfully includes a lanyard to keep it connected to your wrist when you’re using the Rift. The Rift likewise 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 included movement controls from the box because its launch. We go into more information in our review of the Oculus Touch, however it’s an extremely comfortable, natural-feeling control scheme with responsive physical components like analog sticks and face buttons in addition to motion tracking.Oculus Rift Xbox 360 Games

 

Setup

Setting up the Rift is easy. You need to download the Oculus setup software on your PC, which will then walk you through the relatively few steps essential to obtain going. First, plug the headset and sensing units into your computer system, utilizing an HDMI and three USB 3.0 ports. Second, sync the remote by taking out the battery tab and pressing a button. Finally (and optionally), plug the Xbox One receiver into a USB 2.0 port and pair the gamepad with it. When these steps are total, you can slip the headset on and delve into the Oculus software.

At this moment in the setup process, you can play any software application available on the Oculus Store, but you can go even more with reasonably little hassle. By setting the Oculus software application to load apps from unidentified sources, you can get the headset to work with SteamVR, just like the HTC Vive utilizes. The launch of Oculus Touch indicates you can now utilize all SteamVR video games that support motion controls with the Rift. They sign up as HTC Vive motion controllers when you set them up for Steam, and work flawlessly with Vive-compatible games.

While the Rift now has movement controls, it does not rather support the same whole-room VR as the Vive. You can use it while sitting, standing, or within an area specified by the 2 sensors included with the Rift and Touch. It supports a smaller sized space than the Vive’s wall-mountable sensors do, however this is a small sacrifice; since the HTC Vive is tethered to your linked computer with a cable television much like the Rift, in fact walking with the headset on needs you to be extremely cautious not to journey over the dragging wire. It’s an immersion-breaker that harms the experience of otherwise free movement in VR. The Rift’s head tracking, along with Touch controller tracking, work extremely well within the area the sensors allow.

 

The Oculus Experience

The Rift shares the same resolution and refresh rate as the Vive, and as such the experience is very comparable in between the two. Like the Vive, the Rift produces a crisp photo with smooth movement and head tracking. In testing, the 3D impact of the stereoscopic images actually provided me the sense that the virtual items I was staring at were in fact in front of me. Eventually, the Rift headset is a display screen, so smoothness and visual fidelity will depend upon the power of your computer system and elegance of the software. In terms of hardware, however, the Rift produces a compelling 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 likewise attempted Adventure Time: Magic Man’s Head Games and Virtual Desktop, launched 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 squad versus other, similar squads. It comes down to the space version of group deathmatch in any first-person shooter, but it’s an engaging and relatively deep flight video game.

The format is ideal for utilizing the Rift while sitting. The view puts you in the cockpit of your selected area fighter, and you can freely browse it while staying in location. The video game itself is controlled with the Xbox One gamepad, piloting the ship with the dual analog sticks and firing with the triggers. Essentially, the VR aspect of the game is unnecessary; the experience is really similar to playing a dogfighting video game on a normal display, simply with the ability to look easily around your cockpit (which does not offer any significant tactical advantage). Nevertheless, the immersiveness the Rift offers in entirely engulfing you in this cockpit point of view truly makes the video game feel more appealing and tense.

It isn’t really a complicated financial MMO like EVE itself, and the style of fight is a bit arcade-like in how ships fly and fire, but it’s enjoyable to fly around in space, shooting at people while they shoot at you. It seems like one of the most total video games made particularly with VR in mind.

Farlands is a xenobiological play area. You play a researcher on an alien world, trying to find new life forms. You can scan different animals by looking at them, and enhance your understanding of them by feeding them foods they want. It has a very mellow quality, searching for alien animals and watching them eat to gradually and steadily unlock new environments to check out. While the concept seems ideal for motion controls, it was basic to have fun with a conventional gamepad, utilizing a reticle in the center of your view to highlight items and walk around.Oculus Rift Xbox 360 Games

Lucky’s Tale is a basic cartoony third-person platformer where you control a cartoon fox as he runs through different levels attempting to rescue his animal pig. It’s an appealing experience that does not truly need VR at all. Using the Rift in a video game like this lets you take a look around quickly from your above-the-action perspective. Nevertheless, you cannot easily move the cam to get a better view of an offered position relative to the character you’re managing, which showed to be very aggravating when trying to get Lucky to gather lines of coins embeded in particular arcs in 3D area; without the capability to pan around Lucky, I couldn’t easily align my jumps.

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

 

SteamVR

I ran Adventure Time: Magic Man’s Head Games (ATMMHG) on SteamVR to see if the Rift could manage it as smoothly as the Vive does. While SteamVR isn’t the Rift’s native platform, it showed the user interface and packed the game completely, and I discovered it was simply as smooth and immersive as it is on the Vive (though, like with Lucky’s Tale, the actual value of playing said third-person platformer in VR is still doubtful).

I also tried Virtual Desktop, a program that predicts your computer system’s screen in front of you in virtual area. It was simply as functional and intriguing as it was with the HTC Vive, showing my screen as a giant, curved display around me. The software application can likewise generate a flat screen, and even show your desktop consider as a tv installed on the wall of a home theater. It’s a convenient method to make VR useful, even without VR-specific software application. If you wish to view a video and it’s not offered on a client for the Oculus Rift or on SteamVR, you can just fill it with Virtual Desktop.

The only drawback is the resolution of the screen. Given that the Rift shows a 1,080-by-1,200 picture to each eye, and the virtual screen looks like a floating item, it’s really smaller than the headset’s per-eye resolution. That implies text can appear blurry and grainy unless you discover a sweet spot from which to look at the screen, and reading can cause eye stress. That said, watching video on Hulu and Netflix is extremely cool.

 

Final Thoughts

The Oculus Rift comfortably produces an immersive, crisp virtual reality experience that will continue to improve with the advancement of brand-new software application, which has been gradually coming out on both the Oculus shop and SteamVR. The release of the Oculus Touch controllers and the addition of them to the $600 headset bundle even more adds to the value, though the HTC Vive’s current cut to $599 puts them on equal footing in rate and features. Both are technically remarkable, effective VR headsets, however our Editors’ Choice stays the PlayStation VR for its lower rate and ease of usage (though it only works with the PlayStation 4, rather than a PC).

If you wish to try virtual reality, but you don’t want to invest a minimum of $400, the Samsung Gear VR and Google Daydream View are solid choices. They’re smartphone-based VR headsets that provide some of the best mobile VR experiences you can currently get for around $100. However, you need a suitable phone to use them.Oculus Rift Xbox 360 Games