The Oculus Store Is Great, But We Need More Games
It really is... it's just so good to navigate in VR, and easy to use on the PC with your mouse, too. But, there's just not enough games. This is something I'll talk about in much more detail in another article in the next few days, but for now, let's take a look at the Oculus Store and how great the UI is.
Here's the Store homefront, nice and clean with some options in the top right.
Clicking settings will show up with this menu, where you can browse Account, Privacy, Devices, General, and Beta.
Tapping on 'General' will let you allow 'Unknown Sources,' games and experiences that haven't been vetted by Oculus, allowing them to run on your Rift.
Tapping on 'Library' will display everything installed, games, and experiences that need to be updated, and games or experiences that aren't installed.
The first icon in the top right is your Friends list, and right now I only have Jason Evangelho from Forbes and Upload VR on my list. I'm a loner! Add me to your Friends list, Oculus owners!
In the top right, the second icon across is your Notifications panel. Here, it'll let you know what's going on with your Rift - whether it's installed and working, and the games that have recently been installed, or updated.
Here's what the landing page for a game looks like, with this example being ADR1FT.
After my first 24 hours or so with the Rift CV1, I've walked away impressed. There aren't any issues with it, but there's just not enough games or experiences to keep you sitting down with the Rift headset on your head for hours per day, multiple days per week.
This has happened with most major console launches of the past few decades, including the NES, Genesis, Xbox, PlayStation, Xbox 360, PS2, PS3, and more. But, traditional games aren't what we want - we want those "oh my gosh" experiences in VR, and that's where some of the games and experiences deliver.
Overall, my first 24 hours with the Rift has been great. The Rift is light enough for hours of use without any signs of ache, and the built-in headphones are actually pretty damn great. I didn't think I'd enjoy the headphones this much, but I think this is going to be one area where Oculus sticks it to HTC - including the headphones on the VR headset itself.
Having the headphones on the Rift means no additional weight from a pair of headphones, which takes down the weight, considerably. Sure, third-party headphones could sound better, but they add to the cost, and to the overall weight of the headset, subtracting from the experience.
The smoothness of the 90Hz OLED displays is insanely impressive, with friends and family noting that there was a "huge improvement" over the DK1 and DK2 headset to the CV1 unit. The 90Hz refresh rate and OLED panels included in the CV1 are impressive, with it feeling as close to '1:1' with the real-world as technology allows today.
The packaging is great and oh-so-premium. It makes me feel confident in my $599 purchase and doubles as a carry case for me to tote it around with me to someone else's house. The included Xbox One controller is great, and so is the remote, but I would've definitely preferred the Oculus Touch controller - oh well, we'll have to wait until later in the year for that.
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