A big problem I see there for headaches is the vergence, i.e. the fact that the "light" coming from a virtual object isn't coming with the same convergence/angles than a real one at the simulated distance. To emulate this would be highly complicated optically. So, in VR the stereoscopic information could be theoritically percfect (difference between the eyes), yet the vergence-mismatch could cause VR sickness. See this article: http://www.journalofvision.org/content/8/3/33.full.pdf
I have an Oculus and the games that are meant for it are pretty good. Other games like War Thunder you can notice the screen door but its still fun to play.
I tried the OR on Eurogamer Expo last September. I have glasses, and they nearly got squeezed apart. Hopefully I can position the lenses close enough to my eyes that I don't need to wear glasses. People with glasses: try before you buy.
there is 3 different sized lenses so you can change them. plus you can adjust the distance from your face to the screen
No, I am sorry, TrackIR is crap in thar regard (and yes, I have tried it). With the Oculus you turn your head as far as you would in real life to p.ex. look over your shoulder, it just feels more natural and you have an unrestricted field of view. With TrackIR you turn your head but at the same time turn your eyes in the opposite direction because your monitor space is finite. Oculus saves you the hassle of setting up multiple monitors ^^ And regarding the flightsim controls: This worked without a problem on the old VFX-1 in the mid-1990s. I played Flight Unlimited on that and it was pretty cool to be able to fly in one direction and use your head to freelook around the cockpit. Ofcourse, this might not be the perfect solution for hardcore sims where you'd better have dozens of addon-screens with separate physical buttons to re-create the real cockpit, but for a lightweight game like Microsoft Flight! (not Flight Simulator) or most space sims this is perfect. And with every throttle I've owned I had no problem "feeling" how much power I applied. Apart from that: push it forward to go faster, pull it back to go slower, and the speed is normally indicated on-screen That would even work with just two buttons. With the Saitek and bigger thrustmaster Throttles its a real HOTAS setup anyway, because you have so many buttons, switches and dials on the throttles themselves that you don't have to take your hand off anyway. With my old Saitek I had a 3-way-switch on the throttle which let me choose between 3 banks of buttons configurations, which could all have an alternate setting for every button by pressing a pinkie-switch on the stick. That's 6 functions per button, should be enough for everyone
What I don't get about all these 3D visor R&D attempts is that they never seem to try and intelligently LIMIT the style and type of game play that complements the devices strengths. They always seem to try and make the 3D headset tech work for any kind of game that can be imagined. The reality is 3D headset tech should be limited STRICTLY to flightsims, driving games and slow moving mechwarrior/gundam style shooters. NOTHING ELSE should ever be considered for this kind of tech in the gaming environment. I say this because at the end of the day, most of the games designed for Occulus right are going to be fast paced, puke inducing, FPS. I say use the tech the right way, not the flashy, headline grabbing way, otherwise it will end up like all the VR stuff that came out in the 1990's.
change the lenses. they twist off. There are 3 sets of lenses provided. Once that is done, download the oculus IPD utility to manually set your IPD.
I took my glasses off to use it - worked alright as the screen was so close to my eyes. As for HOTAS, my friend still uses a keyboard with his Saitek (and mouse to click things) but even if you use the buttons, that's a lot of remembering and feeling to do! To start up a plane in DCS World, well it's like a 10 minute procedure of flicking switches and twiddling dials. No way you can assign them all to a stick AND remember what goes where. It's easier to use your mouse and click on the screen, but a mouse cursor in VR is a bit weird. Plus you don't get a true VR experience if you can't see your hand on the stick! That's just TAS! I want the HO! What's the point of forking out that sort of money on a controller for some shitty arcade game?
I've only used the newer 1080p Rift headset, though I have access to the regular one as well. The biggest problem with the one I tried was that while as the image quality was sufficient, there was very noticeable motion blur while looking around. Then again I'm very in tune with such things and I'm not sure how much it would bother the average gamer.
should be banned by any and every video game authority. just my opinion though, maybe theres some weirdos who like it out there.. cant think why anyone would.