After my loss of faith in the Razer HDK2, with Amazon seemingly refusing to ship it, and learning late that it only had a 30 day warranty, I decided to go with the Oculus.
My first impression was how little it weighs. The thing is crazy light. I didn't really give a damn about the box it came in.
Installing the software and setting it up was easy and straight forward. My only gripe is they ask for your standing height, but if you are going to use Oculus Home sitting down, then you are looking below the interface, so you are better off entering a sitting height. This can easily be changed in settings, so it's not a big deal. I still wish they had a "center view" in Home.
When fitting the unit, the foam felt a little stiff, but after a couple hours I barely noticed it and I did not have a ring on my face. With the straps properly adjusted, the unit did not feel heavy on my face at all. There is definitely a sweet spot on the lenses, and it is going to take a while to get used to adjusting the height and angle for the sharpest view.
The demos, my first experience with VR, were awesome. The dinosaur was probably best, and I couldn't help ducking when he (she?) stepped over me.
Oculus home was a little bit of a let down. I'm still using bone stock settings, so I'm assuming I can improve the experience, but blurriness around the edges was really noticeable. So far, the only screen door effect I've really noticed is looking at the carpet. I wish the fireplace used a real flame effect instead of the cubes.
And now onto Elite Dangerous:
I'm coming from a 2560x1400 monitor with 1.5 super sampling, where everything looks just stunning. I've never even played at 1920x1080 for comparison. So when I start up ED in the CV1, I'm in the hanger with an SRV in front of me and an Eagle off to the right, and I had two conflicting thoughts: how aliased and low res everything looked, and how huge and awesome everything looked. After about 2 hours of playing training missions, flying around stations, landing on planets, driving the SRV, stepping outside the SRV, and touring the Python cockpit, I hardly cared about the image quality anymore. Sure, it's lower res, blurry around the edges, and there are god rays, but 3D trumps it all. At the end of the session, I landed my Python at a station and then got up and stepped behind the pilot and copilot seats. I was looking around the deck, then looked back past the seats and out the canopy to the station beyond, and I was there - then I started giggling.
One little problem: on my first training mission (and in the hangar), I could not get the HMD view to reset. So I was flying around in a Sidewinder with my head sticking out the top. It gave an amazing view of the nose of the Sidewinder and just how fricking wide that thing is. It was also a cool view of the guns. After setting "reset HMD" to F12 in the right column, instead of the left column, it started working.
Some additional thoughts on Room Scale:
I think a large Room Scale is going to be totally overrated for most people. With the CV1, I was able to step out of the SRV and walk around a ship cockpit. I thought I had a pretty open playing area, and I was able to step about 5 feet to my right before I started crashing into things, and about 5 feet behind me before the same. I mean, that is a pretty large area to walk around in and still be tracked. I thought the CV1 was supposed to be a sit down experience only. I'm pretty sure most people won't have the Vive's available room space, or that you'd even want it.
A large room space isn't going to help when it comes to running down a hallway either. I've also seen an omni-directional treadmill type contraption that I don't think is going anywhere. I think a compromise where you can take a step and poke your head around a corner, or if you press a button and take a step or lean, you start moving in that direction - the larger the step or lean, the faster you go. And you can still duck an hop, which you can't do with the treadmill thing (unless you used buttons). This would not require a huge space to implement.
Of course, only the Vive has hand controllers now, which are useful for the stand up and room scale experience. I really wanted to reach out and touch something when I stood up. Hopefully Oculus will release their Touch controllers soon, with an additional sensor for a larger, more reliable, tracking area.
Next I'll try to improve the visuals with super sampling with the debug tool kit, or whatever it's called, to just make the experience that much better.