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 Post subject: Re: Oculus Rift
PostPosted: Mon Nov 03, 2014 14:25 
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Grim... wrote:
Technohat get.

I am very sorely tempted, especially since I found out iRacing supports it fully...

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 Post subject: Re: Oculus Rift
PostPosted: Mon Nov 03, 2014 14:32 
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So, $350 works out to be roughly £220, plus VAT makes it around £260. Is that what you paid, Grim...?

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 Post subject: Re: Oculus Rift
PostPosted: Mon Nov 03, 2014 14:52 
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Nope. It worked out at about £400, all told.

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 Post subject: Re: Oculus Rift
PostPosted: Mon Nov 03, 2014 14:59 
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Grim... wrote:
Nope. It worked out at about £400, all told.

WTF - how much is shipping?

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 Post subject: Re: Oculus Rift
PostPosted: Mon Nov 03, 2014 15:06 
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Grim... wrote:
Technohat get.

"Get" as in "ordered", or "get" as in "delivered and in your hands"?


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 Post subject: Re: Oculus Rift
PostPosted: Mon Nov 03, 2014 15:08 
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He ordered it at the cottage!


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 Post subject: Re: Oculus Rift
PostPosted: Mon Nov 03, 2014 15:38 
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American Nervoso wrote:
Grim... wrote:
Nope. It worked out at about £400, all told.

WTF - how much is shipping?

Oh wait - maybe $400.

GazChap wrote:
Grim... wrote:
Technohat get.

"Get" as in "ordered", or "get" as in "delivered and in your hands"?

It's at my house.

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 Post subject: Re: Oculus Rift
PostPosted: Mon Nov 03, 2014 15:42 
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Grim... wrote:
American Nervoso wrote:
Grim... wrote:
Nope. It worked out at about £400, all told.

WTF - how much is shipping?

Oh wait - maybe $400.

Maybe? The £150 difference is what would stop me buying one.

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 Post subject: Re: Oculus Rift
PostPosted: Mon Nov 03, 2014 15:45 
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American Nervoso wrote:
Grim... wrote:
American Nervoso wrote:
Grim... wrote:
Nope. It worked out at about £400, all told.

WTF - how much is shipping?

Oh wait - maybe $400.

Maybe? The £150 difference is what would stop me buying one.

Development Kit 2 $ 350.00
Subtotal: $ 350.00
Shipping: $ 35.00
Fees, Duties & Taxes: $ 77.00
VAT: $ 77.00

Total: $ 462.00

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 Post subject: Re: Oculus Rift
PostPosted: Mon Nov 03, 2014 15:47 
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Grim... wrote:
American Nervoso wrote:
Grim... wrote:
American Nervoso wrote:
Grim... wrote:
Nope. It worked out at about £400, all told.

WTF - how much is shipping?

Oh wait - maybe $400.

Maybe? The £150 difference is what would stop me buying one.

Development Kit 2 $ 350.00
Subtotal: $ 350.00
Shipping: $ 35.00
Fees, Duties & Taxes: $ 77.00
VAT: $ 77.00

Total: $ 462.00

Cheers, so sub-£300 all in. Tempting.

Are there any issues with it being a dev kit at all, or should it just keep working indefinitely?

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 Post subject: Re: Oculus Rift
PostPosted: Mon Nov 03, 2014 15:56 
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Grim... wrote:
It's at my house.

Fair play. Guess they sorted out their supply chains.

(not bothered at all that I waited nearly four months for mine to be shipped :P)


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 Post subject: Re: Oculus Rift
PostPosted: Mon Nov 03, 2014 16:06 
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ugvm'er at heart...

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American Nervoso wrote:
Grim... wrote:
American Nervoso wrote:
Grim... wrote:
American Nervoso wrote:
Grim... wrote:
Nope. It worked out at about £400, all told.

WTF - how much is shipping?

Oh wait - maybe $400.

Maybe? The £150 difference is what would stop me buying one.

Development Kit 2 $ 350.00
Subtotal: $ 350.00
Shipping: $ 35.00
Fees, Duties & Taxes: $ 77.00
VAT: $ 77.00

Total: $ 462.00

Cheers, so sub-£300 all in. Tempting.

Are there any issues with it being a dev kit at all, or should it just keep working indefinitely?


It will keep working, but depending on the next version, it my not be supported by various features in the future. There won't be any consideration towards backwards compatibility, as it isn't a consumer kit.
i.e. the DK1 works still, but there are some demos you can't run on it due to them expecting certain abilities that the DK1 just doesn't have.

It all depends on how different the commercial version will be to the DK2 as to how long it will stay current. Nobody knows yet though.


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 Post subject: Re: Oculus Rift
PostPosted: Mon Nov 03, 2014 16:09 
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So basically it would be more sensible to wait for the retail release.

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 Post subject: Re: Oculus Rift
PostPosted: Mon Nov 03, 2014 16:10 
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American Nervoso wrote:
So basically it would be more sensible to wait for the retail release.

Probably. Unless you get drunk, or something.

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 Post subject: Re: Oculus Rift
PostPosted: Mon Nov 03, 2014 16:19 
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Grim... wrote:
American Nervoso wrote:
So basically it would be more sensible to wait for the retail release.

Probably. Unless you get drunk, or something.


:this:

Don't forget that you can sell the DK2 for good monies on ebay still, so if all you want is to muck around for a bit, you'll get close to your money back when you move it on.


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 Post subject: Re: Oculus Rift
PostPosted: Tue Nov 04, 2014 23:59 
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Fuck.

Me.

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 Post subject: Re: Oculus Rift
PostPosted: Wed Nov 05, 2014 0:05 
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What have you tried?


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 Post subject: Re: Oculus Rift
PostPosted: Wed Nov 05, 2014 0:18 
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Spaceships, motherfucker!

Docking in Elite is a fucking joy.

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 Post subject: Re: Oculus Rift
PostPosted: Wed Nov 05, 2014 1:07 
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Heh, just spent the past 50 minutes in my Sidewinder too.

Protip: If you haven't already, measure your IPD in the Oculus config utility and then set the IPD for Elite, as described here: IPD fix

Made text and stuff much clearer for me.


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 Post subject: Re: Oculus Rift
PostPosted: Wed Nov 05, 2014 8:15 
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Aha! I've measured the IPD but not set it in the game. Cheers.

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 Post subject: Re: Oculus Rift
PostPosted: Wed Nov 05, 2014 10:18 
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Have you seen the first-person GTA 5 trailer? I wonder if this mean Technohat support?



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 Post subject: Re: Oculus Rift
PostPosted: Wed Nov 05, 2014 10:47 
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I was just watching that. It looks so good I can only imagine it being a gross disappointment. But seriously, how good does that look. Far Cry 3 in a varied and complex world.


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 Post subject: Re: Oculus Rift
PostPosted: Wed Nov 05, 2014 10:50 
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Jesus, that motorcycle part would be terrifying with an Oculus.


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 Post subject: Re: Oculus Rift
PostPosted: Wed Nov 05, 2014 11:19 
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When's the PC version due?


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 Post subject: Re: Oculus Rift
PostPosted: Wed Nov 05, 2014 12:22 
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Quote:
The much-anticipated PC version of "Grand Theft Auto V (GTA V)" is expected to be released on January 27, 2015. A few months delayed from the Xbox One and PS4 version release on November 18. Recently, Take-Two Interactive addressed the reason behind the delay.

http://au.ibtimes.com/articles/571486/2 ... FoIUPmsX2E


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 Post subject: Re: Oculus Rift
PostPosted: Thu Dec 11, 2014 11:57 
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ugvm'er at heart...

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http://digitalcybercherries.com/
This looks pretty spiffy, a VR 80s arcade.

Also, the Samsung Gear VR has been released, but it needs a Note 4 to work.
http://arstechnica.com/gaming/2014/12/s ... -and-play/


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 Post subject: Re: Oculus Rift
PostPosted: Fri Jan 09, 2015 11:43 
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Oculus rift news now!



    75,000 DK2's shipped

    The optics in Crescent Bay "smooth out the space between the pixels" such that, effectively, it looks like a higher res display.

    Nate: "We want the FoV to be roughly over 110 degrees diagonal. I think the Crescent Bay FoV is actually on par with the DK2, I don't think it's significantly bigger or smaller."

    "There probably won't be another devkit for the headset. But with input--we haven't shown anything quite yet--so when it does come out, it may be that it's more of a feature prototype that evolves into a devkit or something like that before it comes fully to market."

    On CV2: "We don't know necessarily what CV2 looks like right now -- -- putting together the Oculus research team up in Redmond, that's one of the things they're looking at, the longer term roadmap. We'll see what features come into CV2. It could be that it's a quick iteration on CV1 that, you know, addresses some of the things that we think fundamentally change the experience, but are more iterative and less groundbreaking new technology. But, CV2 could also be totally different and an entirely new experience, and input could change..."

    90hz refresh rate (probably overdriven display)

    Positional sound that goes beyond the normal ground plane 360 degree by introducing z axis. Sound SDK will be provided.

    Reduced screen door effect through optical diffusion. And finding the sweet spot between meaningful fov and performance.

    Rigid head mount for better weight distribution and comfort. Different face shape is an issue. Also, Crescent Bay is lighter than DK2. Multiple prototypes happening every month, and the Crescent Bay is 6 month old tech.

    Getting the seated vr experience right first and then moving onto standing vr.

    Input research is being done. Companies acquired. Possible input dev kit before input launch.

    GearVR gave them an opportunity to learn a lot from.



No launch date for CV1, but considering nothing mentioned at CES, I wouldn't expect it before Xmas at the earliest.


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 Post subject: Re: Oculus Rift
PostPosted: Fri Jan 09, 2015 12:54 
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takemymoney.gif

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 Post subject: Re: Oculus Rift
PostPosted: Thu Mar 05, 2015 10:38 
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Got one of these at work, it was proposed to use it for looking at molecules in 3D and moving them around with some sort of magic glove that has failed to appear as yet.

Set up is a bit of mess, we don't tend to have many PC's with on-board graphics, then we find that the HP towers don't have a decent enough power supply with the right power cables for any decent cards

That didn't stop my guys they got 2 towers side by side both of which had issues with CPU and or power, but then managed to use the power supply from one to power the card in the 2nd one and we are up and running!

Look at some house with a garden and a Roller coaster. So far no business stuff has been seen on it

Now things are degenerating with the advent of rift porn so I put my foot down on that.


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 Post subject: Re: Oculus Rift
PostPosted: Fri Apr 17, 2015 0:03 
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Before I shove it on eBay, does anyone want to buy my DK2?


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 Post subject: Re: Oculus Rift
PostPosted: Fri Apr 17, 2015 0:14 
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Tenner. Final offer


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 Post subject: Re: Oculus Rift
PostPosted: Fri May 01, 2015 18:27 
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Now have a nice custom PC to drive this in the dept innovation\gadget room

Uses a 980 and the rift works 100% better than before on the older PC's we were using

So far its mostly gaming related demos and we installed a legit copy of GTA V on it today.

We are having some clips made on 3D printer so we can mount a camera on the headset and along with the one on the PC screen should allow scientists to move molecules around.

If it fails somebody else will have their nuts on the line and I get to keep the kick ass PC and other stuff that was "needed" for this :DD

When I say keep I mean in the dept at work!


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 Post subject: Re: Oculus Rift
PostPosted: Thu Jul 02, 2015 17:34 
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So I'm watching this video cause at 9:10 (or thereabouts) of some guy has an exaggerated reaction to this Oculus horror game (which is apparently coming to PS4 judging by the controllers).



My question: WHY ARE THE PEOPLE USING THE RIGHT STICK ON THE CONTROLLER!?


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 Post subject: Re: Oculus Rift
PostPosted: Thu Jul 02, 2015 17:52 
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Saturnalian wrote:
which is apparently coming to PS4 judging by the controllers


What are you talking about?


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 Post subject: Re: Oculus Rift
PostPosted: Thu Jul 02, 2015 17:52 
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A PS4 with Xbox Controllers? They're using a PC.

You use the right stick to turn, just like in normal games. Otherwise you'd have to turn your head 360 degrees to spin around, dingbat.

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 Post subject: Re: Oculus Rift
PostPosted: Thu Jul 02, 2015 18:06 
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What Grimothy said. Imagine the rift is your head, the right stick spins your wheelchair


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 Post subject: Re: Oculus Rift
PostPosted: Thu Jul 02, 2015 18:23 
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Grim... wrote:
A PS4 with Xbox Controllers? They're using a PC.

You use the right stick to turn, just like in normal games. Otherwise you'd have to turn your head 360 degrees to spin around, dingbat.


Are they? But they black. Oh right. Gotcha.

Weird, cause what you say about 360 degrees now makes sense but at the time I was watching it I was imagining pushing the screen around by looking left and right as if you head was the right stick. Which now I think about actually does make a bit of sense. And now I'm all worried that adding your head camera into the typical "move and turn" stick movement scenario might be a bit confusing.


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 Post subject: Re: Oculus Rift
PostPosted: Thu Jul 02, 2015 21:32 
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I am assuming you have legs, Sat, so sincerely apologise if this is not the case, but, you can walk in one direction and look in another. Granted, it is not easy to do it while looking over your shoulder, or for long periods of time, but it is possible.


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 Post subject: Re: Oculus Rift
PostPosted: Thu Jul 02, 2015 22:11 
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Do want :)

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 Post subject: Re: Oculus Rift
PostPosted: Fri Jul 03, 2015 8:56 
SupaMod
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It feels really natural when you try it (which you'd know if you'd have come to the Cottage, of course).

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 Post subject: Re: Oculus Rift
PostPosted: Fri Jul 03, 2015 9:04 
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I'm hoping to get some VR action at the Eurogamer show. I've technically had a shot of an Oculus but it was a crappy thing the BBC set up for the Commonwealth Games rather than any kind of games. They had a camera set up at one of the venues which was basically sending a huge 360 degree image to the Science Centre and then the head tracking of the Oculus let the user 'look around' the image. It was pretty shite.


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 Post subject: Re: Oculus Rift
PostPosted: Fri Jul 03, 2015 10:02 
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Where's that video that Gaywood did of the Rift at the cottage?


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 Post subject: Re: Oculus Rift
PostPosted: Fri Jul 03, 2015 10:22 
SupaMod
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GAY-WOOOOOOOOOOOD?!

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 Post subject: Re: Oculus Rift
PostPosted: Fri Jul 03, 2015 10:27 
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GazChap wrote:
Where's that video that Gaywood did of the Rift at the cottage?


https://www.youtube.com/watch?v=ghfHuzw3yUQ


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 Post subject: Re: Oculus Rift
PostPosted: Fri Jul 03, 2015 10:48 
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Doctor Glyndwr wrote:
GazChap wrote:
Where's that video that Gaywood did of the Rift at the cottage?


https://www.youtube.com/watch?v=ghfHuzw3yUQ



Thanks for reposting that. It had been a long time since I was last scared witless by a computer game.


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 Post subject: Re: Oculus Rift
PostPosted: Fri Jul 03, 2015 10:57 
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Bamba wrote:
the BBC set up for the Commonwealth Games rather than any kind of games.


Objection!


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 Post subject: Re: Oculus Rift
PostPosted: Fri Jul 03, 2015 11:25 
SupaMod
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You'd never know that the slow-motion feature was new at the time ;)

Still, you get Mimi spitting beer everywhere in slow-mo.

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 Post subject: Re: Oculus Rift
PostPosted: Fri Jul 03, 2015 12:06 
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I love relaxed Bobby in the Technohat section


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 Post subject: Re: Oculus Rift
PostPosted: Fri Jul 03, 2015 16:30 
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Grim... wrote:
You'd never know that the slow-motion feature was new at the time ;)

Still, you get Mimi spitting beer everywhere in slow-mo.

Novelty was the reason... but I stand by the results.


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 Post subject: Re: Oculus Rift
PostPosted: Sun Jul 05, 2015 11:06 
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Grim... wrote:
You'd never know that the slow-motion feature was new at the time ;)

Still, you get Mimi spitting beer everywhere in slow-mo.

Yeah... Thanks for that!

:D

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