yeah, great feedback MarkM, I myself have the lowest standard I can imagine for the rift...basically 90's vr +1 so I'm not disappointed lol (I havn't even tried it yet). based on peoples video's I was sold, if anyone saw my reaction to 90's vr I would have been the posterchild for vr sucks. so I am hopeful and think it's so great that the immersion is there and worth the clams to find out.
not sure what the blurriness is, was it just low resolution feel or an eye separation blur you saw? I suppose I'll find out myself soon enough, I'm on win 7 native.
great to know what demo's to avoid, but like you said might have been an os thing. I've seen a few people who had bad experiences with horror games on the rift and they all said I'm not playing that again. I think that will rule out any PTSD as if your not enjoying the experience you most likely won't play again.
I myself heart a good fps, thanks to bioshock, but I'm not interested in them when it comes vr so I'm actually excited to try these demos that are more experience prone than shoot em up. but I suppose if an fps is paced right and that's not all I'm doing I'm sure I would enjoy it. Dev's that are planning to just port existing games to this kind of thing have already lost me, I'm not sitting through 12 hours of pulling triggers I don't care how much I love the company. I've been looking for more for a while and hopeing vr will at least meet 50% of the hype but it's looking like it might go beyond that.
1. Even though the Rift's resolution is only 1280x800, image quality is greatly improved when selecting a much higher resolution on startup. It seems that the Rift accepts high input resolutions, resulting in a much smoother looking image when compared to running the build in the Rift's native 1280x800 resolution.
2. It seems you should run the demo in a 16:9 aspect ratio -or- at an aspect ratio matching your primary monitor. When the aspect ratio isn't 16:9, the view inside the Rift will be distorted. This is weird, since the aspect ratio of the Rift's screen is 16:10. We think this is a bug with the Unity Rift integration. Since we only have 16:9 monitors, we cannot test this thoroughly. It might be that you should choose an aspect ratio fitting to your primary monitor when you mirror your Rift.