Interesting comments and plenty to take on-board.
The point about a person turning their head and the multi-screen displays being fixed is true for head tracking devices and a little uncomfortable. Although with big enough displays filling your peripheral this may not be that bad.
I see this hardware as an alternative and with extra possibilities for a new experience, however do not see it as one that will replace me wanting a triple projection setup.
3D support is welcomed but even with Nvidia is not without issue's so I think their will be a long way to go for developers yet. What about current titles, being modified yet working without flaws? Can anyone comment on this and have studios confirmed which actual games (not tech demos) will be using this technology upon launch? Sorry I do not follow this religiously and maybe should look more into it.
I am certainly not trying to be ignorant of the possibilities this brings just want a realistic non biased discussion on it. That means looking at the positives and negatives also on the realistic time frame before it is launched and titles you want for it are available.
Do take care though guys not to get sucked in with the hype.
Usually everything has some quirks or isn't always as good as it is made out to be.
I was also curious as to how much traction a device like this would have on sim racing until I saw what developers have already purchased it and are planning support for it. According to Wikipedia site, there are many games already in production or planned support for the Rift including iRacing(Planned), RFactor2 (support is ready now), and Project Cars (Planned). So the developers some of the best racing simulation games will be supporting this device by purchasing the dev kit version, it sounds legit that this will be more than hype. (I hope).
Head tracking... I don't see the point of head tracking currently because you have to turn your head while keeping your eyes forward = not natural. I don't see why you would need head tracking in a tripple monitor setup anyways as the point of having 3 monitors is to cover your peripheral vision.
3D Support: As far as the graphical power needed to run this, from what I read I remember the creators saying it takes the same or less processing power to run in the Rift as a normal tripple monitor setup, so no worries that it will tax your card any harder than your current setup. The biggest problems of 3D support will have to do with how the games will required to be in
Full 1080p 60hz STEREOSCOPIC 3D so that is the reason many developers are not able to meet the demands of the rift, because they haven't been challenged to create 1080p 60hz stereoscopic 3D games - yet.
But then you don't get any kind of tactile feel. At least with a FFB steering wheel and a real shifter and buttons you get to feel them which goes a long way in making things seem more realistic.
Maybe in the future something like that would be feasible, but for right now, I think it will be much better to be able to actually feel feedback in the wheel and shifter and buttons, even if we can't physically see them in front of us.
Well, yes and no. Certain aspects of sim racing will never be able to be completely removed, like the wheel, shifter and pedals. These you must have to complete the immersion because they require you to add physical force, and with wheels with high power FFB motors sometimes a LOT of force. This is important to haptic immersion that can't be removed. Now, something simple like a button push can be incorporated into vitual world without completely ruining the experience. Just like in the picture posted on VirtualR.Net of Palmer Lackey (the creator of the rift), he is substituting a traditional display for a head mounted display, but is still using a regular FFB racing wheel and pedals. Heres the link again to the picture just in case you missed it:
http://www.virtualr.net/oculus-rift-racing-game-testing-started
Theres lots of cool YouTube videos on this, but this was one of my favorites:
http://www.youtube.com/watch?v=KBylGcvRuek