But also the little flashes when a shadow vanishes for a second and light bursts trough a building, those feel weird. Mesh not razzing right away, sculpties in general, badly made buildings, low resolution textures and unrealistic scale; they suddenly become even more irritating. It is just very annoying to see a door and realise the door handle is too high for you to realistically reach. Wanting to duck when you enter trough a small door is fantastic but entering one of those regular SL houses that is HUGE and appears to be build for giants is just very weird.
Much of SL uses an imaginary scale and thus makes no sense at all for regular primscale avatars. When you walk into a room where the ceiling is 8 meters high, it feels like you’re in a room that is 8 meters high, which is really odd if it is supposed to be a small bungalow or cottage. Adapting much of SL to a realistic scale will be something we’ll be seeing more and more.
Rejoice Penny Patton!
Screenshot_10One thing that did disappoint me a lot was that it is pretty much impossible to use your keyboard while wearing the Rift. You may think that this an obvious conclusion, but it affected me more than I expected. For instance I can type without seeing my keyboard, I’ve been a fast blind typist for years.
But I guess I need my peripheral vision more than I expected. If you want to communicate or build or do something a little more than just walking around, you keep removing the headset to see the keyboard. And that is not good. Enabling people to communicate and interact is going to be a tough job. Seeing Second Life from within gives you a completely different experience, and that is an understatement. Once you’ve tried it, once you’ve played a regular game with the Rift, once you’ve shared a virtual space with friends or watched a movie in a virtual cinema wearing the Rift, you will want more of it. I bet that soon all games will be VR compatible, just like pretty much all games now have 3D worlds.