This cuts down on motion blur and makes all the action look a lot crisper.Įve: Valkyrie may still be a long way from release and to a degree it still feels like a tech demo for the Oculus Rift (although it is also being developed for Sony's Project Morpheus headset).
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Also, thanks to the Rift’s Time Warp function – John Carmac’s software addition to Oculus’s headset – the frame rate appears faster than it is. You never leave the cockpit, so you don't get the giddy feeling that often comes when controlling a character physically moving on screen. Valkyrie is also built to combat the motion sickness that many people associate with virtual reality experiences. For example, your ship’s missile lock is mapped to the Rift and, if you pull in the left trigger, it targets what you’re looking at – what's more, your target area increases exponentially the more you look around. Of course, if Eve: Valkyrie was a traditional flight sim, you could do all of that using the thumbstick on a controller – but that’s the point: with the Rift, intuitive head movement replaces fiddly controls and the degree of immediate agency it gives you is staggering. Look behind you and you can see the exit hatch. Look down and you see "your" torso and legs in a flight suit.
Look left and right and you can see the cannons on the starfighter’s wings. Once the headset and earphones are in place, the outside world is obliterated and replaced with the a first-person view of the ship’s cockpit. As we discovered at E3, no description can really prepare you for the experience of putting on the Rift and actually playing.