Oculus DK2 and KOR-FX reviews part 1

I now have both Oculus DK2 and KOR-FX in hand. I haven't had the time to give them a full run-through but this is what I have so far.

First impressions are that they both are well made consumer ready products, even though the Oculus DK2 needs to be configured heavily to be plug and play. The KOR-FX starts right up and is needs no more setup than add batteries to the vest, plug the dongle and audio line in then pair with the included dongle. Thats it. 

The Oculus DK2 fits on the head nicely and is not too heavy for longer use. More testing will be needed to see if the unit can produce actual functioning 3D environments. The resolution was not bad from first glance and should be able to do what I need it to do for now. More on this when I get it all calibrated. 

The KOR-FX vest is the only one that I had time to really test out and it is still in its “8 hour break in period” The few games played with it reacted somewhat to the audio input as touted by the creators of KOR-FX but hardly immersive, to be fair I haven't tried it with a shooter or racing game yet. The claims are yet to be proven for this device but the fit and feel of the whole device is at least comfortable and if the breaking period and game selection play a part in the overall function of the vest then this could well be a great product. We shall see next time, if I can find 7 more hours of gaming and breaking in the unit.

Exciting time in the world of 3D immersion. Some competitors are coming out that have validated the Oculus DK2 as a new platform/environment to use for media. They have touted a stand alone setup that runs on a smartphone and drops into a goggle type holder that looks similar to Oculus. These are still in the infant stage but show great promise for reproducing the graphics needed and the sensors required to simulate The Game and all its layers. Only a matter of time before the development of beyond mobile tech is up to speed.

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