Polygon posted its detailed Oculus retail version review:
The Oculus Rift Review
http://www.polygon.com/2016/3/28/113067 ... ift-review
The Rift's head-mounted display features a resolution of 1200 by 1080 per eye, with a 90Hz refresh rate. That means that, for your experience to be comfortable, your games need to be running at 90 frames-per-second or higher. The recommended specs for the Rift, as specified by Oculus, are an Nvidia GTX 970 or AMD 290 GPU or equivalent, and Intel i5-4590 or greater (or equivalent), 8GB of RAM or more, a compatible HDMI 1.3 video output, and two or more USB 3.0 ports. The Rift also requires Windows 7 with Service Pack 1 or higher.
Oculus seems serious about making sure games run on those specs as well. Oculus sent Polygon a minimum spec system to ensure we had an Rift-ready PC in which to test these games. That move almost seems to be making a point: Oculus games won’t just run on a minimum spec system, they’ll run well, and Oculus is fine with the experience being reviewed in that environment.
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[about eyeglasses]While the headset feels fine over glasses once you get everything situated, the act of putting it on and taking it off while wearing glasses remains a consistently awkward affair. I found my glasses often getting stuck in the hardware when removing it, or getting stuck on the bottom padding when putting it on. It's possible to get everything working by making the entire enclosure very loose before putting it on, but the process is trickier than it needs to be, and it takes a bit of practice. I worry about the long-term prospects of the padding around the eyes as it gets stuck or rubs on my glasses as the unit is removed or put on.
Lots of interesting observations and warnings I never thought of. Like he urges them to add a warning to tell players not to try to physically "wander off" and leave the boundary range of sensor, which could result in an expensive accident (colliding with furniture, a wall, a door frame etc.).
I'm reminded of early Wii players slamming their motion controllers through TV screens and windows.
He mentions there's no "Pass through camera," and I guess no easy way to briefly flip the visor away if you just want to "real life" look at controls, a drink, a snack etc.
Very cool to read about it (rating was generally enthusiastic 8.5/10) but it convinces me more than ever I'm not ready for VR, or VR needs much more real-world player usage, updates and adjustments before it'd be ready for a clumsy oaf like me. Eve: Valkyrie does sound like fun, while ADR1FT screams motion sickness all over it.