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Fall 2013, Oculus DK1 + Razer Hydra. My journey into VR locomotion began with the sunsetting Razer Hydra in late 2013. Spring 2014, Oculus DKHD + Razer Hydra. The First Climb. The Bigger Picture. The Oculus Rift, for all intents and purposes, was a seated experience.
Those who have been following the modern VR era since the beginning may recall the original HLVR mod launched in 2013 that was well ahead of it’s time, offering motion-controller input via the Razer Hydra, literally years before Oculus or Valve would announce their own VR controllers.
The company built the technology behind the magnetically tracked Razer Hydra controller which was one of the only consumer-available 6DOF controllers available when the first Oculus Rift development kit (DK1) started shipping. Sixense was once a name central to the early VR community.
CES 2013 / 2014: The Early Years. From the advent of the Oculus Rift in 2012, we saw Oculus attend the show for the first time in 2013 to show off their pre-production Rift headset prototype ahead of the DK1 launch, following their wildly successful Kickstarter campaign. Oculus’ Pre-DK1 Prototype, shown at CES 2013.
We began to develop The Gallery on the first Oculus devkit with the Razer Hydra (a Sixense technology) to deliver surrogate hand tracking and body presence back in 2013. We know that now with the Oculus Touch and the HTC Vive, but even when VR was simply a screen strapped to your head many felt that hands were the future.
Cloudhead Games have been at the forefront of VR development ever since the studio brought a 2013-era prototype of The Gallery: Call of the Starseed (2016) to the Oculus Rift DK1 and Razer Hydra motion controllers. tracking basestations.
The company was among just five or so companies exhibiting anything related to VR back at GDC 2013 (the first year Oculus attended the show). Tactical Haptics is one of the OGs of the of the new VR landscape. The effect is unique and impressively convincing for certain interactions, and in many cases feels more authentic than mere rumble.
Originally released in 2013 on the original Oculus Rift DK1, the HL2VR mod allowed early adopters to play through the entirety of Half-Life 2’s single-player campaign in VR with support for the Razer Hydra motion controllers.
Oculus Rift DK1 with Razer Hydra motion controllers | photo by Road to VR. Initially revealed all the way back in 2013 , the game had players facing off against waves of terrifying spiders that reacted in beautifully grotesque ways as they were dispatched with bullets and explosives. r ap Cenydd, was Crashland.
Those who have been following the modern VR era since the beginning may recall the original HLVR mod launched in 2013 that was well ahead of it’s time, offering motion-controller input via the Razer Hydra, literally years before Oculus or Valve would announce their own VR controllers.
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