Doom VFR review: A rip-and-tear delight… but only on the right VR setup

Enlarge / In screenshot mode, Doom VFR looks a lot like normal Doom. (credit: id Software/Bethesda)

The first time I ever tested a modern VR headset, I played Doom.

My 2013 PAX West demo came courtesy of Oculus executive Brendan Iribe, who put a duct-taped, unfinished VR headset over my eyes before booting a modified version of Doom 3. Almost instantly, I praised the immersion. I oohed and ahhed at my ability to rapidly turn my head to line up demon-killing buckshot. I appreciated the lighting and perspective tricks used to convey how much chaos was going on all around me. There really was nothing like it at the time.

Oculus continued demonstrating this build of Doom 3 at other events to drum up excitement for its eventual headset, a fact not lost on the folks who happened to own the Doom license. The ensuing legal battle between Bethesda and Oculus has been legendary, but no lawsuit could wipe away that intrinsic link created between Doom and VR by this formative demo.

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Ars Technica

Post Author: martin

Martin is an enthusiastic programmer, a webdeveloper and a young entrepreneur. He is intereted into computers for a long time. In the age of 10 he has programmed his first website and since then he has been working on web technologies until now. He is the Founder and Editor-in-Chief of BriefNews.eu and PCHealthBoost.info Online Magazines. His colleagues appreciate him as a passionate workhorse, a fan of new technologies, an eternal optimist and a dreamer, but especially the soul of the team for whom he can do anything in the world.

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