Second Life adds Oculus Rift support | PCGamesN

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Second Life

Second Life adds Oculus Rift support

Second Life Linden Lab

It’s been more than a year since Linden Lab first announced they were working to add Oculus Rift support to Second Life. Well, the first stage of that’s arrived.

The Project Viewer puts you in the head of your Second Life avatar. They’re still working on adapting the UI to a head-mounted display but this is a serious first step.

“Developments like the Oculus Rift hold great potential for Second Life, and we're very excited to bring the virtual world into the future with new technologies and partners,” writes the studio. “A few weeks ago, we began a limited beta test of a version of the Second Life Viewer that makes it easy to use an Oculus Rift headset with Second Life for a fully immersive, VR experience.

“Today we’re pleased to announce that our Oculus Rift integration is now available as a Project Viewer, the first step toward becoming a part of the default Second Life Viewer.”

The Project Viewer features:

  • Full Oculus Rift Hardware Support - includes automatic hardware detection and display calibration for quick and easy setup.

  • Full UI Support - users can access the entire Second Life UI and HUDs while in Oculus Rift mode, so there are no limitations on what a user can do inworld while using the headset.

  • Customizable UI - users can tailor the settings for Oculus Rift mode that work best for their needs.

  • Avatar Head Motion - Oculus Rift head-tracking data is mapped to the avatar, so users’ avatars look where they do.

  • New First-Person View - allows users to enjoy the immersion previously available with mouselook mode, but thanks to the Oculus Rift, the mouse is free again to control the cursor, allowing for interaction with the UI and objects inworld.

  • “Align to Look” -  allows users to quickly start moving the direction they are looking.

  • “Action Key” - interact with objects by pressing a key, works great in mouselook mode.

Linden have released a video showing off how to get the Oculus working with Second Life:

This is a big step for Oculus support. Hopefully it won’t be another year till we see it updated.

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Htorne's picture
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hmm I'm not sure if it's only me, but to me, Second Life has gone way way past the PEGI M mark.

Pretty sure mixing NSFL stuff with Oculus Rift is something I would not do to myself.

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Shriven's picture
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The amount of pr0n being developed for the rift already is absolutely mindblowing... which is also the name of a movie being developed for the rift :D

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Htorne's picture
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I don't mind porn, but I do mind Second Life :D

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Mctittles's picture
74

I played second life quite a few years ago, but at the time there was tons of awesome places to go. Recreations of actual cities; golf courses; race tracks; areas that had their own ecological systems where bees actually pollinated the plant life; etc.

Nearly all the really cool places are barren of people though. If you only go where the people are at, well that's nightclubs, gambling, and porn.

I guess the thing is if you give people a "make and do anything" game social, money, and sex become the most visited, created, and talked about things. It's like the real world without zoning laws.

Oh and the other thing keeping Second Life down would be the laggy/bad animations and controls plus the terrible download pop-in. You could race down the road in a car but the car goes faster than the road can stream :(.

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Mctittles's picture
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Looks like they beat Oculus themselves to the punch. Now they just need to round up "ONE BILLION USERS".

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