So how did it all turn out? The technology is still incredibly impressive and I was amazed at how easy the setup, installation and demos were to run. The Tuscany demo provided by Oculus is very minimal but downloading the Unreal SDK and editing a single INI file resulted in several impressive demos like the ones we showed in our YouTube video above. Head tracking works well, the latency *seems* to be pretty good to me, but this is really the only experience I have with recent VR products. I will say that the low resolution is definitely a barrier for me. Each eye is only seeing a 640x800 resolution in this version of the kit and that close up you can definitely see each pixel. Even worse, this creates a screen door effect that is basically like looking through a window with a screen installed. It's not great but you could get used to it if you had to; I am just hoping the higher resolution version of this kit is closer. The bad news is that after just a few minutes of use I definitely felt the effects of motion sickness. This was most apparent when I was playing the faster UT3-style map while trying to aim and move at the same time, often in different directions. Ken noticed the same problem in his time with the Oculus Rift. There are many theories on what might fix it including even lower latency head tracking and higher resolution images but nothing has been proven yet. It was also suggested that I just stop being such a girl about it. Seriously though, this is a major problem not just for me but for VR enthusiasts. How much of the population with have these same problems and how many will be completely comfortable using the Rift? I think as more and more of the kits from the Kickstarter ship we'll get a better picture.