Oculus Rift
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Sergey Orlovskiy using the first version of the Oculus Rift development kit (with separate headphones)
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Type | Head-mounted display |
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Release date | 2015 (target)[1] |
Inventor(s) | Palmer Luckey (founder)[2] |
Manufacturer | Oculus VR |
Display Technology | Development Kit 1: LCD Development Kit 2: OLED Consumer Version: OLED |
Resolution | Development Kit 1: 1280×800 (640×800 per eye)[3] Development Kit 2: 1920×1080 (960×1080 per eye)[4] Consumer Version: At least 1920×1080[5][6] |
FOV (Nominal) | Development Kit 1: 110°[3] Development Kit 2: 100° Consumer Version: TBA |
Head Tracking | Development Kit 1: 3DOF (3-axis rotational tracking) Development Kit 2: 6DOF (3-axis rotational tracking + 3-axis positional tracking) Consumer Version: 6DOF (3-axis rotational tracking + 3-axis positional tracking) |
Platforms | Microsoft Windows OS X[3] Linux |
Connection | DVI/HDMI and USB[3] |
Website | Official website |
The consumer version of the product is expected to become available sometime in 2015.[1] Oculus released two 'development kits', DK1 in late 2012 and DK2 in mid 2014, to give developers a chance to develop content in time for the Rift's release; these have also been purchased by many virtual reality enthusiasts for general usage. Oculus has stated that there will not be a DK3 but will instead release the consumer version next.[7]
Contents
[hide]History[edit]
Through Meant to be Seen (MTBS)'s 3D discussion forums,[8] Palmer Luckey, the founder of Oculus, developed the idea of creating a new head-mounted display that was both more effective than what was then on the market, and inexpensive for gamers.Coincidentally, John Carmack had been doing his own research and happened upon Luckey's developments. After sampling an early unit, Carmack favored Luckey's prototype and just before the 2012 Electronic Entertainment Expo, Id Software announced that their future updated version of Doom 3, which would be known as BFG Edition, would be compatible with head-mounted display units.[9] During the convention, Carmack introduced a duct taped head-mounted display based on Luckey's Oculus Rift prototype, which ran Carmack's own software. The unit featured a high speed IMU and a 5.6-inch (14 cm) LCD display, visible via dual lenses that were positioned over the eyes to provide a 90 degrees horizontal and 110 degrees vertical stereoscopic 3D perspective.[10][11]
On March 25, 2014, Facebook announced that it had agreed to buy Oculus VR for $400 million in cash, $1.6 billion in Facebook stock, and an additional $300 million subject to Oculus VR meeting certain financial targets in a transaction expected to close in the second quarter of 2014.[12][13][14]
Developer versions[edit]
The Oculus developer kit was an initial version financed by a Kickstarter campaign, which sought to get the initial Oculus Rift into the hands of developers to begin integration of the device into their games.[15] Since then, four different iterations of the hardware have been revealed to the public.Developer kit[edit]
- First version of the Oculus Rift development kit
This section needs additional citations for verification. (September 2014) |
Developer kit preorders were made available for $300 on their website starting on September 26, 2012. These kits sold at a rate of 4–5 per minute for the first day, before slowing down throughout the week.[17] As of March 12, 2014, the Rift DK1 kit was no longer available to order from Oculus.[18]
While the first prototypes of the device used a 5.6-inch (14 cm) screen, the Rift developer kit uses a different 7-inch (18 cm) screen. The panel's pixel switching time is also significantly lower, reducing latency and motion blur when turning one's head quickly. The pixel fill is also better, reducing the screen door effect and making individual pixels less noticeable. The LCD is brighter and the color depth is 24 bits per pixel.
The 7-inch screen also makes the stereoscopic 3D no longer 100% overlapping, the left eye seeing extra area to the left and the right eye seeing extra area to the right. The field of view (FOV) is more than 90 degrees horizontal (110 degrees diagonal), which is more than double the FOV of most competing devices, and is the primary strength of the device. The resolution is 1280×800 (16:10 aspect ratio), which leads to an effective of 640×800 per eye (4:5 aspect ratio). However, since the Rift does not feature a 100% overlap between the eyes, the combined horizontal resolution is effectively greater than 640. The image for each eye is shown in the panel as a barrel distorted image that is then corrected by pincushion effect created by lenses in the headset, generating a spherical-mapped image for each eye.
Initial prototypes used a Hillcrest Labs 3DoF head tracker that is normally 125 Hz, with a special firmware that John Carmack requested which makes it run at 250 Hz, tracker latency being vital due to the dependency of virtual reality's realism on response time. The latest version includes Oculus' new 1000 Hz Adjacent Reality Tracker that will allow for much lower latency tracking than almost any other tracker. It uses a combination of 3-axis gyros, accelerometers, and magnetometers, which make it capable of absolute (relative to Earth) head orientation tracking without drift.[19][20]
The weight of the headset is approximately 379 g (13.4 oz),[21] which is an increase of about 90 g (3.2 oz) in weight due to the increased screen size, and it does not include headphones.
A dial on each side of the headset allows adjusting each display to be moved closer or further away from the eyes. The development kit also includes interchangeable lenses that will allow for simple dioptric correction.
In June 2013, a 1080p version of the Rift was shown at Electronic Entertainment Expo.[22]
The entire source for the Rift DK1 was released to the public in September 2014, including the firmware, schematics, and mechanicals for the device. The firmware is released under a simplified BSD license, while the schematics and mechanicals are released under a Creative Commons Attribution 4.0 International License.[23]
Crystal Cove[edit]
In January 2014, an updated prototype codenamed "Crystal Cove" was unveiled at Consumer Electronics Show, which uses a special low-persistence of vision OLED display, and includes a new motion tracking system that uses an external camera which tracks infrared dots located on the headset. The new motion tracking system would allow the system to detect actions such as leaning or crouching, which should help alleviate sickness experienced by users when the software did not respond to these actions.[24]Developer kit 2[edit]
In March 2014 at GDC, Oculus announced the upcoming Devkit 2 (DK2) which they expected to begin shipping in July 2014.[25] It features several improvements over the first development kit, such as having a higher-resolution (960×1080 per eye) low-persistence pentile AMOLED display, higher refresh rate, head positional tracking, a detachable cable, and the omission of the need for the external control box.[26]A teardown of DK2 revealed that it incorporates exactly the same screen as the Samsung Galaxy Note 3 smartphone, including the front panel from the device itself.[27]
Crescent Bay[edit]
In September 2014, during the Oculus Connect conference in Los Angeles, Oculus once again presented an updated version of the Rift, codenamed Crescent Bay. This version has a greater resolution than the DK2, a lower weight, built-in audio, and 360-degree tracking thanks to the presence of tracking LEDs in the back of the headset.[28] Oculus has also licensed software library RealSpace3D, which is expected to provide the Rift with HRTF and reverb algorithms.[28]Consumer version[edit]
A consumer-oriented version of the Rift is in development, which will be aimed at a general market and feature improved components. Improved head tracking, positional tracking, higher resolution,[29] and wireless operation are some of the features under consideration for the consumer Rift.[30] The consumer version of the Rift will have integrated audio. The headphones will use HRTF audio so that sounds can be better located in a three-dimensional space.[31]On April 30, 2014, Business Insider titled an article to assert that the consumer version of the Rift will be released in 2015, based on a partial quote attributed to "Management at Oculus VR." The quote in question indicates that the company would be "disappointed" if the headset is not released commercially before 2016.[32] This article has been referenced by multiple other sources as official confirmation of a 2015 release date,[33][34][35][36] but representatives of Oculus assert that no release date has yet been announced.[37][38] In February 2015, Palmer Luckey stated that, despite rumors, the consumer version does not have a May 2015 release date.[39]
Adoption[edit]
See also: List of games with Oculus Rift support
Paramount for the immersion into virtual reality are a high frame rate (at least 95 fps) as well as a low latency. Furthermore a pixel persistence lower than 3 ms is required to avoid nausea when moving the head around.
Team Fortress 2 was the first game to add support for the Oculus Rift, and is currently available to play with the Oculus Rift dev kit by use of a command line option. The second title to support the Oculus Rift was the Oculus-only version of Museum of the Microstar which was released in April 2013. Half-Life 2 was the third, and Hawken is the fourth game to support the Rift; it was prominently featured in the Kickstarter, and Oculus used it to demo the Rift at the GDC.
Several titles are playable on the Rift via the free and open source Vireio Perception VR drivers.[41] Games currently with full or partial support include Left 4 Dead, Hawken, Skyrim, Portal 2, Half-Life 2, BioShock,[42] Star Citizen, and Elite: Dangerous.[43]
Many existing games do not translate well to VR due to using features such as HUD, cutscenes, menus, third person sections, fast movement speeds, not being able to see one's own body, etc.
Related projects[edit]
While working as a designer at the University of Southern California Institute for Creative Technologies, Palmer Luckey worked on the FOV2GO project: an inexpensive kit consisting of a simple housing and optics to allow someone to put together a cheap HMD using a mobile phone as the display device.[44][45][46] The FOV2GO project is now available as a template allowing anyone to build the unit themselves.[47]A team from the University of Southern California is working on creating a fully immersive virtual reality experience called "Project Holodeck", which utilises Razer Hydra motion controllers, PS Move positional tracking, and the Oculus Rift HMDs to give the user the impression of being inside of a complete virtual world.[48][49]
At the 2014 Game Developers Conference, Sony announced Project Morpheus, and had prototype units on hand for demonstration.[50]
FlyPrague rotation platform with 4 passengers aboard wearing Rifts.
See also[edit]
- Project Morpheus, Sony's VR project
- Windows Holographic, Microsoft's AR project
- Sega VR
- Head-mounted display#Gaming and video; VR headsets used with game consoles
- Virtuix Omni and Cyberith Virtualizer – Rift-compatible omnidirectional treadmills
- Gear VR
- Haptic suit
- Razer Hydra
- Google Cardboard
References[edit]
- ^ Jump up to: a b Gordon, Rob. "Oculus Rift Will Be Cheaper Thanks To Facebook; Aiming For 2015 Release". Game Rant. Retrieved September 30, 2014.
- Jump up ^ "Oculus Rift virtual reality headset gets Kickstarter cash". BBC. August 1, 2012. Retrieved August 1, 2012.
- ^ Jump up to: a b c d e f "Oculus Rift: Step Into the Game". Retrieved August 1, 2012.
- Jump up ^ "The All New Oculus Rift Development kit 2 (DK2) Virtual Reality Headset". Oculus VR. Retrieved September 30, 2014.
- Jump up ^ Chan, Norman (September 24, 2014). "My 10 Virtual Reality Takeaways from Oculus Connect". Tested. Retrieved September 30, 2014.
- Jump up ^ Hollister, Sean (March 19, 2014). "World-builders, rejoice: the final Oculus Rift VR dev kit is here". The Verge. Retrieved September 30, 2014.
- Jump up ^ "Oculus VR Palmer Luckey Talks Crescent Bay". Youtube. GamerHub TV.
- Jump up ^ "Meant to be Seen – View topic – Oculus "Rift" : An open-source HMD for Kickstarter". Mtbs3d.com. Retrieved 2013-09-09.
- Jump up ^ "Carmack Makes Virtual Reality Actually Cool".
- Jump up ^ Welsh, Oli (June 7, 2012). "John Carmack and the Virtual Reality Dream". Eurogamer. Retrieved August 1, 2012.
- Jump up ^ Rosenberg, Adam (June 14, 2012). "Hands-On With Oculus Rift, John Carmack's Virtual Reality Goggles". G4TV. Retrieved August 1, 2012.
- Jump up ^ Welch, Chris (March 25, 2014). "Facebook buying Oculus VR for $2 billion". The Verge. Retrieved March 26, 2014.
- Jump up ^ "Facebook to Acquire Oculus" (Press release). Facebook newsroom. March 25, 2014.
- Jump up ^ Kovach, Steve (March 25, 2014). "Facebook Buys Oculus VR For $2 Billion". Business Insider. Retrieved May 12, 2014.
- Jump up ^ "Watch the QuakeCon Virtual Reality Keynotes Here " Road to Virtual RealityRoad to Virtual Reality". Roadtovr.com. August 5, 2012. Retrieved 2013-09-09.
- Jump up ^ "Update on Developer Kit Technology, Shipping Details". Oculus VR. November 28, 2012. Retrieved 2014-03-20.
- Jump up ^ "Oculus Rift pre-order open now". Mtbs3d.com. Retrieved 2013-09-09.
- Jump up ^ "Devkit 1 Sold out". OculusVr. Retrieved May 20, 2014.
- Jump up ^ "Oculus Rift: Step Into the Game by Oculus » Online Pre-Orders Live! – Kickstarter". Kickstarter.com. Retrieved 2013-09-09.
- Jump up ^ "Former Apple Talent Developing Oculus Rift Headtracker, "9 DOF" and 760Hz Gyro Sampling". Roadtovr.com. Retrieved 2013-09-09.
- Jump up ^ "Inside Oculus: a tour of virtual reality's would-be savior". Theverge.com. March 19, 2013. Retrieved 2013-09-09.
- Jump up ^ "E3 2013: New 1080p Oculus Rift with Unreal Engine 4". IGN. Retrieved 2013-11-01.
- Jump up ^ "OculusVR/RiftDK1". github.com. Retrieved 29 September 2014.
- Jump up ^ "Oculus reveals Crystal Cove prototype virtual reality headset with intriguing OLED display". The Verge. Retrieved January 7, 2014.
- Jump up ^ "Announcing the Oculus Rift Development Kit 2 (DK2)". Oculus VR. March 19, 2014. Retrieved 2014-05-06.
- Jump up ^ Lang, Ben (March 19, 2014). "GDC 2014: Oculus Rift Developer Kit 2 (DK2) Release Date and Pre-order". roadtovr.com. Retrieved 2014-03-25.
- Jump up ^ "New Oculus Rift dev kit uses front of a Galaxy Note 3 as its screen". The Verge. Retrieved 31 July 2014.
- ^ Jump up to: a b "Oculus Unveils New Crescent Bay Rift Model With Integrated Audio, 360 Tracking". 2014-09-20.
- Jump up ^ "The Oculus Rift Now Does 1080p". Kotaku. Retrieved June 14, 2013.
- Jump up ^ "Oculus Rift 2.0, a 1080p+ High FoV HMD by 2013 Under $1000? " Road to Virtual RealityRoad to Virtual Reality". Roadtovr.com. Retrieved 2013-09-09.
- Jump up ^ Robertson, Adi. "A Rift controller is coming soon, and other things Oculus told us at CES". The Verge.
- Jump up ^ "Oculus Rift Will Finally Go on Sale To Consumers Next Year". Business Insider. April 30, 2014.
- Jump up ^ "Oculus Rift launch date officially confirmed for 2015". Beta News. May 2, 2014.
- Jump up ^ "Oculus Rift Won't Arrive Until 2015". Tom's Hardware. May 1, 2014.
- Jump up ^ "Officials Announce Oculus Rift Should Hit Stores in 2015". Crowdfund Insider. May 1, 2014.
- Jump up ^ "Commercial version of the Oculus Rift set to hit the market in 2015". Kit Guru. May 2, 2014.
- Jump up ^ "Update From Oculus- News Bits: Oculus Confirms Consumer Rift for 2015?". Road to VR.
- Jump up ^ "I E-mailed Oculus immediately after seeing the business insider article about CV1 release, here's their response". Reddit /r/Oculus. May 2, 2014.
- Jump up ^ Feltham, Jamie. "Luckey Debunks Oculus Rift May Launch And Other Rumors". VR Focus.
- Jump up ^ Dutta, Soni. "Why Oculus Rift is the Future in Gaming". Gizmoworld. Retrieved December 18, 2013.
- Jump up ^ "Introducing Vireio Perception (3D Driver for Oculus Rift)". Mtbs3d.com. Retrieved 2013-11-01.
- Jump up ^ "MTBS GameGrade VR". Mtbs3d.com. Retrieved 2014-01-14.
- Jump up ^ Kickstarter, Elite: Dangerous will support Oculus Rift, October 10, 2013
- Jump up ^ Nelson, David (June 12, 2012). "MxR Lab Members and Alum Get Play at E3". University of Southern California. Retrieved August 2, 2012.
- Jump up ^ "MxR". University of Southern California. Retrieved August 2, 2012.
- Jump up ^ "People". University of Southern California. Retrieved August 2, 2012.
- Jump up ^ "FOV2GO Viewer". University of Southern California. Retrieved March 12, 2014.
- Jump up ^ "Project Holodeck " Project Holodeck". Projectholodeck.com. May 17, 2013. Retrieved 2013-09-09.
- Jump up ^ "Project Holodeck Seeks to Build a Platform for Virtual Reality GamesRoad to Virtual Reality". Roadtovr.com. Retrieved 2013-09-09.
- Jump up ^ Wingfield, Nick (March 19, 2014). "Sony Unveils Virtual Reality Headset". New York Times blogs. The New York Times. Retrieved March 26, 2014.
External links[edit]
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