The first VR demonstrations will probably be games. Imagine titles that plunge players into realistic war zones or rich Tolkien-inspired worlds. Establishing a focal point is critical to perceiving depth.
The headset comes equipped with more than a dozen sensor inputs. Designers also added external infrared sensors and a camera to increase positional accuracy and monitoring. Not quite the holodeck or the matrix, but a good step in that direction. Oculus VR quickly went from a one-man operation to a multi-million dollar company poised to corner the consumer VR market.
Co-founder Andrew Scott Reisse was tragically killed in when struck by a speeding car involved in a police chase. The Oculus Rift Development Kit version 1. The kit also comes with a control box that's permanently attached to the headset via a 6-foot 1. All of this comes housed in a hard case.
The Oculus Rift dev kit goggles weigh less than a pound -- a mere grams -- and the future consumer model may be even lighter. The control box is used to hook the headset up to your computer and perform basic control functions.
A blue LED on top shows you whether the device is on or off. The developer headset allows for head-tracking with 3 degrees of freedom DOF , ultra-low latency and a field of view FOV of degrees diagonally and 90 degrees horizontally for convincing immersion. The Rift incorporates a flat 7-inch The screen is divided into by pixels per eye, with a 2. The user views the screen through two lens cups. There are plans to make the consumer model's resolution at least p, and the company has already demonstrated two p prototypes the HD and Crystal Cove models.
The device has a custom-built motion and orientation sensor unit with a sampling rate of up to Hz. The sensor unit includes a gyroscope, an accelerometer and a magnetometer, along with an ARM Cortex-M3 microcontroller.
The data from all three sensors is combined through a process called sensor fusion to enable fast and accurate tracking of your head orientation and synchronization with what you are viewing. This allows you to turn your head in any direction and look around the virtual environment in real-time, but it doesn't allow for positional tracking.
It has a higher resolution p AMOLED active matrix organic light emitting diode screen, lower latency, a higher refresh rate and much lower image persistence, meaning that the images you see on the screen change as quickly as you move rather than persisting on the screen long enough to cause a lot of motion blurring.
Crystal Cove can also track position, rather than just orientation, with the help of IR LEDs which look like little square white dots all over the headset that are monitored by an external camera, giving you 6 degrees of freedom rather than just 3.
You can lean toward things to get a closer look, or lean to look around corners, whereas with the developer kit you can turn your head in various directions to change the camera view, but you have to use a separate controller to handle all motion toward, away from or around things. This prototype is reportedly closer to Oculus VR's vision for the consumer version. VGA is not supported. Performance should be better on a computer that can handle heavy-duty gaming.
Then plug the power cord into the box and an electrical outlet. When all three necessary cables are connected, the screen will activate. Your computer will essentially see the Rift as another display, and you can adjust the display's settings through your computer's display control panels. It currently only works with personal computers, but support for mobile devices is in the works, and gaming systems may be next. The Oculus SDK is publicly available and open source , meaning that anyone can obtain, use and even modify and distribute the code.
There are a few caveats spelled out in their license agreement, including that any modifications must be shared with Oculus VR, that the software may not be used to interface with other commercial VR headsets that aren't approved by Oculus VR, and that the code must be distributed in whole, not part. They can also revoke your rights to use the SDK if you create an application that causes health or safety issues.
These resources should help greatly in developing or porting more games and other content to the Oculus Rift. The company has also released an Oculus Latency Tester whose hardware and software are both open source. Its firmware is under the Apache 2. You can buy the Latency Tester from the Oculus VR site, and you can use, alter or distribute any portion of the tester and its code.
Or if you're a tinkerer, you can build your own using the freely available files. Physical modification of the Oculus Rift unit itself is not recommended, however, since the company may not be able to support the modified device. But its source code is fair game. For some reason the Rift gets compared with Google Glass , but aside from the fact that they are both pieces of technology that you wear on your face, the two devices are entirely different animals.
Google Glass is a tiny smartphone in the shape of eyeglasses with a clear rectangular see-through screen over one eye. You can see your real surroundings at all times, but you can also call up information via voice commands, and it will appear on the screen, superimposed over what's really in front of you. It's more in the realm of augmented reality than virtual reality.
The Oculus Rift, on the other hand, is true virtual reality. You are completely blocking your view of the real world and seeing a new digital, virtual world in its place. The Rift uses stereoscopic 3-D rendering, a high-resolution display, a field of view degrees wide and ultra-low latency head tracking to immerse you in a virtual world that should prove to be more believable than any VR most of us have witnessed before.
The Rift achieves stereoscopic 3-D by feeding a slightly different image to each eye, which is more or less how we see in 3-D in the real world, where each eye is seeing everything from a slightly different vantage point and the differences are used to perceive depth.
Thedegree field of view extends into your peripheral vision area and, in conjunction with the lenses, is intended to help immerse you into a game. The low latency means that what you see tracks with your head movements in real-time rather than being on a delay where the image has to catch up to your eyes. Once you've acquired the developer's Rift and downloaded the SDK and any firmware updates from the Oculus VR site, you need to calibrate the device.
This includes measuring and setting your height and your IPD interpupillary distance, or the distance between your pupils and running the magnetometer calibration, which involves rotating the headset as instructed.
Once your device is calibrated, you can use it to test or play whatever games you find or create. Although at the time of this writing the consumer version of Oculus Rift isn't out yet, there are already some games from major developers that have been created or ported to work with the device. These include:. These may not all be available to the public in Rift-ready form, but there are non-VR versions of all but "Eve: Valkyrie" in the wild.
Here's everything we know about the Oculus Rift so far in terms of specs, features, platform support and overall potential. Also, don't forget to check out our in-depth Oculus Rift review. Invented by a VR enthusiast named Palmer Luckey, the Oculus Rift is a set of virtual-reality goggles that will work with your gaming desktop or laptop. After he debuting a prototype at the E3 gaming convention in , Luckey founded Irvine, Calif.
On Mar. Facebook CEO Mark Zuckerberg said that the headset "has the chance to create the most social platform ever," though we don't know how exactly the website will utilize the Oculus Rift.
In an interview with Polygon , Luckey said that Oculus VR will continue to operate in its Irvine headquarters, and will use Facebook's backing to create a better, more affordable product. Picture a set of ski goggles but instead of miles of fresh powder, you're transported into space or underwater.
The Rift accomplishes this using a pair of screens that displays two images side by side, one for each eye. A set of lenses is placed on top of the panels, focusing and reshaping the picture for each eye, and creating a stereoscopic 3D image. The goggles have embedded sensors that monitor the wearer's head motions and adjust the image accordingly. The latest version of the Oculus Rift is bolstered by an external positional-tracking sensor, which helps track head movements more accurately.
The end result is the sensation that you are looking around a 3D world. Augmented reality AR involves superimposing graphics over a view of the real world, such as a smartphone's camera or the lenses in Microsoft's HoloLens glasses. While Oculus Rift lets you see a 3D world, it lacks a camera to allow wears to see outside the headset which means it can't do AR. However, the execs at Oculus VR have said that maybe one day, they will add cameras to the goggles, allowing you to see the real world when you're not in a game similar to the Samsung Gear VR and the HTC Vive.
Such a setup would potentially let you add three-dimensional graphics on top of the camera feed and allow for augmented reality. Oculus VR has teamed with a number of desktop makers such as Alienware, Asus and Dell to offer affordable bundles feature the Rift with a VR-ready desktop. This version of the Rift is a sleeker, version of the Crescent Bay prototype which offers sharper resolution and enhanced overall performance.
Rift specs include a x OLED display which delivers p per eye, a degree field of view with a 90Hz refresh rate. The device will also feature a built in accelerometer, gyroscope, magnetometer and degree positional tracking that follows six axes of movement with a latency of milliseconds.
Packaged accessories include the sensor, remote, cables and an Xbox One controller. The Rift also has a pair of Touch controllers that let your hands get in on the VR fun, but those aren't slated to launch until later this year. With its high refresh rate and low latency, most people shouldn't experience motion sickness in theory. However, it takes some time for a person's body to adjust to the virtual reality, especially for games where your running around while your sitting in the real world.
Ultimately, VR can affect people differently.
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