external image oculus-vr-logo.png
external image oculus-development-kit.png
Developer
Oculus VR
Platform
PC
Display
7" 1280x800 60 Hz LCD
Resolution
640x800 per eye
Low-persistence
No
Optics
One aspheric acrylic lens per eye (7X)
Interaxial distance
 63.5 mm [1]
Tracking
Custom 9-axis tracker (3dof rotational)
Tracking frequency
1000Hz
Tracking latency
~2ms
End-to-end latency
50-60ms
FOV
Typical
monocular : 99°H
binocular : 106°H [2]
Author of Oculus SDK Overview
monocular : 109°H 112.5°V
binocular : 117.4°H 112.5°V
Default rendering (SDK 2.5)
114.5°H 125.5°V
Weight
380 grams
Release date
March 29, 2013
End of life
March 11, 2014
 Price
 $300
 Units sold
 ~65,000 [3]

History


http://www.reddit.com/r/oculus/comments/1w6liq/what_are_the_chances_that_oculus_will_be_a/ceztdy2
As far as I know, the Rit DK1 is the best selling head mounted display of all time.

Oculus Rift sales suspended as components run low
http://www.theguardian.com/technology/2014/feb/21/oculus-rift-sales-suspended-as-components-run-low

Features


FOV

Comparison with the Sony HMZ-T1 : http://i.imgur.com/IcOTeCy.png

https://developer.oculusvr.com/forums/viewtopic.php?p=111699#p111699 :
a typical DK1 half-FOV is 46 degrees inwards, 53 degrees outwards

Resolution

What's the *real* resolution of the dev kit? (Hint: it isn't 600x800 per eye.) : http://www.reddit.com/r/oculus/comments/1tgqhk/whats_the_real_resolution_of_the_dev_kit_hint_it/
Would a 4K Resolution Oculus Rift be Possible? : http://www.previewlabs.com/would-a-4k-resolution-oculus-rift-be-possible/
Wasted screen space : http://www.reddit.com/r/oculus/comments/1fn9d7/wasted_screen_space/
How much of the screen do the lenses really project to your eyes? : http://www.reddit.com/r/oculus/comments/1e4o5r/how_much_of_the_screen_do_the_lenses_really/
Clarified: pixels gained from DK1 to HD Rift : http://www.reddit.com/r/oculus/comments/1upfj1/clarified_pixels_gained_from_dk1_to_hd_rift/

Latency

http://www.oculusvr.com/blog/the-latent-power-of-prediction/
For a game running at 60 FPS, the latency when using the Oculus Rift Development Kit is typically in the range from 30ms to 50ms, including time for sensing, data arrival over USB, sensor fusion, game simulation, rendering, and video output.

http://venturebeat.com/2014/01/14/oculus-vrs-brendan-iribe-on-the-virtual-reality-prototype-interview/
On the first dev kit, we were right around 50 to 60 milliseconds of latency.

Head tracking


Hardware


Sensors


http://www.kickstarter.com/projects/1523379957/oculus-rift-step-into-the-game/posts/380099
http://www.mtbs3d.com/phpBB/viewtopic.php?p=129795#p129795
http://www.oculusvr.com/blog/update-on-developer-kit-technology-shipping-details/

refresh rate of up to 1000hz
In addition to the accelerometer and gyroscope, it also includes a magnetometer

Chips : MPU6050 + HMC5883L + MS5611

Lenses

http://www.mtbs3d.com/phpbb/viewtopic.php?p=63914#p63914

focus is set at 12 feet, massive exit pupil

Like I said, though, focus is set at 12', as close as I could get to infinity. The difference between 12' and infinity is minuscule, in terms of focus.

https://developer.oculusvr.com/forums/viewtopic.php?p=32140#p32140
22.5, 23.5, and 24.5 diopters. Interestingly, the A cups were 23.5 diopters. Cant remember which of the B and C were which.

https://developer.oculusvr.com/forums/viewtopic.php?p=32309#p32309
Diopter / 4 + 1 = Magnification (for simple lenses)
22.5 / 4 + 1 = 6.625x
23.5 / 4 + 1 = 6.875x
24.5 / 4 + 1 = 7.125x
Unfortunately, aspheric lenses are not simple lenses, but these numbers may be relatively close

https://developer.oculusvr.com/forums/viewtopic.php?p=32583#p32583
The A, B and C cups all use the exact same lenses.
Maybe there are slight manufacturing differences, but they should be the same.

Cables

http://www.oculusvr.com/blog/update-on-developer-kit-technology-shipping-details/
The cable shown here is similar in width and weight to the actual 6ft custom cable used for the developer kits, which was designed specifically for the Rift.

Display

https://developer.oculusvr.com/forums/viewtopic.php?p=93635#p93635
Just got the HJ070IA-02F screen in today and got it all connected. I absolutely can verify that it does work perfectly with the oculus rift as a drop in replacement.

http://www.mtbs3d.com/phpBB/viewtopic.php?f=140&t=19318
There is a small board that is attached to the back of the existing panel that you have to remove and put on the new panel, but that's pretty easy. It's only held on with double-sided tape.

Controller board

https://www.kickstarter.com/projects/1523379957/oculus-rift-step-into-the-game/posts/361519
The box contains a custom control board that we designed to minimize video latency.

Power


http://www.mtbs3d.com/phpBB/viewtopic.php?p=98126#p98126

~800ma@5v, 5.1 MM OD, 2.1 MM ID barrel jack

Will it work with cheap hobby R/C 7.2v LiPo batteries?

Software


partial overlap

Engine support


Unity Pro http://www.oculusvr.com/blog/4-month-unity-pro-trial-for-oculus-devs/
Unreal Development Kit http://www.oculusvr.com/blog/oculus-ready-unreal-development-kit-coming-in-april/
Unreal Engine 3 http://www.oculusvr.com/blog/oculus-ready-unreal-development-kit-coming-in-april/

Demos


Hawken http://www.oculusvr.com/blog/oculus-ready-unreal-development-kit-coming-in-april/
Epic Citadel http://www.oculusvr.com/blog/oculus-ready-unreal-development-kit-coming-in-april/
Oculus DriVR http://www.oculusvr.com/blog/4-month-unity-pro-trial-for-oculus-devs/
Oculus World Demo (bundled) http://www.oculusvr.com/blog/4-month-unity-pro-trial-for-oculus-devs/

Shortcomings


Resolution
Screen-door effect
Full persistence (blur when moving head)
Positional tracking
Latency (30-50 ms)

Media


In the media


Relevant forum threads


References

  1. ^ Interaxial distance: the real-world distance between the middle of the lenses. This is fixed at 63.5mm for DK1 and DK2
  2. ^ a typical DK1 half-FOV is 46 degrees inwards, 53 degrees outwards
  3. ^ Combined with the 65,000 headsets of the first development kit already sold

External links

Official website
Firmware, Schematics, and Mechanicals