external image oculus-vr-logo.png
external image Crescent-Bay-Front-Pers-on-Light1-640x358.jpg
Developer
Oculus VR
Platform
PC
NVIDIA GTX 970 / AMD R9 290 equivalent or greater
Intel i5-4590 equivalent or greater
8GB+ RAM
3x USB 3.0 ports plus 1x USB 2.0 port
Windows 7 SP1 64 bit or newer
Display
2 x AMOLED displays
Resolution
2160x1200 @ 90 Hz (1080x1200 per eye)
Compatible HDMI 1.3 video output
Optics
Hybrid lenses
Focus distance
1.5 m [1]
Tracking
6 DoF
Tracker
IR camera
100°x70° [2]
End-to-end latency
~25ms ?
FOV
Binocular : 87.96°x89.66° [3]
Monocular horizontal : 79.55° (43.98° temporal, 35.57° nasal)
Binocular horizontal : 87.96°
Vertical : 89.66° (41.65° up, 48.01° down)
IPD adjustment
Yes [4]
Audio
Microphone
Removable headphones [5]
Controllers
Wireless Xbox One controller
Oculus Touch (not included)
ETA H2 2016
Previous ETA H1 2016
Weight

Release date
ETA March 28, 2016
Previous ETA Q1 2016
 Price
 $599

See also : Software for the Oculus Rift.

Development


Features

https://www.oculus.com/blog/powering-the-rift/

Confirmed


Price

http://www.stuff.tv/oculus/oculus-founder-tells-stuff-were-going-sell-rift-cost-price/news
We’re going to be selling it at cost, Whatever it costs us to make, that is what we’re going to sell it for.

Field of view

http://www.reddit.com/r/oculus/comments/27qbzm/if_you_missed_it_heres_the_interview_spike_had/ci3f2l8
but also higher resolution and higher framerate, wider FOV, pretty much improved in every spec.

Size

http://www.reddit.com/r/oculus/comments/27qbzm/if_you_missed_it_heres_the_interview_spike_had/ci3f2l8
CV1 Will be a lot smaller, a lot lighter, a lot sleeker than DK2
CV1 is going to be thinner, lighter, better ergonomics

Weight

http://www.reddit.com/r/oculus/comments/27xwdi/brendan_iribe_we_do_have_the_consumer_prototype/
Brendan Iribe: "We do have the consumer prototype... it weighs almost nothing"!

Resolution

http://www.reddit.com/r/oculus/comments/27qbzm/if_you_missed_it_heres_the_interview_spike_had/ci3f2l8
but also higher resolution and higher framerate, wider FOV, pretty much improved in every spec.

Refresh rate

https://www.youtube.com/watch?v=Tira4eycEF8&feature=youtu.be
90 Hz

Positional tracking

http://www.reddit.com/r/oculus/comments/1z4czn/i_went_to_valve_and_saw_the_future/cfqikpl
Regardless, there are no magnetic tracking systems suitable for head tracking at this point in time, and that is unlikely to change.

http://www.reddit.com/r/gaming/comments/1ssu35/oculus_rift_gets_75_million_cash_infusion_coming/ce187sn
Q: Will it have 6DOF tracking/absolute position tracking, not just rotation
A : Yes, it will have absolute 6DOF tracking.

http://www.reddit.com/r/oculus/comments/1z4czn/i_went_to_valve_and_saw_the_future/cfqigpt
STEM and other magnetic tracking systems are not good enough for head tracking. It is one thing to strap a Hydra to DK1, but the game completely changes when you increase the resolution and strip out artifacts like latency and blur.

http://www.reddit.com/r/oculus/comments/1w4ugk/what_does_oculuss_new_tracking_technology_mean/ceyte6q
STEM is great for controllers, but magnetic tracking does not have the 1:1 absolute tracking capabilities needed for good head tracking, nor does it pair as well with an IMU.

Range

http://www.reddit.com/r/oculus/comments/27pgvw/has_dactyl_nightmare_been_remade_for_the_rift/
Our current setup works up to a range of 2 to 2.5 meters ... this will be significantly larger for our consumer version, we hope to get to the range of the living room

Latency

http://www.reddit.com/r/oculus/comments/1vofhe/valves_michael_abrash_about_chances_for_vr/ceuihvk
Crystal Cove is capable of sub-25, most of the latency is in the engine.

IPD calibration

http://www.reddit.com/r/oculus/comments/2bq4cp/dk2_owners_is_anyone_else_getting_juddering_and_a/cj85ez9
The calibration tool is pretty good, but not as good as the solution we are working on for CV1. If you have the time and technical inclination to measure it another way, you should compare with the results you get from the calibration tool.

Integrated audio

http://vrfocus.com/archives/7314/oculus-confirms-consumer-rift-will-integrated-microphone-headphones/

Microphone

http://vrfocus.com/archives/7314/oculus-confirms-consumer-rift-will-integrated-microphone-headphones/
https://forums.oculus.com/viewtopic.php?p=258808#p258808

Unconfirmed


Outward-­facing camera

http://www.wired.com/2014/05/oculus-rift-4/
Oculus is also working on a second, outward-­facing camera that will be part of the headset itself.
John Carmack : "it can function as a pass-through camera, allowing Rift-wearing users to see what’s happening in the real world."
John Carmack : “Nobody’s talking about gloves now—it’s going to be done with optical tracking."

http://www.reddit.com/r/oculus/comments/29ufwt/i_was_browsing_lpf_as_usual_when_i_caught_this/
http://laserpointerforums.com/f44/360-degree-dot-pattern-projector-help-87475.html
360 degree dot pattern projector - Help?

Custom headphones

http://www.reddit.com/r/oculus/comments/29v0u0/palmer_asks_headfi_for_help_integrating/
http://www.head-fi.org/t/681806/you-are-a-skilled-headphone-diyer-i-have-cash-let-us-help-each-other
You are a skilled headphone DIY'er. I have cash. Let us help each other.

http://www.pcgamer.com/2014/03/21/palmer-luckey-on-dk2-and-the-future-of-oculus-rift/
We are working on integrating audio solutions so you don’t have to wear bulky headphones.

http://www.reddit.com/r/oculus/comments/210mhg/we_are_working_on_integrating_audio_solutions_so/
Of course people like using their own audio gear. It would be foolish to integrate audio if it weren't removable.

Haptic feedback

http://www.reddit.com/r/oculus/comments/20ibgd/palmer_is_excited_about_haptic_feedback_technology/
Palmer is "excited about haptic feedback technology"

Hand tracking

http://arstechnica.com/gaming/2014/08/why-oculus-sees-virtual-reality-as-the-final-compute-platform/
Oculus is putting some R&D effort into more natural control schemes to solve the "dude, where are my hands?" problem users invariably have the first time they put on the headset. But Iribe said that something like VR hand-tracking "is not going to happen right off the bat. It's a really, really super hard problem to solve."

"I think a wand that you have to hold and you have to grip is going to be difficult because you can only grip for so long before you want to put this thing down. And if you can't see what you're doing and you're kind of blind, you just end up dropping it. You're like, 'I need to give it a break.' We want something that you can open your hands and... just be able to not get fatigued."

http://www.theverge.com/2015/1/6/7504767/oculus-ces-2015-virtual-reality

http://www.reddit.com/r/oculus/comments/2ws0e3/sixense_stem_prototype_review/cotohsj
VR input is hard - in some ways, tracking hands well enough to maintain a sense of proprioceptive presence is even more technically challenging than getting perfect head tracking.

We will show something if and when we get it working well, but we have to avoid showing off prototypes that are not on a clear path to being shipped at the same or higher quality level. Throwing together very expensive or impossible to manufacture prototypes for internal R&D is one thing, using them to publicly set expectations around the near future is another.


Dismissed


Eye tracking

http://www.reddit.com/r/oculus/comments/270xad/eye_tracking_confirmed_for_an_unnamed_consumer_hmd/
http://www.slashgear.com/making-vr-mainstream-smis-eye-tracking-magic-hands-on-30331141/
Villock expects the technology to be in at least one first-generation consumer head-mounted display launch - he wouldn't confirm which

http://www.reddit.com/r/oculus/comments/1stl6t/detailrich_update_how_oculus_plans_to_be_riding/ce13ubo
Q: So eye tracking is or isn't in the works for V1?
A: Not going to be in V1.

Wireless

http://www.reddit.com/r/oculus/comments/1yy2vu/gameface_making_a_virtual_reality_android_headset/cfp0vqu
Wireless streaming technology is not even close to good enough.

Embedded

http://www.reddit.com/r/Games/comments/1orm64/oculus_rifts_john_carmack_says_a_new_rift_dev_kit/ccv0vr5
Building a mobile processor into the Rift is a long term project, we don't have any plans to do it for the first consumer product.

http://www.reddit.com/r/Games/comments/1orm64/oculus_rifts_john_carmack_says_a_new_rift_dev_kit/ccv0q06
Android is a long term project, it won't be part of our consumer launch, love live the glorious PC master race.

Input controller

Palmer Luckey (SVVR Con: Ubercast 2014) http://www.reddit.com/r/oculus/comments/26f0w7/why_there_wont_be_exclusively_handarm_tracking_in/
"oculus wouldn't make something like the Move controller because it doesn't provide any feedback, and that input and output need to work together."

Hardware


Camera


http://www.reddit.com/r/technology/comments/1z9fgt/valve_vr_prototype_is_lightyears_ahead_of_the/cfs9e37
The Rift will include the camera. It is higher performance than TrackIR.

http://www.reddit.com/r/oculus/comments/1z4czn/i_went_to_valve_and_saw_the_future/cfqj7p9
The camera is pretty special, we had to design it from the ground up for low latency high precision motion tracking, not just rebadge a webcam.

http://www.reddit.com/r/oculus/comments/1z4czn/i_went_to_valve_and_saw_the_future/cfqj7p9
Q : is there any reason why the camera isn't mounted on the rift itself in the CC proto?
A : Yes.

Lenses

http://www.reddit.com/r/oculus/comments/1w5m46/hey_guys_just_got_my_rift_and_im_having_some/cez0cuy
Our next-gen optics are a lot better, huge improvement over DK1.

http://www.reddit.com/r/oculus/comments/1svl2f/is_an_adjustable_ipd_important_enough_to_make_it/ce1p8k8
We are experimenting with IPD adjustment, but our new lenses are a dramatic improvement over the developer kit, and they will be even better in the consumer version. The image remains clear across a much wider range of IPDs.

Software


VR game platform/launcher
http://www.reddit.com/r/oculus/comments/21cy9n/the_future_of_vr/cgbznv8
We are already working on our own VR game platform/launcher, but we are not going to force everything to go through it.

Games

http://www.reddit.com/r/oculus/comments/39pm77/oculus_e3_2015_press_conference_games_breakdown/
ADR1FT
Adventure Time Magic Man's Head Games
AirMech
Albino Lullaby
Anshar Wars
Audio Arena
Bandit Six
Chronos
Damaged Core
Darknet
Dead Secret
Defense Grid 2
Dreadhalls
Elite Dangerous Deluxe Edition
Edge of Nowhere
Esper 2
EVE Gunjack
EVE Valkyrie
Fly to KUMA
Herobound Spirit Champion
Keep Talking and Nobody Explodes
Lucky's Tale
Omega Agent
Project CARS
Radial G
Rooms
Shufflepuck Cantina Deluxe VR
Smashing the Battle
The Vanishing of Ethan Carter
Windlands
BlazeRush
VR Tennis Online
Pinball FX2 VR
The Climb

VR Sports Challenge ?

Demos

AirMech
Damaged Core
Esper
Lucky’s Tale
VR Sports Challenge

Tutorials


Digital Audio Workstations and VR Audio

Media







In the media

http://venturebeat.com/2015/06/14/oculus-brendan-iribe-describes-how-they-created-magical-oculus-touch-virtual-reality-controllers/view-all/
http://uploadvr.com/palmer-luckey-talks-advantages-rifts-custom-lenses/

Relevant forum threads

http://www.reddit.com/r/oculus/comments/2so9ho/new_interview_nimble_works_on_better_hand_traking/
http://www.reddit.com/r/oculus/comments/3a3pj1/handson_with_the_final_oculus_rift_at_e3_2015_the/
https://www.reddit.com/r/oculus/comments/4anxot/introducing_the_games_coming_to_oculus/

References

  1. ^ The lenses make the virtual image look much further way (it's focused at 1.5m on Rift, it could vary in that range).
  2. ^ https://www.reddit.com/r/oculus/comments/415vz4/budget_cuts_developer_on_supporting_rift_psvr/cz0cwnf
  3. ^ Values from the Oculus SDK
  4. ^ Oculus Connect 2: Shipping Hardware: The Evolution of the Rift
  5. ^ The Oculus Rift, Oculus Touch, and VR Games at E3

External links

[[|Official website]]