One year ago today,
Oculus introduced the first version of its prototype virtual reality
headset that wasn't literally held together with duct tape and glue. The $300 Oculus Rift Development Kit showed
the world that inexpensive VR headgear was capable of being mass
produced. Now, at the 2014 Game Developers Conference, the company is
introducing development kit number two.
Starting today, Oculus is taking pre-orders for the Oculus Rift DK2, a refined version of the Crystal Cove prototype that blew us away at the Consumer Electronics Show in January, taking home our award for Best in Show.
It also just so happens to be the last developer kit before the company
announces the long-awaited consumer version of its headgear. Sony may
just have announced its own virtual reality headset for PlayStation 4, but as far as headgear is concerned it seems like Oculus is already on the home stretch.
How far has Oculus come in a
year? For months now, I've been playing with the original developer kit,
without ever trying newer Oculus prototypes like Crystal Cove. Like
tens of thousands of developers, I struggled with the painfully low 720p
resolution and blurry motion of the original screen, sometimes feeling
too nauseous to play more than a few minutes at a go. But when I put on
the so-called Oculus Rift DK2 this week, I easily retained my composure.
To 1080p, and beyond
The 1080p OLED panel still
isn't high enough a resolution to avoid jagged edges — Oculus says the
consumer version will have even higher resolution — but combined with special techniques to reduce blurring and motion sickness,
the difference was already night and day. Looking around in virtual
reality felt far more glassy, more like looking through a window than
through a fine mesh visor. The DK2 has been combined with a peripheral: a
new, custom camera which tracks the position of 40 infrared LEDs now
mounted invisibly beneath the Rift's translucent shell. Thanks to that
tracking, I could lean over a virtual table or look up a chimney flue,
because the camera tracks in 3D space. Most of that's the same as
Crystal Cove, mind you, but Oculus founder Palmer Luckey says the tech
has improved even since then, with lenses made of a more advanced resin
that ensures higher image quality across more of your field of view
instead of just the centers of your vision.
"We know what we need to ship."
I didn't find all of Oculus'
choices completely welcome, though. Though the motion tracking camera
makes games feel more fluid, it needs to be positioned in front of you,
and the lack of LEDs on the rear of the new Rift developer kit means
that you can't turn a full 180 degrees without breaking the line of
sight from that camera and running into issues. Perhaps as a result,
most of the demos on display were rather tame — if fun — diversions that
presented you with a dollhouse-like 3D world to look into while seated,
rather than an open 3D environment to explore. VR Knights by Epic Games
is the new standout experience: two doll-like knights come to life and
battle in a virtual living room, where you and another player actually
appear in the virtual environment, while simultaneously controlling your
interactive action figures by remote.
How far away is actual consumer
virtual reality? Oculus still won't say, but Luckey says that it will
be a complete redesign, without a single part — to his knowledge —
carrying over from the development kits. "We're much closer," says
Luckey. "The last year we've spent researching and developing what
consumer VR needs to be... we didn't know before, and we do now."
"We know what we need to ship,
we know what parts we need to do it, we know where we can get those
parts, and now it's just a matter of playing the waiting game and
putting it together."
The Oculus Rift Development Kit 2 will ship this July for $350. Later today, we'll see whether the company's new competition — Sony — has come far enough with its own virtual reality hardware to pose a serious challenge.
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