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Oculus Rift

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Oculus Rift
Sergey Orlovskiy using the developer kit version of the Oculus Rift (with separate headphones)
TypeHead-mounted display
Invention date2012
Inventor(s)Palmer Luckey (founder)[1]
ManufacturerOculus VR, Inc.
CostDeveloper kit: $300,[2] Consumer version: Unknown (rumored <$300) [3]
ResolutionDeveloper kit: 1280×800 (640×800 per eye),[4] Consumer version: ≥1920×1080
Horizontal FOVDeveloper kit: > 90°,[4] Consumer version: TBA
Diagonal FOVDeveloper kit: > 110°,[4] Consumer version: TBA
Head TrackingDeveloper kit: 1000 Hz absolute 3DOF orientation (gyr/acc/mag), but no position. Consumer version: TBA
PlatformWindows, Linux, OS X[4]
ConnectionDeveloper kit: DVI/HDMI and USB,[4] Consumer version: TBA
Website

The Oculus Rift is an upcoming virtual reality head-mounted display. It is being developed by Oculus VR, who have raised $16 million, of which $2.4 million was raised with crowdfunding via Kickstarter.[4] The company was founded by Palmer Luckey and the co-founders of Scaleform,[5] and id Software cofounder John Carmack was later hired as its Chief Technology Officer.[6] Developer kits are in the process of being shipped out.[7]

Development

As a head-mounted display (HMD) designer at the University of Southern California Institute for Creative Technologies, Palmer Luckey earned a reputation for having the largest personal collection of HMDs in the world, and is a longtime moderator in Meant to be Seen 3D's discussion forums.[citation needed]

Through MTBS' forums,[8] Palmer developed the idea of creating a new head mounted display that was both more effective than what is currently on the market, and inexpensive for gamers. Coincidentally, John Carmack had been "...learning the lay of the land" at MTBS,[9] and also happened upon Palmer Luckey's developments. After sampling an early unit, Carmack saw the potential in what Palmer was developing, and took steps to support his effort.[citation needed][clarification needed]

Electronic Entertainment Expo 2012

Before the 2012 Electronic Entertainment Expo, id Software had announced in May that the company would develop a new version of Doom 3, subsequently known as BFG Edition, compatible with head-mounted display units. During the convention, Carmack introduced a homebrew prototype of the Oculus Rift featuring a 5.6 inch 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]

Fundraising campaign

Following the demonstration of the Oculus Rift prototype at the E3 in June 2012, on 1 August 2012 the company announced a Kickstarter campaign to further development of the product. Within four hours of the announcement, Oculus secured its intended amount of $250,000,[1][12] and in less than 36 hours, the campaign had surpassed $1 million in funding,[13] eventually ending with $2,437,429.[14]

Developer version

The Oculus developer kit was an initial version financed by a Kickstarter campaign. The campaign sought to get the initial Oculus Rift into the hands of developers to begin integration of the device into their games.[15]

In August 2012, Oculus announced that the "dev kit" version of the Oculus Rift would be given as a reward to backers who pledged $300 or more on Kickstarter, with an expected shipping date set of March 2013. There was also a limited run of 100 unassembled Rift prototype kits for pledges over $275 that would ship a month earlier. Both versions were intended to include Doom 3 BFG Edition, but Rift support in the game wasn't ready, so to make up for it they included a choice of discount vouchers for either Steam or the Oculus store.[4] Dev kit preorders were made available for $300 on their website starting on 26 September 2012. These kits sold at a rate of 4–5 per minute for the first day, before slowing down throughout the week.[16] These preorders were expected to start being delivered in "May 2013",[17] but started arriving around March 30.[18] A community order tracking spreadsheet has popped up to help track and estimate shipping information.[19] As of August 14th, 2013, Oculus is still accepting dev kit preorders on their website.[20]

Consumer version

A consumer-oriented 'Oculus Rift 2.0' is in development, which will be aimed at a general market and feature improved components. Improved head tracking, positional tracking, 1080p resolution,[21] and wireless operation are some of the features under consideration for the Rift 2.0.[22] In June 2013 a 1080p version of the Rift was shown at E3.[23]

Endorsements

The Oculus Rift has been endorsed by a number of notable game industry figures including:

Hardware

The first prototype of the device used a 5.6 inch screen, but after the unexpectedly successful Kickstarter, Oculus determined that the panel wasn't available in sufficient quantities, so they changed their design to use a new 7 inch screen, which makes the Rift dev kit somewhat bulkier than the first prototypes.

The new panel's pixel switching time is significantly faster, 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. This mimics normal human vision, which does not 100% overlap either, although the overlap area is smaller on the Rift than in real life.

The field of view 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. It is intended to almost fill the wearer's entire field of view, and the real world is completely blocked out, to create a strong sense of immersion. 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 pincushioned image that is then corrected by lenses in the headset, generating a spherical-mapped image for each eye. The panel's resolution is expected to be upgraded to at least 1920×1080 for the final consumer version.

Initial prototypes used a Hillcrest 3DoF head tracker that is normally 120 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.[20][25]

The weight of the headset is approximately 379 g,[26] (an increase of about 90 grams due to the increased screen size) and it does not include headphones.

The headset has a dial on each side that can be turned with a screwdriver which 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. Adjustment for the interpupillary distance is done in software, although given its large exit pupil, this should not be a severe issue with the Rift.

The developer version Rift has DVI and HDMI input on the control box, and comes with one DVI and two HDMI cables, and a DVI to HDMI adapter.

A USB interface is used for sending tracking data to the host machine and powering the device, potentially negating the need for an external power supply. However, since its power requirements slightly exceed the rating for USB, it will come with a power adapter that can optionally be used to connect the control box to a power outlet for those computers that don't provide enough USB power.

Software

Games and game platforms must be specifically designed to work correctly with the Oculus Rift. Oculus is producing an SDK (software development kit) to assist developers with integrating the Oculus Rift with their games. The SDK will include code, samples, and documentation, and will be accessible to anyone who purchased a developer kit from the Kickstarter, or a preorder from their website.[5] According to Oculus, game integration will begin with PCs and smartphones and be followed by consoles (much later).

Team Fortress 2 was the first game to add support for the Oculus Rift, and can be played right now 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 likely to be 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. Doom 3: BFG Edition was originally going to be the first game to officially support the Oculus Rift,[5] but after the change of tracker and the change to the 7" panel, id has not yet updated the game to support it.

The Gallery: Six Elements is the first announced game being designed specifically for the Oculus Rift and Virtual Reality, rather than adding Rift support to an existing game. This is considered important because many existing games use features that don't translate well to VR, such as a HUD, cutscenes, menus, third person sections, fast movement speeds, not being able to see your body, etc. It is currently on Kickstarter.[1]

Epic Games, creators of the Unreal Engine, have announced that the engine will integrate support for the Oculus Rift. David Helgason, CEO of Unity Technologies, has announced support for the Oculus Rift with the Unity engine. John Carmack of id Software has stated that he plans to make the Oculus Rift a concurrent part of the Doom 4 development cycle to ensure that it works well with the game at launch.[27] Star Citizen, the upcoming space role-playing simulator from Chris Roberts (creator of Wing Commander and Freelancer) is being built with Oculus support.

Several prominent figures from the games industry, notably John Carmack, the co-founder of Id Software, Gabe Newell, the co-founder of Valve Corporation, Michael Abrash, the author of Zen of Graphics and Graphics Programming Black Book, Cliff Bleszinski, former design director at Epic Games, and David Helgason, the founder of Unity 3D publicly endorsed the campaign. Markus Persson, founder of Mojang, has stated that the company's games will likely support the Oculus Rift.[28] Michael Abrash, who is researching virtual reality and augmented reality at Valve said "I personally would like to get our games running on the Rift and make it a great experience and then ship it for that, I would like to do that. Whether that will be the case, whether we’ll be able to make it work that well and whether we’ll think the experience is that great, that’s not my decision" during a presentation on virtual reality at QuakeCon 2012.[15]

Several titles are playable on the Rift via the free and open source Vireio Perception VR drivers.[29] Games currently with full or partial Vireio Perception support include Left4Dead 1 and 2, Elder Scrolls V: Skyrim, Dear Esther, Portal 1 and 2, Half Life 2 and more.

Vireio Perception is the first to include the Schneider-Hicks Optical Calibration Tool (SHOCT),[30] a software feature that makes it possible to safely calibrate the majority of stereoscopic 3D settings without having to wear an HMD through the process. Up until this time, it was difficult to calibrate settings like separation and convergence because head mounted displays are incapable of providing a reference for both views at the same time.

According to Meant to be Seen, open source developers of the Vireio Perception drivers, their current priorities include adding DX10 and DX11 support, easier to use game profiles, and solving the "time differential" flaw in the software's architecture.[31]

While not yet released, another option for playing existing games is the VorpX driver [32] that has listed support for a wide variety of games built on DirectX versions 9 through 11. The majority of the rendering is expected to be using 2D+Depth technology, though true dual camera rendering will be available for a limited number of games. Sample titles listed as being VorpX compatible include Bioshock Infinite, Fallout 3, The Elder Scrolls V: Skyrim, Flight Simulator X and more. Publicly viewable 3D screenshots and 3D game footage have not been published yet.

Broadcasting

Demos of the Oculus Rift featuring impressions and gameplay with both single images and stereo images have been broadcast on YouTube by a number of popular video game content providers, including The Yogscast[33][34][35][36] and PewDiePie.[37][38][39] A home video entitled "My 90 year old grandmother tries the Oculus Rift." went viral with over 1.9 million views.[40]

While working as a designer at the University of Southern California Institute for Creative Technologies, Palmer Luckey behind the Oculus Rift 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.[41][42][43] The FOV2GO project is now available as a template allowing anyone to build the unit themselves.[44]

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 Oculus Rift HMDs to give the user the impression of being inside of a complete virtual world.[45][46]

See also

References

  1. ^ a b "Oculus Rift virtual reality headset gets Kickstarter cash". BBC. 1 August 2012. Retrieved 1 August 2012.
  2. ^ Kuchera, Ben (1 August 2012). "Ready for your $300 prototype VR goggles? The Oculus Rift Kickstarter is live". Penny Arcade. Retrieved 1 August 2012.
  3. ^ Oculus Rift and the Virtual Reality Revolution
  4. ^ a b c d e f g "Oculus Rift: Step Into the Game". Retrieved 1 August 2012.
  5. ^ a b c The Official Website of Oculus VR | Oculus Rift™ – A Virtual Reality Headset for Immersive 3D Gaming
  6. ^ Gilbert, Ben (7 August 2013). "Oculus Rift hires Doom co-creator John Carmack as Chief Technology Officer". engadget. Retrieved 7 August 2013.
  7. ^ Pre-Order Oculus Rift Development Kit | Oculus Rift - Virtual Reality Headset for 3D Games
  8. ^ Meant to be Seen – View topic – Oculus "Rift" : An open-source HMD for Kickstarter
  9. ^ The #1 Stereoscopic 3D Gaming (S-3D Gaming, 3D Gaming) Resource | Meant to be Seen – John Carmack Talks VR at QuakeCon 2012
  10. ^ Welsh, Oli (7 June 2012). "John Carmack and the Virtual Reality Dream". Eurogamer. Retrieved 1 August 2012.
  11. ^ Rosenberg, Adam (14 June 2012). "Hands-On With Oculus Rift, John Carmack's Virtual Reality Goggles". G4TV. Retrieved 1 August 2012.
  12. ^ Matulef, Jeffrey (1 August 2012). "John Carmack's snazzy VR headset takes to Kickstarter with the Oculus Rift". Eurogamer. Retrieved 1 August 2012.
  13. ^ Watch the QuakeCon VR Keynote Tonight Live at 7PM EST. Oculus Rift Kickstarter Passes $1 Million Under 36 Hours « Road to Virtual RealityRoad to Virtual Reality
  14. ^ Oculus Rift Virtual Reality Headset Developer Kits Now Available To Pre-Order | Geeky Gadgets
  15. ^ a b Watch the QuakeCon Virtual Reality Keynotes Here « Road to Virtual RealityRoad to Virtual Reality
  16. ^ Meant to be Seen – View topic – Oculus Rift pre-order open now. GO GO GO
  17. ^ Pre-Order Oculus Rift Developer Kit
  18. ^ OMFG: it's happening : oculus
  19. ^ Welcome to Google Docs
  20. ^ a b Oculus Rift: Step Into the Game by Oculus » Online Pre-Orders Live! – Kickstarter
  21. ^ "The Oculus Rift Now Does 1080p". Kotaku. Retrieved 14 June 2013.
  22. ^ Oculus Rift 2.0, a 1080p+ High FoV HMD by 2013 Under $1000? « Road to Virtual RealityRoad to Virtual Reality
  23. ^ "E3 2013: New 1080p Oculus Rift with Unreal Engine 4".
  24. ^ "PlayStation 4's Shuhei Yoshida on Oculus Rift: We have dev kits, 'I love it'". Engadget. Retrieved 14 June 2013.
  25. ^ Former Apple Talent Developing Oculus Rift Headtracker, “9 DOF” and 760Hz Gyro Sampling
  26. ^ Inside Oculus: a tour of virtual reality's would-be savior
  27. ^ John Carmack Talks Doom 4 Oculus Rift Integration in New Interview at QuakeCon 2012 « Road to Virtual RealityRoad to Virtual Reality
  28. ^ Oculus Rift Kickstarter 230% Funded Before Day 1 Ends, Well on the way to $1 Million; Minecraft Support Coming « Road to Virtual RealityRoad to Virtual Reality
  29. ^ "Introducing Vireio Perception (3D Driver for Oculus Rift)".
  30. ^ Vireio - MTBS' Immersipedia
  31. ^ The #1 Stereoscopic 3D Gaming (S-3D Gaming, 3D Gaming) and VR Resource | Meant to be Seen - Current Vireio Perception Priorities
  32. ^ "VorpX – Virtual Reality 3D-driver".
  33. ^ Littlewood, Martyn. "Oculus Rift Unboxing + TF2 Gameplay". YouTube. Retrieved 4 May 2013.
  34. ^ Littlewood, Martyn. "Zombies On The Holodeck (Oculus Rift Zombie Survival)". YouTube. Retrieved 10 May 2013.
  35. ^ Littlewood, Martyn. "Minecraft Oculus Rift Mod! (Minecrift + Gameplay)". YouTube. Retrieved 7 May 2013.
  36. ^ Littlewood, Martyn. "Oculus Rift Skyrim - Dragon Slaying, Dancing & Coffins?!". YouTube. Retrieved 7 May 2013.
  37. ^ Kjellberg, Felix (26 July 2013). "HOLY SH*T! - Slender w/ Oculus Rift". YouTube. Retrieved 31 July 2013.
  38. ^ Kjellberg, Felix (25 July 2013). "Oculus Rift: AaaaaAAaaaAAAaaAAAAaAAAAA!!! for the Awesome". YouTube. Retrieved 31 July 2013.
  39. ^ Kjellberg, Felix. "WORST JUMP SCARE?! - Alone In The Rift (Oculus Rift Horror Game)". YouTube. Retrieved 29 July 2013.
  40. ^ Rivot, Paul. "My 90 year old grandmother tries the Oculus Rift". YouTube. Retrieved 14 April 2013.
  41. ^ Nelson, David (12 June 2012). "MxR Lab Members and Alum Get Play at E3". University of Southern California. Retrieved 2 August 2012.
  42. ^ "MxR". University of Southern California. Retrieved 2 August 2012.
  43. ^ "People". University of Southern California. Retrieved 2 August 2012.
  44. ^ FOV2GO Viewer
  45. ^ Project Holodeck « Project Holodeck
  46. ^ Project Holodeck Seeks to Build a Platform for Virtual Reality GamesRoad to Virtual Reality