Domain: oculus.com
Stories and comments across the archive that link to oculus.com.
Stories · 24
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How Much VR User Data Is Oculus Giving To Facebook? (theverge.com)
Facebook owns many other apps and services, including the Oculus virtual-reality platform, which collects incredibly detailed information about where users are looking and how they're moving. Since most of the discussion about how Facebook handles user information is focused on the social network itself, The Verge's Adi Robertson looks into the link between Facebook and Oculus: A VR platform like Oculus offers lots of data points that could be turned into a detailed user profile. Facebook already records a "heatmap" of viewer data for 360-degree videos, for instance, flagging which parts of a video people find most interesting. If it decided to track VR users at a more detailed level, it could do something like track overall movement patterns with hand controllers, then guess whether someone is sick or tired on a particular day. Oculus imagines people using its headsets the way they use phones and computers today, which would let it track all kinds of private communications. The Oculus privacy policy has a blanket clause that lets it share and receive information from Facebook and Facebook-owned services. So far, the company claims that it exercises this option in very limited ways, and none of them involve giving data to Facebook advertisers. "Oculus does not share people's data with Facebook for third-party advertising," a spokesperson tells The Verge.
Oculus says there are some types of data it either doesn't share or doesn't retain at all. The platform collects physical information like height to calibrate VR experiences, but apparently, it doesn't share any of it with Facebook. It stores posts that are made on the Oculus forums, but not voice communications between users in VR, although it may retain records of connections between them. The company also offers a few examples of when it would share data with Facebook or vice versa. Most obviously, if you're using a Facebook-created VR app like Spaces, Facebook gets information about what you're doing there, much in the same way that any third-party app developer would. You can optionally link your Facebook account to your Oculus ID, in which case, Oculus will use your Facebook interests to suggest specific apps or games. If you've linked the accounts, any friend you add on Facebook will also become your friend on Oculus, if they're on the platform. Oculus does, however, share data between the two services to fight certain kinds of banned activity. "If we find someone using their account to send spam on one service, we can disable all of their accounts," an Oculus spokesperson says. "Similarly, if there's 'strange activity' on a specific Oculus account, they can share the IP address it's coming from with Facebook," writes Robertson. "The biggest problem is that there's nothing stopping Facebook and Oculus from choosing to share more data in the future." -
The Oculus Rift Still Isn't Selling, In a Worrying Sign For VR (technologyreview.com)
An anonymous reader quotes a report from MIT Technology Review: Despite Mark Zuckerberg's early enthusiasm for virtual reality, the technology has stubbornly remained a hard sell for Facebook. Now, in yet another sign that VR is failing to capture the imagination of the public, the company has just cut the price of its Oculus Rift hardware for the second time this year. For the next six weeks, the Oculus Rift headset and its matching controllers will cost just $399. That's $400 less than when it first hit the market, and $200 less than when its price was first slashed in March. It means that the Rift now costs less than the package offered by its cheapest rival, Sony, whose PlayStation VR currently totals $460 including headset and controllers. Even so, it's not clear that it will be enough to lure people into buying a Rift. Jason Rubin, vice president for content at Oculus, tells Reuters that the reduction isn't a sign of weak product sales, but rather a decision to give the headset more mass market appeal now that more games are available. -
Facebook Closes Its Oculus VR Studio (bbc.com)
puddingebola writes: Facebook has closed Oculus VR Studio. The studio was a maker of original VR films, but now will only assist other studios. This makes it official, as the studio had been shuttered since the departure of Palmer Luckey.
In a blog post the company emphasized that "We're still absolutely committed to growing the VR film and creative content ecosystem." -
Ask Slashdot: Best Virtual Reality Headsets?
Quantus347 writes: Straightforward question: I held off for a year to let the various manufacturers shake out the bugs, but now it's down to either a virtual-reality system or a new generation console. So I ask you, the Slashdot community, what are your personal experiences with any of the various VR systems out there? What are their strengths and weaknesses? What little things annoy you the most? What features make a given product the best (or worst) option? "Sprinkle us with wisdom from your mighty brain!" For reference, the HTC Vive costs $799.00, while the Oculus Rift with Oculus Touch motion controllers costs $598 (which is the price after the recent markdown from $799). These prices do not include the necessary hardware required to power each headset. The PlayStation VR ($399.99), Samsung Gear VR ($99.99), and Google Daydream View ($79.00) are also available for less moolah. -
Oculus CEO Brendan Iribe Steps Down, Will Now Lead PC-Focused VR Team Within Facebook (uploadvr.com)
The co-founder and CEO of Oculus, Brendan Iribe, is stepping down from the company he helped create with Palmer Luckey over four years ago in Irvine, California. Iribe writes in a statement to UploadVR: "We've decided to establish new PC and mobile VR groups to be more focused, strengthen development and accelerate our roadmap. Looking ahead and thinking about where I'm most passionate, I've decided to lead the PC VR group -- pushing the state of VR forward with Rift, research and computer vision. As we've grown, I really missed the deep, day-to-day involvement in building a brand new product on the leading edge of technology. You do your best work when you love what you're working on. If that's not the case, you need to make a change. With this new role, I can dive back into engineering and product development. That's what gets me up every day, inspired to run to work." UploadVR adds: When we asked Oculus PR what this meant for Max Cohen, the current Head of Mobile at Oculus, we were told that, "he's still focused on mobile and growing the mobile ecosystem on Jon's team." After publication, Oculus PR also informed us of how this affects the roles of Nate Mitchell, VP of Product, and Michael Abrash, Cheif Scientist, upon further inquiry: "Nate will be leading Rift, on Brendan's PC VR team. Michael Abrash still leads Oculus Research on Brendan's team. When asked about John Carmack, CTO, and Michael Antonov, Chief Software Architect, Oculus PR informed us that, "they are both still at Oculus and they work on the mobile team. Michael Antonov is leading the Carmel and ReactVR effort today." -
Xbox One Games Arrive On Oculus Rift With New Streaming App (theverge.com)
Microsoft has released its Xbox One streaming app to the Oculus Store today, allowing Xbox One owners to stream games to their Oculus Rift virtual-reality headset via a Windows 10 PC. The Verge reports: The app itself looks just like the Windows 10 version of Xbox streaming, with the ability to select different consoles on a network before streams are launched. Microsoft has also added the ability to open the Xbox One guide and control the orientation of games in the virtual environment. If you're interested in streaming Xbox One games to the Oculus Rift then you'll need a Windows PC to take advantage of the streaming, and games will be streamed directly from a console that's powered on and not in use. The Xbox streaming app is available immediately in the Oculus Store. The streaming app is a far cry from full VR gaming, but the app will let you simulate playing games on a large screen in a virtual environment. "Whether you're taking on Gears of War 4, Forza Horizon 3, or any other Xbox One game, you'll be able to play in three different environments from the start -- each titled 'Citadel,' 'Retreat,' and 'Dome,'" reports Windows Central. -
Minecraft Tops 100 Million Sales (engadget.com)
An anonymous reader writes: Mojang has announced today that its game 'Minecraft' has passed 100 million sales across all platforms, including PC, Mac, consoles and mobile. Nearly 53,000 copies of the game have been sold every single day around the world since the beginning of the year. What may be even more impressive is the fact that more than 40 million people actively open up a Minecraft world each month and play around with a blocky axe, shovel and sword. According to Wikipedia, Minecraft is the second-bestselling video game of all-time next to Tetris. Tetris has sold a whopping 495 million copies, so don't expect Minecraft to earn the number one spot anytime soon. Microsoft did acquire Mojang almost two years ago, and there has been no word on a sequel as the company continues to release Minecraft for new platforms like HoloLens and Samsung's Gear VR. Soon, there will even be a version made just for China too. -
Wearable 'Backpack PCs' Let You Experience High-End VR On The Go (mashable.com)
An anonymous reader writes: Powerful virtual reality headsets like the Oculus Rift and HTC Vive require powerful PCs with beefy graphics cards to operate. That means you'll usually be tethered to a PC tower in your home. Well, HP and MSI have announced portable 'backpack PCs' designed to be used with high-end virtual reality headsets. These PC internals are built in a backpack enclosure powered by a large battery pack. The HP Omen X weighs less than 10 pounds and has a battery that's big enough to last for up to one hour of gameplay, but you do have the option of swapping out the batteries for uninterrupted VR. Specs include either an Intel Core i5 or i7 processor, up to 32GB of RAM, and at least an Nvidia GTX 970 or AMD R9 290 or higher. The MSI Backpack PC features an Intel Core i7 processor and Nvidia GTX 980 graphics, according to the company. The last of the backpack PC trio is the Zotac Mobile VR. The company hasn't released any specs of the product but the company did state in a blog post, "This mobile solution not only removes the bulk of connecting to the large traditional computer towers of old, but also allows the user to roam freely in VR with their undivided attention. This innovative solution includes a system powerful enough to drive VR, and a portable battery pack to keep you going." There is no pricing or availability information as of yet. -
Senator Al Franken Takes On Oculus Over VR Data Mining (engadget.com)
An anonymous reader writes: Oculus says in its privacy policy it will track information about your location, physical movements, and how you're using the Oculus Rift headset. Senator Al Franken, a consumer advocate who has made a point of pushing back against invasive privacy policies like Uber's, wrote a letter to Oculus CEO Brendan Iribe, pushing for more information about how, exactly, Oculus is using all of the data it collects. "I believe Americans have a fundamental right to privacy," Franken wrote. "And that right includes an individual's access to information about what data are being collected about them, how the data are being treated, and with whom the data are being shared." Oculus has not yet commented on the letter. As a result from Franken's letter, Oculus may offer a more detailed privacy policy, like what HTC has done for its Vive headset. Though, it's worth mentioning Oculus isn't collecting much more information than most technology companies. The biggest concern stems around what kind of information Facebook is collecting when the headset is not being used -- there's no off button, so it's always sitting in a semi-ready state. -
There Are Some Super Shady Things In Oculus Rift's Terms of Service (gizmodo.com)
An anonymous reader quotes a report from Gizmodo: While the [Oculus Rift] is cool, like any interesting gadget, it's worth looking through the Terms of Service, because there are some worrisome things included. Quite a few of the items in the document are pretty typical in any sort of Terms of Service agreement. These include details like waiving your right to a juried trial and agreeing to go into arbitration instead. Oculus can also terminate your service for myriad reasons, and third parties can collect information on you. However, there are some even more devilish details in the Rift's full Terms of Service. If you create something with the Rift, the Terms of Service say that you surrender all rights to that work and that Oculus can use it whenever it wants, for whatever purposes. Basically, if you create something using the device, Oculus can't own it, but the company can use it -- and they don't have to pay you for for using it. Oculus can use it even if you don't agree with its use. Oculus can collect data from you while you're using the device. Furthermore, the information that they collect can be used to directly market products to you. As UploadVR noted, the Oculus Rift is a device that is always on (much like Microsoft's Xbox One Kinect feature) which leads to further concerns about when the information will be collected. -
There Are Some Super Shady Things In Oculus Rift's Terms of Service (gizmodo.com)
An anonymous reader quotes a report from Gizmodo: While the [Oculus Rift] is cool, like any interesting gadget, it's worth looking through the Terms of Service, because there are some worrisome things included. Quite a few of the items in the document are pretty typical in any sort of Terms of Service agreement. These include details like waiving your right to a juried trial and agreeing to go into arbitration instead. Oculus can also terminate your service for myriad reasons, and third parties can collect information on you. However, there are some even more devilish details in the Rift's full Terms of Service. If you create something with the Rift, the Terms of Service say that you surrender all rights to that work and that Oculus can use it whenever it wants, for whatever purposes. Basically, if you create something using the device, Oculus can't own it, but the company can use it -- and they don't have to pay you for for using it. Oculus can use it even if you don't agree with its use. Oculus can collect data from you while you're using the device. Furthermore, the information that they collect can be used to directly market products to you. As UploadVR noted, the Oculus Rift is a device that is always on (much like Microsoft's Xbox One Kinect feature) which leads to further concerns about when the information will be collected. -
Oculus 'Always On' Services and Privacy Policy May Be a Cause for Concern (uploadvr.com)
Will Mason, reporting for Upload VR: It turns out when you install the software to run Facebook's Oculus Rift, it creates a process with full system permissions called "VRServer_x64.exe." This process is always on, and regularly sends updates back to Facebook's servers. The process' main purpose is to help detect when the Rift is turned on and on your face so that it can launch Oculus Home, but the further reaching implications of it are potentially much more salacious. Digging into the Oculus Rift's Privacy Policy reveals that Facebook is not the only company that is able to collect your data, as under the policy "third parties may also collect information about you through the Services," this includes entities on the "related companies" list. The company plans to utilize your data to, among other things, "market to you." Surprised? -
Oculus Rift Review: Virtual Reality is Almost Here
In what can be seen as a major milestone in the nascent, but fast-evolving virtual reality technology space, Facebook-owned Oculus on Monday began shipping the commercial version of the Rift. Several technology publications have posted their reviews of the Oculus Rift. The Verge, for instance, says: The high cost of buying and running high-end VR headsets makes them inaccessible to many people, and the Rift in particular is relentlessly focused on gaming. Within these limitations, though, the Rift makes a good case for seated VR, and it lays a solid foundation for what's to come. The headset you can buy today is not Oculus' most ambitious vision for virtual reality -- but it's a vision that Oculus has successfully delivered on. The publication has given the Rift a score of 8 out of 10, noting that the retail price of the Rift, and the accompanying gaming PC, is a tad too expensive. It also found the lack of motion controls a weakness. Cnet writes: You simply must try the Oculus Rift. It's breathtaking. I just wouldn't buy one right now -- and there's no reason you should feel the need to, either (especially with its arch-rival, the HTC Vive, also just days away). The longer you wait to buy, the better it will get. This is just day one for Oculus -- and for the future of virtual reality. -
Oculus Rift Pre-orders Begin At $600 (oculus.com)
New submitter jerome writes: Pre-orders have just started for the Oculus Rift virtual reality headset. The $600 price tag is higher than most people were expecting — and that doesn't even account for the required upgrade needed to fully enjoy VR apps. "In September of 2014, Oculus founder Palmer Luckey said to expect a $200 to $400 range for the Rift." The device will first begin shipping on March 28th, though the store is already showing an estimate of April for Rifts beyond the initial stock. "The Rift package also doesn't include the relatively powerful Windows PC that will be required to use the device. Oculus recommends a rig with an Nvidia GTX 970 (or equivalent), an Intel i5 processor, and at least 8GB of RAM." In February, they'll start taking pre-orders for a package that does include a full, "Oculus-ready" system for $1500. -
Oculus To Ship "Lucky's Tale" Game With Rift (oculus.com)
An anonymous reader writes: Oculus has announced that a second game, Lucky's Tale, will come bundled with their virtual reality headset. The system will also come with another free virtual reality game: EVE: Valkyrie from CCP Games. An announcement reads: "Today, we're excited to announce that Lucky's Tale, the incredible made-for-VR platformer by Playful, will be included free with every Oculus Rift! Lucky's Tale, an Oculus Studios title, takes you on an adventure of a lifetime with Lucky, the fun-loving fox. The game takes you to a charming new world, with dozens of locales and lush environments." -
Mozilla Project Working on Immersive Displays (Video)
Yes, it's 3-D, and works with the Firefox browser. But that's not all. The MozVR virtual reality system is not just for Firefox, and it can incorporate infrared and other sensors to give a more complete picture than can be derived from visible light alone. In theory, the user's (client) computer needs no special hardware beyond a decent GPU and an Oculus Rift headset. Everything else lives on a server.
Is this the future of consumer displays? Even if not, the development is fun to watch, which you can start doing at mozvr.com -- and if you're serious about learning about this project you may want to read our interview transcript in addition to watching the video, because the transcript contains additional information. -
Oculus Rift Hardware Requirements Revealed, Linux and OS X Development Halted
An anonymous reader writes: Oculus has selected the baseline hardware requirements for running their Rift virtual reality headset. To no one's surprise, they're fairly steep: NVIDIA GTX 970 / AMD 290 equivalent or greater, Intel i5-4590 equivalent or greater, and 8GB+ RAM. It will also require at least two USB 3.0 ports and "HDMI 1.3 video output supporting a 297MHz clock via a direct output architecture."
Oculus chief architect Atman Binstock explains: "On the raw rendering costs: a traditional 1080p game at 60Hz requires 124 million shaded pixels per second. In contrast, the Rift runs at 2160×1200 at 90Hz split over dual displays, consuming 233 million pixels per second. At the default eye-target scale, the Rift's rendering requirements go much higher: around 400 million shaded pixels per second. This means that by raw rendering costs alone, a VR game will require approximately 3x the GPU power of 1080p rendering." He also points out that PC graphics can afford a fluctuating frame rate — it doesn't matter too much if it bounces between 30-60fps. The Rift has no such luxury, however.
The last requirement is more onerous: WIndows 7 SP1 or newer. Binstock says their development for OS X and Linux has been "paused" so they can focus on delivering content for Windows. They have no timeline for going back to the less popular platforms. -
Oculus Rift Launching In Q1 2016
An anonymous reader writes: Oculus has announced that their Rift virtual reality headset will be coming out sometime in the first quarter of 2016. They've also posted a couple images of the final consumer headset design. The device was Kickstarted in August, 2012. Consumer-level release dates have slowly slipped further and further out since then, though they've shipped two different development kits. Ars points out that a 2016 launch date will bring the Oculus Rift to market after the Valve/HTC VR headset, and possibly after Sony's Project Morpheus. -
Virtual Reality Games Can Improve Memory Retention of Safety Instructions
vrml writes: Using a virtual reality (VR) headset to experience risky situations as immersive 3D games improves memory retention of passenger safety instructions, according to research published in the IEEE Transactions on Visualization and Computer Graphics, and illustrated by a YouTube video. Researchers recruited occasional flyers: half of them played a VR gaming experience of an airliner water landing and evacuation, while the other half studied a real airline safety card. After one week, passengers who had studied the safety card suffered a significant loss of knowledge, while passengers who had played the VR game fully retained the safety knowledge gained. The research group has now made available its emergency water landing experience also for the Oculus Rift. -
Remote Vision Through a Virtual Reality Headset (Video)
Add some material-handling devices and you'd have software-controlled Waldos, first described by Robert A. Heinlein in the 1942 short story titled Waldo. So while the idea of a pair of artificial eyes you control by moving your head (while looking at the area around the artificial eyes, even if it's in orbit), sounds like futuristic fun, especially if you use an Oculus Virtual Reality device instead of an LED screen, it not only hasn't caught up with science fiction, but is a fair ways behind science fact. Still, the idea of being able to control a vision system deep under the sea or in orbit around Saturn is certainly interesting in and of itself. (Alternate Video Link) -
New Oculus SDK Adds Experimental Linux Support and Unity Free For Rift Headset
An anonymous reader writes: Oculus, creator of the Rift VR headset, has released a new version of their SDK which brings with it long sought-after support for Linux, which the company says is "experimental." Linux support was previously unavailable since the launch of the company's second development kit, the DK2. The latest SDK update also adds support for Unity Free, the non-commercial version of the popular game authoring engine. Previously, Unity developers needed the Pro version—costing $1,500 or $75/month—to create experiences for the Oculus Rift. -
New "Crescent Bay" VR Headset Revealed and Demo'd At Oculus Connect
Oculus Rift revealed today its new 'Crescent Bay' prototype wearable display, at its inaugural Oculus Connect conference. (You can find more in the company's blog too.) From Gamasutra's coverage: The new headset has 360 degree tracking and integrated audio, as well as improved performance that allows better presence, says Iribe. It has higher resolution and a better refresh rate than even its recent DK2 headset. It's also much lighter than earlier prototypes. The company has also licensed technology from RealSpace 3-D for improved 3D audio on Oculus moving forward. Audio is becoming a priority for the company, [CEO Brendan] ]Iribe said. Road to VR has a gushing hands-on review: One of the stand-out demos put me in front of an alien on some sort of Moon-like world. The alien was looking at me and speaking in an unfamiliar tongue. When I moved my head, its gaze followed me. Its big and detailed eyes, combined with reaction to me as I moved, imbued it with a sense of living that was really cool. Spaceships flew over head and drew my gaze behind me, leading me to look at some incredibly detailed scenery. -
New "Crescent Bay" VR Headset Revealed and Demo'd At Oculus Connect
Oculus Rift revealed today its new 'Crescent Bay' prototype wearable display, at its inaugural Oculus Connect conference. (You can find more in the company's blog too.) From Gamasutra's coverage: The new headset has 360 degree tracking and integrated audio, as well as improved performance that allows better presence, says Iribe. It has higher resolution and a better refresh rate than even its recent DK2 headset. It's also much lighter than earlier prototypes. The company has also licensed technology from RealSpace 3-D for improved 3D audio on Oculus moving forward. Audio is becoming a priority for the company, [CEO Brendan] ]Iribe said. Road to VR has a gushing hands-on review: One of the stand-out demos put me in front of an alien on some sort of Moon-like world. The alien was looking at me and speaking in an unfamiliar tongue. When I moved my head, its gaze followed me. Its big and detailed eyes, combined with reaction to me as I moved, imbued it with a sense of living that was really cool. Spaceships flew over head and drew my gaze behind me, leading me to look at some incredibly detailed scenery. -
Stan Lee Comics Save the Net?
App writes "Comic book fans may want to check out this article from ZD Net. Seems Stan Lee hasn't given up on new ideas. " This is amusing. There will be 6-7 new heros, and they will get their powers from the net. Run in terror. Methinks that Stan is passed his prime. Funny in Mallrats tho.