Oculus Rift Developer Kit 2 Ready For Pre-Order Today
An anonymous reader writes "Today at GDC Oculus has revealed the second developer kit of their virtual reality headset, the Oculus Rift DK2. The new unit has a 1080p OLED screen with low-persistence capabilities, positional tracking thanks to an IR LED array and compatible camera, and a bunch of other improvements over the DK1. Pre-orders start today for $350 and are expected to ship in July."
The new model also eliminates the control box and adds a powered USB port. The experience is much better than the DK1 model according to the article: "The image is substantially sharper in the DK2 when moving your head, mostly thanks to low-persistence. I swear I could feel the difference between the DK1 and DK2 on my eyes. It’s hard to describe, but where the DK1 feels like looking through binoculars into another world, the DK2 feels like sticking your head out the window into another world. That’s not to say that the field of view is higher, but there’s something far more comfortable about using the DK2."
They're selling another devkit. That's nice, but if the wind goes out of the VR sails before a production model hits the market, Oculus loses.
The day after Sony announces its VR project.
SJW's don't eliminate discrimination. They just expropriate it for themselves.
Just a heads up,
If you plan to order, disable ClickToFlash (or other flash blockers). I was able to get through the order form but on the order confirmation screen, the agreement text was blank, and there was no button to confirm the order... then enabling flash for the site led to some cryptic error that said my order wasn't complete (although it seems it was complete enough to charge my card).
"There is more worth loving than we have strength to love." - Brian Jay Stanley
Very prophetic. Order completion did not work, re-ordering did not work because my card claimed it had a duplciate transaction. Yet my order status page shows no sign of any order...
So the emails begin.
"There is more worth loving than we have strength to love." - Brian Jay Stanley
Vertigo. Headaches. Disorientation. At least one episode of projectile vomiting.
That's very true of headsets in the past. But Oculus has been doing great work in figuring out how to eliminate those problems, with tools like the latency tracker that helps you write software that doesn't introduce potentially nausea-inducing latency - and enough sensors on the headset to provide a clean tracking which again can reduce nausea.
I myself have been pretty susceptible to FPS induced nausea in the past, so if I can make use of the headset they are building I figure it should be pretty solid for general consumption.
I personally really want to see someone succeed with headset technology because I just can't see any other way to get nearly as good a sense of true immersion in a virtual world. I figure at this point Oculus is as likely to succeed as anyone, even Sony.
"There is more worth loving than we have strength to love." - Brian Jay Stanley
What's a first version kit go for second hand nowadays? I'm planning to put mine on Craigslist in anticipation of getting V2 in July.
Why would the wind go out of the sails?
Because the "wind in the sails" probably isn't as strong as you think. My first job out of college was working with VR technologies. I worked some with headsets myself about 10 years ago. While headsets like this are cool, the use cases for them are pretty darn limited, even allowing for the improvements in the state of the art since I worked with them. It's a relatively expensive specialty item, people historically do not like wearing headsets for entertainment (see 3D TV), there is relatively little software that uses the device, etc. There are a fair number of geeks who are interested in this sort of thing for playing games but that's about where the consumer interest ends. The limitations are probably less in the technological feasibility than in the lack of a killer use case.
I think the technology is neat but I'm dubious on the commercial feasibility until proven otherwise. I wouldn't mind being proven wrong but I just don't think there is a large business opportunity here.
Just think of it as a beta version.
Don't underestimate the market power of geeks playing games - they're the primary motivator for 3D video cards, and arguably one of the larger driving forces behind high-power CPUs as well.
As for the expense - the Rift folks are holding pretty steady about targetting the $200-$400 price range - about the price of a midrange 3D video card or SSD, and I think most gamers would agree that a VR helmet would bring far more to the table. Not to mention that a good VR helmet should outlast at least a couple 3D card upgrade cycles, making the amortized cost quite reasonable.
--- Most topics have many sides worth arguing, allow me to take one opposite you.
The 'sticking your head into another world' idea made me think of a cool app. It wouldn't be a long immersive experience, but somebody should code up a simulation of being beheaded with a guillotine. Your view would ''roll' after the head separating event.
My other comment is, as any black lab could advise you, when you stick your head out into this other world, make sure traffic coming the other way doesn't shear it off.
"Oh, well if it doesn't work for cyborg_monkey, then it definitely should be no good for anyone else. You pompous asswipe."
TFTFY
Oh, and btw, it works great for me! And my daughter loves it too! But I suppose nobody should every try to market it to us because it doesn't mesh well with the physiology of a few unfortunate people including at least one who wines too much.
Don't underestimate the market power of geeks playing games - they're the primary motivator for 3D video cards, and arguably one of the larger driving forces behind high-power CPUs as well.
The difference is that eventually the technology in high powered CPUs make their way into middle and low end applications. There is no low end application here. A secretary is never going to use one of these things. The only likely users are techies and early-adopter types. I could see a small business in these things for gamers and marketing and some other niche uses but I really don't see full immersion VR headsets becoming a mainstream technology. Augmented reality on the other hand has very obvious commercial uses.
Most of the problem is latency. and there are no numbers telling us what the difference is.
Is is 5ms now so all potential sickness problems are gone?? I'm betting they have the same latency which will still cause the "sick" problems the old version has.
Do not look at laser with remaining good eye.
With a VR helm, your eyes say you are moving, but your inner ear says no.
With a computer monitor, your eyes also say you are moving, and some people get sick as a result - but a large part of that (at least for me) was that my eyes were saying I was turning, but my body knew it was not.
With a VR helmet, yes you can still move around and the inner ear doesn't agree. BUT as you turn your head around to look at the world, the inner ear does agree with what your eyes are seeing. So there's less possibility to get sick, and I think the aspect of motion that gets you sicker quicker is reduced substantially.
It could be that game controls have to be adapted somewhat to work well with VR, but I think there's a lot of hope for really interesting uses of VR that do not make people sick.
"There is more worth loving than we have strength to love." - Brian Jay Stanley
Users experiencing minor projectile vomiting are wearing it wrong.
iEye* user?
the preceding comment is my own and in no way reflects the opinion of the Joint Chiefs of Staff
I don't think it's dangerous or stupid. I'm willing to put something funny looking on my head. I don't care if it's a bit awkward or unpolished, or even if it doesn't work well for extended play (I don't have time for extended play usually anyway).
This is cool tech, and I'm excited for it. I hope it catches on. There was a time when Slashdot would mostly be with me on this. Now new tech is pretty much universally turded on.
That said, I'm much less sanguine about Sony's prospects. It feels like the Move before it, kind of a half-hearted effort to grab onto a trend. The Oculus people (and Valve) seem to be taking development much more seriously, and focusing on the right things to optimize the experience. They're gamers eating their own dogfood, and they like it enough that they've repeatedly doubled down.
Once it's released and gets some good software support, I think it's going to be something special.
Let's not stir that bag of worms...
If one who wines too much, it would not be unexpected that one occasionally experience projectile vomiting.
If you get one but are not a developer, is there anything you can enjoy with it yet?
Maybe it'll be a collector's item someday.
A secretary is never going to use an XBox either, and yet they manage to sell plenty of them.
Do you seriously think this think is going to sell even close to the XBox numbers? Microsoft sold 3 million xbox ones in 2013. Frankly if they sell even a tenth of that I'll be very impressed. The xbox is a device with FAR more mass market appeal. Don't get me wrong, I hope they do well, but based on my own experience with the technology I'm not holding my breath. They're selling this thing at a price point that has to have fairly tight margins. I run a contract assembly company and I've got a moderately good idea of what this thing must cost to make. If they are profitable (very unlikely right now), they aren't making much on it. The company is well funded but that's no guarantee of success.
OTOH, if it's really fun, there's no reason the technology won't spread as the technology matures and prices decrease.
I've used headsets like this. It's fun for a little while but it wears off fast. It's basically a limited use novelty item. A few people will love it and use it a bunch, most will try it once and say that it's neat (or puke) and never pick it up again.
Mirror's Edge
Does this prototype work for those who need glasses?
..don't panic