Oculus Rift: Changing The VR Landscape At CES 2013

Oculus Rift: The Hardware

We'll start with the hardware. One of the key components of virtual reality is effective stereoscopy, and this is dependent on getting a unique image to each eye. Modern 3D technology does this using a single display, either by filtering out half of the resolution (passive polarized) or by covering each eye alternatively 60 times a second (active). Both solutions encounter drawbacks when it comes to display quality and fatigue.

But the Oculus Rift does something different: it uses one display to service both eyes, with one half dedicated to the left and the other half to the right. This alleviates the fatigue associated with active glasses, as well as the artifacts associated with polarized solutions. It also means that, when you tilt your head, the 3D effect isn't lost, as it does with shutter-based and polarized glasses.

The downside, of course, is that resolution gets split. For instance, a 1280x800 display gives each eye 640x800 (the usable resolution is a little less than that, due to the lens distortion adjustment that developers have to include, as you can see in the monitor output). Indeed, the prototype's resolution is 1280x800. And while it works well, the aliasing artifacts are pretty obvious. The good news is that, by the time Oculus is ready for production, the company says it expects higher-resolution, lower-latency screens. A 1920x1080 display would give each eye 960x1080, and that'd make a huge difference in quality.

Field of vision is also important. Until now, the headsets I've tried were limited to about 40 degrees, leaving me with the impression that I was looking through a window. Conversely, the Rift offers a 100-degree field of vision thanks to the design of its optics.

Tracking is another critical component of a VR headset. If the movement of your head isn't synchronized with what you see on-screen, the whole illusion falls apart. Perhaps surprisingly, Oculus' head-tracker was developed completely in-house. Everything from the hardware to the software was designed to enable VR. The Rift tracks at a high 1000 Hz polling rate and includes an accelerometer, gyroscope, and magnetometer to help compensate for drift.

It simply works, too. All six degrees of freedom are tracked, including roll, pitch, yaw, and movement on the X, Y, and Z axes. After putting on the device, I was immediately treated to impeccable accuracy without a calibration process. Even as I turned my head sideways and looked up and down during the demo, tracking stayed true. The Oculus team told us tracking would be improved in time for the consumer version, allowing for a better sense of movement in 3D space as you perform more complex maneuvers like crouching.

What about the hardware? The prototype weighs about half of a pound, and I felt absolutely no neck fatigue during the admittedly short demo. The company hopes to cut weight even more in time for the Rift's introduction, aiming for something comparable to scuba goggles.

The Rift is powered by a USB cable. And while it didn’t get in the way during our demo, we wonder if it might in the future as VR technology enables games with more movement. Oculus made the decision to avoid audio hardware as part of its Rift, leaving that piece of the VR puzzle to existing solutions, for now at least. Audio headsets don’t get in the way, we found.

I wore contact lenses during the demo and noticed that my eyelashes sometimes brushed up against the Rift's lenses, which was a little distracting but not uncomfortable. If you wear glasses, we can imagine that frames might interfere, though.

  • avjguy2362
    Why gaming only? Why not be your monitor for browsers and everything else you would use a monitor! Eyeball tracking would be easy and standard input devises would be usable too. They should also put a camera on the outside, so you could switch or overlay the outside with the inside to see your physical environment when needed so you don't have to take the headset off briefly to see where you put your drink or reach for anything else in you physical environment.
    Reply
  • cleeve
    Obviously the tech has a lot more potential uses, but I believe that Gaming is the huge industry that will allow the Rift to achieve critical mass.

    Certainly after there's a large deployment of the tech, we'll see many interesting uses for the Rift headset that has nothing to do with games.
    Reply
  • inscothen
    Gaming will sell this. Other applications could include therapy, education, training, research and development.....
    Reply
  • army_ant7
    Now that's something that could use 440PPI (or more) screens! I don't really know if these smartphones coming out with 1080p screens would benefit from that kind of PPI, but since Occulus seems to have the screens way closer to your eyes. (Not sure if there are still lenses or something in there, but yeah, I'd really think super high PPI would be beneficial then.) :D
    Reply
  • killerchickens
    Drool :love: :bounce: :pt1cable: :)
    Reply
  • Integr8d
    Interestingly, super high resolution isn't as necessary in the 3D world. You can look at those stereographic images online (the ones where you have to relax your eyes till' they nearly cross). They're fairly low resolution images. What happens is that your brain takes that pixelated image, in the 3D space, and 'fills in' the missing data. It's pretty cool. You just 'understand' the data that should be there.

    FWIW, contrast is more, if not equally as, important than resolution. You can have all the resolution in the world. But if you don't have contrast, you'll never be able to perceive the resolution.

    Reply
  • hixbot
    FPS games will need to unassociate the crosshair and body turn with the screen. I don't want to aim and turn around with my head.
    Reply
  • mcd023
    good thing it's not like the VR I just watched in Sword Art Online!
    Reply
  • killerchickens
    mcd023good thing it's not like the VR I just watched in Sword Art Online!
    lol Soo good but so slow much better than any of the hack series.
    Reply
  • xpeh
    mcd023good thing it's not like the VR I just watched in Sword Art Online!

    I hope we can start watching anime in virtual reality soon.
    Reply