AMD APU13: Oculus Rift Revisited, Now in HD

Latest Videos FromTom's Hardware
Kevin Parrish
Contributor

Kevin Parrish has over a decade of experience as a writer, editor, and product tester. His work focused on computer hardware, networking equipment, smartphones, tablets, gaming consoles, and other internet-connected devices. His work has appeared in Tom's Hardware, Tom's Guide, Maximum PC, Digital Trends, Android Authority, How-To Geek, Lifewire, and others.

  • michalmierzwa
    I am super excited with Oculus Rift and Omni! I was busy teaching my young pupils at school about the technology, screening a video showcasing the product and how it works. Their jaws dropped down from disbelief and awe. They kept asking me if I can ask Father Christmas to drop one under their door. LOL
    Reply
  • FlyingHelmet-1373206
    In comes oculus rift, out go consoles.
    Reply
  • ethanolson
    I had Virtual i/o i-Glasses back in the 90's and even had head-tracking. They were awesome for their time. The colors weren't totally accurate and the low-res pixilation was apparent but I loved it because the 3D was spectacular. The biggest problem was that the head tracking didn't have a good calibration method so they often had a slow drift. I only used that in Descent.
    Reply
  • Christopher Shaffer
    I think this is going to be awesome!

    I still haven't heard a clear explanation on what is needed for games to support this.

    Is there a separate API? Are games that already support 3D in some fashion compatible?

    I see this being great technology IF, and ONLY if it can be used either via an adaptive plugin or API with any game.

    If a game has to be developed around the Oculus hardware, I see this as an uphill battle.
    Reply
  • clonazepam
    As far as not seeing your hands, that's fine with me. I'll need them on the keyboard and mouse, which would look a little funny, and disruptive in-game.
    Reply
  • TechnoD
    Already saving up some cash for one of these! Its going to be great.
    @ethanolson
    I still have all the original Descent 1,2,3 and Freespace 1 and 2 discs. One of my favorite games of all time.
    Reply
  • Thorfkin
    This isn't the first time 3d HMDs have been in the spotlight. Back in the mid-90s there was a company called VFX3D that produced an HMD with motion tracking. However the hardware was prohibitively expensive back then. In the range of $900 per headset if I recall correctly. Also the HMD's screen resolution was limited to something like 320x240 while most people were using a minimum render resolution of 1024x768 by then so it never really caught on. The Rift looks set to succeed where it's predecessors failed. The resolution is decent in the HD version and the cost looks set to be a lot more competitive. I'm definitely in. Looking forward to playing Doom 3 again with one of these.
    Reply
  • Old_Fogie_Late_Bloomer
    Of course, I never had the opportunity to play Descent with the 3D head-mounted displays that were available in the '90s (though I was aware of them)...but I can't wait to play with this. It'll be five-minute sessions every night, but I'll love every second of it until the nausea wins and I have to rip the goggles off before I throw up. :D My body is kinda sorta ready...
    Reply
  • jankeke
    @Old_Fogie_Late_Bloomer

    Not everyone will feel sick using these. But if you have been sea sick before there is a good chance you'll get at least a headache with this. But maybe you should have a bucket in your lap while you play, just to be sure. Ah but how will you see when your bucket runs over with a OR on your head ? Dilemma ... ^^

    And soon you'll be hearing a lot of "AFK ! My bucket runneth over !" in MMOs. ^^



    Reply
  • Bloob
    11936575 said:
    I think this is going to be awesome!

    I still haven't heard a clear explanation on what is needed for games to support this.

    Is there a separate API? Are games that already support 3D in some fashion compatible?

    I see this being great technology IF, and ONLY if it can be used either via an adaptive plugin or API with any game.

    If a game has to be developed around the Oculus hardware, I see this as an uphill battle.

    AFAIK, there is an API for this, and it is very easy to implement. Basically you need 2 view matrices instead of 1, and tie their rotation around a point in between them, and then rotate according to what the Rift tells you. Of course you need to render to both eyes, making it quite demanding, but you can also skip things like anti-aliasing, as it shouldn't be very noticeable with VR (your brain will filter the separate images anyways, reducing aliasing).

    So yes, it can be used with any 3D game, which adds support.

    edit: turns out there is a bit more to it, but still doesn't seem too difficult: http://gamasutra.com/blogs/NickWhiting/20130611/194007/Integrating_the_Oculus_Rift_into_Unreal_Engine_4.php
    Reply