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{{Device Infobox
{{Device Infobox
|image=[[File:oculus rift dk11.jpg|350px]]
|name = Oculus Rift DK1 (Development Kit 1)
|Type=[[Virtual Reality]] head-mounted display
|image =
|Developer=[[Oculus VR]]
|VR/AR = [[Virtual Reality]]
|Display=7 inch LCD
|Type = [[Head-mounted display]]
|Resolution=1280 x 800, 640 x 800 per eye
|Subtype = [[PC VR]]
|Refresh Rate=60 Hz
|Platform = [[Oculus SDK]]
|Persistence=3 ms
|Creator = [[Oculus VR]]
|Field of View=110° (Nominal)
|Developer = [[Oculus VR]]
|Tracking=3DOF
|Manufacturer = [[Oculus VR]]
|Rotational Tracking=[[Gyroscope]], [[Accelerometer]], [[Magnetometer]]
|Announcement Date = August 1, 2012 (Kickstarter)
|Update Rate=Rotational: 1000 Hz
|Release Date = March 28, 2013
|Latency=Tracking: 2ms <br> End-to-end: 50-60ms
|Price = $300
|Weight=.84 lbs (380g)
|Website = https://www.oculus.com/ (legacy)
|Release Date=March 29, 2013
|Versions = Oculus Rift DK1
|Price=$300
|Requires = Gaming PC
|Website=[https://www.oculus.com/ Oculus.com]
|Predecessor = None
|Successor = [[Oculus Rift DK2]]
|Operating System = [[Windows]], [[macOS]], [[Linux]]
|Chipset = N/A (tethered PCVR)
|CPU = N/A (PC-powered)
|GPU = N/A (PC-powered)
|HPU =
|Storage = N/A
|Memory = N/A
|SD Card Slot = No
|Display = LCD (RGB stripe)
|Subpixel Layout = RGB stripe
|Peak Brightness = Not specified
|Resolution = 640 × 800 per eye (1280 × 800 combined)
|Pixel Density = ~215 PPI
|Refresh Rate = 60Hz
|Persistence = Full persistence
|Field of View = 110° diagonal (90° horizontal)
|Horizontal FoV = ~90°
|Vertical FoV = ~110°
|Average Pixel Density = ~8 PPD
|Peak Pixel Density = ~8 PPD
|Foveated Rendering = No
|Optics = Custom lenses (3 pairs included: A, B, C)
|Ocularity = Binocular
|IPD Range = Physical lens adjustment + focal length
|Adjustable Diopter = Yes (via lens cups)
|Passthrough = No
|Tracking = 3DoF (rotational only)
|Tracking Frequency = 1000Hz (IMU)
|Base Stations = None
|Eye Tracking = No
|Face Tracking = No
|Hand Tracking = No
|Body Tracking = No
|Rotational Tracking = Yes
|Positional Tracking = No
|Update Rate = 60Hz
|Tracking Volume = Seated
|Play Space = Seated
|Latency = 50-60ms motion-to-photon
|Audio = 3.5mm audio jack
|Microphone = No
|3.5mm Audio Jack = Yes
|Camera = No
|Connectivity = HDMI/DVI (via control box), USB
|Ports = Control box: HDMI, DVI, Mini USB, DC
|Wired Video = Yes (HDMI/DVI via control box)
|Wireless Video = No
|WiFi = No
|Bluetooth = No
|Power = External power adapter
|Battery Capacity = N/A
|Battery Life = N/A (tethered)
|Charge Time = N/A
|Dimensions = ~230mm × 100mm × 110mm
|Weight = 379g
|Material = Plastic
|Headstrap = Ski goggle style straps
|Haptics = No
|Color = Black
|Sensors = Accelerometer, gyroscope, magnetometer (1000Hz 9DOF)
|Input = Xbox controller, mouse/keyboard
|Compliance = Development use (not consumer certified)
}}
}}
Oculus Rift DK 1 or Development Kit 1 is the first version of [[Oculus Rift]] [[Virtual Reality]] head-mounted display released by [[Oculus VR]]. DK1 was released on March 29, 2013 for 300 dollars. Pre-orders for DK1 started after the Kickstarter for Oculus Rift begin on August 2012. Pre-orders for DK1 became available on Oculus' website on September 26, 2012. DK1 is intended to be used by [[#Developers|developers]] and hardcore VR enthusiasts to create [[VR]] content. It was discontinued after the release of [[Oculus Rift DK2]].


==Hardware==
The '''Oculus Rift DK1''' (Development Kit 1) is the first development [[virtual reality]] [[head-mounted display]] created by [[Oculus VR]], launched via Kickstarter on August 1, 2012, and released to backers on March 28, 2013, for $300. The DK1 is widely credited with reigniting the modern VR industry after years of dormancy, demonstrating that affordable consumer VR was achievable with smartphone-era components. Featuring a 7-inch LCD display split into 1280 × 800 resolution (640 × 800 per eye), a 110° diagonal field of view, and 3DoF rotational tracking via a 1000Hz 9-axis IMU, the DK1 delivered a prototype VR experience that convinced developers, investors, and the public that VR's time had finally come. Despite its limitations—no positional tracking, significant motion blur, and screen door effect—the DK1's Kickstarter raised $2.4 million (on a $250,000 goal) and ultimately led to Facebook's $2 billion acquisition of Oculus VR in 2014.
Oculus Rift DK1 a large, black, goggle-like device that is strapped across your eyes. Luckily there are cushion lining side of the goggles to give you comfort. The display of DK1 is a RGB LCD screen with a resolution of 1280 x 800 or 640 x 800 per eye. It has the diagonal FoV of 110° and horizontal FoV of 90°.


Oculus Rift DK1 tracks the rotational movement of your head with [[Gyroscope]], [[Accelerometer]] and [[Magnetometer]]. It allows you to look around and become immersed in the virtual world. The overall latency if about 50 to 60ms.
== History and Development ==


It comes with 3 different pairs of lenses along with the ability to adjust focal lengths of the display.
=== Palmer Luckey Origins ===
Inventor background:
* VR enthusiast since teenage years
* Collected vintage VR headsets
* Built prototypes in garage
* Breakthrough design insight


While DK1 offers a fairly immersive experience, it is not perfect. When using the device, motion blur is quite apparent. It also has the pixelation due to low resolution and the appearance of looking through a "screen door".
=== Kickstarter Campaign ===
August 1, 2012:
* $250,000 goal
* Raised $2.4 million
* 9,522 backers
* Industry attention


In addition to the head-mounted display, DK1 has a brick-like device called the control box. User must connect the HMD to the control box before it can be hooked up to PC. Along with various I/O ports such as HDMI, DVI, Mini USB and DC connector, Control box allows the user to change the brightness and contrast of his or her display. The video input for the HMD is DVI. The control box changes PC's HDMI output into DVI.
=== Development Kit Purpose ===
===Specifications===
Developer focus:
{| class="wikitable sortable"
* Hardware for content creation
* Not consumer product
* VR development enablement
* Industry foundation
 
=== March 2013 Release ===
Backer fulfillment:
* First units shipped
* Developer excitement
* VR renaissance begun
* Modern VR era started
 
== Design Philosophy ==
 
=== Affordable Components ===
Cost breakthrough:
* Smartphone displays
* Off-the-shelf sensors
* Simple construction
* $300 achievable
 
=== Wide Field of View ===
Immersion priority:
* 110° diagonal
* Much wider than existing VR
* Key to presence
* Palmer Luckey insight
 
=== Developer Platform ===
Development focus:
* Experimentation enabled
* Content creation
* Industry exploration
* Not polished consumer device
 
== Display Technology ==
 
=== LCD Panel ===
Basic specification:
* '''Resolution''': 1280 × 800 (640×800/eye)
* '''Size''': 7 inches
* '''Type''': LCD RGB stripe
* '''Aspect''': Portrait orientation
 
=== Resolution Limitations ===
Known constraints:
* Visible pixels (screen door)
* Limited clarity
* Text difficult
* Development acceptable
 
=== Refresh Rate ===
Standard timing:
* 60Hz fixed
* Full persistence
* Motion blur present
* Comfort challenges
 
=== Screen Door Effect ===
Visible limitation:
* Pixel grid visible
* Characteristic of era
* Immersion breaker
* Resolution limit
 
== Field of View ==
 
=== 110° Diagonal FOV ===
Wide specification:
* 90° horizontal approximately
* 110° vertical/diagonal
* Wider than competitors
* Immersion benefit
 
=== FOV Innovation ===
Palmer Luckey design:
* Wide-angle lenses
* Display positioning
* Key differentiator
* Presence enabler
 
== Optical System ==
 
=== Multiple Lens Pairs ===
Vision accommodation:
* A cups (mild vision needs)
* B cups (moderate)
* C cups (stronger)
* User selectable
 
=== Focal Length Adjustment ===
Physical mechanism:
* Distance adjustable
* Lens-to-display
* Vision accommodation
* User customization
 
=== Distortion ===
Optical characteristic:
* Barrel distortion present
* Software correction
* Pincushion pre-distortion
* Standard approach
 
== Tracking System ==
 
=== 3DoF Only ===
Rotational tracking:
* Pitch (looking up/down)
* Yaw (looking left/right)
* Roll (head tilt)
* No positional tracking
 
=== 9-Axis IMU ===
High-speed sensing:
* Accelerometer
* Gyroscope
* Magnetometer
* 1000Hz update rate
 
=== No Positional Tracking ===
Key limitation:
* Cannot detect position
* No leaning/ducking
* Seated use only
* DK2 addressed this
 
=== Drift ===
Known issue:
* Magnetometer calibration
* Orientation drift over time
* Periodic reset needed
* Development challenge
 
== Control Box ==
 
=== External Unit ===
Required component:
* Between PC and headset
* Video/power routing
* Controls interface
* Required for operation
 
=== Connections ===
I/O ports:
* HDMI input
* DVI input (alternative)
* Mini USB
* DC power connector
 
=== Display Controls ===
User adjustment:
* Brightness control
* Contrast control
* Power button
* Basic interface
 
== Latency ==
 
=== Motion-to-Photon ===
Notable limitation:
* 50-60ms latency
* Significant delay
* Comfort affecting
* Motion sickness contributor
 
=== Latency Impact ===
User experience:
* VR sickness concern
* Presence breaking
* Development challenge
* Improved in DK2
 
== Audio ==
 
=== 3.5mm Audio Jack ===
External audio:
* Headphones required
* No built-in speakers
* User choice
* Standard port
 
=== No Microphone ===
External needed:
* Separate mic required
* Simple design
* Development focus
* Basic specification
 
== Physical Design ==
 
=== Ski Goggle Style ===
Basic form:
* Foam face interface
* Elastic straps
* Adjustable fit
* Prototype appearance
 
=== Weight ===
Reasonable mass:
* 379g (13.4 oz)
* Comfortable enough
* Development adequate
* Not heavy
 
=== Build Quality ===
Development appropriate:
* Prototype construction
* Functional design
* Not consumer refined
* Development purpose
 
== PC Requirements ==
 
=== 2013 Era Requirements ===
Modest by VR standards:
* DirectX 11 GPU
* HDMI or DVI output
* USB port
* Reasonable PC
 
=== Multi-Platform ===
OS support:
* Windows
* macOS
* Linux
* Developer flexibility
 
== Software ==
 
=== Oculus SDK ===
Development platform:
* Unity integration
* Unreal support
* Low-level access
* Regular updates
 
=== Demo Content ===
Early experiences:
* Tuscany demo
* Roller coaster demos
* Developer prototypes
* Experimental content
 
== Industry Impact ==
 
=== VR Renaissance ===
Industry effect:
* Revived VR interest
* Proved affordable VR possible
* Investor attention
* Developer enthusiasm
 
=== Kickstarter Success ===
Crowdfunding milestone:
* $2.4M raised (10× goal)
* VR demand demonstrated
* Community building
* Industry validation
 
=== Media Coverage ===
Public attention:
* Extensive press coverage
* Celebrity endorsements (John Carmack)
* Consumer awareness
* Hype building
 
=== Facebook Acquisition ===
Ultimate outcome:
* $2 billion (March 2014)
* VR industry legitimized
* Massive investment follows
* Industry transformation
 
== Known Limitations ==
 
=== No Positional Tracking ===
3DoF constraint:
* Cannot detect movement
* Seated experiences only
* Leaning not tracked
* Fundamental limitation
 
=== Motion Blur ===
Full persistence issue:
* Display always on
* Trail/blur visible
* Comfort affecting
* Fixed in DK2
 
=== Screen Door Effect ===
Resolution limit:
* Visible pixel grid
* Immersion breaking
* Era characteristic
* Resolution needed
 
=== High Latency ===
Delay problem:
* 50-60ms motion-to-photon
* VR sickness contributor
* Presence challenge
* Improved later
 
== Legacy ==
 
=== Modern VR Foundation ===
Historical significance:
* Started modern VR
* Proved concept
* Industry creation
* Consumer VR path
 
=== Technology Demonstration ===
Proof of concept:
* Wide FOV achievable
* Affordable possible
* Smartphone components work
* Consumer VR viable
 
== Technical Specifications Summary ==
 
{| class="wikitable"
|-
|-
!Part
! Specification !! Details
!Spec
|-
|-
|Display || 7 inch LCD
| Display || LCD, 640 × 800 per eye
|-
|-
|Resolution || 1280 x 800, 640 x 800 per eye
| Total Resolution || 1280 × 800
|-
|-
|Refresh Rate || 60 Hz
| Refresh Rate || 60Hz (full persistence)
|-
|-
|Persistence || 3 ms
| FOV || 110° diagonal (~90° horizontal)
|-
|-
|Field of View || 110° (Nominal)
| Tracking || 3DoF (IMU only)
|-
|-
|Interaxial Distance || 63.5mm
| Latency || 50-60ms
|-
|-
|Tracking ||3 degrees of freedom
| Audio || 3.5mm jack only
|-
|-
|Rotational Tracking || [[Gyroscope]], [[Accelerometer]], [[Magnetometer]]
| Connection || Control box (HDMI/DVI, USB)
|-
|-
|Update Rate || Rotational: 1000Hz
| Weight || 379g
|-
|-
|Tracking Latency || 2ms
| Price || $300
|-
|End-to-end Latency || 50-60ms
|-
|Connectivity || USB, HDMI
|-
|Weight || .84 lbs (380g)
|-
|-
| Status || Discontinued (historical)
|}
|}


==Apps==
== See Also ==
 
* [[Oculus VR]]
==Developer==
* [[Oculus Rift DK2]]
===Oculus SDK===
* [[Oculus Rift CV1]]
[[Oculus SDK]]
* [[Palmer Luckey]]
* [[VR History]]
* [[Kickstarter VR]]


== References ==
{{Reflist}}


[[Category:Devices]] [[Category:Virtual Reality Devices]]
[[Category:Devices]]
[[Category:VR Headsets]]
[[Category:Head-mounted displays]]
[[Category:PC VR]]
[[Category:Oculus]]
[[Category:Development Kit]]
[[Category:2010s VR]]
[[Category:VR History]]

Latest revision as of 03:10, 8 January 2026

Oculus Rift DK1 (Development Kit 1)
Basic Info
VR/AR Virtual Reality
Type Head-mounted display
Subtype PC VR
Platform Oculus SDK
Creator Oculus VR
Developer Oculus VR
Manufacturer Oculus VR
Announcement Date August 1, 2012 (Kickstarter)
Release Date March 28, 2013
Price $300
Website https://www.oculus.com/ (legacy)
Versions Oculus Rift DK1
Requires Gaming PC
Predecessor None
Successor Oculus Rift DK2
System
Operating System Windows, macOS, Linux
Chipset N/A (tethered PCVR)
CPU N/A (PC-powered)
GPU N/A (PC-powered)
Storage
Storage N/A
Memory N/A
SD Card Slot No
Display
Display LCD (RGB stripe)
Subpixel Layout RGB stripe
Peak Brightness Not specified
Resolution 640 × 800 per eye (1280 × 800 combined)
Pixel Density ~215 PPI
Refresh Rate 60Hz
Persistence Full persistence
Image
Field of View 110° diagonal (90° horizontal)
Horizontal FoV ~90°
Vertical FoV ~110°
Average Pixel Density ~8 PPD
Peak Pixel Density ~8 PPD
Foveated Rendering No
Optics
Optics Custom lenses (3 pairs included: A, B, C)
Ocularity Binocular
IPD Range Physical lens adjustment + focal length
Adjustable Diopter Yes (via lens cups)
Passthrough No
Tracking
Tracking 3DoF (rotational only)
Tracking Frequency 1000Hz (IMU)
Base Stations None
Eye Tracking No
Face Tracking No
Hand Tracking No
Body Tracking No
Rotational Tracking Yes
Positional Tracking No
Update Rate 60Hz
Tracking Volume Seated
Play Space Seated
Latency 50-60ms motion-to-photon
Audio
Audio 3.5mm audio jack
Microphone No
3.5mm Audio Jack Yes
Camera No
Connectivity
Connectivity HDMI/DVI (via control box), USB
Ports Control box: HDMI, DVI, Mini USB, DC
Wired Video Yes (HDMI/DVI via control box)
Wireless Video No
WiFi No
Bluetooth No
Power External power adapter
Battery Capacity N/A
Battery Life N/A (tethered)
Charge Time N/A
Device
Dimensions ~230mm × 100mm × 110mm
Weight 379g
Material Plastic
Headstrap Ski goggle style straps
Haptics No
Color Black
Sensors Accelerometer, gyroscope, magnetometer (1000Hz 9DOF)
Input Xbox controller, mouse/keyboard
Compliance Development use (not consumer certified)


The Oculus Rift DK1 (Development Kit 1) is the first development virtual reality head-mounted display created by Oculus VR, launched via Kickstarter on August 1, 2012, and released to backers on March 28, 2013, for $300. The DK1 is widely credited with reigniting the modern VR industry after years of dormancy, demonstrating that affordable consumer VR was achievable with smartphone-era components. Featuring a 7-inch LCD display split into 1280 × 800 resolution (640 × 800 per eye), a 110° diagonal field of view, and 3DoF rotational tracking via a 1000Hz 9-axis IMU, the DK1 delivered a prototype VR experience that convinced developers, investors, and the public that VR's time had finally come. Despite its limitations—no positional tracking, significant motion blur, and screen door effect—the DK1's Kickstarter raised $2.4 million (on a $250,000 goal) and ultimately led to Facebook's $2 billion acquisition of Oculus VR in 2014.

History and Development

Palmer Luckey Origins

Inventor background:

  • VR enthusiast since teenage years
  • Collected vintage VR headsets
  • Built prototypes in garage
  • Breakthrough design insight

Kickstarter Campaign

August 1, 2012:

  • $250,000 goal
  • Raised $2.4 million
  • 9,522 backers
  • Industry attention

Development Kit Purpose

Developer focus:

  • Hardware for content creation
  • Not consumer product
  • VR development enablement
  • Industry foundation

March 2013 Release

Backer fulfillment:

  • First units shipped
  • Developer excitement
  • VR renaissance begun
  • Modern VR era started

Design Philosophy

Affordable Components

Cost breakthrough:

  • Smartphone displays
  • Off-the-shelf sensors
  • Simple construction
  • $300 achievable

Wide Field of View

Immersion priority:

  • 110° diagonal
  • Much wider than existing VR
  • Key to presence
  • Palmer Luckey insight

Developer Platform

Development focus:

  • Experimentation enabled
  • Content creation
  • Industry exploration
  • Not polished consumer device

Display Technology

LCD Panel

Basic specification:

  • Resolution: 1280 × 800 (640×800/eye)
  • Size: 7 inches
  • Type: LCD RGB stripe
  • Aspect: Portrait orientation

Resolution Limitations

Known constraints:

  • Visible pixels (screen door)
  • Limited clarity
  • Text difficult
  • Development acceptable

Refresh Rate

Standard timing:

  • 60Hz fixed
  • Full persistence
  • Motion blur present
  • Comfort challenges

Screen Door Effect

Visible limitation:

  • Pixel grid visible
  • Characteristic of era
  • Immersion breaker
  • Resolution limit

Field of View

110° Diagonal FOV

Wide specification:

  • 90° horizontal approximately
  • 110° vertical/diagonal
  • Wider than competitors
  • Immersion benefit

FOV Innovation

Palmer Luckey design:

  • Wide-angle lenses
  • Display positioning
  • Key differentiator
  • Presence enabler

Optical System

Multiple Lens Pairs

Vision accommodation:

  • A cups (mild vision needs)
  • B cups (moderate)
  • C cups (stronger)
  • User selectable

Focal Length Adjustment

Physical mechanism:

  • Distance adjustable
  • Lens-to-display
  • Vision accommodation
  • User customization

Distortion

Optical characteristic:

  • Barrel distortion present
  • Software correction
  • Pincushion pre-distortion
  • Standard approach

Tracking System

3DoF Only

Rotational tracking:

  • Pitch (looking up/down)
  • Yaw (looking left/right)
  • Roll (head tilt)
  • No positional tracking

9-Axis IMU

High-speed sensing:

  • Accelerometer
  • Gyroscope
  • Magnetometer
  • 1000Hz update rate

No Positional Tracking

Key limitation:

  • Cannot detect position
  • No leaning/ducking
  • Seated use only
  • DK2 addressed this

Drift

Known issue:

  • Magnetometer calibration
  • Orientation drift over time
  • Periodic reset needed
  • Development challenge

Control Box

External Unit

Required component:

  • Between PC and headset
  • Video/power routing
  • Controls interface
  • Required for operation

Connections

I/O ports:

  • HDMI input
  • DVI input (alternative)
  • Mini USB
  • DC power connector

Display Controls

User adjustment:

  • Brightness control
  • Contrast control
  • Power button
  • Basic interface

Latency

Motion-to-Photon

Notable limitation:

  • 50-60ms latency
  • Significant delay
  • Comfort affecting
  • Motion sickness contributor

Latency Impact

User experience:

  • VR sickness concern
  • Presence breaking
  • Development challenge
  • Improved in DK2

Audio

3.5mm Audio Jack

External audio:

  • Headphones required
  • No built-in speakers
  • User choice
  • Standard port

No Microphone

External needed:

  • Separate mic required
  • Simple design
  • Development focus
  • Basic specification

Physical Design

Ski Goggle Style

Basic form:

  • Foam face interface
  • Elastic straps
  • Adjustable fit
  • Prototype appearance

Weight

Reasonable mass:

  • 379g (13.4 oz)
  • Comfortable enough
  • Development adequate
  • Not heavy

Build Quality

Development appropriate:

  • Prototype construction
  • Functional design
  • Not consumer refined
  • Development purpose

PC Requirements

2013 Era Requirements

Modest by VR standards:

  • DirectX 11 GPU
  • HDMI or DVI output
  • USB port
  • Reasonable PC

Multi-Platform

OS support:

  • Windows
  • macOS
  • Linux
  • Developer flexibility

Software

Oculus SDK

Development platform:

  • Unity integration
  • Unreal support
  • Low-level access
  • Regular updates

Demo Content

Early experiences:

  • Tuscany demo
  • Roller coaster demos
  • Developer prototypes
  • Experimental content

Industry Impact

VR Renaissance

Industry effect:

  • Revived VR interest
  • Proved affordable VR possible
  • Investor attention
  • Developer enthusiasm

Kickstarter Success

Crowdfunding milestone:

  • $2.4M raised (10× goal)
  • VR demand demonstrated
  • Community building
  • Industry validation

Media Coverage

Public attention:

  • Extensive press coverage
  • Celebrity endorsements (John Carmack)
  • Consumer awareness
  • Hype building

Facebook Acquisition

Ultimate outcome:

  • $2 billion (March 2014)
  • VR industry legitimized
  • Massive investment follows
  • Industry transformation

Known Limitations

No Positional Tracking

3DoF constraint:

  • Cannot detect movement
  • Seated experiences only
  • Leaning not tracked
  • Fundamental limitation

Motion Blur

Full persistence issue:

  • Display always on
  • Trail/blur visible
  • Comfort affecting
  • Fixed in DK2

Screen Door Effect

Resolution limit:

  • Visible pixel grid
  • Immersion breaking
  • Era characteristic
  • Resolution needed

High Latency

Delay problem:

  • 50-60ms motion-to-photon
  • VR sickness contributor
  • Presence challenge
  • Improved later

Legacy

Modern VR Foundation

Historical significance:

  • Started modern VR
  • Proved concept
  • Industry creation
  • Consumer VR path

Technology Demonstration

Proof of concept:

  • Wide FOV achievable
  • Affordable possible
  • Smartphone components work
  • Consumer VR viable

Technical Specifications Summary

Specification Details
Display LCD, 640 × 800 per eye
Total Resolution 1280 × 800
Refresh Rate 60Hz (full persistence)
FOV 110° diagonal (~90° horizontal)
Tracking 3DoF (IMU only)
Latency 50-60ms
Audio 3.5mm jack only
Connection Control box (HDMI/DVI, USB)
Weight 379g
Price $300
Status Discontinued (historical)

See Also

References