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{{Device Infobox
{{Device Infobox
|image=[[File:oculus rift dk21.jpg|350px]]
|name = Oculus Rift DK2 (Development Kit 2)
|Type=[[Virtual Reality]]
|image =
|Subtype=[[Head-mounted Display]]
|VR/AR = [[Virtual Reality]]
|Platform=[[Oculus Rift]]
|Type = [[Head-mounted display]]
|Developer=[[Oculus VR]]
|Subtype = [[PC VR]]
|Operating System=[[Windows]], [[Mac]], [[Linux]]
|Platform = [[Oculus SDK]]
|Display=5.7 inch OLED (PenTile)
|Creator = [[Oculus VR]]
|Resolution=1920 x 1080, 960 x 1080 per eye
|Developer = [[Oculus VR]]
|Refresh Rate=75 Hz, 72 Hz, 60 Hz
|Manufacturer = [[Oculus VR]]
|Persistence=2 ms, 3 ms, full
|Announcement Date = March 19, 2014 (GDC 2014)
|Field of View=100° (nominal)
|Release Date = July 24, 2014
|Tracking=6DOF
|Price = $350
|Rotational Tracking=[[Gyroscope]], [[Accelerometer]], [[Magnetometer]]
|Website = https://www.oculus.com/ (legacy)
|Positional Tracking=Separate Camera <br> Near Infrared [[CMOS Sensor]]
|Versions = Oculus Rift DK2
|Update Rate=Rotational: 1000 Hz <br> Positional: 60 Hz
|Requires = Gaming PC with compatible GPU
|Latency=~30 ms
|Predecessor = [[Oculus Rift DK1]]
|Connectivity=USB, HDMI
|Successor = [[Oculus Rift CV1]]
|Weight=.97 lbs (440g)
|Operating System = [[Windows]], [[macOS]], [[Linux]]
|Release Date=July 24, 2014
|Chipset = N/A (tethered PCVR)
|Price=$350
|CPU = N/A (PC-powered)
|Website=[https://www.oculus.com/dk2/ DK2 Website]
|GPU = N/A (PC-powered)
|HPU =
|Storage = N/A
|Memory = N/A
|SD Card Slot = No
|Display = Samsung Galaxy Note 3 OLED (repurposed)
|Subpixel Layout = PenTile Diamond
|Peak Brightness = Not specified
|Resolution = 960 × 1080 per eye (1920 × 1080 combined)
|Pixel Density = ~386 PPI
|Refresh Rate = 75Hz (low persistence)
|Persistence = Low persistence
|Field of View = 93°
|Horizontal FoV = ~93°
|Vertical FoV = ~106°
|Average Pixel Density = ~13 PPD
|Peak Pixel Density = ~13 PPD
|Foveated Rendering = No
|Optics = Custom lenses (A/B cups for different vision)
|Ocularity = Binocular
|IPD Range = 54-74mm (physical adjustment)
|Adjustable Diopter = No (lens cups for different needs)
|Passthrough = No
|Tracking = 6DoF (IMU + external camera)
|Tracking Frequency = 1000Hz (IMU), 60Hz (camera)
|Base Stations = Included IR camera
|Eye Tracking = No
|Face Tracking = No
|Hand Tracking = No
|Body Tracking = No
|Rotational Tracking = Yes
|Positional Tracking = Yes (external camera)
|Update Rate = 75Hz
|Tracking Volume = Seated/standing
|Play Space = Seated
|Latency = ~20ms motion-to-photon
|Audio = 3.5mm audio jack
|Microphone = No
|3.5mm Audio Jack = Yes
|Camera = External IR camera (included for tracking)
|Connectivity = HDMI, USB 2.0
|Ports = HDMI, USB
|Wired Video = Yes (HDMI)
|Wireless Video = No
|WiFi = No
|Bluetooth = No
|Power = USB powered
|Battery Capacity = N/A
|Battery Life = N/A (tethered)
|Charge Time = N/A
|Dimensions = ~265mm × 185mm × 120mm
|Weight = 440g
|Material = Plastic
|Headstrap = Elastic fabric straps
|Haptics = No
|Color = Black
|Sensors = Accelerometer, gyroscope, magnetometer (1000Hz), IR LED array
|Input = Xbox controller, mouse/keyboard (no motion controllers)
|Compliance = FCC (development use)
}}
}}
Oculus Rift DK2 or Development Kit 2 is the 2nd version of [[Oculus Rift]] [[Virtual Reality]] head-mounted display developed by [[Oculus VR]]. It was released on July 24, 2014 for 350 dollars. Released a year after [[DK1]], DK2 is the second version of Oculus Rift intended for developers of [[VR]] content.


==Hardware==
The '''Oculus Rift DK2''' (Development Kit 2) is the second development [[virtual reality]] [[head-mounted display]] created by [[Oculus VR]], announced at GDC 2014 on March 19, 2014, and released on July 24, 2014, for $350. The DK2 represented a massive leap over the original DK1, featuring a repurposed 5.7" Samsung Galaxy Note 3 OLED display at 1920 × 1080 (960 × 1080 per eye), low persistence rendering to eliminate motion blur, and most crucially, the addition of positional tracking via an included external IR camera—enabling true 6DoF VR for the first time in a widely available headset. With over 100,000 units shipped by February 2015, the DK2 became the de facto development platform for early VR content and proved that consumer VR was not only possible but imminent, directly leading to the consumer Rift CV1 in 2016.
DK2's display is an OLED Pentile panel with a resolution of 1920 x 1080 (1080p). It has higher resolution, lower persistence, more vibrant colors and less "screen door" effect than DK1's display. OLED's advantage over LCD (used by DK1) is that it does emits light and does not require backlight. It allows OLED to produce darker black and more vivid colors. Additionally, the Pentile matrix reduces some of the "screen door" effect while the low persistence display eliminates [[motion blur]] and [[judder]] almost completely. The only negative aspect DK2 when compared to DK1 is that DK2's field of view is a bit lower than that of DK1's.


DK2 has an external camera that tracks your position. Within the camera's view, it tracks IR LED array in the front part of the headset to capture your head's position and movement within the 3D space. The CMOS camera is able to capture your movements up to 60 times per second.
== History and Development ==


DK2 has a built-in latency tester that allows developers to quickly and precisely measure the motion-to-photon latency of their apps and games.
=== DK1 Foundation ===
First generation:
* 2012 Kickstarter
* 720p display
* 3DoF only (no positional)
* Proved VR concept


Note that the DK2's display is literally the [[Samsung Galaxy Note 3]]'s display. If you disassemble the product and remove the display from its casing, you'll even find Samsung's branding on the display.
=== GDC 2014 Reveal ===
===Specifications===
March 2014 announcement:
{| class="wikitable sortable"
* Major specifications upgrade
* Positional tracking added
* OLED low persistence
* $350 developer price
 
=== Facebook Acquisition ===
March 2014:
* $2 billion acquisition
* Same month as DK2 announcement
* VR industry validation
* Massive investment
 
=== July 2014 Release ===
Shipping begins:
* Developer orders fulfilled
* Massive demand
* Over 100,000 shipped
* VR development boom
 
== Design Philosophy ==
 
=== Development Platform ===
Developer focus:
* Hardware for content creation
* Not consumer product
* Experimentation platform
* Industry foundation
 
=== Positional Tracking Priority ===
6DoF achievement:
* True VR presence
* Motion accuracy
* Reduced sickness
* Essential for VR
 
=== Low Persistence ===
Motion clarity:
* OLED capability used
* Blur elimination
* Comfort improvement
* Critical advancement
 
== Display Technology ==
 
=== Samsung Galaxy Note 3 OLED ===
Repurposed mobile display:
* '''Resolution''': 1920 × 1080 (1080p)
* '''Per Eye''': 960 × 1080
* '''Size''': 5.7"
* '''Type''': PenTile AMOLED
 
=== Resolution Improvement ===
vs DK1:
* DK1: 1280×800 (640×800/eye)
* DK2: 1920×1080 (960×1080/eye)
* Significant clarity improvement
* Reduced screen door
 
=== Low Persistence ===
Key innovation:
* Display flashes briefly
* Eliminates motion blur
* Reduces judder
* Comfort critical
 
=== Refresh Rate ===
75Hz timing:
* Low persistence at 75Hz
* Smooth motion
* Better than DK1 (60Hz)
* VR adequate
 
== Field of View ==
 
=== 93° Vertical FOV ===
Good specification:
* Adequate immersion
* Consistent with DK1
* Good peripheral
* Vertical emphasis
 
== Optical System ==
 
=== Custom Lenses ===
Development optics:
* A cups (larger pupils)
* B cups (smaller pupils)
* User selectable
* Vision accommodation
 
=== IPD Adjustment ===
Physical mechanism:
* '''Range''': 54-74mm
* Mechanical slider
* Wide accommodation
* Important for comfort
 
== Tracking System ==
 
=== Positional Tracking ===
Revolutionary addition:
* External IR camera
* Near-infrared CMOS
* Tracks IR LED array
* Sub-millimeter accuracy
 
=== IR LED Array ===
Constellation precursor:
* LEDs in front panel
* Camera triangulation
* 60Hz position updates
* Proven technology
 
=== IMU Sensors ===
High-speed orientation:
* Accelerometer
* Gyroscope
* Magnetometer
* 1000Hz update rate
 
=== 6DoF Achievement ===
True VR:
* Position + rotation
* Lean, duck, peek
* Natural movement
* Presence enhancer
 
=== Tracking Volume ===
Seated focus:
* Desk-scale tracking
* Camera coverage limited
* Forward facing
* Development use
 
== Audio ==
 
=== 3.5mm Audio Jack ===
External audio:
* Headphones required
* No built-in speakers
* User choice
* Standard port
 
=== No Microphone ===
External needed:
* Separate microphone
* Communication setup
* Development focus
* Simple design
 
== Physical Design ==
 
=== Form Factor ===
Development hardware:
* 440g weight
* Exposed cables
* Not consumer refined
* Functional design
 
=== Elastic Straps ===
Simple mounting:
* Fabric straps
* Adjustable fit
* Basic comfort
* Development appropriate
 
=== Cable ===
Connection tether:
* Combined HDMI/USB
* ~3m length
* Fixed attachment
* Development use
 
== PC Requirements ==
 
=== Minimum Specifications ===
2014 requirements:
* GPU: GTX 970 / R9 290 equivalent
* CPU: Intel i5-4590
* RAM: 8GB
* HDMI output
 
=== Operating Systems ===
Multi-platform:
* Windows 7+
* macOS support
* Linux experimental
* Developer flexibility
 
== Software Development ==
 
=== Oculus SDK ===
Development platform:
* Regular SDK updates
* API development
* Unity/Unreal support
* Active development
 
=== Development Content ===
Early experiences:
* Demos and prototypes
* Experimental content
* Developer showcases
* Industry exploration
 
=== No Motion Controllers ===
Input limitation:
* Xbox controller recommended
* Keyboard/mouse
* Seated experiences
* Pre-Touch era
 
== Industry Impact ==
 
=== Developer Adoption ===
Massive uptake:
* Over 100,000 units
* Worldwide developers
* Content explosion
* Industry foundation
 
=== Consumer VR Validation ===
Market proof:
* VR was possible
* Interest demonstrated
* Investment justified
* CV1 path cleared
 
=== Technology Demonstration ===
Key innovations:
* Low persistence proven
* Positional tracking validated
* OLED VR demonstrated
* Standards established
 
== Path to Consumer Rift ==
 
=== DK2 Learnings ===
Development insights:
* Higher resolution needed
* Better tracking required
* Comfort improvements
* Audio integration
 
=== CV1 Development ===
Consumer version:
* DK2 feedback incorporated
* Improved all specifications
* Motion controllers added
* March 2016 release
 
== Comparison with DK1 ==
 
{| class="wikitable"
|-
! Feature !! DK1 !! DK2
|-
| Resolution || 1280×800 || 1920×1080
|-
| Per Eye || 640×800 || 960×1080
|-
| Display || LCD || OLED
|-
| Refresh || 60Hz || 75Hz
|-
| Persistence || Full || Low
|-
|-
!Part
| Positional || No || Yes (camera)
!Spec
|-
|-
|Display || 5.7 inch OLED (PenTile)
| Price || $300 || $350
|-
|-
|Resolution || 1920 x 1080, 960 x 1080 per eye
| Release || March 2013 || July 2014
|}
 
== Legacy ==
 
=== VR Development Foundation ===
Industry contribution:
* First widely available 6DoF VR
* Low persistence standard
* Development platform
* Content kickstart
 
=== Historical Significance ===
VR history:
* Consumer VR precursor
* Facebook era beginning
* Industry validation
* Technology proof
 
== Technical Specifications Summary ==
 
{| class="wikitable"
|-
|-
|Refresh Rate || 75 Hz, 72 Hz, 60 Hz
! Specification !! Details
|-
|-
|Persistence || 2 ms, 3 ms, full
| Display || Samsung OLED, 960 × 1080 per eye
|-
|-
|Field of View || 100° (nominal)
| Total Resolution || 1920 × 1080 (1080p)
|-
|-
|Interaxial Distance || 63.5mm
| Refresh Rate || 75Hz (low persistence)
|-
|-
|Tracking || 6 degrees of freedom
| FOV || 93°
|-
|-
|Rotational Tracking || [[Gyroscope]], [[Accelerometer]], [[Magnetometer]]
| Tracking || 6DoF (IMU + IR camera)
|-
|-
|Positional Tracking || Separate Camera <br> Near Infrared [[CMOS Sensor]]
| IPD || 54-74mm (physical)
|-
|-
|Update Rate || Rotational: 1000 Hz <br> Positional: 60 Hz
| Audio || 3.5mm jack only
|-
|-
|Latency || ~30 ms
| Platform || Windows, macOS, Linux
|-
|-
|Connectivity || USB, HDMI
| Weight || 440g
|-
|-
|Weight || .97 lbs (440g)
| Price || $350
|-
|-
| Status || Discontinued (developer kit)
|}
|}
Specs From Oculus DK2 Website<ref>https://www.oculus.com/dk2/</ref>
==Apps==
==Developer==
===Oculus SDK===
[[Oculus SDK]]


==References==
== See Also ==
<references />
* [[Oculus VR]]
* [[Oculus Rift DK1]]
* [[Oculus Rift CV1]]
* [[Low Persistence]]
* [[Positional Tracking]]
* [[VR Development]]


== References ==
{{Reflist}}


[[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]]