Oculus Rift: Difference between revisions
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|VR/AR=[[Virtual Reality]] | |VR/AR=[[Virtual Reality]] | ||
|Type=[[Head-mounted display]] | |Type=[[Head-mounted display]] | ||
|Subtype=[[ | |Subtype=[[PC-Powered VR]] | ||
|Platform=[[Oculus Rift (Platform)]] | |Platform=[[Oculus Rift (Platform)]] | ||
|Developer=[[Oculus VR]] | |Developer=[[Oculus VR]] | ||
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|Requires=PC | |Requires=PC | ||
|Predecessor=[[Oculus Rift DK2]] | |Predecessor=[[Oculus Rift DK2]] | ||
|Successor=[[Oculus Rift | |Successor=[[Oculus Rift S]] | ||
|Display=Dual OLED Panels | |Display=Dual OLED Panels | ||
|Resolution=2160 x 1200 (1080 x 1200 per eye) | |Resolution=2160 x 1200 (1080 x 1200 per eye) | ||
|Pixel Density=455.63 PPI per eye | |Pixel Density=455.63 PPI per eye | ||
|Refresh Rate=90 Hz | |Refresh Rate=90 Hz | ||
|Persistence= | |Persistence=2.1ms | ||
|Field of View=110° (diagonal) | |Field of View=110° (diagonal) | ||
|Optics=[[Fresnel lenses]] | |Optics=[[Fresnel lenses]] | ||
|IPD Range=58mm to 70mm | |||
|Tracking=6DOF | |Tracking=6DOF | ||
|Rotational Tracking=[[Gyroscope]], [[Accelerometer]], [[Magnetometer]] | |Rotational Tracking=[[Gyroscope]], [[Accelerometer]], [[Magnetometer]] | ||
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|Update Rate=Rotational: 1000Hz, Positional: 60Hz | |Update Rate=Rotational: 1000Hz, Positional: 60Hz | ||
|Tracking Volume=100°H x 70°V (over 18 feet range) | |Tracking Volume=100°H x 70°V (over 18 feet range) | ||
|Latency= | |Latency=Motion to Photon: less than 5ms | ||
|Audio=Built-in headphones, external headphones, built-in microphone | |Audio=Built-in headphones, external headphones, built-in microphone | ||
|Camera= | |Camera= | ||
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|Cable Length=4 meters (Headset), 2.5 meters (Sensor) | |Cable Length=4 meters (Headset), 2.5 meters (Sensor) | ||
|Release Date=March 28, 2016 | |Release Date=March 28, 2016 | ||
|Price=$ | |Price=$399 with Touch | ||
|Website=https://www.oculus.com/en-us/rift/ | |Website=https://www.oculus.com/en-us/rift/ | ||
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{{see also|Oculus Rift (Platform)}} | {{see also|Oculus Rift (Platform)}} | ||
The '''Oculus Rift''' - also known as '''Oculus Rift CV1''' or simply as '''Rift''' - is the first version of the [[Oculus Rift (Platform)|Oculus Rift]] [[Virtual Reality]] head-mounted display [[HMD]] | __TOC__ | ||
==Introduction== | |||
The '''Oculus Rift''' - also known as '''Oculus Rift CV1''' or simply as '''Rift''' - is the first consumer-targeted version of the [[Oculus Rift (Platform)|Oculus Rift]] [[Virtual Reality]] head-mounted display [[HMD]]. The Oculus Rift was released on March 28, 2016. <ref name=”one”>Greenwald, W. (2017). Oculus Rift. Retrieved from https://www.pcmag.com/review/343413/oculus-rift</ref> Unlike its predecessors, [[DK1]] and [[DK2]] (Development Kits), the Rift's target demographic moves beyond developers and serious [[virtual reality]] (VR) enthusiasts to include people with only casual interest in VR.. | |||
The Oculus Rift was the result of four years of research that started on Kickstarter. At the time, the project raised $2 million from supporters before being purchased by Facebook. The commercial version of the HMD marks and improvement over the previous developments kits, being easier to setup and requiring less technical know-how to install games and troubleshoot when problems appear. <ref name=”two”>Pino, N. (2017). Oculus Rift review. Retrieved from http://www.techradar.com/reviews/gaming/gaming-accessories/oculus-rift-1123963/review</ref> | The Oculus Rift was the result of four years of research that started on Kickstarter. At the time, the project raised $2 million from supporters before being purchased by Facebook. The commercial version of the HMD marks and improvement over the previous developments kits, being easier to setup and requiring less technical know-how to install games and troubleshoot when problems appear. <ref name=”two”>Pino, N. (2017). Oculus Rift review. Retrieved from http://www.techradar.com/reviews/gaming/gaming-accessories/oculus-rift-1123963/review</ref> | ||
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The Oculus Rift has the potential to be the next evolution of Facebook, to be used as a therapeutic tool, as a gateway to music festivals and sports games. Its scope will not only be limited to games or small VR experiences, as the VR landscape changes with time, but will expand as virtual reality becomes more present in the minds of the general public. <ref name=”two”></ref> <ref name=”three”></ref> | The Oculus Rift has the potential to be the next evolution of Facebook, to be used as a therapeutic tool, as a gateway to music festivals and sports games. Its scope will not only be limited to games or small VR experiences, as the VR landscape changes with time, but will expand as virtual reality becomes more present in the minds of the general public. <ref name=”two”></ref> <ref name=”three”></ref> | ||
__TOC__ | |||
==Release and Pricing== | ==Release and Pricing== | ||
===Current Prices=== | ===Current Prices=== | ||
On October 11, 2017, during the [[Oculus Connect 4]], Hugo Barra, Oculus' Vice President of Virtual Reality, announced the permanent price reduction of Oculus Rift and Touch bundle to $399. | |||
===Price History=== | |||
In July 2017, the price of the Oculus Rift CV1 bundled with [[Oculus Touch]] was reduced to $499. Note that the bundle does not come with the Xbox 360 Controller nor the [[Oculus Remote]]. However, it comes with two [[Oculus Sensor]]s. | In July 2017, the price of the Oculus Rift CV1 bundled with [[Oculus Touch]] was reduced to $499. Note that the bundle does not come with the Xbox 360 Controller nor the [[Oculus Remote]]. However, it comes with two [[Oculus Sensor]]s. | ||
Every order of the Rift comes with the HMD, [[Oculus Sensor]], Xbox One controller and [[Oculus Remote]]. Pre-orders for the Rift began on January 6, 2016, for $599. On March 1, 2017, the price of CV1 was reduced to $499. | Every order of the Rift comes with the HMD, [[Oculus Sensor]], Xbox One controller and [[Oculus Remote]]. Pre-orders for the Rift began on January 6, 2016, for $599. On March 1, 2017, the price of CV1 was reduced to $499. | ||
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'''Design and Ergonomics''' | '''Design and Ergonomics''' | ||
The | The Rift HMD has a sleek all-black design, with improved ergonomics when compared to the [[DK2]]. Soft plastic and fabric are used throughout. Smooth rubber and coarse cloth cover the front and sides of the headset. A single cable tethers the HMD to your PC while a mesh of lycra envelopes the [[lenses]] of the headset. The [[interpupillary distance]] (IPD) can be adjusted physically through the dial on the bottom of the HMD. The user’s face makes contact with the HMD through a comfortable foam faceplate. These "face interfaces" are removable and interchangeable. Oculus has mentioned that they are creating multiple facial interfaces with different interior faceplates to accommodate various facial features and users with glasses. With the default face interface, Oculus recommends a frame width of 142mm or less and a frame height of 50mm or less, if the user has to wear glasses. | ||
'''Display and Optics''' | '''Display and Optics''' | ||
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'''Tracking''' | '''Tracking''' | ||
The | The head [[tracking]] in the Rift has no visible [[latency]]. The [[Tracking#Systems|tracking system]] employed by Oculus Rift is called [[Constellation]]. It is an improved version from [[DK2]] and [[Crescent Bay]]. While [[rotational tracking]] is achieved with [[inertial measuring unit|inertial measuring units]] (IMUs), [[positional tracking]] is accomplished with an [[Oculus Sensor]] ([[outside-in tracking]]). Tiny LED markers are placed on the HMD, and the camera sensor is able to recognize these markers to track the position of the HMD. The markers on the back straps of the HMD allows the back of the user’s head to be tracked. This potentially allows for 360 degrees of tracking. The Rift's tracking is designed for both [[Seated VR|seated]] and [[standing VR]] experiences. | ||
The [[Oculus Sensor]] is not only able to track the headset but also the [[Oculus Touch]] controllers. Users can use multiple sensors to increase the [[#Tracking volume|tracking volume]] for the HMD and controllers. | The [[Oculus Sensor]] is not only able to track the headset but also the [[Oculus Touch]] controllers. Users can use multiple sensors to increase the [[#Tracking volume|tracking volume]] for the HMD and controllers. |