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{{Device Infobox
{{Device Infobox
|image=[[File:oculus rift dk11.jpg|350px]]
|name = Oculus Rift DK1 (Development Kit 1)
|VR/AR=[[Virtual Reality]]
|image =
|Type=[[Head-mounted display]]
|VR/AR = [[Virtual Reality]]
|Subtype=[[PC-Powered VR]]
|Type = [[Head-mounted display]]
|Platform=[[Oculus Rift (Platform)]]
|Subtype = [[PC VR]]
|Developer=[[Oculus VR]]
|Platform = [[Oculus SDK]]
|Operating System=[[Windows]], [[Mac]], [[Linux]]
|Creator = [[Oculus VR]]
|Requires=PC
|Developer = [[Oculus VR]]
|Predecessor=None
|Manufacturer = [[Oculus VR]]
|Successor=[[Oculus Rift DK2]]
|Announcement Date = August 1, 2012 (Kickstarter)
|Display=7 inch LCD
|Release Date = March 28, 2013
|Resolution=1280 x 800, 640 x 800 per eye
|Price = $300
|Pixel Density=215 PPI
|Website = https://www.oculus.com/ (legacy)
|Refresh Rate=60 Hz
|Versions = Oculus Rift DK1
|Persistence=3 ms
|Requires = Gaming PC
|Field of View=110° (Nominal)
|Predecessor = None
|Tracking=3DOF
|Successor = [[Oculus Rift DK2]]
|Rotational Tracking=[[Gyroscope]], [[Accelerometer]], [[Magnetometer]]
|Operating System = [[Windows]], [[macOS]], [[Linux]]
|Positional Tracking=None
|Chipset = N/A (tethered PCVR)
|Update Rate=Rotational: 1000 Hz
|CPU = N/A (PC-powered)
|Latency=Tracking: 2ms, End-to-end: 50-60ms
|GPU = N/A (PC-powered)
|Weight=.84 lbs (380g)
|HPU =
|Release Date=March 29, 2013
|Storage = N/A
|Price=$300
|Memory = N/A
|Website=[https://www.oculus.com/ Oculus.com]
|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 (Platform)|Oculus Rift]] [[Virtual Reality]] [[head-mounted display]] released by [[Oculus VR]]. DK1 was released on March 29, 2013 for 300 dollars. A Kickstarter campaign for DK1 begin in 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]].


On January 5, 2016, Oculus VR announced that the original Kickstarter backers of DK1 will receive a special Kickstarter Edition of the [[Rift]].
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.
==Hardware==
Oculus Rift DK1 is a large, black, goggle-like device that is strapped across your eyes. There are cushions lining the sides 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 a 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 is about 50 to 60ms.
== History and Development ==


It comes with 3 different pairs of lenses along with the ability to adjust the focal lengths of the display. The material of the actual lenses is either polycarbonate or acrylic.
=== 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 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
!Part
* VR development enablement
!Spec
* 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"
|-
|-
|Display || 7 inch LCD
! Specification !! Details
|-
|-
|Resolution || 1280 x 800, 640 x 800 per eye
| Display || LCD, 640 × 800 per eye
|-
|-
|Refresh Rate || 60 Hz
| Total Resolution || 1280 × 800
|-
|-
|Persistence || 3 ms
| Refresh Rate || 60Hz (full persistence)
|-
|-
|Field of View || 110° (Nominal)
| FOV || 110° diagonal (~90° horizontal)
|-
|-
|Interaxial Distance || 63.5mm
| Tracking || 3DoF (IMU only)
|-
|-
|Tracking ||3 degrees of freedom
| Latency || 50-60ms
|-
|-
|Rotational Tracking || [[Gyroscope]], [[Accelerometer]], [[Magnetometer]]
| Audio || 3.5mm jack only
|-
|-
|Update Rate || Rotational: 1000Hz
| Connection || Control box (HDMI/DVI, USB)
|-
|-
|Tracking Latency || 2ms
| Weight || 379g
|-
|-
|End-to-end Latency || 50-60ms
| Price || $300
|-
|Connectivity || USB, HDMI
|-
|Weight || .84 lbs (380g)
|-
|-
| Status || Discontinued (historical)
|}
|}


==Setup Tutorial==
== See Also ==
#Remove the DK1 headset and Control Box from the case. headset is attached to the Control Box through a cord.
* [[Oculus VR]]
#Adjust the headset strap (lateral) so the headset fit comfortably in front of your face. Use and adjust the over-the-top strap if needed.
* [[Oculus Rift DK2]]
#There are 3 pairs of lenses. The taller lenses (A) are for users with perfect or farsighted vision. The short lenses (B) and (C) are for users that are nearsighted. B is for moderately nearsighted users while C is for very nearsighted ones. A Lenses are installed in a new headset. You can switch the lenses with turn and lock-in mechanism. Note that, use A Lenses if you plan to wear glasses or contacts while using the headset.
* [[Oculus Rift CV1]]
#Adjust the distances between your eyes and the lenses, called [[eye relief]], by turning the screw on the sides of the headset with a coin. Adjust both sides equally.
* [[Palmer Luckey]]
#Control Box is the square attached to the DK1 through a cord. It has 4 connectors: USB, Power, HDMI and DVI.
* [[VR History]]
#Attached the USB cable to the Control Box and your computer.
* [[Kickstarter VR]]
#Plug the power cord to an outlet and connect it to the Control Box.
#Use either the HDMI or DVI and connect it to the same type of port on your computer.
#Turn on the Control Box with the power button. The other buttons adjust brightness and contrast of the headset display.<ref>http://static.oculus.com/sdk-downloads/documents/Oculus_Rift_Development_Kit_Instruction_Manual.pdf</ref>
#Download and install the Oculus Runtime for your OS from https://developer.oculus.com/downloads/.
#Right click your desktop and go to ''Screen Resolution'' or go to ''Display Settings''. There are 2 Displays, one of them is Rift DK. Under the ''Multiple displays:'' tab, select ''Duplicate these displays''.
#Run Oculus Configuration Utility (''OculusConfigUtil'') and configure the headset to your specifications.
#Click on ''Show Demo Scene'' to make sure everything is positioned correctly.<ref>http://static.oculus.com/sdk-downloads/documents/Oculus_User_Guide_0.4.4.pdf</ref>
 
==Apps==
[[VR Apps]] from [[Oculus Share]] and other [[App Stores]]
 
==Developer==
===Oculus SDK===
[[Oculus SDK]]


==References==
== References ==
<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]]