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{{Device Infobox | {{Device Infobox | ||
|name = Oculus Rift CV1 | |||
|image = | |image = | ||
|VR/AR = [[Virtual Reality]] | |VR/AR = [[Virtual Reality]] | ||
|Type = [[Head-mounted display]] | |Type = [[Head-mounted display]] | ||
|Subtype = [[PC VR]] | |Subtype = [[PC VR]] | ||
|Platform = [[Oculus | |Platform = [[Oculus Platform]] | ||
|Creator = [[Oculus VR]] | |||
|Developer = [[Oculus VR]] | |Developer = [[Oculus VR]] | ||
|Manufacturer = [[ | |Manufacturer = [[Oculus VR]] | ||
|Announcement Date = | |Announcement Date = June 11, 2015 (E3) | ||
|Release Date = March 28, 2016 | |Release Date = March 28, 2016 | ||
|Price = $599 (launch), later reduced to $399 | |||
|Price = $599 | |Website = https://www.meta.com/ (legacy) | ||
|Website = https://www.meta.com/ | |Versions = Oculus Rift CV1 | ||
|Requires = Oculus-ready PC, Oculus account | |||
|Predecessor = [[Oculus Rift DK2]] | |Predecessor = [[Oculus Rift DK2]] | ||
|Successor = [[Oculus Rift S]] | |Successor = [[Oculus Rift S]] | ||
|Display = | |Operating System = [[Windows]] | ||
|Resolution = | |Chipset = N/A (tethered PCVR) | ||
|Refresh Rate = | |CPU = N/A (PC-powered) | ||
|Field of View = 87° | |GPU = N/A (PC-powered) | ||
| | |HPU = | ||
|Storage = N/A | |||
|Memory = N/A | |||
|SD Card Slot = No | |||
|Display = Dual OLED (PenTile) | |||
|Subpixel Layout = PenTile Diamond | |||
|Peak Brightness = ~80 nits | |||
|Resolution = 1080 × 1200 per eye (2160 × 1200 combined) | |||
|Pixel Density = ~11 PPD | |||
|Refresh Rate = 90Hz | |||
|Persistence = Low persistence | |||
|Field of View = 110° | |||
|Horizontal FoV = ~87° | |||
|Vertical FoV = ~87° | |||
|Average Pixel Density = ~11 PPD | |||
|Peak Pixel Density = ~11 PPD | |||
|Foveated Rendering = No | |||
|Optics = Hybrid Fresnel lenses | |||
|Ocularity = Binocular | |Ocularity = Binocular | ||
| | |IPD Range = 58-72mm (mechanical adjustment) | ||
|Tracking = | |Adjustable Diopter = No (glasses compatible) | ||
|Passthrough = No | |||
|Tracking = 6DoF outside-in (Constellation) | |||
|Tracking Frequency = 60Hz (cameras) | |||
|Base Stations = Oculus Sensor(s) required (1 included, 2+ for room-scale) | |||
|Eye Tracking = No | |Eye Tracking = No | ||
|Face Tracking = No | |||
|Hand Tracking = No | |Hand Tracking = No | ||
| | |Body Tracking = No | ||
|Rotational Tracking = Yes | |||
|Positional Tracking = Yes | |||
|Update Rate = 90Hz | |||
|Tracking Volume = 5 ft × 5 ft (1 sensor), room-scale (2-3 sensors) | |||
|Play Space = Standing/room-scale (with sensors) | |||
|Latency = <20ms motion-to-photon | |||
|Audio = Integrated headphones (removable) | |Audio = Integrated headphones (removable) | ||
|Connectivity = HDMI 1.3, USB 3.0 | |Microphone = Yes (integrated) | ||
|Weight = | |3.5mm Audio Jack = Yes (via removed headphone) | ||
|Camera = No | |||
|Connectivity = HDMI, USB 3.0 | |||
|Ports = HDMI 1.3, USB 3.0 | |||
|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 = ~230mm × 110mm × 170mm | |||
|Weight = 470g (headset with audio) | |||
|Material = Plastic, fabric | |||
|Headstrap = Rigid plastic with velcro top | |||
|Haptics = Oculus Touch controller haptics | |||
|Color = Black | |Color = Black | ||
|Sensors = Constellation tracking LEDs, IMU, proximity sensor | |||
|Input = Oculus Remote (included), Xbox One controller (included), Oculus Touch (separate) | |||
|Compliance = FCC, CE | |||
}} | }} | ||
The '''Oculus Rift CV1''' (Consumer Version 1) | The '''Oculus Rift CV1''' (Consumer Version 1) is the first consumer [[virtual reality]] [[head-mounted display]] released by [[Oculus VR]], announced at E3 on June 11, 2015, and released on March 28, 2016 at a price of $599. The CV1 represented the culmination of Oculus founder Palmer Luckey's Kickstarter project that had helped revive mainstream interest in VR, incorporating years of refinement from development kits DK1 and DK2. Featuring dual OLED displays at 1080 × 1200 per eye, a 90Hz refresh rate, integrated 3D audio headphones, the Constellation outside-in tracking system, and ergonomic design, the Rift CV1 launched alongside the [[HTC Vive]] as one of the two headsets that defined the first generation of high-end consumer VR. The Oculus Touch motion controllers, released separately in December 2016, transformed the Rift into a full VR system with hand presence, competing directly with the Vive's tracked controllers. | ||
== History and Development == | == History and Development == | ||
=== Kickstarter Origins === | |||
The modern VR revival: | |||
* Palmer Luckey's prototype (2011) | |||
* Kickstarter campaign (August 2012) | |||
* $2.4 million raised | |||
* DK1 shipped to backers (2013) | |||
=== Facebook Acquisition === | |||
March 2014 landmark: | |||
* Facebook acquired Oculus for $2 billion | |||
* Resources for consumer development | |||
* Long-term VR investment | |||
* Industry validation | |||
== | === Development Kits === | ||
Iterative refinement: | |||
* '''DK1 (2013)''': 7" display, 640×800/eye | |||
* '''DK2 (2014)''': 5.7" OLED, 960×1080/eye, positional tracking | |||
* '''Crescent Bay (2014)''': Prototype showcasing CV1 features | |||
=== | === E3 2015 Reveal === | ||
Consumer version announced: | |||
* Final design shown | |||
* Q1 2016 ship date | |||
* Oculus Touch previewed | |||
* VR game lineup revealed | |||
=== January 2016 Pre-orders === | |||
$599 price controversy: | |||
* Higher than expected price | |||
* "Ballpark $350" earlier estimate | |||
* Includes sensor, Xbox controller, Oculus Remote | |||
* Touch controllers not included | |||
=== March 28, 2016 Launch === | |||
Consumer VR arrives: | |||
* One week before HTC Vive | |||
* Component shortages caused delays | |||
* | * Strong demand | ||
* | * Historic moment for VR | ||
* | |||
* | |||
== | == Design Philosophy == | ||
* | === Seated/Standing Focus === | ||
* | Original positioning: | ||
* | * Seated experiences emphasized | ||
* | * Single sensor (front-facing) | ||
* Xbox controller included | |||
* Touch controllers optional | |||
=== | === Ergonomic Priority === | ||
Comfort engineering: | |||
* Lightweight design (470g) | |||
* Integrated audio | |||
* Adjustable head strap | |||
* Extended wear consideration | |||
=== "VR for Everyone" === | |||
Accessibility goals: | |||
* Easy setup | |||
* Familiar gaming controller | |||
* Integrated audio | |||
* Consumer-friendly design | |||
* | == Display Technology == | ||
* | |||
* ''' | === Dual OLED Panels === | ||
* Low | Custom displays: | ||
* | * '''Resolution''': 1080 × 1200 per eye | ||
* | * '''Total''': 2160 × 1200 | ||
* Room-scale with 3 | * '''Panel Type''': OLED with PenTile Diamond | ||
* '''Refresh Rate''': 90Hz | |||
=== OLED Benefits === | |||
Display advantages: | |||
* True black levels | |||
* Fast pixel response | |||
* Low persistence possible | |||
* Good contrast ratio | |||
=== Global Shutter === | |||
Low persistence implementation: | |||
* Full-flash illumination | |||
* Motion blur reduction | |||
* Reduced smearing | |||
* Clearer images during head movement | |||
=== Screen Door Effect === | |||
Visible limitation: | |||
* PenTile arrangement | |||
* First-gen resolution | |||
* Visible at times | |||
* Acceptable for era | |||
== Optical System == | |||
=== Hybrid Fresnel Lenses === | |||
Custom optical design: | |||
* Fresnel rings for weight reduction | |||
* Wide sweet spot | |||
* God rays visible in high-contrast scenes | |||
* Good edge-to-edge clarity | |||
=== Field of View === | |||
Competitive viewing area: | |||
* ~110° total claimed | |||
* ~87° measured per eye | |||
* Immersive for the era | |||
* Matched competition | |||
=== IPD Adjustment === | |||
Physical lens adjustment: | |||
* '''Range''': 58-72mm | |||
* Slider on bottom of headset | |||
* Mechanical lens movement | |||
* Wide user accommodation | |||
== Constellation Tracking == | |||
=== Technology === | |||
Outside-in camera tracking: | |||
* IR LEDs under headset fabric | |||
* Unique blink patterns | |||
* Tracked by Oculus Sensor(s) | |||
* Sub-millimeter accuracy | |||
=== Oculus Sensor === | |||
USB camera: | |||
* IR camera | |||
* Stands on desk | |||
* USB 3.0 connection | |||
* One included with headset | |||
=== Single Sensor Setup === | |||
Front-facing tracking: | |||
* Seated experiences | |||
* 180° coverage | |||
* 5 ft × 5 ft volume | |||
* Standing possible | |||
=== Multi-Sensor Room-Scale === | |||
Expanded tracking: | |||
* 2-3 sensors recommended | |||
* 360° coverage possible | |||
* Room-scale competitive with Vive | |||
* "Experimental" initially, later official | |||
== Audio System == | |||
=== Integrated Headphones === | |||
Built-in audio: | |||
* Over-ear headphones | |||
* RealSpace 3D Audio technology | |||
* Spatial audio positioning | |||
* Easy on/off with headset | |||
=== Audio Quality === | |||
High-quality sound: | |||
* Wide frequency response | |||
* Good bass | |||
* Positional accuracy | |||
* Developed with Visisonics | |||
=== Removable Design === | |||
Optional replacement: | |||
* Headphones can be removed | |||
* 3.5mm jack available | |||
* Use preferred headphones | |||
* Flexibility for users | |||
=== Integrated Microphone === | |||
Communication ready: | |||
* Built-in microphone | |||
* Clear voice capture | |||
* VR chat enabled | |||
* Social VR support | |||
== Physical Design == | |||
=== Ergonomics === | |||
Comfort priority: | |||
* 470g weight | |||
* Fabric exterior | |||
* Well-distributed weight | |||
* Extended comfort | |||
=== Head Strap === | |||
Rigid adjustment: | |||
* Rigid plastic arms | |||
* Velcro top strap | |||
* Dial adjustment on back | |||
* Secure fit | |||
=== Facial Interface === | |||
Foam padding: | |||
* Removable foam | |||
* VR Cover replacements available | |||
* Breathable design | |||
* Customizable | |||
=== | === Cable === | ||
Tethered design: | |||
* HDMI + USB combined cable | |||
* 4 meters length | |||
* Manageable weight | |||
* No wireless option | |||
== Input Devices == | |||
* | === Oculus Remote === | ||
Basic navigation: | |||
* | * Included in box | ||
* | * Simple trackpad/button design | ||
* | * Menu navigation | ||
* Basic interaction | |||
=== | === Xbox One Controller === | ||
Launch bundle: | |||
* Included with headset | |||
* Familiar gamepad | |||
* Game compatible | |||
* Wireless dongle included | |||
* | === Oculus Touch (December 2016) === | ||
* | Full hand controllers: | ||
* | * $199 separately (launch) | ||
* | * Released December 6, 2016 | ||
* | * 6DoF tracking | ||
* | * Hand presence | ||
* Capacitive touch sensors | |||
* Individual finger tracking | |||
== Oculus Touch Controllers == | == Oculus Touch Controllers == | ||
=== Design === | |||
Ergonomic hand controllers: | |||
* Circular tracking ring | |||
* Analog stick | |||
* Trigger and grip | |||
* Face buttons | |||
* Capacitive sensors | |||
=== Constellation Tracking === | |||
Same tracking system: | |||
* IR LEDs in ring | |||
* Tracked by Oculus Sensors | |||
* 6DoF positioning | |||
* Low latency | |||
=== Hand Presence === | |||
Revolutionary feature: | |||
* Hands visible in VR | |||
* Finger gestures detected | |||
* Pointing, thumbs up, etc. | |||
* Natural interaction | |||
* | === Additional Sensor === | ||
* | Improved tracking: | ||
* | * Second sensor included with Touch | ||
* | * Better occlusion handling | ||
* | * 360° possible | ||
* | * Room-scale enabled | ||
* | |||
* ' | == Software Platform == | ||
=== Oculus Home === | |||
VR interface: | |||
* Virtual environment | |||
* Library management | |||
* Store access | |||
* Social features | |||
=== Oculus Store === | |||
Content ecosystem: | |||
* Curated experiences | |||
* Exclusive titles | |||
* Quality standards | |||
* Regular releases | |||
=== Notable Exclusives === | |||
Platform-defining games: | |||
* Lucky's Tale (launch) | |||
* Robo Recall | |||
* Lone Echo | |||
* Wilson's Heart | |||
* Edge of Nowhere | |||
=== SteamVR Compatibility === | |||
Third-party support: | |||
* SteamVR games playable | |||
* OpenVR support | |||
* Broader content access | |||
* Community choice | |||
== | == PC Requirements == | ||
=== Recommended Specifications === | |||
Oculus-ready PC: | |||
* '''GPU''': NVIDIA GTX 970 / AMD R9 290 | |||
* '''CPU''': Intel i5-4590 equivalent | |||
* '''RAM''': 8GB | |||
* '''Video''': HDMI 1.3 | |||
* '''USB''': 3× USB 3.0, 1× USB 2.0 | |||
=== Asynchronous Spacewarp === | |||
* | Performance optimization: | ||
* | * Introduced late 2016 | ||
* | * Smooths 45fps to 90fps | ||
* | * Lower spec PCs viable | ||
* Better accessibility | |||
== | == Price Evolution == | ||
=== Launch Price === | |||
March 2016: | |||
* | * $599 (headset, sensor, Remote, Xbox controller) | ||
* Touch controllers $199 separately | |||
* | |||
== | === Price Reductions === | ||
Making VR accessible: | |||
* '''March 2017''': $499 headset, $99 Touch | |||
* '''July 2017''': $499 Rift + Touch bundle | |||
* '''Summer 2017''': $399 temporary sale (made permanent) | |||
* '''2018''': $349 for Rift + Touch | |||
== Competition with HTC Vive == | |||
{| class="wikitable" | |||
|- | |||
! Feature !! Oculus Rift CV1 !! HTC Vive | |||
|- | |||
| Price (launch) || $599 (HMD only) || $799 (full kit) | |||
|- | |||
| Resolution/eye || 1080×1200 || 1080×1200 | |||
|- | |||
| Tracking || Constellation (camera) || Lighthouse (laser) | |||
|- | |||
| Controllers || Touch ($199 extra) || Wands (included) | |||
|- | |||
| Room-scale || Experimental (2+ sensors) || Native (included) | |||
|- | |||
| Audio || Integrated || Earbuds included | |||
|- | |||
| Focus || Seated/standing || Room-scale | |||
|} | |||
== Legacy == | == Legacy == | ||
=== First-Gen Definition === | |||
Set consumer VR standards: | |||
* Resolution expectations | |||
* Tracking quality baseline | |||
* Comfort design influence | |||
* Content standards | |||
* | === Touch Innovation === | ||
* | Controller impact: | ||
* | * Finger presence concept | ||
* Integrated | * Ergonomic hand controller design | ||
* Influenced Quest controllers | |||
* Industry standard established | |||
=== Market Establishment === | |||
VR industry foundation: | |||
* Proved consumer VR viable | |||
* Established content ecosystem | |||
* Built VR gaming market | |||
* Long-term platform investment | |||
=== Discontinuation === | |||
March 2019: | |||
* Production ended | |||
* Replaced by Rift S | |||
* Quest 2 ultimate successor | |||
* Legacy content maintained | |||
== Technical Specifications Summary == | |||
{| class="wikitable" | |||
|- | |||
! Specification !! Details | |||
|- | |||
| Display || Dual OLED, 1080 × 1200 per eye | |||
|- | |||
| Total Resolution || 2160 × 1200 | |||
|- | |||
| Refresh Rate || 90Hz | |||
|- | |||
| FOV || ~110° (claimed) | |||
|- | |||
| Tracking || Constellation (outside-in) | |||
|- | |||
| Sensors || 1 included (2-3 recommended) | |||
|- | |||
| Audio || Integrated headphones | |||
|- | |||
| Controllers || Xbox (included), Touch (separate) | |||
|- | |||
| Weight || 470g | |||
|- | |||
| Connection || HDMI 1.3, USB 3.0 | |||
|- | |||
| Launch Price || $599 | |||
|- | |||
| Final Price || $349 (with Touch) | |||
|} | |||
== See Also == | == See Also == | ||
* [[Oculus VR]] | |||
* [[Oculus Touch]] | |||
* [[Oculus Rift S]] | * [[Oculus Rift S]] | ||
* [[ | * [[Meta Quest 2]] | ||
* [[HTC Vive]] | * [[HTC Vive]] | ||
* [[ | * [[PC VR]] | ||
* [[Palmer Luckey]] | |||
== References == | == References == | ||
{{ | {{Reflist}} | ||
[[Category:Devices]] | [[Category:Devices]] | ||
[[Category: | [[Category:VR Headsets]] | ||
[[Category: | [[Category:Head-mounted displays]] | ||
[[Category: | [[Category:PC VR]] | ||
[[Category: | [[Category:Oculus]] | ||
[[Category: | [[Category:2010s VR]] | ||
[[Category:Discontinued | [[Category:Discontinued]] | ||