Oculus Connect 1: Difference between revisions
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|Winner= N/A | |Winner= N/A | ||
|Location= Loews Hollywood Hotel, Los Angeles, California, United States | |Location= Loews Hollywood Hotel, Los Angeles, California, United States | ||
|Dates= September 19–20, 2014 <ref name="oc1-dates-location">{{cite web |url=https:// | |Dates= September 19–20, 2014 <ref name="oc1-dates-location">{{cite web |url=https://www.theverge.com/tech/2014/7/7/5878449/oculus-connect-developer-conference |title=The Oculus Rift is getting its own developer conference |author=Colin Lecher |date=July 7, 2014 |website=The Verge |access-date=2025‑05‑03}}</ref> | ||
|Attendants= Approximately 1,000 <ref name="oc1-attendance">{{cite web |url=https://www. | |Attendants= Approximately 1,000 <ref name="oc1-attendance">{{cite web |url=https://www.meta.com/blog/oculus-connect-2014/ |title=Oculus Connect 2014 |website=Meta Quest Blog |date=September 20, 2014 |access-date=2025‑05‑03}}</ref> | ||
|Previous= None (Inaugural event) | |Previous= None (Inaugural event) | ||
|Next= [[Oculus Connect 2]] | |Next= [[Oculus Connect 2]] | ||
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Arguably the most significant reveal was the Crescent Bay [[headset]] prototype. Positioned as a major step beyond the DK2 and much closer to a potential consumer product, Crescent Bay featured several key improvements: | Arguably the most significant reveal was the Crescent Bay [[headset]] prototype. Positioned as a major step beyond the DK2 and much closer to a potential consumer product, Crescent Bay featured several key improvements: | ||
Integrated Audio: High-quality, detachable headphones providing [[spatial audio]] ([[3D audio]]) were built directly into the headset, emphasizing the importance of sound for [[presence]]. <ref name="crescent-bay-audio">{{cite web |url=https://www. | Integrated Audio: High-quality, detachable headphones providing [[spatial audio]] ([[3D audio]]) were built directly into the headset, emphasizing the importance of sound for [[presence]]. <ref name="crescent-bay-audio">{{cite web |url=https://www.theverge.com/2014/9/20/6660901/oculus-announces-new-vr-headset-prototype-crescent-bay |title=Oculus announces new VR headset prototype: Crescent Bay |author=Adi Robertson |date=September 20, 2014 |website=The Verge |access-date=2025‑05‑03}}</ref> | ||
360-Degree Positional Tracking: Expanded tracking volume compared to the DK2's front-facing system, enabled by [[LED]] markers on the back of the headset strap, allowing users to turn completely around while maintaining tracking. <ref name="crescent-bay-audio"/> | 360-Degree Positional Tracking: Expanded tracking volume compared to the DK2's front-facing system, enabled by [[LED]] markers on the back of the headset strap, allowing users to turn completely around while maintaining tracking. <ref name="crescent-bay-audio"/> | ||
Improved Optics and Display: Higher resolution (though specifics weren't officially disclosed, estimated near 1440p split between eyes) and higher [[refresh rate]] (90Hz) [[OLED]] panels compared to DK2, reducing motion blur and [[screen-door effect]]. <ref name="crescent-bay-display-refresh">{{cite web |url=https:// | Improved Optics and Display: Higher resolution (though specifics weren't officially disclosed, estimated near 1440p split between eyes) and higher [[refresh rate]] (90Hz) [[OLED]] panels compared to DK2, reducing motion blur and [[screen-door effect]]. <ref name="crescent-bay-display-refresh">{{cite web |url=https://www.wired.com/2014/09/oculus-crescent-bay-prototype/ |title=Oculus’ Mind‑Blowing New Prototype Is a Huge Step Toward Consumer VR |author=Tim Moynihan |date=September 20, 2014 |website=Wired |access-date=2025‑05‑03}}</ref> | ||
Lighter and More Ergonomic Design: Significant reduction in weight and improved ergonomics for better comfort during use. <ref name="crescent-bay-audio"/> | Lighter and More Ergonomic Design: Significant reduction in weight and improved ergonomics for better comfort during use. <ref name="crescent-bay-audio"/> | ||
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Oculus Mobile SDK: Announced alongside Gear VR, providing tools for developers to build mobile VR applications. | Oculus Mobile SDK: Announced alongside Gear VR, providing tools for developers to build mobile VR applications. | ||
Low Persistence: [[John Carmack]] detailed the significant software optimizations required to achieve low-persistence display on mobile, crucial for reducing motion blur and nausea. <ref name="carmack-gearvr-optimizations">{{cite web |url=https://www. | Low Persistence: [[John Carmack]] detailed the significant software optimizations required to achieve low-persistence display on mobile, crucial for reducing motion blur and nausea. <ref name="carmack-gearvr-optimizations">{{cite web |url=https://www.vox.com/2014/9/20/11631116/oculus-cto-john-carmack-samsung-let-us-bypass-android-development-hell |title=Oculus CTO John Carmack: Samsung Let Us Bypass Android “Development Hell” |author=Eric Johnson |date=September 20, 2014 |website=Vox |access-date=2025‑05‑03}}</ref> | ||
=== Oculus Platform === | === Oculus Platform === | ||
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Oculus PC SDK 0.4: An updated [[SDK (Software Development Kit)]] for Rift developers, incorporating improvements and support for new features. | Oculus PC SDK 0.4: An updated [[SDK (Software Development Kit)]] for Rift developers, incorporating improvements and support for new features. | ||
Developer Support: Emphasis on providing resources, documentation, and forums to aid developers. <ref name="oc1-platform">{{cite web |url=https:// | Developer Support: Emphasis on providing resources, documentation, and forums to aid developers. <ref name="oc1-platform">{{cite web |url=https://techcrunch.com/2014/09/20/oculus-platform/ |title=The “Oculus Platform” Marketplace for Virtual Reality Apps Launches This Fall |author=Josh Constine |date=September 20, 2014 |website=TechCrunch |access-date=2025‑05‑03}}</ref> | ||
(Note: Retrospective article referencing the event's focus) | |||
=== Oculus Audio SDK === | === Oculus Audio SDK === | ||
Recognizing the critical role of audio in creating immersive VR, Oculus announced the Oculus Audio SDK. This specialized SDK was designed to help developers implement realistic spatial audio in their VR experiences, working closely with the integrated audio hardware demonstrated on the Crescent Bay prototype. <ref name="oc1-audio-sdk">{{cite web |url=https:// | Recognizing the critical role of audio in creating immersive VR, Oculus announced the Oculus Audio SDK. This specialized SDK was designed to help developers implement realistic spatial audio in their VR experiences, working closely with the integrated audio hardware demonstrated on the Crescent Bay prototype. <ref name="oc1-audio-sdk">{{cite web |url=https://theaudiospotlight.com/oculus-connect-introduction-audio-vr/ |title=Oculus Connect: Introduction to Audio in VR |website=The Audio Spotlight |date=September 2014 |access-date=2025‑05‑03}}</ref> | ||
=== Partnerships === | === Partnerships === | ||
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[[Unity Technologies|Unity]]: Integration of Oculus SDK features directly into the Unity engine, simplifying development for a large portion of the VR developer community. | [[Unity Technologies|Unity]]: Integration of Oculus SDK features directly into the Unity engine, simplifying development for a large portion of the VR developer community. | ||
[[Epic Games]]: Similar integration efforts with the [[Unreal Engine]], showcased powerfully through Epic's "Showdown" demo running on Crescent Bay. <ref name="unreal-showdown">{{cite web |url=https://www.unrealengine.com/en-US/ | [[Epic Games]]: Similar integration efforts with the [[Unreal Engine]], showcased powerfully through Epic's "Showdown" demo running on Crescent Bay. <ref name="unreal-showdown">{{cite web |url=https://www.unrealengine.com/marketplace/en-US/product/showdown-demo |title=Showdown VR Demo |website=Unreal Engine Marketplace |publisher=Epic Games |date=September 2014 |access-date=2025‑05‑03}}</ref> | ||
== Keynotes and Sessions == | == Keynotes and Sessions == |