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{{Device Infobox
{{Device Infobox
|image=[[File:oculus rift dk21.jpg|350px]]
|name = Oculus Rift DK2 (Development Kit 2)
|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=[[Oculus Rift DK1]]
|Manufacturer = [[Oculus VR]]
|Successor=[[Oculus Rift CV1]]
|Announcement Date = March 19, 2014 (GDC 2014)
|Display=5.7 inch OLED (PenTile)
|Release Date = July 24, 2014
|Resolution=1920 x 1080, 960 x 1080 per eye
|Price = $350
|Refresh Rate=75 Hz, 72 Hz, 60 Hz <ref>VRcompare. Oculus Rift DK2 Specs. Retrieved from https://vr-compare.com/headset/oculusriftdk2</ref>
|Website = https://www.oculus.com/ (legacy)
|Pixel Density=386 PPI
|Versions = Oculus Rift DK2
|Persistence=2 ms, 3 ms, full
|Requires = Gaming PC with compatible GPU
|Field of View=100° (nominal)
|Predecessor = [[Oculus Rift DK1]]
|Optics=??
|Successor = [[Oculus Rift CV1]]
|Tracking=6DOF
|Operating System = [[Windows]], [[macOS]], [[Linux]]
|Rotational Tracking=[[Gyroscope]], [[Accelerometer]], [[Magnetometer]]
|Chipset = N/A (tethered PCVR)
|Positional Tracking=Separate Camera, [[Near Infrared CMOS Sensor]]
|CPU = N/A (PC-powered)
|Update Rate=Rotational: 1000 Hz, Positional: 60 Hz
|GPU = N/A (PC-powered)
|Tracking Volume=72°H x 52°V (8.2 feet range)
|HPU =
|Latency=~30 ms
|Storage = N/A
|Connectivity=USB, HDMI
|Memory = N/A
|Weight=.97 lbs (440g)
|SD Card Slot = No
|Cable Length=3 meters
|Display = Samsung Galaxy Note 3 OLED (repurposed)
|Release Date=July 24, 2014
|Subpixel Layout = PenTile Diamond
|Price=$350
|Peak Brightness = Not specified
|Website=[https://www.oculus.com/dk2/ DK2 Website]
|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 (Platform)|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. It is followed by [[CV1]], the first consumer version.


==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


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. Oculus partnered with Samsung to do this.
=== GDC 2014 Reveal ===
March 2014 announcement:
* Major specifications upgrade
* Positional tracking added
* OLED low persistence
* $350 developer price


The DC power supply brick for the DK1 also works on the DK2.
=== Facebook Acquisition ===
===Specifications===
March 2014:
{| class="wikitable sortable"
* $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
|-
|-
!Part
| Display || LCD || OLED
!Spec
|-
|-
|Display || 5.7 inch OLED (PenTile)
| Refresh || 60Hz || 75Hz
|-
|-
|Resolution || 1920 x 1080, 960 x 1080 per eye
| Persistence || Full || Low
|-
|-
|Refresh Rate || 75 Hz, 72 Hz, 60 Hz
| Positional || No || Yes (camera)
|-
|-
|Persistence || 2 ms, 3 ms, full
| Price || $300 || $350
|-
|-
|Field of View || 100° (nominal)
| 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"
|-
|-
|Interaxial Distance || 63.5mm
! Specification !! Details
|-
|-
|Tracking || 6 degrees of freedom
| Display || Samsung OLED, 960 × 1080 per eye
|-
|-
|Rotational Tracking || [[Gyroscope]], [[Accelerometer]], [[Magnetometer]]
| Total Resolution || 1920 × 1080 (1080p)
|-
|-
|Positional Tracking || Separate Camera <br> Near Infrared [[CMOS Sensor]]
| Refresh Rate || 75Hz (low persistence)
|-
|-
|Update Rate || Rotational: 1000 Hz <br> Positional: 60 Hz
| FOV || 93°
|-
|-
|[[#Tracking volume|Tracking Volume]] || 72°H x 52°V (8.2 feet range)
| Tracking || 6DoF (IMU + IR camera)
|-
|-
|Latency || ~30 ms
| IPD || 54-74mm (physical)
|-
|-
|Connectivity || USB, HDMI
| Audio || 3.5mm jack only
|-
|-
|Weight || .97 lbs (440g)
| Platform || Windows, macOS, Linux
|-
|-
| Weight || 440g
|-
| Price || $350
|-
| Status || Discontinued (developer kit)
|}
|}
Specs From Oculus DK2 Website<ref>https://www.oculus.com/dk2/</ref>
==System Requirements==
===Minimum===
*Windows: 7, 8 or 8.1 / Mac: 10.8+ / Linux: Ubuntu 12.04 LTS
*2.5+ GHz processor
*4 GB system RAM
*DirectX 10 or OpenGL 3 compatible Video Card<ref>http://static.oculus.com/sdk-downloads/documents/Oculus_Getting_Started_Guide_0.5.0.pdf</ref>
==Setup Tutorial==
#Open the cover on the top, front part of the DK2 headset to make sure that the cable is securely inserted into the 2 ports.
#There are 2 connectors, HMDI and USB, at the end of the cable attached the the headset. Plug the HDMI and USB connectors into the correct ports on your computer. If your computer has only a DVI port instead of HDMI, use the DVI to HDMI adapter.
#Attach the Sync cable and the USB cable to the right side of the Camera (Sync Cable connector is on top and microUSB connector is on bottom). Connect the other end of the Sync cable to the connector box on the headset cable (where it says Sync Out). Connect the other end of the USB cable to a USB port on your computer.
#Place the Camera on a monitor, desk or tripod. The Camera tracks the position of your headset in 3D space. Make sure the lens of the Camera is facing you and there is nothing obstructing the line-of-sight between your head and the camera. The Camera should be placed about 1.5 meters or 5 feet away from you.
#Adjust the 2 headset straps so the headset fit comfortably in front of your face.
#There are 2 pairs of lenses. The taller lenses (A) are for users with normal and slightly nearsighted visions. The short lenses (B) are for users that are very nearsighted. 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.
#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.
#(Optional) The power adapter is only used to power the USB accessory port (top right) on the headset, you don't need it otherwise. To use it, plug the barrel connector of the power cord to the connector box on the headset cable then attach the power adapter end to an appropriate country's plug then to a power source. '''Make sure you use only the power adapter supplied with your headset.'''<ref>http://static.oculus.com/sdk-downloads/documents/Oculus_Rift_DK2_Instruction_Manual.pdf</ref>
#Download and install the Oculus Runtime for your OS from https://developer.oculus.com/downloads/.
#Run Oculus Configuration Utility (''OculusConfigUtil'') and configure the headset to your specifications.
#Click ''Tools'' tab then ''Advanced'' tab then ''Update Firmware''. Select and Open the DK2Firmware file to update the firmware of the headset.
#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]]
==Tracking volume==
{{see also|Tracking volume}}
[[File:oculus rift dk2 tracking volume1.jpg|400px]]


==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:VR Headsets]]
[[Category:Head-mounted displays]]
[[Category:PC VR]]
[[Category:Oculus]]
[[Category:Development Kit]]
[[Category:2010s VR]]
[[Category:VR History]]

Latest revision as of 03:10, 8 January 2026

Oculus Rift DK2 (Development Kit 2)
Basic Info
VR/AR Virtual Reality
Type Head-mounted display
Subtype PC VR
Platform Oculus SDK
Creator Oculus VR
Developer Oculus VR
Manufacturer Oculus VR
Announcement Date March 19, 2014 (GDC 2014)
Release Date July 24, 2014
Price $350
Website https://www.oculus.com/ (legacy)
Versions Oculus Rift DK2
Requires Gaming PC with compatible GPU
Predecessor Oculus Rift DK1
Successor Oculus Rift CV1
System
Operating System Windows, macOS, Linux
Chipset N/A (tethered PCVR)
CPU N/A (PC-powered)
GPU N/A (PC-powered)
Storage
Storage N/A
Memory N/A
SD Card Slot No
Display
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
Image
Field of View 93°
Horizontal FoV ~93°
Vertical FoV ~106°
Average Pixel Density ~13 PPD
Peak Pixel Density ~13 PPD
Foveated Rendering No
Optics
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
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
Audio 3.5mm audio jack
Microphone No
3.5mm Audio Jack Yes
Camera External IR camera (included for tracking)
Connectivity
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
Device
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)


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.

History and Development

DK1 Foundation

First generation:

  • 2012 Kickstarter
  • 720p display
  • 3DoF only (no positional)
  • Proved VR concept

GDC 2014 Reveal

March 2014 announcement:

  • 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

Feature DK1 DK2
Resolution 1280×800 1920×1080
Per Eye 640×800 960×1080
Display LCD OLED
Refresh 60Hz 75Hz
Persistence Full Low
Positional No Yes (camera)
Price $300 $350
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

Specification Details
Display Samsung OLED, 960 × 1080 per eye
Total Resolution 1920 × 1080 (1080p)
Refresh Rate 75Hz (low persistence)
FOV 93°
Tracking 6DoF (IMU + IR camera)
IPD 54-74mm (physical)
Audio 3.5mm jack only
Platform Windows, macOS, Linux
Weight 440g
Price $350
Status Discontinued (developer kit)

See Also

References