Oculus Connect 1
Oculus Connect 1 | |
---|---|
Information | |
Type | Developer Conference |
Format | In-person (Keynotes, Sessions, Demos) |
Presenter | Oculus VR |
Sponsor | Oculus VR |
Speaker | Brendan Iribe, John Carmack, Michael Abrash, Palmer Luckey, Nate Mitchell, Atman Binstock, various Oculus engineers and guest developers. |
Exhibitor | Oculus VR, Samsung, Unity, Epic Games, and selected third-party developers. |
Requirement | Primarily targeted at VR developers, press, and industry professionals. Registration required. |
Cost | $295 (Early Bird), $395 (Standard) [1] |
Prize | N/A (Not a competition) |
Entries | N/A |
Winner | N/A |
Location | Loews Hollywood Hotel, Los Angeles, California, United States |
Dates | September 19–20, 2014 [2] |
Attendants | Approximately 1,000 [3] |
Previous | None (Inaugural event) |
Next | Oculus Connect 2 |
Website | Template:URL (Archived) |
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Oculus Connect 1 (often abbreviated as OC1) was the inaugural virtual reality developer conference hosted by Oculus VR. Held on September 19-20, 2014, at the Loews Hollywood Hotel in Los Angeles, California, the event served as a pivotal moment for the company following its acquisition by Facebook (now Meta Platforms) earlier that year. OC1 aimed to bring together the burgeoning VR developer community, share Oculus's vision for the future of VR, unveil new hardware prototypes and software platforms, and provide technical guidance for creating compelling VR experiences. [2]
Background
Following the successful Kickstarter campaign for the Oculus Rift DK1 (Development Kit 1) in 2012 and the subsequent release of the improved Oculus Rift DK2 in mid-2014, interest in consumer virtual reality was rapidly growing. Oculus VR, under new ownership by Facebook since March 2014 [4], needed a platform to communicate its roadmap directly to the developers who were crucial for building the VR ecosystem. The DK2 had introduced positional tracking, a major leap forward, but developers needed insight into future hardware capabilities, software distribution channels, and best practices to prepare for the eventual consumer launch. Oculus Connect was conceived as the forum for this critical interaction.
Key Announcements
OC1 featured several significant announcements that shaped the direction of Oculus and the VR industry.
Crescent Bay Prototype
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. [5]
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. [5]
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. [6]
Lighter and More Ergonomic Design: Significant reduction in weight and improved ergonomics for better comfort during use. [5]
Brendan Iribe, then CEO of Oculus VR, stressed that Crescent Bay was still a prototype for developers and not the final consumer version (which would eventually become the Oculus Rift CV1). However, it demonstrated Oculus's progress towards achieving comfortable, high-fidelity VR.
Gear VR Innovator Edition
While officially announced shortly before OC1 in collaboration with Samsung at their Unpacked event [7], Oculus Connect 1 was the primary platform for Oculus to present the Gear VR Innovator Edition to the developer community. This mobile VR headset, powered by the Samsung Galaxy Note 4 smartphone, represented Oculus's entry into mobile VR. Key points included:
Collaboration with Samsung: Leveraged Samsung's hardware expertise and OLED display technology with Oculus's software and tracking optimizations.
Target Audience: Explicitly aimed at developers and VR enthusiasts ("Innovators") to kickstart mobile VR content creation and gather feedback.
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. [8]
Oculus Platform
Nate Mitchell, then VP of Product, introduced the Oculus Platform, outlining the software ecosystem being built around Oculus hardware. This included:
Oculus Home: The interface and storefront for discovering and launching VR applications, shown running on both PC (for Rift) and mobile (for Gear VR).
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. [9] (Note: Retrospective article referencing the event's focus)
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. [10]
Partnerships
The importance of content creation tools was highlighted through partnerships with major game engine providers:
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. [11]
Keynotes and Sessions
The conference featured multiple keynotes and technical sessions led by Oculus leadership and engineers.
Brendan Iribe's Opening Keynote: Focused on the overall vision, the progress since the Kickstarter, the significance of the Facebook acquisition (providing resources for long-term R&D), and the reveal of Crescent Bay. [3]
John Carmack's Keynote: A characteristically lengthy and technical deep-dive, focusing heavily on the challenges and breakthroughs in mobile VR development for Gear VR. He discussed optimization techniques, latency reduction, and the path to delivering a comfortable mobile VR experience. [8]
Michael Abrash's Keynote: Titled "Why VR is Hard (And Where it’s Going)," Oculus Chief Scientist Michael Abrash delivered a forward-looking talk about the perceptual challenges of achieving true presence in VR. He discussed the demanding requirements for tracking, optics, latency, and rendering needed for the brain to accept a virtual world as real. [12]
Technical Sessions: Breakout sessions covered topics like VR best practices, designing for comfort, utilizing the new Audio SDK, mobile VR development strategies, and engine integrations.
Demonstrations and Exhibits
Attendees had the opportunity to experience the latest Oculus technology hands-on:
Crescent Bay Demos: Highly sought-after demos showcased the capabilities of the new prototype. Notable demos included Epic Games' "Showdown" cinematic, and various internal Oculus demos highlighting the improved tracking, resolution, and integrated audio. These demos were crucial in convincing developers of the significant leap in quality over the DK2. [11] [5]
Gear VR Demos: Attendees could try the Gear VR Innovator Edition with the Galaxy Note 4, experiencing mobile VR applications like Oculus Cinema and various games and experiences designed for the platform.
Developer Showcase: A selection of third-party developers showed off their VR projects built for the Rift DK2, highlighting the growing variety of VR content.
Impact and Legacy
Oculus Connect 1 was a landmark event for the modern era of virtual reality.
Solidified Oculus's Direction: It clarified Oculus's strategy post-Facebook acquisition, showcasing simultaneous development paths for both PC-based VR (Rift line) and mobile VR (Gear VR).
Energized the Developer Community: Provided developers with crucial hardware targets (Crescent Bay hints, Gear VR specifics), software tools (SDKs, Platform), and best practices, fostering confidence and excitement.
Set the Bar for VR Presence: The Crescent Bay prototype, while not consumer-ready, demonstrated a significantly higher level of immersion and comfort, pushing the industry towards features like integrated audio, wider tracking, and higher refresh rates.
Established the "Connect" Brand: It launched the annual Oculus Connect conference series, which became a premier event for VR/AR announcements and community building for Oculus (later Meta Reality Labs) for years to come.
OC1 successfully transitioned Oculus from its early Kickstarter roots and DK phase towards a company preparing for major consumer hardware and platform launches, laying essential groundwork for the releases of Gear VR later in 2014 and the Oculus Rift CV1 in 2016.
References
- ↑ "Oculus Connect Developer Conference". https://web.archive.org/web/20140811174119/http://www.oculusvr.com/connect/.
- ↑ 2.0 2.1 Darrell Etherington (2014-07-10). "Oculus VR Announces ‘Oculus Connect’ Developer Conference In Los Angeles Sept. 19-20". https://techcrunch.com/2014/07/10/oculus-vr-announces-oculus-connect-developer-conference-in-los-angeles-sept-19-20/.
- ↑ 3.0 3.1 Ben Lang (2014-09-19). "Oculus Connect 2014 Keynote Live Blog – 10:30AM PST Friday 19th September". https://www.roadtovr.com/oculus-connect-2014-keynote-live-blog-1030am-pst-friday-19th-september/.
- ↑ "Facebook to Acquire Oculus". 2014-03-25. https://newsroom.fb.com/news/2014/03/facebook-to-acquire-oculus/.
- ↑ 5.0 5.1 5.2 5.3 Joseph Volpe (2014-09-19). "Oculus Rift's new prototype has integrated audio and 360-degree head tracking". https://www.engadget.com/2014-09-19-oculus-rift-crescent-bay.html.
- ↑ Kyle Orland (2014-09-19). "Oculus unveils Crescent Bay prototype with 90Hz refresh, higher res". https://arstechnica.com/gaming/2014/09/oculus-unveils-crescent-bay-prototype-with-90hz-refresh-higher-res/.
- ↑ Dieter Bohn (2014-09-03). "Samsung Gear VR is real: Oculus-powered virtual reality for the Galaxy Note 4". https://www.theverge.com/2014/9/3/6098745/samsung-gear-vr-oculus-announcement-hands-on-ifa-2014.
- ↑ 8.0 8.1 Joshua Ho (2014-09-20). "Oculus Connect Developer Conference Live Blog". https://www.anandtech.com/show/8548/oculus-connect-developer-conference-live-blog.
- ↑ Jamie Feltham (2015-09-22). "Oculus Connect 1 Retrospective: The Dawn of Modern VR Development". https://uploadvr.com/oculus-connect-1-retrospective/.
- ↑ Brian Hook (2014-09-19). "Introducing the Oculus Audio SDK". https://developer.oculus.com/blog/introducing-the-oculus-audio-sdk/.
- ↑ 11.0 11.1 Dana Cowley (2014-09-19). "Epic Games Unveils ‘Showdown’ Cinematic VR Demo". https://www.unrealengine.com/en-US/blog/epic-games-unveils-showdown-cinematic-vr-demo.
- ↑ "Michael Abrash Keynote - Oculus Connect 2014". 2014-09-25. https://www.youtube.com/watch?v=knqcXA1_ke8.