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Oculus Rift DK1

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Oculus Rift DK1 (Development Kit 1)
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 August 1, 2012 (Kickstarter)
Release Date March 28, 2013
Price $300
Website https://www.oculus.com/ (legacy)
Versions Oculus Rift DK1
Requires Gaming PC
Predecessor None
Successor Oculus Rift DK2
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 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
Image
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
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
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
Audio 3.5mm audio jack
Microphone No
3.5mm Audio Jack Yes
Camera No
Connectivity
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
Device
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)


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.

History and Development

Palmer Luckey Origins

Inventor background:

  • VR enthusiast since teenage years
  • Collected vintage VR headsets
  • Built prototypes in garage
  • Breakthrough design insight

Kickstarter Campaign

August 1, 2012:

  • $250,000 goal
  • Raised $2.4 million
  • 9,522 backers
  • Industry attention

Development Kit Purpose

Developer focus:

  • Hardware for content creation
  • Not consumer product
  • VR development enablement
  • 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

Specification Details
Display LCD, 640 × 800 per eye
Total Resolution 1280 × 800
Refresh Rate 60Hz (full persistence)
FOV 110° diagonal (~90° horizontal)
Tracking 3DoF (IMU only)
Latency 50-60ms
Audio 3.5mm jack only
Connection Control box (HDMI/DVI, USB)
Weight 379g
Price $300
Status Discontinued (historical)

See Also

References