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Oculus Rift (Platform)

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Oculus Rift (Platform)
Information
Type Virtual Reality software platform
Subtype PC VR runtime and storefront
Creator Palmer Luckey
Developer Oculus VR (later Meta)
Operating System Windows 7 SP1, Windows 8.1, Windows 10
Devices Oculus Rift DK1
Oculus Rift DK2
Oculus Rift CV1
Oculus Rift S
Meta Quest (via Oculus Link)
Accessories Oculus Touch
Oculus Sensor
Release Date March 28, 2016 (consumer launch)
Price Free (client software)
Website meta.com

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The Oculus Rift platform is the PC virtual reality software ecosystem built by Oculus VR (later part of Meta) around the Oculus Rift family of head-mounted displays. The platform is the runtime, storefront, SDK, and home environment that a Windows PC uses to drive a Rift headset, as opposed to the headset hardware itself, which is covered at Oculus Rift CV1 and Oculus Rift S. It launched with the consumer Rift on March 28, 2016, and its storefront and account system were folded into the wider Meta Quest ecosystem after Meta stopped making dedicated PC VR headsets in 2021.[1][2]

Overview

The Rift platform is the software side of Oculus VR's PC product. A Rift headset is a display and tracked controllers; the platform is what turns that hardware into a usable system. It consists of the Oculus PC app (the desktop client), Oculus Home (the virtual home environment), the Oculus Store (the storefront), the Oculus runtime and SDK that applications target, and account and social services. Unlike a standalone Meta Quest, a Rift has no onboard computer of its own and depends entirely on a connected Windows PC running this software.[1]

The platform began as a developer-only effort around the Oculus Rift DK1 (2013) and Oculus Rift DK2 (2014), then became a consumer product with the Oculus Rift CV1 in March 2016. Facebook acquired Oculus VR in 2014, and over the following decade the platform's branding moved from Oculus to Meta as the company refocused on standalone headsets.[3]

Oculus PC app

The Oculus PC app is the Windows desktop client for the platform. It installs and updates the Rift runtime and drivers, runs the first-time setup and sensor calibration, manages the user's account and library, downloads purchases, and launches titles into Oculus Home. It is the PC-side counterpart to the mobile companion app used to set up standalone headsets.[1]

The app required a 64-bit version of Windows. At the 2016 launch the supported systems were Windows 7 SP1, Windows 8.1, and Windows 10.[4] The client is still distributed by Meta because the same software is used by Meta Quest headsets connecting to a PC through Oculus Link or Air Link.[5]

Oculus Home

Oculus Home is the virtual environment a user sees inside the headset when no application is running. It is the platform's shell: a 3D lobby from which the user launches titles, opens the store, and reaches settings and friends. Oculus first built Home for the Samsung Gear VR mobile platform, then brought a version to the Rift at the 2016 consumer launch.[1]

Rift Core 2.0 and Dash

In October 2017 Oculus announced Rift Core 2.0, a redesign of the home experience that it called its largest software update for the Rift to that point. It rolled out in beta in December 2017. Core 2.0 had two parts. The first was a rebuilt, customizable Home where users could place furniture, artwork, and other objects anywhere in their space, give each visitor a personal layout, and host up to eight people at once as Oculus Avatars. The second was Oculus Dash, an overlay menu reachable from inside any application that put the desktop, store, and system controls on floating panels the user could move with the Oculus Touch controllers.[6][7]

Oculus Store

The Oculus Store is the platform's curated storefront for VR titles. Purchases are tied to the user's account rather than to a single headset, so a title bought for the Rift stays in the buyer's library. The store also handles refunds, comfort ratings, and (after the move to mobile hardware) cross-buy between PC and standalone versions of some titles.[8]

Naming history

The storefront has been renamed several times as Oculus VR became part of Facebook and then Meta. The PC and standalone catalogs are separate: the store still sells PC titles for the Rift platform alongside titles for Meta Quest headsets.[8][9]

Name Years Notes
Oculus Share 2013 to 2015 Beta announced August 19, 2013. Let developers self-publish, share, and download experiences for early kits.
Oculus Store 2015 to 2022 Launched after the Facebook acquisition. Added pre-approval review, comfort ratings, and sales tax handling. Served Rift PC titles and, from 2019, Quest titles.
Meta Quest Store 2022 to 2024 Renamed as part of Facebook's corporate rebrand to Meta Platforms.
Meta Horizon Store 2024 to present Announced April 22, 2024, alongside the rebrand of the platform software to Meta Horizon OS and its opening to third-party headset makers.

App Lab, a section that let developers distribute titles without full storefront review, was introduced in 2021 and merged fully into the Meta Horizon Store by August 23, 2024.[10]

App distribution outside the store

The Rift platform does not lock software to the official store. Oculus stated in 2015 that the Rift was an open platform and that applications could be distributed from other locations, so titles can be installed from outside the Oculus Store and run on the same runtime.[11]

Oculus Runtime and SDK

The Oculus runtime (the Oculus PC service plus its compositor) is the layer that receives rendered frames from a VR application, applies distortion and tracking correction, and sends the result to the headset display. Applications reach it through the Oculus PC SDK, whose core C interface is LibOVR (also called CAPI).[12]

OpenXR support

Oculus added support for the cross-vendor OpenXR standard and, in 2021, said it would make OpenXR the preferred API for new development and deprecate its proprietary interfaces. From runtime v31 onward, new features were delivered through OpenXR extensions rather than new LibOVR (PC) or VrApi (mobile) calls. Existing LibOVR titles continue to run, but Meta reduced testing and stopped supporting new development against the legacy API.[12][13]

Frame timing: ATW and ASW

The runtime uses two techniques to keep motion smooth when an application cannot consistently render at the headset's native refresh rate. Both are forms of frame synthesis: the compositor produces a corrected frame even when a freshly rendered one is not ready.

Asynchronous Timewarp (ATW) runs the compositor on its own schedule, separate from the application's render loop. If a new frame is late, ATW re-projects the most recent frame to match the user's current head rotation, which removes judder caused by head turns. Synchronous Timewarp was used briefly around the DK2 before the asynchronous version replaced it.[14]

Asynchronous Spacewarp (ASW) extends this idea to motion that timewarp cannot handle on its own. ASW generates extrapolated intermediate frames from previous frames, accounting for animation, camera movement, controller movement, and the player's own positional movement, not just head rotation. It lets a title render at 45 frames per second while the headset still shows 90, which Oculus said let a class of cheaper PCs run VR that previously could not. ASW was announced on November 10, 2016, and shipped in the Oculus 1.10 runtime. ASW 2.0, announced in 2019, added positional timewarp using the application's depth buffer to reduce artifacts.[14][15]

ASW's arrival lowered the platform's minimum PC specification. Oculus reduced the required graphics card from an Nvidia GTX 970 (or AMD equivalent) to a GTX 960, and the processor from an Intel i5-4590 to an Intel i3-6100 or AMD FX-4350.[16]

Constellation tracking

Constellation is the outside-in positional tracking system the platform uses with the Oculus Rift CV1 and Oculus Touch. The headset and controllers are studded with infrared LEDs that blink in a known pattern. One or more external sensors, each a small camera behind an infrared-pass filter, watch those LEDs. Because the software knows the fixed layout of the LEDs on each device, it can compute the position and orientation of the headset and controllers from the camera images. Adding more sensors widens the tracked area and reduces occlusion, which is how the platform supports standing and room-scale play.[17]

The later Oculus Rift S dropped Constellation in favor of inside-out tracking with cameras built into the headset, so it needed no external sensors.[18]

Hardware requirements and Oculus Ready

The 2016 Rift had a fixed minimum PC specification because a headset that drops frames is uncomfortable to wear. The recommended specification at launch was an Nvidia GTX 970 or AMD Radeon R9 290, an Intel Core i5-4590, 8 GB of RAM, and the right mix of video and USB ports.[4] Oculus ran an "Oculus Ready" PC program (alongside Nvidia's separate VR Ready badge) that certified prebuilt desktops as able to drive the Rift, so buyers could avoid checking parts themselves.[19] The minimum was later cut once ASW could synthesize frames on weaker hardware.[16]

Oculus Link and Air Link

Oculus Link is the feature that lets a standalone Meta Quest headset run PC VR titles by borrowing a PC's graphics power, which bridges the Quest line into the Rift platform. With Link, the Quest connects to the PC over a USB-C cable, the Oculus PC app streams a compressed render of the PC VR session to the headset, and the headset works like a Rift for the duration. Oculus released Link in November 2019, which let Quest owners play titles originally made for the Rift and Rift S.[20]

Air Link is the wireless version of the same idea, streaming the PC VR session over Wi-Fi instead of a cable. Oculus released it for the Meta Quest 2 in April 2021 as part of the v28 software update.[5] Link and Air Link are why the Rift platform survived its hardware: after the Rift line ended, standalone Quest headsets became the way to reach the PC VR catalog.[20]

Relationship to SteamVR

The Rift platform and SteamVR are competing PC VR runtimes, but they overlap. A Rift headset can run SteamVR titles because SteamVR supports the Oculus runtime as a backend, so Rift owners are not limited to the Oculus Store. The reverse was harder at first: titles sold only on the Oculus Store as Rift exclusives would not natively launch on a non-Oculus headset such as the HTC Vive. A third-party compatibility layer called Revive, made by LibreVR, translated calls between the Oculus SDK and OpenVR/OpenXR so that Oculus Store titles could run on Vive and Valve Index headsets.[21] The move to the cross-vendor OpenXR standard later reduced the need for such workarounds.[12]

Account history

The platform's login system changed twice in ways that drew criticism. At first, Rift users signed in with a dedicated Oculus account.

In August 2020 Facebook announced that anyone setting up a new Oculus device from October 2020 would have to sign in with a Facebook account, that new dedicated Oculus accounts would no longer be created, and that support for existing Oculus accounts would end on January 1, 2023. The change was unpopular. The Electronic Frontier Foundation accused Facebook of breaking an earlier privacy promise, and German regulators opened an investigation into whether tying Oculus use to a Facebook account broke competition law.[22][23]

Facebook reversed course after rebranding to Meta. From August 2022 it rolled out Meta accounts, a separate login that replaced both Facebook and Oculus accounts for Quest and Rift users and did not require a social media profile. Oculus account holders had until January 1, 2023, to migrate.[24]

History

The platform's software shipped in stages alongside the hardware. The table lists the main milestones.

Date Event
March 2013 Oculus Rift DK1 ships with early developer tooling and the first Oculus SDK.[3]
July 2014 Oculus Rift DK2 ships; positional tracking and Synchronous Timewarp are used on PC.[14]
2015 Oculus Share is replaced by the Oculus Store after the Facebook acquisition.[8]
March 28, 2016 Consumer Oculus Rift CV1 launches at US$599.99 with Oculus Home and the Oculus PC app. About 30 titles are available at launch, with more promised by year end.[1][25]
November 10, 2016 Asynchronous Spacewarp is announced; the minimum PC spec is lowered.[14][16]
December 6, 2016 Oculus Touch controllers, Oculus Avatars, and Oculus Earphones launch; Touch costs US$199.[26]
October to December 2017 Rift Core 2.0 brings the redesigned Home and Oculus Dash.[6]
2019 Oculus Rift S launches with inside-out tracking; ASW 2.0 is released.[15][18]
November 2019 Oculus Link connects standalone Quest headsets to the PC platform.[20]
August 2020 Facebook makes a Facebook account mandatory for new Oculus devices.[22]
April 2021 Air Link adds wireless PC VR streaming; the Rift S is discontinued and Meta exits PC-only VR hardware.[5][18][2]
July 2021 Oculus declares OpenXR the preferred API and deprecates LibOVR and VrApi for new development.[12]
August 2022 Meta accounts replace Facebook and Oculus logins.[24]
April 22, 2024 The store is renamed the Meta Horizon Store and the platform software becomes Meta Horizon OS.[9]

After the Rift line ended in 2021, Meta kept the PC software running for existing Rift owners and for Meta Quest headsets using Link and Air Link, but it stopped building dedicated PC VR headsets and shifted new development to its standalone platform.[2][18]

See also

References

  1. 1.0 1.1 1.2 1.3 1.4 "Oculus Rift VR Headset Release Date and Price Announced". 2016-01-06. https://time.com/4169430/oculus-rift-price-release-date-2016/.
  2. 2.0 2.1 2.2 "Facebook to Discontinue Rift Product Line in 2021, Will No Longer Build PC-only VR Headsets". 2020-09-16. https://roadtovr.com/facebook-discontinue-rift-product-line-2021/.
  3. 3.0 3.1 "Reality Labs (Oculus brand)". 2024-04-22. https://en.wikipedia.org/wiki/Oculus_(brand).
  4. 4.0 4.1 "Oculus Rift System Requirements & Setup Procedures". 2016-03-28. https://www.tomshardware.com/reviews/oculus-rift-virtual-reality-hmd,4506-3.html.
  5. 6.0 6.1 "Oculus Rift Core 2.0 Update Now Available in Beta, Hands-on with Home & Dash". 2017-12-05. https://www.roadtovr.com/oculus-rift-core-2-0-update-now-available-beta-hands-home-dash/.
  6. "Oculus 'Dash' replaces your computer monitor with VR". 2017-10-11. https://techcrunch.com/2017/10/11/oculus-dash/.
  7. 8.0 8.1 8.2 "Meta Horizon Store". 2024-08-23. https://en.wikipedia.org/wiki/Meta_Horizon_Store.
  8. 9.0 9.1 "Meta Quest App Now Called 'Meta Horizon' in Preparation for Third-party OS Licensing". 2024-04-22. https://roadtovr.com/quest-store-becomes-meta-horizon-store/.
  9. "Quest's App Lab Is No More As Meta Horizon Store Launches". 2024-08-23. https://www.uploadvr.com/quest-app-lab-merged-into-meta-horizon-store/.
  10. "Oculus Opens Up Its App Store". 2015-06-12. https://techcrunch.com/2015/06/12/oculus-app-store/.
  11. 12.0 12.1 12.2 12.3 "Oculus All In on OpenXR: Deprecates Proprietary APIs". 2021-07-23. https://developers.meta.com/horizon/blog/oculus-all-in-on-openxr-deprecates-proprietary-apis/.
  12. "OpenXR Support for PC Development". 2023-01-01. https://developers.meta.com/horizon/documentation/native/pc/dg-openxr/.
  13. 14.0 14.1 14.2 14.3 "Asynchronous Spacewarp". 2016-11-10. https://developers.meta.com/horizon/blog/asynchronous-spacewarp/.
  14. 15.0 15.1 "Oculus Launches ASW 2.0 with Positional Timewarp to Reduce Latency, Improve Performance". 2019-04-25. https://www.roadtovr.com/oculus-launches-asw-2-0-asynchronous-spacewarp/.
  15. 16.0 16.1 16.2 "Oculus Reveals Asynchronous Spacewarp, Lowers VR Minimum Spec". 2016-10-10. https://www.tomshardware.com/news/asynchronous-spacewarp-lowers-min-spec-vr,32826.html.
  16. "Oculus Rift Constellation Teardown". 2016-03-30. https://www.ifixit.com/Teardown/Oculus+Rift+Constellation+Teardown/61128.
  17. 18.0 18.1 18.2 18.3 "Oculus Rift S". 2021-04-22. https://en.wikipedia.org/wiki/Oculus_Rift_S.
  18. "Oculus Rift's recommended specs include Nvidia GTX 970 graphics card". 2015-05-15. https://newatlas.com/oculus-rift-specs/37536/.
  19. "How to Play Oculus-Exclusive VR Games on Any SteamVR Headset With Revive". 2023-05-01. https://www.makeuseof.com/how-to-play-oculus-exclusive-vr-games-on-steamvr-headsets-with-revive/.
  20. 22.0 22.1 "Facebook Account Required For New Oculus VR Headsets". 2020-08-18. https://www.uploadvr.com/oculus-facebook-account-required/.
  21. "Facebook hit with antitrust probe for tying Oculus use to Facebook accounts". 2020-12-10. https://techcrunch.com/2020/12/10/facebook-hit-with-antitrust-probe-for-tying-oculus-use-to-facebook-accounts/.
  22. 24.0 24.1 "Meta Drops Forced Facebook Logins with Rollout of New Meta VR Accounts Today". 2022-08-23. https://roadtovr.com/meta-facebook-forced-logins-quest-2/.
  23. "Oculus announces list of VR games launching with Rift". 2016-03-21. https://m.gsmarena.com/oculus_announces_list_of_vr_games_launching_with_rift-news-17267.php.
  24. "Oculus reveals Touch VR controller pricing and launch info". 2016-10-10. https://www.pcworld.com/article/410605/oculus-reveals-touch-vr-controller-pricing-and-launch-info-49-oculus-earbuds.html.