A player connects the Rift to a PC via USB and HDMI, and the PC's graphics processor renders side-by-side 3-D images. The 11-ounce goggles contain a seven-inch LCD that displays both images. A pair of aspherical lenses separate them to create a 3-D effect with a field of view that's 90 degrees wide and shifts with a player's head movements. A sensor containing a gyroscope, accelerometer, magnetometer, and microcontroller tracks the pitch, yaw, and roll of the player's head. The sensor registers movement every millisecond (off-the-shelf sensors take up to four), so the image can refresh within two milliseconds.
More than 9,000 developers currently have Rifts. Oculus expects them to use the goggles to create new, complex 3-D games, just as they would for a new PlayStation or Xbox. Once that happens, probably within a few years, Oculus will release a consumer Rift and make getting lost in a game a (virtual) reality.
OCULUS RIFT (DEVELOPERS)
Weight: 11.2 ounces
This article originally appeared in the May 2013 issue of Popular Science. See the rest of the magazine here.
The price is reasonable for me.
I sure like to give it a test drive!
I've been waiting for an affordable one of these for ten years. But it looks like an ipad glued to a scuba mask.
HBillyRufus, I almost spit my soda out when I read your post. Excellent call. I thought it looked a little bulky but I couldn't have said it better.
HBillyRufus, your comment is perfect! ha ha
And the thought did occur to me earlier how much this thing weighs and would it be comfortable for a long time?
Hey @dukane24 and @HBillyRufus,You two should know by now that, that's how science works. The first concept of any invention is always crud. Give it time. Remember cellphones. Remember how much they changed in a mere decade.
I hope it works with Video game consoles?
HBillyRufus - It's a development kit. Development kits for consumer electronics traditionally are about function over form. (For example: The PS3 devkit looks like a 30 year old CD player.)
animie - It weighs 379g. The physical comfort doesn't seem to be a concern. The issue with long term use comes from motion sickness, depending on what the game is having you do. If an unsimulated roller coaster will make you sick after an hour, then a simulated one will probably do so even more quickly.
Superkenny720 - It'll only work with consoles if the consoles and their respective software developers choose to support it. It requires a game to decouple head tracking control from the game's control (disconnected camera bobs and shakes and other such 'cinematic effects' result in motion sickness when viewed through VR.) Likewise there's the performance requirements, as it requires stereoscopic 3D, with 2 independent views being rendered for the two eyes, and north of 60 fps for low latency.
I have spent some time with one of these and they are a blast. I will be buying one as soon as the consumer one is on the market.
A couple of things we found while using this.
1 depending on how the game is made you can get motion sickness.
2 When taking the thing off close your eyes for a bit this will help reduce some of the disorientation you may feel.
3 trying to look at your own body and not seeing it where you can feel it makes your brain react oddly. For me it felt like I had phantom limb syndrome and I couldn't stand looking at or thinking about my arm until I took the rift back off. In a game where i had a in game body the oddness was lessened.
4 the weight is nothing you don't really feel it at all
5 I was able to use it with my glasses (slight astigmatism in both eyes) and had 0 issues with that.
6 it is a huge amount of fun and watching others use it is almost as much fun as using it yourself.
I really like to buy one.
Where can I buy one?
You can't. Not at the moment anyway. They're development kits, not open for the general public.
Consoles will not likely support this, as it basically requires the ease of PC development to employ in games.
Wrong on both accounts.
Anyone can buy these developer versions. They encourage most people not to though, as these are developer versions and not polished consumer versions and because there is a lack of content to use with them right now.
These may be supported with consoles. It takes an HDMI input and a USB output for the motion tacking. Consoles have both of these. Also, all games are programmed and developed on PCs. Whether or not they can run on a PC is a different story (different OS and CPU architecture), however the next-gen consoles (PS4 and new Xbox) are both confirmed to be x86 architecture which is the same type of CPU used in a modern desktop PC, and should make porting games between the 3 platforms very easy.
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