DK2Oculus VR today posted an official shipping update on the highly anticipated Oculus Rift DK2. The company confirms that the first batch of DK2s have left the manufacturing facility and are on the way to distribution centers. Now at over 45,000 Oculus Rift DK2 pre-orders, the company expects that some 10,000 units will be sent from the manufacturing facility this month.

Oculus Rift DK2 Shipping Update

It’s DK2 month—after having announced the Oculus Rift DK2 back at GDC in March, Oculus VR, the leading manufacturer of consumer VR headsets, has received some 45,000 pre-orders for their second development kit.

According to an official update today provided on the Oculus VR forums by Andres ‘Cybereality’ Hernandez, Oculus’ Community Manager, the first batch of Oculus Rift DK2s has left the company’s Chinese manufacturing facility and is on the way to distribution facilities.

We’re now over 45,000 DK2 pre-orders, which is incredibly exciting. That said, we’re slightly behind in manufacturing and there’s currently a high chance that some developers with estimated shipping in July may not have their DK2s shipped until August. We have a team in China working on continued ramp of production at our factory, and we’ll work our way through the queue as fast as we can.

Once your Development Kit 2 is ready for shipment, you’ll receive an email with a tracking number which can be used to see an estimated delivery date. Please do not contact Oculus support asking for a shipping estimate, as we do not know the status of your package until a tracking number has been generated.

We’ll continue to post status updates, so everyone can stay current on what’s going on behind the scenes. Thanks again for your continued support, and we hope everyone is excited to be begin working with DK2!

The company urges those with pre-orders to confirm their shipping address and other information on the Oculus VR sales page. “We’ll ship to the address on file, and if the information is incorrect, it may cause delivery delays. In the event that your payment information is no longer valid, you’ll receive an email prior to shipment with instructions on how to complete your payment,” reads the update.

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Oculus Rift DK1 vs. DK2

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The Oculus Rift DK2 is the company’s second development kit which offers a number of major improvements over the original kit, called the DK1, which was the result of a successful Kickstarter back in August, 2012. Although the DK2 is intended for developers, the company openly offers the VR headset up for sale to anyone interested for $350; new orders are expected to begin shipping in September.

The Oculus Rift DK2’s most notable enhancements are a higher resolution display and positional tracking capability. The new screen is 1920×1080, resulting in a resolution of 960×1080 per eye, compared to the 1280×800 (640×800 per eye) resolution of the DK1. The DK2 features an IR camera which faces the user to detect translational (up/down/left/right/forward/back) movements in addition to rotational movements. The Oculus Rift DK1 could only track rotational movements.

See Also: An Introduction to Positional Tracking and Degrees of Freedom (DOF)

In addition to resolution and positional tracking, a number of other under-the-hood enhancements make the DK2 a huge improvement over its predecessor.

The new screen is capable of a display technique called low-persistence which greatly reduces motion blur. The result, especially as seen through the higher resolution, is a much clearer scene, especially when rotating.

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The DK1’s control box has been eliminated, along with the need for a separate power supply. The Oculus Rift DK2 is now powered directly through USB, making much easier the ability to use the VR headset as part of a mobile backpack setup. The headset itself now also includes an open USB port for the attachment of peripherals. The DK2 now includes an integrated latency tester which the company hopes developers will use to optimize their virtual reality games and applications.

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Here was my reaction after having a chance to try the Oculus Rift DK2 for the first time back in March:

The Oculus Rift DK2 offers an incredible leap in performance over the DK1. I was impressed with the Crystal Cove prototype at CES, but getting my head into the DK1 and then DK2 side-by-side with the same demo (Tuscany VR) codified for me all of the R&D Oculus has done over the last year. Yes, the screen is higher resolution, but that’s a minor point compared to what low-persistence and positional tracking bring to the table. The image is substantially sharper in the DK2 when moving your head, mostly thanks to low-persistence. I swear I could feel the difference between the DK1 and DK2 on my eyes. It’s hard to describe, but where the DK1 feels like looking through binoculars into another world, the DK2 feels like sticking your head out the window into another world. That’s not to say that the field of view is higher, but there’s something far more comfortable about using the DK2.

A full list of specs and release info can be found below:

Oculus Rift DK2 Release Date / Initial Shipping Date: July 1, 2014

  • Display
    • Resolution: 960×1080 per eye
    • Refresh Rate: 75 Hz, 72 Hz, 60 Hz
    • Persistence: 2 ms, 3 ms, full
  • Viewing Optics: 100º Field of View (nominal)
  • Interfaces
    • Cable: 10’ (detachable)
    • Input: HDMI 1.4b
    • USB device: USB 2.0
    • USB host: USB 2.0 (requires DC Power Adapter)
    • Camera USB: USB 2.0
  • Inertial Tracking
    • Sensors: Gyroscope, Accelerometer, Magnetometer
    • Update Rate: 1000 Hz
  • Positional Tracking
    • Sensor: Near Infrared CMOS Sensor
    • Update Rate: 60 Hz
  • Weight: 440 g (without cable)
  • Included Accessories
    • DC Power Adapter
    • International Power Plugs
    • Nearsighted lens cups
    • Lens cleaning cloth
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Ben is the world's most senior professional analyst solely dedicated to the XR industry, having founded Road to VR in 2011—a year before the Oculus Kickstarter sparked a resurgence that led to the modern XR landscape. He has authored more than 3,000 articles chronicling the evolution of the XR industry over more than a decade. With that unique perspective, Ben has been consistently recognized as one of the most influential voices in XR, giving keynotes and joining panel and podcast discussions at key industry events. He is a self-described "journalist and analyst, not evangelist."
  • William Wallace

    100 fov v Lockheed martin 150 fov on goog cardboard platform. 1920 on oculus v 2560 on high rez high end cellphone. Which one do u want? The lower rez lower fov device? The tracking and blur may be superior on oculus. We shall see what goog and Lockheed martin can pull from their magic hat.

    • why06

      What’s this about Google and Lockheed Martin?

      • William Wallace

        Goog vr app store

        http://m.youtube.com/watch?v=x1F2YZN5vDY

        David smith of Lockheed martin w new 150 fov and 180 fov optics to be used on goog cardboard. Mark bolas is his business partner (Palmers academic advisor). So do u want higher fov on higher rez or lower oculus fov?

        • Brad Hawthorne

          I want the one that isn’t using a generic cellphone pedometer in it to make me seasick.

          • William Wallace

            Will be interesting to see if the rumors I heard are true. That bolas and smith were working w goog to have that problem solved. Maybe by using IMU or tracking solution external to the phone/tablet? That still leaves the blur issue. Will it be hard for the phone guys to implement this now that Abrash/oculus has informed them? Does oculus have protected IP in that regard low persistence?

        • why06

          I don’t get it, in the video David Smith said it is just for the military, nothing about the resolution, and that they could maybe make a 1000 units and even then it wouldn’t be polished enough for the consumer space.

          Also the video didn’t mention anything about Google partnership.

    • deadering

      I want the one that’s using my computers hardware and software and not some mobile device. Not to mention the little detail “tracking and blur” are the two most contributing factors of motion sickness.

      So yeah, I want the Oculus Rift.

    • Anyone

      Sure, DK2 looks outdated already with 4k displays just around the corner.
      But it’s only meant for developers, so it’s unfair to compare it with real consumer products!

  • Curtrock

    Looking fwd to the flood of “unboxing” and “1st impression” videos ! Appreciating that the delivery of the DK2 is another major milestone on the road to VR (no pun intended). I’m gonna watch Lawnmower Man again, as a pre-game primer for the imminent arrival of the DK2!

  • sponge101

    And so another page in the vr history book is written. What I’m most excited about is not the dk2 itself but the fact that now we can officially be on the look out for news of the imminent CV1. However, congrats to all those who are getting the dk2.

  • Pinocchio

    Okay that is hard. :( won’t get my 481$ DK2 in July. -.- Had to transfer money to paypal so i preordered on day 3 or 4 which is probably later than 10k.

    • zipon

      You might be one of the lucky ones, remember alot of people cancelled there preorder because of the Facebook acquisition of Oculus. I hope i will get mine, preordered the 20 march :D

  • Pinocchio

    did the 10k already get mail or some of them or nobody? does anyone know?

  • Henry Velez
  • snake0

    Put your dicks back in your pants, there’s no point even buying one unless you are a developer since there’s no content yet. It’s all just a bunch of ghetto ass demos.
    Call me when they actually release the real deal. Until then, yawn.

    • mptp

      I keep forgetting that there aren’t 45,000 developers for VR content.
      Although to be honest, even if I wasn’t a developer I’d probably get a DK2 just to check out the demos, many of which are professional enough to be worth the time.

      But yeah, pretty damn stoked – I’ve got a bunch of demos I’ve made for VR that I’ve been using an iPad strapped to my head for testing. Will be nice to finally see them in VR for the first time. :)

    • Ammon

      Actually, using the third party injectors like verio, vorpx and tridef, there are hundreds of games you can play with them. I’ve played a good 50 hours dogfighting in Warthunder, pounding out laps in Monaco in F1 2011, even played a good bit of Battlefiled 3. I don’t use my monitor anymore, the DK1 was that good. I can’t imagine how much better DK2 will be, can’t wait!

  • Peter73

    2014-03-19 08:35:16 – 35 min. after they opened preorders … still nothing :(