Cymatic Bruce Live with the DK2 Tonight at 8PM Pacific Time
Tonight, Monday the 28th of July at 8pm PDT (11pm EDT), I will be live streaming my first moments with the Oculus Rift DK2. You can catch the livestream and live chat here:
Tonight, Monday the 28th of July at 8pm PDT (11pm EDT), I will be live streaming my first moments with the Oculus Rift DK2. You can catch the livestream and live chat here:
That is correct. I have launched a Kickstarter for Project Torus, my multi-platform VR game. I invited Nick Pittom, a fellow game developer, to discuss the Kickstarter process and the current state of VR.
The long wait is over, the next generation Oculus Rift is here and it’s a giant leap over what has come before. The second iteration of Oculus VR’s VR Headset, the Development Kit 2 represents the culmination of many months of cutting-edge research and progress since the company released its DK1 to Kickstarter backers back in March 2013.
The DK2’s enhancements include a higher resolution panel, up from 1280×800 to 1920×1080 (1080p) and moved to a pentile matrix, OLED panel for display duties. This means higher levels of resolvable detail and a much reduced screen door effect. The panel features low persistence of vision, a technology pioneered by Valve that aims to cut motion artefacts by only displaying the latest, most correct display information relative to the user’s movements – as users of the DK1 will attest, its LCD panel was heavily prone to smearing, things are now much improved with the DK2.
Other inherent advantages of OLED are a potentially infinite range of contrast – as every element of an OLED panel individually emits light, no backlight is required (as is the case with LCD panels) which means that when OLEDs are not lit, the panel is completely dark. This means that black should appear black (dependant on lighting conditions), and therfore perceived contrast levels are boosted hugely. Colours too should appear more vibrant.
The other major advance is that, unlike DK1, the DK2 uses an optical, camera based tracking system which together with the onboard IMU provides the ability to track not just rotational movement but translational movement too, using onboard IR LEDs which sit behind an IR transparent shell on the front and sides of the DK2.
In real terms, this means that (within the cameral’s field of view) the system knows where your head is in 3D space . You can now move your head up and down, downwards and backwards relative to the camera and a DK2 compatible application can adjust your view appropriately, allowing you to lean in and out of a scene or lean left and right.
Anyway, enough of the theory – what’s it like in practice?
The DK2 takes a different approach to the DK1 in terms of connectivity. Whereas with the DK1, the Headset itself held only the display, lenses and IMU – the DK2 integrates the guts of the DL1 breakout box, into the headset itself. This means that you have a single, integrated cable running from the headset, splitting into USB (for tracking data) and HDMI (for video). It’s a refreshingly uncluttered approach and means there’s less chance of cable tangle.
Despite the DK2 weighing in at 440g compared with the DK1’s 380g it doesn’t feel heavy at all in the hand. On the head too, the unit is light and comfortable to wear and as the cable now runs across the top of the head, you feel freer in movement than previously.
The headset unit itself feels like a quality component with high quality plastics used throughout with a good level of fit and finish. The camera too, a custom designed and built device as a solid quality feel. Nice touches, such as the braided cable sheath (DK2 to USB / HDMI) and minimalist simplicity of the camera are appreciated.
Physically, the DK2 feels very much like the DK1 to wear, light and comfortable although (despite what looks like extra ventilation) still a little warm over long periods on a summers day.
The retraction assembly is almost identical to DK1, with two rotatable dials each side to bring the display and lens assembly close or further from your face. The lenses themselves are slightly larger (and flatter on the user facing side) and there are now only two sets (A, fitted as standard and B). The device feels slightly more comfortable in place and I found it easier to wear glasses whilst in VR than with the DK1 – although you still need to be careful as you put it on.
A couple of days ago, I asked you – our dear readers – what you’d most us to try once we received our Oculus Rift DK2s (mine arrived yesterday). Elite:Dangerous has been consistently among the highest requested games you guys would like to see played using that glorious OLED panel and positional tracking.
Your wish is our command! After some tinkering, and a little help from an anonymous source, I managed to get Elite: Dangerous running with full positional tracking – and let me tell you, it’s a sight to behold. Leaving aside some artefacts, it’s an incredible experience.
For a more detailed look at my thoughts after my first day with the Oculus Rift DK2, check my article here.
Devs, start your engines. Now that the Oculus Rift DK2 is reaching the hands of excited developers around the globe, the VR media community is ready to unveil the Virtual Reality Awards, coming live to Riftmax theater.
As promised, Road to VR’s first DK2 has arrived and, despite my strong urge to rip open the carton like a maniac, I managed restraint long enough to film this short (and somewhat rushed) unboxing video. Apologies for some out of focus moments here – I’ve added annotations to the video where I missed info or blatently forgot what I was talking about.
There’s already a more detailed photo based unboxing to come which will also include my first impressions on the DK2. Early preview: it doesn’t suck! ;)
Don’t forget to let us know what you’d like to see us try in the DK2 as we embark on a weekend news blow-out for the next generation Oculus Rift.
The production version of the Oculus Rift DK2 is officially in developer hands. The first report of an Oculus Rift DK2 delivery comes from China.
After delaying the shipment of the first batch of Oculus Rift DK2 units, to afford an extra week of SDK polish, Oculus VR has now made available the latest version of the Rift SDK. The new Oculus SDK 0.4.0 beta adds the all-important positional tracking support, a separate Oculus Runtime package, and more.
Nick Pittom, the mind behind the nostalgic VR recreations of famous Studio Ghibli films, is shifting his focus from game development to CG VR cinema. In the meantime, he’s launched a zany Kickstarter campaign to pay his way to the Oculus Connect Conference and to build an Oculus Rift compatible experience based on his trip. I recently caught up with Pittom to learn more about his ongoing virtual reality development plans.
Well, it seems Oculus Rift DK2 fever is upon us. As we reported yesterday, the first batches of Oculus VR‘s 2nd development kit are now shipping to lucky pre-order owners across the world. It seems that DK2’s have been sat waiting in fulfilment centres just waiting for the nod from Oculus engineers who wanted to ensure the latest SDK that supports the DK2 was ready for prime time.
After what seems like a very long wait (but in fact is only about 4 months) and at least one self-imposed delay (to resolve last minute SDK issues), it looks as if the first set of lucky DK2 pre-order owners are finally receiving joyful emails from Oculus stating that shipment is now imminent.
Today Zero Transform, Justin Moravetz’s new VR-dedicated indie studio, have launched a Kickstarter for one of the coolest games I’ve yet seen in VR, Vanguard Valkyrie. A demo for the Oculus Rift DK1 and DK2 is available today for all backer levels, including the $1 tier!