As Oculus Rift Dev Kit 2 starts shipping to pre-order customers, we got more face time with the virtualPAX Prime and Comic-Con.
reality headset at
Codenamed
Crystal Cove, the updated Oculus Rift DK2 costs $350 (about £207,
AU$373). That's $50 (about £30, AU$53) more than the first-generation
developer kit.
However, the improved specs make it well
worth the price bump if you're a developer with a passion for
cutting-edge technology and the patience for beta hardware.
The
face-worn display outfits developers with an HD screen that's 1080p or
960 x 1080 per eye. It finally meets our next-generation gaming needs.
Believe it or not, the Oculus Rift DK2 display actually uses the 5.7-inch Super AMOLED panel from the Samsung Galaxy Note 3. Behind its rubber casing is same exact front panel, "Samsung" logo and all.
This makes sense. Oculus was rumored
to be working with Samsung on the South Korean electronics giant's own
virtual reality headset. Whether or not that pans out remains to be
seen.
Despite both the physical and theorized Samsung ties, Mac compatibility
has been added to the Oculus Rift DK2, making good on the start-up
company's promise to support Apple machines. All five OS X game
developers are rejoicing right now.
Oculus Rift DK2 drops
the first interation's control box in favor of integrating the guts
into the headset itself. Only a single cable - HDMI and USB woven
together - dangls from your face.
The new kit also comes
with a motion-tracking camera, which allows for greater movement within
the world of the Rift. It looks a bit like a webcam, and a lot like a
PlayStation Eye camera from the PS3 days.
It
features a blue "on" light and an Oculus logo, but its true power isn't
visible to the naked eye. It uses forty infrared LEDs on the headset to
track your head movements and integrate them into the game. These LEDs
were visible on the version we tried at CES 2014, but not anymore.

In
the demos we saw at GDC 2014, this meant players could lean in for a
closer look at in-game objects and characters. These were the same demos
we saw at CES, with the exception of a new one by Epic Games, which
integrated the player into the game a unique way.
The
game was a one on one battle between two sword and shield wielding
avatars. It takes place in a living room, where players can see
representations of themselves seated in the room, controller in hand. To
keep an eye on the fight we had to swivel our head and crane our neck.

The
Rift was a surreal experience as always; when our opponent turned his
head or leaned forward it gave his neck a stretched, snake-like
appearance. And when one of the battling avatars leapt up onto your lap,
you half expect to feel his little feet on your legs.

If
you've used the previous Rift, know that Crystal Cove is a night and
day difference. The higher resolution makes all the difference in the
world; it's like going from Skyrim on a four-year-old PC to one from
last year.

Note
that we say last year; the Oculus Rift still isn't sporting visuals
that you could call next gen. There are still jaggedly rendered objects,
but the immersive nature of the experience trumps graphics any day, and
is one you need to see to believe.

Movies come to Oculus Rift at Comic-Con

Comic-Con
2014 provided a different sort of experience - with entertainment at
the forefront - and maybe one we can expect more of now that Facebook owns Oculus VR.
Both
Twenty Century Fox and Warner Bros. were backing new Oculus Rift Dev
Kit 2 units at the cosplay-filled San Diego convention with demos for
their X-Men and Into the Storm films.
The X-Men Cerebro
Experience provided the more surreal experience as attendees slipped
into the wheelchair and saw through the eyes of mutant leader Professor
Charles Xavier. He, fittingly, donned the just-as-snug brain amplifying
mutant detector Cerebro on his own head.
The concept
involved seeking the shapeshifting mutant Mystique by looking 360
degrees in any direction. She was hiding in a Comic-Con crowd that was
fictitious and barren - it would have been cooler if it used augmented
reality here.
The actual hunt was automated and fairly
boring, but Professor X's replica wheelchair at the Fox booth provided
developers with the opportunity to predict the location of our limbs and
torso. It accurately overlayed his body onto our own.
Obviously,
this demo didn't call for much movement and that worked to the movie
studio's advantage. It could easily trick your mind into thinking that
the Professor's subtle finger tap on the armrest was your own with a
"Wait, I didn't just do that!"


Into
the Storm upped the energy level with simulated tornado winds inside a
small glass both built by Warner Bros. Through the first-person
perspective, we saw three characters hunker down behind a gated sewer
entrance, truck-sized debris smash against its ironclad bars and pipes
burst with gushing water.
It didn't have the advantage of
a stationary wheelchair-bound character to map our bodies and there was
no interaction whatsoever, but Warner Bros did aptly demo its new
disaster movie with this terrifying scene recreation. It also messed up
our hair.
Both X-Men Cerebro Experience and Into the Storm also gave us insight into how big-name movie studios intend to use Oculus Rift to invent new ways of enjoying theatrical experiences. Video games were just the beginning.
Hands on CES 2014
Oculus
Rift gets more impressive every time we see it, and the futuristic
virtual reality headset's appearance at CES 2014 was definitely no
exception.
Since E3 2013 Oculus VR has gained impressive talent and raised an extra $75 million
in funding, and the result is the Oculus Rift Crystal Cove prototype
(named for a state park in southern California). It's significantly
easier on the eyes than older versions of the headset and, by extension,
closer than ever to the Rift's final, fully functional, consumer-facing
form.
The two game demos Oculus co-founder Nate Mitchell
showed us in a private meeting room at CES were designed to showcase
two new features: positional head-tracking and low persistence, both of
which help make the virtual reality experience more immersive and
address some users' complaints with the headset, including motion blur-induced nausea.
The
head-tracking is the most obvious improvement. The new white studs on
the Oculus Crystal Cove prototype's face are indicators that communicate
your head's position to a new external camera, mounted near your
monitor. As a result the full movements of your upper body, not just the
sideways and up/down movements of your head, are detected and
translated to the game world.
That means you can lean
forward while playing CCP Games' extremely impressive 3D space-shooting
game EVE: Valkyrie, bringing your in-game face closer to your space
ship's various monitors and switches so you can better read their
warnings and instructions. Since the very first demo Oculus Rift has
inserted players into virtual worlds, and with this addition it's a more
immersive experience than ever.
Get low, low, low, low
Second
and more subtle is the low persistence, which makes the Oculus Rift's
somewhat notorious motion blur a thing of the past. Now the graphics
remain more clear and sharp even when you move your head around rapidly.
There's still a tiny amount of blurring, but it's a massive improvement
over the previous version of Oculus Rift.
To prove it
Mitchell turned low persistence off and then on as we moved around, and
although the image became darker with it on, it almost totally
alleviated what was previously one of the Rift's biggest issues.

The
tech behind the low persistence is somewhat complex, but Mitchell
explained the gist of it. Essentially the new "Crystal Cove" Oculus
Rift's OLED display has zero latency, so it takes the pixels no time at
all to change color.
Even then, Mitchell said, there was
some blurring, but Oculus alleviated it even further by programming the
pixels to consistently but imperceptibly flicker on and off, only
turning on when they have "good" data to display.
That
new OLED display is also full HD 1080p, just like the prototype Oculus
showed off behind closed doors at E3 2013. That of course helps as well.
Wizard Chess
We
played EVE: Valkyrie at E3 2013 as well, though on the older,
lower-resolution Oculus Rift. In 1080p, and with minimal motion blur and
the new positional head-tracking, it was even more immersive now than
it was back then - and that's saying something, because even that first
time it was totally mind-blowing.
Piloting a space ship
with an Xbox 360 controller while you look around the cockpit and target
enemies with the motions of your head is one of the most impressive
gaming experiences ever created. It feels like the first time you played
Super Mario 64, or Halo, or Wolfenstein - completely fresh and like it
has the potential to change the world of gaming. And right now it's only
a demo.

The
other software Oculus had at CES was a very basic defense game built by
Epic Games in Unreal Engine 4. It's an evolution of one of the original
Oculus Rift demos Oculus showed around - the one where users simply
walked or floated around several beautiful but interaction-light Unreal
Engine 4 environments, including a snowy mountain and the lava-filled
lair of a scary-looking demon lord.
Now, that demon sits
on his throne across from you, the player, he being your apparent
opponent. Around you is his cavernous, fiery lair, and before you is
something like a 3D board game with moving pieces. He sends tiny dwarves
marching inexorably toward your goal, and you press buttons on the Xbox
360 controller to fire arrows, cannonballs and flamethrowers at them.
There
are two views: one overhead and one from closer to the game's level,
almost like you're leaning down toward it to put on your thinking cap.
And thanks to that positional head-tracking you can actually lean
forward to peer into the game and examine the little dwarves up close.
You can look into their faces as they're pinned with arrows and crisped
with fire.
The experience of playing a game inside a game
world is not unique to Oculus Rift. This little game, though still very
basic, could conceivably be a mini-game within some epic, sprawling
RPG. But like with everything else, playing it on Oculus Rift makes you
feel like you're really there.
Early Verdict
Mitchell
said the camera that enables the positional tracking may be only a
temporary solution. But whatever Oculus settles on to make sure the
final version of Oculus Rift features full six-point head-tracking will
be included with the unit, whether that means bundling a camera in or
something else.
There's still no projected release date
or final pricing for the consumer product that the Oculus Rift Crystal
Cove prototype will eventually become, despite rumors of a Christmas
2014 goal that Mitchell would neither confirm nor deny. And the
conspicuous indicator lights on the Crystal Cove's front aren't final
either, Mitchell revealed, even if they do look kind of cool.
Mitchell
and his colleagues at Oculus VR seem to think the Rift still has a long
way to go. That may very well be true, but the fact is the Oculus Rift
is the coolest product in the world right now, and it gets better every
time we see it.
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