Jump to content

Oculus Rift VR


SykoWolf

Recommended Posts

So some people may have heard of this nifty little device that dabbles in Virtual Reality?

Maybe you haven't?

 

Well the following excerpts from an article on Uweekly.com should tell you all you need to know, about a device that is coming to consumers relatively soon, a device that will revolutionise many game's....

 

 

oculus-rift-kickstarter.jpg

 

Ever since the incredibly disappointing Virtual Boy launched in 1995, people have dreamed of virtual reality that actually had something to do with reality. While we haven’t really ever even been close to that point as consumers, we are sitting on the cusp of the next giant step. After a successful Kickstarter run earning upwards to $2.4 million, Oculus has made the move to put their technology into the hands of game developers and players.

 

While it’s far easier to say than do, the way it works is pretty simple. Users wear a head mounted unit that contains two displays, one for each eye, as well as sensors for tracking the movement of the users’ head. These sensors translate your movement to the software, which in turn relays new imagery to the screens. In practice, what you get is the ability to see where you actually turn your head to look. Imagine playing Call of Duty and hearing gunfire or an explosion off to your right. Instead of moving your mouse or stick on your gamepad to the right, you’d simply just turn your head to see what caused the noise. It’s a subtle difference mechanically, but it translates into a far more realistic and immersive form of entertainment.

 

Initially, the Oculus Rift had two 5.6” screens but due to trouble with the supply of said screens and the success of their Kickstarter, they’ve moved on to far better 7” screens. Each screen has a resolution of 640x800 giving the user an effective resolution of 1280x800 and a horizontal field of view of 90 degrees. While this resolution is fairly low compared to higher end monitors and head mounted displays from other companies, Oculus is aiming for an effective resolution of 1920x1080 for the consumer version.

 

One of the most difficult issues involved in creating a truly immersive virtual reality unit is the latency, or delay in response time from when a user moves to when that movement is reflected. The Oculus Rift had previously implemented trackers from a third party that were not quite fast enough to portray the users movements immediately. In response to this, Oculus has developed their own in house tracker that polls at four to eight times faster than it’s predecessor and although it’s still not perfect, cutting out unnecessary latency will make for a far more realistic environment.

 

Everything Oculus has done so far points to a new way for gamers to play their games. With names like John Carmack and Gabe Newell on board, the Oculus Rift has the backing from the industry it needs to be successful. The cost and launch window aren’t known at this time, but Oculus believes it will be ready to bring the Rift to the public sometime in 2013. I suspect I will be placing an order as soon as it’s available.

 

Syko's Note: So this Nifty device seem's to have the backing to become very successful, so long as they begin porting it to Xbox games....such as, oh i dunno..Dead Space 3.... I think i will enjoy this device greatly...

  • Like 1
Link to comment
Share on other sites

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.

Guest
Reply to this topic...

×   Pasted as rich text.   Paste as plain text instead

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

Loading...
×
×
  • Create New...