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Oculus Rift Raises Another $75M

Startup Oculus VR is securing another $75 million in funding as they work to bring affordable Oculus Rift virtual reality headsets to the public. reports that this round of Series B funding should close today, adding to $16 million in Series A funding raised in June and the $2.4 million raised by the project's Kickstarter for a total of over $93 million. The first units for consumers are expected next year, and according to Oculus CEO Brendan Iribe they are not looking to raise any more capital between now and then: "We’re certainly planning for this to be it as far as funding until the consumer version launches."

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65. Re: Oculus Rift Raises Another $75M Dec 13, 2013, 19:14 Jensen
Frags4Fun wrote on Dec 13, 2013, 11:05:
Unfortunately, there is no way to "fix" the motion sickness. Once you try it, you'll see that it's just something that you gotta get used to rather than being something that can be fixed. When you move your head or body and the screen doesn't match up with what your brain is expecting from your physical senses, it causes the sickness, dizziness, and can even make you reach out to stop yourself from falling at times. It's also dangerous for people with high blood pressure because for some reason it stresses your heart. It might be something that we can learn to overcome, but there is no technical fix. There's also the problem where it messes up your real world vision after you take them off. I experience balance issues as well as having trouble focusing on objects at different distances and it took me about a half hour to feel normal again. I sure hope that there will be a way to test them out before buying them because many people are going to find that they can't use them.
For any simulation in which all camera movement is only provided by the user's head movements and position, I think the simulation sickness could be greatly reduced. On the other hand, if you're riding a virtual roller-coaster, car or mech, of course you may get motion sickness just like you do in real life. The first time I experienced 60 FPS in a racing game (when I got the original 3dfx voodoo card) I felt sick.

A few things should help:
1. absolute positional tracking
2. a 120hz screen with a strobing/scrolling backlight. Most motion blur in LCDs (or even some OLEDS, such as in the Vita) is because the image is displayed for the full duration of the frame, not because of pixel response times.
3. Reducing lag. A higher refresh rate helps with this, too.
4. Be careful about simulating things that are very close to the viewer that require the viewer's attention. If the viewer is constantly looking at something that is simulated to be closer than 5 feet away but still focusing at infinity, they may get headaches. The lower resolution may make this less of a factor.

This comment was edited on Dec 13, 2013, 19:34.
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