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Oculus Rift Adds OLED and Tracking

Oculus Rift unveiled a new "Crystal Cove" unit at CES today, with the new version of their Oculus VR headset sporting an upgraded OLED display and newly added positional tracking. There are details on this on Polygon, where they learned that these changes will not greatly increase the cost of the units. "Cost has always been at the crux of the entire Oculus platform, if the hardware is not affordable, it might as well not exist," Nate Mitchell of Oculus told them. "We made sure this is a low-cost solution without sacrificing any quality. This is a top-notch positional tracking system." They have some info on both changes, saying OLED panel has an unusually high refresh rate and the ability to fire an individual pixel "for a fraction of a millisecond and then turning it off and then going black until the next pulse." They also discuss what the positional tracking adds:

One of the demos shown at CES will feature the player sitting across from a fantasy character in Unreal Engine 4, with a table that features a tower defense game resting between you. Positional tracking will allow the player to lean forward and study the board and details of the units. The extra three degrees of movements would also allow players to lean out a virtual window, for instance, in order to look around while still keeping their body in cover.

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51. Re: Oculus Rift Adds OLED and Tracking Jan 8, 2014, 10:46 Vio
 
InBlack wrote on Jan 8, 2014, 08:16:
I get what you are talking about, but you are talking about an optimal frame rate. Very few games today run at these rates on our 'normal' 2d monitors. Do the games really have to run at 60 FPS per eye for the Virtual Reality 'trick' to kick in? As far as I know games on a standard screen play and look okay from 25 frames and upwards.

Basically you need to render two images instead of one per pass, so at the worst we will need double the graphics power for the same resolution that we used to on our normal monitors.

Ive got a 760 GTX Im pretty happy with right now, another one in SLI mode might do the trick when the Oculus shows its ugly face. If it isnt, Im going to be happy to upgrade to whatever will be required. There is no reason to think that Nvidia and AMD wont be up to the challenge presented by doubling the power requirement.

Yea 30fps vsync with motion blur is generally enough on a standard 2d monitor, if you take away the motion blur you would need 60fps to make it look decent.

The thing about the rift that makes it awesome is the fabled 'you are there' feeling you get when you put it on, apparently when the FPS drops below 60 the realism effect is lost. I assume this has something to do with the latency involved between movement and transition on the screen; i.e. 60fps is latency translation of input and what you see of 16.6ms (they are aiming for 15ms on the rift hardware in terms of input/panel ability).

Computationally graphics wise the rift is a bit of a pain because it in essence is going to need to try render two points of view at 1280x1440 each and combine the image(single screen with two images would be 2560x1440 which will be the sweet spot for their display panel). I'll probably need to upgrade from the two 560's I have if I'm going to be playing anything modern graphics wise on the rift.

Oh well, it is definitely a exciting piece of hardware; a real game changer in the world of games
 
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