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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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7. Re: Oculus Rift Adds OLED and Tracking Jan 7, 2014, 20:56 Jensen
 
I'm glad they were able to add positional tracking and implement a low persistence display on this prototype.

I think the Rift could have widespread appeal, just like the Wii, except there's one thing holding it back: the price. Not the price of the unit itself, which will be close to what the Wii was, but the total cost of ownership. This thing will take a quite powerful machine to run it, especially with the new low-persistence display. You have to be able to render the game V-Synced at 120 FPS and 1920*1080, with some overhead for the warping time. Dropped frames are much more noticeable on low-persistence displays, and probably even worse with VR.
 
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