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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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22. Re: Oculus Rift Adds OLED and Tracking Jan 8, 2014, 00:33 Agent.X7
 
PHJF wrote on Jan 7, 2014, 23:22:
Sound Blaster Z, it was on sale for $60 a couple months ago but runs ~85-100 on the norm.

Second this. Have one. Replaced an older SB card. Sounds great, and the mic is cool.
 
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21. Re: Oculus Rift Adds OLED and Tracking Jan 8, 2014, 00:27 bigspender
 
THIS IS GOING TO BE AMAZING FOR FLYING AND DRIVING SIMS!

edit - well basically anything that requires you to sit in a stationary position - like mech's etc.
 
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20. Re: Oculus Rift Adds OLED and Tracking Jan 7, 2014, 23:35 Shataan
 
I think they may be waiting till the product is just as cool as the marketing they are bombarding us with. Talk is cheap tho. Deeds.... not words. Put up... or shut up.  
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19. Re: Oculus Rift Adds OLED and Tracking Jan 7, 2014, 23:35 ELITE
 
I think it's coming along nicely. They're getting what is needed to make it worth your funds.

My friend has the dev kit - you wouldn't want them shipping that as consumer I promise!

This comment was edited on Jan 7, 2014, 23:58.
 
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18. Re: Oculus Rift Adds OLED and Tracking Jan 7, 2014, 23:31 Cutter
 
So are they actually ever going to deliver these things or are they just in development forever?
 
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17. Re: Oculus Rift Adds OLED and Tracking Jan 7, 2014, 23:30 Quboid
 
Thanks. I was wondering if/how they'd do movement within the headset but this way is fair enough. I could never get into TrackIR, it always felt unnatural. It tracked best with a reflective dot on my nose which wasn't a fantastic look; the headset gizmo they have now looks so much better. Shame it's not wireless. I suspect FaceTrackNoIR would be the same but it's worth a try as I'll probably get a new webcam soon anyway.

I use either on-board sound (with 2.1 speakers) or a USB "7.1" headset so I'm no expert but from what I hear, if you want to avoid Creative Labs (and serious people typically do), the Asus Xonar range is very good without paying insane audio professional costs.
 
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16. Re: Oculus Rift Adds OLED and Tracking Jan 7, 2014, 23:22 PHJF
 
Sound Blaster Z, it was on sale for $60 a couple months ago but runs ~85-100 on the norm.  
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15. Re: Oculus Rift Adds OLED and Tracking Jan 7, 2014, 22:38 Krizzen
 
SpectralMeat wrote on Jan 7, 2014, 22:07:
Quboid wrote on Jan 7, 2014, 21:46:
How many degrees of freedom (is that the phrase?) does it have?

The latest TrackIR has all 6; rotating on all three axis and moving on all 3. In games that supported it, you could move (as well as just rotate) your viewpoint to look around an obstacle.
Just got mine delivered today (TrackIR5), freaking loving it so far.

I get 6 degrees of freedom with FaceTrackNoIR and a PS3 Eye Camera coming in at a whopping $10. Works great, though the real issue is with the fact that your head turns while the display stays stationary. It's just something I can't get used to.

So, I'm really looking forward to Oculus Rift, and the head tracking improvements were greatly needed.
 
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14. Re: Oculus Rift Adds OLED and Tracking Jan 7, 2014, 22:17 Creston
 
Since we're talking about hardware in this thread, anyone have any advice for a good PC sound card that's reasonably affordable? (~100 bucks at most?)

I think my crappy Realtek is starting to break down or something...

Thanks for any tips!
 
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13. Re: Oculus Rift Adds OLED and Tracking Jan 7, 2014, 22:16 Creston
 
Jensen wrote on Jan 7, 2014, 21:00:
Creston wrote on Jan 7, 2014, 20:53:
So what's the benefit of positional tracking? What does that do in this case?
If you lean to the side to see around a corner, or lean forward to peer at something, the view will actually change. The view inside the Rift much more closely follows your actual movements, so there will be less motion sickness.

Ah, that sounds cool. Thanks.

 
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12. Re: Oculus Rift Adds OLED and Tracking Jan 7, 2014, 22:08 jacobvandy
 
Quboid wrote on Jan 7, 2014, 21:46:
How many degrees of freedom (is that the phrase?) does it have?

The latest TrackIR has all 6; rotating on all three axis and moving on all 3. In games that supported it, you could move (as well as just rotate) your viewpoint to look around an obstacle.

Yeah, it's six now. They basically added a TrackIR setup on the outside... Kind of disappointing, but surely the easiest and cheapest way to implement it.
 
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11. Re: Oculus Rift Adds OLED and Tracking Jan 7, 2014, 22:07 SpectralMeat
 
Quboid wrote on Jan 7, 2014, 21:46:
How many degrees of freedom (is that the phrase?) does it have?

The latest TrackIR has all 6; rotating on all three axis and moving on all 3. In games that supported it, you could move (as well as just rotate) your viewpoint to look around an obstacle.
Just got mine delivered today (TrackIR5), freaking loving it so far.
 
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10. Re: Oculus Rift Adds OLED and Tracking Jan 7, 2014, 21:46 Quboid
 
How many degrees of freedom (is that the phrase?) does it have?

The latest TrackIR has all 6; rotating on all three axis and moving on all 3. In games that supported it, you could move (as well as just rotate) your viewpoint to look around an obstacle.
 
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9. Re: Oculus Rift Adds OLED and Tracking Jan 7, 2014, 21:25 Qbex .
 
F... Yea! Oled and O-Rift is a perfect match, having small oled screen in my old iriver player I know how good it looks up close, negating most of the resolution problems
O-Rift was an insta-buy for me anyways but now I'm going to be first in line for it.
 
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8. Re: Oculus Rift Adds OLED and Tracking Jan 7, 2014, 21:00 Jensen
 
Creston wrote on Jan 7, 2014, 20:53:
So what's the benefit of positional tracking? What does that do in this case?
If you lean to the side to see around a corner, or lean forward to peer at something, the view will actually change. The view inside the Rift much more closely follows your actual movements, so there will be less motion sickness.
 
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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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6. Re: Oculus Rift Adds OLED and Tracking Jan 7, 2014, 20:53 Creston
 
So what's the benefit of positional tracking? What does that do in this case?
 
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5. Re: Oculus Rift Adds OLED and Tracking Jan 7, 2014, 20:52 Talisorn
 
DangerDog wrote on Jan 7, 2014, 20:43:
But can they do anything about causing your vision to go all wonky after using it a short while, people report of needing up to a half hour to return to normal after using it a short time.

If you're talking about the feeling ill part, that apparently has to do with the latency between head movement and the image appearing on the screen. Even if you can't consciously perceive the lag, the brain still does unconsciously. The sweet spot is around 30ms. They are aiming from between 15ms and 20ms as the final target.
 
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4. Re: Oculus Rift Adds OLED and Tracking Jan 7, 2014, 20:49 jdreyer
 
Heh, the possibilities of this display just keep stacking up. Can't wait.  
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3. Re: Oculus Rift Adds OLED and Tracking Jan 7, 2014, 20:43 DangerDog
 
But can they do anything about causing your vision to go all wonky after using it a short while, people report of needing up to a half hour to return to normal after using it a short time.  
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