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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Re: Oculus Rift Adds OLED and Tracking
Jan 8, 2014, 02:37
32.
Re: Oculus Rift Adds OLED and Tracking Jan 8, 2014, 02:37
Jan 8, 2014, 02:37
 
DangerDog wrote on Jan 8, 2014, 02:11:
Talisorn wrote on Jan 7, 2014, 20:52:
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.

From what I've read you get vision fatigue from focusing on the screen so close to your eyes, removing the rift can take quite a while to recover normal vision.

The main issue is motion sickness, not visual fatigure, and that comes from slight differences in perceived vs actual motion. The refresh rate issue should help quite a bit, and positional tracking as well. I didn't really NOTICE the motion blur problem, but it might have contributed to the feelings of unease that slowly creep up while the rift is on. And positional tracking will help mostly for those times you lean in to look at something closer. This is such a natural motion that I find myself doing it all the time with the dev kit - which promptly makes me sick because when you lean in the view does not change. Ugh

Once you start feeling like the world is slightly spinning around you, the effect can last for quite a while. My first go I had no issues, but a second attempt left me unable to jack in for at least a day. Even hearing the word Oculus was enough to trigger queasy feelings. I can use it sparingly, but have to make sure to jack out before I start feeling anything abnormal.

Really hoping these updates eliminate the sickness, otherwise it's a no go for me.
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