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, 05:58
37.
Re: Oculus Rift Adds OLED and Tracking Jan 8, 2014, 05:58
Jan 8, 2014, 05:58
 
Jensen wrote on Jan 8, 2014, 03:47:
InBlack wrote on Jan 8, 2014, 03:20:
entr0py wrote on Jan 8, 2014, 01:43:
Ah, he side stepped the only thing I care about, resolution. I don't care about how organic and decomposable the display is. I only care that it doesn't look like SVGA graphics from 20 years ago.

This is indeed the biggest issue. The native resolution has to be at least 1080p, anything else and playing sims with this gear will be impossible. Well not impossible, but fucked up all the same. If I cant read the gauges in my cockpit or see the bogey out of my cockpit I might as well be flying blindfolded...
They've already confirmed that the consumer display will be at least 1080P. That will still seem very pixelated in a Rift. 1440P phone screens should be coming this year, and Samsung has said that they are working on a 4k phone display for 2015.

I think it's pretty funny you guys are focusing on resolution, forgetting you want to play games on that thing. The problem is not resolution, the problem is you need to run games at 120*2 fps because you have 2 viewpoints. There may be optimization possible but even then, you are looking at a massive new GPU investment to ever run a game on the rift "optimal". You can pray to the seven hardware gods that the resolution won't increase. Because beyond 1080p no GPU on this planet runs a modern game at 120fps.... and that's assuming you want 60fps per eye.. and not 120 as it is optimal.

This comment was edited on Jan 8, 2014, 06:03.
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