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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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53. Re: Oculus Rift Adds OLED and Tracking Jan 8, 2014, 11:24 Orogogus
 
JoeNapalm wrote on Jan 8, 2014, 10:45:
Jensen wrote on Jan 8, 2014, 02:34:
DangerDog wrote on Jan 8, 2014, 02:11:
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.
You're focusing at infinity, so it doesn't matter how physically close the screen is to your eyes. There can be an issue if you're constantly looking at things that are close to you in the simulated environment, though.



This is the arguement Oculus makes, but I'm not buying it.

Your eyes are focusing on something right in front of your face. Whether that image represents infinity or duckies or bunnies or what not is up to your brain to interpret - it is not going to prevent eye strain to the physical parts of your eye that are focusing on the screen 4" from your eyeball.


-Jn-
Ifriti Sophist

It seems to me that if you're wearing glasses, or looking out a window, it's your brain that decides that it's looking at the image beyond the glass. Logically, it seems to me that if you were able to produce an image convincing enough on a VR screen, neither your brain nor your eyes would be able to tell that the image was actually 4 inches from your face rather than out there. Like, I don't think you get eyestrain looking at a mirror.
 
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>> 53. Jan 8, 11:24      Re: Oculus Rift Adds OLED and Tracking Orogogus
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