Oculus Rift in Q1 2016

The Oculus VR website announces that the first commercial release of the Oculus Rift VR headsets is planned for first quarter of next year. Here's word:
Since the earliest days of the Oculus Kickstarter, the Rift has been shaped by gamers, backers, developers, and enthusiasts around the world. Today, we’re incredibly excited to announce that the Oculus Rift will be shipping to consumers in Q1 2016, with pre-orders later this year.

The Rift delivers on the dream of consumer VR with compelling content, a full ecosystem, and a fully-integrated hardware/software tech stack designed specifically for virtual reality. It’s a system designed by a team of extremely passionate gamers, developers, and engineers to reimagine what gaming can be.

The Oculus Rift builds on the presence, immersion, and comfort of the Crescent Bay prototype with an improved tracking system that supports both seated and standing experiences, as well as a highly refined industrial design, and updated ergonomics for a more natural fit.

In the weeks ahead, we’ll be revealing the details around hardware, software, input, and many of our unannounced made-for-VR games and experiences coming to the Rift. Next week, we’ll share more of the technical specifications here on the Oculus blog.

Virtual reality is going to transform gaming, film, entertainment, communication, and much more. If you’re interested in building a next-generation VR game or application, everything you need to start developing for the Rift is available at the Oculus Developer Center.

E3 is just around the corner — this is only the beginning.
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76.
 
Re: Oculus Rift in Q1 2016
May 6, 2015, 21:23
76.
Re: Oculus Rift in Q1 2016 May 6, 2015, 21:23
May 6, 2015, 21:23
 
Cause again providing different focal lengths for different eyes should actually be an issue? I plug in OR and tell it my left eye is 13/20 and right 18/20 and it can't compensate - with the investment they've had????????

I'm not sure how many ways I can say this. I'll keep it simple:

No. The Rift does not do this.

The slightly more complex answer is:

No. The Rift does not do this. In an effort to keep the response time from movement input to what the eye sees, they need to keep computations to an absolute minimum. Anything more than 20ms and you get motion sick. So to change the rendering of different screens based on what each eye requires is not worth it (that's 20ms from moving your head to input to the game then do what the game wants then display the result). Frankly, it's easier to accommodate glasses.

This comment was edited on May 6, 2015, 21:29.
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