I have been a big proponent of the Oculus Rift and its move into the world of consumer-ready VR (virtual reality) technology. I saw it for the first time at Quakecon 2012 where Palmer Luckey and John Carmack sat on stage and addressed the new direction. Since then we saw it at CES and finally got in our own developer kit last month for some extended hands-on.
While I have definitely been impressed with the Rift in nearly every way while using it, the first thing anyone says when putting on the headset for the first time is about the graphics – the resolution of the unit was just too low and it creates a "screen door" effect because of it. As I wrote in my first preview:
I will say that the low resolution is definitely a barrier for me. Each eye is only seeing a 640×800 resolution in this version of the kit and that close up you can definitely see each pixel. Even worse, this creates a screen door effect that is basically like looking through a window with a screen installed. It's not great but you could get used to it if you had to; I am just hoping the higher resolution version of this kit is closer.
At E3 2013 the team at Oculus was able to put together a very early prototype of an HD version of the screen. By using a new 1920×1080 display each eye is able to see 960×1080; roughly twice the pixel density of the initial developer kit.
I got to spend some time with the higher resolution model today and I have to say that the difference is striking – and instantly noticeable. Gone was the obvious screen door effect and I was able to focus purely on the content. The content itself was new as well – Oculus and Epic were showing the Unreal Engine 4 integration with a custom version of the Elemental demo. The colors were crisp, the effects were amazing and only in a couple of rare instances of solid white color did we notice the black lines that plagued the first version.
As of now Oculus doesn't have plans to offer an updated developer kit with the 1080p screen installed but you just never know. They are still looking at several different phone screens and haven't made any final decisions on which direction to go but they are definitely close.
When I inquired about improvements on head tracking latency and accuracy to aid in motion sickness concerns (like I seem to have) Oculus was hesitant to say there was any single fix. Instead, a combination of lower latency, better hardware and even better thought out content were key to reducing these effects in gamers.
Ahh I remember the original
Ahh I remember the original review Ryan. I was wondering if there would be an HD model!!!
Whats the refresh rate on each lens? This is something getting my upgradeitis trigger finger warm 😉
This is a perfect example of
This is a perfect example of why normal people should not buy developer kits.
it mus have a Driver to
it mus have a Driver to enable/disable Only Mouselook.
Apparently when paired with
Apparently when paired with the Virtuix Omni the motion sickness goes down a bit, but that’s ANOTHER probably expensive large peripheral you’d be buying (I’ll take my chances with the Rift cause I haven’t gotten motion sickness since Turok 2 😛 )
Do we have some sort of test
Do we have some sort of test to tell if the motion sickness will affect any one person?
> refresh rate
Same as the
> refresh rate
Same as the single LCD. Would be nice if they’d try a 120hz board, but resolution is definitely more important.
> “normal” people with devkits
Developers complain about the resolution too, but it is true that most developers look past this and know that prototyping experiences is far more important than having the final resolution.
> motion sickness
Motion sickness is very specific to each person. What would make you sick in real life will also make you sick in VR. Beyond that people just have different sensitivities to the slight differences between realities and this will get better as those differences get smaller.
> refresh rate
Same as the
> refresh rate
Same as the single LCD. Would be nice if they’d try a 120hz board, but resolution is definitely more important.
> “normal” people with devkits
Developers complain about the resolution too, but it is true that most developers look past this and know that prototyping experiences is far more important than having the final resolution.
> motion sickness
Motion sickness is very specific to each person. What would make you sick in real life will also make you sick in VR. Beyond that people just have different sensitivities to the slight differences between realities and this will get better as those differences get smaller.