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Oculus Rift - Virtual Reality Headset For 3D Games

4/13/2013 9:10:50 AM

Think your gaming set-up is perfect? Think again. Meet the VR system that wants to revolutionize the way we game

Gaming is no stranger to vaporware - its 12 years on, and were still waiting for Elite 4. But even in an industry that fails to deliver more often than a courier navigating via Apple Maps, virtual reality stands out. From Nintendo's blurry Virtual Boy in the'90s to various nausea-inducing arcade machines of the '00s, VR has spawned more headaches than FIFA has sequels.

A mysterious  headset called the Oculus Rift wowed press and devs alike.

A mysterious headset called the Oculus Rift wowed press and DEVS alike.

Last summer at E3, all of that changed. A mysterious headset called the Oculus Rift wowed press and DEVS alike. Within weeks, the homemade 3D prototype became one of the biggest Kick starter projects of all time, raising over $22.5m to fund a new kind of VR headset: light, affordable and ultra-high tech. But with  its original November 2012 shipping date slipping to  2013, will the Oculus Rift join The Lawnmower Man in  the Virtual Hall of Shame or can it finally deliver the immersive frag fest garners are howling for? We sent Mark Harris into the eye of the Oculus to find out...

The Hardware & How It Works

Built with off the-shelf smartphone components, developed using open source code and funded by Kickstarter, the Oculus Rift is VR from the streets. What makes it work? A sleek, lightweight build that can be worn for hours at a time, an ultra-wide angle 3D display that mimics the human eye's field of view   and lightning-fast head tracking to wipe out in-game lag.

Build

Weighing under 250g, the Rift is as light and comfortable as a pair of ski goggles (no surprise, as that’s what it’s based on). A single proprietary cable carries HD video, USB and power from a separate control box.

Weighing under 250g, the Rift is as light and comfortable as a pair of ski goggles (no surprise, as that’s what it’s based on).

Weighing under 250g, the Rift is as light and comfortable as a pair of ski goggles (no surprise, as that’s what it’s based on).

Optics

Binocular style lenses provide the wide 110 – degree field of view that makes the Rift feels so immersive. Oculus is working on making swappable lenses, for gamers who are short or far sighted. Nice of them.

Display

The first developer kit uses a 7in 1280x800 – pixel screen, giving 720p stereo 3D gaming. The company promises the consumer device, possibly coming as soon as 2014, will offer up 1080p gameplay.

A single proprietary cable carries HD video, USB and power from a separate control box.

A single proprietary cable carries HD video, USB and power from a separate control box.

Sensors

Accelerometers in the goggles provide inch-perfect head tracking. A key feature is the 50ms response time between sensing motion and updating the display, which makes head tracking completely smooth.

Hands-on with the Oculus Rift

Time to see what all the fuss is about, I'm set up on a MacBook Pro running Doom 3 and a newer, more  advanced game engine that OCUILIs  asks me not to identify (they're still in commercial discussions).  The current prototype of the Rift is a work in progress, with a duct- taped outer shell and a frame that's been MacGyvered together from a pair of Scott snow goggles. Even in this state, it's light and comfortable to wear. A single cable plugs in to the top, and away we go...

The gaming experience is simply stunning. The 3D effect is fantastic and the focus distance feels totally natural - no awkward squinting or refocusing required. Response time is almost perfect, with every twitch of my head reflected immediately in the virtual world. It really is as if I'm actually inside the game, rather than just watching or playing it.

The gaming experience is simply stunning. The 3D effect is fantastic and the focus distance feels totally natural - no awkward squinting or refocusing required.

The gaming experience is simply stunning. The 3D effect is fantastic and the focus distance feels totally natural - no awkward squinting or refocusing required.

The experience of floating  through the virtual environment is  so natural that it's easy to forget I'm  still sitting in an office chair, rather  than roving an industrial landscape  hunting zombies, It's great but the  hyper-realism eventually triggers  mild motion sickness, which gets  worse until I remove the headset. That said, surely roving an industrial landscape hunting zombies would leave me sick anyway. I'm sold.

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