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Welcome to our Oculus Rift video. If you are just here for Crystal Cove, be sure
to check the timestamp in the description of this video. If you are also here for Crystal Cove and the
developers kit, just continue to keep watching and we'll jump into that right away. When you first open the box,
you're presented with the actual Oculus headset, the control box, which you end
up plugging most of the things into, HDMI cable for the control box, and a
DVI HDMI converter just in case you need it, a power cable for the control box as
well, a USB cable for the control box as well. A set of three lenses, both A, B,
and C, which are very important. I'll get into that later, and some travel
adapters just in case because they are shipping this all over the world. For you glasses users out there, there are
adjustments on each side of the headset, so you can change the distance of the
lenses and the screen. That can be done with a coin or a flaad screwdriver or
something like that. But if you can use contacts, it is recommended as wearing
glasses will reduce your field of vision. And there is potential that the lenses could come in contact with the
glasses and in turn scratch them. The control box is relatively simple. It's
fixed to the Oculus via cable. And for buttons, it has power, brightness up and
down, and contrast up and down. In terms of IO, there's HDMI, DVI, USB, and
power. And that's about it. One really nice thing about the control box and
headset combo is that you can actually cable manage the cable to go around the
side of your head and then down the back. That way, if you put the control
box in a good position, you could replace their 6T HDMI cable with a very
long one and have a power bar or something like that and make it so you're a little bit more mobile so you
can spin in your chair very easily without the cable getting caught on anything. If you have an Oculus Rift or
if you're planning on getting one in the future, I would highly suggest going to riftenable.com. They have a very good
database of all the games that are compatible with Oculus Rift. And their
search function is awesome. Say you have a Connect and a Hydra and a Rift. You
can tell it that and then it'll tell you all the games that can work with those
different devices so you know exactly what you're getting yourself into.
Another annoying thing is having the video feed for the Oculus go somewhere
that isn't the Oculus. So to fix this, what you can do is go to the executable
file for the game that you're trying to run, right click on it, and create a new
shortcut. Right click on a shortcut, go to properties, and under the target text
field after the very last quotation, add space dash adapter space, and then
whatever number you have your Oculus plugged into for uh video output slot on
your graphics card. For me, it's number one. So, I just have space- adapter
space 1. But that'll be whatever you have yours plugged into. And this will
tell the game exactly what adapter or screen it's supposed to run to, and that
will push it directly to your Oculus. Now, I have spent a gratuitous amount of
time with my Oculus Rift. I love this thing. And thanks to Rift enabled, I've
been able to find a ton of different games to try, and it has been extremely
fun, but it's not ready. It's the developer kit. It's not the final
version. It's not the consumer version. We know this. Um, but the the
observations with the developer kit is don't be way too excited about the
developer kit. Be super ridiculously excited about Oculus and VR in general,
but not necessarily the developer kit, because you still can definitely see the
pixel grid. does totally look like you're looking through a screen door. You can see space in between the pixels.
I can't stress that enough. It's not perfect. There's also some features that
will be in the consumer version that are not in the dev kit. Enter Crystal Cove.
Where the 1080p prototype brought us very obviously to 1080p from 720p on the
dev kit, the Crystal Cove upgrades are not quite as obvious. It's still a 1080p
panel, but it is a OLED panel with low persistence, which is actually extremely
important, and I'll talk about that later. The more obvious part is the IR
positional tracking on the camera, which leaves you with those IR LEDs all over
the front and is obviously the reason for the name Crystal Cove. The
positional tracking works by having a camera watch your Oculus where there's
the IR LEDs so it can tell how it moves,
which is amazing because now you can lean forward, you can lean around.
Before you were essentially a camera on a tripod that had wheels. You were
moving around but it was very fixed. You could turn how you were looking and you
could look up and down, but that's about it. You couldn't really lean. Now you
feel a lot more human and that massively increases the immersion. If you want to
lean over and pick something up, it works. If you reel backwards, your
character will reel backwards as if you are scared. It feels much more natural
and breaks the whole boundary thing where it doesn't really feel like you're
playing virtual reality because your character isn't actually moving with
you. Now, for micro movements, your character will move with you, which is
amazing. In an interview with Oculus, it was said that the display is turning off
in between frames to help with motion blur. Taking that and the fact that it's
an OLED display, if you go on Blurbusters and check out their OLED
display motion blur article, which is actually quite good, it'll talk about
how this works. So, what they're probably using is point samples instead
of sample and hold. And the idea of this is it will put an image on screen and
then turn the display off so that it doesn't sit there for too long creating
motion blur and they're not guessing what should be there which is really
problematic for VR experiences as well which would also cause motion blur. And
the strobing is so fast strobing as in turning off and on not yeah other terms
of strobing. um is it's so fast that you won't notice it yourself, which is
actually quite a good experience and will help you a lot with reading text
and will help a lot with that that motion blur problem that the previous
versions of Oculus have had. So essentially, be excited, be super
excited, post on the forums, post in the comments below, like and dislike this
video, talk to your friends about it, tell your mom, and as always, subscribe
to Lionus Tech Tips.