Oculus Rift Overview

Linus Tech Tips ·Linus Tech Tips ·2014-05-07 · 1,269 words · ~6 min read
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0:15 Welcome to our Oculus Rift video. If you are just here for Crystal Cove, be sure
0:18 to check the timestamp in the description of this video. If you are also here for Crystal Cove and the
0:23 developers kit, just continue to keep watching and we'll jump into that right away. When you first open the box,
0:26 you're presented with the actual Oculus headset, the control box, which you end
0:30 up plugging most of the things into, HDMI cable for the control box, and a
0:34 DVI HDMI converter just in case you need it, a power cable for the control box as
0:38 well, a USB cable for the control box as well. A set of three lenses, both A, B,
0:42 and C, which are very important. I'll get into that later, and some travel
0:45 adapters just in case because they are shipping this all over the world. For you glasses users out there, there are
0:49 adjustments on each side of the headset, so you can change the distance of the
0:53 lenses and the screen. That can be done with a coin or a flaad screwdriver or
0:57 something like that. But if you can use contacts, it is recommended as wearing
1:00 glasses will reduce your field of vision. And there is potential that the lenses could come in contact with the
1:05 glasses and in turn scratch them. The control box is relatively simple. It's
1:08 fixed to the Oculus via cable. And for buttons, it has power, brightness up and
1:12 down, and contrast up and down. In terms of IO, there's HDMI, DVI, USB, and
1:17 power. And that's about it. One really nice thing about the control box and
1:20 headset combo is that you can actually cable manage the cable to go around the
1:23 side of your head and then down the back. That way, if you put the control
1:26 box in a good position, you could replace their 6T HDMI cable with a very
1:31 long one and have a power bar or something like that and make it so you're a little bit more mobile so you
1:35 can spin in your chair very easily without the cable getting caught on anything. If you have an Oculus Rift or
1:39 if you're planning on getting one in the future, I would highly suggest going to riftenable.com. They have a very good
1:44 database of all the games that are compatible with Oculus Rift. And their
1:47 search function is awesome. Say you have a Connect and a Hydra and a Rift. You
1:51 can tell it that and then it'll tell you all the games that can work with those
1:54 different devices so you know exactly what you're getting yourself into.
1:58 Another annoying thing is having the video feed for the Oculus go somewhere
2:01 that isn't the Oculus. So to fix this, what you can do is go to the executable
2:04 file for the game that you're trying to run, right click on it, and create a new
2:08 shortcut. Right click on a shortcut, go to properties, and under the target text
2:12 field after the very last quotation, add space dash adapter space, and then
2:18 whatever number you have your Oculus plugged into for uh video output slot on
2:22 your graphics card. For me, it's number one. So, I just have space- adapter
2:26 space 1. But that'll be whatever you have yours plugged into. And this will
2:30 tell the game exactly what adapter or screen it's supposed to run to, and that
2:35 will push it directly to your Oculus. Now, I have spent a gratuitous amount of
2:38 time with my Oculus Rift. I love this thing. And thanks to Rift enabled, I've
2:42 been able to find a ton of different games to try, and it has been extremely
2:46 fun, but it's not ready. It's the developer kit. It's not the final
2:50 version. It's not the consumer version. We know this. Um, but the the
2:53 observations with the developer kit is don't be way too excited about the
2:57 developer kit. Be super ridiculously excited about Oculus and VR in general,
3:01 but not necessarily the developer kit, because you still can definitely see the
3:05 pixel grid. does totally look like you're looking through a screen door. You can see space in between the pixels.
3:10 I can't stress that enough. It's not perfect. There's also some features that
3:14 will be in the consumer version that are not in the dev kit. Enter Crystal Cove.
3:19 Where the 1080p prototype brought us very obviously to 1080p from 720p on the
3:24 dev kit, the Crystal Cove upgrades are not quite as obvious. It's still a 1080p
3:28 panel, but it is a OLED panel with low persistence, which is actually extremely
3:33 important, and I'll talk about that later. The more obvious part is the IR
3:37 positional tracking on the camera, which leaves you with those IR LEDs all over
3:41 the front and is obviously the reason for the name Crystal Cove. The
3:46 positional tracking works by having a camera watch your Oculus where there's
3:50 the IR LEDs so it can tell how it moves,
3:53 which is amazing because now you can lean forward, you can lean around.
3:57 Before you were essentially a camera on a tripod that had wheels. You were
4:00 moving around but it was very fixed. You could turn how you were looking and you
4:04 could look up and down, but that's about it. You couldn't really lean. Now you
4:08 feel a lot more human and that massively increases the immersion. If you want to
4:13 lean over and pick something up, it works. If you reel backwards, your
4:17 character will reel backwards as if you are scared. It feels much more natural
4:21 and breaks the whole boundary thing where it doesn't really feel like you're
4:25 playing virtual reality because your character isn't actually moving with
4:29 you. Now, for micro movements, your character will move with you, which is
4:33 amazing. In an interview with Oculus, it was said that the display is turning off
4:36 in between frames to help with motion blur. Taking that and the fact that it's
4:40 an OLED display, if you go on Blurbusters and check out their OLED
4:43 display motion blur article, which is actually quite good, it'll talk about
4:47 how this works. So, what they're probably using is point samples instead
4:51 of sample and hold. And the idea of this is it will put an image on screen and
4:56 then turn the display off so that it doesn't sit there for too long creating
4:59 motion blur and they're not guessing what should be there which is really
5:03 problematic for VR experiences as well which would also cause motion blur. And
5:07 the strobing is so fast strobing as in turning off and on not yeah other terms
5:12 of strobing. um is it's so fast that you won't notice it yourself, which is
5:16 actually quite a good experience and will help you a lot with reading text
5:20 and will help a lot with that that motion blur problem that the previous
5:23 versions of Oculus have had. So essentially, be excited, be super
5:27 excited, post on the forums, post in the comments below, like and dislike this
5:30 video, talk to your friends about it, tell your mom, and as always, subscribe
5:34 to Lionus Tech Tips.