Testing the 'huge breakthrough' in new Oculus Rift VR prototype
Posted by Joystiq Jan 07 2014 22:30 GMT in id Software
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The newest internal prototype of the Oculus Rift, codenamed Crystal Cove, adds positional tracking, low persistence and an OLED screen, iterating on the 1080p HD developer model out in the wild. Positional tracking is a straightforward addition that players have been looking out for, and the Oculus achieves this with an external camera that faces the player and watches a series of LEDs on the front of the headset. With positional tracking, players are able to lean down and read text or get a closer look at objects in front of them.

Low persistence is a trickier beast to tackle, but it basically means the Oculus Rift has erased motion blur, allowing the player to move his head and keep his eyes fixed on one point, as humans do in reality. The Crystal Cove prototype reduces latency to 30 milliseconds from 60 milliseconds in the HD dev kit, though Oculus VR's goal for a consumer product is 16 to 20 milliseconds.

"You want to be able to stay focused on something," Oculus VR CEO Brendan Iribe said during a hands-on demo at CES. "If there's text in the world and you're looking at it, you want to be able to move while you stare at that text. Your head is always moving. So it actually ends up being really key - it's a breakthrough. This is a huge breakthrough."

The Oculus Rift team works with Valve to solve some of the headset's technical issues, and the low persistence solution spawned in part from Valve R&D man Michael Abrash. Abrash previously co-created Quake at id Software with John Carmack, who is Chief Technology Officer at Oculus VR.

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