Computer Graphics World

January / February 2016

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20 cgw j a n u a r y . f e b r u a r y 2 0 1 6 campaign in mid-2012, with then-developer Oculus VR raising $2.5 million for the PC- based VR headset. Details on this game-changing device have been kept close to the vest, with information finally trickling out the hour pre-orders began on January 6, 2016. A great deal of attention went into the Ri's design in terms of ergonomics and aesthetics. It is thickly padded and fits easily and comfortably on the head, with attached earphones (licensed RealSpace 3D Audio technology from VisiSonics) that emit high-quality 3D sound for an immersive experience. The lenses are easily adjustable to accommodate a variety of pupil distances. While comfort is important, the biggest factor to consid- er is the display technology and tracking. To this end, this device has two integrated OLED (organic light-emitting diode) displays with a combined reso- lution of 2160x1200 (1080x1200 per eye), 90 hz global refresh rate, and a "wide field of view" (approximated at 110 degrees). The high refresh rate, the global refresh, and the use of low persistence (displaying each frame of an image for 2 msec) eliminates motion blur. The head tracking provides precise, low-latency, sub-mil- limeter-accurate 6 degrees of freedom (DOF) via the Oculus Constellation tracking system: three-axis rotational track- ing and three-axis positional tracking. The latter is achieved with a USB stationary IR sensor. This enables the device to be used while sitting, standing, or moving around the same room where the sensor is located. The Oculus Ri is not a stand-alone device: It connects to a PC running Microso Windows, with support for OS X and Linux said to be in the future. Experts advise equipping the computer with a high-end graphics card (equivalent to an Nvidia GeForce GTX 970 or AMD R9 290) and a substantial CPU (Intel i5-4590 or better). Oculus is partnering with PC manufacturers (such as Dell, Asus, and Alienware) for soon-to-be-re- leased machines optimized for the Ri, priced at approximately $1,000. Or, consum- ers can pre-order an Oculus-ready PC and headset bundle for about $1,500 starting in February. Oculus development kits have been available, the first (D1) in 2012 and another (D2) in mid-2014, so that at launch, close to a dozen titles would be available. CCP's Eve: Valkyrie (a multi-person space shooter) and Playful's Lucky's Tale (a colorful adventure title) are two very different types of games included with all Ri pre-orders. In all likelihood to promote content for the device, the company revealed that it was fully funding more than 20 second-party titles exclusively for the Ri, including Insomni- ac's Edge of Nowhere, and by year-end, expects availability of 100-plus offerings. The free Oculus PC SDK for Windows enabled developers to tackle the finer aspects of VR content, such as optical distor- tion and advanced rendering requirements. The SDK also has been integrated into popular game engines such as Unity 5, Epic's Unreal Engine 4, and Crytek's CryEngine. The Ri ships with an Xbox One Wireless Gamepad, to accommodate most of the games that have been devel- oped thus far. To expand the immersive experience, the company is working on Oculus Touch, wireless handheld controllers for enabling hand movement and gestures in virtual space. The controllers are tracked through the Oculus Constellation system in 3D space, enabling users to ma- nipulate objects with precision. Additionally, Oculus is offering Medium, its creation platform (think virtual clay) for natural sculpting. Users can select content from the Oculus Home environ- ment, where they can launch VR applications, purchase apps from the Oculus Home store, or connect with friends also using the Ri. To keep latency low, applications output directly to the Ri, bypassing the PC's operating system. This is done through custom Oculus drives and a runtime service, both of which are needed in order to use the Ri. A free application included with the Ri is Oculus Cine- ma, where users can watch conventional movies and videos from inside a virtual cinema environment. A networking feature enables multiple users to watch the same video in the same space, interacting with one another as avatars. Users can also watch 360-degree 3D (spherical) video and VR movies as they become available. HTC VIVE FROM: HTC (and Valve) SHIPPING: April 2016 (pre-orders start Feb. 29) PRICE: Unknown The HTC Vive is a joint offering from two very different compa- nies: HTC, known for its phones, and Valve, a gaming company well versed in the development and distribution of digital con- tent. So, it would seem logical that the Vive would be similar to the Samsung Gear VR in that the HMD would utilize a smart- phone. But that is not the case. LUCKY'S TALE WILL BE INCLUDED WITH PRE-ORDERS OF THE RIFT.

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