By camping out, I just got the very first public demo of the Crescent Bay. Oculus wouldn’t allow any official photos or videos, but someone else still snapped a few and sent them to me. You can watch a short video clip of me trying it on, and here’s a description of how it felt.
During the 10 minute demo, I hung out with a tyrannosaurus rex, perched on top of a skyscraper, stood by a fire with some woodland creatures in a polygonal field, floated over a SimCity, shrunk down to microscopic size to look at giant dust mite, and watched a SWAT team fight a giant battle mech.
The headset is remarkably light, causing no neck strain. The goggle portion feels like mid-quality hollow plastic, though overall it feels pretty durable for its weight. The field of vision is significantly wider than the Samsung Gear VR, which is a bit like looking through binoculars because you can see the frame around the screen. Still, the Crescent Bay has a little bit of a window around its screen, and I could see down through the nose-piece to the outside world, which made it all a little less immersive.
The best part was how quick and accurate the motion tracking was. At one point in the demo, I was in a dressing room in front of a mirror with a floating mask mimicing my movements. No matter how fast I turned or spun around, I couldn’t detect any real latency in the mask. The motion tracking always kept up.
By using a wall-mounted camera for motion tracking rather than one strapped to a computer resting on a desk, Crescent Bay allows you to walk around about 3 feet in any direction. I tried bending over and putting my head upside down and the experience still worked seamlessly. You can’t go running down a virtual hallway to escape the T-Rex, but you can at least try to side step him a little, or crouch so he passes over you.
The way it does the motion tracking is with an array of tiny LEDs layered over the outside of the Crescent Bay headset. Unlike the DK2 which just used LEDs on the front, there’s a back panel to the strap that goes around you head which holds LEDs that can also be tracked with a camera so Oculus knows when you turn all the way around.
What felt most noticibly missing was a gamepad or controller for being able to move walk around or enter commands. This is what was rumored to launch today at Oculus Connect, but didn’t. But a source tells me that when they told an Oculus employee they wished the demo had a controller, they were told “it’s coming”. And later in the day, the Oculus execs came to the consensus that controllers are the missing link in VR, and someone will have to surmount the challenges of building ones that feel natural.
Oculus CEO Brendan Iribe announced that over 100,000 Rift developer kits have shipped to over 130 countries. He said “If you love sci-fi, this is your holy grail. Today it is happening. Virtual reality is here. Just let that sink in. We thought about flying cars, maybe hover boards, and virtual reality. Now it’s here. Our mission is to transform gaming, entertainment, and how we interact…We’re really sprinting towards the consumer version.”To do that, Oculus needed to nail “Presence” or feeling like you’re actually in the virtual world. That means nailing every component of a VR rig so that no step causes motion sickness. These components are tracking the motion of your head, CPU, GPU, display, photons, optics.Iribe went on to explain that Oculus sees VR as dividing into two categories, and that it needs to win at both:PC-based: Where computers can drive the most immersive experiences. “With positional tracking, high frame rates, low persistence, and strong GPUs, you can create unbelievable worlds, you can create believable worlds.”Mobile-based: Where affordability, accessibility, and mobility will bring VR to a mass audience.This post was made using the Auto Blogging Software from WebMagnates.org This line will not appear when posts are made after activating the software to full version.
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