Oculus releases another epic vr headset prototype

Raptor

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It's called the oculus crescent bay,

From gizmodo


No, you still can't buy a consumer version of the amazing Oculus Rift virtual reality headset, but it's getting really, really close! Oculus just announced a brand-new prototype at the company's Oculus Connect conference in Los Angeles, and they claim it's a GIANT leap forward.

While we don't have full tech specs yet, it's higher resolution, and has improved optics and 360-degree tracking—meaning unlike the last developer kit, it has tracking LEDs on the rear of the unit so you can spin around in your chair and not get sick while using it.

Update: While Oculus says it's still designed to be a seated experience, the prototypes I tried were way lighter and way more comfortable than even the DK2, and it really feels fantastic to walk around a small area. I barely noticed them on my head unless or until I got tangled in the cable while walking. The resolution is noticibly better than even the Samsung Gear VR, and between that screen and the new lenses the effect is phenomenal. I still saw pixels if I looked hard, but I quickly forgot I had a screen in front of my face. That's something that I've never quite experienced with any previous VR headset.Find more impressions here.



Also, for the first time, the headset has (optional) built-in headphones, which adjust in all directions for a really comfortable fit. Oculus says positional 3D audio is going to be a huge component of virtual reality from now on. "Starting today, we are working on audio as aggressively as we are on the vision side," says CEO Brendan Iribe. They're also licensing RealSpace3D audio software.



"[Crescent Bay] is as massive a leap as we made from DK1 to DK2," says Iribe. "This prototype shows the quality, the features, the presence we need to deliver consumer VR."

In addition to the new hardware, Oculus spent a bit of time talking about their overall plan for VR—you know, just in case you were confused by the fact that they're now building a PC headset AND a smartphone-centric one with Samsung.


The answer: pursue both! "We see these two categories continuing to converge, overlap, but not replace one another," says Iribe. "Mobile VR will continue to complement PC VR. We strongly believe it's important to lead in both to do this right."





odo


A journalist impressions of the new model


(Note: Oculus wouldn't let me take any pictures or video of the unit or the demos, so I'll describe the experience below. Looking for info about the new headset?Find that here.)


This Is The New Oculus Rift Prototype: Crescent Ba
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You begin in a loading zone that's impressive enough on its own: you stand at the edge of a Tron-like round platform in front of a sheer drop down a tunnel. Walking forward and leaning over the edge, I felt a real sense of vertigo for the first time in VR. It was slight, but convincing. Part of me was there in that world. But we were just getting started.

Next, I was on the command deck of a submarine, with a giant periscope in front of me, valves and gauges wherever I looked. The gleaming, immaculate floor looked like it had been freshly mopped, and fantastic lighting effects were all around. I could see pixels if I looked hard, but the experience was quite high-def: Crescent Bay clearly delivered higher resolution, higher fidelity than the previous DK2 and even the Gear VR. It's good enough that I forgot I was looking at a screen for most every subsequent experience.

I wanted to reach out and grab a valve, but the demo ended, and I moved on.

A little T-Rex with beady little eyes and giant teeth greeted me in the next room, a black space with nothing to see but the dinosaur itself. Easily two heads taller than me, it looked like it could easily rip one of my arms off if I got too close. That's when I realized that I could: I walked up to it and peeked around its head. It sniffed, searching for me, and for a moment I felt genuinely cautious. Not afraid, but it's a start.



Then it was time for something completely different: a incredibly charming, minimalistic, cartoony world where a lovely little fox, a buck, and a rabbit sat around a campfire, surrounded by a nature made entirely of easily visible polygons. Think Super Mario 64. To my left, a bubbling brook spit out flat white triangles of foam as the water gently cascaded down a tiny waterfall. Wanting to see my new animal friends a little better, I knelt down and sat on the grass right in front of them(!). We shared a campfire, the four of us, for a few fleeting moments. It was serene, peaceful, genuinely relaxing after the busy day. I wanted to see more. What I saw next was even more impressive, though.

Suddenly, I was high atop a skyscraper, kneeling over the edge of the world. Below and all around me was a Gotham City worthy of any Batman, dark and gritty and clearly filled with evil waiting to be stopped. In the heat of the moment, though, I was far more concerned with how close I was to plummeting to my doom. By sheer instinct, I jerked back from the precipice, carefully turned around, and grabbed a nearby metal railing to help me to my feet. ONLY THERE WAS NO METAL RAILING BECAUSE I WAS IN VIRTUAL REALITY and my hand fell through. Holy crap. Before me, a gleaming Oculus tower seemed to laugh at my mistake. Behind me, a billboard with Oculus founder Palmer Luckey's smiling visage reminded me who was boss. The owners of this world had fooled me, and as I looked up at a giant blimp blotting out part of the sky, I vowed not to get fooled again.

Just then, a gigantic insect was up in my face, magnified to gargantuan proportions. A new demo. The giant fly didn't move, so I got an incredible look at its magnificent feelers and the loads of hexagonal lenses in its eyes. Spinning 180, I saw white and red blood cells dance around. Not very interactive, but an example of how incredibly fascinating VR could be for studying miniature objects.

And just when the thought of miniaturization had crossed my mind, I found myself in an Alice in Wonderland-style existence. In a tiny round room set for proper tea service, a gleaming porcelain teapot and cup-and-saucer settings attracting me with their matching gold trim, I stood facing a giant extravagant mirror held up by statues of exquisite golden cherubs set in its massive frame. A lovely marble mantlepiece below the frame held a bowl of fruit. Did I see myself staring back at me in that mirror? No, a porcelain mask, which moved in perfect time with my own movements. I was the Invisible Man. I leaned in close to the mirror, close enough to admire its gold inlay, so close that both I and the mask touched the glass. Sadly, I clipped through, and the illusion ended.

The next demo was just an admittedly impressive 3D topographic map like something you'd see in the Avatar command center: red, set on a 3D grid, with nodes beaming energy skyward. I like to think they represented power plants that I could send my troops to attack and capture.

On the surface of a white, rocky planet, I stood face to face with a humanoid alien creature about my height. He waved! First contact. He sized me up, as I admired the Destiny-like scene, giant moons eclipsing the planet where I stood. His ship, hovering in the distance, blowing away particles from the ground, seemed peaceful enough. So in wonder, I took a step closer. His head followed me. He jerked back, alarmed! Calming down, he began to speak to me in an alien tongue. I couldn't follow the words.

But I was too busy leaning forward to investigate an entire miniature city that had appeared in front of me. In this new world, I floated up in the sky among the clouds, but so did a tiny little town made entirely of folded paper. Little citizens went about their business, miniature cars drove about, and, oh my gosh, the cutest little jet plane you've ever seen zipped right past my ear. I turned to follow it with an imaginary finger. A little flying saucer zapped a building, setting it on fire, and a tiny hook-and-ladder fire truck came to save the day, its diminutive water cannon shooting tiny droplets of water at the flames. SimCity meets LittleBigPlanet. I can't wait to play.

Remember the little T-Rex? It's not so little anymore. In an abandoned museum reeking of Jurassic Park, I stood as still as I could while the humongeous dino crashed down the corridor towads me. The earth didn't quake as much as I'd hoped, breaking the illusion as I pondered it, but once its giant jaws got close and it started sniffing for my scent, fantastically animated, part of the feeling of presence came back. Rather than try to swallow me, it roared, ran past, and — I couldn't help myself, it was coming right for me — I dodged its mighty right leg to avoid getting trampled.

The next demo took some time to load, but it did so in a VR waiting area that kept me focused: a Tron-like set of concentric circles of light stretching floor to ceiling, forming an infinite tunnel made of portals. Again, I contemplated what might happen if I jumped off the edge.

But I didn't have to: the next demo pushed me head-first through an impressive, monumental cyberspace contraption. I saw a giant blue sphere, the size of a city block, broken into jagged chunks of alien circuitry, each blue chunk pulsing with barely subdued electricity. The demo was pulling me inside. Deeper and deeper I went, through layer upon layer of the alien artifact, passing each gate in stride. Above and below me, I could see an incredible drop, through all the concentric layers of the gigantic construction. Frankly, I got a little bored with the long, non-interactive flight.

But Oculus had saved the best for last. The Unreal Engine 4 logo appeared for a while, and gave way to black. Then, in gorgeous slow motion that would make the Wachowski Brothers blush, I literally dodged a bullet. I saw the shockwave in the nick of time and pulled myself out of the way. It sailed past. I was charging down a city street in butter-smooth bullet time, soldiers all around me with Gears of War-style assault rifles shooting at something in the distance: a giant quadruped robot with guided missile launchers for arms and a menacing look on its jawed Destroyer Droid of a face. One of those missiles soared to the right, and hit a concrete pillar holding up the commuter rail line above the wartorn street. Giant chunks of rock flew towards me and my comrades. But armed with my inhuman reaction time, I bounded past my strike team and wove between each of those death-dealing projectiles like a superhero.

When a second missile hit a futuristic police car, sending the car flipping towards me (as well as hundreds of shards of broken glass), I actually physically dropped to the real-life ground and slid under it, looking up at the hapless cops trapped inside its twisted metal frame. One of their coffee cups bounced off the ground, and I reached to grab it as I slid, imagining how badass I must look sipping some coffee on my way to the final showdown.

I stood up, face-to-face with the towering robot. I looked it in the eye. It roared. Totally pumped, I prepared to deliver the most incredible Street Fighter SHORYUKEN uppercut in the history of flying dragon uppercuts.

But my demo was over
 

Raptor

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Reddit developer who attended the conference

Hello!

I had a chance to experience Oculus' new Crescent Bay prototype less than an hour ago and wanted to share a quick overview while still fresh.

The efficiency on display in both announcing, signing up, and getting into the demo area was remarkable. Kudos to Oculus and the event team!

You entered a mini-office with a computer, tracking camera, floor mat, an Oculus helper, and the Crescent Bay HMD. No photos allowed. I asked what computer it was and they couldn't share. Also asked if the liners were detachable and they said they didn't know. The HMD had wires that were pulled vertically, so there must have been a mount in the ceiling.

Placing the Crescent Bay on was a bit different. They help you do this, so maybe this was part of it, but it felt more like Sony's Morpheus. The back seemed to have a higher placement on the head. In DK2 it is very much like ski goggles, where this felt more open to look down freely. The lenses felt immediately different, again more like Morpheus. They were barely apparent. I noticed very little distortion around the edges nor any chromatic aberration (!).

Worthy of note is that you can move around now. I went out of my way to move as far as I could both X, Y, and Z. It amazed me that I could squat and see such detail throughout.

The final bit here to note on the headset is that the headphones snap down to cover your ears. The foam felt cheap like a walkman, but I have weird ears so it may be me. It was surprisingly comfortable once it transformed around my face. The ergonomics are a big step up from DK2.

The Demos

There were roughly 12 demos. I'm going to detail each and then explain what I think the point was, but the order may be wrong completely and odds are I'll miss one. Each demo fades to black and out into a new scene. The time in each scene was maybe 30 seconds, but varied based on subject matter. They all had a reason for being there though, and I think the sharp contrast between each really helped.

Demo 1: Welcome to Oculus Connect.

You are on a podium in a holodeck style room. The podium goes down into the blackness of the room below. Hologram text welcoming you appears. The purpose of this one seems to be they needed a cool, but not too crazy intro.

Demo 2: Velociraptor

There is a velociraptor about 5 feet in front of you. It bites at you and looks generally velociraptor-ish in demeanor. The purpose of this seemed to be to start to put you in danger and to check out the better head tracking. They seemed to be slowly training us on the features without saying so.

Demo 3: Submarine

You're in the main deck (?) of a submarine. It is very claustrophobic. Pipes are above, there are dials and switches everywhere. It felt all very real and kind of overwhelming. The purpose of this was to realize you could look behind you and still be tracked. I spun around a bit before I noticed that I'd spun around in VR. Woah.

Demo 4: Poly World

You are a few feet from Bambi in low poly. A deer, bunny, and other woodland creatures are hanging out around an open fire. It is a beautiful day. Also, the bunny was roasting marshmallows or dancing. It was doing something very cute. Really powerful. The purpose of this seemed to be to show that stylized rendering works just as well as ever.

Demo 5: Height Demo

You are on the edge of a building in a real, but slightly stylized world reminiscent of Bioshock. There is a billboard behind you with a steampunk Palmer and the buildings are all Oculus or Carbon-related. There are dirigibles floating around. When you look down you can see the street WAY below. At the time, my mind didn't process it, but at this point my body began to flip out. Later, after the demo, I sat down for 20 minutes because my body reacted as if I was on the edge of a cliff. The purpose was to use fear to shut off your rational mind and boy did it work.

Demo 6: Friendly Alien

You are in the antarctic where an alien has crash landed his ship. He looks realistically shaded, but modeled like a cartoon. Very expressive features and he is reacting very emotionally to you. Two alien ships fly over head. It was fun. The ground looked so real I squatted down to see it. The purpose of this was to show how well emotional characters could impact you, and that the blend of art styles still worked in VR.

Demo 7: Mirror Mask

You are looking at a mirror. The room is like an Alice in Wonderland tea party. Your reflection is a floating Venetian mask, but only the mask. The mask is smiling. I'm not sure why, but this scared the living shyt out of me. I forgot to add this in the first pass probably because I wanted to forget. It felt like the intro to a horror game. The point seemed to be to show how VR can detach you from yourself. It was a mind trip to look into a mirror and not see yourself.

Demo 8: Tiny Town

Okay, this was my favorite. There is a tiny papercraft town and you tower over them. It seemed like Oculus' version of Valve's tiny office. The little town bustled with life. There was a tiny freeway, tiny people at a cafe, tiny traffic, tiny helicopter reporting a tiny fire, and a tiny alien abduction. Peering around the city had so much life in it. I could have spent 30 minutes there. The point I feel was to show off this cool idea, but how delicate the tracking is. The precision here felt real.

Demo 9: The War Room

You are in one of those movie 3D maps that generals in sci fi movies use. This topographic map very big with large light beacons at sections. Nice particles float around. The point seemed to be how data visualization could work well in VR.

Demo 10: Microscope

You appear to be shrunken down to the electron microscope level. There is a large fly looking creature in front of you with a series of floating cell like objects around. It felt very real. The point seemed to be to show how scientific uses could work well in VR.

Demo 11: Oculus Park

You are in a museum for T-Rex. You hear a roar and it appears at the end of the hall. It storms towards you and you're able to see it up close. Looked beautiful. It runs over you and behind into blackness. The point seemed to be dinosaurs are fukking awesome.

Demo 12:Fractal

You are moving through a demoscene fractal. There is an electric effect moving through the objects. Music is playing which is quite trippy. Your body travels through objects. The point seemed to be that surreal applications are equally as powerful. Edit: Video found here courtesy from u/perfectheat. Thanks!

Demo 13: Epic's Showdown

You can see a video of this here, but you are moving slowly down a street while cops are fighting a robot. Time is slowed though, so everything is beautiful. A car blows up and you can watch the passenger inside it as they flip over you. The soda cans have Oculus logos on them. Unreal 4 is remarkable.

Other unmentioned positives:

• It felt light. Maybe the piece holding the cables up helped, but it was hardly noticeable. Felt more like sunglasses than goggles.

• The field of view below was higher. This is really nice. I'm tired of peeking through a tiny speck of light to try and click start.

Opportunities from the short experience:

• The resolution was amazing, but still noticeable in very bright scenes like Poly World.

• The integrated sound was wonderful, but I tested to see if the audio reacted to head movement and it didn't. This is more of a software issue.

• I lost head tracking once. That is frickin' amazing. But it is still something that brought me back.

If DK1 to DK2 was a big move, this was just as significant of a move for all of the delicate details. I felt true presence multiple times.

The first was when I was 'on' the building ledge. My body freaked out uncontrollably. I had to remind myself I was in a sim, not the other way around. What is funny is how I didn't realize how bad this one hit me until I left the demo with wobbly legs.

The second was with the tiny town. I was really enjoyed looking at all of the models close up, when I caught the conference lanyard around my neck from my lower peripheral vision. I moved it out of the way instinctively so I wouldn't bump them. Ha!

The final was in the Unreal demo. A cop was in front of me and I barely dodged him, looking back in amazement at the quality of everything. The stores were reflected in the street puddles. The textures were all high res. It was a slow demo, but I lost myself taking it all in.

Whew! That is my take. Hope you dig it.

Congrats to Oculus for such an amazing show. The openness they've had here in sharing their time and ideas is humbling. It makes me want to return the favor with world class software. The Crescent Bay is just the cherry on top, and I cannot wait to see what the future holds for VR with the brilliant folks at Oculus behind the wheel.

EDIT: Did a bit of editing and added one demo I forgot about. Thanks!
 
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