By Marc Perton
Virtual reality has captured the imagination of developers, consumers
and businesses for decades, but most VR headsets produced so far have
been notable more for their limitations than their capabilities. With
its latest prototype, code-named "Crystal Cove," Oculus VR has taken a
massive leap forward, eliminating the stomach-churning motion blur that
has plagued previous generations of VR headsets, and adding sensors and a
camera to track the position of both your head and body and provide
more accurate simulated movement.
With the latest Rift, Oculus has
created a device that may usher in an era of truly immerse gaming and
entertainment, and even create new opportunities for businesses to use
virtual reality in everything from manufacturing to medical
environments. Of all the exciting, innovative products we've seen at CES
this year, the Oculus Rift "Crystal Cove" prototype is unquestionably
the best of the best.
In its short history, Oculus has already gone from being a promising
startup to becoming a market-moving creator of innovative technology.
The first time we saw a version of the Rift, in mid-2012, Oculus had
already raised more than $2 million on Kickstarter and caught the
attention of legendary game developer John Carmack, who was so impressed
with the company that he joined up as its CTO. In our first hands-on -- playing a Rift-optimized version of the Carmack classic Doom 3
-- we found ourselves "raving about it." Since then, Oculus has raised
more than $90 million, grown to almost a hundred employees and has sold
50,000 units to developers. And, of course, the company has continued to
refine the Rift, with every update dramatically improving the device.
The
Crystal Cove version's 1080p OLED display is amazingly sharp and
bright. However, what really sets it apart is its positional-tracking
capabilities, accomplished thanks to an array of sensors mounted around
the edges of the unit, which are monitored by an external camera. It's
no longer just your head that controls movement; lean forward or back,
and the virtual environment moves in sync, providing an unparalleled,
fully immersive experience. Use the new Rift for a few minutes, and you
may never want to take it off; at the very least, it may change the way
you think about gaming, and make that 55-inch TV hooked up to your
console feel small and constricting. When I tried it out here at CES, in
an all-too-brief demo session, I didn't want to take it off, and only
reluctantly returned it to the Oculus execs helping with the demo.
The
Rift has broad applications beyond gaming, and Oculus VP Nate Mitchell
tells us that the company has sold developer kits to companies in
virtually every industry, from auto manufacturers to the movie business
(and, yes, Mitchell admits that there are military applications for the
technology). NASA is already using
the Rift to create virtual tours of Mars and the International Space
Station, and Mitchell points out that the Rift is getting a lot of
interest from the training and educational communities. Virtual reality,
says Mitchell, is a "new disruptive medium that can revolutionize the
way we do a lot more than just games." Forbes is already referring to the way businesses are looking to capitalize on VR as the "Oculus Rift effect."
The
biggest challenge for Oculus is getting the Rift in the hands of
consumers, and the company remains quiet about a release date, with
Mitchell saying only that "2014 is going to be a big year for VR." It
already is, now that Oculus has started the year as the winner of the
official Best of CES Award for 2014.
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