Plus, Oculus Rift internal game development under way with John Carmack.
Oculus has revealed a new Rift prototype that incorporates new head tracking technology and a more advanced OLED display
Dubbed “Crystal Cove”, it improves on its previously basic head tilt sensors with a new 3D positional-tracking solution. Also, the new OLED display features low persistence for less motion blur and a more comfortable experience for players.
Working in ways similar to Sony’s PlayStation Eye and Move controller, the tech uses a camera that tracks an array of small IR nodes positioned on the Rift device’s outer casing, as shown below.
This allows it to accurately track movement in 3D space, as opposed to simple turns and tilting of the head as before. This could, for example, allow you to lean around corners, duck behind scenery or move towards or away from a scene in real-time.
The extra hardware required to make this work will be included with the final retail unit, but Oculus VP of product Nate Mitchell offered assurances that this won’t increase the price of the unit by much.
“Cost has always been at the crux of the entire Oculus platform, if the hardware is not affordable, it might as well not exist,” Mitchell told Polygon. “We made sure this is a low-cost solution without sacrificing any quality.”
The new prototype also swaps out the traditional LCD displays in previous units with new OLED tech capable of a new low persistence technique: its pixels don’t stay on – they blink at high frequency.
“What we’re doing is we’re taking the image and flashing it on when it’s correct, and only keeping that on for a fraction of a millisecond and then turning it off and then going black until the next pulse,” explained Oculus founder Palmer Luckey.
While this would sound jarring or counter-intuitive, Mitchell explained, “It effectively eliminates motion blur and judder.” They declined to confirm its display resolution.