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News Oculus confirms CV1 Rift for first quarter 2016

Discussion in 'News' started by noorbeast, May 6, 2015.

  1. noorbeast

    noorbeast VR Tassie Devil Staff Member Moderator Race Director

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    Oculus has finally set a release time frame for the CV1 Rift, the first quarter 2016: https://www.oculus.com/blog/first-look-at-the-rift-shipping-q1-2016/

    Info is only just starting to flow, but based on some comments by Nate Mitchell made just now at TechCrunch Disrupt it would seem unlikely the CV1 Rift will have input controllers to match the Steam Vive. We will have to wait to find out if other technical specifications like tracking can match the Vive.
    • Like Like x 3
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    Last edited: May 7, 2015
  2. Ville Pesonen

    Ville Pesonen Active Member

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    I read the same news on a train to home. It's going to be a long wait for the CV1, as it was for DK2.
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  3. mariano68

    mariano68 Active Member

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    Re Vive in the meantime :) (I hope I will get back to my DK2 as soon as I have my 2dof ready, as it is getting dust over my cpu...)
  4. tougemonster

    tougemonster Member

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    I'm glad they've finally settled on a direction. The animosity that was being directed towards them over lack of release dates and specs was ridiculous; I was getting sick of reading it. I think they've handled it well.

    I think the renders they're showing look great too. Will absolutely be pre-ordering.

    Will probably pick up the Vive as well actually. I don't think the room-scale stuff will really be that practical, but it's intriguing. I wonder how the tracking would go with the lighthouse mounted to the motion sim.
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  5. noorbeast

    noorbeast VR Tassie Devil Staff Member Moderator Race Director

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    Lighthouse can be used seated or walking within a space with rock solid 1:1 tracking and no occlusion. The way lighthouse works with 2 stations means it will be mounted off a motion rig. My hope is that the Vive will allow for motion cancellation use with Lighthouse. I have asked Alan Yates from Valve if motion cancellation will be possible but still no reply yet: https://twitter.com/vk2zay
  6. tougemonster

    tougemonster Member

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    Motion cancellation would be ideal yes, but I don't think it would be a priority for them right now, or if it's even something they think is their problem.

    I'm assuming you've tried this, what's been your experience with mounting the DK2 tracking camera to the motion sim?
  7. noorbeast

    noorbeast VR Tassie Devil Staff Member Moderator Race Director

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    Motion cancellation is simple in practice, subtract the motion of the motion sim from the graphical representation. The challenge is having a generically applicable way to do it, which Oculus does not allow.

    I and others have experimented with mounting the Rift camera on a motion rig @tougemonster . It will work for gentle flight simulation, but has tracking problems when subjected to the rapid and sharp motion our simulators use for racing and combat sims, as you can't isolate the camera from the induced vibrations, see here for further details: http://www.xsimulator.net/community/faq/virtual-reality-and-motion-simulators.115/
  8. tougemonster

    tougemonster Member

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    Ah yep, I knew there had to be a thread on it around here somewhere. So in general peoples experiences have been pretty much the same thing I've found, the tracking camera moving doesn't cause problems, it's the tracking camera vibrating.

    Without considering motion, I was getting some weird things happening when my tracking camera was sat on top of the 50" display on my sim. The vibrations from the FFB in the G27 would travel through the flimsy mount for it shake the whole display and tracking camera. This would occasionally move the head position to a weird spot for a split second, then back to normal. It seems like solving this problem would probably going a long way to making it work better.

    It will be interesting to see how CV1 and the Vive would work in this scenario.
  9. Boomslangnz

    Boomslangnz Active Member SimAxe Beta Tester Gold Contributor

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    What is the differences between Oculus Rift and the Vive? I currently have the DK2 and don't really wanna be buying both
  10. tougemonster

    tougemonster Member

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    Vive is much the same as the Rift, but is more targeting room scale VR experiences. The main difference is the tracking.

    http://en.wikipedia.org/wiki/HTC_Vive


    Both the Vive and Crescent Bay (and presumably CV1) use dual screens. Vive is 1080x1200 @ 90Hz (taller not wider). It is not known what the resolution of the Rift is, but probably it will be around the same, and also 90Hz.
  11. noorbeast

    noorbeast VR Tassie Devil Staff Member Moderator Race Director

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    The final tech specs are yet to be released but thus far both the CV1 Rift and Vive are expected to have similar dual screens, resolution and field of view.

    The Rift uses a single tracking camera while the Vive uses 2 infrared stations that send beams, hence the Lighthouse name for the system, and those beams allow for flawless 1:1 tracking in real time via the HMD, with no occlusion.

    The Vive has accurate hand held input, including controls and haptic feedback to allow interaction with VR worlds, thus far the Rift does not and it seems it is unlikely to for the CV1 release. The Vive controls are to be wireless in the consumer release.

    The Rift has a limited tracking field and specifies a seated experience. The Vive can accurately track the HMD and objects in a 15x15 space, which can be scaled larger with additional lighthouse units, allowing for both a seated and walking experience.

    Valve is taking an open approach to the development SDK and tools for VR, while Oculus has a 'walled garden' approach since the Facebook buyout. The recently released Valve SDK is also available in a version not tied to Steam. The Steam VR SDK will support multiple HMDs, including the Rift.

    It seem likely that while Valve has partnered with HTC to produce the Vive they may well take an Android like approach to have multiple HMD manufacturers/suppliers, a bit like the Steam Box approach Valve already uses.

    The Rift DK1 and DK2 developer kits were sold, the Vive developer kits are provided free to qualifying developers.
    Last edited: May 7, 2015
  12. tougemonster

    tougemonster Member

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    Input hopes have been renewed slightly. It is mentioned that they'll talk about it "in weeks ahead".

    There's also this:
    http://www.reddit.com/r/oculus/comm...t_the_rift_shipping_q1_2016/cr05b4x?context=3
  13. Boomslangnz

    Boomslangnz Active Member SimAxe Beta Tester Gold Contributor

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    soooo Vive looks better? lol It sounds like vive will not have a external camera which would benefit us motion sim people wouldn't it?
  14. tougemonster

    tougemonster Member

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    Hard to say if either looks better at this stage, we haven't really seen either final product. But the Vive's tracking tech is very cool.
  15. noorbeast

    noorbeast VR Tassie Devil Staff Member Moderator Race Director

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    I am likely to get both, as VR is my passion, but for now 'better' remains speculative depending on your point of view and the manoeuvrings of both Oculus and Valve, which have different types of stakes in the outcome, hence stress different priorities.

    On the technical side based on the recent GDC Vive demonstrations the Vive hands down beats the Crystal Cove Rift in terms of being a complete package - HMD, resolution, FOV, tracking and input solution. Until Oculus releases further information and provides open demonstrations the Vive holds the lead.

    In terms of motion simulation Oculus has already stated its position in not supporting generic motion cancellation. It remains to be seen what Valve does or does not allow for with Lighthouse and motion cancellation.

    Don't forget that a significant factor will be which games support what VR HMD. Valve is going all out to encourage generic VR support for the Vive and Rift with Steam VR. As it is in its own interests Valve wants Steam VR to support the Vive, the Rift and a bunch of VR peripherals. I don't think the same applies to Oculus. Oculus wants a wide user base, in particular mobile and social VR.

    Oculus and Valve were initially collaborators and Valve gave Oculus a good deal of their VR research prior to the Facebook buy out. Now they are competitors, where for each it is more about market content dominance than VR. Valve wants to protect it stake and place in gaming distribution. Oculus/Facebook want to create and as much as possible control VR content and social interaction.
  16. Blame73

    Blame73 Well-Known Member

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    Let's also see what will in the end be the resolution per eye. Right now Vive wins on that side.
    I'm going to apply for a (Vive) developer kit, they're not selling it to anyone like Oculus does, but just to 'real' developers with a project. I'm curious to see their SDK, maybe there could be found any tracks of motion cancellation...
  17. noorbeast

    noorbeast VR Tassie Devil Staff Member Moderator Race Director

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    Last edited: May 7, 2015
  18. SilentChill

    SilentChill Problem Maker

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    Exciting times ahead :)

    I will be buying both @noorbeast , it's going to be an expensive Xmas and new year lol.

    Although if the vive is as good as it promises to be I may not need to get the Rift :)
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  19. noorbeast

    noorbeast VR Tassie Devil Staff Member Moderator Race Director

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    Exciting VR times indeed.

    There will be more info from Oculus over the coming weeks re CV1 specs and the Vive dev kits are just starting to ship, so I expect there will be more from lucky recipient devs concerning the capabilities of the Vive outside of formal demonstrations.
  20. SilentChill

    SilentChill Problem Maker

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    I have applied for a Vive lol I very much doubt I will get one for my Extreme VR motion simulator company I have created. But you don't ask you don't get
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