Announcing the Acquisition of Surreal Vision


Surreal Vision Joins Oculus We’re thrilled to announce that the Surreal Vision team has joined Oculus Research! Surreal Vision is one of the top computer vision teams in the world focused on real-time 3D scene reconstruction – generating an accurate representation of the real world in the virtual world. Great scene reconstruction will enable a new level of presence and telepresence, allowing you to move around the real world and interact with real-world objects from within VR. Richard Newcombe,...

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Announcing Oculus Connect 2 and Mobile VR Jam Finalists


Announcing Oculus Connect 2, Sept. 23-25 in Hollywood, CA We’re excited to announce our second annual developer conference, Oculus Connect 2, where engineers, designers, and creatives from around the world come together to learn about the future of the Oculus platform and push virtual reality forward. This year’s Connect will feature keynotes from Brendan Iribe, Michael Abrash, and John Carmack, plus everything developers need to know to launch on the Rift and Gear VR. Oculus Connect 2 takes...

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The Rift’s Recommended Spec, PC SDK 0.6 Released, and Mobile VR Jam Voting


The Rift’s Recommended Spec Presence is the first level of magic for great VR experiences: the unmistakable feeling that you’ve been teleported somewhere new. Comfortable, sustained presence requires a combination of the proper VR hardware, the right content, and an appropriate system. For the full Rift experience, we recommend the following system: NVIDIA GTX 970 / AMD 290 equivalent or greater Intel i5-4590 equivalent or greater 8GB+ RAM Compatible HDMI 1.3 video output 2x USB 3.0 ports Windows...

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Powering the Rift


tl;dr - Given the challenges around VR graphics performance, the Rift will have a recommended specification to ensure that developers can optimize for a known hardware configuration, which ensures a better player experience of comfortable sustained presence. The recommended PC specification is an NVIDIA GTX 970 or AMD 290, Intel i5-4590, and 8GB RAM. This configuration will be held for the lifetime of the Rift and should drop in price over time. The Rift is specifically designed to deliver comfortable,...

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First Look at the Rift, Shipping Q1 2016


Since the earliest days of the Oculus Kickstarter, the Rift has been shaped by gamers, backers, developers, and enthusiasts around the world. Today, we’re incredibly excited to announce that the Oculus Rift will be shipping to consumers in Q1 2016, with pre-orders later this year. The Rift delivers on the dream of consumer VR with compelling content, a full ecosystem, and a fully-integrated hardware/software tech stack designed specifically for virtual reality. It’s a system designed by a team...

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‘Render the Metaverse’, Mary Lou Jepsen, Anna Sweet, and International Commerce


Render the Metaverse with Oculus and OTOY We’re excited to announce that we’ve teamed up with OTOY to host Render the Metaverse, a virtual reality art competition with $75,000 in prizes. You can enter the competition starting today by creating and submitting a 360º stereoscopic panorama created using OTOY’s Octane VR system via the Render the Metaverse website. Render the Metaverse will run through May, June, and July. Each month the best, most breathtaking 360º stereo-panoramic submissions...

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Oculus @ GDC 2015


We’re at GDC 2015 in San Francisco this week meeting with developers and showing off brand new content on the Crescent Bay prototype and Gear VR Innovator Edition. This is hands-down one of the biggest weeks for virtual reality in the history of the industry, and we’re excited to be a part of it. Throughout the week, Oculus team members will be giving talks on the latest Oculus tech. John Carmack, CTO, kicked the show off this morning with his keynote, “The Dawn of Mobile VR“. You...

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Asynchronous Timewarp Examined


TLDR: Asynchronous timewarp (ATW) is a technique that generates intermediate frames in situations when the game can’t maintain frame rate, helping to reduce judder. However, ATW is not a silver bullet and has limitations that developers should be aware of. Intro Over the past year there’s been a lot of excitement around asynchronous timewarp (ATW). Many hoped that ATW would allow engines to run and render at a lower frame rate, using ATW to artificially fill in dropped frames without a significant...

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Optimizing VR Graphics with Late Latching


TLDR: Optimizing VR graphics pipelines is a challenge usually involving tradeoffs between quality, latency, and performance. However, queue-ahead with late-latching almost seems like a free lunch: increasing GPU performance without increasing latency. As we’ll discuss, it’s not actually free, but we’re trying to pick up the tab. Why minimizing motion-to-photon latency is critical to comfortable presence in VR has been covered well in many other places (see Michael Abrash’s blog post). In...

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Gear VR Innovator Edition Coming to Galaxy S6 Series


Today at the Samsung Galaxy Unpacked event in Barcelona, Samsung announced that Gear VR Innovator Edition will be expanded to the just announced Samsung Galaxy S6 and Samsung Galaxy S6 edge smartphones! The new Gear VR Innovator Edition for Samsung Galaxy S6 and S6 edge Gear VR Innovator Edition on the Galaxy Note 4 provided developers a platform for building and sharing the first generation of mobile virtual reality. With Gear VR Innovator Edition now coming to the Galaxy S6 series, more people...

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