Oculus VR » General https://www.oculus.com Oculus VR, a technology company revolutionizing the way people experience video games. Fri, 10 Apr 2015 23:23:48 +0000 en-US hourly 1 http://wordpress.org/?v=4.1.1 Oculus @ GDC 2015 https://www.oculus.com/blog/oculus-gdc-2015/ https://www.oculus.com/blog/oculus-gdc-2015/#comments Wed, 04 Mar 2015 23:08:31 +0000 http://www.oculus.com/?p=6954 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 can watch the full video of John’s keynote on the Oculus Twitch channel.

Tomorrow (Thursday) we have two more engineering talks…

  • Brian Hook, head of audio, and Tom Smurdon, audio engineer, are talking about the new Oculus Audio SDK at 10:00am PT. Located in the West Hall, Room 2024.
  • Anuj Gosalia, head of SDK, will be presenting on ‘Developing VR Games with Oculus SDK’ at 12:45pm PT. Located in the West Hall, Room 2024.

We also released two technical posts on VR rendering earlier this week:

The Oculus Rift ‘Crescent Bay’ experiences

On top of the Crescent Bay demos and Epic’s Showdown with remixed 360 spatial audio, at the Oculus booth we’re showing a brand new experience created in collaboration between Epic Games, WETA Digital, NVIDIA, and Oculus, called “Thief in the Shadows“.

Thief in the Shadows by Weta Digital

Running exclusively on Crescent Bay and debuting at GDC, viewers will find themselves face to face with Smaug, the legendary dragon from the Hobbit. Thief in the Shadows is built in Unreal Engine 4 and powered by NVIDIA’s new flagship GPU, TITAN X. The experience also leverages the Oculus Audio SDK for incredible, 3D VR spatialized audio.

You can find Crescent Bay prototypes all over the GDC Expo floor! Visit Crytek’s booth for a brand new “Back to Dinosaur Island” experience in CryEngine, pop by Unity’s booth to see a demonstration of the great new features in Unity 5 for Oculus developers or head over to Epic Games and NVIDIA’s booth to see the latest Showdown and Thief in the Shadows experiences running on NVIDIA’s new TITAN X GPU in UE4.

The Oculus booth is in the South Hall, Lower Level, #1224. You can schedule a demo of Crescent Bay and/or Gear VR Innovator Edition through the Oculus Live App, available for download for Android and iOS.

We’re also hosting private, technical sessions where developers can get help from Oculus engineers on VR performance and design challenges. You can sign up by emailing dev-clinic@oculus.com with your name, company, and contact information. Please include as much detail as possible in your initial email so we can make sure the right folks are available.

Oculus Audio SDK Preview Available Now!

A preview of the Oculus Audio SDK is now available for download on the Oculus Developer Center! This is the same technology that we announced at Oculus Connect and that powered the remixed demos and experiences we debuted at CES.

Great spatialized audio is a powerful amplifier for presence — By providing 3D audio plugins for Unity3D, AudioKinetic Wwise, Firelight FMOD, and VST compatible digital audio workstations, the Oculus Audio SDK provides content creators the tools to immerse players sonically in a virtual world, surrounded by realistically spatialized sounds.

Let us know what you think over on the Oculus Developer Center in the new Audio Development forum. We’ll also have Brian Hook and Tom Smurdon’s GDC talk on the Audio SDK available shortly after the show.

Unity and Mobile VR Jam 2015

We recently announced the Mobile VR Jam 2015, which invites developers to compete for $1,000,000 in prizes by creating innovative, new VR content for Gear VR Innovator Edition.

Yesterday during the Unity 5 keynote, John Riccitiello, Unity CEO, and Palmer announced that Unity will be sponsoring this year’s Mobile VR Jam! Eligible developers participating in the jam will receive a $50 credit toward the Unity Asset Store for assets they can use in the competition. You can find full details on the official Mobile VR Jam 2015 site

Thanks for an incredible kick-off to GDC 2015 — We’re looking forward to connecting with you this week at the show!

– The Oculus team

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Gear VR Innovator Edition Coming to Galaxy S6 Series https://www.oculus.com/blog/gear-vr-innovator-edition-coming-to-galaxy-s6-series/ https://www.oculus.com/blog/gear-vr-innovator-edition-coming-to-galaxy-s6-series/#comments Sun, 01 Mar 2015 23:33:06 +0000 http://www.oculus.com/?p=6831 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!

Gearvr1 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 will be diving into virtual reality using their Android smartphones than ever before.

gearvr2Attendees at Samsung Unpacked try the new Gear VR Innovator Edition for the Samsung Galaxy S6

Alongside the announcement, we’re launching a preview of commerce on the Oculus VR Store in the United States, allowing developers to sell their content to other Innovator Edition users. We also have a slate of new games and experiences coming available for purchase in the United States through the Oculus VR Store later this month. We’re working on expanding commerce to the rest of world, along with additional features like in-app purchasing. We’ll keep everyone posted on progress.

The stage today at Samsung Unpacked in Barcelona during the Gear VR Innovator Edition announcement.

On top of these new games, applications, and experiences, we’re making a number of short films available to stream within Oculus Cinema, including Lunar, Plot Device, and the brand new film, Immersion.  We’re also launching improvements to Oculus 360 Photos with support for stereoscopic panoramas and updated content soon, so stay tuned to see what comes next.

Oculus Mobile SDK v0.4.3 Now Available

In preparation for the Gear VR Innovator Edition on S6, we’ve released v0.4.3 of the Oculus Mobile SDK, which has a number of performance and stability fixes, including improvements to correction for yaw drift, Samsung Galaxy S6 support and device-specific fixes, and updates to localization in the Oculus Universal Menu.

The full release notes for 0.4.3 are available on the Oculus Developer Center.


As of 0.4.3, we’ve unified the Oculus Unity integration, allowing developers to more easily build once for Oculus and then publish to PC or Mobile through the Unity Editor. In addition, developers using Unity Free 4.6 will now have access to a head-tracked splash screen that is approved for submission to the Oculus Store.

We’re incredibly excited about this next iteration of the hardware and software in collaboration with Samsung, and we’re looking forward to seeing what you create next, especially during the upcoming Mobile VR Jam 2015!

– The Oculus Team

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Oculus’ Mobile VR Jam 2015 https://www.oculus.com/blog/oculus-mobile-vr-jam-2015/ https://www.oculus.com/blog/oculus-mobile-vr-jam-2015/#comments Wed, 25 Feb 2015 01:01:38 +0000 http://www.oculus.com/?p=6811 Oculus’ Mobile VR Jam is set to begin on April 13, 2015 with $1,000,000 in available prizes!

In 2013, hundreds of teams came together over three weeks to compete in the first ever VR Jam. Diving headfirst into unknown territory, these developers pioneered hundreds of new VR experiences, including DarkNet, Dumpy, SightLine, and DreadHalls.


This year, participants are challenged to build groundbreaking new content with the Gear VR Innovator Edition. This is an opportunity to collaborate with fellow developers, with $1,000,000 cash in awards and prizes for the best new VR games, apps, and experiences.

You can visit the our official Mobile VR Jam 2015 page on ChallengePost to sign up, find a team, discuss your ideas, and get started. For each weekly milestone, each entry – including yours – will have its progress available for view, so you’ll also be able to give and receive valuable feedback.

If you’re attending GDC this year, we’d like to invite you to our Mobile VR Jam 2015 kick-off event, where you can meet other participants. Full details here.



We’ll have more news on the Mobile VR Jam in the weeks ahead, so stay tuned. We’re looking forward to seeing what you create!

Let’s Jam!

–The Oculus Team


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Oculus Story Studio, Oculus + Unity Free, and GDC 2015 https://www.oculus.com/blog/oculus-story-studio-oculus-unity-free-and-gdc-2015/ https://www.oculus.com/blog/oculus-story-studio-oculus-unity-free-and-gdc-2015/#comments Tue, 27 Jan 2015 14:37:28 +0000 http://www.oculus.com/?p=6639 Over the last two years, we’ve seen virtual reality expand well beyond games into more unexpected areas like cinema and storytelling. This week as part of the Sundance Film Festival in Park City, Utah, we’re excited to announce a new experimental virtual reality cinema project: Oculus Story Studio.


Oculus Story Studio is made up of a small, all-star team of film and game developers dedicated to exploring ‘immersive cinema’ — realtime story-driven VR experiences that let the viewer step inside and become part of the story. The goal was to learn more about cinema and storytelling in VR and to share that knowledge with the community.

Story Studio is debuting its first, short (4-minute) experience this week at Sundance called ‘Lost’. Lost takes the viewer on a journey to a moonlit forest inhabited by an unexpected creature. The piece is directed by Story Studio’s creative director Saschka Unseld, who was also the director of Pixar’s short film ‘The Blue Umbrella’.

lost_scene_smallScreenshot from Lost, a short immersive cinema experience from Oculus Story Studio

Lost was built in Unreal Engine 4 for Crescent Bay and mixes hand animation with procedural animation to better transport the viewer. The team has been working to expand Unreal 4’s cinematic and storytelling toolset — Lost uses custom gaze controls to tailor the experience to the individual viewer, allowing for a unique pace to the story each time.

In addition to its own creative team, Story Studio is also building experiences with guest directors including Rob Stromberg (Maleficent), Robin Hunicke (Journey), and Jillian Tamaki to create entirely new immersive stories as well.

So far, we’ve discovered that mixing great storytelling and art with the magic of VR presence allows for something really special. Lost is just the beginning for Story Studio, and we’re looking forward to sharing it, along with the team’s other upcoming films, in the months ahead.

We’ll have more news from the Oculus Story Studio soon, but you can learn more about the team and follow their work at oculus.com/storystudio.

Oculus Now Supported in Unity Free (PC & Mobile)

In case you missed the announcement over the holiday, Oculus is now supported in Unity 4.6 Free. If you haven’t already, you can download the integration from the Oculus Developer Center.




Unity continues to be one of the easiest ways to build high-quality VR experiences for the Rift and Gear VR. This latest release of the Oculus-Unity integration supports Windows, Mac, Linux, and Android (Gear VR). The desktop version also includes full access to LibOVR through a pure C# wrapper.

Some of the features of the latest release:

  • Lens correction, TimeWarp, and dynamic prediction from LibOVR/VRLib
  • Preview within the Unity editor
  • Layered camera support for cockpits, UI, etc.
  • Cross-platform support for XInput controllers
  • Consistent IPD and head model for comfort at all world scales
  • Utilities for locomotion, head-tracking, and Rift status
  • On Windows, direct-to-Rift rendering with or without display driver

A few of the other updates, though not included in the release today, are simpler direct-to-Rift rendering (without DirectToRift.exe) and targeting PC or Mobile from within a single project.


HeroBound for the Gear VR Innovator Edition

We’re also collaborating with Unity on a number of VR specific features for a deeper Oculus integration including a seamless, robust integration for Unity 4.6, improved Unity Editor workflow when using the Rift, and rendering optimizations specifically for VR in Unity 5.Unity also just made a major update in audio latency on Gear VR, improving it from over 130ms to roughly 30ms. A huge thank you to Unity team for their help addressing this.

If you have suggestions on additional features you’d like to see, let us know on the Oculus Developer Forums. We’re looking forward to seeing what you create!

Oculus @ GDC 2015

We’ll be at the Game Developers Conference (GDC) in San Francisco March 2-6, showing the latest prototypes of the Rift and Gear VR. We’ll also be giving a series of talks on VR rendering, 3D spatialized audio, and the future of virtual reality.




As part of GDC, we’re co-hosting an event with Women in Games International (WIGI). You can join us Tuesday, March 3, at The Village (969 Market St, 3rd Floor) to meet members of the Oculus team, chat with experts and enthusiasts about VR, and try out the latest Oculus demos. Registration for the event will open soon — Stay tuned to the official event page for more details.

We’re looking forward to seeing you there!


– The Oculus Team

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Oculus @ CES 2015 https://www.oculus.com/blog/oculus-ces-2015/ https://www.oculus.com/blog/oculus-ces-2015/#comments Wed, 07 Jan 2015 01:32:45 +0000 http://www.oculus.com/?p=6585 Oculus @ CES 2015

We’re at the 2015 Consumer Electronics Show (CES) this week, showing the Oculus Rift Crescent Bay prototype for the first time publicly, along with Gear VR Innovator Edition and great mobile VR content. We’re also demonstrating high-fidelity VR audio for the very first time on PC and mobile.


Great audio is a key element of immersion and an amplifier for presence that has been largely untapped until now. The upcoming Oculus Audio SDK uses Head-Related Transfer Function (HRTF) technology in conjunction with the Rift’s head tracking to achieve a sense of true 3D audio spatialization. This allows content creators to immerse you sonically in a virtual world, surrounded by realistic sounds in all directions.

audiobots-blogOne of the experiences in the updated Crescent Bay demo set, now with VR audio.

HRTFs simulate the changes to a sound when it reaches your head from a point in space. It does this by referencing data that represents changes that would happen to a sound coming from that direction. There is data for hundreds of points around your head, and the software smooths the audio between those points for a natural sound, regardless of head or sound source position.


Although HRTF technologies have been around for decades, the addition of precise head tracking makes it much more effective. We’ve gone back and revised all of our Crescent Bay demos with awesome 3D spatialized audio, along with a few surprises.

We also have Gear VR Innovator Edition showing off several of the best mobile VR games and experiences currently available in the Oculus VR Store. For those of you waiting to buy Gear VR outside the United States, we’re hard at work with Samsung supporting other regions early this year.


The Oculus booth is in the South Hall, #26002. We also have an Oculus @ CES mobile app, which you can use to schedule a Crescent Bay demo ahead of time. You can download it for iOS or Android. We’re also taking walkups for Crescent Bay and Gear VR on the show floor.

This is hands-down the biggest year ever for VR at CES. A huge thank you to all the developers, enthusiasts, and backers who made it possible. We’re looking forward to seeing many of you at the show this week!

– The Oculus Team

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Nimble VR, 13th Lab, and Chris Bregler join Oculus https://www.oculus.com/blog/nimble-vr-13th-lab-and-chris-bregler-join-oculus/ https://www.oculus.com/blog/nimble-vr-13th-lab-and-chris-bregler-join-oculus/#comments Thu, 11 Dec 2014 20:20:00 +0000 http://www.oculus.com/?p=6521 Computer vision is at the heart of delivering comfortable and incredible virtual reality. Over the last two years, we’ve focused on bringing together the best and brightest in the space to solve some of the hardest vision challenges facing VR.

Today, we’re pleased to announce three key computer vision acquisitions joining the Oculus team.

Nimble VR (formerly 3Gear Systems)

Nimble VR was founded in 2012 by Rob Wang, Chris Twigg, and Kenrick Kin. Since then, they’ve been developing machine learning and computer vision capabilities to enable high-quality, low-latency skeletal hand tracking, which has the potential to be part of a great VR user experience.

13th Lab

The 13th Lab team has been focused on developing an efficient and accurate real-time 3D reconstruction framework. The ability to acquire accurate 3D models of the real-world can enable all sorts of new applications and experiences, like visiting a one-to-one 3D model of the pyramids in Egypt or the Roman Colosseum in VR.

Chris Bregler

Chris is an expert in the motion capture space. His recent projects include visual tracking for The Lone Ranger and Star Trek Into Darkness movies, both of which were nominated for the 2014 Academy Award for Best Visual Effects.

Chris has spent the last 11 years as a professor of Computer Science at New York University. Prior to NYU he was on the faculty at Stanford University and worked for several companies including Hewlett Packard, Interval, Disney Feature Animation, and LucasFilm’s Industrial Light and Magic. Chris will be directing a vision research team for Oculus Research.

Nimble VR, 13th Lab, and Chris will all be winding down their existing projects to focus on VR full-time at Oculus as part of both product engineering and Oculus Research. Please join us in welcoming them to the team!

We’re always on the lookout for more phenomenal engineers and researchers interested in tackling the unsolved CV problems that move us closer to consumer VR. You can check out job listings for Oculus and Oculus Research on the oculus.com Careers page: https://www.oculus.com/careers/.

If you’re interested in learning more about the computer vision work we’re doing at Oculus, we recommend this presentation by Oculus’ Michael Abrash, Chief Scientist and Head of Oculus Research, and Dov Katz, Head of Oculus CV, from earlier this year:


– The Oculus Team

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Gear VR Innovator Edition Now Available https://www.oculus.com/blog/gear-vr-innovator-edition-now-available/ https://www.oculus.com/blog/gear-vr-innovator-edition-now-available/#comments Mon, 08 Dec 2014 17:14:21 +0000 http://www.oculus.com/?p=6491 We’re excited to announce that Gear VR Innovator Edition, the first development kit for Gear VR, is now available for purchase online at samsung.com for developers in the US (with additional regions to follow). It’s still early days for mobile VR, but you can start building inspiring experiences now.

Gear VR enables virtual reality anywhere, anytime, and it’s the most integrated VR system we’ve developed to date. Working closely with Samsung, we’ve expanded the Note 4’s native performance by developing a highly optimized VR graphics path with integrated system software.

This is just the first step toward true consumer mobile VR. Though it’s missing several key components for comfort and presence, we’re working with Samsung to improve in every vertical including optics, distortion, heat, weight, ergonomics, tracking, and display tech. Ultimately, it’s a long term effort that we’re committed to getting right.

Alongside Innovator Edition, we’re also launching the Oculus VR Store, an integrated discovery and distribution system for VR content built for Gear VR. It’s very basic in terms of functionality today, but it’s the beginning of a true made-for-VR content distribution and discovery platform for Oculus developers everywhere.

All of the initial content is currently free, which makes for a unique opportunity to experiment, iterate, learn, and grow the mobile VR fanbase. Early next year we plan to introduce commerce to the platform, allowing developers to monetize their VR games and applications.

Anshar Wars by OZWE

Over the last few months, we’ve asked a small group of developers to create content for Gear VR using prototype hardware and pre-release builds of the Mobile SDK. Thanks to their hard work and dedication, we’re launching with a collection of high-quality sample experiences that show off what Gear VR is capable of, and highlight a range of comfort options from stationary to locomotion.

You can swim with blue whales; pilot arcade fighters through asteroid fields; dungeon crawl; use extrasensory abilities to solve puzzles; collect swirling, 16-bit minotaurs; and a lot more with these first experiences. A huge thank you to all the developers who helped make this possible!

HeroBound: First Steps by Oculus

Innovator Edition is just the beginning for great mobile VR, but we can’t wait to see what you build with it!

– The Oculus Team

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Oculus Mobile SDK Now Available https://www.oculus.com/blog/oculus-mobile-sdk-now-available/ https://www.oculus.com/blog/oculus-mobile-sdk-now-available/#comments Wed, 12 Nov 2014 22:30:53 +0000 http://www.oculus.com/?p=6302 Gear VR Innovator Edition Pre-Registration Open

The Gear VR Innovator Edition for Note 4 is available for pre-registration starting today from Samsung, with delivery in the United States slated for early December. There will be two versions available: for $249, you’ll receive the headset bundled with a Bluetooth gamepad; for $199, you’ll receive the headset standalone.

The Innovator Edition, much like the Oculus Rift Development Kit, provides developers and enthusiasts everything they need to build and experiment with the platform before the hardware and software are ready for consumers. There are numerous made-for-VR apps that will ship for Gear VR over the next few months.

The Innovator Edition launches first in the United States, and we’re working with Samsung to roll out support for additional regions.

Oculus Mobile SDK Now Available

The Oculus Mobile SDK v0.4.0 is now available from the Oculus Developer Center.

The initial version of the Oculus Mobile SDK is specifically designed for the Samsung Gear VR Innovator Edition on Note 4, and includes everything you need to get started developing for mobile. We’ve been working on the Mobile SDK for over a year in collaboration with Samsung, optimizing the Note 4 tech stack to deliver the first ultra-low latency, mobile virtual reality headset.

Here’s a few of the key features supported by the Oculus Mobile SDK:

  • Asynchronous Timewarp
  • Direct front buffer rendering
  • Clock frequency locking
  • GPU context priorities
  • Real-time, fine grained GPU context switching
  • Real-time CPU threading
  • Direct warped content

The SDK includes the full-source code for Oculus Cinema, Oculus 360 Photos, and Oculus 360 Videos under an open license. We’ve done this so that you can jump-start your own VR app development.

Aside from the native libraries and demos, the Mobile SDK also includes an out-of-the-box integration for Unity 4.5, with samples to help get your Unity VR project up and running quickly.

We recommend new developers get started with the Mobile SDK Overview.

Introducing Oculus Home

One of the first things you’ll see when you put on the Gear VR Innovator Edition is Oculus Home. Home allows users to discover, download, and launch content. For more information on distributing your application on Home, check out the first version of the app submission guidelines.

We’re excited to see the first generation of truly inspiring mobile VR experiences come to life. Don’t hesitate to head over to the Mobile Developer Forums and share your creations and your feedback on how we can improve the Mobile SDK.

PC SDK Updates

We recently shipped the 0.4.3 release of the Oculus PC SDK, which features Linux support, a number of performance and stability improvements, and support for developing Rift content with Unity Free.

Earlier this week, we shipped an update to the Unity plugin ( that addresses a handful of integration issues raised by the community. You can read the full details at https://developer.oculus.com/history/.

We’re continuing to push on stability and performance of the PC SDK, and we’re working on another release this month to get those improvements into developers’ hands as quickly as possible. We’ll have more details on that release in the next few weeks.

We’ll see you in the mobile Metaverse!

– The Oculus Team

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Oculus Connect Videos and Presentations Online https://www.oculus.com/blog/oculus-connect-videos-and-presentations-online/ https://www.oculus.com/blog/oculus-connect-videos-and-presentations-online/#comments Wed, 29 Oct 2014 14:38:19 +0000 http://www.oculus.com/?p=6210 oculus-connect

In September, we welcomed nearly 1,000 attendees to the first Oculus developer conference, Oculus Connect, in Los Angeles.

Attendees engaged in VR engineering and design sessions, showcased their Oculus projects, connected with fellow developers, and tried the new Crescent Bay prototype along with Gear VR Innovator Edition.

oculus-connectDevelopers gathered at the welcome reception

oculus-connectMain keynote with Brendan Iribe and Nate Mitchell

oculus-connectThe Future of VR panel

All the keynotes, panels, and developer sessions from Connect are now available to watch online. The slides from each session are also available for download from the Connect site under the “Schedule” section.

Complete list of the keynotes, panels, and developer sessions from Connect:

Brendan Iribe and Nate Mitchell
Michael Abrash
John Carmack

Keynote Panel:
The Future of VR

Developer Sessions:
Introduction to Audio in VR – Video and Presentation
Getting Started with Gear VR – Video and Presentation
Mastering the Oculus SDK – Video and Presentation
Integrating the Oculus Rift into Unreal Engine 4 – Video and Presentation
Film and Storytelling in VR – Video and Presentation
Learning from Lucky’s Tale – Video and Presentation
The Human Visual System and the Rift – Video and Presentation
The Value of VR for Professional Applications – Video and Presentation
Developing VR Experiences with the Oculus Rift – Video and Presentation
Elevating Your VR – Video and Presentation
Building the First Rift Development Kit – Video and Presentation
360-degree Filmmaking in VR – Video and Presentation

oculus-connectAttendees experiencing Gear VR Innovator Edition

oculus-connectBrendan talking with developers after the keynotes

Thanks again to everyone who attended Connect and helped make it possible! The community’s energy was nothing short of remarkable.

If you have additional feedback on how we can make future events better, don’t hesitate to let us know by emailing connect@oculus.com.

Thanks again!

– The Oculus Team

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Oculus Connect 2014 https://www.oculus.com/blog/oculus-connect-2014/ https://www.oculus.com/blog/oculus-connect-2014/#comments Sat, 20 Sep 2014 17:34:40 +0000 http://www.oculus.com/?p=6148 We’re thrilled to welcome nearly 1,000 developers from around the world to Oculus Connect, our first developer conference.


If you’re not at the event, you can join us for the remaining keynotes live on www.twitch.tv/oculus. Michael Abrash will be speaking next starting at 10:30am PST, and John Carmack will follow him at 11:30 PST. You can see the full show schedule at www.oculus.com/connect.

Crescent Bay Prototype

We’re really excited to introduce a new feature prototype, Crescent Bay.


Crescent Bay is the latest prototype headset on the path to the consumer version of the Rift. Crescent Bay features new display technology, 360° head tracking, expanded positional tracking volume, dramatically improved weight and ergonomics, and high-quality integrated audio.

These enhancements allow for a level of presence that’s impossible to achieve with DK2. If you’re here at Oculus Connect, you’ll be able to try Crescent Bay today.


Along with the new hardware, we’ve created original demo content, which we’re calling the “Crescent Bay Experiences,” developed in-house by our content team specifically for Oculus Connect.

The Oculus Content team in Seattle, not shown: Seneca, Tom, Kenneth, and Tyler.

The demo is designed to demonstrate the power of presence and give you a glimpse into the level of VR experience you can expect to see come to life in gaming, film, and beyond.


This is still incredibly early hardware.  There are plenty of technical challenges left to solve for the consumer Rift, but Crescent Bay is truly the best virtual reality headset we’ve ever built.

Unreal Engine 4 & VR

Unreal Engine 4 (UE4) continues to be one of the best engines for virtual reality development. Epic has dedicated huge resources to optimizing UE4 for the Rift and making it incredibly easy to build awe-inspiring VR experiences.

Almost every major Oculus prototype announcement has been accompanied by a new Unreal Engine demo, like Elemental VR, Strategy VR, and Couch Knights. For Crescent Bay, Epic put together an brand new experience called Showdown.


Everyone at Oculus Connect will be able to try Showdown running on Crescent Bay. Nick Whiting and Nick Donaldson, who both worked on all of the VR demos at Epic, will also be giving a talk later this afternoon at 3:30 PST entitled Learnings from UE4 Engine Integration and Demos

Oculus & Unity Partnership

Unity has one of the most active developer communities building for the Rift, and today we’re thrilled to announce that we’ve partnered with Unity to make Oculus an official platform and build target.

This means that Unity will now fully support Oculus and the Rift with a dedicated add-on that includes stereo imaging optimizations, 3D audio support, and other features specifically for virtual reality.


Best of all, Oculus will be now be supported in both the Free and Pro versions of Unity.

We’ve seen a huge amount of incredible content built with Unity and Oculus over the last two years, including ground-breaking projects like Lucky’s Tale, Titans of Space, SUPERHOT, and DarkNet. We hope the partnership enables more developers to leverage Unity’s toolset to build the next generation of virtual reality games and experiences.


Oculus Audio

Audio is essential for delivering immersive virtual reality. Along with the integrated audio in Crescent Bay, we’re working to build the hardware and software that developers need to create high-fidelity VR audio experiences for the Rift.


People locate objects in the world using cues that arise from the interaction of sound with the scene, combined with the body of the listener (HRTFs) and head tracking. A great audio engine for VR has to reproduce these cues to fully convince the human perceptual system.

As part of our audio initiative, we’ve licensed RealSpace3D’s audio technology, a software stack developed over 10 years based on technology from the University of Maryland. RealSpace3D’s tech enables high-fidelity VR audio with a combination of HRTF spatialization and integrated reverberation algorithms.

If you’re at Oculus Connect, Brian Hook, our lead audio engineer will be discussing the unique challenges presented by audio in virtual reality, including achieving presence in sound design and performing 3D audio spatialization. RealSpace3D’s team will also be present to answer questions on their technology.

We’ll have more news around audio in the coming months. Stay tuned!

Developer Sessions

We have a whole day of developer sessions lined up from the Oculus team and some of the brightest minds in the industry. If you’re at the show, you can view the entire schedule here: www.oculus.com/connect. We’ll be posting the developer sessions online after the event, and we’ll let you know as soon as they’re online.

Thanks again for making this possible.

– The Oculus Team

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