Today, more than 2,900 people joined us in San Jose for the fourth annual Oculus Connect, where we announced new hardware, software, and content that will bring even more people into VR and expand the ways we work, play, and—of course—connect.
Here’s a recap of today’s announcements.
We introduced Oculus Go*—our first all-in-one wireless headset launching in early 2018 for $199 USD, making it the easiest way to get into VR yet.
We also shared our updates to Project Santa Cruz—a fully 6DOF, positionally tracked headset—which include fully tracked controllers that enable hand presence in the standalone form factor. This helps support Rift-like immersive content in an untethered environment.
The Rift Bundle is now available at a new permanent price of $399 USD. And we kicked off Oculus for Business, bringing Rift to companies to integrate VR into trainings, collaboration, and retail sales.
More than 2,000 VR Apps on the Oculus Platform
Our content lineup features something for everyone, and we’re excited to bring more big names to the Oculus Platform—including a made-for-VR title coming from Respawn Entertainment in 2019!
We revealed Thor as the latest in the cast of playable characters for MARVEL Powers United VR, launching for Rift in 2018. Meanwhile, Pixar’s first VR experience, Coco, is coming to Gear VR and Rift November 15.
You can visit the moon in Space Explorersor dare to enter The Upside Down in a new Face Your Fears experience featuring Netflix’s Stranger Things. Replicants and humans alike can uncover a thrilling conspiracy in the second installment of our three-part Blade Runner 2049series, while Echo Combat adds a zero-g FPS expansion to the Echo-verse.
Helping Developers Succeed in VR
Our new developer tools make it easier to build apps and social experiences across the Oculus Platform. We introduced an upgrade to Oculus Avatars, with more options for skin, clothing, and hair color customization. Starting next year, we’re making Avatars cross-platform, so developers can build once and ship simultaneously.
We’re making it easier for developers to build safety features into their social apps and experiences with dedicated platform tools to allow in-app blocking and reporting, with additional support for monitoring, reporting, and enforcement on the way.
Together with industry partners we’ve made MultiView available for mobile, reducing draw calls by up to 40% and freeing developers to create more complex scenes with less overhead.
Today, we opened the Explore API for Gear VR, so developers can create custom stories to boost discoverability of their content. Explore is coming to Rift in 2018.
New Rift Software
We announced Rift Core 2.0, our biggest software update yet.Starting in December, you’ll be able to customize Oculus Homewith environments, decor, and interactive gadgets; invite friends to visit your places, and check out theirs, too.
Dashis Rift’s brand-new UI, built from the ground up for Touch and accessible anywhere in VR. Bring your PC desktop and apps into your virtual space and use intuitive swipes and taps to navigate to your favorite VR experiences.
Social VR Products
Launching next year, Oculus Venues will let you watch concerts and catch premieres of new movies and TV shows with up to 1,000 people. We’ll have more to share in the coming months.
We’re also tapping into the Facebook platform to bring you more ways to connect with friends and family—both in and out of VR.
We introduced 3D Posts, a native media type in Facebook News Feed that gives everyone the ability to share content created inside VR with people who aren’t in a headset. We’re starting with sculptures created in Oculus Medium and adding more VR content soon.
We also announced Kits to help people create their own experiences in Facebook Spaces. With Kits, anyone can assemble items into games or activities that they can save in their space and share with friends.
Soon people will be able share more VR-native content in Spaces, too, starting with Quillustrations. Later this year, people will also be able to watch Facebook Live 360 videos together with friends in Spaces.
Stepping into the Far Future of VR
Chief Scientist Michael Abrash took us behind the scenes of Oculus Research, while our speakers and talks addressed the state of standalone VR, how to support social causes with immersive content creation, the future of competitive gaming, and more.
We’ll have more to share tomorrow as Oculus Connect continues.
— The Oculus Team
*Oculus Go has not been authorized as required by the rules of the Federal Communications Commission. Oculus Go is not, and may not be, offered for sale or lease, or sold or leased, until authorization is obtained.