Oculus Rift Development Kit 2 announced, up for preorder (based on Crystal Cove)

Valve's Jason Holtma, veteran Steam developer, has joined Oculus VR.

Source: http://www.oculusvr.com/blog/jason-holtman-new-hires-luckeys-tale-and-e3/

That latest blog post also has a list of hires since March:

Oculus VR said:
  • Neil Konzen, former engineer at Valve and one of the original Microsoft employees
  • Brian Hook, former engineer at RAD (Telemetry) and the original author of 3Dfx Glide
  • Adrian Wong, former lead systems engineer at Google[x] (Glass)
  • Ian Field, former engineer at ARM and co-inventor of Cortex-M
  • Raul Corella, former head of supply chain at JawBone, Monster, and Leap Motion
  • Laura Fryer, former GM of Epic Seattle and WB Seattle
  • Paul Pedriana, former lead engineer at EA
  • David Moore, former engineer at RAD (Granny)
  • Kenneth Scott, former art director at 343 Studios (Halo 4)
  • Seneca Menard, former technical artist at id Software
  • Paul Pepera, former environment artist at Valve and 343 Studios
  • Brian Sharp, former engineer at Bungie
  • Aaron Nicholls, former engineer at Valve, 343 Studios, and Microsoft
  • Matt Alderman, former engineer at Valve and ArenaNet
  • Cass Everitt, former GPU architect and engineer at Nvidia
  • Ross O’Dwyer, former at head of development support at Havok
  • Douglas Lanman, former research scientist at Nvidia Research and MIT Media Lab
…and many, many more: Scott Boyce, Gayan Ediriweera, Michael Berger, Khoi Nguyen, Aaron Toney, Bruce Cleary, Anusha Balan, Sagy Wiessbrod, Christopher Taylor, Soh Tanaka, Matt Mojica, Hyo Jin Kim, Matt Alderman, Steve Arnold, Dan Moskowitz

E3 note:

Oculus VR said:
Next week, the team is heading up to E3 in Los Angeles. We’ll be showing the second Oculus Rift development kit (DK2) running some of our favorite games and experiences at Booth 5222. If you’re at the show, stop by the South Hall and say Hello!
 
If you have a Rift DK1, do yourself a favor and check out the new VR experience from the Kite and Lightning guys (who also did The Cave and The Station):

http://blog.kiteandlightning.la/senza-peso-new-virtual-reality-experience-short-film/

SenzaPesoSplash.jpg


Fucking fantastic. A perfectly comfortable guided tour. Sensory overload levels of beauty.

If you're someone who doesn't have a DK1 and is waiting on a DK2, you best bookmark their page and hit it up once you're up and running. I'm sure they'll update all 3 of their demos for it and all of them are top notch, but this one especially. Just crazy. You need a pretty beefy rig to run it well though, it's UE4 and it's gorgeous from top to bottom.
 
If you're someone who doesn't have a DK1 and is waiting on a DK2, you best bookmark their page and hit it up once you're up and running. I'm sure they'll update all 3 of their demos for it and all of them are top notch, but this one especially. Just crazy. You need a pretty beefy rig to run it well though, it's UE4 and it's gorgeous from top to bottom.

Bookmarking right now, thanks! Can't wait to get my DK2
 
http://za.ign.com/e3-2014/75252/news/e3-2014-need-for-speed-burnout-developer-criterion

E3 2014: Need for Speed, Burnout Developer Criterion Reveals New ‘Action Sports’ Game

...
The game has no title yet, but the first-person, “action sports” title has vehicles at the center and Oculus VR on the mind.
...
Some of those ideas involve virtual reality, something Webster's team has been experimenting with for its mysterious new vehicle game. "Playing this prototype on Oculus is...is...awesome. We've always liked to be at the forefront of new technology, so when that stuff comes around you've got to embrace it. It just so happens that with the experience we've got, we have an incredible opportunity with a first-person experience."

Nice :)
 
Is there a difference in VR performance between AMD vs. Nvidia? Or is it the same as the general benchmarks+ VR performance hit.
 
That's a pretty decent price considering that this is a developer kit and not a mass produced model. Plus it's pretty high-end. The weight though...

They couldn't be subsidizing?
 
That's a pretty decent price considering that this is a developer kit and not a mass produced model. Plus it's pretty high-end. The weight though...

They couldn't be subsidizing?

Perhaps, but I don't think so. Even the original Kickstarter Oculus was only what, $300? They couldn't have had a way to subsidize them back there. Though the new model has more advanced components, I feel they might have the benefit of mass production to bring down price. It may genuinely be cheap (relative to what VR used to be) to build.
 
Is there a difference in VR performance between AMD vs. Nvidia? Or is it the same as the general benchmarks+ VR performance hit.

It's generally the same as general benchmarks + VR perf hit. It's not really doing anything special for graphics other than rendering the scene twice.

That's a pretty decent price considering that this is a developer kit and not a mass produced model. Plus it's pretty high-end. The weight though...

They couldn't be subsidizing?

Well as you said this is a developer kit. They've already said the consumer version is going to be slimmer, lighter, and simply better specs than the DK2.

As for subsidizing, that's very unlikely. You subsidize when you have additional ways to get money from the person later, and it's not like the Rift has any sort of subscriptions (like cell phones), nor will they have the only marketplace and they get a slice of the pie for every piece of content sold (like consoles). However, they've said that with the Facebook deal, they can now afford to sell the headset basically at cost. They'll find ways to make money such as making their own content (what Jason Rubin seems to be heading up), providing an official marketplace (but not forcing users to use it), etc. It's great because Oculus' main goal now is to just get as many people as possible to sell the headset, and they can make money after the fact. Pre-facebook deal, they would have had to make a profit because there is no way they would be able to have as large of a first party content team, marketplace team, etc as they can now have, so their main source of profit would have been mainly selling the hardware.
 
A lof interesting, new information in this article.

Also a bit of a bash on AntVR from Palmer himself.

Some quotes;

"The features of DK2 are actually pretty close to what's going to be in the consumer product, in terms of the kind of tracking, the wide field of view. But the consumer product's going to be thinner, lighter, better ergonomics, but also higher resolution and higher framerate, wider field of view. Pretty much improved in every specification."

"But for the consumer version we’re making every piece from the ground up. There isn’t a single piece from DK1 or DK2 that will go into it... I just really don’t care if people want it sooner, because we have to do it right, not soon."

"WHATEVER IT COSTS US TO MAKE, THAT IS WHAT WE’RE GOING TO SELL IT FOR"

"...ANTVR - they’re saying Oculus doesn’t have a consumer product yet, but our dev kit is better than what they’re selling to consumers. Just saying it’s for consumers doesn’t make it a good product."


http://www.stuff.tv/oculus/oculus-founder-tells-stuff-were-going-sell-rift-cost-price/news

So I'm guessing don't expect CV1 this year or even early next year.
 
I tried the Alien demo at E3 today. Unfortunately, the DK2 was not adjusted well to my face, so I did not benefit from a high FOV, as I could see the edges of the screen without trying. No, I was not scared, however I did end the demo with the alien right in my face, while I laughed hysterically, shooing the alien away. Control was really good, at least from my short play through. Apart from being able to look around, I could look around using the right thumbstick as well, and move with the left thumbstick.

I'll go back later in the week and attempt to try the platformer. Or does anyone want me to attempt to demo another?
 
I tried the Alien demo at E3 today. Unfortunately, the DK2 was not adjusted well to my face, so I did not benefit from a high FOV, as I could see the edges of the screen without trying. No, I was not scared, however I did end the demo with the alien right in my face, while I laughed hysterically, shooing the alien away. Control was really good, at least from my short play through. Apart from being able to look around, I could look around using the right thumbstick as well, and move with the left thumbstick.

I'll go back later in the week and attempt to try the platformer. Or does anyone want me to attempt to demo another?

Laughing hysterically because...?

What did you mean the DK2 was not adjusted well?

What other demos do they have?
 
Well, that means also that the CV1 won't be out in quite some time. I expect it to release Q3/Q4 2015.

Yea I had a feeling it would end up around there for a while now, since late last year. Definitely safe to say at this point that we'll probably get another cycle about as long as the DK1 -> DK2 cycle, which is looking to be about 16 months.

It's frustrating in one sense because back in late 2012 - early 2013 they similarly claimed, just as they still do today, that the consumer Rift would be out "in months, not years," which back then would technically have meant before the end of this year. The original absolute latest release of the Rift was supposed to be this fall and they probably aren't delivering on that.

But looking back to that time, even something like John Carmack joining was TOTALLY out of the question, let alone something like Mark Zuckerberg buying the company and injecting it with hundreds of millions of dollars, or the goal of CV1 attaining presence for that matter.

Also, developers need time to work with the new features. And I can see the advent of Morpheus convincing many VR developers to pursue both simultaneously, which in an indirect way mirrors alot of their most serious software development. It will benefit both in the end, getting more big publishers on board by offering multiplatform viability to VR games. October-November 2015 is my official guess at this point.
 
I tried the Alien demo at E3 today. Unfortunately, the DK2 was not adjusted well to my face, so I did not benefit from a high FOV, as I could see the edges of the screen without trying. No, I was not scared, however I did end the demo with the alien right in my face, while I laughed hysterically, shooing the alien away. Control was really good, at least from my short play through. Apart from being able to look around, I could look around using the right thumbstick as well, and move with the left thumbstick.

I'll go back later in the week and attempt to try the platformer. Or does anyone want me to attempt to demo another?

Was it at all cool/immersive..? I lost it earlier when I found out Isolation was supporting it, but kind of sounds like it's not great. I'm trying to decide whether or not I should cancel my DK2 preorder and pick up a PS4, or hold onto the DK2 for Isolation.
 
Was it at all cool/immersive..? I lost it earlier when I found out Isolation was supporting it, but kind of sounds like it's not great. I'm trying to decide whether or not I should cancel my DK2 preorder and pick up a PS4, or hold onto the DK2 for Isolation.

Every other impression I've read or seen said it was fantastic.
 
Yea I had a feeling it would end up around there for a while now, since late last year. Definitely safe to say at this point that we'll probably get another cycle about as long as the DK1 -> DK2 cycle, which is looking to be about 16 months.

It's frustrating in one sense because back in late 2012 - early 2013 they similarly claimed, just as they still do today, that the consumer Rift would be out "in months, not years," which back then would technically have meant before the end of this year. The original absolute latest release of the Rift was supposed to be this fall and they probably aren't delivering on that.

But looking back to that time, even something like John Carmack joining was TOTALLY out of the question, let alone something like Mark Zuckerberg buying the company and injecting it with hundreds of millions of dollars, or the goal of CV1 attaining presence for that matter.

Also, developers need time to work with the new features. And I can see the advent of Morpheus convincing many VR developers to pursue both simultaneously, which in an indirect way mirrors alot of their most serious software development. It will benefit both in the end, getting more big publishers on board by offering multiplatform viability to VR games. October-November 2015 is my official guess at this point.

I am completely fine with this since this basically makes the DK2 worth it in so many more ways.
 
Yea I had a feeling it would end up around there for a while now, since late last year. Definitely safe to say at this point that we'll probably get another cycle about as long as the DK1 -> DK2 cycle, which is looking to be about 16 months.

It's frustrating in one sense because back in late 2012 - early 2013 they similarly claimed, just as they still do today, that the consumer Rift would be out "in months, not years," which back then would technically have meant before the end of this year. The original absolute latest release of the Rift was supposed to be this fall and they probably aren't delivering on that.

But looking back to that time, even something like John Carmack joining was TOTALLY out of the question, let alone something like Mark Zuckerberg buying the company and injecting it with hundreds of millions of dollars, or the goal of CV1 attaining presence for that matter.

Also, developers need time to work with the new features. And I can see the advent of Morpheus convincing many VR developers to pursue both simultaneously, which in an indirect way mirrors alot of their most serious software development. It will benefit both in the end, getting more big publishers on board by offering multiplatform viability to VR games. October-November 2015 is my official guess at this point.

To be fair, their plans have been heavily modified based on the things that have happened to them.

In a sense, their initial plans would've been something along the lines of - let's sort out the most pressing issues of VR (nausea, lack of translation tracking, parts supply) - that'll be the consumer release. Then we can build on there for better VR.

Implicit to that reasoning was that, that's how they'd make the money to make VR better and more right.

Of course, now that they have such a massive amount of backing - the priority has shifted from a strategic stepping up to something more akin to a platform launch. I wouldn't be surprised if they're developing controllers to launch alongside the CV1 at this point.

And their motivation for getting it right is because they really want this to be the 'last time VR launches' - as opposed to the missteps that occured in the 80s and 90s. Which is understandable; the future of VR, computing technology itself is riding on the success of its launch. It makes sense that they want their iPhone moment to wash away the stains on the memory of VR.
 
Well, that means also that the CV1 won't be out in quite some time. I expect it to release Q3/Q4 2015.
Why do you think that, when he says right out "The next six months is going to be crazy...we’ve got a lot of stuff going on." That sounds more like he's trying to get it done by Christmas.
 
To be fair, their plans have been heavily modified based on the things that have happened to them.

In a sense, their initial plans would've been something along the lines of - let's sort out the most pressing issues of VR (nausea, lack of translation tracking, parts supply) - that'll be the consumer release. Then we can build on there for better VR.

Implicit to that reasoning was that, that's how they'd make the money to make VR better and more right.

Of course, now that they have such a massive amount of backing - the priority has shifted from a strategic stepping up to something more akin to a platform launch. I wouldn't be surprised if they're developing controllers to launch alongside the CV1 at this point.

And their motivation for getting it right is because they really want this to be the 'last time VR launches' - as opposed to the missteps that occured in the 80s and 90s. Which is understandable; the future of VR, computing technology itself is riding on the success of its launch. It makes sense that they want their iPhone moment to wash away the stains on the memory of VR.

There's not gonna be an iPhone "moment" if you're talking about sales. The Rift will require a beefy rig for one which not many people will have.
 
To be fair, their plans have been heavily modified based on the things that have happened to them.

In a sense, their initial plans would've been something along the lines of - let's sort out the most pressing issues of VR (nausea, lack of translation tracking, parts supply) - that'll be the consumer release. Then we can build on there for better VR.

Implicit to that reasoning was that, that's how they'd make the money to make VR better and more right.

Of course, now that they have such a massive amount of backing - the priority has shifted from a strategic stepping up to something more akin to a platform launch. I wouldn't be surprised if they're developing controllers to launch alongside the CV1 at this point.

And their motivation for getting it right is because they really want this to be the 'last time VR launches' - as opposed to the missteps that occured in the 80s and 90s. Which is understandable; the future of VR, computing technology itself is riding on the success of its launch. It makes sense that they want their iPhone moment to wash away the stains on the memory of VR.

Yep, the goals have grown exponentially. Progress is still hurdling forward at an incredible rate all things considered. If you said to me in 2012 that CV1 would be 1440p, 90+Hz Low persistence, and under 20ms overall latency I'd have laughed right in your face. Now it looks like we're all but guaranteed to get that by the end of next year. Insane.
 
There's not gonna be an iPhone "moment" if you're talking about sales. The Rift will require a beefy rig for one which not many people will have.

If it has a built in graphics chip it might. Remember they said that what seemed impossible before the Facebook acquisition, is now possible, whatever the cost. It wouldn't surprise me if they integrated mobile graphics tech in the headset itself, that could run all kinds of apps like Movie Theater to games with more simple graphics. That would be ideal to reach the mass market.
 
Why do you think that, when he says right out "The next six months is going to be crazy...we’ve got a lot of stuff going on." That sounds more like he's trying to get it done by Christmas.
They don't have DK2 out yet, and they're rebuilding CV1 from the ground up. It's going to be a while.
 
I tried the Alien demo at E3 today. Unfortunately, the DK2 was not adjusted well to my face, so I did not benefit from a high FOV, as I could see the edges of the screen without trying. No, I was not scared, however I did end the demo with the alien right in my face, while I laughed hysterically, shooing the alien away. Control was really good, at least from my short play through. Apart from being able to look around, I could look around using the right thumbstick as well, and move with the left thumbstick.

I'll go back later in the week and attempt to try the platformer. Or does anyone want me to attempt to demo another?

You should see if you can try the Morpheus, and give us some impressions in comparison to DK2.
 
And yeah, Holiday 2015 seems like the best bet for VR to finally launch. Oculus, Sony, Samsung and anybody else will be ready by then, if not a bit before.

Hopefully 120 degree field of view minimum! They are always cagey when asked about the FOV.
 
Yep, the goals have grown exponentially. Progress is still hurdling forward at an incredible rate all things considered. If you said to me in 2012 that CV1 would be 1440p, 90+Hz Low persistence, and under 20ms overall latency I'd have laughed right in your face. Now it looks like we're all but guaranteed to get that by the end of next year. Insane.

End of next year... Seems so far away... Lol
 
There's not gonna be an iPhone "moment" if you're talking about sales. The Rift will require a beefy rig for one which not many people will have.

I don't think it'll be out of the ball park... 6 million iPhones sold in the first 15 months of its existence.

By drawing out the timeline for VR launch, you build anticipation, as well as help people save money for their new rigs.

And by broadening VR outside of gaming, it'll have consumers raring to go from many directions.

If they can put together a 'VR OS' of sorts before launch, then they'll be able to congeal the benefits of the VR form factor into a polished congruent form (i.e. been able to browse the web, or watch movies, etc with a virtual background - maybe a HOME style apartment where you can collect trinkets from the achievements of other VR games, and then launch into VR applications from there).

I'd say 1 million in its first year wouldn't be out of the question.
 
You need a pretty beefy rig for this - pushing 1080P onto essentially two screens.

Do not forget, many MANY households have moved away from PCs to laptops, tablet, and mostly cell phones. There are nowhere near as many desktops in homes as there used to be and a large part of what is there is nowhere near up to spec.

This will be strictly enthusiast for several years once it goes live. If they can ramp up the 3D content with and adequate controller, and maybe a standalone device/box they have a shot at deeper penetration.
 
What's with the chromatic aberration-like effect I'm seeing in all these OR demos?
This is basically "reverse chromatic aberration". Because the optics of the lenses create a chromatic aberration effect near the edges, the SDK can automatically compensate for this by creating a radial chromatic reversal as mapped by the lens shape. It's a newer feature, added in SDK 0.2.5.

In the Rift, you don't see it at all.

For reference, I tried out the Alien demo and Luckey's Tale today. Luckey's Tale was GREAT. You could pick stuff up, and control the resulting targeting arc simply by looking around. Third-person stuff is just fine with the Oculus. = D

Gonna try Super Hot tomorrow. Dat VIP list. ;)
 
This is basically "reverse chromatic aberration". Because the optics of the lenses create a chromatic aberration effect near the edges, the SDK can automatically compensate for this by creating a radial chromatic reversal as mapped by the lens shape. It's a newer feature, added in SDK 0.2.5.

In the Rift, you don't see it at all.

For reference, I tried out the Alien demo and Luckey's Tale today. Luckey's Tale was GREAT. You could pick stuff up, and control the resulting targeting arc simply by looking around. Third-person stuff is just fine with the Oculus. = D

Gonna try Super Hot tomorrow. Dat VIP list. ;)

Huh, okay, that's interesting.
 
If it has a built in graphics chip it might. Remember they said that what seemed impossible before the Facebook acquisition, is now possible, whatever the cost. It wouldn't surprise me if they integrated mobile graphics tech in the headset itself, that could run all kinds of apps like Movie Theater to games with more simple graphics. That would be ideal to reach the mass market.

It's not outside the realm of possibility. It's been one of Carmack's main efforts; why else put such high-grade manpower on the job if you're not going to use it?
 
You need a pretty beefy rig for this - pushing 1080P onto essentially two screens.

Do not forget, many MANY households have moved away from PCs to laptops, tablet, and mostly cell phones. There are nowhere near as many desktops in homes as there used to be and a large part of what is there is nowhere near up to spec.

This will be strictly enthusiast for several years once it goes live. If they can ramp up the 3D content with and adequate controller, and maybe a standalone device/box they have a shot at deeper penetration.

Not really. Oculus' recommended requirements for DK2 is a PC that can play current games at 1920x1080 at 75fps. Now if you're talking about something conventional like Metro:LL, then that's quite a lot of power, but Technolust or other Oculus Rift games are not tough to push at those frame rates. Plus of course, you can just turn down features until the frame rate is sufficient. Presence does not require extreme detail.

It's not accurate to simply say the scene is rendered twice. This gives a false impression of rendering power needed. Rift uses a technique that means most data from the first rendered frame is reused for the second. Only the vertex data is recalculated as there's no need to waste render time drawing a nearly identical frame from scratch.

Rift will be niche for some time, but more likely because of the product's technical nature and the fact you have to wear a HMD.
 
It's not accurate to simply say the scene is rendered twice. This gives a false impression of rendering power needed. Rift uses a technique that means most data from the first rendered frame is reused for the second. Only the vertex data is recalculated as there's no need to waste render time drawing a nearly identical frame from scratch.

Does this mean that the overhead required for the Rift is lower than Nvidia's 3D Vision?
 
Does this mean that the overhead required for the Rift is lower than Nvidia's 3D Vision?

Mostly yes, much less performance should be required for Rift. But Nvidia's 3D vision doesn't use one single technique, it depends on the game and what the developer decided to implement.

For most games supported, Nvidia's 3D Vision requires you to run the game at the equivalent of 120fps for the best experience, but there are some games that use a similar technique to the one employed by the Rift and require less performance. I believe Crysis 2 is one such title, but there aren't many.
 
To be fair, their plans have been heavily modified based on the things that have happened to them.

In a sense, their initial plans would've been something along the lines of - let's sort out the most pressing issues of VR (nausea, lack of translation tracking, parts supply) - that'll be the consumer release. Then we can build on there for better VR.

Implicit to that reasoning was that, that's how they'd make the money to make VR better and more right.

Of course, now that they have such a massive amount of backing - the priority has shifted from a strategic stepping up to something more akin to a platform launch. I wouldn't be surprised if they're developing controllers to launch alongside the CV1 at this point.

And their motivation for getting it right is because they really want this to be the 'last time VR launches' - as opposed to the missteps that occured in the 80s and 90s. Which is understandable; the future of VR, computing technology itself is riding on the success of its launch. It makes sense that they want their iPhone moment to wash away the stains on the memory of VR.

I'm not sure they can do a 'big bang' launch whatever the quality - you need to be sold on what it can do, and have a big rig to drive it. So the initial addressable audience is going to be people already aware of what OR is.

I think they could 'soft' launch early without necessarily tons of software support - look at earlier goggles which barely had one title with passable support (eg descent). If we wait until there are lots of bespoke titles written specifically for it, we'll be waiting forever.

arguably iphones 'moment' wasn't the launch of the iphone, but rather the launch of the app store a couple of years later. I wouldn't have wanted them to hold off on launching the iphone for two years though - that interim period was still worth having the product

Get it out there, get people using it, and start iterating.
 
Laughing hysterically because...?

What did you mean the DK2 was not adjusted well?

What other demos do they have?


I was laughing hysterically becuase the alien had grab my character swiftly, enough to startle me to physically lunge back. It was an exhilarating moment.

As for the other question, the DK2 did not fit my face very well, as I could see the edges of the screen, this is what I meant. They had the following demos with four stations for each: Superhot, Lucky's Tale, Eve Valkyrie, and Alien: Isolation.

Was it at all cool/immersive..? I lost it earlier when I found out Isolation was supporting it, but kind of sounds like it's not great. I'm trying to decide whether or not I should cancel my DK2 preorder and pick up a PS4, or hold onto the DK2 for Isolation.

Since the DK2 was not adjusted as well for me, I did not feel immersed as the demo felt unrealistic aside from depth for me. However it was cool and while I felt I was not immersed within the world, the demo still was able to give me an exhilarating feeling I don't normally feel in games. Just remember, the DK2 is not a retail product and is not the final indication of what the OR can achieve with the right engineering.

You should see if you can try the Morpheus, and give us some impressions in comparison to DK2.

There appeared to be even fewer Morpheus demo stations than what Oculus had. And it may have been for VIP or some such. I don't know, it was my first time at E3, so I don't know how these things work. I'll see what I can do though.


I'll also attempt to give Control VR a try as well, however it may not be today, as they were giving 15 minute demos. Essentially, it was a long wait.
 
This is basically "reverse chromatic aberration". Because the optics of the lenses create a chromatic aberration effect near the edges, the SDK can automatically compensate for this by creating a radial chromatic reversal as mapped by the lens shape. It's a newer feature, added in SDK 0.2.5.

In the Rift, you don't see it at all.

For reference, I tried out the Alien demo and Luckey's Tale today. Luckey's Tale was GREAT. You could pick stuff up, and control the resulting targeting arc simply by looking around. Third-person stuff is just fine with the Oculus. = D

Gonna try Super Hot tomorrow. Dat VIP list. ;)
What do you think of the DK2 in person?
 
This is basically "reverse chromatic aberration". Because the optics of the lenses create a chromatic aberration effect near the edges, the SDK can automatically compensate for this by creating a radial chromatic reversal as mapped by the lens shape. It's a newer feature, added in SDK 0.2.5.

In the Rift, you don't see it at all.
Thank you very much for the explanation. I've been worrying like crazy because it seemed like CA is being used in far too many a Rift demo. Phew.
 
Hey guys, Im thinking about pulling the trigger on a kit.. are they shipping yet.. or is the wait months?

Regarding DK2, on the Oculus Reddit, someone stated that DK2's are set to start shipping mid July around the 15th or 16th.

Ah I see, so what do u think the time would be if I ordered one now?

What was the wait like for the DK1?
 
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