10 votes

After canceling ‘Rift 2’ overhaul, Oculus plans a modest update to flagship VR headset

7 comments

  1. zlsa
    Link
    Quick rundown of events: Last week, former Oculus CEO Brendan Iribe left the company, and TechCrunch published an article about it, stating that the upcoming desktop "Rift 2" headset was...
    • Exemplary

    Quick rundown of events:

    Last week, former Oculus CEO Brendan Iribe left the company, and TechCrunch published an article about it, stating that the upcoming desktop "Rift 2" headset was cancelled. While Facebook hasn't directly confirmed the cancellation, there are reports that Iribe wasn't interested in a "race to the bottom" and was leading a team developing a next-generation VR device.

    Instead, it appears that Oculus is moving forward with an incremental Rift update with slightly improved optics, facial interface, and displays; notably, this new device will apparently feature "inside-out tracking". With inside-out tracking, the cameras are mounted on the headset itself, and they track your controllers and the environment; with outside-in tracking (as seen in the current-generation Rift and HTC Vive, using Valve's Lighthouse tracking technology), the sensors are placed in your room and track your headset and controllers from the outside.

    There are upsides and downsides to both approaches; however, the primary differences are that inside-out tracking is generally more computationally intensive and less accurate, with blind spots behind your head (where the headset-mounted cameras cannot see), while outside-in tracking is more mechanically complex (you typically need at least two more external tracking sensors) and difficult to transport for demos, etc. (since you need to recalibrate the position of the sensors whenever they are relocated.) In addition, Oculus Constellation (their name for outside-in tracking on the Rift) needs three sensors for roomscale tracking, and each sensor uses a lot of USB bandwidth since the sensor is essentially a high-definition, high-framerate camera. From what I've seen, sensor bandwidth issues are commonplace, and often show up on computers that have more than enough USB ports, because the ports are internally wired into a hub, dramatically reducing total throughput.

    As I see it, going inside-out is primarily designed to reduce the complexity and costs for Oculus: they no longer need to design external sensors or deal with motherboard/USB hub issues. Instead, they can focus on only one long-term tracking system and improve the software to make up for some of the issues with inside-out tracking.

    12 votes
  2. [6]
    alexandre9099
    Link
    Well, they could instead of just spitting stuff to the market or adding useless features to oculus home, do a minimally useable driver for linux, i (and the whole linux community) would apreciate...

    Well, they could instead of just spitting stuff to the market or adding useless features to oculus home, do a minimally useable driver for linux, i (and the whole linux community) would apreciate that and i would almost for sure buy more oculus hardware (even though oculus is from facebook and the sensors are literally cameras), without support i'll search for who supports me

    4 votes
    1. [5]
      zlsa
      Link Parent
      I would also love Linux support. But the potential income from supporting Linux (which, let's face it, is practically zero) isn't even worth pursuing when compared to the income from a mainstream...

      I would also love Linux support. But the potential income from supporting Linux (which, let's face it, is practically zero) isn't even worth pursuing when compared to the income from a mainstream VR "console".

      When I got my Rift, I seriously considered getting a Vive instead. But it was $550 (now $500), and the wands are understood to be awful compared to the Oculus Touch. Knuckles are coming out Soon™, but I'm estimating them to be at least $100. Linux support with SteamVR is seriously lacking, with severe stutter and tracking issues (and this was on a Threadripper with a 1080Ti.) So at the end of the day, the Oculus Rift is around $200 cheaper than a "comparable" SteamVR system (Vive + Knuckles), and it can play all of the SteamVR games as well. And at least I can say that I buy all my VR games on Steam :)

      1. [4]
        alexandre9099
        Link Parent
        Yeah, i understand that, i also was undecided between rift and vive (vive was near 800€ and rift near 450€). But oculus (before FB) had linux support, FB just decided to drop it. With proton, most...

        Yeah, i understand that, i also was undecided between rift and vive (vive was near 800€ and rift near 450€).

        But oculus (before FB) had linux support, FB just decided to drop it. With proton, most windows only VR games work on linux, if they had simple drivers (i don't give a shit about that oculus home thing. Is it nice? it is. Is it useful? Nope) we could have windows games with positional tracking on linux. Now we have an okish support, it "works" but without positional tracking (thanks to OpenHMD team). Godot seems to integrate quite well with OpenHMD (and rift), but yeah, no pos tracking totally breaks the immersion

        1 vote
        1. [3]
          zlsa
          Link Parent
          Godot actually has a plugin that provides native Oculus support (for Windows), which uses the Oculus API directly instead of going through OpenVR. I've used it and can confirm that it works perfectly.

          Godot actually has a plugin that provides native Oculus support (for Windows), which uses the Oculus API directly instead of going through OpenVR. I've used it and can confirm that it works perfectly.

          1 vote
          1. [2]
            alexandre9099
            Link Parent
            do you create games with godot or is it just for fun? I'm looking into creating one (likely horror/stealth) with some friends of mine :)

            do you create games with godot or is it just for fun? I'm looking into creating one (likely horror/stealth) with some friends of mine :)

            1. zlsa
              Link Parent
              I've created some prototypes in Godot, but no games. I've been super happy with it. It solves most of the problems that Unity has (like nested prefabs, a clean and simple 2D mode, great UI layout...

              I've created some prototypes in Godot, but no games. I've been super happy with it. It solves most of the problems that Unity has (like nested prefabs, a clean and simple 2D mode, great UI layout engine, etc.)

              2 votes