The Tech Report got a chance to play with the new Oculus Rift prototype called Crystal Cove, proving once again life is anything but fair. The 720p LCD has been replaced with a 1080p AMOLED display with significantly reduced pixel response times which should reduce the nausea and vertigo experienced by users of the previous prototype. That is not the only upgrade, they've created a low persistence mode which helps mitigate the ghosting present on previous models and implemented variable refresh rates though they declined to discuss the technology used to acheive that effect. Check out more in the full article but expect to end up jealous.
"The absolute highlight of last year's CES was getting a first look at an Oculus Rift prototype. Strapping on a Rift for the first time is a mind-blowing experience. It will change your view of what's possible in gaming in the next 5-10 years.
Naturally, then, when it came time to plan for CES 2014, I made sure to schedule some time with the folks at Oculus to see what they—and especially new Oculus CTO John Carmack—have been doing."
Here is some more Tech News from around the web:
- Microsoft reanimates Windows XP's corpse @ The Inquirer
- Security holes in Word, the Windows kernel and Adobe Flash. Party like it's Patch Tuesday again @ The Register
- Oracle spoils your day with NEARLY 150 patches @ The Register
- Rarin' to buy an Ubuntu phone? Maybe not until 2015, Canonical man says @ The Register
- TSMC expects another record year @ DigiTimes
- Starbucks digital wallet app for iPhone has a major security flaw @ The Inquirer
- Sony Smartwatch 2 @ The Inquirer
- Tenda W1800R Wireless AC1750 Dual-Band Gigabit Router @ NikKTech
- Techies CAN sue Google, Apple, Intel et al accused of wage-strangling pact @ The Register
- U Mobile Announces New Surprises For The New Year!
With regards to the “variable
With regards to the “variable refresh rates” that is incorrect. At least based on the interview with the creator.
He said that basically instead of having the frame on screen till the next frame is delivered, (lets say 16ms for 60FPS), it shows the image for a significantly lower period (lets say 2ms) then the screen goes blank.
Reasoning behind this is that during the 16ms display (untill next frame) your head is in constant motion, yet what is on the screen is not refreshed. Therefore from 2 to 16ms, the image is not in sync with what you are expecting. having it on for a shorter period of time doesn’t strain your brain, reducing fatigue and any disorientation.
It is very similar to what
It is very similar to what old CRT monitor did. It is the same as ULMB mode in new g-sync monitors or what 2d lightboost trick does in some nvidia 3d 2 certified monitors.
Teasing what Scott mentioned
Teasing what Scott mentioned ….
"I had to wonder if Oculus has been experimenting with G-Sync-like dynamic refresh rates, as well. (They totally are.) Sadly, the Oculus rep handling our demo wasn't willing to discuss that subject."
Low persistence and dynamic/variable refresh rates may be two different features working together. We shall see (I HOPE!)
I though variable refresh
I though variable refresh ratest (G-Sync, Freesync) continuously adjusted the screens refresh rates, it did not introduce any blanked screens like with low persistance.
Well what ever it was, the main importance is that they have improved the screens performance and the final product will be a leap over the Dev Kit 1. Can’t wait to get my hands on Dev Kit 2 😉
Is there any news when or if
Is there any news when or if a Dev kit 2.0 will be released anytime soon?