Facebook CEO Mark Zuckerberg: ‘Oculus Quest Completes Company’s First-Gen Lineup’

Oculus Quest, the newly announced standalone 6DOF VR headset (ex-Project Santa Cruz), completely stole the show at this year’s Oculus Connect with the promise of offering some very Rift-like experiences in a mobile form-factor. There was a torrent of news surrounding the headset and its upcoming apps like SUPERHOT VR, but what seemed to fall through the cracks was the revelation that Oculus Quest marks the end of the company’s first-gen hardware.

“With Oculus Quest, we will complete our first generation of VR products,” Facebook CEO Mark Zuckerberg said.

Oculus Quest is due to launch sometime in Spring 2019 at $400 for the 64 GB version, including a pair of optically-tracked controllers, also dubbed ‘Touch’ like the Rift’s controllers. Tracking is handled by on-board, head-mounted sensors, so there’s no need for a PC or external sensors.

Photo by Road to VR

At Connect, Zuckerberg outlined that the company will be pushing forward with the three hardware platforms—Oculus Go, Oculus Quest, and Oculus Rift—as definitive classes of devices that will eventually see new versions in the second generation.

“So from here we’re going to make big leaps in tech and content for the future generations for each of these products,” Zuckerberg continued. “We’re going to build each of these as platforms, so everything that you build for them today is going to work on future versions of these devices. This is all still early, but [Go, Quest, and Rift] is the basic road map.”

You can view the full day-one keynote here on YouTube.

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Notably, this means Oculus Go, the company’s standalone headset which has the same basic functionality of a Samsung Gear VR, likely won’t be subsumed by Quest, but rather continuing onward to fill the place of the company’s most affordable VR headset. Oculus CTO John Carmack has even outlined a few items o the company’s wishlist for Go’s second generation, further driving the point home that Go is here to stay.

While it’s simply too early to tell what’s in store for the second generation of Quest, Facebook revealed at the F8 dev conference a high-FOV varifocal prototype headset, dubbed Half Dome. Some of that tech, Oculus Chief Scientist Michael Abrash says, shouldn’t be expected in a product anytime soon though, although it certainly looks like a Rift 2.0 will be the company’s next product—whenever that is.

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Oculus to Scrap Trackpads on Santa Cruz Controllers in Favor of Buttons & Sticks

At GDC 2018 this week, Oculus revealed some additional details surrounding their high-end standalone VR headset prototype, Santa Cruz. Among those details, the company plans to replace the current controllers’ trackpads with buttons and sticks, much like the Rift.

Santa Cruz has been mostly impressive, but it did seem like an odd choice that the company chose to use a trackpad on the controllers (which are very similar the the Touch controllers), especially considering that many people seem to prefer the button and stick layout of Touch over trackpad VR controllers like the Vive’s wands and the Gear VR controller.

During a session at GDC 2018, Oculus said that one consistent piece of developer feedback that they heard from Santa Cruz demos was that developers wanted standard input between Rift and Santa Cruz, ostensibly so that it’s easier to develop games that are cross-compatible with both headsets.

The company showed a picture of an early prototype of the Santa Cruz controller which appeared to consist of an Oculus Remote with a tracking ball attached to the top. The next image showed the later trackpad prototype, which looks like a Touch controller but with the tracking ring inverted. And finally, an image showing what appears to be the latest prototype, a similar looking inverted Touch controller but this time with buttons and sticks.

This trackpad version of the Santa Cruz controller will be changed to sticks and buttons | Image courtesy Oculus

Oculus confirmed they are showing off the Santa Cruz prototype to developers behind closed doors during GDC this week; here’s our hands-on thoughts with the prototype from last year.

While the company isn’t ready to divulge the full details of the headset, like what it might look like when it’s fully productized, or what it will cost, “pretty soon you won’t be able to get us to shut up about this device,” Chris Pruet, Oculus’ Head of Development Engineering, teased.

“If you were to pull it apart and look at its components it would look a little like Oculus Go, but that description of it sells it short. It’s actually a completely different type of device,” he said on stage. “We took many of our ideas from Oculus Go and unlocked them on Santa Cruz.”

Chris said the headset was designed for lots of heat dissipation and allows the hardware to run at clock rates than any similar device he’s seen. The implication seemed to be that Santa Cruz is closer to a standalone version of the Rift than an upgraded version of the Go. But considering Santa Cruz is running (as far as we know) mobile hardware, it’ll be up to users to decide where it really falls in terms of graphics and performance between Go and Rift.

The post Oculus to Scrap Trackpads on Santa Cruz Controllers in Favor of Buttons & Sticks appeared first on Road to VR.

GDC 2018: ‘Inside Oculus 2018’ Session, Live Blog @9:30AM PDT

GDC 2018 is in full swing and we kick of Wednesday with a Live Blog of Oculus’ “Inside Oculus 2018” session, which is set to give developers an insight into the Facebook owned VR company’s hardware and software road map for the year.

Presented by Ross O’Dwyer (Director of Engineering), Jason Rubin (VP Content), Chris Pruett (Head of Development Engineering), Ruth Bram (Producer, Oculus Studios) this GDC session is described as “an inside look at what’s coming across the Oculus ecosystem in 2018, from Rift, mobile and new standalone devices to the advancements, services, and tools helping developers define the next wave of immersive gaming.”

With some interesting new hardware hoving into view this year with the mobile, entry-level Oculus Go and the wireless Oculus Rift ‘Santa Cruz’ headsets, there’s quite a bit for developers to prepare for. With luck we’ll learn new information on these devices and Oculus’ plans for then in 2018/2019.

The talk is taking place today at 9:30AM PDT (local time here), and will go for approximately an hour. Road to VR Executive Editor Ben Lang will be manning the keyboard, so get ready for speedy fingers and insightful commentary. Updates will appear below, no need to refresh your browser:

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Oculus Connect 4 Day 1 Roundup: Oculus Go, Rift Price Drop, New ‘Santa Cruz’ Prototype, and More

The opening keynote at the fourth annual Oculus Connect developer conference delivered several new product announcements from Facebook CEO Mark Zuckerberg, VP of Virtual Reality Hugo Barra, and others. This included new standalone VR hardware, a new price for the Rift, and many software and game reveals.

Affordable standalone headset ‘Oculus Go’ revealed:

Image courtesy Oculus

At $199, Oculus Go is a low-cost, all-in-one standalone headset launching in early 2018. On stage, Hugo Barra claimed that the headset was designed to deliver the “best visual clarity of any product we’ve ever built”, using a “fast-switch LCD” at 2560×1440 and an “all-new, custom optical design”. The lenses are an evolution of the ‘hybrid’ optics found in the current Rift. Sharing the same controller input set as Gear VR – a single controller and rotational-only tracking – apps will be “binary compatible”, working on both systems. Essentially, Oculus Go is an enhanced, standalone version of Gear VR.

Project Santa Cruz developer kits coming in 2018, we go hands-on:

Image courtesy Oculus

Described as the “first, complete, standalone VR system with full inside-out tracking and hand presence”, Santa Cruz developer kits will be available next year. The company revealed various improvements to the latest prototype, including brand new 6-degrees-of-freedom controllers, similar to Touch. Unlike Oculus Go, Santa Cruz is designed as a high-end, standalone system, with full positional tracking on both headset and controllers, but will be limited by the performance of its on-board mobile PC. Check out our hands-on impressions here.

‘Oculus Dash’ is a total interface overhaul, supports desktop apps:

Nate Mitchell, Head of Rift, described how Oculus has been rebuilding the core software from the ground up over the past year, introducing various improvements to ‘Rift Core 2.0’. Most significantly, Oculus Dash is a total overhaul of the Rift user interface, designed specifically for motion input. It combines the existing functionality of Home and the Universal Menu, while allowing access to traditional desktop apps. Mitchell claims Dash will offer “best in class performance and visual quality,” for PC apps in VR, setting the platform “on a path to replacing real monitors entirely.”

Oculus Home also completely rebuilt:

The Rift Core 2.0 update also brings a brand new Oculus Home space, with a more realistic visual design, with “state of the art lighting” and “dynamic soft shadows”, powered by Unreal Engine 4. This is customisable with toys, furniture, artwork and achievements, and is designed to be a persistent, social space, with the potential to create shared spaces in the future.

Rift receives permanent price cut:

Photo by Road to VR

Hugo Barra, Vice President of Virtual Reality at Oculus announced a permanent price cut of the Rift and Touch bundle to $399. The package still includes the same hardware bundle of headset, two sensors, two Touch controllers, and “six free apps” – although there are actually several more free apps available on the Store.

Echo Arena FPS Expansion, more Lone Echo coming:

image courtesy Ready at Dawn

Following the success of Ready at Dawn’s sci-fi adventure Lone Echo (2017) and standalone multiplayer mode Echo Arena, the studio has confirmed a new multiplayer, first-person shooter experience coming in 2018 called Echo Combat. In addition, more single player content for Lone Echo is on the way, continuing the adventure of Captain Olivia and Jack.

Respawn Entertainment developing Rift-exclusive VR title:

Oculus’ Head of Content Jason Rubin’s closing announcement was that Respawn Entertainment, ex-Call of Duty developers and creators of Titanfall, are building a major new VR title for Oculus Rift. The game is due to launch in 2019, and Respawn director Peter Hirschmann offered a few details on their blog.

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Hands-on: Oculus’ Wireless ‘Santa Cruz’ Prototype Makes Standalone Room-scale Tracking a Reality

On stage at Oculus Connect 2016, Facebook CEO Mark Zuckerberg teased that Oculus is developing a new, standalone, wireless VR headset with inside-out positional tracking. Following the keynote, I was whisked away behind closed doors to see the so-called ‘Santa Cruz’ prototype in action.

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A big “NO CAMERAS” sign is not something that I usually see as a member of press, yet it’s the first thing that greeted me after I was hurried through a nondescript pair of doors at the San Jose Convention Center.

Inside the doors, and next to the “NO CAMERAS” sign was another door set against a blank, black facade; a room within a room. Up to this point I hadn’t even been told what I was about to see. So I was a little confused upon entering the second door to find a brightly lit, carpeted, and perfectly kept living room that looked like something out of a swanky San Francisco apartment.

Inside were two men, both members of Oculus’ computer vision team, holding what looked like a Rift headset that had an unfamiliar faceplate and a growth coming out of the back, not to mention a lack of any wire stretching to a nearby PC, as all other Rifts have.

oculus-santa-cruz-prototype-1

This was Oculus’ Santa Cruz prototype, a ‘feature prototype’ demonstrating, for the first time, the company’s inside-out tracking technology.

As I noted in a recent article, robust inside-out positional tracking is a huge technical hurdle, and would be a game changer for both virtual reality and augmented reality.

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Microsoft has made huge strides in this department with HoloLens, and now Oculus is demonstrating a fully self-contained wire-free VR headset prototype with positively impressive room-scale inside-out tracking.

zuckerberk-oc3-inside-out-tracking

 

 

I may not have been able to take pictures of the headset, but we did see it briefly in a video during the Connect keynote that happened just before (which is where the photos of the unit in this article come from).

The Santa Cruz prototype is a modified Oculus Rift which has on-board compute, display, and tracking. The bump in the rear of the headset houses the battery and the tiny computer powering the visuals, audio, and tracking. The unfamiliar faceplace has a chamfered bezel with small camera lenses protruding at each of the four corners.

oculus-santa-cruz-prototype-5I pulled the headset over my eyes and was standing on a metal platform of about 10×12 feet with a railing surrounding it. The Oculus computer vision developers showing me the demo encouraged me to walk around the space. As I did, the headset seemed to track me perfectly as I moved through the real and virtual rooms; it felt almost exactly like the quality tracking you would expect from Oculus’ outside-in Rift solution.

When I approached the edges of the metal platform a blue grid representing my real-world boundary appeared in front of me. So long as I didn’t pass through the grid, I didn’t risk bumping into any of the furniture or walls of the real room.

My view of the metal platform faded away to black and then a new scene of a cartoon town made from construction paper faded into view. I walked around the entire space that was available to me, shook my head rapidly, and twisted it back and forth in an effort to try to get the tracking to hitch, but it refused.

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Onto the next scene, I became more confident in the tracking and started to move around a little faster, quickly forgetting about the room around me and being able to not worry about bumping into anything thanks to the safety of the grid. I moved in close to walls and objects to stare at them and see if I could detect any jitter but saw almost nothing. At this point, I decided to see how the system would handle things if I jumped into the air, but that didn’t phase it either.

The only times I was able to get the system to show a bit of jitter was when I knelt down and put my head about a foot from the floor, staring straight down at it. Here I was able to detect a bit of jitter when I held my head still and stared carefully at the ground, but not only was not very small, it’s a situation that’s unlikely to happen in the course of normal gameplay. When I stood back up, the tracking returned immediately to it’s seemingly perfect performance.

oculus-santa-cruz-prototype-3

When it comes to VR, Oculus’ Santa Cruz prototype is easily the best I’ve ever seen. In my short time with it, it appeared even better than PlayStation VR’s outside-in tracking, and nearly as good as the high-performance tethered Rift solution.

 

The Oculus computer vision developers who were showing me the demo had their lips mostly sealed, but from what I could infer, the headset’s four cameras and onboard IMU are responsible for all of the tracking data. They didn’t want to say much about how it works, but they at least confirmed that it wasn’t using any tricks like pre-mapping or cleverly hidden fiducial markers (in the form of the paintings on the wall, for instance).

One thing I noted about the demo space was that there were no windows or mirrors. So while the room was set up to mimic a common room in someone’s home (to simulate what the system might have to work with in such an environment), we didn’t get to see what impact glass/mirrors might have on it, which introduces reflections and opens the door (or perhaps window) to high contrast regions from direct sunlight, both of which are common challenges for tracking systems (both inside-out and outside-in).

The solution is undoubtedly impressive, and potentially a breakthrough for inside-out VR/AR tracking if it the tech can hit the right price point. Other than simply showing it in action to a few people behind closed doors, Oculus is saying little about the Santa Cruz prototype, and hasn’t given any indication as to when we might see the system productized, or at what price. However, the fact that the company is showing it off suggests a mobile standalone VR headset is definitely on the roadmap.

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