News Posts matching #Oculus Quest

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3dRudder Introduces a Wireless Bridge for the 3dRudder Foot Motion Controller

As standalone wireless headsets such as the Oculus Quest grow strongly in popularity, 3dRudder is preparing full support of the wireless experience. The new 3dRudder Wireless Bridge adds wireless supports to the 3dRudder foot motion controller for PC. This new module enables developers and businesses to create games and applications for wireless headsets that integrate native 3dRudder support, providing users with a natural motion experience. It is especially of great importance as hand tracking becomes the main interaction method.

The release of wireless headsets such as the Oculus Quest paves the way for a massive adoption of VR by consumers and businesses. The objective is an out-of-the-box ready experience, where users do not need powerful PCs and do not have to juggle with complex command schemes found in hand controllers. The hands suddenly become free of controllers and the user can interact naturally with the VR worlds, either bear hands or with gloves offering haptic and force feedback. The feet are used for what they are best at: moving. The 3dRudder foot motion controller is used to handle effortless and hyper intuitive movements at the feet, offering 4 axes that can be combined together to move in the 3 dimensions seamlessly (forward/backward, left/right stafe, left/right turn, up/down) as shown in this video.

Valve Officially Launches the Valve Index VR HMD, Full Kit Preorder Up for $999

We knew this was coming, given Valve's own teaser confirmation from March, and then a faux pas that resulted in an incomplete Steam store page ending up public for a short time. Valve had promised more details would come in May, and here we are with a lot of information available about the Valve Index headset, the controllers, the base stations, as well as retail pricing + availability.

Name aside, the Valve Index specs that leaked before end up holding true with the retail product. The headset uses dual 1440x1600 RGB LCDs which Valve claims helps provide 50% more subpixels relative to an OLED display. This in turn should result in higher effective sharpness for the same rendering horsepower, and is further accentuated via a 3x better fill factor to mitigate the dreaded screen-door effect. The headset runs at 120 Hz with full backwards compatibility to 90 Hz to work with VR titles built around that specification and, more interestingly, also supports an experimental 144 Hz mode. PC gamers have long known the benefits of higher framerates, and this is especially valid with VR, but time will tell how the rest of the ecosystem works around this. Equally important to VR gaming is the illumination period, which allows on-screen imagery to remain sharp while you are in motion just as well as when at rest. Valve claims up to a 5x reduction here, with a rated illumination period of 0.33 to 0.53 ms depending on the real time framerate. More to see past the break, so be sure to do so if this interests you!

A New Standalone VR Headset in Town: Oculus Quest Will Cost $399, Arrives In Spring 2019

Standalones headsets are the new flavor of the VR town this side of 2018. They bring a sorely needed dimension to this segment, allowing users to enjoy some VR experiences that are near what the Oculus Rift or HTC Vive offer, but with a much more palatable price and format. The ability to not be tethered also means being able to experience room-scale VR without having your lizard brain worry about tripping on cables either. This brings us to the Oculus Quest that was launched this week at the Oculus Connect 5 developer conference, just a couple of years after the debut of Project Santa Cruz that has finally culminated in a retail product.

The new wireless, standalone headset goes beyond what Oculus Go went to when announced earlier this year. Based on the Qualcomm Snapdragon 835 (Oculus Go was based on a Snapdragon 821) and offering 64 GB of integrated storage, the Oculus Quest offers 1600x1440 resolution per eye and has full six degrees of freedom (6DOF) support versus the three degrees on the Oculus Go. The headset will be available in spring of next year for $399, and more details can be seen past the break.

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