Virtual Reality

Oculus shows off the finished Rift headset (and Oculus Touch controllers), available in 2016

Oculus shows off the finished Rift headset (and Oculus Touch controllers), available in 2016
Oculus VR's CEO Brendan Iribe shows off the consumer-ready Oculus Rift headset
Oculus VR's CEO Brendan Iribe shows off the consumer-ready Oculus Rift headset
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The finished consumer edition of the Oculus Rift
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The finished consumer edition of the Oculus Rift
The new headset comes with headphones, though you can also use your own
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The new headset comes with headphones, though you can also use your own
EVE Valkyrie will debut with the new Rift when it arrives
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EVE Valkyrie will debut with the new Rift when it arrives
The kit will go on sale in Q1 2016 but there's no exact release date yet
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The kit will go on sale in Q1 2016 but there's no exact release date yet
Oculus VR's CEO Brendan Iribe shows off the consumer-ready Oculus Rift headset
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Oculus VR's CEO Brendan Iribe shows off the consumer-ready Oculus Rift headset
Oculus Touch
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Oculus Touch
Founder Palmer Luckey showing off Oculus Touch
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Founder Palmer Luckey showing off Oculus Touch
Oculus VR got a jump on E3 by officially unveiling the consumer-facing Oculus Rift
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Oculus VR got a jump on E3 by officially unveiling the consumer-facing Oculus Rift
The Oculus Rift, in the flesh
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The Oculus Rift, in the flesh
View gallery - 9 images

Gizmag is on the ground at Dogpatch Studios in San Francisco, where Oculus is showing off the final consumer version of its Rift virtual reality headset. The company has also announced a new partnership with Microsoft, new titles heading to the VR device, and a new pair of controllers called Oculus Touch.

It's been a long and intriguing journey for the device since the Oculus Rift was born as a Kickstarter project back in the summer of 2012. Since then the profile and mass appeal of virtual reality has grown tremendously – so much so that Facebook decided to acquire Oculus for a cool US$2 billion last year.

The newly unveiled consumer version of the Rift, on sale in Q1 2016, is a light and compact upgrade on earlier development kits. It comes with integrated headphones, an external sensor that sits on your desk to track head movement, and a new dial to adjust the horizontal distance between your eyes.

The Oculus Rift, in the flesh
The Oculus Rift, in the flesh

It looks like a comfortable, polished piece of kit, but we'll have to wait for E3 next week to see what the experience of wearing it is like (our best guess is "an even more polished version of the Crescent Bay prototype"). Oculus is still staying quiet on a specific release date and a specific price, but with pre-orders set to start later this year, we should know more at least by then.

As for the Oculus Touch (below), it resembles a gamepad chopped in two, with one piece for each hand. These controllers are going to let Oculus wearers reach out into VR space, interacting with objects and forming gestures in mid-air – which should only accentuate virtual reality's level of immersion.

Oculus Touch
Oculus Touch

Speaking of games, developer partners were on hand to highlight a couple of titles coming to the Oculus Rift in time for its launch, including EVE Valkyrie. There was also time to announce a partnership with Microsoft – the retail Rift is going to include an Xbox One controller and have integrated Windows 10 compatibility at launch. Xbox One to Windows 10 streaming will also be Rift compatible, making Oculus a bit more of a direct Project Morpheus rival than some imagined.

For more, you can read our extended interview with top Oculus execs, as well as our big-picture thoughts after watching the launch.

View gallery - 9 images
2 comments
2 comments
DonGateley
A couple of questions I came away with are 1) whether the included wireless xbox controller requires an xbox and 2) whether Oculus Home will be the exclusive channel for Rift content or whether independent developers will still be able to create and distribute open Rift applications outside that channel. For me the rift is a non-starter if all applications must be approved by Oculus/Facebook. I suspect it will be closed since all the potential profit in this is from content, not devices.
For reference their preceding product, Gear VR, is a closed ecosystem and all content requires their approval.
Simon Sammut
Truly the only thing that has me excited (as opposed to just interested) about computing in general lately. I hope it lives up to itself.