CES 2013 was a strategic event for the VR and gaming industries as it was where Oculus VR showed the first Rift prototype. Called the “duct tape prototype” this device gave the world a preview into the technology that Oculus VR started via a Kickstarter project. I’ve had the opportunity to work with the Oculus Developer Kit, and also spent some time with the first Oculus HD Prototype at PAX this last year. So when I heard about Crystal Cove, I was really excited to both hear more about it and to try it out at CES 2014.
Discussing the future of VR in PC gaming with Oculus’ Nate Mitchell
At CES 2014, I was fortunate to have access to the private Oculus VR booth where I found Nate Mitchell, VP of Product. Nate and I talked for a while about the future of PC gaming, how VR fit into that picture, and how Oculus’ next wave of technology enables some of these forward-looking experiences and scenarios.
Crystal Cove brings several important capabilities and improvements to the table:
While this all sounds great, you can’t really describe how it feels until you try it in person. And after talking with Nate, I was certainly ready to give it a try!
Trying out the Oculus Crystal Cove prototype – I was blown away!
In the following video, I talk with Nate Mitchell about the Crystal Cove prototype, the related technological advancements that Oculus has built into Crystal Cove, and experience a demo of Crystal Cove with the EVE: Valkyrie game prototype:
The experience I had with Crystal Cove was awesome. It really feels like the technology that Oculus has developed is getting ready for prime time. I can only wait and hope for what Oculus will do in 2014. I am hoping I can get my hands on an updated version of the developer kit that I have. Only time will tell!
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Video is BROKEN @ 6:43:
The video freezes at 6:42 before the most intersting part even started :( Please fix this!
A new Oculus Rift build, dubbed Crystal Cove, is on display at CES, featuring positional tracking and an OLED display designed to be more comfortable. The Crystal Cove build has been designed as a seated experience, as positional tracking naturally gets more difficult the larger the area involved.
This was explained, along with a stack of other details, in a Q&A Oculus founder Palmer Luckey and VP of Products Nate Mitchell held with redditors for /r/games, which you can view embedded below. Along with details of the Crystal Cove build, Luckey and Mitchell also talk about working around vision problems, plans for future development kits and the future of VR. Check it out – some of it’s rather technical (to an idiot like me) but it’s all pretty interesting.