Oculus Rift Development Kit (DK2)

Oculus VR has been trying to bring virtual reality to the masses for a few years, but that crucial part where the technology reaches the masses still hasn't happened. The Oculus Rift Development Kit we looked at last year impressed us with its affordability and functionality, but it wasn't ready or intended for consumers. The $350 Oculus Rift Development Kit 2 (DK2) tweaks the original's design and drastically upgrades its display and motion tracking with higher resolution, lower latency, and a separate camera that follows the headset, all for just $50 more than the previous version. It's an impressive upgrade that shows a lot of potential, but we're still at least one generation away from seeing an Oculus Rift that we'd recommend you buy.


DesignThe DK2 looks sleeker and more streamlined than the original Oculus Rift, with a slightly curved profile that lacks the blocky protrusions of the previous headset that screamed 'This is a phablet inside a Tupperware.' It's about an inch wider and deeper than the first Rift, at 7.2 by 3.8 by 5 inches (HWD), and weighs a slightly chunkier 14.7 ounces. The DK2 lacks the separate, wired control box of the original Rift, however, so both displays actually weigh the same 1 pound, 2 ounces with all cables and controls included.


Two wires run up from the forehead panel of the DK2 and meet in a single, cloth-covered, tangle-free cable looped through the elastic straps that secure the display to your head. The cable is a solid six feet long and changes at a small in-line box near the end back into a pair of foot-long USB and HDMI cables, which both power the headset and connect it to the computer. The box also has a 3.5mm port for syncing with the included camera, as well as a power adapter port. The power adapter isn't needed for the headset itself, which gets enough electricity from the USB connection. Instead, it powers a USB port hidden (along with another 3.5mm port) behind a rubber door on the headset. It lets the DK2 power accessories, instead of using even more of the connected computer's USB ports.



That design is simpler than the multiple connections to the control box of the previous Rift, with the headset's physical controls shaved down to a single Power button and a single power light to the right of where the cables connect to the display. All you need to do is plug the USB and HDMI connectors in (after installing the required software), and the DK2 is powered and ready to go with its internal motion sensors handling head-tracking. The motion-tracking camera requires an additional USB connection to the computer, and a 3.5mm connection to the in-line connector on the headset cable.


The DK2 comes in a sturdy cardboard carrying case that's a step down from the plastic case included with the original Rift. The case is built well enough to reliably hold the DK2's parts in foam cut-outs. The entire package includes the headset, the motion-tracking camera, a power adapter with several international wall socket heads, a second set of lenses for nearsighted users, an HDMI-to-DVI adapter, and mini USB and 3.5mm cables.


Display and FitThe motion-tracking camera makes things a little more complicated than the first Oculus Rift, but it's still fairly straightforward. The camera looks just like a normal clip-on webcam, with a stand that can attach to monitors and laptops or screw into a tripod mount. The camera features mini USB and 3.5mm ports that respectively connect the camera to your computer and the headset with the included cables. The USB cable lets the Oculus Rift software on your computer recognize the visual head tracking, and the 3.5mm cable syncs the camera to the headset itself.


Besides the motion-tracking camera, the most notable addition to the DK2 is the 1080p OLED screen. Like the original Rift, the DK2 uses a single display to create a picture, splitting it up with lenses into halves for each eye. The DK2 moves up to 1080p compared with the first Rift's 720p, offering 960 by 1,080 pixels for each eye. This results in a much sharper picture. The new screen boasts lower persistence than the first Rift's LCD, which reduces motion blur and judder and hopefully will keep users from getting disoriented or sick. The headset also has a built-in latency testing system to reduce display lag to improve the experience even more.


The DK2 fit fairly comfortably on my head, though since the display can't be worn with glasses, I had to use the alternate 'B' lenses for nearsightedness. Fortunately, it worked fairly well once I focused the lenses properly through the individual dioper adjustments for each eye, and the 1080p picture in front of me looked crisp.


Because the cable runs over the back of the head, it can drop down over the neck or shoulders and feel slightly awkward. This was particularly notable when sitting in a high-backed chair that pushed the cable against me if I didn't loop it over my shoulder. It's fairly easy to adjust, but this design aspect makes it seem as if the DK2 was meant to be used facing away from the connected computer rather than towards it.


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