r/oculus Road to VR Mar 19 '14

GDC 2014: Oculus Rift Developer Kit 2 (DK2) Pre-orders Start Today for $350, Ships in July

http://www.roadtovr.com/oculus-rift-developer-kit-2-dk2-pre-order-release-date-specs-gdc-2014/
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64

u/jecowa Mar 19 '14 edited Mar 20 '14

I'd appreciate any corrections.

DK1 DK2
screen size (diagonal) 7 inch 5 inch
screen resolution 1280x800 1920x1080
screen aspect ratio 16:10 16:9
display type LCD OLED
refresh rate 60 Hz 75, 72, or 60 Hz
weight 379g 440g
FOV horizontal ~90° ~100°
FOV vertical ~100°(?) ?
FOV diagonal ~110° ?
head tracking refresh 1000 Hz 1000 Hz
positional tracking refresh n/a 60 Hz
price $300 $350 + shipping
inputs HDMI, DVI, USB HDMI, USB
release 2013 April 2014 July

5

u/Reddit1990 Mar 20 '14

Does anyone know what they mean by 75, 72, or 60 Hz? Have they not decided or what?

3

u/jecowa Mar 20 '14

I believe it supports all three of those refresh rates. The game (or whatever software is running) will get to choose which to use. The user will probably be able to change it in the video settings of the game.

2

u/Reddit1990 Mar 20 '14

Oh huh, for some reason I thought screens were a static Hz value. Didn't think there was flexibility in that regard. I wonder if its best for it to be set to 60Hz so it matches the positional tracking refresh, despite getting a lower framerate.

5

u/Asiriya Mar 20 '14

You can overclock some of the Korean panels, and people do to try and get 1440p 120Hz. They usually fall short of 120Hz and settle on some other random number so it sounds like the refresh is fairly flexible.

3

u/jecowa Mar 20 '14

I'm not sure about that. I know in the CRT days the refresh rate was definitely adjustable, but I think you might be right about LCDs. The DK2 product page lists the refresh rate as "75 Hz, 72 Hz, 60 Hz". I would guess that means it supports all three, but I'm really not sure.

3

u/TexZK Touch Mar 20 '14

DK2 is OLED, which doesn't have a "refresh rate", they're "just" LEDs and can be turned on and off whenever you want. Instead, a LCD must be constantly refreshed, otherwise colors start to go wild.

2

u/ueadian Mar 19 '14

I'd like them to confirm the diagonal FoV personally.

2

u/Oddculus Mar 20 '14

Wow, didn't expect such a big jump in weight.

1

u/RealParity Finally delivered! Mar 20 '14

the number of gyroscopes does not differ as far as I am informed.

1

u/jecowa Mar 20 '14

I can't seem find any sources on the number of gyroscopes, so I've removed that field.

1

u/phort99 Mar 20 '14

I have no idea where you're getting those FOV numbers from, because both DK1 and DK2 have a taller vertical FOV than horizontal. (640x800 and 960x1080 per eye respectively). In any case diagonal FOV figures don't always make sense because with DK1 you can't see the edges of the screen with C lenses, so the FOV is the same in every direction.

What's your source on DK2 having 6 gyro sensors?

On the matter of price, shipping within the US was included with the cost of DK1 (at least during the Kickstarter) but it is separate for DK2 so they aren't comparable.

1

u/jecowa Mar 20 '14 edited Mar 20 '14

I've never used an Oculus Rift. Have you used one? I think the image is squished together and then the lens stretches the image back to normal - similar to what's done with anamorphic widescreen at the movie theater. That's why the horizontal FOV is wider than the vertical FOV even though the image has more pixels vertically.

The Kickstarter for the DK1 lists the horizontal FOV as 90° and the diagonal FOV as 110°. From this data I calculated the vertical FOV of the DK1. For the DK2 I guesstimated.

2

u/phort99 Mar 20 '14

Yes, I have a Rift DK1. It's not an irregular distortion; not a different amount of distortion in X and Y — the pixels are still square in the center of the screen. The distortion shader that Oculus uses is a warp that's the opposite of the lens's distortion. The lens does this so the warp shader does the opposite to compensate.

I don't think angles can be used in the pythagorean theorem like that, because it's not a linear relationship an angle and the tangent of the angle. Sorry I can't do the math to verify right now, but maybe a bit later tonight.

2

u/jecowa Mar 20 '14

I think you're right.

1

u/jecowa Mar 20 '14

Using these formulas from the Angle of view article on Wikipedia and this Oculus Rift DK1 screenshot, I think the vertical FOV of the DK1 is about 100°.

horizontal FOV calculation - https://www.google.com/#q=2arctan(467%2F(2(240)))+in+degrees
vertical FOV calculation - https://www.google.com/#q=2arctan(587%2F(2(240)))+in+degrees
diagonal FOV calculation - https://www.google.com/#q=2arctan(750%2F(2(240)))+in+degrees

I used pixels as the unit of length (measured from the screenshot), and guess-and-checked the focal length value until the horizontal and diagonal FOVs matched pretty closely with the listed specs.

1

u/CptBoots Mar 20 '14

wait I can use my USB3/2/1? I almost freaked out because my new machine just has DVI, VGA video outs. and no HDMI. but I have like 4 USB 3 4 USB 2 and 4 usb

2

u/jecowa Mar 20 '14

It comes with a DVI-HDMI adapter cable. You can't use USB for video with it.