Oculus: Motion-Sickness is Solved, 4K 'Not Far Away'

You can’t imagine what it’s going to look like when it’s 4K."

Speaking at the Gaming Insiders Summit this week, head of Oculus VR Brendan Iribe discussed the future of virtual reality hardware and his company's Rift device.
“There are a lot of challenges, like resolution, it’s a big one on the current dev kit,” Iribe admitted. He showed a couple simple slides of how Oculus improved its Rift prototype’s resolution over the course of six months, bringing its current 640x800 per eye look to 720p, and eventually to a full HD 1080p. “You can’t imagine what it’s going to look like when it’s 4K, and it’s not far away. It’s not now, but it’s coming.”
Iribe continued, “You also have challenges on the content side…user interface elements, you can’t have stuck in the corner anymore. That’s gone. User interface can’t be this 2D thing, it has to really be in the virtual world.” Developers such as CCP, which is working on EVE Valkyrie, which is engineered around Rift, have a long road ahead of them.
“I’ve gotten sick every time I’ve tried [Rift],” Iribe said. He stated that, after just a couple minutes, he feels ill and tends to stop using his company’s own device. “In the last couple weeks, I’ve tried a prototype internally where I did not get sick for the first time, and I stayed in there for 45 minutes.”
Soon, not in 2013, but soon, Iribe says, we’ll all be able to use Oculus devices without needing a good lie-down. He attributes this success to the team’s recent improvements to latency. Oculus aims to bring Rift’s VR delay down to just five milliseconds. “We are right at the edge where we can bring you no-motion-sickness content.”

 

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