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Here, this is what the consumer-ready Oculus Rift VR system looks like

Oculus recently demonstrated the final version of their VR device, and it is quite stunning

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The Oculus Rift VR system will be available early 2016. Brace yourself. | Image: Oculus VR
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Virtual Reality: a technology that has been touted as the next evolution in human-computer interface. Well for the last 20 years anyway. From seminal movies like The Lawnmower Man to The Matrix Trilogy, the intrigue of an alternate digital reality is undeniable. Interestingly, the last three years or so has seen a resurgence in this space; albeit out of reach of the end user.

At the vanguard of this revolution has been Oculus--the company famously started by 18-year old Palmer Luckey out of his parents’ garage, which Facebook eventually bought last year for $2 billion. Their title gadget, the Oculus Rift as we know, is today synonymous with leading the charge in the VR space.

Oculus made a big announcement at an event recently when they demonstrated what will be their first commercially available virtual reality headset. This version is a significant improvement over their previous two versions (both of which were developer kits), packing all-new optics and higher resolution OLED screens with 1080x1200 pixels per eye.

At the core of this system are new custom-designed low-latency displays that have low persistence so as to prevent the motion blurring in current-day system that in turn contributes to motion sickness in wearers. These are precisely the factors that challenge existing virtual reality systems: resolution, refresh rate and persistence. With this latest version of the Oculus Rift surpassing all of these specifications, the experience is expected to be far easier on the eyes, and on the stomach.

The head mounting system is built to be adaptable for different users, with features like a adjustable head brace and sliding cantilever weights that can be tuned to a comfortable fit. There is a glass spacer designed to adjust to a user’s spectacles, which can be accommodated within the system, and there are facial interfaces that can help the system adapt to varying facial topologies. Even the space between the two lenses can be adjusted so they sit immediately in front of the wearer’s pupils. The entire system will supposedly weigh in at 440gms, making it comfortable for use even at length.

Another factor in this device’s ability to deliver that sense of ‘presence’ to the wearer is the array of ‘constellation’ sensors embedded into the front of the unit, which can track the most subtle of head movements when used in conjunction with a desktop sensor that plugs into the computer’s USB port. Besides the obvious visual aspect of the immersive experience, the Oculus Rift pioneers a VR audio system that accurately simulates sounds and audio cues for crafting a realistic experience. Also the earphones in the system can be easily detached so users can choose to plug in their own.

The retail system will also bundle an Xbox One controller and there is the optional set of custom-built VR Touch controllers created specifically for movement and control within virtual worlds. The system will ostensibly support existing Xbox games, although not in the true VR sense of it but instead imparting a large-screen viewing experience for the wearer.

Watch the spot here:

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