Oculus Rift is a new virtual reality (VR) viewing
accessory that is designed to give VR gamers a new level of user experience.
The device development was initially financed by Kickstarter, and demonstrator
units are now available for developers, together with a software development
kit (SDK). Linden Lab is looking into porting this VR experience to Second Life
© (SL) users, but there is still a way to go before we can expect the first
avatars to enter SL using an Oculus Rift viewer. Stareyes Galaxy had the
opportunity to test the demonstrator.
The technology behind the Oculus Rift is quite
straightforward. It uses a 6” liquid-crystal display (LCD) and enlarging optics
for both eyes. A personal computer (PC) is used to send the viewable content to
the display. The user then sees a stereoscopic view of the VR content, as both
eyes get their own view, separated by the perspective. The optics focus on the
display surface itself, but the perspective seems to be set in infinity. The
rendering for the display is done by means of the software, for each eye
separately. The viewer uses the same content that is rendered on the PC screen.
Stereoscopic rendering is used on microdisplay-equipped
VR “goggles” already previously. What makes the Oculus Rift experience
compelling is their clever use of gyros and acceleration sensors to signal the
user’s head movements back to the PC. The rendering then follows the user’s
point of view, and this is done with little enough latency to respond quickly
to the user’s head motion. This way, the virtual scene seems to be locked in
“real space” and as the user turns her head, it feels as if she is turning her
head in the virtual space.
The optics in front of the user’s eyes is simple, and the
software takes care of the imaging artifacts by pre-distorting the views for
both eyes. As a result, looking at the columns and rows of pixels in the user’s
view, they may seem curved and blurred toward the edges. The view fuses for a
compelling 3-D experience, and I found this very well done on the demo. Unlike
in microdisplay-based VR systems, the field of view is large, extending very
naturally close to the peripheral edge of vision. This, despite the
pixelization of the view, creates a very immersive sensation that I found to
enhance the virtual reality experience. This pixelization is due to the limited
resolution of the LCD used in the viewer. Individual subpixels were visible,
and the objects looked jagged at the edges. Texture resolutions were limited,
as well. Moving the head quickly back and forth, I found the rendering to
follow the head movement quite accurately, but due to the LCD’s slow response,
the view became blurred when the head was moving.
The movement controls can obviously be mapped for each
game or application separately. In the demo, the mouse was available to change
the angular point of view, and the arrow keys functioned as motion controls for
“x-y” motion within the space rendered for the user. Since there is no actual
physical movement, there was a slight feeling of unnaturalness when moving
about within the space.
There is no indication that Linden Lab would provide a
test version of the SL viewer for Oculus Rift, and it may take some time before
a viewer is available for the common SL user. By then, the commercial version
of the device might be available. It is rumored to have a better-resolution
display, which would reduce the pixelization. Hopefully, the rendering can be
kept fast enough so as not to create unwanted latency from the sensors to the
rendering point of view. How Linden Lab solves the interaction is another thing
completely. I found it slightly difficult to just use the arrow keys and the
mouse. Interaction with objects, taking care of communication, and so forth, will
deviate from the mainstream SL experience, and hopefully a reasonable solution
to interaction can be found.
The development unit was quite comfortable to wear, but
it really closes out the outside world. There is little possibility for
multitasking on SL, when you wear one of these devices. The distance of the
optics could be adjusted with respect to your eyes, and using the device with
eyeglasses is possible, allowing sharp focusing on the content. Virtual reality
is no spectator sport, and it may take some time before there is an adequate
level of social acceptability for users of virtual reality eyewear. Just as the
eyewear shuts the real world out, the user is shut out from people in the real
world.
I am looking forward to seeing the commercial version of
the Oculus Rift for sale to the consumer. For first-person shooting use, I
would expect the unit to provide a better performance, as the view acquisition
is very natural, and as the stereoscopic rendering gives a better perspective
to the game. In Second Life, the interaction paradigm has to be solved. SL is a
social space first and foremost, and interaction with other avatars is key. It
could be argued that using voice would be an easy solution, but for anybody who
has been to active voice chat sims, it is obvious that widespread use of voice
chat due to the increasing availability of devices like Oculus Rift would only
contribute to the chaotic pandemonium. Virtual reality interaction is an active
area of research, and surely, a solution will be available, in due time.
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