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The Rift accomplishes this using a pair of screens that displays two images
side by side, one for each eye. Oculus Rift uses lenses and split screen in
order to display 3D graphics. It uses a 7 inch LCD display screen with a
resolution of 1280 by 800 pixels. A set of lenses is placed on top of the
panels, focusing and reshaping the picture for each eye, and creating a
(stereoscopic) 3D image. The screen is divided into 640 by 800 pixels per
eye, with a fixed distance between lens centers. The goggles have embedded
sensors that monitor the wearer's head motions and adjust the image
accordingly. Moreover, the latest version of the Oculus Rift is bolstered by an
external positional-tracking sensor, which helps track head movements more
accurately. The end result is the sensation that you are looking around a 3D
world.
Apart from that, components of the Rift are a cable, a positional tracker, a
headset and a feedback loop.
When it comes to cable, video is sent to the Oculus Rift via HDMI, with an
optional DVI adapter for laptops and newer graphics cards. Additionally, it
also includes USB, which carries data and power to the device. This 10-foot
cable is just the right length to provide a consistently good signal without any
degradation. Before the development of the positional tracker, tracking the position
of our head in 3D space was critical to the way the Rift works. One of the ways it
achieves this is with a series of infrared LEDs embedded in the headset,
which are monitored by(a webcam-like camera placed nearby ) this wireless
sensor in what Oculus calls the Constellation Tracking System. While using
previous version of the Rift you couldn't look behind you when you were in a
virtual world because the LEDs fell out of the camera's field of view,
nevertheless by adding LEDS into the back of the headset as well as the
front, Oculus Rift now offers users full 360 degree perspective.
All this feeds into the headset, which connects to your head via vertical and
horizontal straps, with the uppermost strap including the HDMI and USB
cable. Further customisation is achieved with two pairs of lenses, which
magnify the screen so it fills your field of view.
Within the headset sits a single custom motherboard, which includes an
ARM(Advanced RISC Machines) processor and control chips for the LEDs.
Nevertheless, the most insane bit here is the "Adjacent Reality Tracker" which
was developed independently of the Oculus Rift and has since become a key
component.
The ART features a magnetometer, a gyroscope and an accelerometer, all of
which combine to accurately track the Rift across all three dimensions of
three-dimensionality. Due to this,the ART can track infinitesimally tiny head
movements, even if you're on a rollercoaster during an earthquake.( The
original Adjacent Reality Tracker polled at 250 times a second (250Hz), but
the team at Oculus has managed to pump it up to 1,000 times a second. The
result is tracking of infinitesimally tiny head movements, even if you're on a
rollercoaster during an earthquake.)
When it comes to the feedback loop, an huge amount of data is continually
sent back and forth between the positional tracker, the headset, the computer
and its software, and the result is an incredibly smooth VR
experience.Adjustments such as brightness and contrast are made via
Oculus' software, which also includes the ability to calibrate the Rift (setting
your height and so on).
Oculus has stated that the Rift is primarly a gaming device and that their main
content focus is gaming. They have partnership with most popular companies
around the world such as Microsoft in order to make most incredible games.
In spite of that, the Rift can be used for non-gaming applications. For
example, Filmmakers have begun to experiment with the Oculus Rift to make
an audience member feel like he or she is part of the film —Furthermore,
there are a number of companies exploring the medical and education
applications as well as uses in retail and real estate.
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