When the Oculus Rift first launched it was game-changing. It introduced the world to truly breathtaking (and occasionally nausea-inducing) virtual reality. But shortly after it came out the HTC Vive was launched, and the Oculus has been living in the shadows ever since. Being first meant the Oculus shipped in a state that wasn’t quite ready.
The Xbox controller that came in the box felt at odds with the immersive nature of the medium, and there were no sensors to gauge where you were in a room, so you were effectively limited to sitting in a chair while you used it.
There have been some good developments since its launch – the Touch controllers are much more comfortable and intuitive, and additional Oculus Sensors improve the size of its playspace.
Neither of these developments have been integrated into the Oculus package though, so each of them comes at an additional cost – not ideal when the headset itself has set you back £499 ($600, AU$859), and needs to be plugged into a powerful computer before you can do anything with it.
Oculus is aware of its shortcomings, though, and will hopefully be working to rectify these problems for any potential successor, an Oculus Rift 2 if you will.
Here you'll find all the rumors currently doing the rounds, as well as all that we're hoping the Oculus Rift 2 will be.
Cut to the chase
- What is it? A follow-up to the Oculus Rift VR headset
- When is it out? No hardware has yet been announced
- What will it cost? We'd hope that it's less than the Oculus Rift
With no official announcement about the release of Oculus Rift 2 yet, it's unclear when we're going to see the follow-up to Facebook's VR headset.
As we’re on the first generation for VR headsets there's still speculation about which update model Oculus, and the industry in general, will follow – something like the phone model, with yearly updates, or something closer to the console model, with updates every six years or so.
One line of thinking puts the answer somewhere in between the two, with a possible 2019 launch of the Oculus Rift 2. Facebook revenue forecasts reported by IR.net show a slowing down of revenue from sales of the Oculus Rift in 2018, but then a massive uptick in 2019.
While there's no mention of what causes this uptick, a release would make sense – although as this is just a revenue prediction from an analyst it's a tenuous thing to base a prediction on, which is why we're not calling it.
The original Oculus Rift was released in March 2016, so if the Rift 2 does come out in 2019 that could potentially see the start of a three-year cycle for VR headsets. We currently don't know when the HTC Vive 2 is being released either, so it will be interesting to see how the two relate to each other.
The sensation that arguably takes you out of the VR experience more than anything else is looking down and not seeing your body, and this is further compounded when you try to use your hands and they don’t appear – we're so used to being able to physically interact with our surroundings in real life that having our hands suddenly taken away from us is seriously unsettling.
As previously mentioned, using the Xbox controller that comes in the box feels completely unnatural, and while the Touch controllers are a vast improvement, being able to use your own hands as controllers would be ideal. As sci-fi as the idea seems, there is a chance this could become a reality, as Oculus has been steadily buying up companies that specialize in hand-tracking technology since Facebook acquired the company in 2014.
Below is the Kickstarter video from one of these companies, Nimble…
The Verge reported the purchase of these companies before the launch of the first Oculus Rift, so there is an argument that if the technology was going to exist that it would already exist, but we're still hopeful.
This one comes via Mark Zuckerberg’s official Facebook account so you know it’s the real deal. In a post full of tantalizing half-reveals, the Facebook CEO shows himself sat wearing a pair of white gloves and what looks like a wireless Oculus headset (more on that later) while doing a spiderman web-shooting hand gesture.
In the accompanying caption he wrote: “We're working on new ways to bring your hands in virtual and augmented reality. Wearing these gloves, you can draw, type on a virtual keyboard, and even shoot webs like Spider Man. That's what I'm doing here.”
If you’re thinking the mention of gloves means no controller-free future for VR, there is another possibility. If there was some way of building haptic feedback into the gloves, it would mean that you'd be able to physically interact with objects in the virtual world.
Haptic feedback is probably most familiar at the moment in the form of small vibrations that phones make to respond to touch, but there's currently very interesting work being done on how haptic feedback could make you feel as though you're bearing the physical weight of a digital object.
Another thing that Zuckerberg mentioned in his Facebook post is the possibility of eye-tracking technology being integrated into the Oculus Rift. At the moment there's is no way the Oculus, or any of its competitors for that matter, can identify what you're looking at in the virtual world; currently everything has to be in focus all the time, requiring massive processing power and robbing the user of realistic depth-of-field focus.
In real life, if you're looking at your hand in front of your face the rest of the world is slightly out of focus, and if you then look at something in the background your hand goes out of focus. In filmmaking, specific focal lengths are chosen to mimic the focal length of the human eye, and seeing focal length brought into VR would be a massive step towards making the virtual world feel more real.
Once eye tracking becomes a feature, users will also be able to focus on objects without moving their head to look at them, which, while small on paper, we think would feel massive in reality.
Eye tracking also opens the door for game developers to play with the idea of a game's AI being able to know where you're looking – imagine interacting with a character in a game that actually knows whether you're looking at them or not.
Wireless Oculus Rift
One of the things that anyone who's spent time with the Oculus ends up wanting is a wireless headset, and the jury is still out on whether this is something Oculus is actively working on. However, Oculus’ VP of content, Jason Rubin, has previously commented in an interview with PCGamesN that getting the Oculus down in price is more important than making a wireless headset.
He admits that wireless is important, but that at the moment the unit is prohibitively expensive, and if a wireless headset makes it more expensive then it’s progress at the expense of sales, which is a terrible business model.
“If we’re going to have developers be happy in the ecosystem they need more consumers,” explains Rubin. “And right now consumers aren’t saying ‘yeah, I’m waiting for wireless for VR’, what they’re saying is ‘I love it! Can you bring it down to a price that I can stomach?’ So for us that’s the most important thing for us to do.”
That said, in Zuckerberg's aforementioned Facebook post he definitely doesn’t have a hefty tail of cables sprouting out the back of the headset he's wearing. Of course it’s possible that this is a headset made especially for lab use, but given the amount of users who want to see a wireless headset it would be in poor taste to show them something they can’t have.
The Sixa Rivvr can convert the current Oculus Rift into a wireless headset
There is currently kit on the market that you can buy that converts your Rift into a wireless headset, but the obvious drawback is that in order to transmit and receive the VR signal a certain amount of compression needs to take place. This would inevitably affect gameplay, and if the Oculus Rift 2 has higher resolution than the Oculus Rift this problem will only get worse.
Rubin has this to say on the matter: “They’re getting it, not to say it doesn’t work, but it’s compressed, it’s not perfect and it’s expensive – it’s $200 for this transmission box. Well, people want higher-resolution screens, so if we go wireless and then we decide we’re going to increase the resolution of the screens, now all of a sudden we may have to go back to a wire... We’re just not sure this ad hoc ‘here’s an idea, here’s an idea, it’s $100-$200 for each,’ is a way to get more consumers into VR.”
There's no getting away from it – the Oculus Rift is prohibitively expensive. But, given Rubin's comments, the Oculus Rift 2 is aiming to be less so.
A major thing that Oculus can do to make the Rift 2 more appealing when it launches is to stop selling each individual accessory separately; the touch controllers are really the only way to play, and being able to get up out of a chair is a must for a technology that's about exploring immersive worlds, so making these additional purchases feels unfair.
Hopefully, whatever developments the Oculus Rift 2 launches with, they'll all be included in the box.