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Brace Yourselves: Oculus GO Dev kits are shipping

Zenbane
MVP
MVP


Oculus Go Dev Kits Begin Shipping

And with a price tag of $199, Oculus Go not only cuts the cord, but makes VR more accessible to the masses. There are large swaths of consumers sitting on the sidelines waiting to jump into VR. They’re just not ready to fork over the dough for a pricey gaming PC or they don’t have a compatible mobile device that makes snatching up a Samsung Gear VR or Google Daydream View an easy purchase decision.

Oculus Go also ships with integrated spatial audio, which means the speakers are built right into the headset. If you need it, there’s also a 3.5mm headphone jack for private listening, but it’s not visible in any of the images we had access to. The Oculus Go also has its own 3DOF controller, but the best part is it shares the same software as the Gear VR.




No new information is revealed just yet... but once now that the Dev's are getting them, we can expect all the details and breakdown soon.


Article:
https://vrscout.com/news/oculus-go-dev-kits-shipping/
16 REPLIES 16

inovator
Consultant
A Stand alone headset. Just the beginning of a mass market headset. In 2019 the oculus headset coming out with built in sensors should really start heating up the mass market.

Anonymous
Not applicable
 I never had a chance to own a gear so I am really looking forward to this. My buddy let me try his and I was really impressed with that version of mobile VR. Especially with the improved screens it’ll be quite a treat for taking on a road trip or to a party. At least until Santa Cruz comes out anyway :D.

zboson
Superstar
I am surprised by the following statement.
https://www.roadtovr.com/oculus-go-headsets-now-arriving-developers/
It appears the dev kit has reconfirmed the existence of fresnel lenses, a departure from its mobile VR forbear Gear VR which had standard refractive lenses.
I thought Gear VR used Fresnel lenses? Incidentally, I put a Samsung Galaxy S8+ in my Google Cardboard device (with uses standard refractive lenses) and the image quality was amazing. I'm quite sure it's better than the Rift which maybe is not surprising since the resolution per eye using the S8+ is much higher.

I'm thinking of getting a S8+ (rather than borrowing one) because it works with Daydream and Gear VR. It will be interesting to see how Daydream and Gear VR with a S8+ compare to the Go.

reefy86
Adventurer
let me know what its like for watching films 🙂 if its better then the rift then ill get it just for movies

RedRizla
Honored Visionary
Are fresnal lenses the ones that produce horrible God Rays? 

zboson
Superstar

lovethis said:

Are fresnal lenses the ones that produce horrible God Rays? 


Yes, that's one of their disadvantages compared to standard lenses. But they have advantages over standard lenses which which is why they are often used. I don't necessarily have a problem with Go using them I just want to know the facts because I thought I have read multiple times that Gear VR has Fresnel lenses. Gear VR has multiple version so maybe some versions have Fresnel lenses and some don't thought I doubt that.

https://forums.oculusvr.com/community/discussion/comment/454210

Was wondering if there'd been any technical advances done in the world of Fresnels or if CV1/Vive is as good as they get. Either way I'm looking forward to reading reviews of this dev kit & what it can do.

zboson
Superstar
wz08t8zduus4.png
https://en.wikipedia.org/wiki/Fresnel_lens#/media/File:Fresnel_lens.svg

I only know what I have read from wikipedia but from that image I infer two things. One at the ridge boundaries is what causes the god rays (I think) and two the Fresnel lens is clearly going to be less massive (i.e. weight less).  Here is an image of the Oculus Go lenses.
https://roadtovrlive-5ea0.kxcdn.com/wp-content/uploads/2017/11/oculus-go-lenses.jpg

8gjuivis60cx.jpg
We see several ridges. It's possible that by using more ridges with smaller amplitudes that although the likelhood of godrays increases the intensity of them dimensions. But I don't really know. I certainly would like to hear more about this.

Here is a cool video showing why we need lenses for HMDs (because the screen is too near the eye and the lens in the eye cannot adjust enough) and why some HMDs use Fresnel lenses.
https://vr-lens-lab.com/lenses-for-virtual-reality-headsets/
https://youtu.be/NCBEYaC876A

So, we humans have difficulty looking at virtual reality head mounted
displays (VR HMDs) that are 3 to 7 cm in front of our eyes. That’s why
we need lenses in VR HMDs that bend the light and make it easier for our
eyes to see. The HTC Vive uses Fresnel lenses and the Oculus Rift CV1
has hybrid Fresnel lenses to keep the lenses thin and bend the light in a
way that helps us to see clearly.

Apparently the Vive uses Fresnel lenses and the CV1 uses hybrid Fresnel lenses. I'm not sure what hybrid Fresnel lenses are.

https://forums.oculusvr.com/vip/discussion/comment/355285/#Comment_355285


The hybrid lense in the CV1 is explained in step 10 and 11 here

https://www.ifixit.com/Teardown/Oculus+Rift+CV1+Teardown/60612

These lenses are made up of concentric prisms of uniform thickness (like
any other Fresnel lens). But an extra, sloping layer is added to the
back of the lens, creating a shape that mimics a traditional curved
lens—and allowing the focus to vary along the vertical axis of the lens.

0eqbgkqlkqto.jpeg

Here is a cool video comparing standard lenses vs. Fresnel lenses particular around 4:30 in the video

https://youtu.be/3bYZoeK6dVk

kevinw729
Honored Visionary
Just like to say a big congratulations to all at Oculus VR for a great dev launch of Oculus GO. It is a great system, and removes most of the issues our sector had with the GearVR.
https://vrawards.aixr.org/ "The Out-of-Home Immersive Entertainment Frontier: Expanding Interactive Boundaries in Leisure Facilities" https://www.amazon.co.uk/Out-Home-Immersive-Entertainment-Frontier/dp/1472426959