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Developer kit for the Oculus Rift - the first truly immersive virtual reality headset for video games.
Developer kit for the Oculus Rift - the first truly immersive virtual reality headset for video games.
Developer kit for the Oculus Rift - the first truly immersive virtual reality headset for video games.
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9,522 backers pledged $2,437,429 to help bring this project to life.

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    1. Michael Cooper on March 25, 2014

      What in hell was the point of kickstarter if you sell out to a giant company like facebook?

      This is very disappointing. I will no longer be supporting the Oculus rift in anyway.

    2. Adam Willis on March 25, 2014

      I think oculus joining facebook is a terrible idea.

    3. J Aaron
      on March 25, 2014

      If you haven't seen it yet, Facebook is buying Oculus:

    4. Missing avatar

      Brian on March 19, 2014

      I was able to pre-order. I tried Paypal at first and that didn't work but then did my card and that worked. I pre-ordered 20 minutes after the update.

    5. Patrick Olson on March 19, 2014

      Was anyone able to succesfully pre-order the DK2? It doesn't seem to process the payment at all...

    6. Salopp on March 19, 2014

      I hope Oculus announces their new DK2 ordering process here first (a one hour head start would be enough :-))

    7. Stephen Hansen on March 12, 2014

      I for one am will buy the new DK as soon as I can.

      I love this first one, how it runs, the things people have made, and getting to mess around building things in VR. I can't wait until its ready!

    8. TwitchingShark on March 11, 2014

      Will backers be able to get a discount on the new and improved version of the rift when it is available?

    9. USM-Valor on December 13, 2013

      Great article. Thanks for the links. The other ones I read weren't nearly as comprehensive.

    10. Sam Beckett on December 13, 2013

      ""I looked at him and said, what do you think? Are you ready to change the world? And he said absolutely, let's do it. It was pretty much unanimous, right then and there," Oculus CEO Brendan Iribe tells The Verge."

      "a prototype version of the Oculus Rift headset that the company claims will no longer make people sick when they use it. " hell yea! this is one of the key ingredients!

    11. Sam Beckett on December 13, 2013

      Yes, huge congrats. Being one of the few pre-kickstarter backers I knew this tech was going to be a market game changer.

    12. USM-Valor on December 13, 2013

      Congratulations to the team at Oculus Rift for securing another $75 million in funding! This product should be absolutely amazing and it all started here.

    13. USM-Valor on November 16, 2013

      It was a bit sad, but understandable, to hear that OR will likely not be coming to next-gen consoles. I do hope that some consideration is given to a scaled-down model that would work sometime in the lifetime of the PS4/XBone. That being said, I *AM* excited with the comments that Oculus is interested in Valve's Steam Machines. It would be great to see a collaborative effort produce a superior experience for both brands.

    14. Missing avatar

      Paul on October 2, 2013

      Giving a shout out for PULSAR

      With Rift support! Go back this now.. thanks :)

    15. Ahmed Jaber on September 25, 2013

      Anyone in the New Orleans area willing to let me play with your Rift for a few minutes? I'll buy you lunch.

    16. Missing avatar

      ravi on September 9, 2013

      This comment has been removed by Kickstarter.

    17. Val on August 12, 2013


      That sounds great. :-)

    18. USM-Valor on August 9, 2013

      id's Matt Hooper has also joined the OR team as Director of Development. Great to see the team coming together.

    19. Missing avatar

      Mordred (deleted) on August 7, 2013

      The author of this comment has been deleted.

    20. Adam Stamos on July 9, 2013

      I know it's a long shot but I'd love to see the Oculus in action and was wondering if there is any one in the Reno (NV) area who has a dev kit and would be willing to meet up with a complete stranger and let him try it out?
      I was also wondering if Oculus has a public roadmap for the retail release, speculative or otherwise?

    21. Missing avatar

      Daniel Vazquez on July 8, 2013

      @Hakon I think that's a fair request. I don't know if they can actually do it. But it seems like a problem that can either have a hardware, or software solution. So, I don't think that qualifies as nonsensical.

    22. Håkon Høgstad on July 6, 2013

      Daniel Vazquez, with a very nonsensical comment. What does the side of the screen to do with how games are shown on the screen, at all? Not being able to play any game on the current market isn't Oculus's fault, new hardware, old software, they don't combine, like trying to play a commodore game on a ps3, it just doesn't happen without a programmer making it happen. Palmer is aware of the issues with the current Oculus rift, and it isn't done by any means.

      I do happen to have a question, if I pre-order an Oculus from the homepage, how long will that take? I bet there are more than 30,000 orders in, waiting to get out!

    23. Missing avatar

      Mordred (deleted) on July 4, 2013

      The author of this comment has been deleted.

    24. Missing avatar

      Daniel Vazquez on June 26, 2013

      So have they fixed the fact we can't see the corners of the screen with the 1080p screen? Right now, that makes it impossible to play most games. I am assuming the resolution has made reading interfaces much easier, right? Or will it be blurry in the corners still?

    25. Missing avatar

      Daniel Tolley on June 26, 2013

      I believe that this will change everything and Oculus Rift will be used for more then just gaming. :D

    26. Missing avatar

      ravi on June 17, 2013

      Sony has expressed some interest in supporting the device you know. you guys should talk with them and look into that and expand the audience of this device than just for pc gamers.

    27. Missing avatar

      Andrew Thorburn on June 13, 2013

      From what I've read about LVDS it's not just that a new screen wouldn't work with the current control box - it's pretty much guaranteed. You'd need to make your own display driver, which is a complex procedure and pretty much requires making a PCB. That's assuming it's LVDS at all - LVDS to HDMI converters are at least common, though as to which ones are lower latency, you're on your own. If the screen is instead MIPI DSI or similar (ie: most phone screens), it'll be much more difficult to even find chips to convert the signal - and the only ones I can find with a quick google convert to LVDS, so you'll be running the display output through a bunch of conversions - further increasing latency.
      I think you're underestimating how much work is required - the only parts of the current rift you'd be able to reuse are the optics (with the caveat that it's designed for a 7" screen - if you use a smaller one, you'll reduce your field of view) and the plastic casing, and possibly the tracker board (though that'll mean you'll have two cables - one from the headset to the current control box, one from the headset to the display driver box you'll need to make yourself).
      Look at it another way - if you've got the skills to design a control PCB for the new display yourself, you'll probably be able to find a decent LCD to go with it.

    28. Missing avatar

      Daniel Vazquez on June 13, 2013

      Lol, about two weeks ago I asked Oculus if they could recommend me a 1080p screen. Ugh. I hate when companies hide stuff that makes no sense to hide. Why can't they just tell us which screen they are using?

      Oculus, which 1080p screen are you using? I hate that is considered a "selling point" of the new Rift. I mean, anyone can buy a 1080p screen and work out how to work it into the current Rift.

    29. Missing avatar

      Michael J on June 9, 2013

      Not really surprising, but still noteworthy...
      It's good with some quick adoption of the Rift into the prime game engines.

    30. Missing avatar

      Jon Hancock on June 4, 2013

      Received today. Received 'Shipped" email after receiving package.

    31. Missing avatar

      Mister Pete on June 3, 2013

      Very sorry to hear what happened to Andrew. My condolences.

    32. ET3D on June 3, 2013

      I would have said something before, but I just don't know what to say. It's terrible.

    33. USM-Valor on June 2, 2013

      What a waste. I truly hope his vision for VR gaming is in no way diminished by his passing. RIP, Andrew, and thank you for all that you did.

    34. ToxicFruit on June 2, 2013

      I know i have no right and my words don't really matter coming from a random guy from the internet but my condolences to his family and friends.

    35. Missing avatar

      William Hamilton on June 1, 2013

      My deepest condolences, he will be remembered =[

    36. Missing avatar

      Mordred (deleted) on June 1, 2013

      The author of this comment has been deleted.

    37. JB Designs on May 30, 2013

      The solution to the problem is very.. lo-fi. We need a low-pass/antialiasing filter. It's a big issue for imaging sensors for camera manufacturers, trying to get the correct balance between antialiasing and resolution loss. We need a diffusing (etched glass, etc) film on the display, but getting the correct balance between resolution and smoothness is a challenge.
      Would be interesting to see a DLP HUD. Probably not practical, but with DLP the RGB pixels are temporally offset rather than spatially, so you would at least only see the screen door effect between pixels and not sub-pixels.

    38. Missing avatar

      Daniel Vazquez on May 29, 2013

      When I look around in a 3d scene, the screen gets slightly blurry until I stop moving my head. Is that due to refresh rate? I've never experienced that before. Lol, it's like we are going backwards in visuals. I think Tesla maybe had it right (though it's a bit of an obvious statement) when they said, that they couldn't just make an electric car. They had to make an electric car that was better than a gasoline car in order to get people really interested in them. Not, exactly a one to one analogy, but the idea is there. Before the Rift came out my biggest concerns for the Rift was the 90 FOV and the low screen resolution. Now that the Rift is out, it's still the same.

    39. Missing avatar

      Daniel Vazquez on May 29, 2013

      Someone find me a 1080p screen modification how to. :)

    40. Missing avatar

      Daniel Vazquez on May 29, 2013

      I separate visiually appealing from hindering gameplay. Right now, the Rifts resolution actually makes it harder to play some games, simply because you cant make out enough details.

      So, with my 1080p test I feel, it looks good enough that it would hinder gameplay, but I feel the average consumer may be underwhelmed. Although who knows, really how they would take it. But, as a company Im not sure I would gamble on a consumer product until the experience is more compeling.

    41. Missing avatar

      xSkychainx on May 29, 2013

      True, I wonder if the "general public" will accept it if it's not perfect in these aspects.. Same goes for the possible motion sickness.

    42. E-PaiN on May 29, 2013

      By the time that 5" to 7" 4k OLED displays are available, preferably 120Hz *drools*, for a price that won't form an obstacle for OculusVR, there won't be a computer that still has problems running games at 4k.

      I would say we're 1 to 2 years away from that kind of tech!

      But it does leave me worrying about the first incarnation of the consumer edition, if it really will be only 1080p, it'll underwhelm - as you've nicely put it - a lot of people.

    43. Missing avatar

      Daniel Vazquez on May 29, 2013

      Hmm. I just checked again my 5.5" 1080p screen to compare, and I have to say its way better than the 720p 7" oculus screen in terms of screen door. So, I think its doable, but they have to get back dowb below 6" screens.

    44. Missing avatar

      Daniel Vazquez on May 29, 2013

      Having tried it with a bunch of games, I have to say it was a bit underwhelming. The Oculus demo looks the best. Maybe because of how smooth it runs? Anyway, I found everything else to be mostly unplayable. I felt blind with how bad the screen door effect is.Im concerned that wont be an easy thing to fix because a higher resolution display wont fix it according to my test. And if we have to go higher than 1080p, computers wont be able to run the games fast enough. Hmm, no wonder the consumer version is so far away.

    45. Missing avatar

      xSkychainx on May 29, 2013

      @E-PaiN I agree completely, the resolution and the screen-door is the absolute biggest issue right now (although like you said, being a dev kit it's forgivable!). I find that as far as immersion goes, that's the biggest hurdle, and, again like you said, 1080 would not be enough (1080 isn't THAT much more than 800). Splitting every pixel in 4 to reach 4k would indeed be a minimum :)!

      Also, maybe I'm stupid, but the way it is now, the pixels in the center are magnified the most. Wouldn't you be able to reverse the lense and distorted rendering to get the opposite effect?! o-O

    46. E-PaiN on May 28, 2013

      @Daniel: I've had my first chance at trying it tonight, the screendoor effect is very bad, so bad that in most games fine details are simply lost, like the monitors in DOOM3

      1920x1080 won't help enough to eliminate this screendoor effect I bet, 4k however should be a nice shot in the right direction.

      For me, having tried a few demo's and a few games it's actually my only big complaint about it, and considering it's a developers edition that's easily forgiven! :-)

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