Share this project


Share this project

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.
Created by

9,522 backers pledged $2,437,429 to help bring this project to life.

Welcome to Oculus Connect 2


We’re incredibly excited to welcome over 1,500 industry leaders and developers to Connect 2 in Hollywood, CA! Registration has officially opened and we have an awesome few days ahead.

Tomorrow starting at 10 am PDT, we’ll be livestreaming the keynotes on our official Twitch channel.

And Gear VR owners can view the keynotes in a whole new way – inside virtual reality. You can get a 360 stream of the keynotes via NextVR’s app. Stay tuned for an updated NextVR app before 10 am tomorrow. Just launch Oculus Home, select the Oculus Connect 2 icon, and enjoy front row seats at the Dolby Theater.

The Dolby Theater in HollywoodThe Dolby Theater in HollywoodThe Dolby Theater in Hollywood

The Dolby Theater in Hollywood

Over the next three days, we’re going to have 30 talks focused on all things virtual reality. Developer sessions kick off today at 1 pm, and you can learn more about each session with the Oculus Connect 2 app for iOS and Android. The app also lets you sign up for Rift and Touch demos to experience Henry, Toybox, and more!

Try the latest and greatest mobile VR games, apps, and experiences at the Samsung Gear VR Cafe located in the Dolby Ballroom. You don’t have to sign up in advance – just head over and join the fun.

Palmer greeting the Connect 2 Community

Please join us for a welcome reception tonight starting at 6:30 in the Dolby Ballroom. Welcome to Connect 2!

— The Oculus team

‘Henry’ by Oculus Story Studio Premieres in Los Angeles


Today we’re excited to share more details about ‘Henry’, the second VR experience from Oculus Story Studio.  

‘Henry’ is a comedy directed by Ramiro Lopez Dau, formerly of Pixar, about a cuddly hedgehog who loves hugs. Unfortunately, his prickly spikes often scare his friends away. Then, on his birthday, he makes a special wish that changes everything. 

 Short sneak peek into the making of ‘Henry’

"Empathy for a character is one of the most important fields for us to explore in virtual reality. And with Henry, we wanted to create a character that had special bond with the audience. The first time I saw Henry in VR - saw him turn towards me and look right at me - it was incredible. I knew then that we were at the beginning of something special. These characters in VR can feel truly alive, and Henry is a first glimpse of that magic." - Ramiro Lopez Dau 

With ‘Henry’, we wanted to bring the audience closer to a film character than ever before. Led by former Pixar VFX supervisor Inigo Quilez, ‘Henry’ introduces advanced visual effects that bring the character to life, allowing him to respond to your movements and make eye contact with you inside the virtual world. 

The story of ‘Henry’ is narrated by special guest, Elijah Wood! 

We introduced ‘Henry’ to the film community in Hollywood, and we’re looking forward to sharing the experience with everyone when the Rift ships in Q1 2016. 

 You can learn more about VR filmmaking on the Oculus Story Studio website. 

-- The Oculus Team

Announcing Oculus Connect 2 Registration and Call for Submissions


Oculus Connect 2 registration is now open! This year, Connect will bring together more than 1,500 of the top developers, engineers, and creators working on virtual reality September 23-25 in Hollywood, CA.

Visit the Oculus Connect 2 website to register and submit your application. You’ll be notified via email in August if your application is accepted and you’ll then be able to complete your registration and pay the registration fee. We’ve also added a new indie and student pricing tier at $95 USD.

Call for Oculus Connect 2 Submissions

This year at Connect 2 we’re doubling the number of talks, and we’re looking for more great presentations from developers who want to share their work and experience with the community.

We’re especially interested in receiving submissions that fall within the following Connect tracks:

VR Engineering – These talks will cover technical details of developing for PC and mobile platforms, including best practices for optimizing performance, minimizing latency, and mastering advanced rendering techniques. Game and App Design – These talks will focus on design and development principles for creating new VR games, apps, and experiences that are innovative, immersive, and fun. Cinematic VR – These talks will share lessons around combining elements of traditional film, games, theatre, and performance art to create unique VR experiences that place the audience inside the story and virtual world. More details on how to submit your talk are available on the Oculus Connect 2 website.

Invited speakers will receive a complimentary event pass and hotel accommodations. The submission deadline is 11:59pm PST on August 3, and you’ll be notified via email in August on whether your talk has been accepted.

We look forward to seeing you there!

— The Oculus team

Pebbles Interfaces Joins Oculus

We’re excited to announce that we’ve entered into an agreement to acquire Pebbles Interfaces — one of the leading teams in depth sensing technology and computer vision.

Based in Israel, Pebbles Interfaces has spent the past five years developing technology that uses custom optics, sensor systems and algorithms to detect and track hand movement. Over time, technology breakthroughs in sensors will unlock new human interaction methods in VR and revolutionize the way people communicate in virtual worlds.

Pebbles Interfaces will be joining the hardware engineering and computer vision teams at Oculus to help advance virtual reality, tracking, and human-computer interactions.

Nadav Grossinger, CTO of Pebbles Interfaces, wanted to share a few words:

“At Pebbles Interfaces, we’ve been focused on pushing the limits of digital sensing technology to accelerate the future of human-computer interaction. Through micro-optics and computer vision, we hope to improve the information that can be extracted from optical sensors, which will help take virtual reality to the next level. We’ve always believed visual computing will be the next major platform in our lifetime, and we’re excited to join the Oculus team to achieve that vision for the future.”

Please join us in welcoming Pebbles Interfaces to Oculus!

— The Oculus team

The Oculus Rift, Oculus Touch, and VR Games at E3


Step into the Rift

Today, we’re thrilled to introduce you to the Oculus Rift.

The Rift delivers on the promise of consumer virtual reality and next-generation VR gaming.

Custom display and tracking system  

The Rift uses custom display and optics technology designed specifically for VR featuring two AMOLED displays with low-persistence. The technology enables incredible visual clarity as you explore virtual worlds with the Rift.

Integrated VR audio  

Audio is a critical component to achieving and amplifying presence.

The Rift features an integrated VR audio system designed to convince your ears that you’re truly there. The integrated headphones are also removable in case you want to use your own.

It also incorporates a high quality internal microphone for social experiences.

Ergonomics and Design

We’re incredibly excited for you to try the Rift’s new design -- we’ve been refining it over the last few years.

The Rift has an advanced ergonomic design improves the headset’s overall balance and stability. This strap architecture offloads the overall weight, allowing the Rift to rest comfortably.

It’s as easy to put as slipping on a baseball cap. Once you’re in, simply adjust the straps to fit you.

Further, we’ve included a mechanism that allows you to adjust the distance between the lenses for the most comfortable visual experience. You can also remove the facial interface to replace the soft foam, and we’ve improved the form factor to better accommodate glasses.

Wireless Xbox One Controller included with every Rift

We’ve been working closely with developers to understand what they need from the Rift since the earliest days at Oculus.

Developers wanted an input device that was robust and versatile enough to enable next-generation games and experiences in this first generation of VR. As a result of that collaboration, we’ve decided to incorporate one of the best gamepads available, a wireless Xbox One controller, with every Rift.

 The Xbox controller is a key part of the broader VR input puzzle. For example, it’s the absolute best way to play games like Lucky’s Tale, EVE: Valkyrie, and Edge of Nowhere.

...but what about new genres and categories of games that require a different set of inputs?

Introducing Oculus Touch

We see VR input evolving and coming in different forms depending on the experience you want to have in virtual reality.

While the Xbox controller is great for many games and genres, we want an input device that lets you to reach out and interact with objects in VR naturally. We’re excited to introduce Oculus Touch.

Oculus Touch is a pair of tracked controllers that deliver hand presence - the sensation of feeling as though your virtual hands are actually your own. Touch will let people take their virtual reality experiences further than ever before by unlocking new interactions.

Today, we’re showing off a feature prototype for Oculus Touch at E3 called ‘Half Moon’. There are two controllers, one for each hand. They’re mirror images of each other, like your own hands.

Each Half Moon controller has a traditional analog thumbstick, two buttons, and an analog trigger. There’s also an input mechanism that we call the ‘hand trigger’. Imagine using this trigger to pick up a virtual gun, then using your index finger to fire it.

They’re wireless so that you can move and interact with the virtual world freely, and they use the same IR LED constellation tracking system we use in the Rift for precise, low-latency, 6-DOF tracking.

The Half Moon prototype includes haptics that developers can use to deliver feedback when interacting with objects in the virtual world.  

Finally, Half Moon can detect a set of finger poses using a matrix of sensors mounted throughout the device, which allows the controller to recognize a set of communicative hand poses like pointing, waving, and giving a thumbs-up.

Oculus Touch will ship to gamers, developers, and enthusiasts in the first half of 2016, and will be available for pre-order around the same time as the Rift.

Gaming in the Rift

At today’s event, we showcased a few of the upcoming made-for-VR games for the Rift including EVE: Valkyrie from CCP Games, Chronos from Gunfire Games and Edge of Nowhere from Insomniac Games.

All of these games will be playable on the Rift at E3, along with new VR demos including:

  • Damaged Core by High Voltage 
  • VR Sports: Challenge by Sanzaru 
  • Esper from Coatsink 
  • AirMech by Carbon 
  • Lucky’s Tale from Playful 

We’ll have more details on all of these games next week at E3. If you’re at the show, come by the booth and experience them for yourself on the consumer Rift. You can also schedule a demo for the Rift using our Oculus Live app. 

Stay tuned for more made-for-VR game announcements as we head toward the launch! 

$10,000,000 to accelerate Independent Developers 

We know that virtual reality is going to inspire a new generation of game developers, driven by emerging independent teams and individuals. 

In order to bring these innovative, one-of-kind independent games to the Rift, we announced today that we will be investing more than $10,000,000 in accelerating and supporting them.

Anna Sweet, Head of Developer Strategy, speaking at the June 11th special event.

Not only will these folks bring more and better games for launch and beyond, but we’re looking forward to their inventiveness and creativity in VR.

The Future of VR Gaming  

Virtual reality is going to transform gaming forever. Thank you for being a part of this journey with us.

If you missed the event this morning, you can watch the recording of the livestream

We’re looking forward seeing you in the Rift!

-- The Oculus team