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

Announcing the Mobile VR Jam 2015 Winners

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More than 1000 developers from around the world participated in the Mobile VR Jam 2015, competing for over $1,000,000 in prizes. After four weeks of tireless development, the judges have selected the top submissions from over 300 innovative projects. 

We’re thrilled to introduce the 27 winners of the Mobile VR Jam 2015. Congratulations!

Make sure to check out each project’s submission page for a short video by clicking on its screenshot. You can also download and check out the game/experience on your Gear VR Innovator Edition by clicking its ‘Build’ link.

Platinum Game: $200,000

SteamCrew VR  

Submission and Build

In SteamCrew VR, you and a friend cooperate to pilot a steampunk submarine through dangerous waters. Find someone in your community with a second Gear VR to join up on the same wifi network, and be ready to holler “guns aimed”, “slow down, that’s a rock!”, and of course, “FIRE TORPEDO”! It’s a hilariously good time that highlights just how great VR can be when immersed in a new world with friends.

Platinum App or Experience: $100,000 and Community’s Choice App or Experience: $10,000

The Night Cafe
An Immersive Tribute to Vincent van Gogh

Submission and Build

Walk into a world that only van Gogh could have inspired. Exploring this space took our breath away (quite literally), and it truly defines what it means to enter a new incredible place that wouldn’t be possible without VR. Find a quiet moment to visit the Night Cafe, and be sure to stay for the surprise at the end.

Gold Games: $100,000

DRIFT

 Submission and Build  

DRIFT is the first bullet simulator we’ve played. From your perspective as a bullet, time is dilated - it becomes “bullet time”. Use your head to guide your path around obstacles, slowing time further in the toughest spots. Test your reflexes until you find your target -- that green man is never quite where you expect him to be!

Daydream Blue  

Submission and Build 

In Daydream Blue, you’ll go camping with your pet robot at a lake, where you’re constantly rewarded for curiosity. Skip rocks to make music at night, lay down (literally) on a raft by day to enjoy the clouds, or enjoy a simple game of fetch with your little robot buddy whose enthralled “beep-boo!” is hard to resist. 

Gold Apps or Experiences: $50,000 

Colosse 

A Story in Virtual Reality 

 Submission and Build 

Colosse demonstrates the power of storytelling in VR. In this preview version, you meet one of the Great Spirits known as the Colosse. To balance immersion with story engagement, this short uses gaze to ensure events happen at times that make sense for you. Seamless and beautiful, we can’t wait to see where this goes next. 

Along the Trail 

 Submission and Build

Along the Trail is a beautiful blend of storytelling and data visualization, all based on information you’ve shared through social media. This peaceful environment facilitates reflection and reliving memories, which can be especially powerful for those coping with loss or painful life experiences. 

Silver Games: $50,000 

Scorched Battalion 

 Submission and Build 

Scorched Battalion is the perfect blend of tabletop warfare, first-person tank battles, and well-played humor. 

Neuralgia VR 

 Submission and Build 

Combine the minds of two people to collect clues and solve puzzles in this asymmetrical co-op game. 

Panopticon 

 Submission and Build 

In Panopticon, it’s your job as the jailer to scan the cells and watch for illicit activities. Use your voice or a whistle to put a stop to it. 

Bazaar 

 Submission and Build 

Solve puzzles, match objects to gain clues in the stars, and guide your carpet through a vibrant city. 

Silver Apps or Experiences: $30,000 

Soundscape VR 

 Submission and Build 

Create music in a jam session with up to two other people by using an online matchmaking system. 

Speech Center 

 Submission and Build 

Improve your speaking skills as Speech Center coaches you through a hostile audience and scanning attention around the room. 

Bronze Games: $10,000 

Atop the Wizard’s Tower 

 Submission and Build 

Control the elements to keep back the hordes of enemies roaming across your land from your seat atop the Wizard’s Tower. 

Maiden Chaos VR 

 Submission and Build 

In this top-down shooter, you take control of AKI, a half-robotic female operative, as she storms a droid-filled military compound. 

Audio Arena 

 Submission and Build 

Enemies are spawned on the beat of the music, and hitting power ups will thin the crowd. Increase your score by bursting these on the beat. 

PhaseShift 

 Submission and Build 

PhaseShift is a 2.5D Cinematic platformer action/adventure featuring unique stylized 3D retro pixel art. 

Captain Clark Adventures 

 Submission and Build 

Captain Clark Adventures is a “look-and-tap” adventure game in VR, where you solve puzzles to escape the pirates that captured you. 

Technolust: Thought Crimes 

 Submission and Build 

Take the role of a security professional charged with maintaining order in the dystopian cyberpunk universe of Technolust. 

Polo 

 Submission, Build (VR/mouse), and Build (Phone/cat) 

In Polo, you play a mouse in VR while a friend on the same wifi network plays the cat hunting you using a top-down interface on a phone. 

Wendy

 Submission and Build 

Begin your training as a witch with your first lesson in “potion-making for outcasts”. Wendy is a light-hearted game with magic, puzzles, and a great cat. 

Blind Swordsman 

 Submission and Build 

With hearing as your only sense remaining, attempt to take out the assassins circling you before they get to close. Headphones are required for this game! 

Double Destruction 

 Submission, Build (VR), and Build (phone) 

Smash your way to victory, while a friend on a separate phone helps light your path and protect you from ghosts. 

Bronze Apps or Experiences: $10,000 

DMZ: Memories of No Man’s Land 

 Submission and Build 

DMZ is an interactive documentary experience where you explore the Korean Demilitarized Zone through the memories of a soldier. 

NeoS: The Universe 

 Submission and Build 

NeoS makes abstract concepts of scale, from atoms to galaxies, come to life as you swipe through orders of magnitude. 

House of Languages 

 Submission and Build 

In House of Languages, you’ll learn new language vocabulary in a fun and engaging environment. 

Tana Pura 

 Submission and Build 

Tana Pura is a symphony as captivating for your eyes as it is for your ears.

Community’s Choice Game: $10,000 

The Bouncinator 

 Submission and Build 

You are a Bouncinator Robot, and your directive is simple: keep the party safe and swinging using a combination of x-ray specs, scrutiny, and a flame thrower. 

Everyone that submitted a final build will be receiving an special edition Mobile VR Jam 2015 t-shirt that’s exclusive to jam participants. We’ll be reaching out to each of the teams for sizes and shipping details. 

Congratulations again to all the winners, and thank you for the incredible work! 

 -- The Oculus team              

Introducing ‘Henry’ from Oculus Story Studio

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Introducing ‘Henry’ from Oculus Story Studio

We're excited to announce Oculus Story Studio's second VR experience, ‘Henry’, a heartwarming comedy about a loveable hedgehog, coming later this year. ‘Henry’ is directed by Ramiro Lopez Dau, whose work includes animation on films such as Pixar’s Brave and Monsters University.

We invite you to meet Henry today by visiting the official Henry microsite or the oculus.com homepage, where Henry has taken over! We’ve also created a short teaser for the film to introduce you to Henry and his story: 


Henry the hedgehog is an original character created for virtual reality by Story Studio’s new consulting production designer Kendal Cronkhite, who designed the look of the Dreamworks Madagascar films, and Bernhard Haux, previously one of Pixar's top character artists.

Story Studio’s mission is to inspire and educate virtual reality creators and filmmakers everywhere. As part of this mission, all Rift owners will be able to experience ‘Henry’ for free when the Rift ships in Q1 2016.  

To learn more about ‘Henry’ and Oculus Story Studio, you can sign up for the Story Studio newsletter at oculus.com/storystudio. When you sign up for the newsletter, you’ll have the opportunity to win a trip to attend the ‘Henry’ premiere event July 28 in Hollywood, CA!

So visit oculus.com today and come laugh with virtual reality’s newest character, Henry! We can’t wait for you to meet him.

-- The Oculus team

Surreal Vision Joins Oculus

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Surreal Vision Joins Oculus 


We’re thrilled to announce that the Surreal Vision team has joined Oculus Research! 

Surreal Vision is one of the top computer vision teams in the world focused on real-time 3D scene reconstruction - generating an accurate representation of the real world in the virtual world. Great scene reconstruction will enable a new level of presence and telepresence, allowing you to move around the real world and interact with real-world objects from within VR.

 Richard Newcombe, Renato Salas-Moreno, and Steven Lovegrove of Surreal Vision.

The three founders, all PhDs from Andrew Davison’s pioneering lab at Imperial College London, are Richard Newcombe, the inventor of KinectFusion, DynamicFusion and DTAM (Dense Tracking and Mapping) and co-inventor of SLAM++; Renato Salas-Moreno, the inventor of SLAM++ (SLAM at the level of objects), and Dense Planar SLAM; and Steven Lovegrove, the co-inventor of DTAM and author of SplineFusion.

The team wanted to share a few words on their vision for Surreal at Oculus:

“From the human point of view, the world is constantly in motion. As we move around, our eyes dart about the scene and the rich dynamical nature of the scene’s contents come flooding in. We’re able to make sense of those changing signals to produce a coherent understanding of the world we live in, which we effortlessly navigate and interact with. Over the past three decades, a great deal of work in computer vision has attempted to mimic human-class perceptual capabilities using color and depth cameras.

At Surreal Vision, we are overhauling state-of-the-art 3D scene reconstruction algorithms to provide a rich, up-to-date model of everything in the environment including people and their interactions with each other. We're developing breakthrough techniques to capture, interpret, manage, analyse, and finally reproject in real-time a model of reality back to the user in a way that feels real, creating a new, mixed reality that brings together the virtual and real worlds.

Ultimately, these technologies will lead to VR and AR systems that can be used in any condition, day or night, indoors or outdoors. They will open the door to true telepresence, where people can visit anyone, anywhere.

Much progress has been made toward this future, but significant challenges remain. For virtual reality, the accuracy and quality of the continuously updating 3D reconstruction must be near flawless, which is a requirement almost no other modern computer vision problem faces. When we cross these seminal thresholds, users will perceive the virtual world as truly real - and that is the experience we're driving toward.

By achieving the ability to continuously reconstruct and track the world around us, we'll be able to build an understanding of the world at a semantic level. This will bring the power of the digital world to the myriad of interactions we as humans perform everyday, leading toward a breakthrough in human-computer interaction and a computing platform that has true spatial awareness.

Given the team, the resources, and this shared vision, there's no better place for us to help bring about these breakthroughs than Oculus. We're incredibly excited for the future." -- Richard and the Surreal Vision team

Richard, Renato, and Steven will continue their work pushing the boundaries of computer vision and scene reconstruction as part of Oculus Research in Redmond, Washington. Please join us in welcoming them to the team!

Announcing Oculus Connect 2 and Mobile VR Jam Finalists

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We’re excited to announce our second annual developer conference, Oculus Connect 2, where engineers, designers, and creatives from around the world come together to learn about the future of the Oculus platform and push virtual reality forward. 


This year’s Connect will feature keynotes from Brendan Iribe, Michael Abrash, and John Carmack, plus everything developers need to know to launch on the Rift and Gear VR.

Oculus Connect 2 takes place Sept. 23-25, at the Loews Hollywood Hotel in Hollywood, CA. Applications to attend the event, along with a call for papers, will be available on the Oculus Connect website starting in June, and attendance confirmations will be sent out soon after.

John Carmack, Oculus CTO, speaking at Oculus Connect last year.

At last year’s inaugural Connect, nearly 1,000 developers attended engineering and design sessions, showcased their projects, connected with fellow developers, and experienced the Crescent Bay prototype for the first time.

As a result of the community’s incredible work, virtual reality is poised to transform gaming, storytelling, film, communication, and much more. We look forward to seeing you there!  

Mobile VR Jam Finalists

Congratulations to the Finalists for the Mobile VR Jam! We’ve been blown away by the quality and quantity of content we received from members of the community. It’s clear that all of the participants dedicated a huge amount of time and energy to bringing their ideas to life. The competition has been fierce for the finalists, and it’s been tremendous to experience the amazing range of creativity.


The 60+ games and apps that made it the the finalist round are ready for you to experience if you have a Gear VR Innovator Edition: just visit any finalist's ChallengePost page on your phone and tap the "try it out" link to install and launch. And remember to vote for your favorites in the gallery to help us determine the winners of the $10,000 Community’s Choice awards! 

-- The Oculus team

The Rift’s Recommended Spec, PC SDK 0.6 Released, and Mobile VR Jam Voting

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The Rift’s Recommended Spec


Presence is the first level of magic for great VR experiences: the unmistakable feeling that you’ve been teleported somewhere new. Comfortable, sustained presence requires a combination of the proper VR hardware, the right content, and an appropriate system.

For the full Rift experience, we recommend the following system:  

  • NVIDIA GTX 970 / AMD 290 equivalent or greater 
  • Intel i5-4590 equivalent or greater 
  • 8GB+ RAM 
  • Compatible HDMI 1.3 video output 
  • 2x USB 3.0 ports  
  • Windows 7 SP1 or newer

The goal is for all Rift games and applications to deliver a great experience on this configuration. Ultimately, we believe this will be fundamental to VR’s success, as developers can optimize and tune their game for a known specification, consistently achieving presence and simplifying development.

All of the games and applications for the Rift created by Oculus will provide an incredible experience on this system.

Binstock, Oculus chief architect, wrote a detailed technical post outlining the recommended system specification and the reasoning behind it, along with more Rift details, here: “Powering the Rift”.

Oculus PC SDK 0.6.0 Released  

The Oculus PC SDK 0.6.0 is now available on the Oculus Developer Center. You can download it here

 0.6.0 includes the following major changes:

  • Compositor service 
  • Layers 
  • Removal of application-based distortion rendering 
  • Simplification of the API

The compositor service moves distortion rendering from the application to the OVRServer process. This is an architectural change that enables features like layers and other performance and quality improvements in the future.  

Layer support allows an application to send multiple independent render targets to the compositor. For example, you might render the heads-up display, background, and game space each to their own separate layer. Each layer can have a different size, resolution, and update rate, which can be used to improve performance and rendering quality, particularly around text.  

The API simplification is a major step toward v1.0 including removing support for application-based distortion rendering.  

You can read the full release notes for 0.6.0 here.

Mobile VR Jam 2015 – Community Voting Now Open

Over the last month, hundreds of teams from around the world have dedicated themselves to bringing their virtual reality ideas to life for the Mobile VR Jam 2015. On Monday, over 300 teams submitted their final build for Milestone 4. Now, these VR Jam games, applications, and experiences are ready for community voting!

If you have a Samsung Gear VR Innovator Edition, you can visit the ChallengePost submission pages, download the builds, and experience them for yourself. Let us know what you think by voting on your favorites!

If you’re interested in learning how to register to vote on ChallengePost, or next steps for VR Jam 2015, you can check out the latest update here

Oculus Dev Blog – Squeezing Performance Out of Your Unity Gear VR Game

Chris Pruett, Oculus partner relations engineer, discusses methods for optimizing game performance on Gear VR in his post, “Squeezing Performance out of your Unity Gear VR Game”.

A sample frame from Unity with about 30,000 polygons and requires 40 draw calls

In part 1, Chris covers details of Gear VR, the runtime environment, and rendering techniques to improve performance. Part 2 will discuss how to go about debugging real-world performance problems.

More news to come in the run-up to E3.

– The Oculus team