Oculus Rift: 2013’s best, most innovative hardware

headphone actor lyricsSo to carry on my run of content pieces on this website, I have planned to share one of my favourite posts this week. I used to be hesitant to add it to the site as I really did not wish to offend the original writer, but I hope he/she is happy that I enjoyed reading their work and planned to share it with my readers.

Progress and innovation. These are things we constantly aspire to in the technological sphere, and without a doubt there have been a number of innovations in 2013. Which of these have been the most momentous and profound however? You might think my first choice would be Playstation 4 or Xbox One, however one device stands out for me above all the others, partly because its a huge leap forward in what up until now has been a minefield of failed devices, and partly just because its really cool.

Yes, the Oculus Rift is the latest and greatest in virtual reality (or VR) technology.

It has already won awards including the Popular Mechanics Breakthrough Award as well as a Golden Joystick Award for Innovation of the Year, proving that Im not the only person who thinks that it should be at the top of the innovation list.

Oculus VR, a company founded by Palmer Lucky and id Software co-founder John Carmack, initially funded the Rift through an amazingly successful Kickstarter campaign. Their initial asking amount was US$250 000, which was funded in four hours. They went on to raise over US$2.4-million through Kickstarter alone and an additional US$13.6-million through other avenues resulting in a total of US$16 million. Money!

Whats it all about?

What is the Oculus Rift? It sounds like something out of a science fiction movie, and I suppose it might well be exactly that. Its a Head-Mounted Display (HMD), which allows gamers to see in stereoscopic 3D, and provides an immersive gaming experience as players can turn their heads within the game and play in a fully 3D environment.

The initial prototype was made using a 5.6? screen, but for a variety of reasons, Oculus VR changed their design to a 7? screen, which means the headset is somewhat bulkier than originally intended. On the plus side however the specs of the new panel means that there is less lag and motion blur when the player turns their head quickly as the pixel switching time is faster. The stereoscopic 3D is no longer 100% overlapping either, which means that the left and right eyes see a little extra either side and it mimics normal human vision in a much more realistic manner.

The field of view is 90 degrees, more than double that of many similar devices and its this that really sets the Oculus Rift apart from so many other VR HMDs. It is intended to entirely fill the wearers field of view and the real world is blocked out to such an extent that the immersive experience is heightened exponentially.

In the developer version, which is the only one currently available, the resolution is 1280800. In the consumer version which is still in development, the expected resolution is 19201080. The image for each eye is shown as a pincushioned image, a distortion that is then corrected by lenses within the headset, generating a spherically mapped image for each eye.

Hilarity intensifies
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John Carmack, one of the legendary creators of equally legendary shooter Doom, requested a special firmware for the head tracker that makes it run at 250Hz as opposed to the usual 125Hz, as the tracker latency is vital for the realism in response time. The latest version uses a combination of 3-axis gyros, accelerometers and magnetometers making it capable of head orientation tracking without any resulting drift. This means you can look around naturally, much as you would in real life, and every movement of your head is tracked in real-time. This creates a subtle, intuitive and most importantly, completely natural experience. Its also designed to be comfortable to wear, and so is relatively lightweight, weighing only 369g, and Oculus VR compares it to the weight of a heavy pair of ski goggles.

It sounds very impressive, but its important to remember that games will need to be specially designed to work correctly with the Rift, and Oculus VR has produced a software development kit to assist developers in integrating the Oculus Rift into their games successfully.

Team Fortress 2 was the first game to add support for the developer version and a number of other well-known titles have since followed suit.

More importantly however are games such as The Gallery: Six Elements, which was the first game that was designed specifically with the Oculus Rift in mind as opposed to merely adding Rift support to an existing game.

Impressively the Oculus Rift also runs on Mac, Linux and Windows, so theyre not cutting out any operating systems. You can order a development kit for US$300 although costs for the consumer version are not yet known, but Oculus VR have insisted that Our goal is to deliver the highest quality virtual reality experience at a price that all gamers (and their parents) can afford.

oculus rift

Its important to note that I think part of what makes this piece of technology so exciting and accessible is the fact that Oculus VR has kept its Kickstarter backers informed every step of the way. Long after reaching their target it still posted links, tests and demos it was conducting, awards and press it had received, and updates with regards to how the development of the technology was progressing. Why? Well everyone who funded this campaign, and even those who didnt, have a vested interest in how this turns out, and their excitement and the hard work theyve put in to get here is infectious and well documented you cant help but get excited along with them.

For me the Oculus Rift is without a doubt the most exciting and innovative piece of hardware that has made its way onto the market in 2013, and its progressed even since I saw it at E3, so in 6 short months, theyve taken some major strides forward. Although only the development kit is currently available, a consumer version is due to hit the market sometime soon and I foresee a very bright future for this, the next step in immersive Virtual Reality technology.

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Beats by Dr. Dre Studio

When we found this short article we were so excited, having searched for over a year for this, discovering it on this site was an thrilling day for me.

earpiece adaptersAudiophiles and lovers of booming bass alike often ask me what I think about Beats by Dr. Dre headphones, assuming I’ll somehow slam the company. But I’m actually a fan of what Beats has accomplishedin 2008, virtually no one was paying money for headphones (except for audiophiles). Beats more or less eliminated that complacency for dismal soundtrue, it was achieved by making bass-heavy headphones a fashion statement seen on celebrities and athletes alike, but it was still a marked improvement over the status quo. The new Beats Studio, at $299.95 (direct), is the second version of the original pair made by Monster (Beats is no longer associated with Monster, and HTC, which had a controlling interest for a while, is now also jumping ship). Equipped with some decent noise cancellation, the signature glossy look, and the deep low-end that made this lineup famous, or infamous, the new Studio will appeal to bass lovers and repel purists.

Design
Visually, the Beats lineup is possibly the most recognizable headphone design made since the 80s, even if that makes audiophiles cringe. You’ve seen them on the heads or resting around the necks of pro athletes and pop stars during press conferences and music videosand that familiar look is a brand unto itself at this point. In other words: Beats isn’t going to mess with the formula too much. The Beats Studio looks, to the casual observer, like most other Beats pairs that came before it, offered in shiny red, white, or black, with a bright red lowercase B logo on each ear.

The circumaural (over-the-ear) design features large, exceedingly comfortable earpads and a well-padded headband. Even over long listening sessions, the earpads don’t get uncomfortable or too hot, and the same can be said for the headband. The headphones do not fold down flat, which is something much of the competition now does to allow for easier stowing.Beats by Dr. Dre Studio

The famously red cable is detachable from the left ear, and the Studio ships with two of themone with an inline three-button remote control and mic for controlling playback, volume, and answering calls on mobile devices, one without. There’s also a red USB charging cable (it connects to the right ear)this represents a leap for the redesigned headphones, as they now run on an internal rechargeable lithium ion battery and not AAA batteries, a minor victory for the environment. Beats claims an approximate battery life of 20 hours, but this will largely depend on how you use your headphonesspecifically, how loud you listen to your tunes.

The left earcup has a Mute functionif you want to pause or play, use the remote on the cable, as the left ear’s button will simply mute your audio while it’s still playing. A Power button on the right ear activates the noise cancellation, and holding it down for a prolonged period powers them down. The power button can also be pressed and held for a shorter period to activate an LED display that shows how much battery life you have leftfive dots is good, one dot is on the verge of death.

Annoyingly, you cannot listen to music on the Beats in passive mode without activating the noise cancellation, so the battery life will always be impacted by the noise cancellation circuitry when you’re using them. You can also (quite easily) unintentionally leave the noise cancellation activatedit will remain on even if the cable is removed if you don’t shut it off, as there’s no auto-off function like you find in some competing models. It doesn’t help that the Power button is tiny and easy to forget about.

The headphones also ship with a zip-up hard shell carrying case, a Beats decal, and a cleaning cloth.

Performance
Let’s first briefly address the active noise cancellation. It would be one thing if the noise cancellation circuitry were ground-breaking (it’s not) and was the primary draw for these headphones (ditto), but since it isn’t, it would be nice to be able to use the Beats Studio passively like many pairs allow you to do now. The noise cancellation itself is decentit can eliminate wide swaths of ambient noise and even tone down chatter and talking around you a bit, but it can’t compare with the latest technology from the Bose QuietComfort series, and it also introduces a noticeable hiss to the equation. Many noise-canceling pairs do this, but few of them cost so much. The verdict here is: These headphones would be a better deal without the noise cancellation, and with a lower price as a result, but it’s intrinsically tied to the design, so thankfully it’s at least a somewhat useful feature.