Skip to main content

Oculus Connect 2 talks the challenge of VR hardware, and finding unique solutions

oculus addresses the challenge of virtual reality hardware at connect 2 oculusconnect 1
Image used with permission by copyright holder
Virtual reality has been in the news for a few years, but as the lack of commercial headsets proves, it’s still an infant technology. Developing both hardware and software that provides a truly immersive experience is difficult. At Oculus’ Connect 2 conference two of the company’s senior employees — Caitlin Kalinowski, Head of Product Design Engineering, and Stephanie Lue, Hardware Project Manager — gave some insight into the trials Oculus has faced.

Stephanie Lue began by observing that “left to their own devices, engineers will continue to iterate, iterate, and iterate.” Finding the right compromise is key, and Oculus believes it has been successful in doing so because of its non-linear management structure. Rather than forcing each employee into a rigid role and process, everyone involved with the hardware development of the Rift was encouraged to work together.

Recommended Videos

It was an industrial designer, for example, who figured out how to cradle the Rift’s lenses in fabric that allows adjustment, yet also provides rigidity. Combined with a gear mechanism, this lets the user adjust the Rift’s inter-pupillary distance, or distance between pupils. Proper calibration is needed for virtual depth perception. Normally an engineer would be assigned this task, but letting another willing employee step in led to a creative solution.

Please enable Javascript to view this content

Creative use of fabric is, in fact, integral to the Rift. The headset is complex, and uses IR lights to help with head-tracking and a microphone for voice input, but Oculus didn’t want these devices protruding and at risk of damage. To solve that, fabric coats much of the exterior. It’s a very specific material, so specific that the company had to scour the globe to source it.

Using fabric makes the headset lighter, more attractive, more comfortable and breathable, so it doesn’t cause the user to sweat, and cools the internals.

Oculus is doing everything it can to foster a strong VR eco-system through great hardware. 

Caitlin Kalinowski also spoke extensively of the straps and headset, all of which are designed to maximum comfort. The straps themselves are balanced to keep pressure at the rear of the device, rather than the front, where it would be uncomfortable. A similar approach is taken to the audio experience, where Oculus uses a “four bar linkage” to keep pressure low without sacrificing range of articulation.

Kalinowski and Lue obviously felt proud of their accomplishments so far, and were happy to take questions after their session was over. Kalinowski went so far as to say she doubts most hardware companies can rival the rate of innovation Oculus’ has enjoyed over the last year.

The session did at times take on the vibe of a sales pitch, meant to entice developers. This came across strongly as the talk wound down and Kalinowski offered assurances that Oculus is doing everything it can to foster a strong VR ecosystem through great hardware. After all, if no one buys a Rift, developing software for it will be a moot point. It’ll be interesting to see what Oculus has up its sleeve at the upcoming keynote — and how close the device, which is slated for Q1 2016 release, is to being finalized.

Matthew S. Smith
Matthew S. Smith is the former Lead Editor, Reviews at Digital Trends. He previously guided the Products Team, which dives…
PlayStation VR2 just got 2 fun shooters, but I’m still waiting to be wowed
Key art for Firewall Ultra.

For the past six months, PlayStation VR2 players like myself have been yearning for new reasons to boot up our headsets. And after a long wait, the VR platform is getting a much-needed infusion with two brand-new titles. It’s a cause for celebration, but a mild one; neither of PSVR2's latest titles does much to revitalize my shock and awe for the platform six months into its life span.

The two games in question are the exclusive, Sony-published Firewall Ultra from First Contact Entertainment and Crossfire Sierra Squad from Smilegate. Both are realistic-looking military shooters, although they are different in execution. Firewall Ultra is a Rainbow Six Siege-style, squad-based multiplayer game, while Crossfire Sierra Squad taps more into the genre’s arcade roots to create VR shooting galleries.

Read more
This VR headset made me never want to go back to my Quest 2
Alan Truly wears the Pimax Crystal, a premium VR headset with incredible sharpness.

Meta's Quest 2 longevity is almost supernatural in the VR world. It's the headset that keeps on giving, but it's time to retire that classic model released in 2020 and try something new. Ahead of the launch of the Quest 3, I tested the much more expensive Pimax Crystal, a VR headset that puts resolution and fidelity as first priority.

In many ways, it's a throwback to an older era of VR headsets, requiring a powerful gaming PC to take full advantage of its capabilities. And like every modern PC VR headset, it will outperform and deliver a sharper picture than the stand-alone Quest 2. However, the hassle of plugging in a tether, setting up base stations, and pairing controllers is overwhelming for many gamers. Pimax has a solution for that, and after using it for a while, it made me never want to go back to my Quest 2.
My Pimax Crystal experience
SteamVR games are available now with Pimax stand-alone games planned. Photo by Tracey Truly / Digital Trends

Read more
Atari is publishing its first VR game, and it’s coming to PSVR2
Hands in VR control an Atari 2600 joystick in Pixel Ripped 1978.

Legendary game giant Atari is breaking into VR. This summer, the company will publish Pixel Ripped 1978, the third entry in the standout VR Pixel Ripped series. It will launch on PC and PlayStation 5 and be compatible with both PlayStation VR 2 and Meta Quest 2.

Pixel Ripped 1978 - Announcement Trailer

Read more