Oculus’ prototype Santa Cruz headset feels like a wi-fi Oculus Rift

Upcoming calendar year, developers will start off actively playing with Oculus’ next-technology VR headset: a wi-fi method codenamed Santa Cruz. Facebook VR chief Hugo Barra stresses that Santa Cruz is a prototype, not a business product. But he tells The Verge it’s “very representative” of exactly where the business is heading, and “realizable” as a consumer headset. So in a number of several years, Oculus hopes to offer one thing that delivers a whole lot of higher-end Rift characteristics, but without having any of the intricate set up, or the want for a independent Laptop.

At this year’s Oculus Hook up clearly show, the business hustled reporters by a speedy Santa Cruz demonstration, wanting to clearly show that the know-how is effective. As generally, these demos were being really managed, tailored to spotlight Santa Cruz’s strengths and avoid demonstrating its flaws. But as considerably as I can tell, Santa Cruz does work. It’s the most promising VR headset I have attempted this calendar year, even if it’s way far too early to get psyched about a consumer release.

Like final year’s Santa Cruz prototype, this headset appears to be like a whole lot like a wi-fi Rift, and tracks motion with huge-angle cameras all-around its edges. Oculus has launched a softer condition with rubber straps, as perfectly as a pair of movement controllers, which are geared up — like the existing Oculus Contact controllers — with infrared LEDs that people cameras can track.

When it’s difficult to make direct comparisons in such a quick demo, Santa Cruz feels heavier than the Rift, but not as chunky or entrance-loaded as Oculus’ Equipment VR. The display and discipline of view come to feel similar to the Rift’s, and the controllers have similar ergonomics to Contact, while the structure is simplified and the 50 percent-moon monitoring strip has been flipped earlier mentioned the wearer’s fingers, so it’s simpler for a head-mounted camera to see.

Technically, I obtained two demos with Santa Cruz: a hangout session with Oculus’ doggy-like alien “mascot” Bogo, and a shootout in the Rift’s Wild West gunslinging activity Dead and Buried. The two felt practically indistinguishable from utilizing a Rift. I suffered a couple of small glitches — the floor seemed indescribably “off” for a person split second when I was picking up a adhere, and my fingers would drift if I set them at the very edge of my peripheral vision — but for any organic movement the video games required, I was high-quality.

This may possibly not mirror Santa Cruz’s authentic-globe overall performance, due to the fact Oculus set me in a perfectly-lit space with a patterned flooring, featuring plenty of edges for a monitoring camera to detect. But Santa Cruz matched the Rift’s monitoring abilities there, and was in fact superior than the Rift’s basic two-camera set up, which just can’t track controllers if you’re blocking its view.

The encounter felt similar to utilizing Microsoft’s Home windows Blended Truth headsets, which also characteristic within-out monitoring and movement controllers. But Santa Cruz presents the independence of a certainly wi-fi headset, and Oculus’ controllers are considerably a lot more cozy and less cluttered than Microsoft’s. (I only employed the triggers in my demo, nevertheless, so I have not examined the trackpad — which, due to the fact it’s a main new characteristic, is a minor frustrating.) By contrast, it’s a whole lot a lot more formulated than Google’s within-out monitoring headset, at minimum when I attempted it before this calendar year.

Santa Cruz is less potent than a VR-completely ready Laptop, while its actual components is a secret. Neither of my demos showcased big or semi-photorealistic environments, so I’m not positive just how large the overall performance hole is. Barra states developers can produce “very similar ordeals to what they get on Rift,” but with a decrease polygon rely and less “scene complexity.” I talked to a couple of developers all through Rift demos later, and both seemed confident about porting their video games to Santa Cruz, with some optimization.

The Rift and Equipment VR are driven by desktops and telephones, but we don’t know how Santa Cruz’s operating method will work, or how open it will be. “You’ve seen some of the things that we have carried out on Rift lately to permit people, specially electric power people — if they want to carry applications from other resources, they can,” explained Barra, when I asked if Oculus’ cell headsets would be walled gardens. “We’re quite committed to that idea, for the reason that we just really like the simple fact that electric power people really like our system.”

Barra states that we’ll be mastering a lot more about Santa Cruz in a number of months, and developers should to be utilizing it quickly following that. For now, it truly does come to feel like a rough variation of a purposeful consumer headset. In simple fact, I’d be delighted to use it correct now — if (and which is a large if) its day to day overall performance is as good as my demos.

Leave a Reply