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Displays Games

iFixit Takes Apart the Oculus Rift DK2, Finds Galaxy Note 3 Display Inside 57

An anonymous reader writes with a teardown from iFixit of the Oculus Rift Development Kit 2: "iFixit's teardown reveals lots of interesting hardware within, including 40 infrared LEDs, a well-organized motherboard, and a display panel lifted directly from a Samsung Galaxy Note 3. They also took apart the IR tracking camera for good measure." The review is the usual iFixit blend of funny, concise and technical; they include a nice shot showing those IR sources embedded in the plastic of the frame. Why the straight-from-a-phone display? "This seems to make economical sense, since Oculus is working to ship something like 45,000 DK2s—a goodly number for a mid-development prototype, but certainly not enough to warrant a fully custom display."
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iFixit Takes Apart the Oculus Rift DK2, Finds Galaxy Note 3 Display Inside

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  • by Anonymous Coward

    Samsung and LG both sell their TV panels to a lot of competitors to build their own sets, it's not shocking at all to hear they do the same with their mobile screens. Anyways, it's a stellar looking screen, running a commonplace resolution (1920x1080), why wouldn't they want to use it?

    • by Guspaz ( 556486 )

      Except in this case, Oculus and Samsung aren't operating as competitors, they have a partnership for producing VR devices? Samsung is contributing hardware to Oculus, and Oculus is contributing software to Samsung.

  • It's disappointing to see that each eye is just 1/2 1080p because it uses a single 1080p phone display shared by both eyes.
    • by Guspaz ( 556486 ) on Thursday July 31, 2014 @12:51PM (#47575681)

      Dual screens was never in the plans for any Rift, why would it be a surprise or a disappointment? The consumer version is expected to use at least a 2560x1440 display.

    • Re: (Score:3, Funny)

      by gstoddart ( 321705 )

      It's disappointing to see that each eye is just 1/2 1080p because it uses a single 1080p phone display shared by both eyes.

      Yo dawg, I hear you like specs ... I 'spec the specs for your specs aren't what you'd 'spec.

      Just remember, just because the marketing department says something, doesn't mean carries the same meaning as you and I would assign to it.

    • Does such a display exists? I always assumed that that's what they were doing. I can imagine that it would much more. It might be cheaper to use one small 4K display than 2 smaller 1080p ones.
  • Surprise? (Score:4, Insightful)

    by Ralph Wiggam ( 22354 ) on Thursday July 31, 2014 @12:50PM (#47575679) Homepage

    I thought that Oculus had always planned on using off-the-shelf cell phone displays. If they can keep the retail price under $300, they will sell a ton of units.

    • by Alejux ( 2800513 )
      The CV1 may be another beast all together. With FB's backing, they'll have enough resources to order custom panels from Samsung, instead of having to rely on Samsung's mobile phone products.
    • Re:Surprise? (Score:4, Interesting)

      by AmiMoJo ( 196126 ) * on Thursday July 31, 2014 @01:47PM (#47576091) Homepage Journal

      Manufacturers of high quality colour LCD/AMOLED displays will laugh at you if you ask for a custom design in quantities of less than 1,000,000. Even for the final version it will be hard for them to justify signing a contract for 1 million displays up front, not being certain of sales volume. Off-the-shelf displays are pretty much their only choice.

      • by drkim ( 1559875 )

        Manufacturers of high quality colour LCD/AMOLED displays will laugh at you if you ask for a custom design in quantities of less than 1,000,000. Even for the final version it will be hard for them to justify signing a contract for 1 million displays up front, not being certain of sales volume. Off-the-shelf displays are pretty much their only choice.

        Facebook bought Oculus Rift for $2Bil. I don't think they will have any problem coming up with enough capital to buy 1Mil displays @ wholesale.

        Even if they don't sell 1Mil units; FB will laugh and take it as a write off.

  • Got mine 2 days ago. (Score:4, Interesting)

    by HornWumpus ( 783565 ) on Thursday July 31, 2014 @12:53PM (#47575695)

    Don't let anybody tell you they fixed the pukeyness of VR with low persistence!

    It's still up to the software not to make the user sick.

    • by jeti ( 105266 )

      And that's all that Oculus claims. According to them, you can implement experiences that make nobody sick with the DK2. The hardware is no longer to blame. But why would an experience that makes you sick in real life not make you sick when simulated?

      • Not what I said.

        There are things that will make you sick in a VR environment that would not IRL. Because your inner ears are in synch with your eyes IRL.

        My expectations aren't currently that different from my last VR headset (of almost 20 years ago). Keep up, up. Heli sims will do better then airplane. Mechwarrior will work better then descent.

        • by Anonymous Coward

          Must suck to get sick. Happily I don't. Not even the virtual boy made me sick so if that didn't nothing will

          • Nothing IRL gives me motion sickness.

            It's not like I can't handle Oculus games. It's just that the details matter a lot.

            I could play Jane's ATF on the VFX1 well enough to escort Mothra to Monster Island. There were 2 hostiles in that IIRC.

    • This is very true indeed. I've had tons of fun playing flight simulators Elite Dangerous and DSC. The games where you have to move around in first person make me a little dizzy, especially when turning. I really wish there was a way to adjust the speed at which you turn, or implement some method of making walking feel more natural. Anyway, I also tried out a roller coaster demo, and that nearly made me sick after about 6 seconds. Simulator sickness, due to lack of IRL g-forces, is a very, very strange feeli

  • by xtal ( 49134 ) on Thursday July 31, 2014 @12:55PM (#47575713)

    Finish this.. I've been waiting since the iGlasses came out in 1997..

  • by BaronM ( 122102 ) on Thursday July 31, 2014 @01:03PM (#47575765)

    I don't know how practical it will be, but this looks much cooler:

    http://www.laserfocusworld.com... [laserfocusworld.com]

  • Was I the only one who was reminded of this battery "hack" [youtube.com] when I read the title?
  • by Gordo_1 ( 256312 ) on Thursday July 31, 2014 @01:44PM (#47576055)

    The cheapest and simplest thing for Samsung to do for a relatively small run of only 45k devices is to literally lift existing pre-built screens directly off the Note 3 assembly line and hand them over to Oculus. Virtually any kind of customization, like removing the Gorilla glass or touchscreen controller would require an assembly line change and could result in a much larger production slow down. I know it's hard to believe that 'wasting' unnecessary materials is actually cheaper than removing them, but if you know anything about manufacturing you understand the enormous impact that an assembly line change can have.

  • No Thanks (Score:3, Interesting)

    by Anonymous Coward on Thursday July 31, 2014 @02:02PM (#47576253)

    A total of 1920x1080 for both eyes might be passable, but NOT when that 1920x1080 isn't actually 1920x1080.
    The Note 3 has a pentile display - you're getting significantly reduced chroma resolution.

    • by drkim ( 1559875 )

      A total of 1920x1080 for both eyes might be passable, but NOT when that 1920x1080 isn't actually 1920x1080.
      The Note 3 has a pentile display - you're getting significantly reduced chroma resolution.

      This version is just a DK.

      Oculus is working on a 4K:

      http://www.dvice.com/2013-10-2... [dvice.com]

    • by Gordo_1 ( 256312 )

      I have one. It's fine for development work which is what it's intended for. Frankly, in practice the resolution isn't all that bad either.

  • So, the Google Cardboard VR Goggles weren't so ridiculous after all (http://googlecardboardkit.com).

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