00:03We spent the last year working on building Developer Kit 2 as an update to our original development kit.
00:09Something that gets a lot closer to what we want the consumer version to be.
00:12And lets developers make much better virtual reality experiences.
00:15VK2 has a variety of different improvements, largely around comfort and presence.
00:20The sense of presence in virtual reality is something fundamentally new.
00:23You actually, for the first time, suddenly your brain says,
00:26OK, I'm comfortable in this environment. I know it's not real, but I think it is.
00:31With the second Developer Kit, a year of R&D, we're getting a lot closer.
00:34VK2 has lower latency, higher frame rate, higher resolution, and low persistence,
00:40along with full six-stop positional tracking.
00:42All of these combined allow for much better gameplay experiences
00:46and a much more comfortable user experience.
00:48With VK2, we now have submillimeter accurate position tracking,
00:52which means that the views can respond the way it actually should in all cases.
00:56That allows you really to lean forward, lean backward in space, lean around corners.
01:01It just opens up so many gameplay opportunities and changes fundamentally the way you can develop content.
01:07Another huge improvement that we made is using a low persistence display.
01:10Our low persistence display shows an image only for a brief amount of time.
01:14Then the display goes dark until the next frame comes in.
01:17Doing this at a high enough frame rate means that your brain does not see any motion blur or any
01:22judder in the resulting image.
01:23Two years ago, I thought all we needed was faster pixels.
01:26Get to 120 Hz OLED response time and we were done.
01:29And it was really exciting to see Valve's research, which demonstrated so vividly what a difference the low persistence display
01:36makes.
01:37We've also greatly reduced the latency in our system by improving our code, video pipeline, and display.
01:42Our original dev kit was 60 frames a second, not because that was what you really need for a great
01:47convincing VR experience.
01:49It was just the best display that we could get our hands on over a year ago.
01:52Now we're using a higher frame rate OLED display that really makes a huge difference.
01:57It's really not that there's just one thing that's better about TK2.
02:01It's how all these new features come together to really take the experience to a whole other level.
02:06We've spent the last years figuring out what consumer virtual reality needs to be.
02:10We know what we need to ship.
02:12Everyone at Oculus is passionate about building the best virtual reality technology in the world.
02:17One of the big goals at Oculus is to bring together the smartest people in the world.
02:21We're working on hardware, software, we have creative, we have infrastructure.
02:25The only way we're going to deliver virtual reality, the holy grail, this incredible pursuit of presence, is by recruiting
02:32the very, very best in the industry.
02:33I think that's one of the main things that held virtual reality back for years.
02:37The right group of people never came together to work on the right problems.
02:41I think that's what Oculus has done.
02:43We're bringing together the best developers in the world, the best talent in the world, across multiple disciplines,
02:49to build something that everyone thought couldn't exist.
02:52The virtual reality community is stronger than it's ever been before, and we would not be where we are without
02:57them.
02:57There are hundreds of virtual reality experiences being created.
03:00More content in the last year made for VR than in the last 20 years combined.
03:05It's going to be the small teams that go out and do something that's so fundamentally cool that it winds
03:11up defining the language for the platform.
03:14We can't wait to see the experiences that come out of all of these new features.
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