Oculus Prototype Preview – 2560×1440 strobed OLED virtual reality!

Oculus Prototype Preview - 2560x1440 strobed OLED virtual reality!

Visiting Oculus, the opportunity to experience some of the nearest Holodeck-like virtual reality I have experienced, viewing the Crescent Bay prototype!

My visual experience confirmed that it looks much better than the earlier DK2, and it was running 2560×1440 at 90Hz ultralow persistence (~1ms). No matter how fast I twisted my head around, I did not notice any lag or motion blur.

I put on the Crescent Bay prototype, and…

I witnessed a Tyannosarus Rex come chasing me, submarine interiors, standing at edge of the top of a skyscraper, and a mayhem scene in Brooklyn. This appears it can become a popular wahow we play games years from now, blowing away the best 144Hz monitor in immersion. Head tracking was superb. I could lean forward, tilt my head, turn my head. No nausea occured for me, tracking felt natural and lagless.

For best results most resembling a Holodeck, it will happily gobble up a powerful GPU setup! However, mid range cards will still benefit from the improved immersion!

Here is a poor-quality video of the Brooklyn pandemonium (taken blindly while I was wearing the oculus headset!) – this obviously needs to be experienced instead.

And here is a photo gallery of the Oculus booth. It was extremely busy, with people waiting over an hour to get a Crescent Bay demo. Fortunately, I made a reservation!

Comments? Discuss here in the forums!

About Chief Blur Buster

Mark Rejhon, the founder of Blur Busters.

4 Comments For “Oculus Prototype Preview – 2560×1440 strobed OLED virtual reality!”

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Wow this is what I imagined in 1996 when VR buzz was new. This could make the ultimate monitor unnecessary. When could this be available? I noticed some tearing in the video. Did you see that?
Thanks for all you do!


I’m surprised no one mentioned the typo in the headline yet! Reality vs relaity.


it will happily gobble up a multi-GPU setup such as AMD CrossFire or NVIDIA SLI

Multi-GPU setups like Crossfire and SLI need to be avoided when using the Oculus Rift because they introduce another frame’s length of input latency. In a 90hz setup, you will have 11ms more of a delay between moving your head to seeing the movement in the world, which increases the likeliness of motion sickness.