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Session Name Working with the Latest Oculus Rift Hardware and Software (Presented by Oculus VR)
Speaker(s) Michael Antonov, Nate Mitchell
Company Name(s) Oculus VR, Oculus VR
Track / Format Programming
Overview Since the debut of the original Oculus Rift development kit at GDC 2013, we've shown off a set of critical improvements including a high-definition display, positional tracking, and low-persistence support. Likewise, behind the scenes we've also been making critical improvements to the core Oculus SDK like new feature support, optimizations (particularly around latency), and overall simplicity. In this talk, we'll discuss everything you need to know to get started integrating the latest Oculus Rift hardware with your VR game or experience. The talk will be split into an overview of the latest hardware, a technical breakdown for engineers, and a game design discussion relevant to the new features. We'll also talk about our vision for future development hardware leading to the consumer Rift and what that path might look like.

GDC 2014

Michael Antonov

Oculus VR

Nate Mitchell

Oculus VR

free content

Programming

Programming


UBM Tech