Why immersive virtual reality is the next generation of gaming: part 2
July 14, 2012 by James Iliff
At the recent E3 2012 show, I saw the future of virtual reality and gaming.
It’s a robust stereoscopic head-mounted display (HMD) called the Oculus RIFT from hardware pioneer Palmer Luckey, shown off by legendary computer graphics guru John Carmack, technical director of Id Software.
Using aspheric lenses and side-by-side stereoscopy, the Oculus RIFT boasts a wide field-of-view of 90 degrees horizontal and 110 degrees vertical, with a target price of $500, according to Palmer, which totally kills anything on the market today in the consumer price range. It also uses a gyroscope for orientation data, so you can actually look around inside the game environment quite naturally.
As evidence of its importance, Carmack is integrating support for the Oculus Rift into Bethesda Softworks’ DOOM 3: BFG Edition, slated for release in North America in October. (If you want to learn more about the Oculus hardware, you can check out detailed specs here.
This is the beginning.
The RIFT isn’t yet ready to be a neat consumer package; it’s still a DIY device for enthusiasts and hackers, modders, and homebrewers, but “one of the big players will take this as one of the next steps in display [and] interaction technology,” as Carmack notes in the video.
It’s the spark of a revolution in the first-person shooter gaming niche.

Skyrim (credit: Bethesda Softworks)
Many DIYers on the Meant To Be Seen forums (Palmer’s DIY community, where he posts about his projects) are already working on open-source software projects to make the Oculus RIFT compatible with other first-person shooters besides Doom 3, such as Skyrim and Mirror’s Edge, as well as many Valve games, such as Portal 2 and Left 4 Dead 2.
I’ve had the chance to collaborate with Palmer over the past year or so on other VR projects, such as Shayd and Project Holodeck (a work in progress), and I’ve have worked with a number of his prototypes, like the PR4 and others.
Pre-warping
The lenses that are built into the HMD tend to stretch the image output so that it wraps around a 90-degree field-of-view, thus giving the player a wide FOV that feels much like peripheral vision. To compensate for this wide FOV optical distortion, John Carmack coded the Doom 3: BFG Edition demo to pre-warp the image coming out of the screen.

Pre-warped stereo image in Doom 3: BFG Edition (credit: id Software)
This same warping effect can be utilized in all FPS games to make them compatible with the RIFT. One MTBS community member, Joshua Lieberman, AKA Emerson, is working on his open source project Biclops to achieve this “barrel” pre-warping with Skyrim and Mirror’s Edge
Other amazing VR games coming
Valve is also diving into wearable computing, and it is highly likely that they are already working with the Oculus RIFT to integrate it with their Source Engine (this link explains exactly how to integrate a gyroscope properly in the Source Engine for use with an HMD, and I’ve been playing a lot with that C++ code recently).

Portal 2 (credit: Valve Software)
Thus existing games like Left 4 Dead 2 and Portal 2 could be experienced with enhanced visual immersion, and even orientational tracking of the head provided through a gyroscope input.
Due to the diverse and dynamic community based around the Source Engine, if the RIFT is made easily compatible, numerous mods would begin springing up that are built specifically for a head-mounted display.
Much like how the Razer Hydra was sold with Portal 2, the first truly immersive VR games built for VR hardware could start being sold on Valve’s Steam online gaming platform for developers.
Of course, other engines can be just as easily made compatible, particularly the new Unity Pro 4 Engine, which has already been used as the basis for numerous VR experiences at the MxR Lab and the USC Interactive Media Division. The current game I’m producing, Wild Skies, will be using Unity Pro 4 with the Oculus RIFT as well as a positional tracking for a full 360-degree virtual play space.
Consumer version coming
In his latest update, Palmer revealed he is talking with Valve, Bethesda, Epic, Crytek, and Unity about a consumer version of the headset to be developed in 2013. This new version will have built-in support for the most popular game engines, a higher-resolution screen, and wider field-of-view optics.
Now, since teaming up with Carmack a few months ago, Palmer can finally launch the final iteration of his RIFT, and dole out some harsh VR justice to the universe. A Kickstarter for of the first round of development of the RIFT head-mounted display is starting around July 19, according to the latest update from Palmer, to coincide with Carmack’s involvement at QuakeCon and Gamescom.
“Imagine an HMD with a massive field of view and more pixels than 1080p per eye, wireless PC link, built-in absolute head and hand/weapon/wand positioning, and native integration with some (if not all) of the major game engines, all for less than $1,000 USD,” Palmer says. “That can happen in 2013!”
There’s going to be a lot of innovation with this kind of hardware in the next ten years during the following console cycle — if you even want to call it a console cycle anymore. All I know is it’s going to be a hell of a decade.
By the time 2013 comes to a close, the returning VR industry will be back in full swing — this time as part of the multi-billion dollar games industry.
Comments (16)
by Editor
UPDATE: VR Headset Maker Oculus: Please, Don’t Back Our Kickstarter, http://www.wired.com/gamelife/2012/08/oculus-rift-kickstarter/. Reason: “Oculus would rather that only game developers purchase the headset through the Kickstarter campaign. … Rift isn’t ready [for consumers] yet.”
by Chuck
This technology, when perfected, will change the world. It could be used for so much more than just gaming. Education, virtual tourism, medicine…the possibilities are endless. Very exciting times ahead!!
by Joe
Until they have a means to integrate tactile feedback, things aren’t going to change much.
by Kristoph77
Not going to change much???? Progress its always step by step, if you dont think full emersion VR is a good size step then I’d like to know what you consider is a big change? Replacing the visual and audiable world, 2 of the 5 senses, will be an experience that will spur the entire entertainment industry.
by Sean Brazell
The technology for tactile feedback already exists in the most advanced prosthetic devices, so it’s only a matter of time before it finds it’s way into the VR gaming world.
by ChrisF
Respectfully Joe, I think you’re wrong. Done well, immersive VR is a radically different experience from merely watching a rendered scene on a 2D display. As long as the latency is low, your brain really does begin to believe that what you’re seeing on the HMD is real – there are numerous experiments showing (for example) that people in VR simulations experience genuine fear when they’re asked to walk over a virtual rope bridge ! (the book ‘Infinite Reality’ goes into this in great detail). I personally can’t wait for this technology to arrive – I think it’s going to be incredible.
by Phillfrog
The porn industry should get on this. Not joking, porn helped VHS beat Betamax, blueray to beat HD DVD and when people got wind that there was porn on the Internet it exploded (pun semi-intentional). If people hear there’s 3D virtual reality porn, VR will go the same way.
No one will come into work anymore though, which might slow down the singularity, so shhhh, don’t tell anyone!
by Kristoph77
Im in… excuss the pun
by EXTROTECH
Our operating systems and their user interfaces need to radically evolve to take advantage of this.
by Stephen
Valves games are quite suited to VR as they never break the first person viewpoint with free look.
by Bri
In ten years time, we might have real full immersion experience. If the cell phone goes down to the size of a red blood cell, it could suplant the sensory information with whatever is transmitted from the cloud!
by Matthew
Sony bought Gaikai, so next gen probably will incorporate the cloud to a significant degree. Probably for updates, especially sony, which as a company policy updates way too freakin’ much. I think 1000 dollars is way too much for VR to become mainstream. I define mainstream as oh, 5 percent market penetration among pc and console users. But maybe not. I really hope that more than a few million get on the VR bandwagon that is surely coming!
by Conrad Green
I already know consoles are dying and personally I’m glad. I’m a owner of a xbox 360. I’m also glad desktops are dying. Cloud computing, tablets, vr simulations are out now. The thing is : The industry comes out with the products but we the consumers take products in places they never thought. So I’m freaking ecstatic.
by James Iliff
Glad your ecstatic, Conrad! These are truly exciting times. Give it 5 years and the entire market will be bursting at the seams with VR again.
by matthew
Oh man, can you imagine gta 6 or elder scrolls 5 in VR? Can’t wait!
by Lee
Low latency becomes critical with vr and head tracking, it’s hard to see how cloud computing could work for lag free vr.