Update: Yesterday, an Oculus representative reached out to us in order to clarify that the information presented was forward looking and subject to change (naturally). Later in the day, the company also posted to its forum the following statement:

"The information from that presentation (dates, concepts, projections, etc…) represent our vision, ideas, and on-going research/exploration. None of it should be considered fact, though we'd love to have that projected revenue!"

You can find the full statement in this thread.

The original article text is below:

Oculus VR, the company behind the Oculus Rift virtual reality headset, took the stage at NVIDIA's GPU Technology Conference to talk about the state of its technology and where it is headed.

Oculus VR is a relatively new company founded by Palmer Luckey and managed by CEO Brendan Iribe, who is the former CPO of cloud gaming company Gaikai. Currently, Oculus VR is developing a wearable, 3D, virtual reality headset called the Oculus Rift. Initially launched via Kickstarter, the Oculus Rift hardware is now shipping to developers as the rev 1 developer kit. Oculus VR will manufacture 10,000 developer kits and managed to raise $2.55 million in 2012.

The developer kit has a resolution of 1280×800 and weighs 320g. It takes a digital video input via a DVI or HDMI cable (HDMI with an adapter). The goggles hold the display and internals, and a control box connects via a wire to provide power. It uses several pieces of hardware found in smartphones, and CEO Brendan Iribe even hinted that an ongoing theme at Oculus VR was that "if it's not in a cell phone, it's not in Oculus." It delivers a 3D experience with head tracking, but Iribe indicated that full motion VR is coming in the future. For now, it is head tracking that allows you to look around the game world, but "in five to seven or eight years" virtual reality setups that combine an Oculus Rift-like headset with a omni-directional treadmill would allow you to walk and run around the world in addition to simply looking around.

Beyond the immersion factor, a full motion VR setup would reduce (and possibly eliminate) the phenomena of VR sickness, where users using VR headsets for extended periods of time experience discomfort due to the disconnect between your perceived in-game movement and your (lack of) physical movement and inner-ear balance.

After the first developer kit, Oculus is planning to release a revised version, and ultimately a consumer version. This consumer version is slated for a Q3 2014 launch. It will weigh significantly less (Oculus VR is aiming for around 200g), and will support 1080p 3D resolutions. The sales projections estimate 50,000 revision 2 developer kits in 2013 and at least 500,000 consumer versions of the Oculus Rift in 2014. Ambitious numbers, for sure, but if Oculus can nail down next-generation console support, reduce the weight of the headset, and increase the resolution it is not out of the question.

With the consumer version, Oculus is hoping to offer both a base wired version and a higher-priced wireless Rift VR headset. Further, the company is working with game and professional 3D creation software developers to get software support for the VR headset. Team Fortress 2 support has been announced, for example (and there will even be an Oculus Rift hat, for gamers that are into hats). Additionally, Oculus is working to get support into the following software titles (among others):

AutoDesk 3D

TF2

DOTA 2

L4D

Half-Life

Warface

Minecraft

Fortnite

UT3

Hawken

Crysis

During the presentation Iribe stated that graphics cards (specifically he mentioned the GTX 680) are finally in a place to deliver 3D with smooth frame rates at high-enough resolutions for immersive virtual reality.

Left: potential games with Oculus VR support. Right: Oculus VR CEO Brendan Iribe at ECS during GTC 2013.

Pricing on the consumer version of the VR headset is still unkown, but developers can currently pre-order an Oculus Rift developer kit on the Oculus VR site. In the past, the company has stated that consumers should hold off on buying a developer kit and wait for the consumer version of the Rift in 2014. If the company is able to deliver on its claims of a lighter headset with higher resolution screen and adjustable 3D effects (like the 3DS, the level of stereo 3D can be adjusted, and even turned off), I think it will be worth the wait. The deciding factor will then be software support. Hopefully developers will take to the VR technology and offer up support for it in upcoming titles into the future.

Are you excited for the Oculus Rift?