Ocu­lus’s CV1 model is far lighter than past de­vel­op­ment kits, and more com­fort­able. The head­set it­self holds two screens, al­low­ing for greater ad­just­ment to suit its wearer’s in­ter-pupil­lary dis­tance, and those dis­plays are now seen through Fres­nel lenses. Op­ti­cal qual­ity in HMDs is about more than res­o­lu­tion, with dis­tor­tions cor­rected in soft­ware, but the screens are of­fer­ing 2160x1200. And the clip-on head­phones are re­mov­able so that you can sub­sti­tute your own. The unit and the new con­trollers are tracked by an IR sys­tem that’s dubbed Con­stel­la­tion, with a cus­tom sen­sor and IR LEDs hid­den be­hind fab­ric on the head­set. And head track­ing is also sup­ported by an in­er­tial mea­sure­ment unit in the HMD. While not bun­dled by de­fault with the CV1 head­set, nor ex­pected to be ready for its Q1 launch, the Ocu­lus Touch con­trollers are a rad­i­cal step for­ward for nat­u­ral­ism of con­trol in vir­tual re­al­ity en­vi­ron­ments, sim­i­lar to Vive’s wands. The Half Moons are ca­ble-free and each unit of the pair sports two but­tons, a sin­gle ana­logue stick and a trig­ger. The con­trollers can also de­liver hap­tic feed­back. Fi­nally, the Home screen floats in­side a sim­u­la­tion of a room, and of­fers a tiled ap­proach to nav­i­gat­ing soft­ware that evokes Win­dows.

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