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When I went in to try out the new Oculus Rift prototype ( codename: Crescent Bay), I thought I had a pretty good idea of what was in store for me. That’s how it feels wrong. I left the demo with a weak knee and was impressed as hell.
What I saw is the future of virtual reality. and a powerful sign of things to come. The prototype, which boasts higher resolution, low latency and 3D audio, is not a new dev kit like the DK2 It’s a functional prototype meant to give developers and the press a glimpse of where technology is heading.
Through a combination of luck and the habit of compulsively updating /r/oculus at any time, I was able to get a chance to try out the prototype in the very first available slot. The demonstrations lasted about fifteen minutes and took place in small booths built by Oculus, featuring a modernist gray-on-grey aesthetic reminiscent of Dr. Evil’s lair.
Oculus has shown the hardware before, but only to a limited audience at the Oculus Connect conference last year. This is the first opportunity the public had to look at it. Many of the demos were similar to what was being shown to developers on Oculus Connect, however there were some surprises in the store as well — and it looked like some of the demos had been polished or quirks added. Oculus was kind enough to let me record the process and you can watch my demo here:

For more detailed impressions and a rundown of each demo, read on!
Hardware
I had a bit of a hard time putting the Rift over my (rather bulky) prescription glasses. The prototype was slightly stiffer (and apparently fragile) than the DK2, making it difficult to maneuver on your face if you wear glasses. That’s fine for a prototype, but I’m hoping that in the future Oculus will include a focus-focused watch face, just like with Gear VR, for those of us who have chosen vision as our dump characteristic.
While I was tinkering with the hardware, there was a slight light leak around the nose, which distracted me several times during the demo. On the positive side, the headset is light: very light. It seemed to me that it was empty. Once it was, it was the most comfortable VR headset I have ever worn.
When the hardware was turned on, I could see the screen well. The optics were good, and blurring at the edges of the field of view (quite noticeable on the DK1 and DK2) was largely gone. The field of view felt about the same as the DK2; maybe a little better. The resolution was definitely an improvement over the 1080p DK2, though not as much as I had hoped: you could still pick out individual pixels with some effort. I seriously doubt the resolution was greater than 2560×1440 — the Note 4 screen used by the Gear VR is a good bet, though there’s still no official word from Oculus. The screen door effect isn’t quite a thing of the past. However, the remaining level of pixelation is not distracting.
The built-in headphones really added a lot, especially in the soundproof booths where Oculus held demos. Dropping the headphones effectively cut off my last ground line to the outside world and I felt like I was being transported. The demonstration took place on a large square rug (about one and a half meters on the sides), which the attendant warned me to stay inside. I didn’t and the tracking held up perfectly. Thanks to the addition of tracking indicators on the back of the headset, I was able to turn freely without losing tracking. Throughout the demo, there was not a single positional tracking error, not a single dropped frame.
Oculus insists Rift is a seated experience, likely for legal and security reasons I had to sign a waiver to take the demo I made. However, the added immersion in the ability to stand and move freely cannot be overestimated. Using the Rift in a standing position with a wide positional tracking volume is a fundamentally different experience than sitting in a chair and being able to move no more than a few feet from side to side.
The quality of the demos themselves was also top notch. There are many good gaming experiences from Oculus Rift but it was the best I have ever tried.
Perhaps what struck me the most about the new prototype was its accuracy and low latency. DK2 tracking works, but there’s…intentionality. You find yourself moving a little more intentionally than usual because the delay introduces a subconscious disconnect between the movements of your head and the movements of the world. In the Crescent Bay prototype, this was practically non-existent. You move and the world is absolutely stable — a fundamental truth on which you can depend. Your head movements are smooth, light and thoughtless. It’s hard to convey, but the feeling of being surrounded by real things and standing in real places is overwhelming. The subconscious disconnect is gone or close to it.