Oculus VR reveals new prototype Crescent Bay

Expands partnership with Unity

This morning in Hollywood Oculus VR CEO Brendan Iribe revealed a new prototype headset, the Crescent Bay. The new kit is a "huge step forward" and was available for developers at the show to try today.

The headset features new display technology, 360° head tracking, expanded positional tracking volume, dramatically improved weight and ergonomics, and high-quality integrated audio. Iribe called it a "massive leap" from the DK2.

The company also announced it was growing its relationship with Unity, with the addition of a a new dedicated Oculus add-on for both the free and Pro versions of the Unity platform.

"There are so many incredible VR projects on Unity, and this partnership will make it even easier to build more great experiences for the Oculus platform," said Brendan Iribe, Oculus CEO.

"We're thrilled to be working with Unity to put world-class tools in the hands of developers."

The company is currently holding its debut Oculus Connect developer conference in Hollywood and you can watch the livestream here. We're also tweeting over at @GIbiz.

More stories

Meta's AR/VR segment made 2.2bn in 2021 despite record operating loss

Reality Labs' operating loss amounted to $10.2 billion last year

By Marie Dealessandri

Oculus halts headset sales in Germany

Facebook says it's a temporary move and will continue supporting existing owners in the country

By Brendan Sinclair

Latest comments (8)

awesome news, can't wait to get my hands on this and give it a whirl..

Edited 1 times. Last edit by Todd Weidner on 20th September 2014 7:08pm

0Sign inorRegisterto rate and reply
Dan Wood Visual Effects Artist 7 years ago
Goddamit! I'm still waiting on my DK2!
Not really annoyed - I'm sure it'll take a while yet for this prototype to make it to the mass-production dev-kit stage.
I got a chance to briefly try out a DK2 recently, and it was pretty mind-blowing (in a "mind-blowing how natural and un-mind-blowing this feels" way. I leant down and looked underneath a leaf on a potted plant that didn't exist!)... so I think it'll keep me on my toes for a while.

Glad to see Oculus R&D moving forward with the momentum of a freight train :-) Bring on the new world!
0Sign inorRegisterto rate and reply
Marty Howe Director, Figurehead Studios7 years ago
I leant down and looked underneath a leaf on a potted plant

gawd that sounds boring, is VR going to be like that? Someone kill me now.

How about full 360 degree swimming underwater and dodging enemies who shoot harpoons at you, or flying a spaceship in a Star Wars flight sim with lasers and explosions.

Edited 5 times. Last edit by Marty Howe on 21st September 2014 3:37am

2Sign inorRegisterto rate and reply
Show all comments (8)
Dan Wood Visual Effects Artist 7 years ago
So, no interest in subtlety there I take it Marty?
I only had the chance to briefly try out the basic orientation demo, and my point was that it gave a such a natural feeling of presense, that I felt an overwhelming compulsion to "break free" of the traditional fixed FPS perspective, and look underneath and behind what was obviously presented as "infront" of me.
...and I could, and it felt fantastically natural. No more "press C to crouch", sidestepping a little and panning the mouse upwards, and feeling like you're somehow "stressing" the bounds of how the game expects you to play... if you want to look underneath something, you just do it.

It will change the way we think about making games, that much is for certain. Details will be a lot more important. Players could truly and very easily "explore" even the densest of spaces, so you could embed a lot more information into that scene that you would typically with a traditional game.

I'm very much looking forward to playing Elite Dangerous on the thing, but I foresee a lot more "intimate" games being made for this as well. It might bring the explosions to life, but it can very much bring even the most low-key of settings to life too.
7Sign inorRegisterto rate and reply
Ruben Monteiro Engineer 7 years ago
How about full 360 degree swimming underwater and dodging enemies who shoot harpoons at you, or flying a spaceship in a Star Wars flight sim with lasers and explosions.
How original.
2Sign inorRegisterto rate and reply
Helen Merete Simm Senior UI Artist, Ubisoft Reflections7 years ago
Guns and 'splosions!

Yay Michael Bay time!

Seriously though, I also want more from a game that being able to look at a leaf:) I want to do things I can't do in real life...

BUT, I do want to look under the leaf as well.
3Sign inorRegisterto rate and reply
Dan Wood Visual Effects Artist 7 years ago
Well yep, I'm obviously not literally advocating leaf-inspection as a compelling new direction for the games industry :-)

Read between the lines of the leaf comment... I was simply trying to convey how even in the most mundane, basic of config/orientation demos, the freedom afforded by this thing makes basic movement feel utterly natural, and an absolute joy.

I'm not saying that VR is going to be comprised of mundane orientation demos :-P
VR is going to be an absolute mind-blowing revolution!

Edited 1 times. Last edit by Dan Wood on 22nd September 2014 12:59pm

0Sign inorRegisterto rate and reply
Petter Solberg Freelance Writer & Artist, 7 years ago
You're absolutely right, Dan.

You can't overestimate the power this has on the game experience. While the ability to pick up random objects in games like Skyrim felt pointless, VR just transforms the experience. (I took one of the 3D injectors for a test run, and while I couldn't get Skyrim to work properly as a game, it was great seeing all that art come to life in true VR.)

My most profound VR (DK2) experience yet was Half-Life 2: Episode One. My first encounter with Alyx was the first time I really felt a game character was looking straight at me (not my player character). "Are you talking to me?" Then I noticed the light reflected in her eyes. It was a really bizarre moment. Further into the game I had Gordon crouch so I could lean in and look straight into the mouth of a Poison Headcrab I had killed just before. Leaning back and forth I could study its sharp teeth. Finally there's a reason for all those tiny character details. This is truly the moment to be a game artist. I was also struck by how fluid the character animation was in the game, another aspect I didn't really appreciate to the same extent before.

I can't wait to see what the adventure genre can do with this.

Edited 6 times. Last edit by Petter Solberg on 22nd September 2014 8:41pm

1Sign inorRegisterto rate and reply

Sign in to contribute

Need an account? Register now.