An Oculus Rift Glossary For New Gamers

With the emergence of this awesome technology, as well as stereoscopic 3D as a whole, we thought is was worth putting together a translation of the most frequently used terminology. While this list of new words may be common knowledge to the already existing community, I foresee a lot of new gamers joining us in the not too distant future who may not be as well versed in the arts of stereoscopy.

First and foremost, we will get the dreadfully obvious out of the way.

OR = Oculus Rift. You will start seeing OR written all over the net and especially on this Oculusrift-Blog!

VR = Virtual Reality. If you need further explanation as to what Virtual Reality is then WAKE UP

HMD = Head Mounted Display. As it sounds: a display that is mounted…. on your head.

FoV = Field of View. Simply put, what is visible to the eye. A large FoV means the screen takes up a lot of what the eye can see whereas a small FoV would only occupy a small amount of space.

OR Ready = Whatever is OR Ready means it will be compatible with the Oculus Rift to such an extent that there has been close dollabotation between OculusVR and the developers of said ‘OR Ready’ software.

Stereoscopic 3D / stereo 3D / S3D = These are references to today’s type of 3D where two different perspectives are created, allowing the brain to perceive depth. See HERE for more info

Autosterescopic 3D / AS3D = Glasses free 3D Baby, yeah!!

FPS / Framers per Second = Quite literally the amount of pictures that are shown every second to give the fluidity of movement in whatever you are watching. (You know, videos are made up of lots of still images)

Refresh rate / Hz = When you see the refresh rate of a certain display, think of Hz as being similar to FPS (see above). A 60Hz display can show 60 Frames per second max, 120Hz can do 120FPS max. The refresh rate is the amount of times a screen can refresh itself.

Latency / Lag = This generally means the amount of time it takes for one device to communicate with another and in the case of the Rift, the Latency they have been working on is that between moving the head and subsequent interaction with the in-game environment.

Parallax = This is the difference in perspective between the two stereoscopic views. An easy way to understand this is to hold your index finger about 15cm from your face. Look at it with just your right eye, then just your left eye, and notice how it’s position changes with respect to the background!

Convergence = This is the point at which the left and right eye images ‘converge’ or align.

Head Tracking = This is pretty self explanatory. This allows for the users head to be tracked relative to the game environment. You look left and your game character will look left.

These are all the terms that immediately spring to mind but we will be updating this list regularly so keep your eyes peeled.

We hope some of you find this useful.

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