Beijing team creates open source Rift

A Beijing-based company, ANTVR Technology Co., Ltd., has created an open source version of the Oculus Rift and has reached $145,000 of its $200,000 Kickstarter goal after just four days.

(Image courtesy ANTVR.)

(Image courtesy ANTVR.)


This particular device falls into the same category as the Oculus Rift and Sony’s Project Morpheus, offering fully immersive virtual reality, a wide field of view, and head tracking.

Supporters can pre-order the ANTVR headsets for $270, a little less than the current cost of Oculus Rift development kits. Project Morpheus headsets are not currently available for order.

The new device is compatible with the Oculus Rift, and also comes with its own controller.


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Maria Korolov

Maria Korolov is editor and publisher of Hypergrid Business. She has been a journalist for more than twenty years and has worked for the Chicago Tribune, Reuters, and Computerworld and has reported from over a dozen countries, including Russia and China. Follow me on Twitter @MariaKorolov.

5 Responses

  1.' Joey1058 says:

    And another company enters the foray! I like that there is a port that can be opened so you can look out to get your bearings.

  2. Justin Ireman says:

    Where, and when can I get one, and does it support OpenSim? Bring it on 🙂

    •' Mircea Kitsune says:

      OpenSim probably doesn’t need to, since it shouldn’t be a server thing but a viewer thing entirely. If the viewer will report movement differently with the rift though, OpenSim will need to make a few tweaks in order to adapt to that… but this shouldn’t be a problem.

      • So far, it looks as though all the user interface changes are on the viewer side — moving menus around, that kind of thing.

        First-person-shooter games have problems with the viewer because their avatars move unnaturally — they run at 60 miles an hour, jump over buildings, shoot while moving sideways, do acrobatic stunts. All that create nausea! My OpenSim avatar hasn’t done an acrobatic stunt in her life! LOL

        Another big problem is cut scenes — basically, video snippets that interrupt the game. They feel really weird to Oculus wearers. One minute you’re inside a 3d game, and the next you’re suddenly watching a 2d video glued to your face.

        So, in effect, Second Life and OpenSim’s handicaps – such as slow, awkward avatar movement — actually become advantages!

  3.' Mircea Kitsune says:

    Once again, I’m less hyped about technology I’ll only be seeing an year from now. But since the idea itself is a great one, I would be sorry to see only one corporation being able to produce it. Hopefully there will be multiple devices based on the same idea… which will all work with the same software implementation as for the original rift (eg: the one Linden is adding to SL)