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If an item you have purchased from us is not working as expected, please visit one of our in-store Knowledge Experts for free help, where they can solve your problem or even exchange the item for a product that better suits your needs. However, if you need help or need to return an item, we’re here for you! We guarantee your satisfaction on every product we sell with a full refund - and you won’t even need a receipt.* We want you to be satisfied with your Micro Center purchase. He also expressed hope that Oculus would be able to sell the Rift at a price as close to cost as possible.Computer Parts options - 11 groups of items - 40 total selectionsĮlectronics options - 12 groups of items - 56 total selectionsĪccessories options - 10 groups of items - 50 total selections In an Ars interview earlier this month, Oculus CEO Brendan Iribe said that while the first consumer version of the Rift is "pretty locked in already" hardware-wise, the new resources provided by Facebook "will allow us to make consumer V2 totally incredible" a year or two later.
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In a March interview with Ars, Oculus founder Palmer Luckey dodged a question about Oculus-made VR controls but said that "successful VR will need devices that are inputs and outputs." Then again, maybe Carbon's experience with controllers will come into play in some sort of integrated, first-party control solution being developed by Oculus itself. Sony's Project Morpheus prototypes have a slightly more breathable design, attaching via a headband and a visor that lowers down in front of the eyes, but there's definitely still work to be done on making the new round of VR devices as comfortable as possible. Every prototype the company has revealed so far has tended to be lighter, smoother, and more comfortable than the one before it, but wearing a Rift for any extended length of time still leads to sweatiness and skull/sinus pressure, at least in my experience. Making the final consumer version of the Rift headset as sleek and comfortable as possible is going to be an important part of getting potential users over the hump of strapping a VR monitor to their face.
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Truly portable 2in1 gaming laptop with RTX 3050Ti. On its face, this seems like a smart acquisition by the newly cash-rich Oculus. USB-C port and PCIe 3.0 x8 Port, click to load a larger version Fingerprint reader on/off switch. "From a design and engineering perspective, building the products that finally deliver consumer virtual reality is one of the most interesting and challenging problem sets ever," Carbon Creative Director Peter Bristol wrote. In announcing the acquisition today, Oculus said that it has been "working with Carbon for nearly a year on multiple unannounced projects." Carbon's nearly 40 employees will continue to work out of their Seattle offices and in conjunction with the existing Oculus R&D group out of nearby Redmond. Outside of gaming, the company has worked on the design of everything from computer mice to touchless faucets to patio door handles. Carbon also did engineering work on the casing and mechanical design behind the original Kinect and worked on the twistable, transforming hybrid D-pad that Microsoft introduced to its controllers in 2010.
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Gamers may not know Carbon by name, but they probably know the design house's work on the ubiquitous Xbox 360 gamepad, which has become the de facto standard for many PC gamers, in addition to Xbox owners. Further Reading Oculus expects to sell “north of a million units” for first consumer RiftAs Oculus continues its long grind from early prototype to refined developer kit to eventual consumer product, the company has spent a small portion of its Facebook billions to acquire Seattle's Carbon Design Group.