Oculus Rift
Back to Dinosaur Island Part 2

Back to Dinosaur Island Part 2
Return to Crytek’s Dinosaur Island and enjoy another glimpse into the developer’s exciting vision for Virtual Reality as you scale a deadly cliff face as huge flying dinosaurs react to your presence (Oculus Rift DK2 required).
Oculus Rift DK2 and Controller required to play
Back to Dinosaur Island 2 is an Oculus Rift DK2-exclusive Virtual Reality demo and requires an Oculus Rift DK2 HMD (SDK 0.8) to run.
Back to Dinosaur Island 2 requires a Xbox 360 for Windows or Xbox One Controller for Windows to be played. Gameplay with only mouse and keyboard is not supported.
About This Game
Return to Crytek’s Dinosaur Island and enjoy another glimpse into the developer’s exciting vision for VR. Back to Dinosaur Island 2 received a glowing reception when it was first shown to attendees at E3 2015 and has previously only been playable at select industry events. Now, gamers everywhere can sample the acclaimed VR demo firsthand – scaling a deadly cliff face as huge flying dinosaurs react to their presence and debris rains down from above. Mysterious landmarks on the horizon and stunning vistas on every side combine to immerse gamers in an entirely new reality.
Back to Dinosaur Island 2 has been built from the ground up to take advantage of the Oculus Rift HMD, and requires an Oculus Rift DK 2 (SDK version 0.8) to run. Please check the system requirements below. Virtual reality games require a high frame rate to guarantee a comfortable experience for the user. Running Back to Dinosaur Island 2 on weaker hardware can cause lower frame rates, which can lead to users having a less than ideal experience.
System Requirements
Minimum:
- OS: Windows 7, 8 or 10 (64bit)
- Processor: Intel Core i7-2600K 3.40GHz
- Memory: 8 GB RAM
- Graphics: NVIDIA GTX 970 or AMD Radeon R9 290
- DirectX: Version 11
- Storage: 8 GB available space
- Sound Card: DirectX Compatible Sound Card with latest drivers
© 2016 Crytek GmbH. All rights reserved. Crytek, CryENGINE and the respective logos are trademarks or registered trademarks of the Crytek group of companies in the EU, the U.S. and other territories. Oculus, Oculus VR, Oculus Rift, and the Oculus eye logo are trademarks or registered trademarks of Oculus VR, LLC. All other trademarks are the property of their respective owners.
Back to Dinosaur Island

Back to Dinosaur Island
Back to Dinosaur Island takes advantage of 15 years of CRYENGINE development to show users the sheer endless possibilities that upcoming Virtual Reality devices like the Oculus Rift offer, bringing them face to face with the most terrifying predator that has ever walked the Earth.
OCULUS RIFT DK2 REQUIRED
Back to Dinosaur Island has been built from the ground up to take advantage of the Oculus Rift HMD, and requires an Oculus Rift DK 2 device to run. Please check the System Requirements below- Virtual Reality games require a high frame rate to guarantee a comfortable experience for the user. Running Back to Dinosaur Island on weaker hardware can cause lower frame rates, which can lead to users having a less than ideal experience.
About This Game
Crytek first earned its reputation for pushing the limits of computer graphics with the original X-Isle/ Dinosaur Island demo, which wowed press at 1999’s E3 convention in LA. Now we come full circle with Back to Dinosaur Island, which blew away attendees of GDC 2015 earlier this year. Back to Dinosaur Island takes advantage of 15 years of CRYENGINE development to show users the sheer endless possibilities that upcoming Virtual Reality devices like the Oculus Rift offer, bringing them face to face with the most terrifying predator that has ever walked the Earth.
Back to Dinosaur Island has been built from the ground up to take advantage of the Oculus Rift HMD, and requires an Oculus Rift DK 2 device to run. Please check the System Requirements below- Virtual Reality games require a high frame rate to guarantee a comfortable experience for the user. Running Back to Dinosaur Island on weaker hardware can cause lower frame rates, which can lead to users having a less than ideal experience.
System Requirements
Minimum:
- OS: Windows 7, 8 or 10 (64bit)
- Processor: Intel Core i7-2600K 3.40GHz or AMD FX-8370 4.0GHz
- Memory: 16 GB RAM
- Graphics: NVIDIA GTX 980 or AMD Radeon R9 290
- DirectX: Version 11
- Storage: 2 GB available space
- Additional Notes: Oculus Rift DK2 required, SDK Version 0.6 or 0.7 (0.8 coming in the future)
© 2015 Crytek GmbH. All rights reserved. Crytek, CryENGINE and the respective logos are trademarks or registered trademarks of the Crytek group of companies in the EU, the U.S. and other territories. Oculus, Oculus VR, Oculus Rift, and the Oculus eye logo are trademarks or registered trademarks of Oculus VR, LLC. All other trademarks are the property of their respective owners.
Head-mounted Displays (HMD)
What are Head-mounted Displays?
Head-mounted displays or HMDs are probably the most instantly recognizable objects associated with virtual reality. They are sometimes reffered to as Virtual Reality headsets or VR glasses. As you might have guessed from the name, these are display devices that are attached to your head and present visuals directly to your eyes. At a minimum, if a device conforms to those two criteria you may consider it an HMD in the broadest sense.
HMDs are not the sole purview of virtual reality, they have been used in military, medical and engineering contexts to name but a few. Some HMDs allow the user to see through them, allowing digital information to be projected onto the real world. Something which is commonly referred to as augmented reality.
When we look at the diversity of HMDs that exist today within the context of virtual reality, it becomes apparent that there’s much more to these devices than strapping two screens to your eyes. In order to allow for an immersive experience either as a personal media device or as a full-on virtual reality interface, there are a number of technologies that can be incorporated in an HMD. Let’s have a look at the most important ones you should be aware of.
Display Technology
Clearly the display is one of the most important components in an HMD. After all it’s the part of the device you’ll be most conscious of during use. Today HMDs use various technologies to get pictures to eyeballs, but the most common display technology uses liquid crystals. More commonly known as an LCD panel, the same type of panel used in smartphones, televisions and computer monitors. Another similar looking display technology known as OLED (Organic Light emitting Diode) is also finding its way into these devices and there are HMDs with OLED displays out there already.
Pixels and displays
Thanks to smartphones and tablet computers there has been somewhat of an arms race to produce small displays only a few inches across with very high pixel densities. Pixel (short for picture elements) are the little dots that make up a picture. The more of them you have in every square inch of display the crisper the image. According to Steve Jobs, the late CEO and founder of Apple corporation, once you have more than 300 pixels per inch (ppi) the human eye can no longer discern individual pixels at 10 to 12 inches. High end phone displays are now heading for double that pixel density, which means for normal smartphone use that extra density is wasted. However, in an HMD where your eyes are only a few inches from the display that extra pixel density can mean the difference between crisp images and a fuzzy mess.
Retinal projection
Another display technology that hasn’t yet seen widespread use, but does exist in some headsets such as The Avegant Glyph, is retinal projection. They use tiny digital projectors that use microscopic mirrors to project onto your retina. Effectively using the back of your own eyeball as the screen. Proponents of retinal projection claim many advantages in terms of quality and eye strain compared to LCD and OLED HMDs, but due to the current state of the technology retinal projection cannot yet provide the immersive field of view that other HMD technologies can.
Two final aspects of HMD displays that are quite important are refresh rate and latency.
Refresh rate
Refresh rate refers to how quickly a display can change its contents within a span of time. Typically LCD computer monitors can do this 60 times per second or at 60Hz. This also corresponds to a maximum frame rate of 60 frames per second. One frame being one complete and discrete picture on the screen. Cinematic film typically runs at a framerate of 24fps. Lately some newer films like The Hobbit have transitioned to 48fps. To audiences this makes the film appear very smooth and “hyper real”, something that has had a mixed reception. For web video such as that found on YouTube 60fps is starting to gain support, especially for action film taken with cameras such as the GoPro. To put it simply, the more frames you display in a second, the smoother and crisper motion appears. Since virtual reality is meant to enable a feeling or presence and immersion it’s fair to ask what the right refresh rate to achieve that would be. It turns out that 60fps is a working minimum, but 90fps appears to be the sweet spot. Some HMDs even support 120Hz refresh rates.
Latency
Latency is the time gap between an input and an output. For example, if you turn your head in a virtual reality world, but the picture takes a second or two to catch up to your new head position, you are experiencing severe latency. In order to fool your brain’s visual system, virtual reality requires very low latencies. Usually 20ms or less for an absolutely top-notch experience. Unfortunately latency is not a simple issue to resolve and it isn’t solely the result of your display choice. The total latency between input and output is the result of the entire chain between those two points. From the positional sensors to the computer hardware rendering the image to the display itself, each component adds a small delay to the total time. Therefore a low-latency display is a must, but it is not always enough by itself.
Optics
If you were to take a phone LCD display and hold it to your face, chances are it wouldn’t do much for you. In order to create the immersive feeling of being in a virtual world it is necessary to take the flat image on the screen and magnify it to fill our visual field. Careful experimentation by a team at the University of Southern Carolina indicated that any HMD that wanted to achieve the edge-less, immersive visuals needed for convincing virtual reality would need a field of view (FOV) of between 90 and 100 degrees. The lenses in an HMD play a key role in taking the flat image on the screen and turning it into something that fills a substantial area of our visual field. Our field of vision isn’t rectangular like a screen, nor is it flat, so optical trickery is a necessity to make the illusion work. There are many different optical designs for HMDs and also different approaches to what lenses should be used and why, but one universal is that the quality of the lens is important. An HMD that uses cheap lenses may have poor picture quality, clarity and unwanted distortion. Often the most drastic after-market upgrade that can be done on an HMD is the installation of superior lenses.
Head Tracking
It’s all good and well that you can see the picture clearly, but without knowing the position of your head the computer doesn’t know where you are looking. Modern HMDs use various technologies in order to accurately track head position. Thanks to advances in smartphone technology we can now put a multi-axis accelerometer on a chip and infrared tracking cameras can accurately watch markers on the HMD, relaying positional data to the computer. Mobile HMDs that are not for use in a fixed location can’t make use of external camera tracking, for obvious reasons, but some new technologies such as the Microsoft Hololens and Google Project Tango can use multiple sensors in addition to accelerometers for positional calculation.
It’s important to note that some HMDs, especially those that use your smartphone, can only track what direction you are looking. Dedicated HMDs often track another axis, also letting you “lean” in for a closer look. This is an important element of immersion, since that one of the ways we look at real objects in the real world.
Eye Tracking
At the time of writing only one HMD, the FOVE, promises to integrate eye tracking technology. 3rd parties are however offering upgrade packages for other HMD products.
Eye tracking allows the HMD to calculate where your eyes are looking and then do something with that information. For example, it could change the depth of field of the visuals on screen to simulate natural vision more closely, virtual characters can now react to your gaze or you can now use your eyes to quickly select menu items in the virtual world.
Eye tracking could be a very important input for general purposes, allowing us to interact with user interfaces in more natural ways.
It is still early days for eye tracking technology in virtual reality, only time will tell what use cases developers will come up with.
Audio Hardware
There isn’t much to say about audio in HMDs, some HMDs include headphones and others do not. More often than not you will have the option of using your own headphones, with any provided pair being removable, There are a range of audio options available, including positional, multi-speaker headsets.
Computer Hardware
An HMD is both an input and an output device, tracking your head movements and relaying graphics to your eyes. In between those two processes lies computing hardware. There are really only three categories of HMD here. The first is completely self-contained and possesses all the computer hardware necessary for VR within the HMD itself or otherwise attached to the body. These are mobile, battery powered systems. Usually this hardware is repurposed from smartphones or might literally use a smartphone to perform the needed tasks. The second type of HMD does not have any onboard computing power, but interfaces with an external computer. Usually the HMD accepts a High-Definition Multimedia Interface *(HDMI) input and uses a Universal Serial Bus (USB) connector to send head tracking data. The third class of device is one that acts as both, having its own onboard hardware, but also allowing input from external devices.
Although smartphone hardware has become powerful enough to provide reasonable virtual reality experiences, they still lag far behind what is possible with powerful computer hardware or the major mainstream video game consoles. In terms of pure visual fidelity and frame rate therefore, dedicated external computers are still the best choice. Using such a computer for virtual reality in future doesn’t need to leave us tethered to our desks though. Wireless display links exist, but getting them to work for virtual reality within the tight latency requirements is easier said than done.
Other Hardware
Now we are left with more mundane things such as the housing and other creature comforts. HMDs are made from all sorts of materials: cardboard, plastic, metal and anything else that will hold the parts together. It’s important to consider what adjustments are available on a particular HMD. The adjustment range of the headstrap is important in this regard. If you wear glasses make sure the HMD will accommodate them or allow for lens adjustments that makes them unnecessary. Finally, the comfort padding and ergonomics of the HMD are often overlooked, but very important. After all, the HMD spends a lot of time strapped to the user’s face.
Companion Input Devices
As mentioned above, the HMD can capture information about your head position, but unless you are happy to stand in one spot without moving or interacting with anything, more forms of input are needed. We deal with these input devices in detail in the appropriate section of the site, but for the sake of completeness in this overview it is worth mentioning a few. At present the most mainstream way of navigating virtual worlds is with existing videogame peripherals. These include gamepads, flight sticks, racing wheels and of course the keyboard and mouse. Several more immersive devices meant specifically for VR are available or in development, such as omnidirectional treadmills and specialised devices such as the SteamVR controllers.
At the very high end you might find full-body suspension and motion tracking systems, active mechanical force feedback or elaborate hydraulic vehicle simulation rigs. These all work in collaboration with the HMD to allow for interactivity and even greater immersion.
So How Does It All Work?
Setting aside less common technologies such as retinal projection, most HMDs that use LCD or OLED displays work by presenting each eye with a similar, but slightly offset image. This provides the illusion of stereoscopy. What most people think of as 3D imagery. As you might guess this needs a separate display for each eye, but in order to save on cost and complexity most HMDs use a single display panel that shows both images, but uses a plastic divider to prevent each eye from seeing the other eye’s image.
The actual images do not fill the display from edge to edge and are not perfectly square. If you were to look at the screen directly you’d see two images with fuzzy grey edges, this is a simulation of our visual field with the sharp image at the centre with curvature and gradual loss of acuity towards the edges of the image. Viewed through the lenses at the right distance, the picture neatly fits into our visual field and appears natural, as if we are looking at the real scene, not a picture of it.
So, when it all comes together you will feel like you are present in a virtual world. Wherever you look, you will see a virtual reality, replacing the real world around you. This is how the HMD achieves the illusion of virtual reality.
Conclusion
This was a broad overview of HMDs, be sure to check our in depth articles on individual HMD products that are on the market or are in development. Armed with the knowledge above you will have no trouble at all understanding the range and variety of devices on offer.
Virtual Reality Enters the Classroom
Students and teachers, already adept at using tablets and games for lessons and research in the classroom, are beginning to explore how the latest in game technology – virtual reality – can transform education and game-based learning.
Nearpod Inc., a startup that makes education software for classrooms, recently launched virtual reality lessons for students. The lessons – which are currently used in over 10,000 schools across the U.S. – invite students to participate in interactive history, science, and math lessons all while in virtual reality.
According to Nearpod Chief Executive Guido Kovalskys, the most significant hurdle facing virtual reality in the classroom is the notion that it is expensive and complicated. The company is working to break this misconception by offering much of their content for free and relying on student-owned and school district-supplied devices like smartphones and tablets.
“I think once teachers have tried virtual reality with their classes, they will realize it opens up their students’ imaginations to the world beyond their textbooks, Chromebooks, and tablets,” said Rothenberg Ventures partner and Nearpod investor Brandon Farwell in an interview with the Wall Street Journal.
Nearpod isn’t the only virtual reality platform making its way into classrooms. Last September, Google launched its Pioneer Expeditions program, offering thousands of schools kits containing everything students need to take a virtual class trip – from the Great Wall of China to Mars. The company provides smartphones, a tablet for the teacher to direct the tour, a router that allows Expeditions to run without an Internet connection, a library of 100+ virtual trips and Google Cardboard viewers or Mattel ViewMasters that turn smartphones into VR headsets.
“It’s a really practical application of VR and a way to use cutting edge tech for schools,” Jen Holland, Expeditions product manager told Smithsonian Magazine. “We’re not just taking old tech and throwing it over the fence. We thought a lot about how this would be helpful.”
Other international programs have hinted at virtual reality’s promise to change game-based learning. In the Czech Republic, a project called “The World of Comenius” employed a Leap Motion controller and specially-adapted Oculus Rift headset to demonstrate how educational applications allow users to interact with teaching materials.
“‘World of Comenius’ aims to utilize VR to show people things that weren’t possible before,” said project developer Tomáš “Frooxius” Mariančík. “Play around with atoms and get intuitive ‘feel’ of their behavior on the quantum level, swim in the cell or meet with people from history and explore the environment they lived in, while having feeling that they’re actually in there.”
Many teachers see the power virtual reality holds for the classroom when applied correctly. “I think it is so important that teachers are making sure that the learning activities they design with virtual reality are thoughtfully connected to learning objectives,” said Monica Burns, a fifth grade teacher and EdTech and curriculum consultant based in New York. “When it’s executed properly, and not just used for fun, VR can be incredibly powerful.”
Minecraft on Oculus Rift is the best VR game to date
Minecraft on HoloLens may be cool, but with Minecraft on Oculus Rift, you feel more like you stepped into the world.
Minecraft is a delightful and hugely successful game, but no one would say its success hinges upon realism. It’s blocky graphics, full of sharp right angles and huge “pixels” are far from realistic, but it gives the game a signature visual style and plenty of charm. However, it turns out that Minecraft‘s massive open-world nature makes it a great game for virtual reality. Microsoft already showed the game running in HoloLens, and now the company is announcing that it’ll work with Oculus Rift, as well. I got a chance to see how the game works with the Rift at Microsoft’s spring showcase last week — and despite the game’s blocky style, it could be one of the best overall VR experiences out there.
For starters, it’s worth noting that this isn’t a new version of Minecraft; it has just been updated to work with the Oculus Rift. You can play in survival mode as well as join one of the many multiplayer servers out there. Once you start playing, you’re presented with two different view modes. The first puts you in a virtual castle with the game running on what amounts to a TV screen in front of you. It’s pretty meta and rather funny to be playing a game inside of a virtual reality game, but it’s not a bad way to view things if you need a break from the full VR experience.
When you jump in to that full experience, the game shifts and you’re completely immersed by what your character sees. Because of the massive scope of Minecraft‘s vast 3D landscapes, it really does feel like you’ve been transported away from reality, despite the humongous pixels and lack of fine detail. It’s one of the best and more immersive VR experiences I’ve had thus far. In fact, that lack of fine detail actually helps Minecraft be so successful — the game doesn’t try to mimic reality. Instead, it felt more like I stepped into a cartoon.
The demo experience Microsoft was showing off goes through a few of the games signature moments — I did some mining, fought some creeps, lit up some caves with torches, pressed a bunch of buttons to interact with the environment and eventually rode a mine cart way up the side of a huge building. That was probably the best part of the demo, as there was a real sense of speed and height as I rocketed skyward. A later mine cart ride let me look around in 360 degrees at the vast landscape from way on high as it headed towards a new area, and there was all sorts of activity and eye candy to take in on the trip.
As with most things VR, it’s hard to do the experience justice in words, but I’ll just say that the experience really highlighted the vastness of the world and did a great job of immersing me in Minecraft. It’s a less radically different version of the game than the HoloLens experience, mostly because the Oculus version doesn’t have gesture and voice commands, but it still seems like a great place to go exploring. Unfortunately, there’s no word on exactly when Minecraft will be publicly available in VR, but hopefully it won’t come terribly long after the Rift’s release later this month — “killer app” is a played-out term, but Minecraft has the potential to be one for the nascent VR scene.
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