If it weren't for the Oculus Rift, virtual reality as we know it today just wouldn't be the same. The headset generated so much interest (and money) that the entire tech world took notice: it was unlike anything anyone had ever seen, and a far cry from the 'virtual reality' of the past. Over the past few years, the Oculus Rift headset has continued to evolve, and even with a wealth of new competition, the Rift continues to stand out from the crowd.

With E3 2015 proper set to begin in just a few days, Oculus is kicking things off early: a pre-show press conference took place earlier today, and helped detail the future of the Rift and its take on virtual reality. Many expected to learn when the final, retail version of the Oculus Rift would be available...and Oculus did not disappoint.

The final, retail version of the Oculus Rift will be released during the first quarter of 2016!

However, there was a lot more news than just a release date. Oculus made it clear that the retail model isn't the same headset that you've been seeing for the past few years. While the developer kits were updated regularly, it's clear that the final version of the Oculus Rift are a far cry from early prototype models.

The display has been updated in a number of ways. The Rift's two OLED screens feature new low-persistence tech, meaning that you won't have to worry about moving your head and watching as the picture falls apart. There's also an updated version of the 'Constellation' tracking system, which allows for extremely precise, low-latency movement tracking.

Most notably, the retail version of the Rift will feature an on-board audio system, called VR Audio. Two small speakers sit on either side of the headset - though they won't be the player's only option. Oculus confirmed that the speakers are removable, so gamers who want to stick with their own headphones are able to do so.

Of course, none of that matters if your computer can't pick up the Rift's signal. Oculus finally revealed the game's external sensor, and let's be frank - that thing is tiny. The sensor is basically a tiny antenna on a stick - Oculus wants to sensor to 'disappear' on users' desks, and considering the size of the peripheral, that probably won't be an issue.

Most importantly, the entire chassis has been redesigned for balance and comfort. Early dev kits were extremely front-heavy, but the retail model will be balanced with long-term gaming sessions in mind: the eyepiece is lighter, the straps are a bit heavier in the back and the headset no longer rests solely on the user's brow.

The improved comfort isn't just about the weight, however: the retail version of the Rift was designed with glasses wearers in mind, and now features a reworked eyepiece. On top of that, both lenses are also adjustable, meaning that you won't have to worry about your eyes lining up with the display - it'll be the other way around. All it takes is a small push of the dial on the bottom of the headset, and you're good to go. Finally, the whole thing is wrapped in fabric - after all, no one wants some cold piece of metal and plastic hanging of their head!

Oculus also revealed that the headset would have its own, built-in dashboard. Oculus Home functions similarly to the home screen of an Xbox One: frequently played games, friends lists, social apps and stores will all be available inside the Rift from the moment it boots up, and store content can be browsed in full VR. There's also a 2D version on the way for desktops, so it's not as if you'll have to put on the headset just to look at the store.

On top of Oculus Home, Microsoft is teaming up with Oculus to ensure that Windows 10 and DirectX 12 both work with the headset on Day One. The team at Xbox is also creating virtual theaters for streaming games - so, while the game itself might not be virtual reality, everything around it will be. It's an interesting concept, and hanging out with friends in a virtual space could be a way to recreate the feeling of couch multiplayer from two different spots on the map.

That's not all Microsoft is doing for the Oculus: each headset will come bundled with a wireless Xbox One controller and adapter. This is to ensure that developers know what they're working with and gamers have something familiar to use with the Rift right out of the box. That being said, the Xbox One controller isn't the only input that Oculus is looking at...

A new motion-based controller dubbed 'Oculus Touch,' is currently in development alongside the headset. While the model shown is only an early prototype (code-named 'Half-Moon'), it's an interesting hybrid of controller schemes. On one hand, Half-Moon still features a number of traditional buttons, but on the other, it features a number of new motion-based and gesture detection methods for controlling games. It's reminiscent of Nintendo's original Wii controller, but in a much more advanced state.

Unfortunately, Oculus didn't have much to show off the Half-Moon controller with, though the company did promise that it would be able to read motion accurately - even small gestures with fingers, like pointing or giving a thumbs-up. There's also haptic feedback built in, meaning that each and every movement can trigger the controller's built-in vibration.

After nearly three years of waiting, fans finally have an idea of what the finalized version of the Oculus Rift will look like. It's a huge improvement over the early developer kits, and it looks like Oculus is determined to make the Rift as comfortable and easy-to-use as it possibly can. It's a shame that Oculus has yet to reveal a final price point, but just knowing when we'll finally be able to get our hands on the tech is a major step forward.

Get ready for the future of virtual reality: the final version of the Oculus Rift VR headset is set for release early next year.

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