crwdns2933423:0crwdne2933423:0

crwdns2933803:012crwdne2933803:0

crwdns2933797:0Sam Goldheartcrwdnd2933797:0crwdne2933797:0

crwdns2936043:0crwdne2936043:0 crwdns2933505:0crwdne2933505:0 Sam Goldheart

crwdns2933769:0crwdne2933769:0
crwdns2933771:0crwdne2933771:0
crwdns2933801:0crwdne2933801:0

crwdns2933807:0crwdne2933807:0

[* black] Where prior Oculus Rift kits shipped with interchangeable lenses, the CV1 uses a single set of adjustable asymmetric lenses that aren't meant to be removed.
-[* black] Concentric lines: a telltale sign of [https://www.youtube.com/watch?v=NCBEYaC876A|Fresnel lenses|new_window=true]. This optical wizardry allows you to resolve a tiny image just an inch or two from your face. (It's a bit more comfortable than the alternative, which we're guessing consists of a flat-panel television mounted to a neck brace.)
+[* black] Concentric lines: a telltale sign of [https://en.wikipedia.org/wiki/Fresnel_lens|Fresnel lenses|new_window=true]. This clever manufacturing technique lets the eyepieve keep the large aperture and short focal length of a large bulging lens without all the associated weight.
+ [* icon_note] Which is exactly what VR needs, a lens that can function strapped inches from your face and light enough to be supported by your poor neck muscles.
[* icon_reminder] Old-timey circular DK2 lens on the left; asymmetric CV1 lens on the right.