Oculus began shipping Development Kit 2 (DK2) in July 2014. This is a small refinement of the "Crystal Cove" prototype, featuring several key improvements over the first development kit, such as having a higher-resolution (960×1080 per eye) low-persistence OLED display, higher refresh rate of 75 Hz, positional tracking, a detachable cable, and the omission of the need for the external control box.
A teardown of DK2 revealed that it incorporates a modified Samsung Galaxy Note 3 smartphone display, including the front panel from the device itself.
In February 2015, Oculus announced that over 100,000 DK2 units had been shipped up until that point.
Two months after being formed as a company, Palmer's Oculus VR launched a Kickstarter crowdfunding campaign on August 1, 2012 for their virtual reality headset, named the Rift. The main purpose of the Kickstarter was to get an Oculus Rift prototype—now referred to as DK1 (Development Kit 1)—into the hands of developers to begin integration of the device into their games. The DK1 was given as a reward to backers who pledged $300 or more on Kickstarter, and was later sold publicly for $300 on their website. These kits sold at a rate of 4–5 per minute for the first day, before slowing down throughout the week.
The Rift DK1 was released on March 29, 2013, and uses a 7-inch (18 cm) screen with a significantly lower pixel switching time than the original prototype, reducing latency and motion blur when turning one's head quickly. The pixel fill is also better, reducing the screen door effect and making individual pixels less noticeable. The LCD is brighter and the color depth is 24 bits per pixel.