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  • Oculus Rift S PC-Powered VR Gaming Headset
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Customer reviews

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Oculus Rift S PC-Powered VR Gaming Headset

Oculus Rift S PC-Powered VR Gaming Headset

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Top positive review

Positive reviews›
James L
5.0 out of 5 starsAmazing VR Experience and Much Better then the HTC Vive Cosmos
Reviewed in the United States on June 17, 2020
I don’t usually write such long reviews but I felt it was warranted after my experience with the HTC Vive Cosmos and the Oculus Rift S VR Headset.

A few months ago I started wanting to get in to playing my flight sim programs in VR. All the videos I saw on YouTube made it look really cool and I loved the idea of a more immersive experience. I had already gotten the PS4 VR Headset last year and found it to be fun but very limited and seemed more for kids games to me. Being the smart man that I am I waiting until the country was on shutdown to decide I could not wait any longer (being home all the time made me want more home entertainment). I had wanted to try the Oculus Rift S, just from the reviews and all the hype behind it but when O started looking t was sold-out everywhere and it did not look like it would be in stock anytime soon. Being determined to get a PC based VR Headset and being limited on room I needed model that did not require external tracking, limited me to only a few models. I looked in to the HTC Vive Cosmos and even though there were some bad reviews I figured it must be pretty good with the price tag of $699 and higher resolution that the Rift S. I ordered the HTC Vive Cosmos from Best Buy and was very excited when it arrived.

My HTC Vive Cosmos Experience.
The box itself was impressive and I found the instructions and setup to be fairly easy and was up and running is a short time. I downloaded a few games samples from the HTC Vive Cosmos app store and tried to play a few. This is where my first issues came up. How do you use this thing? I went through all the instructions and as each game or app would load it give some instructions on what the controllers do. I found the buttons did not do what it said a lot of the time or the game would load as if I were 10 feet tall of 3 feet tall. It was frustrating but I was brand new to this and figured I just needed to learn. I was ready to try my first VR flight sim experience and started up X-Plane 11 and turned on the VR setting and just like that I was in VR in a flight sim. Ok now how do I actually get a flight going or control the aircraft? It took me probably 2 hours to figure out all the controls and get to where I could actually get in a plane and fly. Now remember this was my first time trying a flight sim in VR, but all the videos I had seem made it look amazing, smooth and clear. I could not read any text on the dash, no gages, nothing. You can see it all just not clear enough to read the test. I took off and was impressed by the graphics when looking at a distance, looking at anything close and it was blurry, also jagged edges and low frame rate. I also found the controllers to be a bit on the large side and seemed too bulky and the battery life is not good. The headset itself was not very comfortable and was heavy in my head and face but usable. and I spend the next few days researching on how to get X-Plane 11 to work best in VR. A few changes to some settings and I gave it a few more tries. I got the graphics better to where I could read large text but that was about it. I did enjoy flying in VR but it was buggy and just not a great experience. I kept this up for a few weeks ad finally just gave up, it was too frustrating and too many glitches. I also did not have much luck on any other games or apps using the HTC Vive Cosmos, but DCS Wolds was better looking than X-Pane 11. I returned the headset and decided to wait until I could get the Oculus Rift S, although I was not sure if it would be any better.

My Oculus Rift S Experience.
It took me a couple of weeks to get an Oculus Rift S on preorder with Amazon, I finally got one (on pre-order) on June 3rd and it arrived on June 16th. I was very excited once it arrived and could not wait to see what it could do and if it would be any better of an experience. Once again the box was impressive but when you open it, it seem like less clutter in the box. Now for setup, it could not be any easier. You download the Oculus software and it basically walks you through step by step on how to set up your Rift S. I had already downloaded the Oculus software so my full insulation from opening the box to playing my first Oculus Rift S tutorial in VR took just over 5 minutes. It was amazingly simple. Ok so now I have it on and the first demo tutorials starts and I was blown away but how great the immersion was. It looked and felt so very much better than the HTC Vive Cosmos. I went through the tutorials and knew just how to use my controllers from the simple tutorials and I was ready to go. I download a few free apps and gave a few a try. I was so impressed by the VR immersion and overall experience. The headset itself is light and more comfortable than the HTC Vive Cosmos and it was easier to focus and overall it seemed brighter and clearer to me. The controllers are much more comfortable, light and fit my hands better, and so far the battery life is much better as well. I was now ready to give my flight sim’s a go. I booted up X-Pane 11 again and started the VR. Now this is where my experience really changed, for the better. Just the interface was smoother and I was easily able to select my options and start a flight all in VR. With the HTC Vive Cosmos I always had trouble using the controllers and trying to select something or flip a switch in the cockpit when flying. I had the hardest time aiming and selecting. With the Oculus Rift S it was so easy, just point and click and it just works. Now my flight starts and the first thing it was terrible, I had my graphics set to the highest possible settings (just to give it a try), I adjusted a could things and restarted my flight. Now I was in my plane, sitting on the tarmac and it was so very different from the HTC Vive Cosmos, the graphics were so much clearer and crisp. It just looked better and felt more realistic. I took off and flew around and was just amazed at how much better it was. I paid $699 for the HTC Vive Cosmos and really did not care much for it and felt like I wasted my money (I did get a full refund), I paid $399 for the Oculus Rift S and feel like I got a great deal. I have only spent a few hours on my Oculus Rift S but I am already very impressed with it and am quite happy with my purchase.

I would rate the HTC Vive Cosmos a 5 out of 10 and I would rate the Oculus Rift S a 8 out of 10
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Top critical review

Critical reviews›
Microdev
1.0 out of 5 starsNot ready for release and now Facebook is required (2020-09-01)
Reviewed in the United States on May 21, 2019
* Edited 2020-Sep-05 *
As of Oct 1, 2020 a Facebook account will be required to use this hardware. Existing users have until Jan1, 2023 to covert to Facebook or the bulk of features will not be available and titles may not work at all. AVOID this hardware and company and go with a Vive or other VR option. I for one, will not continue to use this product. It’s a plain and simple spyware campaign that Facebook continues to expand and is now trying to force upon all users of the Oculus line. As a long time Oculus user, I find this repulsive and will not support this type of corporate behavior. Rating reduced to one star because zero stars are not possible...

* Edited 2019-Jun-02 - marked by ** - **
I've used Oculus headsets since the first beta before Facebook owned it. This headset promises to be the first step in making VR accessible to the PC masses. It uses a single connection, no external sensors, and is plug and play (in theory).

The graphics are a slight step up from the last iteration, noticeable, but not massive. The controllers are likewise a slight step up from the previous generation and very easy to adapt to.

The new see through cameras and guardian system works very well. If you are new to Oculus, this is a visual barrier to let you know when you are going to run into things in the 'real world'. With the headset on, you see a camera view of the real world. You trace out your play area with a 'laser' and this defines your play space, surrounded by virtual walls. The setup is easy and intuitive.

Responsiveness is great and much better than single or dual sensor tracking of old. There is no break in the motion when a sensor loses sight of the headset because this headset tracks from the inside out using cameras placed all around the headset.

Also gone is the glare from the lenses. Bright scenes had no glare around the edges (halo) like the last set. Colors were good and vibrant. **In dark scenes the LCD panel shows its weakness with washed out blacks (more like grey than black). In dark scenes it is very hard to distinguish items due to a lack of contrast. When playing Arizona Sunshine as a test, I knew the area and still couldn't see things in the dark with a flashlight. Unlike the last panel, this severe lack of contrast and black level is a strong drawback from OLED panels for space sims (Elite Dangerous, etc.) or shooters i where there will be a lot of dark areas.**

** The lenses don't steam up as fast as the old units although I do notice that my face is much more 'sealed' to the front of the unit. This is good and bad (for me). It is good in that it seals out light almost entirely. However, I used to cheat and look through the gaps by my nose to see the keyboard, etc., in the past. Now I have to physically lift the unit to find the keyboard, etc. It should be noted that I use my Oculus more for seated gaming (Elite, Project Cars, Assetto Corsa, etc.) than standing games. When playing standing games with the touch controllers the better seal would be preferred. If you want to peek into the 'real world' you can double tap the Oculus button on the touch controller to enable the cameras. This works well, and is thoughtful, for situations when you are spinning around shooting zombies and become entangled in your headset cord. **

** The built in sound is very weak with no bass. A canon shot sounds like a 'tink' rather than a 'boom' in War Thunder for example. The headset uses directional sound from the strap to direct sound down towards your ears. Unlike the last version, headphones will not fit over the straps on this version. While it does include a built in microphone, I prefer using a noise canceling headset for gaming that also provides a richer sound (for seated play). This design simply does not allow for that. The sponge on the strap sides (used for comfort) create a 3/4-1" (20-25 mm) offset, on each side, that hold the headphone arms (and ear pads) away from your head. This applies to over the ear, or on ear headphones. If you use ear buds it won't be a problem.**

Speaking of the strap, it works surprisingly well with a single wheel to tighten the unit to your head. It pulls the headset to your face and there is a release to move the actual lens part (the big box) away from your face. If you wear glasses, this is far better than the last set. It is a little harder to get the up-down into focus because the 'box' does not pivot in any way. All in all, it's a mix of good and bad over the old unit. Definitely easier to put on, although it goes back to full tight every time it's removed, but harder to get into the sweet spot for focus. Once in focus, it stays put very well

** Note - I raised the rating by 2 stars after getting a replacement and further testing. **
So why one star? Because it doesn't work. Upon first plugging it in, you will have to update the BIOS on everything (headset and controllers). Then you go through the VR setup. First problem was a black screen when instructed to continue the setup in VR. I unplugged it from one display port and plugged it into another and it started working. I finished setup and jumped into a game. After less than 5 minutes in the game, the screen goes black again. It was still on because I could see the backlight, but no picture and no sound from Oculus home. I can hear system sounds coming from the headset though. A reboot later and it's still not working. Unplug, and re-plug into a new ports and it's still dead as a door knob. So much for quality control. The Oculus app shows all green check boxes next to the device, as though all is good when it is definitely not.

** I received a replacement from Amazon for another go at this model. The replacement also crashed during setup, but afterwards has worked so far. It appears the first one may have had a defective board that once heated, failed. I am rating this as 3 stars because the increased resolution and reduction in the 'screen door' effect does not overcome the issue with the lack of rich blacks and contrast. The old panel was better in that regard. Also the change to the strap, while comfortable, completely negates using superior headsets. Sound is every bit as important to immersion as the visual elements. In this regard, the sound in this headset is a big leap backwards. Convenient yes, but practical no.

Performance wise, I have had a chance to run it through some benchmarks. This headset operates at 80 frames per second (ideally) as opposed to 90 FPS on the last Rift. On the surface this appears to be worse, but in practice it is not noticeable and did not lead to discomfort at all. I also noticed that this headset was able to keep up at a full 80 FPS in games that previously would drop to ASW (45 FPS). ASW is the Oculus method of dynamically creating filling frames when the frame rate drops below ideal. This helps with discomfort and creates a smoother playback image even through the frame rate is less than the desired 90. This headset did not drop below 80 in most of my tests using the same settings as the previous unit that would have stayed in ASW with the same settings. Clearly the unit is better at aiding graphics cards in rendering frames quicker.**

I am running a current game rig with an Intel 8700k and an NVidia 1080ti. Pretty standard fair and one that worked reliably with the old headset. For $400 and after waiting years for an update, I had hoped that the headsets are intended to last longer than 10 minutes. I feel like I'm beta testing the original again. It's clear to me they have a number of kinks to work out. This one is going back immediately.

** After spending some time reviewing the latest drivers, etc., it still seems like an early release, but one that is worthy of $399.

The alternative I would consider is the new Vive Index. However, the Vive is MUCH more expensive at $1,000. Furthermore, it still requires satellites setup around the room and can suffer from interruptions as a result (it usually works well in practice). This makes it less portable and more of a pain to switch between seated play and standing play in many situations. Also the touted 144 FPS refresh rate is highly unlikely in anything but simple whack-a-mole type games (Beat Saber, etc.). You will need significant hardware (2080, etc.) to push that frame rate. The controllers on the Vive also seem better (how it is held, finder tracking, etc.), but it isn't yet fully implemented and there are a lot of questions around play with legacy device support.

For these reasons, the Oculus seems like the better consumer deal.

If you will be playing mostly things like Arizona Sunshine, Beat Saber, etc., this is really a very easy headset to use, and is much easier to setup and put away too. **
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From the United States

James L
5.0 out of 5 stars Amazing VR Experience and Much Better then the HTC Vive Cosmos
Reviewed in the United States on June 17, 2020
Verified Purchase
I don’t usually write such long reviews but I felt it was warranted after my experience with the HTC Vive Cosmos and the Oculus Rift S VR Headset.

A few months ago I started wanting to get in to playing my flight sim programs in VR. All the videos I saw on YouTube made it look really cool and I loved the idea of a more immersive experience. I had already gotten the PS4 VR Headset last year and found it to be fun but very limited and seemed more for kids games to me. Being the smart man that I am I waiting until the country was on shutdown to decide I could not wait any longer (being home all the time made me want more home entertainment). I had wanted to try the Oculus Rift S, just from the reviews and all the hype behind it but when O started looking t was sold-out everywhere and it did not look like it would be in stock anytime soon. Being determined to get a PC based VR Headset and being limited on room I needed model that did not require external tracking, limited me to only a few models. I looked in to the HTC Vive Cosmos and even though there were some bad reviews I figured it must be pretty good with the price tag of $699 and higher resolution that the Rift S. I ordered the HTC Vive Cosmos from Best Buy and was very excited when it arrived.

My HTC Vive Cosmos Experience.
The box itself was impressive and I found the instructions and setup to be fairly easy and was up and running is a short time. I downloaded a few games samples from the HTC Vive Cosmos app store and tried to play a few. This is where my first issues came up. How do you use this thing? I went through all the instructions and as each game or app would load it give some instructions on what the controllers do. I found the buttons did not do what it said a lot of the time or the game would load as if I were 10 feet tall of 3 feet tall. It was frustrating but I was brand new to this and figured I just needed to learn. I was ready to try my first VR flight sim experience and started up X-Plane 11 and turned on the VR setting and just like that I was in VR in a flight sim. Ok now how do I actually get a flight going or control the aircraft? It took me probably 2 hours to figure out all the controls and get to where I could actually get in a plane and fly. Now remember this was my first time trying a flight sim in VR, but all the videos I had seem made it look amazing, smooth and clear. I could not read any text on the dash, no gages, nothing. You can see it all just not clear enough to read the test. I took off and was impressed by the graphics when looking at a distance, looking at anything close and it was blurry, also jagged edges and low frame rate. I also found the controllers to be a bit on the large side and seemed too bulky and the battery life is not good. The headset itself was not very comfortable and was heavy in my head and face but usable. and I spend the next few days researching on how to get X-Plane 11 to work best in VR. A few changes to some settings and I gave it a few more tries. I got the graphics better to where I could read large text but that was about it. I did enjoy flying in VR but it was buggy and just not a great experience. I kept this up for a few weeks ad finally just gave up, it was too frustrating and too many glitches. I also did not have much luck on any other games or apps using the HTC Vive Cosmos, but DCS Wolds was better looking than X-Pane 11. I returned the headset and decided to wait until I could get the Oculus Rift S, although I was not sure if it would be any better.

My Oculus Rift S Experience.
It took me a couple of weeks to get an Oculus Rift S on preorder with Amazon, I finally got one (on pre-order) on June 3rd and it arrived on June 16th. I was very excited once it arrived and could not wait to see what it could do and if it would be any better of an experience. Once again the box was impressive but when you open it, it seem like less clutter in the box. Now for setup, it could not be any easier. You download the Oculus software and it basically walks you through step by step on how to set up your Rift S. I had already downloaded the Oculus software so my full insulation from opening the box to playing my first Oculus Rift S tutorial in VR took just over 5 minutes. It was amazingly simple. Ok so now I have it on and the first demo tutorials starts and I was blown away but how great the immersion was. It looked and felt so very much better than the HTC Vive Cosmos. I went through the tutorials and knew just how to use my controllers from the simple tutorials and I was ready to go. I download a few free apps and gave a few a try. I was so impressed by the VR immersion and overall experience. The headset itself is light and more comfortable than the HTC Vive Cosmos and it was easier to focus and overall it seemed brighter and clearer to me. The controllers are much more comfortable, light and fit my hands better, and so far the battery life is much better as well. I was now ready to give my flight sim’s a go. I booted up X-Pane 11 again and started the VR. Now this is where my experience really changed, for the better. Just the interface was smoother and I was easily able to select my options and start a flight all in VR. With the HTC Vive Cosmos I always had trouble using the controllers and trying to select something or flip a switch in the cockpit when flying. I had the hardest time aiming and selecting. With the Oculus Rift S it was so easy, just point and click and it just works. Now my flight starts and the first thing it was terrible, I had my graphics set to the highest possible settings (just to give it a try), I adjusted a could things and restarted my flight. Now I was in my plane, sitting on the tarmac and it was so very different from the HTC Vive Cosmos, the graphics were so much clearer and crisp. It just looked better and felt more realistic. I took off and flew around and was just amazed at how much better it was. I paid $699 for the HTC Vive Cosmos and really did not care much for it and felt like I wasted my money (I did get a full refund), I paid $399 for the Oculus Rift S and feel like I got a great deal. I have only spent a few hours on my Oculus Rift S but I am already very impressed with it and am quite happy with my purchase.

I would rate the HTC Vive Cosmos a 5 out of 10 and I would rate the Oculus Rift S a 8 out of 10
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Jordan Grim
5.0 out of 5 stars First thoughs of VR
Reviewed in the United States on January 11, 2020
Verified Purchase
Would like to point I've never experienced VR before, but this VR set is AMAZING when it works. The IPD seems fine on default... Changed it via software and show no changes in vision soz. Gameplay so far is amazing. Only games i tried is beat saber and skyrim so far.

Give this a 5 star for graphic, ease of use, setup. Rated 4 due do the issues i ran into so far, and absolutely hate that dumb advertisement window that pops up every time i put headset on for oculus software. Should be option to disable just that tbh unless there is and haven't found it.

I've read all the issues and troubleshoot steps of head of time before purchase, and to say the least i was expecting issues. and yes this thing was a bit of a pain to setup. First of all its states my USB3.0 is not compatibility... yet it still plays and opens everything. Only real issue i had was it kept disconnecting, likely due to the USB 3.0. With all the troubleshooting i read online on reddit etc, i somehow got it to stop disconnecting for now. We'll see, even though it still states my USB3.0 not compatibility.

Another issue i ran into on Day 3 of use is that the oculus software (Version 12.1) keeps telling to setup my guardian when it was already setup muliple times a day. I believe it still has something to due with the incompatibility of the 3.0 ports using "VIA USB 3.0 eXtensible Host Controller -1.0 (Microsoft)"

Since my mobo (MSI GA-78LMT-USB3 6.0) is a small form factor, i have no more PCI-E slots or anything for a PCIE Expansion card, only slot i had was PCI, which heard PCI USB 3.0 doesnt work in most cases and some cases it does. So took my chances with "StarTech.com 4 Port PCI SuperSpeed USB 3.0 Adapter Card with SATA/SP4 Power - Quad Port PCI USB 3 Controller Card (PCIUSB3S4)" Read this PCI slot worked for some.

My PC Specs;
Win10 Version 1909 Pro edition
GPU: GTX1060 OC
CPU: FX8370 eight core clocked at 4.2 Mhz
24GB RAM clock at 1600

Will update once i get the card today to see if the incompatibility 3.0 ports can be resolved...

UPDATE: "StarTech.com 4 Port PCI SuperSpeed USB 3.0 Adapter Card" Did not work saddly, spoke with start tech support and advised they have no PCI Cards that would support the amount of data that oculus occurs since only 1 channel card. Advised only the PCI-E would work. Saddly do not have a PCI-e slot available. So have to upgrade mobo or deal with the issue. (Personally can't upgrade as it requires upgrading to DDR4 Ram and AMD4 cpu slot as my mobo is older side with DDR3 and AMD3 slot., so will deal with the issue till upgrade in near future saddly)

As for the issue, even those ports states incompatibility, it rarely disconnects, maby once a day if cables loose. As for the oculus software forcing to setup gaurdian all the time. This is still happening and apparently its oculus software that the issue and is known.

So overall loving the experience except for the 2 main issues.

UPDATE: 6/20/2020

Recently upgraded my PC motherboard to MSI MPG X570 Gaming Plus board with Ryan 7 3700x, DDR4 RAM and NVMe SSD. Ran for 2-3 months, and have not one single issue with it disconnecting. Everything seems to run smoothly and runs on max quality. (Still have my GTX 1060 Gaming X OC graphic card.)
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N
5.0 out of 5 stars Not an upgrade, sort of. Improved, kind of.
Reviewed in the United States on May 27, 2019
Verified Purchase
Bottom line: possibly the final form of Oculus Rift.

I've tried on a few VR systems. It could be through my friends' Rift and Vive, or it could be a demo of a WMD system or three from the Microsoft Store. I am intimately familiar with ups and downs of the systems (which unfortunately often involves me having to recoup from motion sickness and having to lie down for a few hours afterwards). As those are quite common and well-known regardless of the systems you choose, I'll scope this review to something that you should have concerns with this system only, and not for the whole of the VR systems that are out today.

Consider this an unholy union of Lenovo and Oculus (and by some extension, Sony). Lenovo has licensed some of the Sony's design (after getting sued) from their last VR set, Mirage Solo. The halo ring rig looks and works quite similar, and it is quite easy to adjust. It is actually a plus if you're wearing glasses; I had no problem wearing my glasses and putting the kit on, while I had quite a bit more problem with the original Rift and Vive. Gone are the lighthouses from the original Rift and Vive, replaced with 5 cameras on the headset. It works quite well... but it also does not play nice with your computer if you have too much things plugged on to your computer on your USB ports, so keep that in mind. In a way, it's an evolution of Windows Mixed Reality kits (with 2 cameras), and to some extent, Vive's. Vive, though, needed lighthouses to function.

The kit comes bundled with two motion controllers for each of your hands, and is powered by 1 AA battery each. Build quality seems on par with your regular gaming controller, although it is much lighter to account for the fact that you have to hold it up all the time when in use.

The Rift S seems to work with all of the games and VR apps that is compatible with Rift, as promised. It will work with Steam VR (it recognizes the kit as a Rift with 3 sensors). Tracking works great with minimum blind spots, but you'll obviously want your controllers to be within the sights of the cameras of the head unit for it to work.

The optics are quite forgiving for a VR unit, and I actually prefer the LCD in the S over the OLED on the Rift. Pixels look more filled in, and everything looks clearer. I do not really miss the lost 10MHz of refresh rate, or at least based on the games I played. You WILL need to keep your eyes centered on the optics, which are not adjustable, in order to get the best picture. Fresnel lens have come the long way and this is probably the best of its kind in the business as of today, but you won't mistake it for any other kinds. You will still see the rainbows if you look at the edge. Lights will separate. But it's no big deal; your eyeglasses do exactly the same, but it's just not as noticeable depending on how strong your prescriptions are. Can't completely cheat the laws of physics.

But compared to the old Rift, build quality does feel cheap, or at least the head units are. Halo rattles as you pick it up. Paddings feel cheap. You won't mistake this for a high end stuff, although it does cost more than an Xbox One S.

I do not care for the speakers on the head unit, but since it's internal I suppose it's two less hinges to break and two less wires to fray. There ARE headphone jacks if you want to use them. I did note some of the issues that others were having with the sound; hopefully Oculus will come up with a solution soon.

This will not be an upgrade for your existing VR kit, or at least the ones that are not at the bottom of the barrel; if you're happy with your Vive or Rift, you should not get this unless lighthouses/sensors bother you a whole lot. Field of View is a lot better than a lot of cheaper (and some expensive) Windows VR kits, so maybe you should consider this if you have them. Short of buying an Oculus Quest--if you want to stay in the Oculus Store ecosystem it does sound like a compelling proposition, all without wires--if you want to harness the power of your computer and like to tinker yet do not care for excessive wires of earlier headsets, you should consider the S.
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D. Frost
4.0 out of 5 stars High fidelity (except sound) PCVR
Reviewed in the United States on May 25, 2019
Verified Purchase
Overall this is an excellent, relatively inexpensive PCVR system . If you have a decent gaming PC with display port and USB three, it’s easy to set up and get started in PCVR. I can compare this to the PlayStation VR because that is what I previously experienced.

First some negatives, The built-in audio solution could be great but on my headset even at 100% volume it’s not nearly loud enough to enjoy or immerse you into the games. I’m not sure if this is a hardware limitation or if this could be fixed in software updates. Oculus seems aware of the issue and there is talk of a fix and I’m keeping my fingers crossed. I honestly don’t mind giving up some audio fidelity for convenience and you can always connect your own headphones.

WARNING: The PSVR Mantis can work with the Rift S but . they just don’t fit right and one of them came apart while trying to put it on. Thankfully it did snap back and did not break but the Mantis headphones. Also, I had to remove the cable management clip us a Velcro tie and use that to move the anchor to higher and further back so it no longer interfered with the headsets. it did work in the end but it was a pit of a pain to get it all worked out. You may want to wait for Bionik to come out with a Rift S version of the headphones or use ear buds until other options are available.

The black levels are also not as good as PSVR due to the use of LCD vs OLED. Its not "bad" but once you get used to OLED VR, its a bit of a disappointment. For many brightly lit games, you won't even notice the difference but other darker games do lose a bit of contrast and pop!

OK onto the good. The visuals and field of view feel more immersive than the PSVR. I just get the feeling I’m inside the world a bit more with the Rift. The fidelity of the games is also much greater. The motion tracking and head tracking are also much better than the PSVR in fact I think the tracking solution is 99% as good as outside in systems with some issues in some game types but when compared to PSVR it’s no contest. Also the controllers have an actual joystick which makes controllers and games so much better than PSVR.

Finally even the set up is simpler than PSVR you only need to connect two cables to your PC and you’re good to go. The fidelity of the experience and the ability to mod games goes along way to expanding your possibilities in VR. If you are the kind of gamer who enjoys messing around with all the layers of PC gaming, I think you will see this as a clear advantage of the more limited experiences with PSVT or the Quest.

I think many Rift owners and PCVR fans were disappointed because this new system wasn’t a Rift 2.0 . But they ignore the improvements of the "S' but do ding it, fairly, on the lack luster built in audio . The tracking may not be 100% as good as the original Rift but saving you the hassle of running three USB cables and installing and mounting three cameras is worth the trade-off in my opinion .

If Oculus can fix the volume issue through software (please!), I think they have a real winner here. Even without the audio fix it’s still a decent PCVR system. I think the price will go down and when that happens this will be a really good choice for users who don't mind a wired solution for better fidelity PCVR. if you want true convenience and no hassles I would say the Oculus Quest is a really great choice. Oculus is providing VR in the most inventive ways today. I look forward to the quest 2.0 and the rift 2.0 in the future.
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Amazon Customer
5.0 out of 5 stars Great headset for someone new to VR!
Reviewed in the United States on December 27, 2019
Verified Purchase
First time buying a VR headset, and I must say I am completely satisfied! I have tried the previous Rift model couple years ago at a local convention and was amazed with the whole experience. Now that I finally purchased my own Rift S headset during Black Friday, I can experience VR whenever I want!

Pros:
- Inside-out tracking was the major selling point for me. Not having to worry about setting up external sensors was a big plus. You might experience some blind spots, but nothing major at all.
- Easy startup/installation process.
- Audio from the hidden built-in speakers is good enough. There is a headphone jack on the left side of the headset just in case.
- The face and head padding was comfortable and had no issues with the weight of the headset once I got everything strapped in.
- The entire headset can be disassembled including all the foam padding (Use your nails or a card for the forehead and back of the head padding)! This makes life easier when it comes to cleaning them.
- Touch controllers feel great and have a nice grip. Throwing and picking up items feels almost real.
- Very fun Oculus exclusive games (Robo Recall, Lone Echo, Asgard's Wrath, The Climb, etc).
- The best value for the price in the VR market. The Valve Index seems to be the best VR headset right now, but most people will be steered away due to the very steep price.

Cons:
- No way to physically adjust the IPD (interpupillary distance). You can use the Oculus software to adjust the IPD but it's not quite effective. Although the lenses for the Rift S are fixed at 63.5mm, if you fall between the range of 61.5mm and 65.5mm then you are good to go.
- Video Output uses DisplayPort only and not HDMI. Luckily I did my research before I bought this and my NVIDIA GeForce GTX 1070 has a DisplayPort, so I had no issue there. Still would have preferred HDMI though. (P.S. Ignore the people giving one star reviews regarding Displayport because they did not do their research beforehand. The images above clearly show "Video Output: DisplayPort 1.2/Mini DisplayPort with adapter included in the box". Oculus is not at fault here. This is merely user error.)
- Not easy to put on and take off the headset if you are wearing glasses.

General Notes:
- *IMPORTANT* If you are wearing glasses, I highly recommend either purchasing some plastic lens protectors or getting someone you know to 3D print them for you (Standard or Thick size should be good enough). The lenses are the most important part of Rift S and you do not want them to be scratched at all.
- Pay attention to the comfort rating for the games. If you are new to VR, start off with comfortable rated games and slowly make your way to moderate and intense rated games. Motion sickness will kick in if you jump to intense rated games right off the bat.
- Invest in rechargeable batteries. Believe me it will save you money in the long run.
- When cleaning your Rift S headset and controllers, you can use antibacterial wipes as long as they are nonabrasive and does not contain alcohol. I use Lysol Daily Cleansing Wipes and make sure you do not touch the lenses and the sensors. For the lenses and sensors, use a dry optical lens microfiber cloth. Also all three foam padding can be removed and washed with soap and water.
- Keep an eye out for VR Cover products for the Rift S as they usually make quality foam replacements.
- The Rift S is compatible with SteamVR so you can purchase and play VR games on Steam. If you purchase games on Steam, make sure they support the Oculus SDK. Otherwise you might experience performance issues and other problems with SteamVR. A lot of games on Steam support the Oculus SDK so it should not be a problem.

Overall, the Oculus Rift S was definitely the right purchase as my first VR headset and I am having a blast! It is a great time to dive into VR gaming as the games are getting better (Boneworks and upcoming Half Life: Alyx) and technology is improving at a rapid pace. The future is looking bright!
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Microdev
1.0 out of 5 stars Not ready for release and now Facebook is required (2020-09-01)
Reviewed in the United States on May 21, 2019
Verified Purchase
* Edited 2020-Sep-05 *
As of Oct 1, 2020 a Facebook account will be required to use this hardware. Existing users have until Jan1, 2023 to covert to Facebook or the bulk of features will not be available and titles may not work at all. AVOID this hardware and company and go with a Vive or other VR option. I for one, will not continue to use this product. It’s a plain and simple spyware campaign that Facebook continues to expand and is now trying to force upon all users of the Oculus line. As a long time Oculus user, I find this repulsive and will not support this type of corporate behavior. Rating reduced to one star because zero stars are not possible...

* Edited 2019-Jun-02 - marked by ** - **
I've used Oculus headsets since the first beta before Facebook owned it. This headset promises to be the first step in making VR accessible to the PC masses. It uses a single connection, no external sensors, and is plug and play (in theory).

The graphics are a slight step up from the last iteration, noticeable, but not massive. The controllers are likewise a slight step up from the previous generation and very easy to adapt to.

The new see through cameras and guardian system works very well. If you are new to Oculus, this is a visual barrier to let you know when you are going to run into things in the 'real world'. With the headset on, you see a camera view of the real world. You trace out your play area with a 'laser' and this defines your play space, surrounded by virtual walls. The setup is easy and intuitive.

Responsiveness is great and much better than single or dual sensor tracking of old. There is no break in the motion when a sensor loses sight of the headset because this headset tracks from the inside out using cameras placed all around the headset.

Also gone is the glare from the lenses. Bright scenes had no glare around the edges (halo) like the last set. Colors were good and vibrant. **In dark scenes the LCD panel shows its weakness with washed out blacks (more like grey than black). In dark scenes it is very hard to distinguish items due to a lack of contrast. When playing Arizona Sunshine as a test, I knew the area and still couldn't see things in the dark with a flashlight. Unlike the last panel, this severe lack of contrast and black level is a strong drawback from OLED panels for space sims (Elite Dangerous, etc.) or shooters i where there will be a lot of dark areas.**

** The lenses don't steam up as fast as the old units although I do notice that my face is much more 'sealed' to the front of the unit. This is good and bad (for me). It is good in that it seals out light almost entirely. However, I used to cheat and look through the gaps by my nose to see the keyboard, etc., in the past. Now I have to physically lift the unit to find the keyboard, etc. It should be noted that I use my Oculus more for seated gaming (Elite, Project Cars, Assetto Corsa, etc.) than standing games. When playing standing games with the touch controllers the better seal would be preferred. If you want to peek into the 'real world' you can double tap the Oculus button on the touch controller to enable the cameras. This works well, and is thoughtful, for situations when you are spinning around shooting zombies and become entangled in your headset cord. **

** The built in sound is very weak with no bass. A canon shot sounds like a 'tink' rather than a 'boom' in War Thunder for example. The headset uses directional sound from the strap to direct sound down towards your ears. Unlike the last version, headphones will not fit over the straps on this version. While it does include a built in microphone, I prefer using a noise canceling headset for gaming that also provides a richer sound (for seated play). This design simply does not allow for that. The sponge on the strap sides (used for comfort) create a 3/4-1" (20-25 mm) offset, on each side, that hold the headphone arms (and ear pads) away from your head. This applies to over the ear, or on ear headphones. If you use ear buds it won't be a problem.**

Speaking of the strap, it works surprisingly well with a single wheel to tighten the unit to your head. It pulls the headset to your face and there is a release to move the actual lens part (the big box) away from your face. If you wear glasses, this is far better than the last set. It is a little harder to get the up-down into focus because the 'box' does not pivot in any way. All in all, it's a mix of good and bad over the old unit. Definitely easier to put on, although it goes back to full tight every time it's removed, but harder to get into the sweet spot for focus. Once in focus, it stays put very well

** Note - I raised the rating by 2 stars after getting a replacement and further testing. **
So why one star? Because it doesn't work. Upon first plugging it in, you will have to update the BIOS on everything (headset and controllers). Then you go through the VR setup. First problem was a black screen when instructed to continue the setup in VR. I unplugged it from one display port and plugged it into another and it started working. I finished setup and jumped into a game. After less than 5 minutes in the game, the screen goes black again. It was still on because I could see the backlight, but no picture and no sound from Oculus home. I can hear system sounds coming from the headset though. A reboot later and it's still not working. Unplug, and re-plug into a new ports and it's still dead as a door knob. So much for quality control. The Oculus app shows all green check boxes next to the device, as though all is good when it is definitely not.

** I received a replacement from Amazon for another go at this model. The replacement also crashed during setup, but afterwards has worked so far. It appears the first one may have had a defective board that once heated, failed. I am rating this as 3 stars because the increased resolution and reduction in the 'screen door' effect does not overcome the issue with the lack of rich blacks and contrast. The old panel was better in that regard. Also the change to the strap, while comfortable, completely negates using superior headsets. Sound is every bit as important to immersion as the visual elements. In this regard, the sound in this headset is a big leap backwards. Convenient yes, but practical no.

Performance wise, I have had a chance to run it through some benchmarks. This headset operates at 80 frames per second (ideally) as opposed to 90 FPS on the last Rift. On the surface this appears to be worse, but in practice it is not noticeable and did not lead to discomfort at all. I also noticed that this headset was able to keep up at a full 80 FPS in games that previously would drop to ASW (45 FPS). ASW is the Oculus method of dynamically creating filling frames when the frame rate drops below ideal. This helps with discomfort and creates a smoother playback image even through the frame rate is less than the desired 90. This headset did not drop below 80 in most of my tests using the same settings as the previous unit that would have stayed in ASW with the same settings. Clearly the unit is better at aiding graphics cards in rendering frames quicker.**

I am running a current game rig with an Intel 8700k and an NVidia 1080ti. Pretty standard fair and one that worked reliably with the old headset. For $400 and after waiting years for an update, I had hoped that the headsets are intended to last longer than 10 minutes. I feel like I'm beta testing the original again. It's clear to me they have a number of kinks to work out. This one is going back immediately.

** After spending some time reviewing the latest drivers, etc., it still seems like an early release, but one that is worthy of $399.

The alternative I would consider is the new Vive Index. However, the Vive is MUCH more expensive at $1,000. Furthermore, it still requires satellites setup around the room and can suffer from interruptions as a result (it usually works well in practice). This makes it less portable and more of a pain to switch between seated play and standing play in many situations. Also the touted 144 FPS refresh rate is highly unlikely in anything but simple whack-a-mole type games (Beat Saber, etc.). You will need significant hardware (2080, etc.) to push that frame rate. The controllers on the Vive also seem better (how it is held, finder tracking, etc.), but it isn't yet fully implemented and there are a lot of questions around play with legacy device support.

For these reasons, the Oculus seems like the better consumer deal.

If you will be playing mostly things like Arizona Sunshine, Beat Saber, etc., this is really a very easy headset to use, and is much easier to setup and put away too. **
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Mark Twain
5.0 out of 5 stars VR is like looking out at the ocean for the first time.
Reviewed in the United States on February 9, 2020
Verified Purchase
There isn't a real way to describe VR better than "You have to see it for yourself to believe it."

I could go on about how Amazing VR is and how once you experience a virtual environment you'll realize how hard it will be to believe in 5-8 years people will still be looking at flat screen TVs for entertainment and that includes games. Yes, We are still early adopters meaning the technology is not perfect, the headset are still bulky, there is no good wireless PC powered option and the tech overall still has a way to go but experiencing only the tip of whats possible is still so overwhelming that it completely melts away any current flaws!

3D movies look Amazing in VR even compared to a big screen 4K TV. Not since Avatar have I seen a good 3D movie but in VR the same 3D movies on a flat screen look dull look completely different in VR and all the content on the screen is coming out around you. VR made 3D movies look cool again!

The Rift S is a great headset! I see a lot of *1Star* reviews with complaints about the lack of support for "HDMI" and there are two good reason for that reviews might not be picking up on why that is. First the situation is if your computer doesn't have new enough hardware to have a display port VR your computer probably isn't going run VR well and the device clearly states it requires a display port!

With that being noted understand the system requirements for the Rift S are probably lower than they should be because there is already VR content to buy for the Rift S that go beyond what is printed on the Rift S box with some content requiring a GTX1070 or better. Now the 2ND reason for no HDMI support is how VR headsets work your computer is literally powering two separate lenses/ display screens at once and it takes a large amount of bandwidth that current USB 3.0/3.1 and HDMI 2.0B ports don't support. A good example here is the previously PC Free OCulus Quest now has the "Link" feature allowing the Quest to powered by a PC with a 3.0 USB port on your PC. There a lot complaints from users and other review sites about users experiencing headaches due to the USB bandwidth lag causing an even lower refresh rate around 74hz and slow response times to fast movements. I don't think that is the type of experience any user would be happy having.

The Rift S headset feels comfortable and the controls feel great in my hands with excellent button placements. The installation was quick, easy and a lot fun while going through tutorial mode. I suggest every Rift S headset owner check out the latest games on Steam as the Oculus store doesn't have a fraction of the amount of content that steam does with many titles listed on Steam for free or at a low cost.

The only negatives is I wish this device had more upgrades than the original Rift and not just what feels like a good refresh but don't believe rumors the original Rift is no where close to being the better than the new the Rift S in anyway. Bringing that issue up I wouldn't have mind spending a little more money for a true RIFT "2" instead of a Rift "S." I still believe is this headset is the best overall consumer based VR headset on the market. The only other consumer headset I might be able to call better than the Rift S but can't is the Valve Index but at $999 I can't call it a good value. On top of that the Valve Index software is rather buggy also brings forward last gen tech that gave VR a bad name by using lighthouses causing the need to run cables for tracking instead of inside out tracking built into the headset which the Rift S has making VR setup and use much easier.

I did order two of these from two different places because the Rift S has mostly been sold out since December of 2019. The first one that came I'll need to return because one of the controller triggers is making a "squeak" sound and sticking sometimes but I won't knock a single star off for what is probably a fluke on what is otherwise an amazing product and experience.

5 Star Product - Thumbs Up!
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Neqsis
5.0 out of 5 stars THE VR Headset to Buy
Reviewed in the United States on February 9, 2020
Verified Purchase
I have been completely blown away by the quality of the Rift S given it's $400 MSRP. The price and quality of this headset make it THE headset to buy in 2020. Any apprehensions I had about this device were completely smashed after my purchase and use.

Inside-Out Tracking/Room Scale. Is the Rift S tracking as good as the Vive/Index that use multiple towers and outside-in tracking? No, BUT, during gameplay is there any noticeable or meaningful differences in the Rift S? Also no. I don't know how Oculus has done it, but the tracking in this headset is phenomenal given you need no towers or outside sensors to dive into a VR title. While it's not AS good as other methods if you really test it and look for flaws, you wont notice in normal gameplay and the Oculus' inside-out tracking makes it much more portable and easy to set up. A definite win for this headset.

80hz Displays. I game at 144hz on my desktop monitors and was expecting to find issue with the 80hz displays built into the Rift S. Surprisingly, I rarely ever notice and when I do, it's the fault of my aging GPU causing hitching and not the displays. Is it as good as the 120hz displays on the Index? No, but it's also less than half the price.

Display Clarity/Quality. I expected to have visual compromises in a $400 VR headset. Imagine my surprise to find that the Rift S looks MILES better than the HTC Vive. The "screen door effect" of this headset is very, very minimal, and the picture is much clearer than expected. About the only time I've ever found myself squinting because it was hard to see was on the rare occasions that I'd be tinkering with settings in a browser or application while mirroring my desktop in VR.

Halo Strap. I didn't think it would be comfortable, but it is hands down the best VR strap I've ever used. But, there is a learning curve to figuring out the proper way to put this headset on so that it's comfortable and fits well - be sure to do some reading online because Oculus does a poor job of explaining the best way to use this somewhat unintuitive headset strap. Once you find the proper fit, you'll be able to play for hours comfortably.

Durability. As soon as I opened the Rift S I immediately became apprehensive of the durability of the Halo strap, mounting point of the display to the Halo strap, and thick kink-prone cables. The concerns I had with the Halo strap and mounting point for the headset are all but gone after many on/off repetitions and a few hard bumps. Inevitably, the cable will get kinks, but it's thick, sturdy, and has survived being yanked out of the top of the headset display a couple of times. At the end of the day, I'm satisfied that the Rift S will last years. Worst case, if it doesn't, the halo strap can be replaced for $60 and the cable for $80 (both are available to purchase from the Oculus website).

Built-in Speakers. Me, before buying the Rift S: "How can tiny speakers built into the strap of a headset sound like anything but complete garbage? At least I can plug my good Shure earbuds into it." Me after buying the Rift S: "I'd rather use the built-in speakers than mess with headphones and cables." Are the built-in speakers bass-thumping mad-houses? Absolutely not. But the sound is very crisp and clear, has plenty of volume, and the positional audio is surprisingly great.

Other Observations:

Camera View - You can set a shortcut so that the double-tap of the menu button turns on the exterior camera view, this comes in handy.

Controllers - I expected these to be better than the god-awful Vive wands, they are. These controllers are comfortable and intuitive. Battery-powered is a plus, they tend to last for a couple weeks with heavy use and only 1 AA battery is needed per controller.

Storage - I recommend getting a small case to store this headset in, due to the long cable and multiple peripherals it'll quickly clutter up your computer desk/office. It's very easy to set up/teardown because there is only one cable to plug in and no towers.

Steam Integration - This headset integrates with Steam VR pretty seamlessly, and built-in access to the Oculus store is a plus.

Displayport REQUIRED: Read the fine print people. You MUST have Displayport in order to plug in and use this headset. This should not be an issue with most modern desktop GPUs.

Overall: If you are thinking about getting a VR headset and don't want to blow the budget, get the Rift S.
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M. Bauer
4.0 out of 5 stars Visually, yes, the S is a nice step up from the CV1
Reviewed in the United States on May 24, 2019
Verified Purchase
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Visually, yes, the S is a nice step up from the CV1... and tracking is now on par. Rift CV1 and Rift S owner here. I'm quite pleased with how Oculus team has been handling this latest Rift offering.

THE PROS:
• **UPDATE 6/27/2019** - with Oculus’s latest software release, Beta Test Branch 1.39, inside-out tracking issues seem to have been resolved!! With few exceptions, those “hands too close to the headset” and “behind the back” dead-zones are no longer there. I can now use rifles, bows, climb, block hits, push off walls from behind, and sculpt without loss of tracking! Amazing! Way to put those accelerometers to use and tighten up your algorithms Oculus! I couldn’t be happier.
• The slight bump in pixel density/clarity might not look like much on paper, but it’s a HUGE relief to my eyes compared to the Rift CV1! Hardly any SDE or god rays. (yes, LCD produces a cleaner, albeit less black-black, image over OLED in VR... who’d a thunk?) That alone prevented me from immediately returning my S, but now that tracking has been addressed, I’ve since shelved my CV1 in favor of the S.
• Initial setup of the headset and laying the guardian barrier map is quick and easy. Remember, room scale tracking is accomplished by using the cameras from the headset. If you change your room layout (ie. ya pick up your large dirty clothes piles that were strewn about), you may have to recalibrate depending on the volume of stuff moved. Thankfully, recalibration doesn’t take any major effort or time.
• Thank the maker for the passthrough feature! So, with the headset blocking your sense of the outside world… when you get close to a wall or some furniture, a grid fades begins to emerge depending on your proximity to said obstacles. Once you cross a threshold, the S’s Passthrough vision kicks in. This presents the headset wearer with a stitched together granny monochrome view of your environment of reality… from the tracking cameras. It’s not high enough resolution to read anything on a screen, but you can get an idea of what’s on your PC monitor, easily locate & pickup your hand controllers, or move the chair you about fell over.
• I prefer the option of using my own quality headphones. Honestly, either one of the Rift’s offerings has gotten me by, but if we’re talking the “best audio” here, a good set of Sennheizer or Bose phones can’t be beat. 6/7/2019 - Oculus released a firmware update to enhance the missing low frequencies on the internal speakers. The sound has improved, but given the choice, I still prefer using my own headphones over either of the CV1’s or S’s built in audio.
• The head strap is convenient to use and is quite comfortable. I loosen the tension, slide the headset over my glasses, pull the strap around the back of my head, and reset the tension so it fits nice snug.
• I no longer need a 3rd party spacer to extend the lenses away from my glasses that I wear. There is a button on the headset that moves the lenses either closer or farther from my eyes.
• The lenses don’t scratch NEARLY as easily as the CV1’s. You’d breath wrong on the original CV1’s and a scratch would about appear, haha. The S’s are not by any means “scratch proof”, but they resist them a lot better than the CV1 lenses.
• the complete unit only costs $399! That’s a lotta’ bang for your buck!
• Oculus seems to be working to continuously improve on their product. That’s arguably a nice reassurance.

THE CONS:
• The foam rubber padding around the face isn’t removable from the plastic insert, nor is it what I’d call easily washable. I’ve found saturating the foam with heavily diluted dish soap and blotting it dry with paper towels works best (after removing the plastic insert from the headset, that is). A quick, periodic wipe of isopropyl helps keep the bacteria from taking over further. We MAY someday be able replace the entire plastic insert with its cemented-on foam. Here’s to hope!
• The halo head-strap tensioner… idk, I don’t have a tremendous amount of faith in it not wearing out over time. I say this because my welding helmet uses a similar method of tightening the band. Although these industrial straps hold up well, their mechanical tensioners are usually the first parts to fail. Time will tell I suppose.
• It’s more convenient to use the poorer Rift audio than to put your own headphones over the headset. In their defense, I’m certain we’ll be seeing an offering that is like the CV1’s earphones. They put that stereo jack there for a reason. Regarding the stereo jack… I would suggest using a 90° connector/tether over one that sticks straight out. I could see it getting hit and cracking the solder joints that keep the jack in place. Once that breaks, you’ll get static or complete loss of the audio signal.

THE MOOT (doesn’t affect me personally but may you):
• Doesn’t work with HDMI. It says so right on the Oculus site and in the description that it requires a Display Port. No one should be upset about that. If that’s the reason for a poor product review, idk what to tell ya. Perhaps a little research or reading could've saved you the hassle of returning your spontaneous purchase. It comes with a DP>MiniDP adapter. There are reports of a couple DP>USB-C adapters successfully working.
• Still gets just as hot under there as any other headset I’ve used. The nonexistent airflow makes my face get sweaty after prolonged use. So, periodic breaks are necessary. Again, make sure you clean the face padding regularly. I can only imagine how nasty it’ll get over time if you don’t... like unwashed undies after mowing the grass kinda’ gross. In any event, I would think twice about “borrowing your friend’s”, hahaha.
• IPD adjusting is done via software settings ranging from 54mm to 72mm in fractional 0.5mm increments. My eyes reside about 62.5mm from one another, so I fall well within the allotted midrange. For those whose eyes are spaced differently, and therefore must get closer to the extreme ends of the spectrum, there are reports of problems. The CV1’s method of adjusting IPD was mechanical and moved two lenses to focus on different portions of the two independent screens behind them. The S’s lenses are fixed and has one single screen positioned behind them. Adjusting the IPD setting in software moves the frames on that screen – increasing/decreasing a gap that divides the right and left sides. Because the lenses themselves don’t move, I could see where obtaining a sharp focus on the action may theoretically be a problem for some. Maybe not though. Even if the software IPD settings work for you, swapping between players may have you leaving an app to adjust for Player 2 and returning again for Player 1. That could be annoying.
• The controllers are fine. I didn’t break the tracking rings after punching my walls and furnishings like others have reported doing after merely dropping them on a hard floor. So, I’m not seeing where these new controllers differ in quality from the CV1. They feel different (and not in a “this is flimsy plastic” sort of way) and are a fraction smaller... but why wouldn’t that simply be by design? After a couple hours of use, I adapted to the ring location and had no problem reloading rifles, drawing bows, or aiming pistols. In fact, I can hold a pistol more realistically than I could with the CV1. Weight distribution due to rings being on top vs. wrapping around the bottom? They’re lightweight plastic rings for Pete’s sake. If your wrists feel encumbered from the weight, then the change is a beneficial one for you… as this will only strengthen that area. It’s no PX90, but at least you won’t atrophy away.
• Some people complain about the directional audio not living up to its claim. This doesn’t seem to be a hardware issue so much as a software developer thing. Some titles simply could do better with their spherical 360° sound mapping is all. I have no major complaints with the Rift hardware itself in this area. Most titles I use, I can easily tell where the sound is coming from, and I’m hopeful the one’s that aren’t up to speed will improve on that.
• The mic? Everyone seems to be able to hear me just fine when I talk. Granted, it’s no RØDE or Sennheiser, but I didn’t expect it to be. It accepts all the sound waves I spew at it just fine. Really people, I know I’m not the only one sporting an S in the games I play. The only time I hear something weird is when someone doesn’t have their mic/headphone levels set correctly... giving us that robotic reverb, annoying feedback, or just cuts out. But that is the case with any headset. You weren’t planning on using it for voice-over work or laying down vocal tracks on your next single, right? Any of you who can tell a major difference in mics... idk what to say. If we’re completely honest, none of these headsets have “amazing audio” hardware, so... take it as you will and let’s get back to focusing on the meat and potatoes.
• Direct sunlight can burn the screen and/or harm the cameras (is that any real surprise though?). The lenses are just magnifying glasses…. Think of how those ants felt when ya burnt them under the summer sun. For shame. Again, go to the Oculus site and read up on the product you purchased for details, but the gist of it is, “using it outside at noon is a bad idea”.
• Doesn’t function in complete darkness or very well in dim light. Digital cameras require light for the VISUAL SENSORS to detect… light. Meh, so I turn a light on. Good to go. Tracking gets finicky in oversaturated rooms, or those with too many windows and/or mirrors. Some lighting emits a specific frequency (as with SOME fluorescent and lower-end LED lighting) if the pulses phase up to your devices, you may notice some “glitching”. We’ll likely see some improvements in this area as soon as they buckle down exposure parameters.
• I let my 9y/o kid play, and the halo doesn’t quite get tight enough without putting a towel back there to take up some slack. Just an FYI for those of you with smaller heads.

In conclusion, yeah, I believe the S is enough of a step up to consider it an upgrade, and one that I am happy I made. Will I go so far as to say it’s a 2.0? Well, Oculus has made it a point not to have marketed it as such. But man, after the latest firmware and software upgrades, I’m ALMOST willing to say it could be a Rift 2.0!

Processor: Intel i7 4790, RAM: 16 Gig, Video: MSI RTX 2070 Duke, 8 Gig, OS: Windows 10

A little prelude (ad the end of the review, haha):
My first experience an actual VR headset was in the 90’s with the VFX1. With a resolution of somewhere around 240² per eye, 256 colors at a time, tracking/movement latency, and a frame rate that had us calling it the “tunnel-vision migraine machine”, ANY of today’s headsets are like a dream come true in comparison. These early devices were novel but limited to a handful of playable games like Descent, Quake, and some flight simulator whose title escapes me. Ok until you’d succumb to the headache or crashed your OS… whichever came first.

So, although we may be able to pick these current products apart to find their flaws, I’m still thrilled to be able to use any of these devices. They are exponentially more capable and affordable than their pre-2015 predecessors... heck, even our lowest-end cell phone VR rigs have more processing power than the PCs we were tethered to back then. Depending on one’s level of entitlement, expectation, and/or brand loyalty, you can draw your own conclusions. I’ve given you mine.
Customer image
M. Bauer
4.0 out of 5 stars Visually, yes, the S is a nice step up from the CV1
Reviewed in the United States on May 24, 2019
Visually, yes, the S is a nice step up from the CV1... and tracking is now on par. Rift CV1 and Rift S owner here. I'm quite pleased with how Oculus team has been handling this latest Rift offering.

THE PROS:
• **UPDATE 6/27/2019** - with Oculus’s latest software release, Beta Test Branch 1.39, inside-out tracking issues seem to have been resolved!! With few exceptions, those “hands too close to the headset” and “behind the back” dead-zones are no longer there. I can now use rifles, bows, climb, block hits, push off walls from behind, and sculpt without loss of tracking! Amazing! Way to put those accelerometers to use and tighten up your algorithms Oculus! I couldn’t be happier.
• The slight bump in pixel density/clarity might not look like much on paper, but it’s a HUGE relief to my eyes compared to the Rift CV1! Hardly any SDE or god rays. (yes, LCD produces a cleaner, albeit less black-black, image over OLED in VR... who’d a thunk?) That alone prevented me from immediately returning my S, but now that tracking has been addressed, I’ve since shelved my CV1 in favor of the S.
• Initial setup of the headset and laying the guardian barrier map is quick and easy. Remember, room scale tracking is accomplished by using the cameras from the headset. If you change your room layout (ie. ya pick up your large dirty clothes piles that were strewn about), you may have to recalibrate depending on the volume of stuff moved. Thankfully, recalibration doesn’t take any major effort or time.
• Thank the maker for the passthrough feature! So, with the headset blocking your sense of the outside world… when you get close to a wall or some furniture, a grid fades begins to emerge depending on your proximity to said obstacles. Once you cross a threshold, the S’s Passthrough vision kicks in. This presents the headset wearer with a stitched together granny monochrome view of your environment of reality… from the tracking cameras. It’s not high enough resolution to read anything on a screen, but you can get an idea of what’s on your PC monitor, easily locate & pickup your hand controllers, or move the chair you about fell over.
• I prefer the option of using my own quality headphones. Honestly, either one of the Rift’s offerings has gotten me by, but if we’re talking the “best audio” here, a good set of Sennheizer or Bose phones can’t be beat. 6/7/2019 - Oculus released a firmware update to enhance the missing low frequencies on the internal speakers. The sound has improved, but given the choice, I still prefer using my own headphones over either of the CV1’s or S’s built in audio.
• The head strap is convenient to use and is quite comfortable. I loosen the tension, slide the headset over my glasses, pull the strap around the back of my head, and reset the tension so it fits nice snug.
• I no longer need a 3rd party spacer to extend the lenses away from my glasses that I wear. There is a button on the headset that moves the lenses either closer or farther from my eyes.
• The lenses don’t scratch NEARLY as easily as the CV1’s. You’d breath wrong on the original CV1’s and a scratch would about appear, haha. The S’s are not by any means “scratch proof”, but they resist them a lot better than the CV1 lenses.
• the complete unit only costs $399! That’s a lotta’ bang for your buck!
• Oculus seems to be working to continuously improve on their product. That’s arguably a nice reassurance.

THE CONS:
• The foam rubber padding around the face isn’t removable from the plastic insert, nor is it what I’d call easily washable. I’ve found saturating the foam with heavily diluted dish soap and blotting it dry with paper towels works best (after removing the plastic insert from the headset, that is). A quick, periodic wipe of isopropyl helps keep the bacteria from taking over further. We MAY someday be able replace the entire plastic insert with its cemented-on foam. Here’s to hope!
• The halo head-strap tensioner… idk, I don’t have a tremendous amount of faith in it not wearing out over time. I say this because my welding helmet uses a similar method of tightening the band. Although these industrial straps hold up well, their mechanical tensioners are usually the first parts to fail. Time will tell I suppose.
• It’s more convenient to use the poorer Rift audio than to put your own headphones over the headset. In their defense, I’m certain we’ll be seeing an offering that is like the CV1’s earphones. They put that stereo jack there for a reason. Regarding the stereo jack… I would suggest using a 90° connector/tether over one that sticks straight out. I could see it getting hit and cracking the solder joints that keep the jack in place. Once that breaks, you’ll get static or complete loss of the audio signal.

THE MOOT (doesn’t affect me personally but may you):
• Doesn’t work with HDMI. It says so right on the Oculus site and in the description that it requires a Display Port. No one should be upset about that. If that’s the reason for a poor product review, idk what to tell ya. Perhaps a little research or reading could've saved you the hassle of returning your spontaneous purchase. It comes with a DP>MiniDP adapter. There are reports of a couple DP>USB-C adapters successfully working.
• Still gets just as hot under there as any other headset I’ve used. The nonexistent airflow makes my face get sweaty after prolonged use. So, periodic breaks are necessary. Again, make sure you clean the face padding regularly. I can only imagine how nasty it’ll get over time if you don’t... like unwashed undies after mowing the grass kinda’ gross. In any event, I would think twice about “borrowing your friend’s”, hahaha.
• IPD adjusting is done via software settings ranging from 54mm to 72mm in fractional 0.5mm increments. My eyes reside about 62.5mm from one another, so I fall well within the allotted midrange. For those whose eyes are spaced differently, and therefore must get closer to the extreme ends of the spectrum, there are reports of problems. The CV1’s method of adjusting IPD was mechanical and moved two lenses to focus on different portions of the two independent screens behind them. The S’s lenses are fixed and has one single screen positioned behind them. Adjusting the IPD setting in software moves the frames on that screen – increasing/decreasing a gap that divides the right and left sides. Because the lenses themselves don’t move, I could see where obtaining a sharp focus on the action may theoretically be a problem for some. Maybe not though. Even if the software IPD settings work for you, swapping between players may have you leaving an app to adjust for Player 2 and returning again for Player 1. That could be annoying.
• The controllers are fine. I didn’t break the tracking rings after punching my walls and furnishings like others have reported doing after merely dropping them on a hard floor. So, I’m not seeing where these new controllers differ in quality from the CV1. They feel different (and not in a “this is flimsy plastic” sort of way) and are a fraction smaller... but why wouldn’t that simply be by design? After a couple hours of use, I adapted to the ring location and had no problem reloading rifles, drawing bows, or aiming pistols. In fact, I can hold a pistol more realistically than I could with the CV1. Weight distribution due to rings being on top vs. wrapping around the bottom? They’re lightweight plastic rings for Pete’s sake. If your wrists feel encumbered from the weight, then the change is a beneficial one for you… as this will only strengthen that area. It’s no PX90, but at least you won’t atrophy away.
• Some people complain about the directional audio not living up to its claim. This doesn’t seem to be a hardware issue so much as a software developer thing. Some titles simply could do better with their spherical 360° sound mapping is all. I have no major complaints with the Rift hardware itself in this area. Most titles I use, I can easily tell where the sound is coming from, and I’m hopeful the one’s that aren’t up to speed will improve on that.
• The mic? Everyone seems to be able to hear me just fine when I talk. Granted, it’s no RØDE or Sennheiser, but I didn’t expect it to be. It accepts all the sound waves I spew at it just fine. Really people, I know I’m not the only one sporting an S in the games I play. The only time I hear something weird is when someone doesn’t have their mic/headphone levels set correctly... giving us that robotic reverb, annoying feedback, or just cuts out. But that is the case with any headset. You weren’t planning on using it for voice-over work or laying down vocal tracks on your next single, right? Any of you who can tell a major difference in mics... idk what to say. If we’re completely honest, none of these headsets have “amazing audio” hardware, so... take it as you will and let’s get back to focusing on the meat and potatoes.
• Direct sunlight can burn the screen and/or harm the cameras (is that any real surprise though?). The lenses are just magnifying glasses…. Think of how those ants felt when ya burnt them under the summer sun. For shame. Again, go to the Oculus site and read up on the product you purchased for details, but the gist of it is, “using it outside at noon is a bad idea”.
• Doesn’t function in complete darkness or very well in dim light. Digital cameras require light for the VISUAL SENSORS to detect… light. Meh, so I turn a light on. Good to go. Tracking gets finicky in oversaturated rooms, or those with too many windows and/or mirrors. Some lighting emits a specific frequency (as with SOME fluorescent and lower-end LED lighting) if the pulses phase up to your devices, you may notice some “glitching”. We’ll likely see some improvements in this area as soon as they buckle down exposure parameters.
• I let my 9y/o kid play, and the halo doesn’t quite get tight enough without putting a towel back there to take up some slack. Just an FYI for those of you with smaller heads.

In conclusion, yeah, I believe the S is enough of a step up to consider it an upgrade, and one that I am happy I made. Will I go so far as to say it’s a 2.0? Well, Oculus has made it a point not to have marketed it as such. But man, after the latest firmware and software upgrades, I’m ALMOST willing to say it could be a Rift 2.0!

Processor: Intel i7 4790, RAM: 16 Gig, Video: MSI RTX 2070 Duke, 8 Gig, OS: Windows 10

A little prelude (ad the end of the review, haha):
My first experience an actual VR headset was in the 90’s with the VFX1. With a resolution of somewhere around 240² per eye, 256 colors at a time, tracking/movement latency, and a frame rate that had us calling it the “tunnel-vision migraine machine”, ANY of today’s headsets are like a dream come true in comparison. These early devices were novel but limited to a handful of playable games like Descent, Quake, and some flight simulator whose title escapes me. Ok until you’d succumb to the headache or crashed your OS… whichever came first.

So, although we may be able to pick these current products apart to find their flaws, I’m still thrilled to be able to use any of these devices. They are exponentially more capable and affordable than their pre-2015 predecessors... heck, even our lowest-end cell phone VR rigs have more processing power than the PCs we were tethered to back then. Depending on one’s level of entitlement, expectation, and/or brand loyalty, you can draw your own conclusions. I’ve given you mine.
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Kindle Customer
3.0 out of 5 stars Rift s vs rift cv1 in daily use
Reviewed in the United States on June 5, 2019
Verified Purchase
This will mostly be a comparison of rift cv1 and rift s.

I have the original rift and the original Samsung Odyssey to compare directly. Used Vive, PlayStation VR and other wmr headsets in the past.

-Display: OLED vs LCD

The good

The first thing you will notice is the change from oled to lcd, and the upgraded lenses.
The combined effect is impressive. The improved clarity across the whole display is a huge improvement.

The rift lenses were always better than all the others in regards to the in focus area "sweet spot" and these lenses are even better. A much wider horizontal and noticable increase on the vertical in-focus area.
Reduced godrays or lens flares from high contrast scenes.

Full 3 subpixels vs pentile
Though 3 subpixel oleds do exist, like in the PlayStation VR, oleds with pentile arrangements are far more common and used in most other displays. In pentile each pixel shares a subpixel with a neighbor, creating a zig zag diagonal pattern and effectively only 2 subpixels each.

LCD displays are usually full stripe rgb, so the whole pixel is mostly filled in. This usually doesn't matter on a TV or phone display. It is far enough away that the pixels just blend together. In VR, this display is your whole world, so the small details matter.

This means, that even though the Samsung Odyssey on paper has a higher resolution than the rift s, the rift s has more actual subpixels. The more "full" a pixel is the less black space = less screen door = clearer image. Things like subtle texturing and small text are much clearer on the rift s.

Subpixels per display
Rift s: 2560x1440 11059200
Odyssey: 2880x1600 9216000
PSVR:. 1920x1080 6220800
Rift:. 2160x1200 5184000

If clarity is your main goal then rift s is the way to go from these options.

Robo recall, cosmic trip, and alot of other games that are detailed and don't have too many dark areas look much better on rift s.

The bad

The switch to lcd has destroyed the immersion for me in dark scenes.

The display seems actually pretty good for an lcd, I think just from looking it has to be at least 2000:1 or 3000:1 contrast ratio.

Unfortunately, the original rift would be 10000:1 or 20000:1 especially on the dark scenes.

It's just no contest.

You either choose image clarity and resolution, or contrast and color.

I just got finished playing lone echo on both the rift cv1 and rift s. I would choose the original rift 9/10 times for contrast.

In the rift, space is really dark, with twinkling stars and rocks. The silouetted space rocks, dark on one side and white hot bright on the other from the distant sun light.
You completely lose that sensation on rift s.
Black is a washed out mid grey. It doesn't even seem like a dark grey.
Thanks to being in a headset, you can see what actual black looks like all around you, making the grey blacks in the headset seem even worse.

Sure you see more textures, metal has this wavy texture I never noticed on rift, you can see further away, and see more details.

But when you are pulling yourself through a black tunnel, with the only light being you headlamp, blazing out in front of you...

Rift s just can't do it. The tunnel is hazy washed out grey, and thanks to your lamp, you can see in part of it.

The Unspoken, the dark moody city you fight in is sharper but grey and washed out. Rift for sure on this one.

Tried out "the bellows" a free steamvr horror experience. It went from dark and spooky on rift. To boring on rift s. In rift a monster jumps out of the black, in rift s, it jumps out of grey soup.

Elite dangerous, space is now grey, and everything is Crystal clear, but flat and washed out. Sure you can read easier, but it doesn't have the impact of a bright glowing hologram display on a black backdrop.

Beat saber is another game that looks so much better on an oled, with it's dark backdrop and laser light show going on. Small details matter less in this game.

So yeah... The trade-off is a tough one. Any game that doesn't have dark scenes will look much better overall. Anything dark though looks terrible.

- Tracking: Out vs In

First of all, rift s inside out tracking is way better than the WMR headsets. The WMR will lose your hands, just from relaxing them at your sides for too long.

As for rift vs rift s, it's a tough call.

Rift has full coverage, if you put your arm behind your head, you are still good.

Rift s feels, tighter and more consistent. But with dead spots. As long as you are moving you should be good, it will patch the dead spots with the accelerometer and gyroscope in the controller.

For example, I think beatsaber is a bit more responsive on rift s.

On the other hand, lone echo was better on rift cv1. As you pull your way around in the space station you will notice your tracking will drop anytime your arm is behind you. I didn't even realize how often I did that before the rift s. On rift it just felt natural to hold my arm behind me so I could reach out for something. On rift s your body will jump around as it loses tracking if you try to do this.

I think on most games the rift s will be fine, as long as you don't hold the controllers too close to the headset or too far behind you. Think holding rifles, bowstrings, and lone echo holding out behind you.

- Comfort and convenience:
baseball cap vs pillowclamp

On the rift cv1, I can pull on the headset with one hand. Just loop the back over your head, pull forward and then lower the front into place. The headphone return right to where I left them over my ears and I'm in VR.

On rift s, you can sort of do the same thing... If the rotating clamp control on the back hasn't randomly tightened itself. Also, you need to bother with headphones Everytime. Also the headphones will probably need to be in ear, because none of my other headphones would fit with the halo.
So more of a 3 step process.

Rift: 2 seconds in
Rift s: 10 seconds in with wire fumbling

Rift cv1 feels lighter, more solid, more secure. When I have it in place it doesn't move around. It definitely has more face pressure, but that never bothered me.

Rift s is heavier but doesn't seem that bad because the weight is evenly distributed. The foam all around is very soft and springy. It's like clamping fluffy pillows to your face. You can freely move the screen closer or further away as it hangs on the halo.
It still leaves marks on my face, but not as bad as the rift.

- Audio: the Good and the Awfulness

Rift cv1: built in headphones are solid. Good solid bass, mid-range and highs are balanced and slightly warm. semi open. Isolate just a bit without blocking out everything. 3d hrtf works great, and you can tell where things are just by listening.

Rift s: horrible distorted mess that sounds like it is in a funnel aimed at your ears because it is.
It has a distinct echoey hollow sound and comes from slightly above and in front of your ears.
As such the 3d hrtf processing doesn't work as well as a speaker directly on/in your ear. There is no bass below 100hz, and even that distorts at higher volumes. It is very upper mid-range focused and highs are inconsistent.
In short, I don't use these for anything. They might as well not be there.
Voices sound bad, and music sounds bad. 3d audio only halfway works, so it is just bad.

The one bright spot of rift s having a headphone jack is also ruined by the fact that ALMOST NO HEADPHONES WILL ACTUALLY FIT!

Thankfully I had a decent set of in ear headphones that seem roughly equivalent to the original rift in quality, but naturally they are not as comfy and have a dangling cable.

- Early adopter troubles

Randomly you will get a full screen flash of static. Nobody knows why, and supposedly a fix is on the way. Every now and then I lose the correct height or the guardian setup.

Conclusion:
When I got this rift s, I thought maybe the contrast and the issues wouldn't be so bad, and I could sell the rift and Odyssey. Sadly this is not the case.
I will need to keep an oled headset around for darker and contrasty games. (Probably rift cv1)
Thankfully you can leave old rift and rift s plugged in at the same time and in the devices menu in Oculus home you can freely switch between them.
I think this will be my solution for now.
This review may seem mostly negative, but I think the screen is enough of an improvement in most games that I want to keep it.
Any darker games and I will need to switch to the rift. The rift s grey blacks just are not enjoyable. So long as there is not too much dark on screen then it is fine.

TLDR:

Rift S

Good:
-Sharper clearer screen and improved lenses. Text is much more legible.
-display quality is decent, good color and good enough contrast* on brighter scenes.
-A bit more comfortable than rift.
-tracking good enough

Bad:
-Lower contrast and black level is grey compared to OLED, dark scenes look terrible.
-Tracking has dead spots behind and close to the headset
-Built in audio is complete trash, and the band gets in the way of most headphones.
-Weird random flash of full screen white static.
-Sometimes loses the height or position of guardian setup
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