Oculus Rift S VR Headset Review!

hey everybody its norm from Testim and
it’s jeremy from Testim welcome back to projections where this week we’re
finally reviewing the oculus rift s what does the S stand for norm I think it
might stand for simplicity I was gonna say simple because I I think that’s what
they’ve done here they’ve taken the original oculus rift which we’ve loved
for three years now and they have made a simplified version of it they’ve really
focused on simplifying setup right yes yes so the current oculus or the
previous oculus first journalists no longer for sale
the multiple camera setup this is a on one inside out tracking device using
what they’re calling their insight tracking technology which may be
familiar you because we mentioned it last week when we reviewed the oculus
quest very similar inside-out track technology although a different actual
set of cameras yeah and range of tracking different arrangement of the
cameras and also instead of four cameras they’ve added a fifth up top so this
does have a wider tracking volume than this one but most importantly like norm
said doesn’t require any external sensors there’s no more plugging in USB
basically IR webcams around your room in order to track your controllers in your
headset now it’s a single DisplayPort and a single USB 3 port or Jack and
that’s it that’s all that it takes all the resources and all the plugs that
need to go in it also uses the exact same touch controllers as the oculus
quest in fact they are interchangeable if you need to sync one to the other and
you own both yeah they manufacture this in partnership with Lenovo and Lenovo
actually run to a lot of the design contributions so this including the way
it’s actually mounted on your head looks very familiar it does it looks like
almost like a psvr and lenovo had their own windows fix reality headset which
also uses halo style headband it’s a rigid strap you know there’s a knob on
the back tighten it you loosen it up put it over the back of your head make sure
this is cup to the back of your skull tighten it up and then there is a button
on the bottom for a little bit of eye relief so you can move this to get it
right up to your losses or to your face I found this pretty comfortable I did –
all of the weight is supported by your head
almost nothing in fact if you have it set up right absolutely nothing is
resting on your nose or on the the front of your face which is it is comfortable
although it does weigh a little bit more than the original riff because of all of
this stuff that they have going on there and the fundamentally different design
with the head strap and the ergonomics of it mean that there are some subtle
differences as well if you are used to the first gen rift for example you can’t
tilt the headset when it’s on vertically layer and angle here which we liked with
the original riff because it allowed for extra comfort and also fighting a really
good sweet spot for the lenses that was the funny thing for me as I ended up
trying to do that on this one because I need that in order to get a better sense
of focus but this does like you said it goes in and out a little bit yeah which
which helps a little bit too to gain a wider field of view I found and it also
helps to to tighten it up a little bit when smaller people are wearing it when
I put this on my kids I needed to compress that all the way and in order
for them to get a good sense of it it does not have an IP D adjustment so if
you’re looking for what they call an inter people area distance adjustment
like they have on the quest in the original rift this does not have a
physical one it only has one in software how does that work
you go into the oculus software and you basically adjust it I think it bases it
the the starting point that default is 64 and then you can reduce it – 61.5 it
doesn’t move anything in the device what I think it must be doing is just moving
the actual images on the screen by fractions of a millimeter in order to
give you the proper sense of scale to put things where they should be
however if your eyes are very narrow or very far apart you’ll want to try this
before you buy it and make sure that your personal IPD is compatible with
where these physical lenses are placed and you say you put this on your kids
and they probably have very low IP DS and make sure it was comfortable for
them nine year old and twelve year old were able to use it without any problem
no complaints they’ve used several other VR headsets and so they have a frame of
reference and they were both fine with it
and also the final thing I want to mention with head strap is because it’s
rigid in the back for people who like leaning back and using the VR
experiences it’s less comfortable for that use case for example on the quests
it just soft in the back even with the original
rip it was more flush on the back so you could do a little more of a lean back
experience this just slightly less come because the original riff didn’t have
any kind of internal cameras they couldn’t do a pass-through system and
that’s one area but this really shines and it uses all of the cameras to stitch
together a huge encompassing full field of view video of your environment that’s
basically augmented you know it can be augmented reality if you play it right
it’s very interesting so you put this on and the way that you set it up is you
basically the point your device and you look around your environment and you
paint the outline of your play space just like you do with the new oculus
quest as well and that’s super easy super convenient
along with I think the s again is for simplicity they’ve simplified that whole
set of process you’re no longer walking around your space
yeah the setup is only slightly different in that on the rift s setup
which gets recognized with the desktop application as a rift s you have to also
or yet which side is the the front as well right the difference but that’s
arbitrary because no longer are your sensors in one spot you can point the
device anywhere in fact it’s been suggested that pointing front away from
your computer actually makes more sense because your cable is then going away
from your your back instead of out the front another difference is that the
passive system is accessible anytime on the quest you can see the past anytime
if you poke through the Guardian boundaries as you move your head through
it the world fades in and that happens here as well but if you want to just see
where the world is you can just hit the shortcut button and it fades it there’s
a toggle in the menus for double tapping the home button and that will or the
oculus button and that enables it you can also have it set up to turn on while
streaming if you’re a twitch streamer or not that they have that nice settings in
case you want to keep that privacy factor now I found the pass-through
system on the quest usable it wasn’t super comfortable there’s some stereo
problems we can get objects really close to your face definitely usable enough
that I could in that black and white grayscale environment walk around if I
needed to pick up a coffee cup I’ve needed to move some furniture aside or
get your bearing get my bearings all a setup is simply right do with the
rift s the pasture systems slightly different yeah it does some actual
mapping they call it stereo correct in its perspective correct and it is much
more than the quest it maps to your world one-to-one so if you look through
pass through and then you lift your visor up things are exactly where they
were mapped they did a great job with that and the latency is very low I’m
super impressed by that feature I wished that it was that good on the quest but
again mobile processor you can’t ask for so much yes the other big difference
between this and the original rift is the display system and in fact it shares
a lot with their oculus go system in that it’s a single panel and it’s
running an LCD right so it’s a LCD you get you know three sub pixels for every
pixel which means nice RGB for every single pixel and it’s a stripe display
so it doesn’t have a funky you know triangular look to it if you see the
pixels themselves it also means that there’s a really good fill factor you
don’t see very much screen door and the lens flares or the god rays that that
people know very well from their first iterations of VR headsets are greatly
reduced I on par with the go if not a little bit improved yeah and that that’s
a minor point of contention to people have had a report of confusion I should
say because with the go and the rift estar 2560 by fucking for any RGB stripe
LCDs you of course get a higher resolution with the oculus quest but the
number of sub pixels are different because it’s an OLED display here yeah
suffice to say if you’re used to using an oculus rift you will notice an
improvement with the rift s it’s not the sharpest panel we’ve seen if I don’t
have the best contrast in panel we’ve seen it also runs at 80 Hertz but that’s
comfortable enough and it is improvement noticeable improvement over the original
ref I think that the resolution is even bigger than the pass-through plus in the
inside out tracking in terms of being a constant improvement over the rift
you’re always going to notice that that is that is the the big selling point for
this in my opinion for existing users because a little we’re in there such
early days of VR that just small improvements in resolution actually have
a massive impact and that’s one thing that I love about this second generation
is we get to really feel the differences in a real tangible way it really is an
interesting design choice because they chose the manufacturer for the LCD you
know for the reasons that you skip benefits of L so you can you can do some
little persistence you do get full RGB stripe but they’re not running it or
allowing this to run at a full 90 Hertz or even right above that like like valve
is doing with the index I don’t know if that was because it was a cost measure
or because that was just the best panel available for this range right sure I
think that they’re trying to keep the same in spec with the original rift and
so given the increased resolution the trade-off is lower frame rate and so
that’s how they justified it 80 Hertz is plenty to keep you from getting nauseous
we found that that 72 seems to be the minimum very bare minimum for that which
is what they’re running on the go and the oculus quest so 80 Hertz is fine you
know it’s it’s gonna be 10 frames a second less than the original rift
though so if you play a lot of high frame rate games and you’re thinking
about upgrading consider that and again maybe try before you buy
absolutely the other big difference from the original rift is the sound yes it’s
built in the sound so there are no headphones that flip in and there’s also
was kind of a point of contention and confusion and for us because it’s not
the exact same piping a directional piping sound as on the go or the quest
either you can see on the actual headband what appears to be like little
ports here for what the sound pipes out right what do you feel about the quality
of sound that is my biggest complaint about this device is the sound and it’s
almost like I’m shocked by it because I thought oculus and I were on the same
page I thought that we both agreed that sound was super super important to
immersion just as important as the visuals and I know I get that you don’t
want to be completely isolated I get that putting on a VR headset takes you
you know out of the real world and you want to stay connected in some sense too
when people walk in the room the original headphones did a good job
of that you could still hear but they gave you the full fidelity of the music
you were listening to of the soundtrack of the sound effects everything now this
does a good job at giving you stereo separation and they do a really good
positional audio in fact in some cases it feels like you there’s actual sounds
in the room and they do a great job with that but
the mere fact of having those speakers so far away from your ears means that
you don’t get the full rich you know fidelity of the sound check if you’re
playing beat Sabre the bass is gonna sound like that your headphones are off
of your head you know it’s almost non-existent so there’s an option to use
your own headphones as well of course there’s AK and it’s funny on the quest
you have the exact same experience and I forgive it there because it’s a mobile
headset and if you’re you know sound is better than nothing as we saw on the go
like they could have easily required a headphone and they didn’t I like that
they’ve included speakers there but on the desktop headset when I’m paying $400
the same prices as the question I expect there to be an uncompromised audio
solution and it’s not here so you’re right you have to wear headphones the
problem with wearing headphones as we know from the original vibe is that it’s
a two-step process now you’re doing headset and then headphones or vice
versa and it’s every time you put that on you want it to be one-step especially
when they give you the option of not using headphones I feel like a lot of
people are just gonna default to the built-in sound go with the simplicity
but it is a regression from the quality of experience right and just to
illustrate a couple points headphones like this my standard PC headphones they
they won’t work either way the headset doesn’t fit over top and this won’t fit
over top of the Bands so you’re probably going to be stuck with earbuds these are
the ones that actually came with the vive I’m surprised that the Rif doesn’t
come with something like this but it’s basically earbuds will work fine they go
in your ears and you plug him in and then you’ve figured out how to get
everything off at once I actually went a step further and I took the headphones
that were reported to be used on the actual rift the same manufacturer cost
rumored yeah rumoured cost Porter prone to sell for 30 bucks in Amazon and I 3d
printed some mounts that slide on the side and they basically give me that
rift like experience that’s a step I shouldn’t have to go through though and
it still is a two step process where you are putting on the headset first and
then just thing the headphones they’re permanently on there yeah it is your
your voices we’re gonna get alright we share those files for people oh
absolutely that’s what we do here test it very cool
let’s talk about the tracking because there’s not only comparison between the
rift s volume of tracking and the original rift yeah with two camera three
cameras set up also the comparison between this and the
insight tracking on the oculus quest you want to start well the tracking is is
really really good and it’s it’s neat that you can simplify the setup process
and get a better experience actually using the advice I mean that’s that’s
one of the benefits of this inside-out tracking that now there’s no way for the
cameras for the headset to be obscured I mean previously with your you know your
IR webcams around your room if you had a chair or a piece of furniture that came
between you and the sensor no more tracking but is this is always on and
always you can look around your room it’s built in room scale finally and I
hope that that’s a good thing for games because up until now the default
shipping rift kit has been standing only for defense basically forward facing and
while the vive supported room scale I think a lot of developers they wanted to
develop forward a ton of them in spec and that would have been forward-facing
so now we have both you know companies who are the major PC players and in fact
all of them now if you include windows mixed reality and the other people like
PI max doing steam VR headsets they’re all room scale and so that’s a great
thing for games everything potentially yeah and when we tested previous inside
out tracking solutions one thing we notice consistently was that the range
of tracking was always wider than your field of view right so the field of view
here even you’re pressing the lenses right up to your your eyes it’s about
the same you’re talking about the controller train yes controller tracking
right you when you move your controller outside to point where you can’t see it
anymore it’s still tracking to some point get me on that so we wanted to
find a way to see how far beyond that was possible and that required both was
getting into a same game a multiplayer game and just watching what happens when
you move a headset or move a controller further beyond that behind the headset
and so stress Sega say it in the game like echo echo arena yeah right
that’s a game where you wanna constantly you’re holding things behind you you’re
holding disks or doing all sorts of throwing it was pretty good yeah I would
say there’s probably people out there that would like to see a whole video
answering that question because that’s the big one for me and like a lot of
games use you know 360 movement but that is one where your movement is physically
tied to your hand so your head movement which you can’t
mess up you will throw up if you do it is tied directly one two one two the way
that your hands move a lot like in the climb or you know climbing or games like
that and in Echo Arena rather than the climb where your hands are always in
front of you you often put your hand back here in order to push off of a wall
and float that way in zero-g it doesn’t always work but it’s not game breaking
my fear was that this tracking volume which we can illustrate with videos you
know it extends around the player well outside of the range of physical
movement in this direction for your arms it does not extend all the way behind
your head and what happens it when you lose tracking back there is that your
position just stops and it waits until it regains and then it snaps into the
correct position the thing is that happen so seldom in a real game that
it’s not game breaking and I think that the rift s users will just learn to
avoid that they’ll learn where those windows are they’ll learn where to keep
their head oriented in order to avoid that happening yeah well the way we
tested it was having you just do a full range of movement and like you said when
you’re wooden side-to-side it actually tracks beyond where most people can
comfortably move a controller behind their back which is impressive
impressive and save with above your head it only is our case where you’re trying
to contort your hand and hold the controller behind your head or kind of
behind where your butt is that’s when this headset can’t track it but in some
cases like for example when we did a multiplayer game of racket fury if you
move fast enough the three degree of freedom IMU compensates yes so these
apparently have improved I am use over the original rift and they’re putting
those to effect really smartly so if you lose visual tracking with your
controller for a second or two this will compensate and it will use the
IMU data in order to guess where your hand went and it’s surprisingly accurate
so you can actually do full 360s with no snapping and no problem at all it
connected to your head movement and that doesn’t cause any discomfort you can
also in Ocarina passed discs behind you and
it’s not a problem so I think as they continue to implement that the IMU
in their tracking it will get even better and and I’m not I’m no longer
concerned thankfully about the echo experience with the rift us yeah and we
did a comparison between the rift s and the oculus quest which is a different
camera arrangement and the range of tracking on the roof test was better to
a point where I was curious why isn’t this five camera setup on the quest
could you spend different tracts of development but it definitely is a
higher a bigger tracking volume even the same game we’re playing the game like
record theory right black levels they’re not gonna be the
same as norm said it’s an LCD panel compared to the original rift and the
quest which are both o LEDs so if you’re a big space gamer I I know a lot of
people were asking us online about the differences and personally that’s not a
factor that bothers me too much it’s certainly the black levels on an LCD
panel aren’t black but they’re not bright gray either and there’s a sense
of contrast you sort of you know especially if there’s bright objects on
the screen black is what you expect to be black but it’s not true black and so
if you really care about that try before you buy yeah
in this headset is $400 they’re launching it at the same price as the
class they both shipped on the same day May 21st are they for the same people
and I don’t know this is in some ways like I I’m a little confused by this it
is there’s some compromises here obviously like then the black levels I’d
like I just mentioned but the fact that it’s so easy to set up is is another
thing entirely you don’t get a processor that’s built into it what a lot of
people expected from the quest or from the rift s was the quest with a port on
the side right with no computer inside yeah so but it is a completely different
different headset yeah it’s definitely not a oculus rift 2.0 no
no hopefully that’s further down the line with some of experimental
technologies that arcus has showed at places like f8 but I don’t even think
it’s really an oculus 1.5 either it kind of is it just a stopgap replacement for
people who are new to VR I would not say it’s a easy I upgrade recommendation I
think you’re right no I agree with you I’m keeping my original rift I like the
resolution on this the sacrifices black levels sounds they just make me want to
stay back and the resolution bump while great isn’t great enough to justify it
yeah I do think that they have made a headset that is a lot easier to set up
and a lot friendlier to use everything about pass through plus is user friendly
and that’s a good thing for the VR industry and a good thing for new users
but like you said probably not upgrade worthy I’m surprised it’s the same price
as the quest I frankly expected this to be you know three hundred and fifty or
three hundred dollars I wouldn’t be shocked if down the line maybe in the
holidays this get did get a price adjustment if the idea is to get new
people in the VR definitely have done that in terms of the low friction ease
of setup they’re keeping the system requirements essentially the same
obviously a lot of great existing content in steamvr and on the oculus
platform but $400 I would say you know go for something that’s completely
liberating now you don’t even need a gaming PC for gaming laptops well it’s
almost like I mean oculus thinks of it as a different tier entirely these are
their three products and they think that they all should have different stores
and different they have different markets and so you’re right but that is
a mobile processor you’re not going to be getting the hottest graphics and the
Newton like the most complicated games on the quest you’re gonna be getting
those on the rift there’s always gonna be that PC development stuff that is
really Wild West and not just Indies I’m talking about this where developers can
push things and and try new ideas with the full power of a graphics card behind
it and that’s all with that PC gaming is always gonna exist in VR and of course
in the VR landscape there are a lot more options in 2019 right you already have a
$2,000 gaming PC a $1500 gaming PC and you have the money to spend and you want
to push the boundaries of what VR can offer you know there’s also the valve
index you know there’s what’s being launched in the windows because we
already space oculus doesn’t have the soul tethered
gaming market and don’t know there’s a lot of competition now in the PC space
and I you’re right it’s almost like oculus is still a player but they’re not
as interested in owning that space as they are knowning
mobile and what they’ve done with the quest is groundbreaking so yeah I think
clearly this being there’s no partnership with Lenovo in the quest
right bad there’s and they’ve gone all-in on it
their attention is on mobile and I’ll be curious to see what the sales are like
how do they compare because if what if quest demolishes rift essence sales are
they are we going to see them even continue to you know focus at all in the
on the PC side I have no idea well certainly the save spent money on the
content with ocular studios they’ve well they’ve got that investment so far but
will we see that continue yeah yeah so very interesting year for view are these
are available for pre-order nail the rift desk is shipping on May 21st games
just see it as a rift with three cameras so compatibility is all there with your
existing rift games if you have other questions about the headset please feel
free to post them in the comments below until then we’ll see you next time bye

100 thoughts on “Oculus Rift S VR Headset Review!

  1. They are only talking about the Oculus Rift S and the quest, so the oculus go controller is constantly moving back and forth to remind them that it still exists

  2. Upgraded Rift to Rift S. On day one I wasn't sure. After a couple days definitely worth it. Resolution is noticeably better. Comfort much better. I actually like the off ear headphones better. Recommended upgrade if you're an enthusiast

  3. Im new to the Oculus Rift S so i dont know how much better it is to have to use external headphones but i think the rift S is quite good i feel completely emerged in the VR

  4. this is my take on the rift s as I am now owner of the headset. Screen door effect is not too noticeable, you have to look for it. Resolution, depending on which games, feels like 1080p or 720p on a normal flat panel since the lenses are so close to your eyes. The "sweet spot" where your eyes adjust for clarity is relatively small, you have to keep your eyes directly looking forward to find it, if you peek at the corners, text is very blurry as well as the image, so it is best to stay looking forward and move your head around instead if you want to focus on something. The IPD adjustment done by software does very little, I can barely notice a difference if the setting is on min or max, what I do is close my left eye, move the headset so the right one is focused, this allows both eyes to focus better. I feel it is best to keep the software IPD to min settings for me. Even with this adjustment, which I have to do every time I slip on the headset… I can still sense I could gain that extra clarity/sync if I had actual physical IPD adjustment. To gain more clarity, it is best to use the physical slider button on the bottom of the headset to pull the lenses closer to your eyes as it helps more. The valve index controllers have an innovative design to allow you to release grip on the controllers completely when not grabbing items, adding to the immersion, BUT, there is a mod from Mamut (roughly $50) that allows rift s controllers to stay on your palms just like the index controllers, it relieves having to hold onto the controllers the entire time, what is missing is that the index controllers have more finger tracking, (you can literally flip people the bird in VR chat), but the value will be based on developer implementation. The usual gestures you get with the rift S controllers are pointing and giving someone a thumbs-up. Tracking is a pretty big issue for me though for the rift S, the cameras have poor detection when the controllers are directly in front of your face, so aiming down the sight for a super accurate shot will make you lose tracking sometimes. When I was trying to get headshots using iron sights in Arizona Sunshine, it would lose tracking sometimes, so I had to pull the controllers back in front of the camera by moving them sideways, re-aim to get a shot, or just abandon it altogether and spam body shots. Unless Oculus improves this, maybe allowing us to add room trackers, I can not recommend this for serious First Person Shooters. Frame rates are at the maxed 80 frames per second for every game for me (Arizona, Lone Echo, Gargantuan) except for DCS World , where I was capped at 40 fps, but it may be some VSYNC that is turned on as it stayed constantly on 40 fps, I will need to look into it. Setup is i7- 7700k, EVGA 1080ti hybrid, 32 gb ram, SSD NVME. For now, I am keeping the Rift S as it is a budget-friendly entry option at $400 if you already have a gaming rig, the Quest is a good option if you do not have a gaming rig already, but the limitations are that you can not play SteamVR games and Oculus will have to port every game over to Quest, having less options than the Rift S in games. Rift S can play SteamVR games, which has probably the largest player-base for games that involve multiplayer (Onward, etc.). The advantage for Oculus store is that it has solid compatibility for their games. What I actually do is, is buy multiplayer games off SteamVR and buy single player games off Oculus as I tend not to replay single player campaign type games too often, if I leave Oculus someday, I am just leaving games that do not have a lot of replay-ability. If I do gravitate to another headset in the future (if Oculus doesn't fix the tracking issue loss directly in front of your eyes), then I can still use my multiplayer licenses on SteamVR to play my staple multiplayer games. Valve Index is around the corner priced at $1000, the main advantages I see for myself if I move to the Valve Index, is the new sensors for individual finger movement (even though I saw multiple videos where the finger tracking isn't completely reliable) and better tracking in directly in front of the headset. A little extra resolution with frame rate increasing from 80 to 120 fps (depending if my 1080ti can even run these games at 120 fps consistently to even reap the benefit) will not be what makes me pony the extra $600, but the tracking will make the difference. If you can wait for the Valve Index, you will have a better time with First Person Shooters due to the external sensor that allows you to aim down the sight more reliably. The Oculus Quest is actually also a major contender as it truly allows you to have freedom of movement. If you do 360 degree turns for around 5 turns, the wires start to twist, my Rift S actually created irreversible tangling inside the cord. I tried to create a ceiling tether where the wires travel along the ceiling but can pull while you move around in your play space, I could still feel the tugging on the headset as I moved around and the worst part was that the cord resistance twisting increased, which reduced the amount of turns I can do even more. Also of course, the cord wraps around your feet without ceiling tethers, something that you have to pay attention to, which breaks the immersion. The Oculus Quest allows you to make as many turns as you'd like, no tangling wires at the feet, no ceiling tethers. You can duck, prone, jump around, twist, side step freely, etc. Games that I feel are better on the Quest are games that make you turn around or move rapidly are: Gargantua, Arizona Sunshine, Onward, Contractors, Creed, etc. Games that are more physically grounded that will take advantage of better graphics are Digital Combat Simulator, driving games, Moss, etc. I like that multiple companies are competing and improving VR technology at the moment, BUT, what would truly take VR to the next level is the Quest improving: graphics / processing power, Steam VR compatibility, improved tracking above, below and directly in front of the headset, and also open-palm controllers (like Valve Index controllers). This is something I would easily drop money on, the Next-Level Quest.

  5. 60Hz is minimum to keep from getting VR sick (also depends on the person, though). As people have found through much research, it's less about the refresh rate and more about the resolution and fine detail.

  6. And why do you keep saying try before you buy? Where the hell do you get to try it out? There sure ain't nowhere here

  7. Someone soon is going to make a video of an Oculus Rift S plugged into a gaming laptop stuffed into a backpack with proper ventilation – untethered having a VR experience. Basically a heavy Quest yet in someways more versatile. Many will scream that's TOO heavy! However, with proper marketing FirstPersonShooter VR (and perhaps many other) games will argue that the added weight of a heavy backpack will make the experience MORE authentic since combat infantry soldiers are often sent into battle with very heavy loadouts. Many genres might benefit. Think Knights in shinning armor, astronauts on the moon, Ironman, Luke Skywalker training with Yoda, Journey to the Center of the Earth – Jame Mason or Brendan Fraser take your pick and of course Laura Croft. Should be interesting. Big batteries crammed into the backpack to make it feel even more real.

  8. I only own a gear VR. Currently borrowing my mates Oculus Rift to try it out. Should I buy the rift S or buy Oculus Rift of eBay second hand?

    I like that the Rift S you don't need external sensors set up but at the same time with some of the draw backs over the original Rift, which is the better option for those who don't own any of the Rift devices?

  9. Was iffy on whether to get the quest or rift s, but then I remembered I literally never use my switch undocked, so I opted for the rift s since I'll not be using it away from my room anyway.

  10. Could of put another camera on the back of the head-strap …

    Games where you reach over your back for an arrow, or pull out a sword wont be good.

  11. Better resolution, less screendoor, less godrays, NO powered USB extensions running everywhere for my 3 camera setup the Rift S sounds like an upgrade to me.

  12. Jeremy you are on point. Why would oculus lower the price on the setup that has the capabilities to satisfy the PC market. The sand alone, if not open to mods and more marketing, would be lowered in price.. I hope people who buy the quest do their research about what games they want to play.

  13. I honestly do not understand why anyone would ever buy a Rift or any Oculus product really. They have a cheapo headset that's good for nothing at all, a more expensive headset that'll give you a "wireless" experience but lacks the power to do anything worthwhile, and a headset that's actually decent but ultimately inferior to other products out there. An inside out tracking system is never going to be as good as an external system. I get that the Rift setup is a nightmare.. but the Vive manages its lighthouse tracking system without running cables all over hell's half acre. You just stick the things on extendable camera tripods and plug them into a power outlet. Worst case is you don't have outlets where you need them and have to run an extension cord along the edge of the room or something.

    The only reason to get a Rift is is you don't want to spend the money on a Vive.. and really, since when has PC gaming EVER been known for being popular with people who aren't willing to put up the money for the best hardware they can get?

    The Vive, with the added audio strap and wireless adapter, is still hands down the best headset on the market. Its only major flaw is in the controllers – they kinda suck. That said, the new Index controllers (knuckles) are likely going to be vastly superior to anything else out there for the foreseeable future, and work with the Vive.

  14. I'm encouraged by this. As a long haul truck driver VR is tough for me to get into. I got the psvr (my only vr experience at this point not counting the virtual boy many, many years ago) but using it on the truck is difficult due to the limited space and standing 8' from the camera being impossible. Original rift and vive were out of the question with their need for multiple cameras or sensors. I'm going to see how small a space this will work in. Also concerned with marking the boundaries. While I have lots of head room and arm room, my floor space is limited due to the seats, cabinets, and bunk behind me. I'm hoping this can be overcome for controller tracking. Cables won't be an issue as I can have my laptop on the top bunk behind me so the wire will hang down from above and never really touch the floor. Here's hoping for a good experience.

  15. Black levels and audio are worse, but the resolution/tracking and the GOD DAMN GOD RAYS are so much improved that it's well worth it.

  16. Now only if I didn't see 3 or 4 screens and large blobs of black on the edges of my peripherals no matter how far or close I set the lenses.

    Mostly because my eyes aren't that close together. I know the adjustment forward and back are supposed to fix that, but it doesn't work for a lot of people. I'll just go back to the first gen and be satisfied with tracking that works consistently, being able to actually see the screen correctly, and a comfortable headstrap that does revert back in size when you bend over for a game. Oh, and as I am hard of hearing and need sound pumped directly into my ear, the headband speakers don't cut it. I put on different headphones and earbuds to find one that worked. None worked exceptionally well. Mostly just kept falling off my head, fell out of my ears, or what-have-you when playing particularly action oriented games.

    It's only really an upgrade if everything about you is average. For others, not so much.

  17. Is digital IPD adjustment actually usable? Does digital IPD move lenses or it only change picture? Mine IPD is about 71mm will this fit Rift S limits?

  18. The problem I have with the Rift S is that they cheaped out as much as possible. They're obliviously copy-pasting Windows Mixed Reality but they didn't copy the #1 feature of the controllers and that's built in gyroscopes/accelerometers to compensate for the camera loss but they still kept the $399 price when the whole Rift S package should only cost $299 at most for retail. The $100 price markup isn't worth the passthrough which will rarely ever be used.

  19. Hey you forgot about the fact that you can with the rift s Plug it into an Laptop and put the backpackpack with the Laptop on your back. Thetherless Pc Vr!

  20. i got the rift s and as with what seems like 90% of rift s owners so far have a mass of problems most of which are the handsets getting permanently stuck in the head after 2 to 30 seconds of play. ive tried every single workaround other that trying to recode the firmware since i dont have the skill to code like that. this product is defective and should not be bought until you see in the support forum that the problems are solved since i have not seen a public negative review i can only assume oculus doesnt want the bad press.

  21. should I buy a Rift S if I Plan on getting a valve index which I will probably be waiting longer for because I missed out on first batch of orders

  22. visually which is clearer.. Oculus Rift S or Valve Index? Thanks How about a comparison video.. Shootout between Oculus S and Valve Index… talking about the good, the bad and the ugly…:)

  23. Is that shirt an innuendo for balls rolling down your chest? Because from 2 minutes on that's all I can think now.

  24. These have really good tracking, for the first few weeks. Eventually, you lose complete motion.

    Thats why i still have a Rift CV1

  25. How about you just use your own headset and stop nitpicking. How else do you think the cost was able to be cut so much.

  26. I'd pay more money for 144hz type panels in a rift. I don't get nautious, but I simply enjoy the refresh rate being smoother.

  27. Love the Pinball shirt!! I play regularly in a bunch of leagues and tournaments! Great content as I'm trying to decide if it's worth upgrading my original Rift!

  28. ive already started my plan to upgrade my PC to be VR ready, all i need is a graphics card and OS, then i will be set to get the rift S, i cant wait!

  29. wont buy the Rift again until they make it glasses friendly. last time I had one it scratched my lenses and on goggles.

  30. Is the rift s sound quality that bad? Because I just bought I rift s and it’s on it’s way, I want to know if it’s necessary to get anything else to make the sound better.

  31. So recently I got my Rift S shipped from Amazon to my office in 3 days time (fantastic job for UPS to ship it all the way from US to HK over the weekend at that speed). I own the OG Rift for a few years now, bought that a year before the touch controllers were even announced, and with a crazy price like £499 which was the cheapest option for the time. When the touch controllers came out they were like £200 for 2 controllers & 2 cameras, then when the holiday seasons approached, Oculus started to sell the Rift & controllers as a bundle at still £499. Days gone and the price keeps coming down, and it's still £200 to get just the controllers & cameras set which I really can't justify the price, and tbh the cameras setup to get the room-scale experience is just too troublesome for me to pay for that amount of money. Thus, my OG Rift was only used with keyboard & mouse & gamepad for watching videos like I have a private IMAX, play some racing games, and do some development work.
    The Rift S came out, great inside-out tracking, with controllers bundled, and a higher res screen with much less screen-door effect, at just $399. It's a great deal for me. Don't have to fuss with all the cables but still maintain a very accurate tracking on hands & head movement, it's huge improvement over the OG Rift for me as it's much easier to setup across different locations. I know there're many WMR headsets out there also using inside-out tracking with an affordable price as well but to be fair the software of WMR was just trash, at least until they've adopt SteamVR, not sure how the WMR side is doing tho. The Oculus Home is designed so well. Can't say it's completely bug free but definitely a finished product with high quality. That's another factor for me to keep staying in team Oculus. If someone is struggling between getting a WMR headset or a Oculus or even a Valve / HTC headset, go for the latter two, the money you're paying isn't only about the hardware, the software as well. Without a good software, there's no chance you can have enjoyable experience no matter how good the hardware is.
    To me, the Oculus Rift S is a complete product. It's well priced, not cheap but affordable, with reasonable spec to enjoy the joy of full PCVR experience (it's an all-rounded improvement over the OG Rift, except the speakers), and well designed software to support the hardware they've got. It's good entry point for people who wanna get into the VR world, even better than the Quest I'd say (the Quest feels like more or less a gen 1 product to test the market feedback). On paper it's not anything impressive, but after some analysis, it's the most ready one. I wish they could release a premium headband as optional accessory with better SQ (maybe use the speakers on OG Rift) and replaceable pads to buy tho. Not saying the SQ on Rift S is trash, I still use the built-in speakers and it's good enough for me to play BS at home, but I'm living on my own so my house is fairly quiet, and there's no doubt the SQ on OG Rift is a hell lot better.

  32. swapping out the vive for the oculus mostly for the better visiuals, no wall mounted boxes and better controllers. liked the vive but the oculus just looks more suitable and i have heard good things.

  33. No static flashes? Really? https://forums.oculusvr.com/community/discussion/77908/if-you-dont-experience-static-flashes-please-tell-us-what-is-your-setup/p1

  34. i think one of the things that's been holding me back (apart from the price tag) was those gosh darn sensors. not gonna lie, i have a messy room, so having the headset itself track is a great solution to that problem.

    will definitely keep an eye out for this beaut.

  35. I feel like they need to revisit the headset as there has been quite a few updates since its initial release.

  36. my friend did a similar video unboxing the oculus rift S. It is a funny video, he is a smaller youtuber and is trying to succeed in making his videos. Please go check him out, it would mean a lot. His channel name is TOO BEAST! , here is the link 🙂 @beasten79​

  37. Most gamers have great headphones, i'd rather they leave out the headphones
    and put a nice dac and amp instead…and some adapter cables for namebrand phones.

  38. Okay so I was wandering if you can help me solve a major issue with the Oculus Rift S. I bought it because I thought it was a great way to start off my journey in VR and so far with the Rift S I've had nothing but issues that won't even allow me to set up the software. I don't have enough money to be able to buy new parts or a new PC as the current PC I got a month ago is 1.3K as I bought it specifically for VR. The issue that keeps happening is that nothing is recognizing it being plugged in even in the slightest. I did everything that the Oculus support page says to do and I even went on Reddit and nothing has worked. My PC Specs are the Intel i7-9700KF for the processor. the NVidea GeForce GTX 1650 for the GPU, the Asus Prime B360M-A for the motherboard, 16GB of RAM, and a liquid cooling system. I have 2 USB 3.0 buses and 1 USB 2.0 bus and I've tried each and every USB port possible and it's showing nothing. If anyone can help me figure out this issue it would be greatly appreciated because I don't want to have bought a 400 dollar headset to not be able to even use it. my Graphics card supports display port, HDMI, and VGA as I'm currently running my monitor via display port with no issues whatsoever at 4K resolution at 144Hz. Nothing on the Oculus support page shows anything on the issue I'm having except for the odd response of. "Get new parts?" which I can't afford even in the slightest. I'm literally to the point of starting to sell parts of my setup just to buy new parts for my PC. To explain the issue further is that, not only is the Oculus software not recognizing the Rift S to be plugged in but also it not showing that my PC is showing it what-so-ever. It shows that I have the software installed and I tried un-installing it and re-installing it but nothing seems to work. Please help me figure this out.

  39. did he just recommnet and inferior stand alone headset that cant match the processing power of my pc… the Quest is a toy, the Rift is an experience…

  40. Someday maybe they'll add a tracking camera on the back of the head strap so they can track controllers everywhere around you…

  41. I really wish I could drop $2-3K down on a nice VR setup to play all the great games coming out. It could be $5000 US dollars and still sell out. I want to see in 4K through it!

  42. I've got an issue where the oculus software won't finsh installing where its saying initialising error 108 could you help please?

  43. My issue with the lower framerate on the S is that you could always have lowered the refresh rate to 80 for more consistent framerate. For the people who have a good PC that can run 1440p at 90Hz all you've done is restricted those people into using the worse refresh rate. It makes no sense as a "keeping the same minimum specs" issue because you can always lower resolution and refresh rate, resolution cannot be increased and I would be shocked if you are able to overclock the Rift S to have a higher refresh rate like you can with monitors.

  44. I saw like 10-20 different reviews of the Oculus Rift S and this one was the best by far, keep up the good work!

  45. I have a question I am 13 and on the halo head strap on the psvr I could see my nose on this can you see your nose

  46. I don't see why they don't use the same gyros that the DualShock 3 or 4 had.
    It wouldn't be perfect but it'd be a good fall-back to measure the controller's direction and velocity, add that to measuring the controller's distance relative to the headset and you've got a pretty accurate fallback tracking system.

  47. I got the Rift S and threw on some clip on on ear headphones from Audio Technica for £20 and have to say I have zero complaints about the system for the price when you compare it to everything else available… Sure its not a upgrade but if you are new to VR the S with its price and convenience is just sublime.

  48. I just ordered one. About 5 min ago. I sold my CV1 for 175.00 today. A major loss since I was a pre orderer .😒 looking forward to getting it this Tuesday.

  49. I didnt even use the sound on the rift. I always stick to my own headset, as it gives me way better sound and a way better microphone. Because Iwasnt satisfied with the mice quality of the rift. So well… and the black levels? I mean it has a better resolution and tracking without sensors! And a few through the rift into reality! Enough reasons for me to replace the original one.

  50. I have tried just about every headset out there currently from the pimax 4k, 5k series to the HP Reverb and the rift s is the bang for the buck winner easily at the moment, all other solutions are either missing stuff (pimax, no controllers, no headphones) or are at least 2x the price making the S at it's price point IMHO the best value in VR right now. There a a couple WMR headsets that are decent for less but overall package, price, ease of use, controllers – everything considered – it's not even really close. I am looking forward to seeing what the cosmos brings.

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