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{{Device Infobox
{{Device Infobox
|name = Oculus Rift S
|image = [[file:oculus rift s111.png|350px]]
|image =
|VR/AR = [[Virtual Reality]]
|VR/AR = [[Virtual Reality]]
|Type = [[Head-mounted display]]
|Type = [[Head-mounted display]]
|Subtype = [[PC VR]]
|Subtype = [[PC-Powered VR]]
|Platform = [[Oculus Platform]]
|Platform = [[Oculus Rift (Platform)]]
|Creator = [[Oculus VR]]
|Creator =  
|Developer = [[Oculus VR]], [[Lenovo]]
|Developer = [[Oculus VR]], [[Lenovo]]
|Manufacturer = [[Lenovo]]
|Manufacturer = [[Lenovo]]
|Announcement Date = March 20, 2019 (GDC 2019)
|Announcement Date = March 20, 2019
|Release Date = May 21, 2019
|Release Date = May 21, 2019
|Price = $399
|Price = $399
|Website = https://www.meta.com/quest/rift-s/ (archived)
|Website = https://www.oculus.com/rift-s/
|Versions = Oculus Rift S
|Versions =  
|Requires = Gaming PC with DisplayPort
|Requires = VR-Ready PC
|Predecessor = [[Oculus Rift CV1]]
|Predecessor = [[Oculus Rift CV1]]
|Successor = [[Meta Quest 2]] (different category)
|Successor = Rift line discontinued
|Operating System = [[Windows 10/11]]
|Operating System = Windows 10
|Chipset = N/A (tethered PCVR)
|Chipset =  
|CPU = N/A (PC-powered)
|CPU =  
|GPU = N/A (PC-powered)
|GPU =  
|HPU =
|HPU =  
|Storage = N/A
|Storage =  
|Memory = N/A
|Memory =  
|SD Card Slot = No
|SD Card Slot =  
|Display = Single fast-switch LCD
|Display = Fast-switch LCD
|Subpixel Layout = RGB stripe
|Subpixel Layout =  
|Peak Brightness = ~100 nits
|Peak Brightness =  
|Resolution = 1280 × 1440 per eye (2560 × 1440 combined)
|Resolution = 2560×1440 (1280×1440 per eye)
|Pixel Density = ~14 PPD
|Refresh Rate = 80Hz
|Refresh Rate = 80Hz
|Persistence = Low persistence
|Pixel Density =
|Field of View = 88°
|Persistence =  
|Horizontal FoV = ~88°
|Precision =
|Vertical FoV = ~88°
|Field of View = 115°
|Average Pixel Density = ~14 PPD
|Horizontal FoV =  
|Peak Pixel Density = ~14 PPD
|Vertical FoV =  
|Visible FoV =
|Rendered FoV =
|Binocular Overlap =
|Average Pixel Density =  
|Peak Pixel Density =  
|Foveated Rendering = No
|Foveated Rendering = No
|Optics = Next-generation Fresnel lenses
|Optics = Next generation lenses (from Oculus Go)
|Ocularity = Binocular
|Ocularity =  
|IPD Range = 63.5mm (fixed, software adjustment 58-72mm)
|IPD Range = Fixed at 63.5mm (software adjustment only)
|Adjustable Diopter = No (glasses compatible)
|Adjustable Diopter = No
|Passthrough = Yes (grayscale, via cameras)
|Passthrough = Passthrough+
|Tracking = 6DoF inside-out (Oculus Insight)
|Tracking = [[Inside-out tracking]], (6DOF)
|Tracking Frequency = 60Hz (cameras)
|Tracking Frequency =  
|Base Stations = None required
|Base Stations = None (Inside-out tracking)
|Eye Tracking = No
|Eye Tracking =  
|Face Tracking = No
|Face Tracking =  
|Hand Tracking = No
|Hand Tracking =  
|Body Tracking = No
|Body Tracking =  
|Rotational Tracking = Yes
|Rotational Tracking = Yes
|Positional Tracking = Yes
|Positional Tracking = [[Oculus Insight]]
|Update Rate = 80Hz
|Update Rate =  
|Tracking Volume = Room-scale
|Tracking Volume =  
|Play Space = Roomscale
|Play Space = [[Room‑scale]], 9ft x 9ft
|Latency = <20ms motion-to-photon
|Latency =  
|Audio = Integrated speakers (in headband)
|Audio = Integrated in strap
|Microphone = Yes (integrated)
|Microphone = Yes
|3.5mm Audio Jack = Yes
|3.5mm Audio Jack = Yes
|Camera = 5× inside-out tracking cameras
|Camera = 5 tracking cameras (2 front, 1 on each side, 1 on top)
|Connectivity = DisplayPort, USB 3.0
|Connectivity = DisplayPort 1.2, USB 3.0
|Ports = DisplayPort 1.2, USB 3.0
|Ports = DisplayPort 1.2, USB 3.0, 3.5mm audio jack
|Wired Video = Yes (DisplayPort)
|Wired Video = DisplayPort 1.2
|Wireless Video = No
|Wireless Video =  
|WiFi = No
|WiFi =  
|Bluetooth = No
|Bluetooth =  
|Power = USB-powered
|Power = USB powered
|Battery Capacity = N/A
|Battery Capacity =  
|Battery Life = N/A (tethered)
|Battery Life =  
|Charge Time = N/A
|Charge Time =  
|Dimensions = ~220mm × 180mm × 130mm
|Dimensions = 10.94 x 6.3 x 8.27 inches
|Weight = 500g (without cable)
|Weight = 500g
|Material = Plastic
|Material =  
|Headstrap = Halo-style strap with dial adjustment
|Headstrap = Halo design with integrated audio
|Haptics = Controller haptics
|Haptics =  
|Color = Black
|Color = Black
|Sensors = 5× inside-out cameras, IMU, proximity sensor
|Sensors = 5
|Input = Oculus Touch controllers
|Input = [[Oculus Touch]]
|Compliance = FCC, CE
|Compliance =  
|Size = 10.94 x 6.3 x 8.27 inches
|Cable Length = 5 meters
|Cable Length = 5 meters
}}
}}
The [[Oculus Rift S]] is a [[PC-powered]] [[VR headset]] developed by [[Oculus VR]] in partnership with [[Lenovo]]. Announced during GDC 2019 on March 20, 2019, and released on May 21, 2019, it served as the successor to the original [[Oculus Rift CV1]].<ref name="announce">https://www.theverge.com/2019/3/20/18273152/oculus-rift-s-vr-headset-announced-pricing-release-date-features-gdc-2019</ref> The Rift S featured several improvements over its predecessor, including a higher resolution display, improved lenses, and a new inside-out tracking system called [[Oculus Insight]] that eliminated the need for external sensors.<ref name="wiki_rift_s">https://en.wikipedia.org/wiki/Oculus_Rift_S</ref> The headset was discontinued in April 2021 in favor of the [[Meta Quest 2]].<ref name="discontinuation">https://www.theverge.com/2020/9/16/21422717/facebook-oculus-rift-s-discontinued-quest-2-vr-connect</ref>


The '''Oculus Rift S''' is a [[PC VR]] [[head-mounted display]] co-developed by [[Oculus VR]] and [[Lenovo]], announced at GDC on March 20, 2019, and released on May 21, 2019 at a price of $399. Positioned as a streamlined successor to the Oculus Rift CV1, the Rift S represented Oculus's transition from external sensor-based tracking to inside-out tracking via the "Oculus Insight" system, using five cameras embedded in the headset to track both head and controller position without external hardware. The headset featured a single LCD panel with 2560 × 1440 combined resolution (40% more pixels than CV1), improved lenses reducing god rays, and a more comfortable halo-style headstrap. While the Rift S offered a simpler setup experience, it was criticized for its fixed 63.5mm IPD, reduced 80Hz refresh rate (down from CV1's 90Hz), and integrated audio that many found inferior to CV1's detachable headphones. The Rift S was discontinued in April 2021 as Oculus focused entirely on the standalone Quest platform.
== Design and Hardware ==
=== Display and Optics ===
The Rift S featured a single fast-switch LCD panel with a resolution of 2560×1440 (1280×1440 per eye), an upgrade from the Rift CV1's dual OLED displays with 1080×1200 per eye resolution.<ref name="specs">https://vr-compare.com/headset/oculusrifts</ref> While the resolution was improved, the refresh rate was reduced from 90Hz on the original Rift to 80Hz on the Rift S. The field of view was approximately 115 degrees, a slight increase from the 110 degrees on the Rift CV1.<ref name="wiki_rift_s" />


== History and Development ==
The Rift S utilized "next generation" lens technology that was first introduced in the [[Oculus Go]]. These improved lenses significantly reduced the "god rays" (lens flare artifacts) that were common in the original Rift.<ref name="wiki_rift_s" />


=== Oculus Rift CV1 Limitations ===
Unlike the Rift CV1, the Rift S did not feature mechanical interpupillary distance (IPD) adjustment. Instead, it used a fixed lens spacing of approximately 63.5mm with software-based IPD adjustment.<ref name="ipd">https://www.roadtovr.com/oculus-rift-s-supported-ipd-range-fov-quest-go/</ref> This meant that users with IPD measurements significantly different from the average might experience some visual discomfort or reduced clarity.<ref name="ipd_palmer">https://www.roadtovr.com/palmer-luckey-oculus-founder-rift-s-optimal-70-population-ipd/</ref>
The original Oculus Rift CV1 (2016) established Oculus in the consumer VR market but had notable drawbacks:
* Required external USB sensors for tracking
* Complex multi-sensor setup for room-scale
* Multiple USB ports consumed
* HDMI + USB connection
* Relatively low resolution


=== Lenovo Partnership ===
=== Headstrap and Comfort ===
Oculus partnered with Lenovo to develop Rift S:
The Rift S featured a halo-style headband, co-designed with Lenovo, which differed significantly from the Rift CV1's strap system. According to Oculus, this new design provided better weight distribution, improved light blocking, and increased comfort during extended use.<ref name="wiki_rift_s" /> The headset included a knob at the rear of the band to adjust fit and a button underneath the right side that allowed users to adjust the distance between the headset and their face.<ref name="wiki_rift_s" />
* Lenovo's manufacturing expertise
* Halo headstrap design from Lenovo Explorer
* Inside-out tracking development
* Cost-effective production


=== Inside-Out Tracking Transition ===
=== Audio ===
Rift S pioneered Oculus's move to inside-out:
Unlike the Rift CV1 which featured integrated headphones, the Rift S incorporated speakers into the headband, similar to the [[Oculus Go]] and [[Oculus Quest]]. This design allowed users to hear both VR audio and their surroundings simultaneously. For those preferring a more immersive audio experience, the headset included a 3.5mm audio jack for connecting external headphones.<ref name="audio">https://www.uploadvr.com/oculus-rift-s-official/</ref>
* Five cameras for comprehensive coverage
* "Oculus Insight" tracking system
* Same approach as Quest (announced simultaneously)
* Foundation for future Oculus products


=== GDC 2019 Announcement ===
=== Tracking System ===
Announced alongside Oculus Quest at GDC 2019:
One of the most significant changes in the Rift S was the adoption of the [[Oculus Insight]] inside-out tracking system, also used in the Oculus Quest. This system used five cameras built into the headset (two on the front, one on each side, and one on top) to track both the user's movements and the Oculus Touch controllers.<ref name="tracking">https://www.uploadvr.com/oculus-insight-christmas-tree-patch/</ref>
* Positioned as PC VR evolution
* Same price as original Rift ($399)
* Simplified setup emphasized
* Available May 2019


=== Discontinuation ===
The Insight tracking system eliminated the need for external sensors, simplifying the setup process and allowing for a more flexible play area. The Rift S included an additional fifth camera over the Quest's four-camera setup to improve compatibility with existing Oculus Rift software and provide a wider tracking range.<ref name="wiki_rift_s" />
Oculus discontinued Rift S in April 2021:
* Quest 2 + Link replaced dedicated PC VR
* Standalone platform became primary focus
* End of dedicated PC-only Oculus headsets


== Design and Form Factor ==
=== Controllers ===
The Rift S used the second generation [[Oculus Touch]] controllers, the same as those used with the Oculus Quest. These controllers featured a redesigned tracking ring positioned on top (rather than underneath as in the first generation) to facilitate tracking by the headset's cameras.<ref name="touch">https://en.wikipedia.org/wiki/Oculus_Touch</ref> Each controller included an analog stick, buttons, and triggers for intuitive interaction in VR environments.<ref name="touch" />


=== Halo Headstrap ===
== Passthrough+ ==
Borrowed from Lenovo Explorer WMR headset:
The Rift S introduced [[Passthrough+]], an enhanced version of the standard passthrough feature found in other VR headsets. Passthrough+ used the headset's front-facing cameras to show the user's surroundings in monochromatic (black and white) view, allowing users to see their environment without removing the headset.<ref name="passthrough">https://www.uploadvr.com/oculus-rift-s-official/</ref>
* Halo ring supports back of head
* Weight distributed across forehead
* Dial adjustment at rear
* Quick donning and doffing


=== Build Quality ===
Passthrough+ utilized [[Asynchronous SpaceWarp]] (ASW) technology to create a comfortable stereo-correct view with minimal depth disparity and performance impact. It was automatically activated when users stepped outside their designated [[Guardian]] boundaries or could be manually enabled through the Oculus interface.<ref name="wiki_rift_s" />
Consumer-grade construction:
* Plastic housing
* Fabric touches on headband
* Functional durability
* Lightweight at 500g


=== Glasses Compatibility ===
== Software ==
Improved accommodation:
The Rift S was compatible with all software developed for the original Rift, including games, experiences, and applications available on the Oculus Store. Additionally, the Rift S supported third-party VR content through platforms like [[SteamVR]].<ref name="software">https://www.theverge.com/2019/3/20/18273152/oculus-rift-s-vr-headset-announced-pricing-release-date-features-gdc-2019</ref>
* More space for eyeglasses
* Adjustable depth (eye relief)
* Better than CV1 for glasses wearers


== Display Technology ==
=== Oculus Home and Dash ===
Like its predecessor, the Rift S utilized the [[Oculus Home]] environment as a central hub for accessing content and socializing with friends. The [[Dash]] interface allowed users to access their PC desktop and applications while in VR.<ref name="dash">https://www.oculus.com/rift-s/features/</ref>


=== Single LCD Panel ===
=== Cross-Buy Support ===
Different approach from CV1's dual OLEDs:
The Oculus Store offered cross-buy support between the Rift S and Oculus Quest for compatible titles, allowing users who owned both headsets to purchase a game once and play it on either platform.<ref name="wiki_rift_s" />
* '''Type''': Fast-switch LCD (same as Oculus Go)
* '''Resolution''': 2560 × 1440 total (1280 × 1440 per eye)
* '''Pixels''': ~40% more than CV1
* '''Subpixels''': RGB stripe (vs. CV1's PenTile OLED)


=== Visual Quality ===
== PC Requirements ==
Improvements and trade-offs:
* Sharper image due to RGB subpixels
* Reduced screen door effect
* Worse black levels than OLED
* Better fill factor


=== Refresh Rate ===
=== Recommended Specifications ===
* 80Hz (down from CV1's 90Hz)
{| class="wikitable"
* Controversial reduction
|+ Recommended PC Specifications<ref name="specs_pc">https://www.oculus.com/rift-s/</ref>
* Adequate for most users
! Component !! Specification
* Some motion sensitivity
|-
| Graphics Card || NVIDIA GTX 1060 / AMD Radeon RX 480 or greater
|-
| Alternative Graphics Card || NVIDIA GTX 970 / AMD Radeon R9 290 or greater
|-
| CPU || Intel i5-4590 / AMD Ryzen 5 1500X or greater
|-
| Memory || 8GB+ RAM
|-
| Video Output || DisplayPort 1.2 / Mini DisplayPort (with adapter included in box)
|-
| USB Ports || 1x USB 3.0 port
|-
| Operating System || Windows 10
|}


=== Lenses ===
Compared to the original Rift, the Rift S maintained similar PC requirements despite the higher resolution display. This was achieved through the use of similar default render resolution and a slightly lower refresh rate (80Hz vs. 90Hz).<ref name="render_res">https://venturebeat.com/games/oculus-rift-s-has-a-well-hidden-resolution-setting/</ref>
"Next-generation" Fresnel design:
* Reduced god rays vs. CV1
* Better sweet spot
* Improved edge clarity
* Still some visible artifacts


=== IPD ===
== Setup Process ==
Fixed physical IPD with software adjustment:
Setting up the Rift S was simplified compared to the original Rift due to the inside-out tracking system:
* '''Physical''': Fixed at 63.5mm
* '''Software''': 58-72mm range
* Many users outside optimal range
* Significant criticism point


== Tracking System ==
# Download the Oculus software from the official website
# Connect the Rift S headset to your PC using the provided DisplayPort and USB 3.0 cables
# Follow the on-screen instructions to complete the setup and define your play area
# Browse the Oculus library for games and experiences<ref name="setup">https://www.oculus.com/setup/#rift-s-setup</ref>


=== Oculus Insight ===
== Input Devices ==
Five-camera inside-out tracking:
The primary input devices for the Rift S were the second-generation [[Oculus Touch]] controllers. These ergonomic controllers translated hand and finger movements into VR and provided haptic feedback for a more immersive experience.<ref name="input">https://www.oculus.com/rift-s/features/</ref>
* '''Front''': Two cameras
* '''Sides''': Two cameras
* '''Top''': One camera (unique to Rift S)


=== Camera Placement ===
Each Touch controller required one AA battery and featured:
Fifth camera addressed Quest limitations:
* An analog thumbstick
* Better overhead tracking
* Two face buttons
* Improved compatibility with Rift titles
* A trigger button
* Reduced dead zones
* A grip button
* More reliable than 4-camera Quest
* A system button
* Capacitive sensors for finger presence detection<ref name="touch" />


=== Tracking Quality ===
== Accessories ==
Generally positive reception:
* Reliable room-scale tracking
* Good controller tracking volume
* Some limitations at extremes
* Adequate for most games


=== Guardian System ===
=== Prescription Lenses ===
Safety boundaries:
Users with vision correction needs could purchase prescription lens inserts for the Rift S. VirtuClear® Lens Inserts were available through Frames Direct and featured 1.60 Hi Index Essilor lenses with anti-reflective coating. The prescription range supported was SPH: 0 to -8.0 | CYL: 0 to -2.0.<ref name="prescription">https://www.framesdirect.com/virtuclear-lens-inserts-for-oculus-rift-s.html</ref>
* Draw play space
* Visual warnings
* Passthrough mode available
* Room-scale support


== Controllers ==
=== Third-Party Accessories ===
Various third-party accessories were available for the Rift S, including:
* Replacement face covers and padding
* Cable management solutions
* Display port extension cables
* Protective covers and travel cases
* Alternative audio solutions


=== Oculus Touch Controllers ===
== Development ==
Updated Touch design:
The Rift S was co-developed by [[Oculus VR]] and [[Lenovo]]. The partnership with Lenovo incorporated their experience in VR/AR hardware design and feedback from the Lenovo Legion gaming community.<ref name="wiki_rift_s" />
* Similar to Quest controllers
* Ring moved above hand
* Same button layout as CV1 Touch
* Haptic feedback
* AA battery power


=== Controller Improvements ===
Developers could create content for the Rift S using the [[Oculus SDK]], which provided tools and resources for VR development. The SDK integrated with popular game engines like [[Unity]], [[Unreal Engine]], and [[CryEngine]].<ref name="dev">https://developer.oculus.com/documentation/native/pc/dg-input-touch-overview/?locale=en_US</ref>
Over CV1 Touch:
* Better grip ergonomics
* Improved tracking ring
* Inside-out compatible design


== Audio System ==
== History ==
* '''June 2015:''' Palmer Luckey, co-founder of Oculus VR, revealed that Oculus was working on a successor to the original Rift.<ref name="wiki_rift_s" />
* '''October 2018:''' Brendan Iribe, co-founder and former CEO of Oculus VR, left the company reportedly due to the cancellation of a "Rift 2" project and differences in vision for the future of Oculus.<ref name="iribe">https://en.wikipedia.org/wiki/Oculus_Rift_S</ref>
* '''March 20, 2019:''' The Oculus Rift S was officially announced at GDC 2019.<ref name="announce" />
* '''May 21, 2019:''' The Rift S was released to the public at a price of $399.<ref name="release">https://www.theverge.com/2019/3/20/18273152/oculus-rift-s-vr-headset-announced-pricing-release-date-features-gdc-2019</ref>
* '''April 2021:''' Production of the Rift S was discontinued.<ref name="discontinuation" />
* '''June 2021:''' The Rift S section was removed from the Oculus website, and the headset was no longer being sold.<ref name="wiki_rift_s" />


=== Integrated Audio ===
== Reception ==
Speakers built into headstrap:
The Rift S received mixed reviews from critics and users. While the headset was praised for its improved resolution, simplified setup process, and comfortable halo strap design, it was also criticized for certain design choices that some considered downgrades from the original Rift.
* Open-back design
* Positioned above ears
* Convenient but criticized
* Inferior to CV1's detachable headphones


=== Audio Quality Complaints ===
=== Positive Reception ===
Common criticism:
* The Oculus Insight tracking system was well-received for its accuracy and ease of setup, eliminating the need for external sensors.<ref name="reception1">https://www.theverge.com/2019/3/20/18273152/oculus-rift-s-vr-headset-announced-pricing-release-date-features-gdc-2019</ref>
* Less immersive than CV1
* The higher resolution display provided improved visual clarity and reduced the "screen door effect" compared to the original Rift.<ref name="reception2">https://www.kitguru.net/tech-news/featured-tech-news/matthew-wilson/oculus-rift-s-specifications-and-differences-compared-to-cv1/</ref>
* Less bass response
* The halo strap design was comfortable for many users, particularly during extended VR sessions.<ref name="reception3">https://www.scan.co.uk/products/oculus-rift-s-virtual-reality-headset-and-touch-controllers-for-mind-blowing-pc-vr-gaming</ref>
* Sound leakage
* Passthrough+ was praised as a useful safety feature and convenience for briefly interacting with the real world.<ref name="passthrough" />
* Not removable


=== 3.5mm Jack ===
=== Criticisms ===
Alternative audio:
* The lack of hardware IPD adjustment was a significant issue for users with IPD measurements outside the average range.<ref name="ipd_palmer" />
* Use preferred headphones
* The switch from OLED to LCD displays resulted in less vibrant colors and weaker black levels.<ref name="reception2" />
* Improved audio possible
* The reduction in refresh rate from 90Hz to 80Hz was noticeable to some users and potentially contributed to motion sickness for sensitive individuals.<ref name="wiki_rift_s" />
* Many users preferred this option
* The built-in audio solution was considered inferior to the integrated headphones of the original Rift.<ref name="reception1" />


== Connectivity ==
Overall, the Rift S was viewed as an incremental upgrade rather than a revolutionary advancement in PC VR technology.<ref name="wiki_rift_s" />


=== Simplified Cable ===
== Legacy ==
Single cable design:
The Rift S represented the final iteration in the PC-tethered Oculus Rift line. Following its discontinuation in 2021, Facebook (now Meta) shifted its focus to standalone VR headsets with the [[Meta Quest]] line, which can optionally connect to PCs via [[Oculus Link]] to play PC VR content.<ref name="discontinuation" />
* DisplayPort 1.2 + USB 3.0
* 5-meter length
* Improved over CV1's HDMI + USB
* No additional sensor cables
 
=== PC Requirements ===
* DisplayPort 1.2 (required)
* USB 3.0
* GPU: GTX 1050 Ti minimum, GTX 1060 recommended
* Windows 10
 
== Reception and Criticism ==
 
=== Positive Points ===
* Simplified setup (no external sensors)
* Improved resolution and clarity
* Better comfort for many users
* Reduced god rays
* Same price as CV1
 
=== Criticism ===
* Fixed IPD (63.5mm only)
* 80Hz refresh rate (vs. CV1's 90Hz)
* Inferior integrated audio
* LCD blacks vs. OLED
* Tracking dead zones at extremes
 
=== Market Position ===
Caught between:
* CV1 users preferring OLED and 90Hz
* Quest users wanting standalone freedom
* Valve Index launching at higher end
* Short product lifecycle


== Comparison with CV1 ==
Many of the technologies pioneered or improved in the Rift S, such as the Oculus Insight tracking system and the improved lens design, have continued to influence subsequent VR headsets from Meta and other manufacturers.


== Technical Specifications ==
{| class="wikitable"
{| class="wikitable"
|+ Oculus Rift S Technical Specifications
! Feature !! Specification
|-
|-
! Feature !! Rift S !! Rift CV1
| Display || Single fast-switch LCD
|-
|-
| Resolution || 2560×1440 || 2160×1200
| Resolution || 2560×1440 (1280×1440 per eye)
|-
|-
| Display Type || LCD || OLED
| Refresh Rate || 80Hz
|-
|-
| Refresh Rate || 80Hz || 90Hz
| Field of View || Approximately 115°
|-
|-
| Tracking || Inside-out (5 cameras) || External sensors
| Tracking || 6 degrees of freedom (6DOF)
|-
|-
| IPD || Fixed 63.5mm || 58-71mm adjustable
| Tracking System || Oculus Insight (inside-out)
|-
|-
| Audio || Integrated speakers || Detachable headphones
| Cameras || 5 (2 front, 1 on each side, 1 on top)
|-
|-
| Setup || Simple (no sensors) || Complex (USB sensors)
| Controllers || Oculus Touch (second generation)
|-
|-
| Price || $399 || $399 (at discontinuation)
| Audio || Integrated spatial audio in headband, 3.5mm audio jack
|}
 
== Legacy ==
 
=== Tracking Technology ===
Oculus Insight tracking from Rift S influenced:
* Quest tracking system
* Quest 2 implementation
* Industry-wide inside-out adoption
 
=== End of PC-Only Oculus ===
Rift S was the last dedicated Oculus PC headset:
* Quest with Link replaced PC VR strategy
* Standalone became primary platform
* PC VR via Quest tethering
 
== Technical Specifications Summary ==
 
{| class="wikitable"
|-
! Specification !! Details
|-
| Display || Single LCD, 2560 × 1440 combined
|-
|-
| Per Eye || 1280 × 1440
| Microphone || Integrated
|-
|-
| Refresh Rate || 80Hz
| Connectivity || DisplayPort 1.2, USB 3.0
|-
|-
| FOV || 88°
| Cable Length || 5 meters
|-
|-
| Tracking || Oculus Insight (5 cameras)
| Weight || Approximately 500g
|-
|-
| IPD || 63.5mm fixed
| Dimensions || 10.94 x 6.3 x 8.27 inches
|-
|-
| Audio || Integrated speakers
| IPD Adjustment || Software only (fixed physical IPD of 63.5mm)
|-
|-
| Weight || 500g
| Recommended Play Space || Up to 9ft x 9ft
|-
| Connection || DisplayPort + USB 3.0
|-
| Price || $399
|}
|}


== See Also ==
== Images ==
* [[Oculus VR]]
<gallery mode="packed">
* [[Oculus Rift CV1]]
File:oculus rift s111.png
* [[Oculus Quest]]
File:oculus rift s118.jpg
* [[PC VR]]
File:oculus rift s117.jpg
* [[Inside-Out Tracking]]
File:oculus rift s116.jpg
File:oculus rift s115.jpg
File:oculus rift s114.jpg
File:oculus rift s113.jpg
File:oculus rift s112.jpg
File:oculus rift s6.png
File:oculus rift s5.png
File:oculus rift s4.png
File:oculus rift s3.png
File:oculus rift s2.png
</gallery>
 


== References ==
== References ==
{{Reflist}}
<references>
<ref name="announce">https://www.theverge.com/2019/3/20/18273152/oculus-rift-s-vr-headset-announced-pricing-release-date-features-gdc-2019</ref>
<ref name="wiki_rift_s">https://en.wikipedia.org/wiki/Oculus_Rift_S</ref>
<ref name="discontinuation">https://www.theverge.com/2020/9/16/21422717/facebook-oculus-rift-s-discontinued-quest-2-vr-connect</ref>
<ref name="specs">https://vr-compare.com/headset/oculusrifts</ref>
<ref name="ipd">https://www.roadtovr.com/oculus-rift-s-supported-ipd-range-fov-quest-go/</ref>
<ref name="ipd_palmer">https://www.roadtovr.com/palmer-luckey-oculus-founder-rift-s-optimal-70-population-ipd/</ref>
<ref name="audio">https://www.uploadvr.com/oculus-rift-s-official/</ref>
<ref name="tracking">https://www.uploadvr.com/oculus-insight-christmas-tree-patch/</ref>
<ref name="touch">https://en.wikipedia.org/wiki/Oculus_Touch</ref>
<ref name="passthrough">https://www.uploadvr.com/oculus-rift-s-official/</ref>
<ref name="software">https://www.theverge.com/2019/3/20/18273152/oculus-rift-s-vr-headset-announced-pricing-release-date-features-gdc-2019</ref>
<ref name="dash">https://www.oculus.com/rift-s/features/</ref>
<ref name="specs_pc">https://www.oculus.com/rift-s/</ref>
<ref name="render_res">https://venturebeat.com/games/oculus-rift-s-has-a-well-hidden-resolution-setting/</ref>
<ref name="setup">https://www.oculus.com/setup/#rift-s-setup</ref>
<ref name="input">https://www.oculus.com/rift-s/features/</ref>
<ref name="prescription">https://www.framesdirect.com/virtuclear-lens-inserts-for-oculus-rift-s.html</ref>
<ref name="dev">https://developer.oculus.com/documentation/native/pc/dg-input-touch-overview/?locale=en_US</ref>
<ref name="iribe">https://en.wikipedia.org/wiki/Oculus_Rift_S</ref>
<ref name="release">https://www.theverge.com/2019/3/20/18273152/oculus-rift-s-vr-headset-announced-pricing-release-date-features-gdc-2019</ref>
<ref name="reception1">https://www.theverge.com/2019/3/20/18273152/oculus-rift-s-vr-headset-announced-pricing-release-date-features-gdc-2019</ref>
<ref name="reception2">https://www.kitguru.net/tech-news/featured-tech-news/matthew-wilson/oculus-rift-s-specifications-and-differences-compared-to-cv1/</ref>
<ref name="reception3">https://www.scan.co.uk/products/oculus-rift-s-virtual-reality-headset-and-touch-controllers-for-mind-blowing-pc-vr-gaming</ref>
</references>


[[Category:Devices]]
[[Category:Devices]]
[[Category:VR Headsets]]
[[Category:Virtual Reality Devices]]
[[Category:Head-mounted displays]]
[[Category:PC VR]]
[[Category:Oculus]]
[[Category:2010s VR]]

Latest revision as of 10:32, 8 January 2026

Oculus Rift S
Basic Info
VR/AR Virtual Reality
Type Head-mounted display
Subtype PC-Powered VR
Platform Oculus Rift (Platform)
Developer Oculus VR, Lenovo
Manufacturer Lenovo
Announcement Date March 20, 2019
Release Date May 21, 2019
Price $399
Website https://www.oculus.com/rift-s/
Requires VR-Ready PC
Predecessor Oculus Rift CV1
Successor Rift line discontinued
System
Operating System Windows 10
Storage
Display
Display Fast-switch LCD
Resolution 2560×1440 (1280×1440 per eye)
Refresh Rate 80Hz
Image
Field of View 115°
Foveated Rendering No
Optics
Optics Next generation lenses (from Oculus Go)
IPD Range Fixed at 63.5mm (software adjustment only)
Adjustable Diopter No
Passthrough Passthrough+
Tracking
Tracking Inside-out tracking, (6DOF)
Base Stations None (Inside-out tracking)
Rotational Tracking Yes
Positional Tracking Oculus Insight
Play Space Room‑scale, 9ft x 9ft
Audio
Audio Integrated in strap
Microphone Yes
3.5mm Audio Jack Yes
Camera 5 tracking cameras (2 front, 1 on each side, 1 on top)
Connectivity
Connectivity DisplayPort 1.2, USB 3.0
Ports DisplayPort 1.2, USB 3.0, 3.5mm audio jack
Wired Video DisplayPort 1.2
Power USB powered
Device
Dimensions 10.94 x 6.3 x 8.27 inches
Weight 500g
Headstrap Halo design with integrated audio
Color Black
Sensors 5
Input Oculus Touch
Size 10.94 x 6.3 x 8.27 inches
Cable Length 5 meters

The Oculus Rift S is a PC-powered VR headset developed by Oculus VR in partnership with Lenovo. Announced during GDC 2019 on March 20, 2019, and released on May 21, 2019, it served as the successor to the original Oculus Rift CV1.[1] The Rift S featured several improvements over its predecessor, including a higher resolution display, improved lenses, and a new inside-out tracking system called Oculus Insight that eliminated the need for external sensors.[2] The headset was discontinued in April 2021 in favor of the Meta Quest 2.[3]

Design and Hardware

Display and Optics

The Rift S featured a single fast-switch LCD panel with a resolution of 2560×1440 (1280×1440 per eye), an upgrade from the Rift CV1's dual OLED displays with 1080×1200 per eye resolution.[4] While the resolution was improved, the refresh rate was reduced from 90Hz on the original Rift to 80Hz on the Rift S. The field of view was approximately 115 degrees, a slight increase from the 110 degrees on the Rift CV1.[2]

The Rift S utilized "next generation" lens technology that was first introduced in the Oculus Go. These improved lenses significantly reduced the "god rays" (lens flare artifacts) that were common in the original Rift.[2]

Unlike the Rift CV1, the Rift S did not feature mechanical interpupillary distance (IPD) adjustment. Instead, it used a fixed lens spacing of approximately 63.5mm with software-based IPD adjustment.[5] This meant that users with IPD measurements significantly different from the average might experience some visual discomfort or reduced clarity.[6]

Headstrap and Comfort

The Rift S featured a halo-style headband, co-designed with Lenovo, which differed significantly from the Rift CV1's strap system. According to Oculus, this new design provided better weight distribution, improved light blocking, and increased comfort during extended use.[2] The headset included a knob at the rear of the band to adjust fit and a button underneath the right side that allowed users to adjust the distance between the headset and their face.[2]

Audio

Unlike the Rift CV1 which featured integrated headphones, the Rift S incorporated speakers into the headband, similar to the Oculus Go and Oculus Quest. This design allowed users to hear both VR audio and their surroundings simultaneously. For those preferring a more immersive audio experience, the headset included a 3.5mm audio jack for connecting external headphones.[7]

Tracking System

One of the most significant changes in the Rift S was the adoption of the Oculus Insight inside-out tracking system, also used in the Oculus Quest. This system used five cameras built into the headset (two on the front, one on each side, and one on top) to track both the user's movements and the Oculus Touch controllers.[8]

The Insight tracking system eliminated the need for external sensors, simplifying the setup process and allowing for a more flexible play area. The Rift S included an additional fifth camera over the Quest's four-camera setup to improve compatibility with existing Oculus Rift software and provide a wider tracking range.[2]

Controllers

The Rift S used the second generation Oculus Touch controllers, the same as those used with the Oculus Quest. These controllers featured a redesigned tracking ring positioned on top (rather than underneath as in the first generation) to facilitate tracking by the headset's cameras.[9] Each controller included an analog stick, buttons, and triggers for intuitive interaction in VR environments.[9]

Passthrough+

The Rift S introduced Passthrough+, an enhanced version of the standard passthrough feature found in other VR headsets. Passthrough+ used the headset's front-facing cameras to show the user's surroundings in monochromatic (black and white) view, allowing users to see their environment without removing the headset.[10]

Passthrough+ utilized Asynchronous SpaceWarp (ASW) technology to create a comfortable stereo-correct view with minimal depth disparity and performance impact. It was automatically activated when users stepped outside their designated Guardian boundaries or could be manually enabled through the Oculus interface.[2]

Software

The Rift S was compatible with all software developed for the original Rift, including games, experiences, and applications available on the Oculus Store. Additionally, the Rift S supported third-party VR content through platforms like SteamVR.[11]

Oculus Home and Dash

Like its predecessor, the Rift S utilized the Oculus Home environment as a central hub for accessing content and socializing with friends. The Dash interface allowed users to access their PC desktop and applications while in VR.[12]

Cross-Buy Support

The Oculus Store offered cross-buy support between the Rift S and Oculus Quest for compatible titles, allowing users who owned both headsets to purchase a game once and play it on either platform.[2]

PC Requirements

Recommended Specifications

Recommended PC Specifications[13]
Component Specification
Graphics Card NVIDIA GTX 1060 / AMD Radeon RX 480 or greater
Alternative Graphics Card NVIDIA GTX 970 / AMD Radeon R9 290 or greater
CPU Intel i5-4590 / AMD Ryzen 5 1500X or greater
Memory 8GB+ RAM
Video Output DisplayPort 1.2 / Mini DisplayPort (with adapter included in box)
USB Ports 1x USB 3.0 port
Operating System Windows 10

Compared to the original Rift, the Rift S maintained similar PC requirements despite the higher resolution display. This was achieved through the use of similar default render resolution and a slightly lower refresh rate (80Hz vs. 90Hz).[14]

Setup Process

Setting up the Rift S was simplified compared to the original Rift due to the inside-out tracking system:

  1. Download the Oculus software from the official website
  2. Connect the Rift S headset to your PC using the provided DisplayPort and USB 3.0 cables
  3. Follow the on-screen instructions to complete the setup and define your play area
  4. Browse the Oculus library for games and experiences[15]

Input Devices

The primary input devices for the Rift S were the second-generation Oculus Touch controllers. These ergonomic controllers translated hand and finger movements into VR and provided haptic feedback for a more immersive experience.[16]

Each Touch controller required one AA battery and featured:

  • An analog thumbstick
  • Two face buttons
  • A trigger button
  • A grip button
  • A system button
  • Capacitive sensors for finger presence detection[9]

Accessories

Prescription Lenses

Users with vision correction needs could purchase prescription lens inserts for the Rift S. VirtuClear® Lens Inserts were available through Frames Direct and featured 1.60 Hi Index Essilor lenses with anti-reflective coating. The prescription range supported was SPH: 0 to -8.0 | CYL: 0 to -2.0.[17]

Third-Party Accessories

Various third-party accessories were available for the Rift S, including:

  • Replacement face covers and padding
  • Cable management solutions
  • Display port extension cables
  • Protective covers and travel cases
  • Alternative audio solutions

Development

The Rift S was co-developed by Oculus VR and Lenovo. The partnership with Lenovo incorporated their experience in VR/AR hardware design and feedback from the Lenovo Legion gaming community.[2]

Developers could create content for the Rift S using the Oculus SDK, which provided tools and resources for VR development. The SDK integrated with popular game engines like Unity, Unreal Engine, and CryEngine.[18]

History

  • June 2015: Palmer Luckey, co-founder of Oculus VR, revealed that Oculus was working on a successor to the original Rift.[2]
  • October 2018: Brendan Iribe, co-founder and former CEO of Oculus VR, left the company reportedly due to the cancellation of a "Rift 2" project and differences in vision for the future of Oculus.[19]
  • March 20, 2019: The Oculus Rift S was officially announced at GDC 2019.[1]
  • May 21, 2019: The Rift S was released to the public at a price of $399.[20]
  • April 2021: Production of the Rift S was discontinued.[3]
  • June 2021: The Rift S section was removed from the Oculus website, and the headset was no longer being sold.[2]

Reception

The Rift S received mixed reviews from critics and users. While the headset was praised for its improved resolution, simplified setup process, and comfortable halo strap design, it was also criticized for certain design choices that some considered downgrades from the original Rift.

Positive Reception

  • The Oculus Insight tracking system was well-received for its accuracy and ease of setup, eliminating the need for external sensors.[21]
  • The higher resolution display provided improved visual clarity and reduced the "screen door effect" compared to the original Rift.[22]
  • The halo strap design was comfortable for many users, particularly during extended VR sessions.[23]
  • Passthrough+ was praised as a useful safety feature and convenience for briefly interacting with the real world.[10]

Criticisms

  • The lack of hardware IPD adjustment was a significant issue for users with IPD measurements outside the average range.[6]
  • The switch from OLED to LCD displays resulted in less vibrant colors and weaker black levels.[22]
  • The reduction in refresh rate from 90Hz to 80Hz was noticeable to some users and potentially contributed to motion sickness for sensitive individuals.[2]
  • The built-in audio solution was considered inferior to the integrated headphones of the original Rift.[21]

Overall, the Rift S was viewed as an incremental upgrade rather than a revolutionary advancement in PC VR technology.[2]

Legacy

The Rift S represented the final iteration in the PC-tethered Oculus Rift line. Following its discontinuation in 2021, Facebook (now Meta) shifted its focus to standalone VR headsets with the Meta Quest line, which can optionally connect to PCs via Oculus Link to play PC VR content.[3]

Many of the technologies pioneered or improved in the Rift S, such as the Oculus Insight tracking system and the improved lens design, have continued to influence subsequent VR headsets from Meta and other manufacturers.

Technical Specifications

Oculus Rift S Technical Specifications
Feature Specification
Display Single fast-switch LCD
Resolution 2560×1440 (1280×1440 per eye)
Refresh Rate 80Hz
Field of View Approximately 115°
Tracking 6 degrees of freedom (6DOF)
Tracking System Oculus Insight (inside-out)
Cameras 5 (2 front, 1 on each side, 1 on top)
Controllers Oculus Touch (second generation)
Audio Integrated spatial audio in headband, 3.5mm audio jack
Microphone Integrated
Connectivity DisplayPort 1.2, USB 3.0
Cable Length 5 meters
Weight Approximately 500g
Dimensions 10.94 x 6.3 x 8.27 inches
IPD Adjustment Software only (fixed physical IPD of 63.5mm)
Recommended Play Space Up to 9ft x 9ft

Images


References

  1. 1.0 1.1 https://www.theverge.com/2019/3/20/18273152/oculus-rift-s-vr-headset-announced-pricing-release-date-features-gdc-2019
  2. 2.00 2.01 2.02 2.03 2.04 2.05 2.06 2.07 2.08 2.09 2.10 2.11 2.12 https://en.wikipedia.org/wiki/Oculus_Rift_S
  3. 3.0 3.1 3.2 https://www.theverge.com/2020/9/16/21422717/facebook-oculus-rift-s-discontinued-quest-2-vr-connect
  4. https://vr-compare.com/headset/oculusrifts
  5. https://www.roadtovr.com/oculus-rift-s-supported-ipd-range-fov-quest-go/
  6. 6.0 6.1 https://www.roadtovr.com/palmer-luckey-oculus-founder-rift-s-optimal-70-population-ipd/
  7. https://www.uploadvr.com/oculus-rift-s-official/
  8. https://www.uploadvr.com/oculus-insight-christmas-tree-patch/
  9. 9.0 9.1 9.2 https://en.wikipedia.org/wiki/Oculus_Touch
  10. 10.0 10.1 https://www.uploadvr.com/oculus-rift-s-official/
  11. https://www.theverge.com/2019/3/20/18273152/oculus-rift-s-vr-headset-announced-pricing-release-date-features-gdc-2019
  12. https://www.oculus.com/rift-s/features/
  13. https://www.oculus.com/rift-s/
  14. https://venturebeat.com/games/oculus-rift-s-has-a-well-hidden-resolution-setting/
  15. https://www.oculus.com/setup/#rift-s-setup
  16. https://www.oculus.com/rift-s/features/
  17. https://www.framesdirect.com/virtuclear-lens-inserts-for-oculus-rift-s.html
  18. https://developer.oculus.com/documentation/native/pc/dg-input-touch-overview/?locale=en_US
  19. https://en.wikipedia.org/wiki/Oculus_Rift_S
  20. https://www.theverge.com/2019/3/20/18273152/oculus-rift-s-vr-headset-announced-pricing-release-date-features-gdc-2019
  21. 21.0 21.1 https://www.theverge.com/2019/3/20/18273152/oculus-rift-s-vr-headset-announced-pricing-release-date-features-gdc-2019
  22. 22.0 22.1 https://www.kitguru.net/tech-news/featured-tech-news/matthew-wilson/oculus-rift-s-specifications-and-differences-compared-to-cv1/
  23. https://www.scan.co.uk/products/oculus-rift-s-virtual-reality-headset-and-touch-controllers-for-mind-blowing-pc-vr-gaming