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{{Device Infobox
{{Device Infobox
|name = Oculus Rift CV1
|image =
|image =
|VR/AR = [[Virtual Reality]]
|VR/AR = [[Virtual Reality]]
|Type = [[Head-mounted display]]
|Type = [[Head-mounted display]]
|Subtype = [[PC VR]]
|Subtype = [[PC VR]]
|Platform = [[Oculus Store]], [[SteamVR]]
|Platform = [[Oculus Platform]]
|Creator = [[Oculus VR]]
|Developer = [[Oculus VR]]
|Developer = [[Oculus VR]]
|Manufacturer = [[Meta Platforms]]
|Manufacturer = [[Oculus VR]]
|Announcement Date = January 6, 2016
|Announcement Date = June 11, 2015 (E3)
|Release Date = March 28, 2016
|Release Date = March 28, 2016
|End of Production = 2019
|Price = $599 (launch), later reduced to $399
|Price = $599 USD (headset), $199 USD (Touch controllers)
|Website = https://www.meta.com/ (legacy)
|Website = https://www.meta.com/
|Versions = Oculus Rift CV1
|Requires = Oculus-ready PC, Oculus account
|Predecessor = [[Oculus Rift DK2]]
|Predecessor = [[Oculus Rift DK2]]
|Successor = [[Oculus Rift S]]
|Successor = [[Oculus Rift S]]
|Display = OLED
|Operating System = [[Windows]]
|Resolution = 1080×1200 per eye (2160×1200 combined)
|Chipset = N/A (tethered PCVR)
|Refresh Rate = 90 Hz
|CPU = N/A (PC-powered)
|Field of View = 87°
|GPU = N/A (PC-powered)
|IPD Range = 58-72mm (physical dial)
|HPU =
|Storage = N/A
|Memory = N/A
|SD Card Slot = No
|Display = Dual OLED (PenTile)
|Subpixel Layout = PenTile Diamond
|Peak Brightness = ~80 nits
|Resolution = 1080 × 1200 per eye (2160 × 1200 combined)
|Pixel Density = ~11 PPD
|Refresh Rate = 90Hz
|Persistence = Low persistence
|Field of View = 110°
|Horizontal FoV = ~87°
|Vertical FoV = ~87°
|Average Pixel Density = ~11 PPD
|Peak Pixel Density = ~11 PPD
|Foveated Rendering = No
|Optics = Hybrid Fresnel lenses
|Ocularity = Binocular
|Ocularity = Binocular
|Optics = Hybrid Fresnel
|IPD Range = 58-72mm (mechanical adjustment)
|Tracking = Outside-in 6DoF (Constellation)
|Adjustable Diopter = No (glasses compatible)
|Passthrough = No
|Tracking = 6DoF outside-in (Constellation)
|Tracking Frequency = 60Hz (cameras)
|Base Stations = Oculus Sensor(s) required (1 included, 2+ for room-scale)
|Eye Tracking = No
|Eye Tracking = No
|Face Tracking = No
|Hand Tracking = No
|Hand Tracking = No
|Controllers = Oculus Touch (sold separately, Dec 2016)
|Body Tracking = No
|Rotational Tracking = Yes
|Positional Tracking = Yes
|Update Rate = 90Hz
|Tracking Volume = 5 ft × 5 ft (1 sensor), room-scale (2-3 sensors)
|Play Space = Standing/room-scale (with sensors)
|Latency = <20ms motion-to-photon
|Audio = Integrated headphones (removable)
|Audio = Integrated headphones (removable)
|Connectivity = HDMI 1.3, USB 3.0
|Microphone = Yes (integrated)
|Weight = ~470g
|3.5mm Audio Jack = Yes (via removed headphone)
|Camera = No
|Connectivity = HDMI, USB 3.0
|Ports = HDMI 1.3, USB 3.0
|Wired Video = Yes (HDMI)
|Wireless Video = No
|WiFi = No
|Bluetooth = No
|Power = USB powered
|Battery Capacity = N/A
|Battery Life = N/A (tethered)
|Charge Time = N/A
|Dimensions = ~230mm × 110mm × 170mm
|Weight = 470g (headset with audio)
|Material = Plastic, fabric
|Headstrap = Rigid plastic with velcro top
|Haptics = Oculus Touch controller haptics
|Color = Black
|Color = Black
|Sensors = Constellation tracking LEDs, IMU, proximity sensor
|Input = Oculus Remote (included), Xbox One controller (included), Oculus Touch (separate)
|Compliance = FCC, CE
}}
}}


The '''Oculus Rift CV1''' (Consumer Version 1), commonly known as the '''Oculus Rift''', is the first commercial [[PC VR]] [[head-mounted display]] developed by [[Oculus VR]], announced on January 6, 2016 and released on March 28, 2016 at $599. The CV1 marked the beginning of the modern VR era, featuring dual 90 Hz OLED displays with 1080×1200 resolution per eye, the Constellation external tracking system for 6DoF positional tracking, and integrated audio. The [[Oculus Touch]] motion controllers were released later in December 2016 for $199, completing the room-scale VR experience.
The '''Oculus Rift CV1''' (Consumer Version 1) is the first consumer [[virtual reality]] [[head-mounted display]] released by [[Oculus VR]], announced at E3 on June 11, 2015, and released on March 28, 2016 at a price of $599. The CV1 represented the culmination of Oculus founder Palmer Luckey's Kickstarter project that had helped revive mainstream interest in VR, incorporating years of refinement from development kits DK1 and DK2. Featuring dual OLED displays at 1080 × 1200 per eye, a 90Hz refresh rate, integrated 3D audio headphones, the Constellation outside-in tracking system, and ergonomic design, the Rift CV1 launched alongside the [[HTC Vive]] as one of the two headsets that defined the first generation of high-end consumer VR. The Oculus Touch motion controllers, released separately in December 2016, transformed the Rift into a full VR system with hand presence, competing directly with the Vive's tracked controllers.


== History and Development ==
== History and Development ==


Oculus (acquired by Facebook in 2014 for $2 billion) released the CV1 after years of development following the wildly successful DK1 and DK2 developer kits. Pre-orders opened January 6, 2016, with shipping beginning March 28, 2016. The CV1 was the first consumer VR headset of the modern VR revival, launching alongside the [[HTC Vive]] and positioning VR as a viable consumer technology.<ref name="wikipedia">{{cite web |url=https://en.wikipedia.org/wiki/Oculus_Rift_CV1 |title=Oculus Rift CV1 |publisher=Wikipedia |access-date=2025-01-07}}</ref>
=== Kickstarter Origins ===
The modern VR revival:
* Palmer Luckey's prototype (2011)
* Kickstarter campaign (August 2012)
* $2.4 million raised
* DK1 shipped to backers (2013)


Oculus Touch motion controllers were released on December 6, 2016 for $199, enabling hand presence and room-scale experiences comparable to the HTC Vive. The CV1 was discontinued in 2019, succeeded by the [[Oculus Rift S]].<ref name="xda">{{cite web |url=https://www.xda-developers.com/on-this-day-oculus-rift-cv1/ |title=On this day 8 years ago, Oculus Rift CV1 was released |publisher=XDA Developers |access-date=2025-01-07}}</ref>
=== Facebook Acquisition ===
March 2014 landmark:
* Facebook acquired Oculus for $2 billion
* Resources for consumer development
* Long-term VR investment
* Industry validation


== Design and Hardware ==
=== Development Kits ===
Iterative refinement:
* '''DK1 (2013)''': 7" display, 640×800/eye
* '''DK2 (2014)''': 5.7" OLED, 960×1080/eye, positional tracking
* '''Crescent Bay (2014)''': Prototype showcasing CV1 features


=== Display ===
=== E3 2015 Reveal ===
Consumer version announced:
* Final design shown
* Q1 2016 ship date
* Oculus Touch previewed
* VR game lineup revealed


Dual OLED displays:
=== January 2016 Pre-orders ===
$599 price controversy:
* Higher than expected price
* "Ballpark $350" earlier estimate
* Includes sensor, Xbox controller, Oculus Remote
* Touch controllers not included


* Two OLED panels
=== March 28, 2016 Launch ===
* 1080×1200 resolution per eye
Consumer VR arrives:
* 2160×1200 combined resolution
* One week before HTC Vive
* '''90 Hz refresh rate'''
* Component shortages caused delays
* 233 million pixels per second
* Strong demand
* 87° field of view
* Historic moment for VR
* Vibrant OLED colors
* Minimal screen door effect (for its time)


=== Optics ===
== Design Philosophy ==


* Hybrid Fresnel lenses
=== Seated/Standing Focus ===
* Physical IPD adjustment dial (58-72mm)
Original positioning:
* "God rays" noted as optical flaw
* Seated experiences emphasized
* Large sweet spot
* Single sensor (front-facing)
* Xbox controller included
* Touch controllers optional


=== Tracking ===
=== Ergonomic Priority ===
Comfort engineering:
* Lightweight design (470g)
* Integrated audio
* Adjustable head strap
* Extended wear consideration


'''Constellation''' tracking system:
=== "VR for Everyone" ===
Accessibility goals:
* Easy setup
* Familiar gaming controller
* Integrated audio
* Consumer-friendly design


* External infrared sensors
== Display Technology ==
* Track IR LEDs on headset and controllers
 
* '''Sub-millimeter accuracy'''
=== Dual OLED Panels ===
* Low latency
Custom displays:
* 6 Degrees of Freedom
* '''Resolution''': 1080 × 1200 per eye
* 360° tracking with 2+ sensors
* '''Total''': 2160 × 1200
* Room-scale with 3+ sensors
* '''Panel Type''': OLED with PenTile Diamond
* '''Refresh Rate''': 90Hz
 
=== OLED Benefits ===
Display advantages:
* True black levels
* Fast pixel response
* Low persistence possible
* Good contrast ratio
 
=== Global Shutter ===
Low persistence implementation:
* Full-flash illumination
* Motion blur reduction
* Reduced smearing
* Clearer images during head movement
 
=== Screen Door Effect ===
Visible limitation:
* PenTile arrangement
* First-gen resolution
* Visible at times
* Acceptable for era
 
== Optical System ==
 
=== Hybrid Fresnel Lenses ===
Custom optical design:
* Fresnel rings for weight reduction
* Wide sweet spot
* God rays visible in high-contrast scenes
* Good edge-to-edge clarity
 
=== Field of View ===
Competitive viewing area:
* ~110° total claimed
* ~87° measured per eye
* Immersive for the era
* Matched competition
 
=== IPD Adjustment ===
Physical lens adjustment:
* '''Range''': 58-72mm
* Slider on bottom of headset
* Mechanical lens movement
* Wide user accommodation
 
== Constellation Tracking ==
 
=== Technology ===
Outside-in camera tracking:
* IR LEDs under headset fabric
* Unique blink patterns
* Tracked by Oculus Sensor(s)
* Sub-millimeter accuracy
 
=== Oculus Sensor ===
USB camera:
* IR camera
* Stands on desk
* USB 3.0 connection
* One included with headset
 
=== Single Sensor Setup ===
Front-facing tracking:
* Seated experiences
* 180° coverage
* 5 ft × 5 ft volume
* Standing possible
 
=== Multi-Sensor Room-Scale ===
Expanded tracking:
* 2-3 sensors recommended
* 360° coverage possible
* Room-scale competitive with Vive
* "Experimental" initially, later official
 
== Audio System ==
 
=== Integrated Headphones ===
Built-in audio:
* Over-ear headphones
* RealSpace 3D Audio technology
* Spatial audio positioning
* Easy on/off with headset
 
=== Audio Quality ===
High-quality sound:
* Wide frequency response
* Good bass
* Positional accuracy
* Developed with Visisonics
 
=== Removable Design ===
Optional replacement:
* Headphones can be removed
* 3.5mm jack available
* Use preferred headphones
* Flexibility for users
 
=== Integrated Microphone ===
Communication ready:
* Built-in microphone
* Clear voice capture
* VR chat enabled
* Social VR support
 
== Physical Design ==
 
=== Ergonomics ===
Comfort priority:
* 470g weight
* Fabric exterior
* Well-distributed weight
* Extended comfort
 
=== Head Strap ===
Rigid adjustment:
* Rigid plastic arms
* Velcro top strap
* Dial adjustment on back
* Secure fit
 
=== Facial Interface ===
Foam padding:
* Removable foam
* VR Cover replacements available
* Breathable design
* Customizable


=== Audio ===
=== Cable ===
Tethered design:
* HDMI + USB combined cable
* 4 meters length
* Manageable weight
* No wireless option


Integrated audio system:
== Input Devices ==


* Built-in over-ear headphones
=== Oculus Remote ===
* High-quality 3D spatial audio
Basic navigation:
* User-replaceable headphones
* Included in box
* Aftermarket options (JBL, others)
* Simple trackpad/button design
* No external headphones needed
* Menu navigation
* Basic interaction


=== Build ===
=== Xbox One Controller ===
Launch bundle:
* Included with headset
* Familiar gamepad
* Game compatible
* Wireless dongle included


* ~470g weight
=== Oculus Touch (December 2016) ===
* All-black sleek design
Full hand controllers:
* Soft plastic and fabric exterior
* $199 separately (launch)
* Rubber and cloth materials
* Released December 6, 2016
* Single-cable tethering to PC
* 6DoF tracking
* Improved ergonomics vs DK2
* Hand presence
* Capacitive touch sensors
* Individual finger tracking


== Oculus Touch Controllers ==
== Oculus Touch Controllers ==


Released December 6, 2016:
=== Design ===
Ergonomic hand controllers:
* Circular tracking ring
* Analog stick
* Trigger and grip
* Face buttons
* Capacitive sensors
 
=== Constellation Tracking ===
Same tracking system:
* IR LEDs in ring
* Tracked by Oculus Sensors
* 6DoF positioning
* Low latency
 
=== Hand Presence ===
Revolutionary feature:
* Hands visible in VR
* Finger gestures detected
* Pointing, thumbs up, etc.
* Natural interaction


* Two motion controllers
=== Additional Sensor ===
* Tracked by Constellation system
Improved tracking:
* Thumb sticks
* Second sensor included with Touch
* Face buttons
* Better occlusion handling
* Analog triggers
* 360° possible
* Capacitive sensors detect finger presence
* Room-scale enabled
* Hand presence gestures
 
* '''$199''' separate purchase (later bundled)
== Software Platform ==
 
=== Oculus Home ===
VR interface:
* Virtual environment
* Library management
* Store access
* Social features
 
=== Oculus Store ===
Content ecosystem:
* Curated experiences
* Exclusive titles
* Quality standards
* Regular releases
 
=== Notable Exclusives ===
Platform-defining games:
* Lucky's Tale (launch)
* Robo Recall
* Lone Echo
* Wilson's Heart
* Edge of Nowhere
 
=== SteamVR Compatibility ===
Third-party support:
* SteamVR games playable
* OpenVR support
* Broader content access
* Community choice


== Package Contents ==
== PC Requirements ==


At launch:
=== Recommended Specifications ===
Oculus-ready PC:
* '''GPU''': NVIDIA GTX 970 / AMD R9 290
* '''CPU''': Intel i5-4590 equivalent
* '''RAM''': 8GB
* '''Video''': HDMI 1.3
* '''USB''': 3× USB 3.0, 1× USB 2.0


* Oculus Rift HMD
=== Asynchronous Spacewarp ===
* Single Constellation sensor
Performance optimization:
* '''Xbox One controller''' (no Touch at launch)
* Introduced late 2016
* Oculus Remote
* Smooths 45fps to 90fps
* Cables and documentation
* Lower spec PCs viable
* Better accessibility


== System Requirements ==
== Price Evolution ==


* '''GPU:''' NVIDIA GTX 970 / AMD R9 290 or higher
=== Launch Price ===
* '''CPU:''' Intel i5-4590 or equivalent
March 2016:
* '''RAM:''' 8 GB
* $599 (headset, sensor, Remote, Xbox controller)
* '''Ports:''' 3× USB 3.0, 1× USB 2.0, HDMI 1.3
* Touch controllers $199 separately
* '''OS:''' Windows 7 SP1 64-bit or later


== Reception ==
=== Price Reductions ===
Making VR accessible:
* '''March 2017''': $499 headset, $99 Touch
* '''July 2017''': $499 Rift + Touch bundle
* '''Summer 2017''': $399 temporary sale (made permanent)
* '''2018''': $349 for Rift + Touch


'''Praise:'''
== Competition with HTC Vive ==
* First successful consumer VR headset
* 90 Hz OLED displays vibrant
* Constellation tracking accurate and low-latency
* Integrated audio excellent
* Oculus Touch controllers revolutionary
* Started modern VR era
* Strong launch library
* Physical IPD adjustment
* Comfortable design


'''Criticism:'''
{| class="wikitable"
* $599 price controversial at launch
|-
* Touch controllers sold separately at launch
! Feature !! Oculus Rift CV1 !! HTC Vive
* "God rays" optical artifact
|-
* Requires external sensors
| Price (launch) || $599 (HMD only) || $799 (full kit)
* Complex multi-sensor setup
|-
* Xbox controller inadequate for VR
| Resolution/eye || 1080×1200 || 1080×1200
* Multiple USB ports required
|-
* Competing HTC Vive included controllers<ref name="roadtovr">{{cite web |url=https://www.roadtovr.com/oculus-rift-resolution-recommended-specs/ |title=Oculus Reveals Recommended Rift Specs and Confirms CV1 Resolution |publisher=Road to VR |access-date=2025-01-07}}</ref>
| Tracking || Constellation (camera) || Lighthouse (laser)
|-
| Controllers || Touch ($199 extra) || Wands (included)
|-
| Room-scale || Experimental (2+ sensors) || Native (included)
|-
| Audio || Integrated || Earbuds included
|-
| Focus || Seated/standing || Room-scale
|}


== Legacy ==
== Legacy ==


The Oculus Rift CV1 is considered the headset that launched the modern VR era. It proved consumer VR was viable and established many conventions:
=== First-Gen Definition ===
Set consumer VR standards:
* Resolution expectations
* Tracking quality baseline
* Comfort design influence
* Content standards


* 90 Hz as minimum for comfortable VR
=== Touch Innovation ===
* 6DoF tracking standard
Controller impact:
* Motion controllers essential for presence
* Finger presence concept
* Integrated audio important for immersion
* Ergonomic hand controller design
* Influenced Quest controllers
* Industry standard established
 
=== Market Establishment ===
VR industry foundation:
* Proved consumer VR viable
* Established content ecosystem
* Built VR gaming market
* Long-term platform investment
 
=== Discontinuation ===
March 2019:
* Production ended
* Replaced by Rift S
* Quest 2 ultimate successor
* Legacy content maintained
 
== Technical Specifications Summary ==
 
{| class="wikitable"
|-
! Specification !! Details
|-
| Display || Dual OLED, 1080 × 1200 per eye
|-
| Total Resolution || 2160 × 1200
|-
| Refresh Rate || 90Hz
|-
| FOV || ~110° (claimed)
|-
| Tracking || Constellation (outside-in)
|-
| Sensors || 1 included (2-3 recommended)
|-
| Audio || Integrated headphones
|-
| Controllers || Xbox (included), Touch (separate)
|-
| Weight || 470g
|-
| Connection || HDMI 1.3, USB 3.0
|-
| Launch Price || $599
|-
| Final Price || $349 (with Touch)
|}


== See Also ==
== See Also ==
* [[Oculus VR]]
* [[Oculus Touch]]
* [[Oculus Rift S]]
* [[Oculus Rift S]]
* [[Oculus Quest]]
* [[Meta Quest 2]]
* [[Oculus Touch]]
* [[HTC Vive]]
* [[HTC Vive]]
* [[Valve Index]]
* [[PC VR]]
* [[Palmer Luckey]]


== References ==
== References ==
{{reflist}}
{{Reflist}}


[[Category:Devices]]
[[Category:Devices]]
[[Category:Virtual Reality Devices]]
[[Category:VR Headsets]]
[[Category:PC VR Headsets]]
[[Category:Head-mounted displays]]
[[Category:Oculus VR]]
[[Category:PC VR]]
[[Category:Meta Platforms]]
[[Category:Oculus]]
[[Category:2016 in technology]]
[[Category:2010s VR]]
[[Category:Discontinued VR Headsets]]
[[Category:Discontinued]]