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{{Device Infobox
{{Device Infobox
|image=[[File:rift front1.jpg|350px]]
|image =
|VR/AR=[[Virtual Reality]]
|VR/AR = [[Virtual Reality]]
|Type=[[Head-mounted display]]
|Type = [[Head-Mounted Display]]
|Subtype=[[PC-Powered VR]]
|Subtype = [[PC VR]]
|Platform=[[Oculus Rift (Platform)]]
|Platform = [[Oculus PC]], [[SteamVR]]
|Developer=[[Oculus VR]]
|Developer = [[Oculus VR]]
|Operating System=[[Windows]]
|Manufacturer = [[Oculus VR]]
|Requires=PC
|Release Date = March 28, 2016
|Predecessor=[[Oculus Rift DK2]]
|Announcement Date = June 11, 2015 (E3)
|Successor=[[Oculus Rift S]]
|Discontinued = March 2019
|Display=Dual OLED Panels
|Price = $599 USD (launch)
|Resolution=2160 x 1200 (1080 x 1200 per eye)
|Website = https://www.meta.com/
|Pixel Density=455.63 PPI per eye
|Predecessor = [[Oculus Rift DK2]]
|Refresh Rate=90 Hz
|Successor = [[Oculus Rift S]]
|Persistence=2.1ms
|Display = OLED (dual)
|Field of View=110° (diagonal)
|Resolution = 1080x1200 per eye
|Optics=[[Fresnel lenses]]
|Combined Resolution = 2160x1200
|IPD Range=58mm to 70mm
|Refresh Rate = 90 Hz
|Tracking=6DOF
|Field of View = 87°
|Rotational Tracking=[[Gyroscope]], [[Accelerometer]], [[Magnetometer]]
|Ocularity = Binocular
|Positional Tracking=Oculus Sensor
|Tracking = 6DoF (Constellation, external sensors)
|Update Rate=Rotational: 1000Hz, Positional: 60Hz
|IPD = Hardware adjustable (58-71mm)
|Tracking Volume=100°H x 70°V (over 18 feet range)
|Audio = Integrated 3D headphones
|Latency=Motion to Photon: less than 5ms
|Connectivity = HDMI + USB 3.0
|Audio=Built-in headphones, external headphones, built-in microphone
|Controllers = Oculus Touch (December 2016)
|Camera=
|Sensors=
|Input=[[Xbox One controller]], [[Oculus Touch]], [[Oculus Remote]]
|Connectivity=HDMI, USB
|Weight=360g
|Cable Length=4 meters (Headset), 2.5 meters (Sensor)
|Release Date=March 28, 2016
|Price=$399 with Touch
|Website=https://www.oculus.com/en-us/rift/
}}
}}
{{see also|Oculus Rift (Platform)}}
__TOC__
==Introduction==
The '''Oculus Rift''' - also known as '''Oculus Rift CV1''' or simply as '''Rift''' - is the first consumer-targeted version of the [[Oculus Rift (Platform)|Oculus Rift]] [[Virtual Reality]] head-mounted display [[HMD]]. The Oculus Rift was released on March 28, 2016. <ref name=”one”>Greenwald, W. (2017). Oculus Rift. Retrieved from https://www.pcmag.com/review/343413/oculus-rift</ref> Unlike its predecessors, [[DK1]] and [[DK2]] (Development Kits), the Rift's target demographic moves beyond developers and serious [[virtual reality]] (VR) enthusiasts to include people with only casual interest in VR..


The Oculus Rift was the result of four years of research that started on Kickstarter. At the time, the project raised $2 million from supporters before being purchased by Facebook. The commercial version of the HMD marks and improvement over the previous developments kits, being easier to setup and requiring less technical know-how to install games and troubleshoot when problems appear. <ref name=”two”>Pino, N. (2017). Oculus Rift review. Retrieved from http://www.techradar.com/reviews/gaming/gaming-accessories/oculus-rift-1123963/review</ref>
The '''Oculus Rift CV1''' (Consumer Version 1) is the first consumer [[virtual reality]] [[head-mounted display]] from [[Oculus VR]], released March 28, 2016 at $599. The landmark VR headset that launched the modern VR era, featuring dual OLED displays at 1080x1200 per eye, 90 Hz refresh rate, 87° field of view, Constellation external tracking with sub-millimeter precision, integrated 3D audio headphones, and later-released Oculus Touch motion controllers. Discontinued March 2019.


The Rift produces two images simultaneously and tracks the user’s movement to create a sense of presence in the virtual worlds. According to some publications, the previous versions of this VR headset felt rough and cheap, with problems with tracking and lag-free gameplay. <ref name=”two”></ref>
== History and Development ==


The consumer version of the Rift has been described as elegant and sleek. But while it has received overall praise, it also has its negative points. The Oculus Rift games have been described as the best VR games available. It also has a growing list of movies and apps that will lead to the device being an immersive window into new worlds, with hundreds of VR experiences. The headset is also comfortable to wear. The minimum PC requirements and the induced nausea caused by some experiences are viewed as negatives. While in the beginning the Rift was less immersive than the HTC Vive due to the lack of motion controllers, Oculus has since released its own motion controllers - the Oculus Touch. <ref name=”two”></ref> <ref name=”three”>Stein, S. and Hollister, S. Oculus Rift: Welcome to the future. Retrieved from https://www.cnet.com/special-reports/oculus-rift-review/</ref>
Oculus revealed the CV1 at E3 on June 11, 2015, with pre-orders starting January 6, 2016 and shipping March 28, 2016 at $599. Founded by Palmer Luckey via Kickstarter in 2012, acquired by Facebook in 2014 for $2 billion, the CV1 represented VR's transition from developer kits to consumer products. Launched with Xbox controller (Oculus Touch arrived December 6, 2016). The CV1 established foundational VR standards and helped define the modern VR gaming ecosystem alongside HTC Vive.<ref name="oculus">{{cite web |url=https://www.meta.com/ |title=Meta |publisher=Meta |access-date=2025-01-07}}</ref>


Since its development, the minimum specs of the headset have been brought down. These changes might increase its accessibility to a larger number of people since not everyone invests in a powerful PC. This, in conjunction with the Oculus Rift price reduction and release of the Touch controllers, is a strategy to increase the appeal of the VR headset to the general public. <ref name=”one”></ref> <ref name=”two”></ref>
== Design and Hardware ==


The Oculus Rift has the potential to be the next evolution of Facebook, to be used as a therapeutic tool, as a gateway to music festivals and sports games. Its scope will not only be limited to games or small VR experiences, as the VR landscape changes with time, but will expand as virtual reality becomes more present in the minds of the general public. <ref name=”two”></ref> <ref name=”three”></ref>
=== Display ===
__TOC__


==Release and Pricing==
Dual OLED panels:
===Current Prices===
On October 11, 2017, during the [[Oculus Connect 4]], Hugo Barra, Oculus' Vice President of Virtual Reality, announced the permanent price reduction of Oculus Rift and Touch bundle to $399.


===Price History===
* '''1080x1200 per eye''' resolution
In July 2017, the price of the Oculus Rift CV1 bundled with [[Oculus Touch]] was reduced to $499. Note that the bundle does not come with the Xbox 360 Controller nor the [[Oculus Remote]]. However, it comes with two [[Oculus Sensor]]s.
* '''2160x1200 combined'''
* '''Dual OLED''' panels
* '''90 Hz''' refresh rate
* '''87° field of view'''
* 233 million pixels per second
* Low persistence


Every order of the Rift comes with the HMD, [[Oculus Sensor]], Xbox One controller and [[Oculus Remote]]. Pre-orders for the Rift began on January 6, 2016, for $599. On March 1, 2017, the price of CV1 was reduced to $499.
=== Optics ===


==Hardware==
* '''Fresnel lenses'''
'''Design and Ergonomics'''
* God rays (light scattering)
* Wide sweet spot


The Rift HMD has a sleek all-black design, with improved ergonomics when compared to the [[DK2]]. Soft plastic and fabric are used throughout. Smooth rubber and coarse cloth cover the front and sides of the headset. A single cable tethers the HMD to your PC while a mesh of lycra envelopes the [[lenses]] of the headset. The [[interpupillary distance]] (IPD) can be adjusted physically through the dial on the bottom of the HMD. The user’s face makes contact with the HMD through a comfortable foam faceplate. These "face interfaces" are removable and interchangeable. Oculus has mentioned that they are creating multiple facial interfaces with different interior faceplates to accommodate various facial features and users with glasses. With the default face interface, Oculus recommends a frame width of 142mm or less and a frame height of 50mm or less, if the user has to wear glasses.
=== Tracking ===


'''Display and Optics'''
Constellation system:


The dual OLED panel displays of CV1 is a large improvement over its predecessors. The colors are vibrant, the [[resolution]] is adequate and the [[screen door effect]] is minimal. The only glaring flaw of CV1's display and optics system is the [[god rays]]. The god rays are caused by [[Fresnel lenses]]' ridges which scatter light. They look similar to lens flares and are noticeable whenever there are high-contrast elements on the screen (i.e. white text on a black background).
* '''External infrared sensors'''
* '''Sub-millimeter precision'''
* '''360° positional tracking'''
* '''6DoF'''
* IR LED constellation on headset
* Multiple sensor support
* Room-scale (with 3+ sensors)


'''Tracking'''
=== IPD ===


The head [[tracking]] in the Rift has no visible [[latency]]. The [[Tracking#Systems|tracking system]] employed by Oculus Rift is called [[Constellation]]. It is an improved version from [[DK2]] and [[Crescent Bay]]. While [[rotational tracking]] is achieved with [[inertial measuring unit|inertial measuring units]] (IMUs), [[positional tracking]] is accomplished with an [[Oculus Sensor]] ([[outside-in tracking]]). Tiny LED markers are placed on the HMD, and the camera sensor is able to recognize these markers to track the position of the HMD. The markers on the back straps of the HMD allows the back of the user’s head to be tracked. This potentially allows for 360 degrees of tracking. The Rift's tracking is designed for both [[Seated VR|seated]] and [[standing VR]] experiences.
* '''Hardware IPD adjustment'''
* '''58-71mm range'''
* Physical slider


The [[Oculus Sensor]] is not only able to track the headset but also the [[Oculus Touch]] controllers. Users can use multiple sensors to increase the [[#Tracking volume|tracking volume]] for the HMD and controllers.
=== Audio ===


'''Voice and Audio'''
* '''Integrated 3D headphones'''
* RealSpace 3D Audio (Visisonics)
* Removable/replaceable
* On-ear design
* Spatial audio


The Oculus Rift has a microphone and built-in, removable headphones. Users can detach the headphones and replace them with their own audio devices. [[3D audio]] technology is incorporated into the Rift.
=== Connectivity ===


===Specifications===
* '''HDMI'''
Two 90mm screens, at a resolution of 1080 x 1200 per eye, makes each display 455.63 PPI. <ref>iFixit (2016). Oculus Rift CV1 Teardown. Retrieved from https://www.ifixit.com/Teardown/Oculus+Rift+CV1+Teardown/60612#s126626</ref><ref>Orland, K. (2016). iFixit digs into Oculus Rift’s 461 PPI OLED display, custom lenses. Retrieved from https://arstechnica.com/gaming/2016/03/ifixit-digs-into-oculus-rifts-461ppi-oled-display-custom-lenses/</ref>
* '''USB 3.0''' (multiple ports)
* USB 2.0 for sensors
* 4m cable


{| class="wikitable sortable"
== Oculus Touch ==
|-
 
!Part
Motion controllers (December 2016):
!Spec
 
|-
* '''6DoF tracking'''
|Display || Dual OLED Panels
* Constellation tracked
|-
* Analog sticks
|Resolution || 2160 x 1200 (1080 x 1200 per eye)
* Face buttons
|-
* Triggers
|Pixel density || 455.63 PPI per eye
* Grip buttons
* Capacitive touch sensing
* Hand presence detection
* '''$199 USD''' (separate purchase)
 
== Constellation Tracking ==
 
External sensor system:
 
* '''Infrared sensors'''
* Desktop placement or mount
* USB connection each
* 1 sensor included (standard)
* 2 sensors (360° front-facing)
* 3+ sensors (room-scale)
 
== Technical Specifications ==
 
{| class="wikitable"
|-
|-
|Refresh rate || 90 Hz
! Specification !! Details
|-
|-
|Persistence || Low
| Display || 1080x1200 OLED x2
|-
|-
|Field of View || 110° (diagonal)
| Combined || 2160x1200
|-
|-
|Optics || [[Fresnel lenses]]
| Refresh Rate || 90 Hz
|-
|-
|[[IPD]] || 58-72mm
| FOV || 87°
|-
|-
|[[Tracking]] || 6 degrees of freedom
| Tracking || Constellation (external)
|-
|-
|[[Rotational tracking]] || [[Gyroscope]], [[Accelerometer]], [[Magnetometer]]
| IPD || 58-71mm (hardware)
|-
|-
|[[Positional tracking]] || Oculus Sensor ([[outside-in tracking]])
| Audio || Integrated 3D headphones
|-
|-
|Update Rate || Rotational: 1000Hz, Positional: 60Hz
| Connection || HDMI + USB 3.0
|-
|-
|[[#Tracking volume|Tracking Volume]] || 100°H x 70°V (over 18 feet range)
| Controllers || Oculus Touch ($199)
|-
|Latency ||
|-
|Connectivity || 4m custom cable that integrates USB and HDMI connections
|-
|Weight || 360 grams (0.8 pounds)
|-
|-
| Price || $599 (launch)
|}
|}


==System Requirements==
== Reception ==
===Recommended===
*'''GPU''': NVIDIA GTX 970 or AMD 290, equivalent or greater
*'''CPU''': Intel i5-4590, equivalent or greater
*'''RAM''': 8GB+
*'''OS''': Windows 7 SP1 or newer
*'''USB Ports''': 3x USB 3.0 ports, 1x USB 2.0 port
*'''Video Output''': Compatible HDMI 1.3 video output
 
===Oculus Ready===
[[File:oculus ready1.jpg|right]]
Oculus Ready is a PC program that partners with hardware manufacturers such as Asus, Dell, and Alienware to create pre-built PCs that meet the system requirements of the Rift. PCs that qualify will have an Oculus Ready sticker on its case. Price points of these systems start from under $1000.
 
Players can purchase the Oculus Rift bundled with an Oculus Ready PC for $1499.
 
===Compatibility Tool===
The Rift’s Compatibility Tool is used to verify if a Windows PC is Rift ready. It checks the PC's GPU, RAM, OS, CPU, and USB. For each subpar spec, it offers a link to the Compatibility Tool Support Page<ref>Oculus. Oculus Support Center. Retrieved from https://support.oculus.com/hc/en-us/sections/203483987-Compatibility-Tool-and-Error-Messages-</ref> that recommends necessary upgrades and solutions.
 
==Setup Tutorial==
{{see also|Oculus Rift Adjustment Guide}}
#Go to Setup on Oculus.com.<ref>Oculus. Retrieved from https://www3.oculus.com/en-us/setup/</ref>
#Download and run Rift's setup tool. All the software required for the Rift is automatically installed.
#Perform the setup and configuration.
#Plug the HMDI cable of the HMD into the HDMI port of your PC's graphics card. Plug the USB cable of the HMD into the USB 3.0 port of your PC.
#Plug the USB cable of the sensor into the USB 3.0 port of your PC.
#Update HMD and sensor firmware.
#The instruction will tell you to pull out the plastic tab at the bottom of the [[Oculus Remote]]. Do not just pull it out. Instead, slide open the back cover of the Remote, then peel the tab from the battery. If you forcefully yank the tab out, you might break it.
#Update the Oculus remote firmware.
#Setup the Xbox controller by plugging the wireless adapter into the USB port. Use the USB extender as needed. Put the two AA batteries into the controller and start it up.
#Press the button on the wireless adapter until the LED blinks then press and hold the same button on the Xbox controller until the Xbox logo stops blinking to sync the controller to your PC.
#Setup the Sensor by placing it about 3 feet away from you. Tilt the glossy side of the sensor head to aim at your face. Make sure there is a clear [[line-of-sight]] between you and the sensor.
#Setup the HMD.
#Customize the fit of HMD. Look at the straps of the HMD - two on the sides, one on top. Loosen the tabs of the straps. Put the HMD on your head. Tighten the straps until the HMD comfortably fits on your head.
#Use the slider at the bottom of the HMD to adjust the distance between the lenses. Make sure the distance fits your [[IPD]].
#Wear the HMD to continue setup.
#Move the HMD around until you can see the '''+''' clearly. Make sure you are in range of the sensor (2-5 feet).
 
==Input Devices==
[[Xbox One controller]] - comes with every Oculus Rift.
 
[[Oculus Touch]] -  A unique controller released after the Rift's release.
 
[[Oculus Remote]] - allows the user to simply and intuitively navigate [[VR experience]]s. It is the ideal input device for introducing VR to non-gamers.
 
==Apps==
'''[[Oculus Rift Apps]]''' from [[Oculus Share]] and [[Oculus Store]].
 
[[EVE: Valkyrie]] - comes with every Oculus Rift CV1 pre-order.
 
[[Lucky's Tale]] - comes with every Rift CV1.
 
If you purchase the $499 Oculus + Touch bundle released starting from July 2017, you will also get the [[Oculus Touch#Bundled Titles|Bundled Titles from Touch]].
 
==Developer==
===Oculus SDK===
[[Oculus SDK]]
 
===Unity===
Each order of the Oculus Rift comes with 4 months of [[Unity|Unity Pro]] trial.
 
==Tracking volume==
{{see also|Tracking volume}}
[[File:oculus rift cv1 tracking volume1.png|270px]] [[File:oculus rift cv1 tracking volume2.png|410px]]
 
100°H x 70°V (>18 feet range)
 
Room size: 15 feet by 15 feet
 
==Images==
'''Oculus Rift box set''':
 
[[File:oculus rift cv1 box set1.jpg|400px]]
 
'''HMD''':
 
[[file:rift front1.jpg|300px]] [[file:rift back1.jpg|300px]] [[file:rift inside1.jpg|300px]] [[file:rift top1.jpg|300px]]
 
'''Oculus Sensor''':
 
[[file:rift camera sensor1.jpg|400px]]
 
'''Oculus Remote''':
 
[[File:oculus remote1.jpg|400px]]
 
==History==
'''January 6, 2016''': Pre-orders for the Oculus Rift began on Oculus.com for $599.


'''February 16, 2016''': Pre-orders for the Oculus Rift and Oculus Ready PC bundle began for $1,499.
'''Praise:'''
* First major consumer VR
* 90Hz smooth
* OLED quality
* Integrated audio excellent
* Constellation tracking precise
* Touch controllers revolutionary
* Comfortable design
* Defined VR standards
* Robust ecosystem


'''March 28, 2016''': Oculus Rift is officially released.
'''Criticism:'''
* $599 expensive (2016)
* Touch controllers separate
* External sensors inconvenient
* God rays annoying
* Limited FOV
* Cable management
* USB port requirements
* Setup complexity
* Discontinued March 2019<ref name="roadtovr">{{cite web |url=https://www.roadtovr.com/oculus-rift-resolution-recommended-specs/ |title=Oculus Rift Specifications |publisher=Road to VR |access-date=2025-01-07}}</ref>


==References==
== See Also ==
<references />
* [[Oculus Rift S]]
* [[Oculus Quest]]
* [[HTC Vive]]
* [[Valve Index]]


== References ==
{{reflist}}


[[Category:Devices]]
[[Category:Virtual Reality Devices]]
[[Category:Virtual Reality Devices]]
[[Category:Head-Mounted Displays]]
[[Category:PC VR]]
[[Category:Meta]]
[[Category:Oculus]]
[[Category:2016 in technology]]
[[Category:Discontinued devices]]

Revision as of 18:00, 7 January 2026

Oculus Rift
Basic Info
VR/AR Virtual Reality
Type Head-Mounted Display
Subtype PC VR
Platform Oculus PC, SteamVR
Developer Oculus VR
Manufacturer Oculus VR
Announcement Date June 11, 2015 (E3)
Release Date March 28, 2016
Price $599 USD (launch)
Website https://www.meta.com/
Predecessor Oculus Rift DK2
Successor Oculus Rift S
System
Storage
Display
Display OLED (dual)
Resolution 1080x1200 per eye
Refresh Rate 90 Hz
Image
Field of View 87°
Optics
Ocularity Binocular
Tracking
Tracking 6DoF (Constellation, external sensors)
Audio
Audio Integrated 3D headphones
Connectivity
Connectivity HDMI + USB 3.0
Device


The Oculus Rift CV1 (Consumer Version 1) is the first consumer virtual reality head-mounted display from Oculus VR, released March 28, 2016 at $599. The landmark VR headset that launched the modern VR era, featuring dual OLED displays at 1080x1200 per eye, 90 Hz refresh rate, 87° field of view, Constellation external tracking with sub-millimeter precision, integrated 3D audio headphones, and later-released Oculus Touch motion controllers. Discontinued March 2019.

History and Development

Oculus revealed the CV1 at E3 on June 11, 2015, with pre-orders starting January 6, 2016 and shipping March 28, 2016 at $599. Founded by Palmer Luckey via Kickstarter in 2012, acquired by Facebook in 2014 for $2 billion, the CV1 represented VR's transition from developer kits to consumer products. Launched with Xbox controller (Oculus Touch arrived December 6, 2016). The CV1 established foundational VR standards and helped define the modern VR gaming ecosystem alongside HTC Vive.[1]

Design and Hardware

Display

Dual OLED panels:

  • 1080x1200 per eye resolution
  • 2160x1200 combined
  • Dual OLED panels
  • 90 Hz refresh rate
  • 87° field of view
  • 233 million pixels per second
  • Low persistence

Optics

  • Fresnel lenses
  • God rays (light scattering)
  • Wide sweet spot

Tracking

Constellation system:

  • External infrared sensors
  • Sub-millimeter precision
  • 360° positional tracking
  • 6DoF
  • IR LED constellation on headset
  • Multiple sensor support
  • Room-scale (with 3+ sensors)

IPD

  • Hardware IPD adjustment
  • 58-71mm range
  • Physical slider

Audio

  • Integrated 3D headphones
  • RealSpace 3D Audio (Visisonics)
  • Removable/replaceable
  • On-ear design
  • Spatial audio

Connectivity

  • HDMI
  • USB 3.0 (multiple ports)
  • USB 2.0 for sensors
  • 4m cable

Oculus Touch

Motion controllers (December 2016):

  • 6DoF tracking
  • Constellation tracked
  • Analog sticks
  • Face buttons
  • Triggers
  • Grip buttons
  • Capacitive touch sensing
  • Hand presence detection
  • $199 USD (separate purchase)

Constellation Tracking

External sensor system:

  • Infrared sensors
  • Desktop placement or mount
  • USB connection each
  • 1 sensor included (standard)
  • 2 sensors (360° front-facing)
  • 3+ sensors (room-scale)

Technical Specifications

Specification Details
Display 1080x1200 OLED x2
Combined 2160x1200
Refresh Rate 90 Hz
FOV 87°
Tracking Constellation (external)
IPD 58-71mm (hardware)
Audio Integrated 3D headphones
Connection HDMI + USB 3.0
Controllers Oculus Touch ($199)
Price $599 (launch)

Reception

Praise:

  • First major consumer VR
  • 90Hz smooth
  • OLED quality
  • Integrated audio excellent
  • Constellation tracking precise
  • Touch controllers revolutionary
  • Comfortable design
  • Defined VR standards
  • Robust ecosystem

Criticism:

  • $599 expensive (2016)
  • Touch controllers separate
  • External sensors inconvenient
  • God rays annoying
  • Limited FOV
  • Cable management
  • USB port requirements
  • Setup complexity
  • Discontinued March 2019[2]

See Also

References