|
|
| Line 1: |
Line 1: |
| {{Device Infobox | | {{Device Infobox |
| |image = [[file:oculus rift s111.png|350px]] | | |name = Oculus Rift S |
| | |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 Platform]] |
| |Creator = | | |Creator = [[Oculus VR]] |
| |Developer = [[Oculus VR]], [[Lenovo]] | | |Developer = [[Oculus VR]], [[Lenovo]] |
| |Manufacturer = [[Lenovo]] | | |Manufacturer = [[Lenovo]] |
| |Announcement Date = March 20, 2019 | | |Announcement Date = March 20, 2019 (GDC 2019) |
| |Release Date = May 21, 2019 | | |Release Date = May 21, 2019 |
| |Price = $399 | | |Price = $399 |
| |Website = https://www.oculus.com/rift-s/ | | |Website = https://www.meta.com/quest/rift-s/ (archived) |
| |Versions = | | |Versions = Oculus Rift S |
| |Requires = VR-Ready PC | | |Requires = Gaming PC with DisplayPort |
| |Predecessor = [[Oculus Rift CV1]] | | |Predecessor = [[Oculus Rift CV1]] |
| |Successor = Rift line discontinued | | |Successor = [[Meta Quest 2]] (different category) |
| |Operating System = Windows 10 | | |Operating System = [[Windows 10/11]] |
| |Chipset = | | |Chipset = N/A (tethered PCVR) |
| |CPU = | | |CPU = N/A (PC-powered) |
| |GPU = | | |GPU = N/A (PC-powered) |
| |HPU = | | |HPU = |
| |Storage = | | |Storage = N/A |
| |Memory = | | |Memory = N/A |
| |SD Card Slot = | | |SD Card Slot = No |
| |Display = Fast-switch LCD | | |Display = Single fast-switch LCD |
| |Subpixel Layout = | | |Subpixel Layout = RGB stripe |
| |Peak Brightness = | | |Peak Brightness = ~100 nits |
| |Resolution = 2560×1440 (1280×1440 per eye) | | |Resolution = 1280 × 1440 per eye (2560 × 1440 combined) |
| | |Pixel Density = ~14 PPD |
| |Refresh Rate = 80Hz | | |Refresh Rate = 80Hz |
| |Pixel Density =
| | |Persistence = Low persistence |
| |Persistence = | | |Field of View = 88° |
| |Precision =
| | |Horizontal FoV = ~88° |
| |Field of View = 115° | | |Vertical FoV = ~88° |
| |Horizontal FoV = | | |Average Pixel Density = ~14 PPD |
| |Vertical FoV = | | |Peak Pixel Density = ~14 PPD |
| |Visible FoV =
| |
| |Rendered FoV =
| |
| |Binocular Overlap =
| |
| |Average Pixel Density = | |
| |Peak Pixel Density = | |
| |Foveated Rendering = No | | |Foveated Rendering = No |
| |Optics = Next generation lenses (from Oculus Go) | | |Optics = Next-generation Fresnel lenses |
| |Ocularity = | | |Ocularity = Binocular |
| |IPD Range = Fixed at 63.5mm (software adjustment only) | | |IPD Range = 63.5mm (fixed, software adjustment 58-72mm) |
| |Adjustable Diopter = No | | |Adjustable Diopter = No (glasses compatible) |
| |Passthrough = Passthrough+ | | |Passthrough = Yes (grayscale, via cameras) |
| |Tracking = [[Inside-out tracking]], (6DOF) | | |Tracking = 6DoF inside-out (Oculus Insight) |
| |Tracking Frequency = | | |Tracking Frequency = 60Hz (cameras) |
| |Base Stations = None (Inside-out tracking) | | |Base Stations = None required |
| |Eye Tracking = | | |Eye Tracking = No |
| |Face Tracking = | | |Face Tracking = No |
| |Hand Tracking = | | |Hand Tracking = No |
| |Body Tracking = | | |Body Tracking = No |
| |Rotational Tracking = Yes | | |Rotational Tracking = Yes |
| |Positional Tracking = [[Oculus Insight]] | | |Positional Tracking = Yes |
| |Update Rate = | | |Update Rate = 80Hz |
| |Tracking Volume = | | |Tracking Volume = Room-scale |
| |Play Space = [[Room‑scale]], 9ft x 9ft | | |Play Space = Roomscale |
| |Latency = | | |Latency = <20ms motion-to-photon |
| |Audio = Integrated in strap | | |Audio = Integrated speakers (in headband) |
| |Microphone = Yes | | |Microphone = Yes (integrated) |
| |3.5mm Audio Jack = Yes | | |3.5mm Audio Jack = Yes |
| |Camera = 5 tracking cameras (2 front, 1 on each side, 1 on top) | | |Camera = 5× inside-out tracking cameras |
| |Connectivity = DisplayPort 1.2, USB 3.0 | | |Connectivity = DisplayPort, USB 3.0 |
| |Ports = DisplayPort 1.2, USB 3.0, 3.5mm audio jack | | |Ports = DisplayPort 1.2, USB 3.0 |
| |Wired Video = DisplayPort 1.2 | | |Wired Video = Yes (DisplayPort) |
| |Wireless Video = | | |Wireless Video = No |
| |WiFi = | | |WiFi = No |
| |Bluetooth = | | |Bluetooth = No |
| |Power = USB powered | | |Power = USB-powered |
| |Battery Capacity = | | |Battery Capacity = N/A |
| |Battery Life = | | |Battery Life = N/A (tethered) |
| |Charge Time = | | |Charge Time = N/A |
| |Dimensions = 10.94 x 6.3 x 8.27 inches | | |Dimensions = ~220mm × 180mm × 130mm |
| |Weight = 500g | | |Weight = 500g (without cable) |
| |Material = | | |Material = Plastic |
| |Headstrap = Halo design with integrated audio | | |Headstrap = Halo-style strap with dial adjustment |
| |Haptics = | | |Haptics = Controller haptics |
| |Color = Black | | |Color = Black |
| |Sensors = 5 | | |Sensors = 5× inside-out cameras, IMU, proximity sensor |
| |Input = [[Oculus Touch]] | | |Input = Oculus Touch controllers |
| |Compliance = | | |Compliance = FCC, CE |
| |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>
| |
|
| |
|
| == Design and Hardware ==
| | 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. |
| === 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" />
| |
|
| |
|
| 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" />
| | == History and Development == |
|
| |
|
| 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>
| | === Oculus Rift CV1 Limitations === |
| | 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 |
|
| |
|
| === Headstrap and Comfort === | | === Lenovo Partnership === |
| 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" />
| | Oculus partnered with Lenovo to develop Rift S: |
| | * Lenovo's manufacturing expertise |
| | * Halo headstrap design from Lenovo Explorer |
| | * Inside-out tracking development |
| | * Cost-effective production |
|
| |
|
| === Audio === | | === Inside-Out Tracking Transition === |
| 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>
| | Rift S pioneered Oculus's move to inside-out: |
| | * Five cameras for comprehensive coverage |
| | * "Oculus Insight" tracking system |
| | * Same approach as Quest (announced simultaneously) |
| | * Foundation for future Oculus products |
|
| |
|
| === Tracking System === | | === GDC 2019 Announcement === |
| 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>
| | Announced alongside Oculus Quest at GDC 2019: |
| | * Positioned as PC VR evolution |
| | * Same price as original Rift ($399) |
| | * Simplified setup emphasized |
| | * Available May 2019 |
|
| |
|
| 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" />
| | === Discontinuation === |
| | 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 |
|
| |
|
| === Controllers === | | == Design and Form Factor == |
| 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" />
| |
|
| |
|
| == Passthrough+ == | | === Halo Headstrap === |
| 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>
| | Borrowed from Lenovo Explorer WMR headset: |
| | * Halo ring supports back of head |
| | * Weight distributed across forehead |
| | * Dial adjustment at rear |
| | * Quick donning and doffing |
|
| |
|
| 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" />
| | === Build Quality === |
| | Consumer-grade construction: |
| | * Plastic housing |
| | * Fabric touches on headband |
| | * Functional durability |
| | * Lightweight at 500g |
|
| |
|
| == Software == | | === Glasses Compatibility === |
| 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>
| | Improved accommodation: |
| | * More space for eyeglasses |
| | * Adjustable depth (eye relief) |
| | * Better than CV1 for glasses wearers |
|
| |
|
| === Oculus Home and Dash === | | == Display Technology == |
| 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>
| |
|
| |
|
| === Cross-Buy Support === | | === Single LCD Panel === |
| 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" />
| | Different approach from CV1's dual OLEDs: |
| | * '''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) |
|
| |
|
| == PC Requirements == | | === Visual Quality === |
| | Improvements and trade-offs: |
| | * Sharper image due to RGB subpixels |
| | * Reduced screen door effect |
| | * Worse black levels than OLED |
| | * Better fill factor |
|
| |
|
| === Recommended Specifications === | | === Refresh Rate === |
| {| class="wikitable"
| | * 80Hz (down from CV1's 90Hz) |
| |+ Recommended PC Specifications<ref name="specs_pc">https://www.oculus.com/rift-s/</ref>
| | * Controversial reduction |
| ! Component !! Specification
| | * Adequate for most users |
| |-
| | * Some motion sensitivity |
| | Graphics Card || NVIDIA GTX 1060 / AMD Radeon RX 480 or greater
| | |
| |-
| | === Lenses === |
| | Alternative Graphics Card || NVIDIA GTX 970 / AMD Radeon R9 290 or greater
| | "Next-generation" Fresnel design: |
| |-
| | * Reduced god rays vs. CV1 |
| | CPU || Intel i5-4590 / AMD Ryzen 5 1500X or greater
| | * Better sweet spot |
| |-
| | * Improved edge clarity |
| | Memory || 8GB+ RAM
| | * Still some visible artifacts |
| |-
| | |
| | Video Output || DisplayPort 1.2 / Mini DisplayPort (with adapter included in box)
| | === IPD === |
| |-
| | Fixed physical IPD with software adjustment: |
| | USB Ports || 1x USB 3.0 port
| | * '''Physical''': Fixed at 63.5mm |
| |-
| | * '''Software''': 58-72mm range |
| | Operating System || Windows 10
| | * Many users outside optimal range |
| |}
| | * Significant criticism point |
| | |
| | == Tracking System == |
| | |
| | === Oculus Insight === |
| | Five-camera inside-out tracking: |
| | * '''Front''': Two cameras |
| | * '''Sides''': Two cameras |
| | * '''Top''': One camera (unique to Rift S) |
| | |
| | === Camera Placement === |
| | Fifth camera addressed Quest limitations: |
| | * Better overhead tracking |
| | * Improved compatibility with Rift titles |
| | * Reduced dead zones |
| | * More reliable than 4-camera Quest |
|
| |
|
| 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>
| | === Tracking Quality === |
| | Generally positive reception: |
| | * Reliable room-scale tracking |
| | * Good controller tracking volume |
| | * Some limitations at extremes |
| | * Adequate for most games |
|
| |
|
| == Setup Process == | | === Guardian System === |
| Setting up the Rift S was simplified compared to the original Rift due to the inside-out tracking system:
| | Safety boundaries: |
| | * Draw play space |
| | * Visual warnings |
| | * Passthrough mode available |
| | * Room-scale support |
|
| |
|
| # Download the Oculus software from the official website
| | == Controllers == |
| # 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>
| |
|
| |
|
| == Input Devices == | | === Oculus Touch Controllers === |
| 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>
| | Updated Touch design: |
| | * Similar to Quest controllers |
| | * Ring moved above hand |
| | * Same button layout as CV1 Touch |
| | * Haptic feedback |
| | * AA battery power |
|
| |
|
| Each Touch controller required one AA battery and featured:
| | === Controller Improvements === |
| * An analog thumbstick | | Over CV1 Touch: |
| * Two face buttons
| | * Better grip ergonomics |
| * A trigger button
| | * Improved tracking ring |
| * A grip button
| | * Inside-out compatible design |
| * A system button | |
| * Capacitive sensors for finger presence detection<ref name="touch" /> | |
|
| |
|
| == Accessories == | | == Audio System == |
|
| |
|
| === Prescription Lenses === | | === Integrated Audio === |
| 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>
| | Speakers built into headstrap: |
| | * Open-back design |
| | * Positioned above ears |
| | * Convenient but criticized |
| | * Inferior to CV1's detachable headphones |
|
| |
|
| === Third-Party Accessories === | | === Audio Quality Complaints === |
| Various third-party accessories were available for the Rift S, including:
| | Common criticism: |
| * Replacement face covers and padding | | * Less immersive than CV1 |
| * Cable management solutions | | * Less bass response |
| * Display port extension cables | | * Sound leakage |
| * Protective covers and travel cases | | * Not removable |
| * Alternative audio solutions
| |
|
| |
|
| == Development == | | === 3.5mm Jack === |
| 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" />
| | Alternative audio: |
| | * Use preferred headphones |
| | * Improved audio possible |
| | * Many users preferred this option |
|
| |
|
| 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>
| | == Connectivity == |
|
| |
|
| == History == | | === Simplified Cable === |
| * '''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" />
| | Single cable design: |
| * '''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> | | * DisplayPort 1.2 + USB 3.0 |
| * '''March 20, 2019:''' The Oculus Rift S was officially announced at GDC 2019.<ref name="announce" /> | | * 5-meter length |
| * '''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> | | * Improved over CV1's HDMI + USB |
| * '''April 2021:''' Production of the Rift S was discontinued.<ref name="discontinuation" /> | | * No additional sensor cables |
| * '''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" />
| |
|
| |
|
| == Reception == | | === PC Requirements === |
| 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.
| | * DisplayPort 1.2 (required) |
| | * USB 3.0 |
| | * GPU: GTX 1050 Ti minimum, GTX 1060 recommended |
| | * Windows 10 |
|
| |
|
| === Positive Reception === | | == Reception and 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>
| |
| * 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>
| |
| * 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>
| |
| * Passthrough+ was praised as a useful safety feature and convenience for briefly interacting with the real world.<ref name="passthrough" />
| |
|
| |
|
| === Criticisms === | | === Positive Points === |
| * The lack of hardware IPD adjustment was a significant issue for users with IPD measurements outside the average range.<ref name="ipd_palmer" /> | | * Simplified setup (no external sensors) |
| * The switch from OLED to LCD displays resulted in less vibrant colors and weaker black levels.<ref name="reception2" /> | | * Improved resolution and clarity |
| * 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" /> | | * Better comfort for many users |
| * The built-in audio solution was considered inferior to the integrated headphones of the original Rift.<ref name="reception1" /> | | * Reduced god rays |
| | * Same price as CV1 |
|
| |
|
| Overall, the Rift S was viewed as an incremental upgrade rather than a revolutionary advancement in PC VR technology.<ref name="wiki_rift_s" />
| | === 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 |
|
| |
|
| == Legacy == | | === Market Position === |
| 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" />
| | Caught between: |
| | * CV1 users preferring OLED and 90Hz |
| | * Quest users wanting standalone freedom |
| | * Valve Index launching at higher end |
| | * Short product lifecycle |
|
| |
|
| 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.
| | == Comparison with CV1 == |
|
| |
|
| == Technical Specifications ==
| |
| {| class="wikitable" | | {| class="wikitable" |
| |+ Oculus Rift S Technical Specifications
| |
| ! Feature !! Specification
| |
| |- | | |- |
| | Display || Single fast-switch LCD
| | ! Feature !! Rift S !! Rift CV1 |
| |- | | |- |
| | Resolution || 2560×1440 (1280×1440 per eye) | | | Resolution || 2560×1440 || 2160×1200 |
| |- | | |- |
| | Refresh Rate || 80Hz | | | Display Type || LCD || OLED |
| |- | | |- |
| | Field of View || Approximately 115° | | | Refresh Rate || 80Hz || 90Hz |
| |- | | |- |
| | Tracking || 6 degrees of freedom (6DOF) | | | Tracking || Inside-out (5 cameras) || External sensors |
| |- | | |- |
| | Tracking System || Oculus Insight (inside-out) | | | IPD || Fixed 63.5mm || 58-71mm adjustable |
| |- | | |- |
| | Cameras || 5 (2 front, 1 on each side, 1 on top) | | | Audio || Integrated speakers || Detachable headphones |
| |- | | |- |
| | Controllers || Oculus Touch (second generation) | | | Setup || Simple (no sensors) || Complex (USB sensors) |
| |- | | |- |
| | Audio || Integrated spatial audio in headband, 3.5mm audio jack | | | Price || $399 || $399 (at discontinuation) |
| | |} |
| | |
| | == 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 |
| |- | | |- |
| | Microphone || Integrated | | | Per Eye || 1280 × 1440 |
| |- | | |- |
| | Connectivity || DisplayPort 1.2, USB 3.0 | | | Refresh Rate || 80Hz |
| |- | | |- |
| | Cable Length || 5 meters | | | FOV || 88° |
| |- | | |- |
| | Weight || Approximately 500g | | | Tracking || Oculus Insight (5 cameras) |
| |- | | |- |
| | Dimensions || 10.94 x 6.3 x 8.27 inches | | | IPD || 63.5mm fixed |
| |- | | |- |
| | IPD Adjustment || Software only (fixed physical IPD of 63.5mm) | | | Audio || Integrated speakers |
| |- | | |- |
| | Recommended Play Space || Up to 9ft x 9ft | | | Weight || 500g |
| | |- |
| | | Connection || DisplayPort + USB 3.0 |
| | |- |
| | | Price || $399 |
| |} | | |} |
|
| |
|
| == Images == | | == See Also == |
| <gallery mode="packed">
| | * [[Oculus VR]] |
| File:oculus rift s111.png
| | * [[Oculus Rift CV1]] |
| File:oculus rift s118.jpg
| | * [[Oculus Quest]] |
| File:oculus rift s117.jpg
| | * [[PC VR]] |
| File:oculus rift s116.jpg
| | * [[Inside-Out Tracking]] |
| 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 == |
| <references>
| | {{Reflist}} |
| <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:Virtual Reality Devices]] | | [[Category:VR Headsets]] |
| | [[Category:Head-mounted displays]] |
| | [[Category:PC VR]] |
| | [[Category:Oculus]] |
| | [[Category:2010s VR]] |