Oculus Rift
| 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]