Oculus Go
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| Oculus Go | |
|---|---|
| Basic Info | |
| VR/AR | Virtual Reality |
| Type | Head-mounted display |
| Subtype | Standalone VR |
| Platform | Oculus Platform |
| Creator | Oculus VR |
| Developer | Oculus VR |
| Manufacturer | Xiaomi (manufactured for Oculus) |
| Announcement Date | October 11, 2017 (Oculus Connect 4) |
| Release Date | May 1, 2018 |
| Price | $199 (32GB), $249 (64GB) |
| Website | https://www.meta.com/ (discontinued) |
| Versions | 32GB, 64GB |
| Requires | Oculus account, smartphone for setup |
| Predecessor | Samsung Gear VR |
| Successor | Oculus Quest |
| System | |
| Operating System | Oculus OS (Android-based) |
| Chipset | Qualcomm Snapdragon 821 |
| CPU | Quad-core Kryo (2× 2.34 GHz + 2× 1.6 GHz) |
| GPU | Adreno 530 (500 GFLOPS) |
| Storage | |
| Storage | 32GB or 64GB |
| Memory | 3GB LPDDR4 |
| SD Card Slot | No |
| Display | |
| Display | Single 5.5" LCD |
| Subpixel Layout | RGB stripe |
| Peak Brightness | Not specified |
| Resolution | 1280 × 1440 per eye (2560 × 1440 combined) |
| Pixel Density | ~12 PPD |
| Refresh Rate | 60Hz, 72Hz |
| Persistence | Low persistence |
| Image | |
| Field of View | 101° |
| Horizontal FoV | ~101° |
| Vertical FoV | ~101° |
| Average Pixel Density | ~12 PPD |
| Peak Pixel Density | ~12 PPD |
| Foveated Rendering | Fixed foveated rendering |
| Optics | |
| Optics | Fresnel lenses |
| Ocularity | Binocular |
| IPD Range | Fixed (~64mm) |
| Adjustable Diopter | No (glasses compatible) |
| Passthrough | No |
| Tracking | |
| Tracking | 3DoF (rotational only) |
| Tracking Frequency | 1000Hz (IMU) |
| Base Stations | None required |
| Eye Tracking | No |
| Face Tracking | No |
| Hand Tracking | No |
| Body Tracking | No |
| Rotational Tracking | Yes |
| Positional Tracking | No |
| Update Rate | 60/72Hz |
| Tracking Volume | Stationary |
| Play Space | Stationary/seated |
| Latency | <20ms motion-to-photon |
| Audio | |
| Audio | Integrated spatial speakers |
| Microphone | Yes (integrated) |
| 3.5mm Audio Jack | Yes |
| Camera | No |
| Connectivity | |
| Connectivity | Wi-Fi 802.11 b/g/n/ac, Bluetooth 4.2 |
| Ports | Micro-USB, 3.5mm audio |
| Wired Video | No |
| Wireless Video | No |
| WiFi | Wi-Fi 5 (802.11ac) |
| Bluetooth | Bluetooth 4.2 |
| Power | Internal battery |
| Battery Capacity | 2600mAh |
| Battery Life | 2-2.5 hours |
| Charge Time | ~3 hours |
| Device | |
| Dimensions | ~190mm × 105mm × 115mm |
| Weight | 468g |
| Material | Plastic, fabric |
| Headstrap | Elastic fabric straps |
| Haptics | Controller haptics |
| Color | Gray |
| Sensors | Accelerometer, gyroscope, proximity sensor |
| Input | Oculus Go Controller (3DoF) |
| Compliance | FCC, CE |
The Oculus Go is a discontinued standalone virtual reality head-mounted display developed by Oculus VR and manufactured by Xiaomi, announced at Oculus Connect 4 on October 11, 2017, and released on May 1, 2018 at a price of $199 for the 32GB model. The Go was Oculus's first standalone VR headset—requiring no PC, phone, or external sensors—designed to provide an accessible entry point to virtual reality for mainstream consumers. Featuring a 5.5-inch LCD display at 2560 × 1440 resolution, the Qualcomm Snapdragon 821 processor, integrated spatial audio speakers, and a 3DoF wireless controller, the Go offered a "sweet spot" between mobile VR (Gear VR) and high-end PC VR (Rift). While limited to 3DoF (rotational) tracking that restricted users to seated and standing experiences, the Go proved that standalone VR was viable, paving the way for the 6DoF Oculus Quest that succeeded it.
History and Development
Standalone VR Vision
Oculus's accessibility goals:
- Mobile VR (Gear VR) required specific phones
- PC VR required expensive computers
- Standalone headset could reach everyone
- $199 target price point
Oculus Connect 4 Announcement
October 11, 2017 reveal:
- Mark Zuckerberg presentation
- "$199 for the future of VR"
- Early 2018 ship date
- Xiaomi manufacturing partnership
Xiaomi Partnership
Chinese manufacturing:
- Xiaomi manufactured hardware
- "Mi VR Standalone" in China
- Quality manufacturing
- Cost efficiency
May 2018 Launch
Global availability:
- $199 (32GB), $249 (64GB)
- Immediate shipping
- Strong initial reception
- Media consumption focus
Discontinuation
June 2020:
- Sales ended
- Support continued limited time
- Quest 2 as successor focus
- End of 3DoF era
Design Philosophy
Accessible Standalone
Mass market approach:
- No phone required
- No PC required
- All-in-one device
- Sub-$200 price target
Media Focus
Primary use case:
- Video consumption
- Social VR
- Casual experiences
- Less gaming focus
Quality Over Features
Prioritized experience quality:
- Better display than Gear VR
- Integrated audio
- Comfortable design
- Trade-off: 3DoF only
Display Technology
LCD Display
Custom panel:
- Size: 5.5 inches
- Resolution: 2560 × 1440 total (1280 × 1440 per eye)
- Type: Fast-switching LCD
- Subpixels: RGB stripe
LCD vs OLED
Design choice:
- Better fill factor than OLED
- Reduced screen door effect
- Lower cost
- Good black levels (not true black)
Refresh Rate
Application-dependent:
- 60Hz: Some apps
- 72Hz: Maximum
- Developer choice
- Adequate for media
Field of View
Wide viewing area:
- ~101°
- Competitive for price
- Good immersion
- Fresnel lens optics
Optical System
Fresnel Lenses
Standard VR optics:
- Wide field of view
- Lightweight
- Some god rays
- Good clarity
Fixed IPD
No adjustment:
- ~64mm fixed
- Works for most users
- Limitation for extremes
- Cost reduction
Processing Power
Snapdragon 821
Previous-generation flagship:
- CPU: Quad-core Kryo
- GPU: Adreno 530 (500 GFLOPS)
- Process: 14nm
- 2016 flagship chip
Performance
Capable for content:
- Good for video playback
- Adequate for casual games
- Fixed foveated rendering used
- Thermal management considered
Memory
- RAM: 3GB LPDDR4
- Storage: 32GB or 64GB
- No expandable storage
Tracking System
3DoF Limitation
Rotational only:
- Pitch, yaw, roll tracked
- No positional tracking
- Seated/standing experiences
- Not room-scale capable
IMU Sensors
Internal tracking:
- Accelerometer
- Gyroscope
- 1000Hz polling rate
- Smooth rotation tracking
Use Case Implications
Experience design:
- Cockpit games
- 360° video viewing
- Social environments
- No walking around
Oculus Go Controller
3DoF Controller
Wireless handheld:
- Orientation tracking
- Laser pointer interface
- 3DoF (no position)
- Arm model estimation
Controller Design
Ergonomic input:
- Trackpad (clickable)
- Trigger
- Back button
- Home button
Battery
AA battery powered:
- Single AA battery
- Long battery life
- Easy replacement
- No charging needed
Audio System
Integrated Speakers
Built-in spatial audio:
- Open-ear speakers
- Spatial positioning
- No headphones needed
- Convenient
Audio Quality
Good for price:
- Clear sound
- Directional audio
- Others can hear (not private)
- 3.5mm jack for headphones
3.5mm Jack
Private listening option:
- Use own headphones
- Better audio quality
- Privacy when needed
Physical Design
All-in-One
Self-contained:
- All hardware integrated
- No cables to PC/phone
- Portable
- Simple setup
Comfort
Lightweight design:
- 468g total
- Elastic head straps
- Foam face interface
- Extended comfort
Fabric Exterior
Premium feel:
- Mesh fabric top
- Soft touch materials
- Quality appearance
- Good build quality
Battery
Internal Battery
Mobile power:
- Capacity: 2600mAh
- Gaming: ~2 hours
- Video: ~2.5 hours
- Charging: ~3 hours (Micro-USB)
Software Platform
Oculus Store
Content ecosystem:
- Shared with Gear VR
- 1000+ apps at launch
- Games and experiences
- Media applications
Notable Content
Popular applications:
- Netflix VR
- Hulu VR
- YouTube VR
- Oculus Rooms (social)
- Oculus Venues (events)
Media Focus
Primary use:
- 360° video
- Virtual cinema
- Social experiences
- Casual games
Xiaomi Mi VR Standalone
Chinese Variant
Regional version:
- Same hardware
- Mi VR branding
- Chinese content store
- May 31, 2018 release
Partnership Model
Shared manufacturing:
- Xiaomi production
- Oculus design
- Regional variants
- Cost efficiency
Commercial Reception
Initial Success
Positive launch:
- Strong sales
- Media praise
- Accessibility lauded
- Value recognized
Market Position
Sweet spot identified:
- Between Gear VR and Rift
- Mainstream price
- Quality experience
- Easy setup
Limitations Noted
Reviewer critiques:
- 3DoF restrictive
- No positional tracking
- Gaming limited
- Quest anticipated
Legacy
Standalone Proof
Validated concept:
- Standalone VR viable
- $199 price achievable
- No-PC VR desirable
- Market existed
Quest Foundation
Direct successor learning:
- Go proved standalone demand
- Quest added 6DoF
- Same platform evolution
- Content ecosystem continued
3DoF Obsolescence
End of an era:
- 6DoF became standard
- 3DoF insufficient for VR
- Media consumption niche
- Gaming required 6DoF
Comparison with Gear VR
| Feature | Oculus Go | Samsung Gear VR |
|---|---|---|
| Requires | Nothing | Samsung Galaxy phone |
| Price | $199-$249 | $99 + phone |
| Display | Built-in LCD | Phone display |
| Tracking | 3DoF (custom IMU) | 3DoF (custom IMU) |
| Audio | Integrated speakers | Phone audio |
| Controller | Included | Included (2017+) |
Technical Specifications Summary
| Specification | Details |
|---|---|
| Display | 5.5" LCD, 1280 × 1440 per eye |
| Total Resolution | 2560 × 1440 |
| Refresh Rate | 60/72Hz |
| FOV | ~101° |
| Processor | Snapdragon 821 |
| Memory | 3GB RAM |
| Storage | 32GB / 64GB |
| Tracking | 3DoF (rotational only) |
| Controller | 3DoF wireless |
| Battery Life | 2-2.5 hours |
| Audio | Integrated spatial speakers |
| Weight | 468g |
| Price | $199 / $249 |
| Status | Discontinued (June 2020) |