Oculus Rift S
| Oculus Rift S | |
|---|---|
| Basic Info | |
| VR/AR | Virtual Reality |
| Type | Head-mounted display |
| Subtype | PC VR |
| Platform | Oculus Platform |
| Creator | Oculus VR |
| Developer | Oculus VR, Lenovo |
| Manufacturer | Lenovo |
| Announcement Date | March 20, 2019 (GDC 2019) |
| Release Date | May 21, 2019 |
| Price | $399 |
| Website | https://www.meta.com/quest/rift-s/ (archived) |
| Versions | Oculus Rift S |
| Requires | Gaming PC with DisplayPort |
| Predecessor | Oculus Rift CV1 |
| Successor | Meta Quest 2 (different category) |
| System | |
| Operating System | Windows 10/11 |
| Chipset | N/A (tethered PCVR) |
| CPU | N/A (PC-powered) |
| GPU | N/A (PC-powered) |
| Storage | |
| Storage | N/A |
| Memory | N/A |
| SD Card Slot | No |
| Display | |
| Display | Single fast-switch LCD |
| Subpixel Layout | RGB stripe |
| Peak Brightness | ~100 nits |
| Resolution | 1280 × 1440 per eye (2560 × 1440 combined) |
| Pixel Density | ~14 PPD |
| Refresh Rate | 80Hz |
| Persistence | Low persistence |
| Image | |
| Field of View | 88° |
| Horizontal FoV | ~88° |
| Vertical FoV | ~88° |
| Average Pixel Density | ~14 PPD |
| Peak Pixel Density | ~14 PPD |
| Foveated Rendering | No |
| Optics | |
| Optics | Next-generation Fresnel lenses |
| Ocularity | Binocular |
| IPD Range | 63.5mm (fixed, software adjustment 58-72mm) |
| Adjustable Diopter | No (glasses compatible) |
| Passthrough | Yes (grayscale, via cameras) |
| Tracking | |
| Tracking | 6DoF inside-out (Oculus Insight) |
| Tracking Frequency | 60Hz (cameras) |
| Base Stations | None required |
| Eye Tracking | No |
| Face Tracking | No |
| Hand Tracking | No |
| Body Tracking | No |
| Rotational Tracking | Yes |
| Positional Tracking | Yes |
| Update Rate | 80Hz |
| Tracking Volume | Room-scale |
| Play Space | Roomscale |
| Latency | <20ms motion-to-photon |
| Audio | |
| Audio | Integrated speakers (in headband) |
| Microphone | Yes (integrated) |
| 3.5mm Audio Jack | Yes |
| Camera | 5× inside-out tracking cameras |
| Connectivity | |
| Connectivity | DisplayPort, USB 3.0 |
| Ports | DisplayPort 1.2, USB 3.0 |
| Wired Video | Yes (DisplayPort) |
| Wireless Video | No |
| WiFi | No |
| Bluetooth | No |
| Power | USB-powered |
| Battery Capacity | N/A |
| Battery Life | N/A (tethered) |
| Charge Time | N/A |
| Device | |
| Dimensions | ~220mm × 180mm × 130mm |
| Weight | 500g (without cable) |
| Material | Plastic |
| Headstrap | Halo-style strap with dial adjustment |
| Haptics | Controller haptics |
| Color | Black |
| Sensors | 5× inside-out cameras, IMU, proximity sensor |
| Input | Oculus Touch controllers |
| Compliance | FCC, CE |
| Cable Length | 5 meters |
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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.
History and Development
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
Lenovo Partnership
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
Inside-Out Tracking Transition
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
GDC 2019 Announcement
Announced alongside Oculus Quest at GDC 2019:
- Positioned as PC VR evolution
- Same price as original Rift ($399)
- Simplified setup emphasized
- Available May 2019
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
Design and Form Factor
Halo Headstrap
Borrowed from Lenovo Explorer WMR headset:
- Halo ring supports back of head
- Weight distributed across forehead
- Dial adjustment at rear
- Quick donning and doffing
Build Quality
Consumer-grade construction:
- Plastic housing
- Fabric touches on headband
- Functional durability
- Lightweight at 500g
Glasses Compatibility
Improved accommodation:
- More space for eyeglasses
- Adjustable depth (eye relief)
- Better than CV1 for glasses wearers
Display Technology
Single LCD Panel
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)
Visual Quality
Improvements and trade-offs:
- Sharper image due to RGB subpixels
- Reduced screen door effect
- Worse black levels than OLED
- Better fill factor
Refresh Rate
- 80Hz (down from CV1's 90Hz)
- Controversial reduction
- Adequate for most users
- Some motion sensitivity
Lenses
"Next-generation" Fresnel design:
- Reduced god rays vs. CV1
- Better sweet spot
- Improved edge clarity
- Still some visible artifacts
IPD
Fixed physical IPD with software adjustment:
- Physical: Fixed at 63.5mm
- Software: 58-72mm range
- 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
Tracking Quality
Generally positive reception:
- Reliable room-scale tracking
- Good controller tracking volume
- Some limitations at extremes
- Adequate for most games
Guardian System
Safety boundaries:
- Draw play space
- Visual warnings
- Passthrough mode available
- Room-scale support
Controllers
Oculus Touch Controllers
Updated Touch design:
- Similar to Quest controllers
- Ring moved above hand
- Same button layout as CV1 Touch
- Haptic feedback
- AA battery power
Controller Improvements
Over CV1 Touch:
- Better grip ergonomics
- Improved tracking ring
- Inside-out compatible design
Audio System
Integrated Audio
Speakers built into headstrap:
- Open-back design
- Positioned above ears
- Convenient but criticized
- Inferior to CV1's detachable headphones
Audio Quality Complaints
Common criticism:
- Less immersive than CV1
- Less bass response
- Sound leakage
- Not removable
3.5mm Jack
Alternative audio:
- Use preferred headphones
- Improved audio possible
- Many users preferred this option
Connectivity
Simplified Cable
Single cable design:
- DisplayPort 1.2 + USB 3.0
- 5-meter length
- Improved over CV1's HDMI + USB
- No additional sensor cables
PC Requirements
- DisplayPort 1.2 (required)
- USB 3.0
- GPU: GTX 1050 Ti minimum, GTX 1060 recommended
- Windows 10
Reception and Criticism
Positive Points
- Simplified setup (no external sensors)
- Improved resolution and clarity
- Better comfort for many users
- Reduced god rays
- Same price as CV1
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
Market Position
Caught between:
- CV1 users preferring OLED and 90Hz
- Quest users wanting standalone freedom
- Valve Index launching at higher end
- Short product lifecycle
Comparison with CV1
| Feature | Rift S | Rift CV1 |
|---|---|---|
| Resolution | 2560×1440 | 2160×1200 |
| Display Type | LCD | OLED |
| Refresh Rate | 80Hz | 90Hz |
| Tracking | Inside-out (5 cameras) | External sensors |
| IPD | Fixed 63.5mm | 58-71mm adjustable |
| Audio | Integrated speakers | Detachable headphones |
| Setup | Simple (no sensors) | Complex (USB sensors) |
| 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
| Specification | Details |
|---|---|
| Display | Single LCD, 2560 × 1440 combined |
| Per Eye | 1280 × 1440 |
| Refresh Rate | 80Hz |
| FOV | 88° |
| Tracking | Oculus Insight (5 cameras) |
| IPD | 63.5mm fixed |
| Audio | Integrated speakers |
| Weight | 500g |
| Connection | DisplayPort + USB 3.0 |
| Price | $399 |