Oculus Rift S
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| Oculus Rift S | |
|---|---|
| Basic Info | |
| VR/AR | Virtual Reality |
| Type | Head-mounted display |
| Subtype | PC-Powered VR |
| Platform | Oculus Rift (Platform) |
| Developer | Oculus VR, Lenovo[1] |
| Manufacturer | Lenovo[2] |
| Announcement Date | March 20, 2019[1] |
| Release Date | May 21, 2019[3] |
| Price | US$399 (launch)[1] |
| Website | https://www.oculus.com/rift-s/ |
| Requires | VR-Ready PC |
| Predecessor | Oculus Rift |
| Successor | Rift hardware line ended; Quest 2 supported PC VR via Oculus Link[4] |
| System | |
| Operating System | Windows 10 (original specification)[2] |
| Display | |
| Display | Fast-switch LCD[5] |
| Resolution | 2560×1440 (1280×1440 per eye)[3] |
| Refresh Rate | 80Hz[5] |
| Image | |
| Field of View | Not numerically specified by Oculus[6] |
| Optics | |
| Optics | Next generation lenses (from Oculus Go)[7] |
| IPD Range | Fixed at 63.5mm (software adjustment only)[6] |
| Passthrough | Passthrough+ |
| Tracking | |
| Tracking | Inside-out tracking, (6DOF)[5] |
| Base Stations | None (Inside-out tracking) |
| Rotational Tracking | Yes |
| Positional Tracking | Oculus Insight[8] |
| Play Space | Room-scale VR; see room-scale guidance below[5] |
| Audio | |
| Audio | Integrated in strap[1] |
| Microphone | Yes[5] |
| 3.5mm Audio Jack | Yes[1] |
| Camera | 5 tracking cameras (2 front, 1 on each side, 1 on top)[7] |
| Connectivity | |
| Connectivity | DisplayPort 1.2, USB 3.0[5] |
| Ports | DisplayPort 1.2, USB 3.0, 3.5mm audio jack[5] |
| Wired Video | DisplayPort 1.2[5] |
| Power | USB powered[9] |
| Device | |
| Headstrap | Halo design with integrated audio[1] |
| Color | Black |
| Sensors | Cameras and inertial measurement units[8] |
| Input | Oculus Touch[7] |
| Cable Length | 5 meters[2] |
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.[1][3] 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.[1] In September 2020, Facebook announced that Rift S sales would end in 2021 as it focused on standalone headsets such as the Meta Quest 2.[4]
Design and Hardware
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.[5] While the resolution was improved, the refresh rate was reduced from 90Hz on the original Rift to 80Hz on the Rift S. Oculus did not provide a numerical field of view in its response to Road to VR; it described the view as slightly larger than the original Rift. Its lens-to-eye distance adjustment can also affect the visible field of view.[6]
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.[10]
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.[6] This meant that users with IPD measurements significantly different from the average might experience some visual discomfort or reduced clarity.[6]
Headstrap and Comfort
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.[1] 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.[11]
Audio
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.[1]
Tracking System
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.[7]
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.[1]
Facebook's engineering account describes headset tracking through visual-inertial SLAM, combining camera landmarks with inertial measurements. The controllers add infrared LEDs observed by the headset cameras. These are different sensor inputs: the five tracking cameras do not represent the complete number of sensors in the system.[8]
Controllers
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.[7] Each controller included an analog stick, buttons, and triggers for intuitive interaction in VR environments.[12]
Passthrough+
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.[7]
Oculus said Passthrough+ utilized Asynchronous SpaceWarp (ASW) technology to create a stereo-correct view with minimal depth disparity and performance impact.[1] It was automatically activated when users stepped outside their designated Guardian boundaries or could be manually enabled through the Oculus interface.[7]
Software
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.[2]
Oculus Home and Dash
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.[13]
Cross-Buy Support
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. Eligibility depends on the title; Beat Games explicitly lists Rift S in its cross-buy policy for Beat Saber.[14]
PC Requirements
Recommended Specifications
| Component | Specification |
|---|---|
| Graphics Card | NVIDIA GTX 1060 / AMD Radeon RX 480 or greater |
| Alternative Graphics Card | NVIDIA GTX 970 / AMD Radeon R9 290 or greater |
| CPU | Intel i5-4590 / AMD Ryzen 5 1500X or greater |
| Memory | 8GB+ RAM |
| Video Output | DisplayPort 1.2 / Mini DisplayPort (with adapter included in box) |
| USB Ports | 1x USB 3.0 port |
| Operating System | Windows 10 |
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).[7]
Meta's support page, checked on 16 October 2026, retains a separate Oculus Rift S requirements panel. Its minimums are Intel i3-6100 / AMD Ryzen 3 1200 or FX4350, NVIDIA GTX 1050 Ti / AMD Radeon RX 470, or alternatively GTX 960 4 GB / Radeon R9 290; 8 GB RAM; Windows 10 or later; one USB 3.0 port; and compatible DisplayPort or Mini DisplayPort output. These are model-specific requirements, separate from the page's Quest Link GPU list.[15]
Setup Process
Historical setup instructions for the Rift S described these steps:
- Download the Oculus software from the official website
- 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[9]
Input Devices
The primary input devices for the Rift S were the second-generation Oculus Touch controllers. These tracked the controllers' position and orientation and provided vibration feedback; button-touch states supported limited finger poses rather than unrestricted finger tracking.[12]
Each Touch controller required one AA battery[16] and featured:
- An analog thumbstick
- Two face buttons
- A trigger button
- A grip button
- A system button
- Finger-touch detection on some controls[12]
Accessories
Prescription Lenses
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.[17]
Third-Party Accessories
Various third-party accessories were available for the Rift S, including:
- Replacement face covers and padding
- Cable management solutions
- Protective covers and travel cases
- Alternative audio solutions[18]
Development
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.[1]
Developers could create content for the Rift S using the Oculus SDK, which provided tools and resources for VR development. Meta's Rift developer overview links Unity, Unreal Engine and native PC SDK documentation.[5]
History
- July 2015: UploadVR published a firsthand interview in which Palmer Luckey confirmed work on a second consumer Rift. This was early Rift-line planning, before the Rift S announcement.[19]
- October 2018: Brendan Iribe, co-founder and former CEO of Oculus VR, announced his departure from Facebook. His public departure statement did not specify a reason.[20]
- March 20, 2019: The Oculus Rift S was officially announced at GDC 2019.[1]
- May 21, 2019: The Rift S was released to the public at a price of $399.[3]
- September 16, 2020: Facebook announced plans to end Rift S sales in 2021 and stop developing PC-only hardware.[4]
- Current listing: Lenovo's product page identifies Rift S as no longer available (checked 16 October 2026).[2]
Reception
Contemporary hands-on accounts described trade-offs in setup, optics, audio and controller tracking.[10]
Positive Reception
- Ian Hamilton praised the easier setup without external tracking sensors.[10]
- The higher resolution display provided improved visual clarity and reduced the "screen door effect" compared to the original Rift.[7]
- Gabriel Moss described comfortable prolonged use with the halo strap and a cloth face cover; this was his individual experience.[21]
- The launch coverage described Passthrough+ as a way to inspect the surrounding room and draw Guardian boundaries.[7]
Criticisms
- The fixed lens spacing limited optical alignment for some users; Oculus's stated best-fit range was 61.5-65.5 mm, with individual variation.[6]
- The switch from OLED to LCD reduced black depth.[7]
- Hamilton did not find the change from 90Hz to 80Hz noticeable in his review.[10]
- Hamilton preferred his Valve Index demonstration's audio and encountered controller occlusion during behind-the-back interactions.[10]
Hamilton preferred Rift S overall to the original Rift, with caveats about IPD and controller occlusion.[10]
Legacy
The Rift S represented the final iteration in the PC-tethered Oculus Rift line. Facebook announced the shift toward standalone Meta Quest headsets and Oculus Link for PC VR in September 2020, alongside its plan to end Rift S sales in 2021.[4]
The shift in product strategy did not itself end the Rift software platform: Facebook's 2020 announcement distinguished ending PC-only hardware from continuing PC VR through Oculus Link.[4]
Technical Specifications
| Feature | Specification |
|---|---|
| Display | Single fast-switch LCD |
| Resolution | 2560×1440 (1280×1440 per eye) |
| Refresh Rate | 80Hz |
| Field of View | Oculus provided a relative comparison, without a numerical angle[6] |
| Tracking | 6 degrees of freedom (6DOF) |
| Tracking System | Oculus Insight (inside-out) |
| Cameras | 5 (2 front, 1 on each side, 1 on top)[7] |
| Controllers | Oculus Touch (second generation)[7] |
| Audio | Integrated spatial audio in headband, 3.5mm audio jack[1] |
| Microphone | Integrated |
| Connectivity | DisplayPort 1.2, USB 3.0 |
| Cable Length | 5 meters |
| Weight | Not established in the manufacturer documents cited here |
| Dimensions | Not established in the manufacturer documents cited here |
| IPD Adjustment | Software only (fixed physical IPD of 63.5mm) |
| Recommended Play Space | Room-scale guidance: 9ft x 9ft space containing at least 6.5ft x 6.5ft clear playable area[5] |
Tracking research
Monica and Aleotti (2022) evaluated one wearer's Rift S along 85 room-scale paths, using six headset markers and twelve OptiTrack Prime 13 cameras as reference in an effective 5 × 3 × 2.5 m capture volume. Paths included lines, circles, figure eights, random walks, and trials with two people moving nearby. Mean errors were 1.83 cm and 0.77° with initial-pose alignment, compared with 1.12 cm and 0.66° after offline whole-path alignment. The latter requires the complete path in advance. Invalid OptiTrack measurements were excluded. Unity recorded at 60 frames per second, which was the acquisition rate rather than the display refresh. These results concern headset tracking under that setup, rather than controller accuracy or a universal hardware specification.[22]
Images
References
- ↑ 1.00 1.01 1.02 1.03 1.04 1.05 1.06 1.07 1.08 1.09 1.10 1.11 1.12 1.13 1.14 Oculus VR (2019-03-20). "Announcing Oculus Rift S, Our New PC VR Headset Launching Spring 2019 for $399". Oculus Blog. https://www.meta.com/en-gb/blog/announcing-oculus-rift-s-our-new-pc-vr-headset-launching-spring-2019/. Retrieved 2026-10-16.
- ↑ 2.0 2.1 2.2 2.3 2.4 2.5 2.6 "Oculus from Lenovo". Lenovo. https://www.lenovo.com/us/en/brands/oculus/. Retrieved 2026-10-16.
- ↑ 3.0 3.1 3.2 3.3 3.4 Oculus VR (2019-05-21). "It’s Game Time: Oculus Quest + Rift S Now Available!". Oculus Blog. https://www.meta.com/es-es/blog/its-game-time-oculus-quest-and-rift-s-now-available/. Retrieved 2026-10-16.
- ↑ 4.0 4.1 4.2 4.3 4.4 "Introducing Oculus Quest 2, the Next Generation of All-in-One VR". Oculus Developer Blog. 2020-09-16. https://developers.meta.com/vr/blog/introducing-oculus-quest-2-the-next-generation-of-all-in-one-vr/. Retrieved 2026-10-16.
- ↑ 5.00 5.01 5.02 5.03 5.04 5.05 5.06 5.07 5.08 5.09 5.10 5.11 "Rift (PC VR) overview". Meta Horizon OS Developers. https://developers.meta.com/vr/resources/rift/. Retrieved 2026-10-16.
- ↑ 6.0 6.1 6.2 6.3 6.4 6.5 6.6 6.7 Ben Lang (2019-03-29). "Everything We Know (Officially) About the FOV and IPD of Rift S & Quest". Road to VR. https://roadtovr.com/oculus-rift-s-supported-ipd-range-fov-quest-go/. Retrieved 2026-10-16.
- ↑ 7.00 7.01 7.02 7.03 7.04 7.05 7.06 7.07 7.08 7.09 7.10 7.11 7.12 David Heaney (2019-03-20). "Oculus Rift S Is Official: 1440p LCD, Better Lenses, 5 Camera Inside-Out Tracking, Halo Strap, $399". UploadVR. https://www.uploadvr.com/oculus-rift-s-official/. Retrieved 2026-10-16.
- ↑ 8.0 8.1 8.2 Joel Hesch; Anna Kozminski; Oskar Linde (2019-08-22). "Powered by AI: Oculus Insight". Facebook AI. https://ai.meta.com/blog/powered-by-ai-oculus-insight/. Retrieved 2026-10-16.
- ↑ 9.0 9.1 tessanf (2021-12-13). "How to set up the Oculus Rift S". University of Oregon SOJC Immersive Media Lab. https://blogs.uoregon.edu/immersivemedia/2021/12/13/how-to-set-up-the-oculus-rift-s/. Retrieved 2026-10-16.
- ↑ 10.0 10.1 10.2 10.3 10.4 10.5 Ian Hamilton (2019-05-20). "Rift S Hardware Review: A Simplified PC VR Headset Focused On Easier Setup And Lowering Cost". UploadVR. https://www.uploadvr.com/rift-s-hardware-review/. Retrieved 2026-10-16.
- ↑ "Oculus Rift S". FundamentalVR Orbis VR Support. https://orbis.fundamentalvr.com/getting-started/hardware-set-up/vr-headsets/oculus-rift-s. Retrieved 2026-10-16.
- ↑ 12.0 12.1 12.2 "Rift Touch Controllers". Meta Horizon OS Developers. https://developers.meta.com/vr/documentation/native/pc/dg-input-touch-overview/?locale=en_US. Retrieved 2026-10-16.
- ↑ "Oculus Dash". Meta Horizon OS Developers. https://developers.meta.com/vr/documentation/native/pc/dg-dash/. Retrieved 2026-10-16.
- ↑ "FAQ: Is cross-buy available?". Beat Games. https://beatsaber.com/faq.html. Retrieved 2026-10-16.
- ↑ "Requisitos de los ordenadores Windows para usar Meta Horizon Link". Meta Help Center. https://www.meta.com/es-es/help/quest/140991407990979/. Retrieved 2026-10-16.
- ↑ tessanf (2021-12-27). "Changing Controller Batteries". University of Oregon SOJC Immersive Media Lab. https://blogs.uoregon.edu/immersivemedia/2021/12/27/changing-controller-batteries/. Retrieved 2026-10-16.
- ↑ "VirtuClear VR Prescription Lenses for Oculus Rift S". FramesDirect.com. https://www.framesdirect.com/virtuclear-lens-inserts-for-oculus-rift-s.html. Retrieved 2026-10-16.
- ↑ David Jagneaux (2019-11-28). "Oculus Rift S Holiday Gift Guide: Accessories, Games, And More For The PC VR Headset". UploadVR. https://www.uploadvr.com/oculus-rift-s-holiday-gift-guide-accessories-games-and-more-for-the-pc-vr-headset/. Retrieved 2026-10-16.
- ↑ Will Mason (2015-07-06). "Oculus Already Working on the Second Consumer Version of the Rift, Says Palmer Luckey". UploadVR. https://www.uploadvr.com/oculus-rift-cv2-palmer/. Retrieved 2026-10-16.
- ↑ Andy Meek (2018-10-22). "Another Facebook Exec Heads For The Door - This Time It’s Oculus Co-Founder Brendan Iribe". BGR. https://www.bgr.com/business/facebook-executives-leaving-oculus-co-founder/. Retrieved 2026-10-16.
- ↑ Gabriel Moss (2020-01-09). "Rift S VR Cover Review - Makes Rift S Even More Comfortable". VR Fitness Insider. https://www.vrfitnessinsider.com/rift-s-vr-cover-review-makes-rift-s-even-more-comfortable/. Retrieved 2026-10-16.
- ↑ Riccardo Monica; Jacopo Aleotti (2022). "Evaluation of the Oculus Rift S tracking system in room scale virtual reality". Virtual Reality 26: 1335-1345. doi:10.1007/s10055-022-00637-3. Retrieved 2026-10-16.