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Oculus Rift S PC-Powered VR Gaming Headset
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- Please Note HDMI port no longer supported. PC requires Direct Display port connection. Laptop require Mini Display port. (Won't work with HDMI/DVI convertors)
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Top VR gaming library: Blast, slash and soar your way through the top library in VR gaming. Oculus Rift S lets you play hundreds of games and exclusives already available in the Oculus store, with so much more to come. Improved Optics: Stare down the competition with next-generation lenses and a sharper display. Improved optics deliver bright, vivid colors and reduced “screen-door” effect. Ergonomic Design: Keep your head in the game thanks to a halo headband redesigned with speed in mind. Rift S stays securely and comfortably in place with a quick twist of the fit wheel, so it can take-or double take-your fastest reactions. Oculus Touch Controllers: Arm yourself with our updated Oculus Touch controllers. Your slashes, throws and grabs appear in VR with intuitive, realistic precision, transporting your hands and gestures right into the game. Oculus Insight Tracking: Take a step forward with Oculus Insight. It translates your movements into VR no matter which way you're facing and provides room-scale tracking without external sensors.
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it has 80 fps and moderate resolution but u dont need morr than hid
WARNING : check if your labtop have the proper output as it doesnt support hdmi
the eye distance ipd is important or ur view experience
Most helpful customer reviews on Amazon.com
I've used Oculus headsets since the first beta before Facebook owned it. This headset promises to be the first step in making VR accessible to the PC masses. It uses a single connection, no external sensors, and is plug and play (in theory).
The graphics are a slight step up from the last iteration, noticeable, but not massive. The controllers are likewise a slight step up from the previous generation and very easy to adapt to.
The new see through cameras and guardian system works very well. If you are new to Oculus, this is a visual barrier to let you know when you are going to run into things in the 'real world'. With the headset on, you see a camera view of the real world. You trace out your play area with a 'laser' and this defines your play space, surrounded by virtual walls. The setup is easy and intuitive.
Responsiveness is great and much better than single or dual sensor tracking of old. There is no break in the motion when a sensor loses sight of the headset because this headset tracks from the inside out using cameras placed all around the headset.
Also gone is the glare from the lenses. Bright scenes had no glare around the edges (halo) like the last set. Colors were good and vibrant. **In dark scenes the LCD panel shows its weakness with washed out blacks (more like grey than black). In dark scenes it is very hard to distinguish items due to a lack of contrast. When playing Arizona Sunshine as a test, I knew the area and still couldn't see things in the dark with a flashlight. Unlike the last panel, this severe lack of contrast and black level is a strong drawback from OLED panels for space sims (Elite Dangerous, etc.) or shooters i where there will be a lot of dark areas.**
** The lenses don't steam up as fast as the old units although I do notice that my face is much more 'sealed' to the front of the unit. This is good and bad (for me). It is good in that it seals out light almost entirely. However, I used to cheat and look through the gaps by my nose to see the keyboard, etc., in the past. Now I have to physically lift the unit to find the keyboard, etc. It should be noted that I use my Oculus more for seated gaming (Elite, Project Cars, Assetto Corsa, etc.) than standing games. When playing standing games with the touch controllers the better seal would be preferred. If you want to peek into the 'real world' you can double tap the Oculus button on the touch controller to enable the cameras. This works well, and is thoughtful, for situations when you are spinning around shooting zombies and become entangled in your headset cord. **
** The built in sound is very weak with no bass. A canon shot sounds like a 'tink' rather than a 'boom' in War Thunder for example. The headset uses directional sound from the strap to direct sound down towards your ears. Unlike the last version, headphones will not fit over the straps on this version. While it does include a built in microphone, I prefer using a noise canceling headset for gaming that also provides a richer sound (for seated play). This design simply does not allow for that. The sponge on the strap sides (used for comfort) create a 3/4-1" (20-25 mm) offset, on each side, that hold the headphone arms (and ear pads) away from your head. This applies to over the ear, or on ear headphones. If you use ear buds it won't be a problem.**
Speaking of the strap, it works surprisingly well with a single wheel to tighten the unit to your head. It pulls the headset to your face and there is a release to move the actual lens part (the big box) away from your face. If you wear glasses, this is far better than the last set. It is a little harder to get the up-down into focus because the 'box' does not pivot in any way. All in all, it's a mix of good and bad over the old unit. Definitely easier to put on, although it goes back to full tight every time it's removed, but harder to get into the sweet spot for focus. Once in focus, it stays put very well
** Note - I raised the rating by 2 stars after getting a replacement and further testing. **
So why one star? Because it doesn't work. Upon first plugging it in, you will have to update the BIOS on everything (headset and controllers). Then you go through the VR setup. First problem was a black screen when instructed to continue the setup in VR. I unplugged it from one display port and plugged it into another and it started working. I finished setup and jumped into a game. After less than 5 minutes in the game, the screen goes black again. It was still on because I could see the backlight, but no picture and no sound from Oculus home. I can hear system sounds coming from the headset though. A reboot later and it's still not working. Unplug, and re-plug into a new ports and it's still dead as a door knob. So much for quality control. The Oculus app shows all green check boxes next to the device, as though all is good when it is definitely not.
** I received a replacement from Amazon for another go at this model. The replacement also crashed during setup, but afterwards has worked so far. It appears the first one may have had a defective board that once heated, failed. I am rating this as 3 stars because the increased resolution and reduction in the 'screen door' effect does not overcome the issue with the lack of rich blacks and contrast. The old panel was better in that regard. Also the change to the strap, while comfortable, completely negates using superior headsets. Sound is every bit as important to immersion as the visual elements. In this regard, the sound in this headset is a big leap backwards. Convenient yes, but practical no.
Performance wise, I have had a chance to run it through some benchmarks. This headset operates at 80 frames per second (ideally) as opposed to 90 FPS on the last Rift. On the surface this appears to be worse, but in practice it is not noticeable and did not lead to discomfort at all. I also noticed that this headset was able to keep up at a full 80 FPS in games that previously would drop to ASW (45 FPS). ASW is the Oculus method of dynamically creating filling frames when the frame rate drops below ideal. This helps with discomfort and creates a smoother playback image even through the frame rate is less than the desired 90. This headset did not drop below 80 in most of my tests using the same settings as the previous unit that would have stayed in ASW with the same settings. Clearly the unit is better at aiding graphics cards in rendering frames quicker.**
I am running a current game rig with an Intel 8700k and an NVidia 1080ti. Pretty standard fair and one that worked reliably with the old headset. For $400 and after waiting years for an update, I had hoped that the headsets are intended to last longer than 10 minutes. I feel like I'm beta testing the original again. It's clear to me they have a number of kinks to work out. This one is going back immediately.
** After spending some time reviewing the latest drivers, etc., it still seems like an early release, but one that is worthy of $399.
The alternative I would consider is the new Vive Index. However, the Vive is MUCH more expensive at $1,000. Furthermore, it still requires satellites setup around the room and can suffer from interruptions as a result (it usually works well in practice). This makes it less portable and more of a pain to switch between seated play and standing play in many situations. Also the touted 144 FPS refresh rate is highly unlikely in anything but simple whack-a-mole type games (Beat Saber, etc.). You will need significant hardware (2080, etc.) to push that frame rate. The controllers on the Vive also seem better (how it is held, finder tracking, etc.), but it isn't yet fully implemented and there are a lot of questions around play with legacy device support.
For these reasons, the Oculus seems like the better consumer deal.
If you will be playing mostly things like Arizona Sunshine, Beat Saber, etc., this is really a very easy headset to use, and is much easier to setup and put away too. **
Update: Got a displayport to USB-C because I found that could potentially work, since displayport to HDMI doesn't. Unfortunately that didn't help and I still am unable to use this $400 sleeping mask for anything else. I reiterate, do not buy this junk
Pros so far:
- Display is better looking that the original Rift.
- The slight drop in refresh rate hasn't been noticeable at all for me at least.
- Out of box face pad is much more comfortable.
- Inside out Tracking is great so far. (still need to mess with it more but haven't had any issues.
- Throwing items in VR feels much more normal then the original Rfit. (I've noticed that the old method I used of pushing items to throw doesn't often work but a normal throwing motion seems to work great.... I tried this a lot in Super Hot.
- (Update 5/24/19) Built in speakers - While not perfect for someone casually playing the built in speakers work well enough to play most games without issue. It sounds like its almost not playing anything for someone outside the headset but for the wearer it perfectly audible. Lacks good base though.
- Ordered a 10ft display port extender and it seems to cause the black display issue that many are reporting.
- Removed the extension cable and haven't experienced it again yet
- Halo head band is pretty thick and I feel alot of headsets will have a hard time getting around it. (I use a Man O War and it barely made it over the headset)
- The weight distribution feels a bit odd but it is a new headset so it might take some adjusting to. (Not sure if this is really a con yet).
- Cable length is a bit shorter than I would like for my play space.
Overall I think it was worth the purchase and plan to rack up some hours with the new headset. Ordered a 6ft cable to some testing with and hopefully that will work without black screening. Updates to come! :D