Rift-S User Reviews - comparing Rift and Rift-S (pros and cons) — Oculus
New to the forums? Click here to read the "How To" Guide.

Developer? Click here to go to the Developer Forums.

Rift-S User Reviews - comparing Rift and Rift-S (pros and cons)

RuneSR2RuneSR2 Posts: 2,574 Valuable Player
edited May 20 in Oculus Rift S and Rift
One of the first new Rift-S owners' review and comparison:


My early impressions of the S from a CV1 owner.


My Rift S came in today and after spending a quick couple of hours with it here are my take aways.

NOTE: I need to spend much more time in the headset but here are my initial thoughts/ramblings.


Optics

WOW, the best part about the Rift S by a long shot. I have a 63 IPD so right on the money and the edge to edge clarity is quite a large jump up from the CV1.

The LED panel does seem a bit of a drop in quality from its younger brother but the clear optics are something else. It’s almost too clear at times as I do see some aliasing.

One concern I have is the refresh rate, not so much if you are hitting 80 but when ASW kicks in it’s not as smooth as when running on CV1. This may be down to early software support? I hope so. But it’s one of my main concerns at this point.

I was able to use my desktop in OH though and comfortably read text. The jump up here is quite remarkable.


Audio

The audio solution is quite frankly crap. A 3/10 at best. I really hope we have some 3rd party options here.


Comfort

It’s fine while the headset is on and you are using it. For me it’s about the same comfort as CV1. One thing I noticed though, you can’t take it off and rest it on your head. I did this frequently with the CV1 so that I can control my pc. It does seem to put a bit of pressure on my forehead, not sure how I’ll go after a long session. I also maybe need to spend more time on how to adjust it for comfort.


Tracking

It’s been flawless so far but I haven’t really spent too much time testing it out. Early signs are good.


Summary

Early signs are positive but I’m already preying for a decent 3rd party strap with good audio, and possibly a redesigned facial mask. I would say Oculus have provided optics, tracking and touch. Lenovo probably looked after the rest.

Source: https://www.reddit.com/r/oculus/comments/bqv9e2/my_early_impressions_of_the_s_from_a_cv1_owner/

Intel i7 7700K (4.5 GHz); MSI GeForce GTX 1080 8GB Gaming X (oc 2100 MHz boost, 11 Ghz ram); 16GB Corsair Vengeance LPX DDR4 3200 MHz; MSI Z270I Gaming Pro Carbon AC (VR-Ready) mainboard; Samsung 960 Evo M.2 SSD + Toshiba P300 HD; Windows 10 OS; Oculus Rift CV1 - nearly always using super sampling 2.0. 

"Ask not what VR can do for you – ask what you can do for VR"
«13456

Comments

  • RuneSR2RuneSR2 Posts: 2,574 Valuable Player

    Happy Rift S owner!

    I received my Rift S roughly 8 hours ago an am now only just taking a break.

    I previously had a Rift (CV1), and the upgrade in image clarity is immense!

    The change in the head strap to halo with the way it rests on my face is so much more comfortable. I did not end up with the dreaded Oculus face lol.

    The responsiveness of the controllers really surprised me as I was expecting maybe a little bit of jitter or something, but they instead work really well. I tested the tracking radius moving my arms in awkward angles etc to try and see if it would loose the controller location or hand angle, I used the mirror in VR inside VRChat to watch my avatar and see if there was any flaw in the tracking, It only lost my hands a little when they were behind my back. But did a good job of estimating their locations.

    The audio is nice and clear and able to be plenty loud enough. However I do agree with the reviewers regarding the audio's lack of bass, which was most noticeable in games such as Beat Saber.

    I plan to get and try the Bionik BNK-9007 Mantis Headphone's and see how they go. Virtual Reality Oasis reviewed them tested with a Rift S.

    Overall though value for money wise the Rift S is brilliant.

    Edit : Update : I have had one bug/issue with the Rift S. It has only happened once though.

    I placed my headset and controls on my desk for a few minutes to take a break and had left the Oculus app running.

    When I put the headset back on the guardian system had moved from where I had set it up at and positioned itself over my desk.

    This however was easily rectified in under a minute by simply going to the setup and just redoing the guardian border.

    It has been fine since.

    https://www.reddit.com/r/oculus/comments/bqqk5v/happy_rift_s_owner/

    Intel i7 7700K (4.5 GHz); MSI GeForce GTX 1080 8GB Gaming X (oc 2100 MHz boost, 11 Ghz ram); 16GB Corsair Vengeance LPX DDR4 3200 MHz; MSI Z270I Gaming Pro Carbon AC (VR-Ready) mainboard; Samsung 960 Evo M.2 SSD + Toshiba P300 HD; Windows 10 OS; Oculus Rift CV1 - nearly always using super sampling 2.0. 

    "Ask not what VR can do for you – ask what you can do for VR"
  • pyroth309pyroth309 Posts: 1,549 Valuable Player
    It’s almost too clear at times as I do see some aliasing.
    That's a problem I have with my headset. Zbuffer flickering never bothered me on CV1 but on O+ it's so clear that it's quite distracting. Enjoyed reading the impressions. 
  • JeremyC85JeremyC85 Posts: 240
    Nexus 6
    Awesome reviews! I really can't wait for a quality audio 'solution' to surface 
  • RuneSR2RuneSR2 Posts: 2,574 Valuable Player
    pyroth309 said:
    It’s almost too clear at times as I do see some aliasing.
    That's a problem I have with my headset. Zbuffer flickering never bothered me on CV1 but on O+ it's so clear that it's quite distracting. Enjoyed reading the impressions. 
    Read something similar when some of the first WMR lcd hmds arrived - one dude thought the image started to look too much like a normal pc image where you could see individual pixels and needed antialiasing. Maybe fixable using more ss? 
    Intel i7 7700K (4.5 GHz); MSI GeForce GTX 1080 8GB Gaming X (oc 2100 MHz boost, 11 Ghz ram); 16GB Corsair Vengeance LPX DDR4 3200 MHz; MSI Z270I Gaming Pro Carbon AC (VR-Ready) mainboard; Samsung 960 Evo M.2 SSD + Toshiba P300 HD; Windows 10 OS; Oculus Rift CV1 - nearly always using super sampling 2.0. 

    "Ask not what VR can do for you – ask what you can do for VR"
  • RuneSR2RuneSR2 Posts: 2,574 Valuable Player
    edited May 20

    "Significantly less vibration on Rift S Touch controllers

    Is it just me, or is the feedback from the new controllers pretty much nonexistent in comparison to the old touch controllers?"
    https://www.reddit.com/r/oculus/comments/bqus6f/significantly_less_vibration_on_rift_s_touch/
    Intel i7 7700K (4.5 GHz); MSI GeForce GTX 1080 8GB Gaming X (oc 2100 MHz boost, 11 Ghz ram); 16GB Corsair Vengeance LPX DDR4 3200 MHz; MSI Z270I Gaming Pro Carbon AC (VR-Ready) mainboard; Samsung 960 Evo M.2 SSD + Toshiba P300 HD; Windows 10 OS; Oculus Rift CV1 - nearly always using super sampling 2.0. 

    "Ask not what VR can do for you – ask what you can do for VR"
  • dburnedburne Posts: 2,408 Valuable Player
    I have already addressed the audio for me, got the Klipsch Earbuds to use with it - just need the dang Rift S to get here now!  Amazon still showing shipping tomorrow with delivery Thursday for me - was kind of hoping that might change during the day to shipping today.
    Don

    EVGA Z390 Dark MB | I9 9900k| EVGA 2080Ti FTW3 Ultra |32 GB G Skill 3200 cl14 ram | Warthog Throttle | VKB Gunfighter Pro/MCG Pro grip | Crosswind Pedals | EVGA DG 87 Case|
  • pyroth309pyroth309 Posts: 1,549 Valuable Player
    RuneSR2 said:
    pyroth309 said:
    It’s almost too clear at times as I do see some aliasing.
    That's a problem I have with my headset. Zbuffer flickering never bothered me on CV1 but on O+ it's so clear that it's quite distracting. Enjoyed reading the impressions. 
    Read something similar when some of the first WMR lcd hmds arrived - one dude thought the image started to look too much like a normal pc image where you could see individual pixels and needed antialiasing. Maybe fixable using more ss? 
    It's only certain games. Elite dangerous in hangars has bad Zfighting for example. I think it mostly has to be addressed by the developers. In Skyrim I had luck reducing it by editing blur from the Temporal anti-aliasing. The problem existed for CV1 too it just wasn't as obvious to me. Small downside to being able to see clearly. 
  • dburnedburne Posts: 2,408 Valuable Player
    pyroth309 said:
    RuneSR2 said:
    pyroth309 said:
    It’s almost too clear at times as I do see some aliasing.
    That's a problem I have with my headset. Zbuffer flickering never bothered me on CV1 but on O+ it's so clear that it's quite distracting. Enjoyed reading the impressions. 
    Read something similar when some of the first WMR lcd hmds arrived - one dude thought the image started to look too much like a normal pc image where you could see individual pixels and needed antialiasing. Maybe fixable using more ss? 
    It's only certain games. Elite dangerous in hangars has bad Zfighting for example. I think it mostly has to be addressed by the developers. In Skyrim I had luck reducing it by editing blur from the Temporal anti-aliasing. The problem existed for CV1 too it just wasn't as obvious to me. Small downside to being able to see clearly. 
    Ok I will be the first with the dumb question:
    What is Zfighting?
    Don

    EVGA Z390 Dark MB | I9 9900k| EVGA 2080Ti FTW3 Ultra |32 GB G Skill 3200 cl14 ram | Warthog Throttle | VKB Gunfighter Pro/MCG Pro grip | Crosswind Pedals | EVGA DG 87 Case|
  • pyroth309pyroth309 Posts: 1,549 Valuable Player
    edited May 20
    dburne said:
    Ok I will be the first with the dumb question:
    What is Zfighting?


    Answers to question at end is first and last. 
  • dburnedburne Posts: 2,408 Valuable Player
    Ah ok now I know, thanks.
    Don

    EVGA Z390 Dark MB | I9 9900k| EVGA 2080Ti FTW3 Ultra |32 GB G Skill 3200 cl14 ram | Warthog Throttle | VKB Gunfighter Pro/MCG Pro grip | Crosswind Pedals | EVGA DG 87 Case|
  • RuneSR2RuneSR2 Posts: 2,574 Valuable Player
    edited May 21
    Seems like SteamVR doesn't (always?) work with the digital IPD on the Rift-S - this will probably be fixed, but for now maybe this can help:

    SteamVR Games IPD Fix (Also works on other OpenVR supported HMDs)

    First of all, i didn`t find it. Original post is 3 months old so I just want to repost it to make sure more people sees it. Sometimes, infact often, games on SteamVR does not fetch IPD information correctly. Many people calls it scale issue and its casued by wrong IPD input. This is very imported for simply every game you play and will fix all scale issues. Just measure your IPD and your good to go.


    SteamVR must be active at first. Otherwise you wont see anything on your browser.


    - Go to your internet browser and enter:

    http://localhost:8998/console/index.html

    - Then enter the following like where it says "Type a command" (just bottom of the page):

    settings steamvr.ipdOffset -0.00XX


    It`s in meters thats why there are 0 in the begining. XX will be your IPD lets say like 66mm then you will put:

    settings steamvr.ipdOffset -0.0066

    Restart SteamVR and done!


    Kudos to: u/MechanicalCuff

    Source: https://www.reddit.com/r/oculus/comments/br9r2z/steamvr_games_ipd_fix_also_works_on_other_openvr/

    Intel i7 7700K (4.5 GHz); MSI GeForce GTX 1080 8GB Gaming X (oc 2100 MHz boost, 11 Ghz ram); 16GB Corsair Vengeance LPX DDR4 3200 MHz; MSI Z270I Gaming Pro Carbon AC (VR-Ready) mainboard; Samsung 960 Evo M.2 SSD + Toshiba P300 HD; Windows 10 OS; Oculus Rift CV1 - nearly always using super sampling 2.0. 

    "Ask not what VR can do for you – ask what you can do for VR"
  • RuneSR2RuneSR2 Posts: 2,574 Valuable Player
    edited May 21
    This is more worrying, because even though I got 64 IPD, my sons (ages 7 and 11) use the lowest possible IPD (like 57-58). Now should I get Rift-S and let my sons pay the IPD prices? I really don't want to switch between Rift or Rift-S - or Index. I was starting to consider a Rift-S + Index solution instead of Rift + Index, we'll see... 

    PSA for people with 72 IPD

    Just got my Rift S today and with my wide ass 72 ipd it's basically unusable. By closing one eye and moving sideways I'd say it's about 69 ipd max for at least somewhat good clarity. It's such a shame since the panel seems really nice and I fell in love with it after setup, but the lack of ipd adjustment just kills it for me. God damn Zucc what have you done.
    Intel i7 7700K (4.5 GHz); MSI GeForce GTX 1080 8GB Gaming X (oc 2100 MHz boost, 11 Ghz ram); 16GB Corsair Vengeance LPX DDR4 3200 MHz; MSI Z270I Gaming Pro Carbon AC (VR-Ready) mainboard; Samsung 960 Evo M.2 SSD + Toshiba P300 HD; Windows 10 OS; Oculus Rift CV1 - nearly always using super sampling 2.0. 

    "Ask not what VR can do for you – ask what you can do for VR"
  • RuneSR2RuneSR2 Posts: 2,574 Valuable Player
    edited May 21

    Quick Rift S impressions coming from CV1

    The setup was an absolute joy, dead easy and loved mapping out the guardian in the real but gray 3d world. Loved taking all my cameras down and making my living room look tidy once again.


    The headset is very comfy, very quick to put on and off, no nose gap, total darkness! Build quality while doesn’t feel as luxury as the CV1, it does feel robust and already took a smack to the HMD faceplate in Space pirate with no scuffs or anything. First thing I noticed was the extra bump In image sharpness. It’s like a blur has been lifted. There are hardly any god rays, the blacks are pretty similar to my old CV1 but i used to run with SPUD because I hated the black smear. In aircar, it was really nice to see extra clarity in the distance, and vox machinae you could see the extra details on the giant robots, making it even more immersive. Text is A LOT more sharper and easier to read. Because of the extra clarity, Antialiasing doesn’t seem to work as well as it did before, sharpness still shows the pixels, even SS around 1.8x, but it’s a none issue because the image is generally way better. It feels similar to a 1080p screen now to give you an idea. I could swear the FOV is a tiny bit smaller but it might just be me as I didn’t use my CV1 for a couple of months and was immediate looking out for it. Refresh rate isn’t an issue, maybe just becomes slightly more apparent if something fast zips past you, or explodes, but it’s still smooth as anything.


    The audio on the headset is pretty poor, but good enough if you just want to quickly pop on the headset and do something where it doesn’t need total immersion. I whacked in my Shure 425 in ear monitors and was totally immersed again!


    Touch controllers are pretty much the same except for a higher ring which can sometimes hit the other controller in certain circumstances.


    Tracking is better in some places, worse in others, if I go out my way to do something behind my back and not look, I can get it to freeze. Also if you hold a rifle like in Arizona sunshine, bringing it too close to the HMD freezes the controller. I soon adjusted to it though. No dead spots in the edges of my play area. Happy/content with tracking


    Overall I’m really pleased! Any questions, just ask


    TLDR


    Positives

    • clarity/lenses

    • comfort

    • easy setup and tidyness

    • robust


    Negatives

    • onboard speakers weak

    • definitely no increase in FOV

    • touch rings above controller can collide

    • tracking right close to the HMD

    Intel i7 7700K (4.5 GHz); MSI GeForce GTX 1080 8GB Gaming X (oc 2100 MHz boost, 11 Ghz ram); 16GB Corsair Vengeance LPX DDR4 3200 MHz; MSI Z270I Gaming Pro Carbon AC (VR-Ready) mainboard; Samsung 960 Evo M.2 SSD + Toshiba P300 HD; Windows 10 OS; Oculus Rift CV1 - nearly always using super sampling 2.0. 

    "Ask not what VR can do for you – ask what you can do for VR"
  • RedRizlaRedRizla Posts: 6,253 Valuable Player
    edited May 21
    Agree with all of the above and not much to add, but a simple solution to stop the controllers having hiccups near to the face mask is to let us use an external sensor. I've said it in another thread, but I'll add to that by saying this hiccup could be solved if Oculus allow us to use their existing sensors or make a small external sensor addon for those people who want one.

    Hopefully they will give an external sensor careful consideration as an addon. I'll be keeping my Rift CV1 for FPS like Onward if they choose not to do this and I have problems with rifle scopes etc. It would be the icing on the cake if they allowed me to use a sensor for front facing on Rift S. I'm not bothered about the audio or anything else, but I don't like any hiccups with tracking in-front of me.

    I was also worried by comfort but this has to be the most comfortable VR headset I've worn. I actually hope they stick with this halo design. On the Rift CV1 the foam used to hurt my face by pressing against it to much. That doesn't happen with this halo design and is super comfortable.

    I'm really pleased with my purchase of Rift S. To me the display looks so much better then the Rift CV1 and having no godrays and more clarity is a joy to behold.
  • PulserPulser Posts: 2
    NerveGear
    edited May 21
    The clarity of text for desktop viewing is greatly improved. Games ? Not a great deal of improvement. If you think you're getting clear graphics, think again. There is still a screen door effect. Do NOT buy if you like sound/audio like me (an audiophile) I was hugely disappointed. The sound is an afterthought and TERRIBLE. Tinny, hardly any bass and just AWFUL. It does have a headphone socket so you can plug in your own, which does improve the crap in-built audio, but who really wants yet another cable dangling ? Oculus, either give us a PC untethered version (YAY) ! or keep working on your boring mobile kiddies toys (yawn), not both. 
    The headset itself is comfortable, but it's just a copy pretty much of the psvr headset, nothing new or innovative.
    I have tried the other 2 headsets available soon (can't divulge on forums, see youtube) and they are vastly superior in visual clarity and sound. If you're not in a hurry, WAIT. This review would have been so much better had the audio not been so miserably a let down after the standard Rift headphones had such good all round audio goodness.

  • KlodsBrikKlodsBrik Posts: 1,185
    Wintermute
    Damn sde and godrays gone ? Coming from you Cyber, im even more tempted to pick up an Rift-S as well when I finally will be able to pick up my Quest. (  Im buying from a danish shop. ( The electricmutant ). It was first suppoed to be availabe for pickup the 24th. That changed to the 27th. Yesterday it then changed to 5june. :(  )
    Be good, die great !
  • RuneSR2RuneSR2 Posts: 2,574 Valuable Player
    Just cleaning up on Reddit and found  o:)

    "Obscuring a controller in first person shooters to aim. Can no longer hit anything.

    Got my rift s today and was happy, although the ipd and audio complaints are valid, the loss of a tangle of sensors more than makes up for it.

    However, I just had a game or two of Contractors, and immediately hit a problem. To bring a scope to my eye, I have to obscure a controller underneath the headset, which seems to cause it to lose tracking, which makes aiming almost impossible. Even trying to hold the controller out in front of me, half the time it still seems to lose tracking while I'm lining up a shot. This is a big problem for me since shooters make up the most of my vr gaming.

    Has anybody else had this issue? It seems like an oversight but I feel like I must be doing something wrong because nobody else has complained about this."

    - and maybe there's hope for the kids  ;)

    "Rift S, 56.5mm IPD, No Problems At All!

    I noticed a lot of people talking about people at the higher IPD ranges, but not as many on the lower end. Just thought I'd share for anybody who was worried, I've got an IPD of 56.5mm, and even though I couldn't use the Go for more than 10 minutes, I've been using the Rift S for hours now and I don't have any problem at all!

    The only downside I have with the headset so far is that the speakers are, by a mile, probably the worst speakers I've ever heard. Like, pound/dollar-store quality. But I'm willing to deal with that and just use headphones if it means higher screen quality and no sensors!"

    "Not so sure how I feel about FPS tracking on the Rift S

    Just got the Rift S Today! Super excited! First thing I did was jump straight into Pavlov. It works pretty damn good minus using two handed weapons with scopes.

    I watched all the Videos online about it, ive watched nearly every single one I can find including Virtual Reality Oasis's review with the gunstocks. I don't own a gunstock and I am running into this tracking issue.

    Does anyone have any recommendations or tips to improve the tracking in these scenarios? How do you guys feel about it?

    Otherwise the Rift S is awesome! I'm hoping this isnt a dealbreaker."

    "PSA: For anyone wondering, the Rift S audio situation really is bad

    Just bought my Rift S after a lot of internal debate, I'm really enjoying almost everything about it, besides the audio, I don't know how to better describe it then it fucking suuuucks, it's like having headphones on that are half way down your face and floating an inch off your head, the maximum volume output is also a joke

    If you're going to get the S, make sure you have some decent earbuds as at least there is a headphone jack on the Rift itself so you can compensate, but as it stands, the audio situation for the Rift S is terrible"

    "First Impressions Oculus Rift S

    **CV1 owner

    So full disclosure, my rift had a black screen when I first tried it, super annoying but after updating GPU drivers and restarting computer it works now

    I do think this headset is overall better than the CV1 but it may not be for everyone.

      Pros
    

    +New panels look incredibly sharp +Headset is comfortable

    +Pass through camera is incredibly useful (I didn't think it would be)

    +No more external sensors!

       Cons
    

    -FOV seems kinda squared off instead of circular

    -No headphones

    -Headphone aux sticks out right where I place my hands to remove the headset

    -No nose hole to look through (I guess we have pass through cameras for that now)

    -The top of the lenses got kinda foggy during play

    -Godrays are still definitely a thing (might just be my astigmatism tho)

    -The controller tracking absolutely shits the bed whenever I am aiming my rifle in pavlov while looking down, like from a second story window for example

    Most of the cons are minor gripes, hopefully Oculus sends out a couple updates for the tracking issue"


    Also some dude with IPD 70 loved the Rift-S, another dude (IPD 69-70) didn't - it may depend on individual expectations and preferences. No one loves the audio, everyone loves the screen. Most like the tracking, but it seems to depend on using rifles or not...

    Many have troubles getting Rift-S to work, I haven't quoted such complaints, as these may depend on many other factors than Rift-S (hardware problems, drivers, OS updates etc).

    Let's see how everyone feels in 2 to 4 weeks, a new girlfriend is always amazing the first days/weeks - but nothing beats the test of time ;-)

    Intel i7 7700K (4.5 GHz); MSI GeForce GTX 1080 8GB Gaming X (oc 2100 MHz boost, 11 Ghz ram); 16GB Corsair Vengeance LPX DDR4 3200 MHz; MSI Z270I Gaming Pro Carbon AC (VR-Ready) mainboard; Samsung 960 Evo M.2 SSD + Toshiba P300 HD; Windows 10 OS; Oculus Rift CV1 - nearly always using super sampling 2.0. 

    "Ask not what VR can do for you – ask what you can do for VR"
  • RuneSR2RuneSR2 Posts: 2,574 Valuable Player
    KlodsBrik said:
    Damn sde and godrays gone ? Coming from you Cyber, im even more tempted to pick up an Rift-S as well when I finally will be able to pick up my Quest. (  Im buying from a danish shop. ( The electricmutant ). It was first suppoed to be availabe for pickup the 24th. That changed to the 27th. Yesterday it then changed to 5june. :(  )
    Oculus.com can ship May 27, free shipping, arrival in probably a day or two... 
    Intel i7 7700K (4.5 GHz); MSI GeForce GTX 1080 8GB Gaming X (oc 2100 MHz boost, 11 Ghz ram); 16GB Corsair Vengeance LPX DDR4 3200 MHz; MSI Z270I Gaming Pro Carbon AC (VR-Ready) mainboard; Samsung 960 Evo M.2 SSD + Toshiba P300 HD; Windows 10 OS; Oculus Rift CV1 - nearly always using super sampling 2.0. 

    "Ask not what VR can do for you – ask what you can do for VR"
  • KlodsBrikKlodsBrik Posts: 1,185
    Wintermute
    RuneSR2 said:
    Oculus.com can ship May 27, free shipping, arrival in probably a day or two... 
    Im aware of that offcourse. :)

    Im bying it physically for a few reasons.
      I have a good backlog of purchases through elgiganten and if any problems occurs I will get my my devices switched promptly. Also I get a discount there.
     Also the post delivery in my area is always the same person, and it seems he gets rid of his frustrations while at work.
     The way he handles the packages.. lol

    Be good, die great !
  • snowdogsnowdog Posts: 6,743 Valuable Player
    I think if people hadn't been spoilt with the top drawer audio of the Rift's built in headphones then nobody would have a problem with the Rift S sound tubes. The sound quality isn't great but I don't think it's as bad as some are saying. We're just used to dog's bollocks sound quality so it's a bit jarring going from that to the Rift S sound quality.

    I'm going to have to get a DisplayPort extension at some point though because sitting down on my sofa playing Elite Dangerous stretches out the cable a bit which makes it a little awkward.
    "This you have to understand. There's only one way to hurt a man who's lost everything. Give him back something broken."

    Thomas Covenant, Unbeliever
  • RuneSR2RuneSR2 Posts: 2,574 Valuable Player
    edited May 21
    Another happy customer:

    Some notes about Rift S after an evening with it

    I received the Rift S today, been working with it the whole evening. I worked on quill, Big Screen and Dash. Here are my notes:


    • Passthrough is extremely cool but doesnt solve the keyboard/phone readability problem because you can't read anything through the passthrough video (too blurry)

    • I am very happy with the resolution/clarity update. It is quite significant. Not perfect yet, but much much better than CV1

    • There should be some kind of "wizard" or tutorial for adjusting ipd.

    • I can now drink beer in VR without fumbling/dropping stuff which is great.

    • my headphones (nuraphones) fit perfectly, even better than on cv1

    • room lighting is an issue, but a low intensity light works fine.

    • set up is very easy compared to cv1. I actually prefer the tracking of Rift S. With CV1, if my cat touched the sensors or if I bumped into my table, tracking would start failing, and I often really didn't want to go through setup again. Rift S ends all that friction and frustration.

    Overall, it's a great update! And much nicer to work in. I'm happy."


    And @Snowdog posted his review on Reddit too (35 minutes ago), not going to repeat it again in here, yes, the eye sees everything  :D

    Image result for sauron eye


    Intel i7 7700K (4.5 GHz); MSI GeForce GTX 1080 8GB Gaming X (oc 2100 MHz boost, 11 Ghz ram); 16GB Corsair Vengeance LPX DDR4 3200 MHz; MSI Z270I Gaming Pro Carbon AC (VR-Ready) mainboard; Samsung 960 Evo M.2 SSD + Toshiba P300 HD; Windows 10 OS; Oculus Rift CV1 - nearly always using super sampling 2.0. 

    "Ask not what VR can do for you – ask what you can do for VR"
  • RedRizlaRedRizla Posts: 6,253 Valuable Player
    edited May 21
    I just want to add what some people may have missed and it was a big problem for me. Yes the ipd adjuster has gone, but the Rift S only using 1 display instead of 2 displays has got rid of that horrible binocular effect. The one where you see a slight line in the middle of the screen which looks like looking though a pair of binoculars. Now with just one screen that line has gone and it makes playing games and watching movies so much fun. I used to hate seeing that line, it distracted the hell out of me especially while trying to watch movies.

    @RuneSR2 - Just saw your post about the scoped rifles on Reddit. I can only pray they will allow us to use an external sensor as added option if we want on. That would really make my day if Oculus did that, but the Rift S is a great VR headset still. I hope there's a way around this through Oculus or from the games devs. 


  • NijNij Posts: 305
    Nexus 6
    edited May 21
    Gotta say, after having DK1/2 and having CV1 since release I'd pretty much made my mind up that I wasn't gonna go for Rift s as it didn't seem enough of an upgrade for me to justify getting it but after reading all of this, I'm seriously starting to change my mind

    About 10 months ago aswell I'd spend half a day mounting my 4 sensors on the ceiling with extension cables, trunking and sensor holders which was something I'd been meaning to do for ages but obviously now I would need to take them all down again

    I'm having a hard time pulling the trigger though so giving me a push may well help

    Reasons to get one

    - I can free up lots of USB's and also my HDMI port and do away with all my extension cables
    - I still get the red mist or smearing sometimes on my CV1, even after having replacements
    - Audio i'm not fussed about as I use my AKG in ear headphones with my go, so I'd just use   these and not sure if you could use Beats x wireless headphones connected to your pc but this would mean changing the audio output so may stop Rift s sound working
    - The passthrough will be perfect for weekends when I like to drink beer and play games and would mean no more removing the headset
    - I've got extension cables for the headset embedded in a cable sleeve that I usually drag around with me when I'm moving around so I may not need this now as the cables are longer
    - I've got a good sized games library so I don't want to jump ship for this reason and I don't really like steam vr a great deal neither
    - And it will probably be at least a year before oculus release anything new and plus the fact I was a kickstarter and I didn't pay for my cv1 in the first place and I could probably sell it now anyway and use the money to put in my Rift s kitty

    So all of this aside, I've been debating for a while on getting a Pimax or waiting for Index but then it's the hassle of setting up new base stations, getting all my old and new games off steam and not to mention the hefty price tag, so I'm seriously starting to think getting a Rift s, is a must

    Show me the light? :D
    I was a believer!! I was a Kickstarter backer!! Now I shall reap the rewards!!! :D :D :D
  • snowdogsnowdog Posts: 6,743 Valuable Player
    edited May 21
    Well I decided not to get the Pimax because I was a bit worried about their Quality Control and the reports of distortion around the edges of the displays put me off. Plus I'd need to buy Lighthouse base stations and their Sword controllers on top of 700 quid for the headset.

    I was then considering the HP Reverb but was put off by the crap WVR tracking and the reports of issues with mura.

    Next up, the Valve Index. For £920 I'm going to want more than a 1600p headset with a 20° increase in FOV. Valve are price gouging. If it was a couple of hundred quid cheaper I would have bitten but there's no way I'm jumping in for £920 for those specs, they're taking the piss.

    Get a Rift S, like I've said earlier the difference between the Rift and the Rift S is night and day. If you already have a Go then you know how good these displays and optics are with regards to clarity.

    Do it

    You know you want to.

     :D :D :D
    "This you have to understand. There's only one way to hurt a man who's lost everything. Give him back something broken."

    Thomas Covenant, Unbeliever
  • jayhawkjayhawk Posts: 796
    3Jane
    RedRizla said:
    I was also worried by comfort but this has to be the most comfortable VR headset I've worn. I actually hope they stick with this halo design. On the Rift CV1 the foam used to hurt my face by pressing against it to much. That doesn't happen with this halo design and is super comfortable.
    So no more VR face?
  • RedRizlaRedRizla Posts: 6,253 Valuable Player
    jayhawk said:
    RedRizla said:
    I was also worried by comfort but this has to be the most comfortable VR headset I've worn. I actually hope they stick with this halo design. On the Rift CV1 the foam used to hurt my face by pressing against it to much. That doesn't happen with this halo design and is super comfortable.
    So no more VR face?

    No, it's really comfy for me. I'm really pleased about that because my head isn't the best shaped head in the world :)
Sign In or Register to comment.