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Brace yourselves: Official Rift-S reveal is coming

Zenbane
Level 16


Oculus Rift S PC VR Headset Set For GDC 2019 Reveal

An email sent to Oculus developers by Facebook suggests ‘Rift S’ will be formally revealed at GDC 2019.

UploadVR confirmed with multiple people the email mentions ‘Rift S’ alongside ‘Oculus Go’ and ‘Oculus Quest’. This suggests we should expect a formal announcement in the near future of the PC-based VR headset succeeding Oculus Rift.


And this all begins THIS MONDAY. Hopefully the rumor-mill will prove true this time.

Also note that Oculus is scheduled to be involved in at least 9 different sessions; you can get the full list of GDC here:

https://schedule.gdconf.com/

Down the Rabbit Hole with Oculus Quest (Presented by Oculus)
https://schedule.gdconf.com/session/down-the-rabbit-hole-with-oculus-quest-presented-by-oculus/86560...

Creating Realistic Acoustics with Oculus Audio Propagation (Presented by Oculus)
https://schedule.gdconf.com/session/creating-realistic-acoustics-with-oculus-audio-propagation-prese...


1,078 REPLIES 1,078

pyroth309
Level 14

inovator said:

one member said that the reverb had less cameras so the tracking may be inferior.


It will definitely be inferior, it's just 2 cameras. You could use it with the Vive dildos if you really wanted to spring for them though.

Mradr
Level 13
I should be clear - this is backwards for the people that have CV1 - if you are new to VR then the Rift S actually makes sense for new users. It is by far less setup and quick in and out fashion for them. Along with that - you do get some updates over today's CV1 that is starting to look dated even when bought brand new. Like I said before as well - this is refresh and I knew this going forward. I just hope this doesn't delay the so call real CV2 product too much. It's totally going to delay it by at least a year though - so if you are looking for the next big jump - you might as well look around for a little bit. Not saying you will find much out there - but this session of updates will be mainly focus on getting new users into VR.

Zenbane
Level 16

Dooguk said:
They couldn't even up the FOV, the cheapskates. Kick in the teeth for all the people who have owned CV1 and have been waiting for the next gen. I will not be buying it. No wonder Brendan Iribe left.



I wouldn't call them cheapskates considering how much stuff they have been giving away for free over the last 3 years. They have been losing money due to the low sales volume that all PCVR Vendors have suffered, including HTC and Microsoft. I don't blame Oculus nor Facebook for wanting to turn a profit on their VR investment. I understand how capitalism works.

Facebook and Oculus have pumped so much money in to the Software Ecosystem in order to lure people to their platform, that it makes sense for them to want to start selling more headsets. And after 3 years of mainstream VR, the global market has made it quite clear that mass adoption requires low-cost and easy setup.

All that means for the rest of us who are part of the smaller subgroup of consumers who want a proper high-end PCVR Product is that we have to invest elsewhere for the time being. There are other vendor choices.

kojack
Volunteer Moderator
Volunteer Moderator
Slightly wider FOV than rift, slightly higher res. I wonder how big the FOV increase is, because if it's the same percentage increase as res, then pixels per degree won't be better than the rift.

Things I like:
- Would be convenient at my work. Setting up sensors is annoying because we have to pack up everything again 2 hours later.
- Res increase is good to have. 42% increase of pixels.
- Passthrough AR is cool.
- Display port cable. That may help with people having laptop issues due to HDMI not hooked to good GPU.
- LCD panel probably helps with SDE (due to RGB pixels instead of pentile)

Things I don't like:
- No headphones. Sounds comes from the headband.
- There's a headphone socket, but the thickness of the headband means big circumaural headphones probably won't fit (like my Audio Technica or wireless Corsair ones)
- 80Hz screen (I wonder if this is to counteract the res increase, so similar speced systems are supported?)
- No hardware IPD.
- Tracking of touch is done by the headset. This means the controllers can't be tracked when the headset isn't being worn (unless you place the headset as a replacement for a rift sensor). That doesn't affect 99% of users, but it does affect me. I'm working on a project that uses touch without a headset, and I was about to add position tracking to Auto Oculus Touch.


Questions:
- Does Insight tracking support true world scale? Is there a range limit? With a laptop in a backpack how far can I walk?
- Can I wear the Rift S on my forehead like I do with the Rift when I'm developing?
- How much of a processing hit will Insight tracking add to the PC? Rift had 3 monochrome cameras that needed simple blob tracking. Rift-S has 5 colour cameras that need more advanced SLAM style tracking. Unless the Rift-S has a snapdragon hidden inside, that workload is going to have to be done on the PC. Probably quite a USB load too for all that camera data.
- What's the inertial tensor of the new Touch? Part of the weight is now above the central axis of your hand, instead of collinear. Probably a very small difference, but still curious.
- Inside out tracking will have an interesting affect on motion rigs. There's no way to track the rig's motion in the same coordinate space since you can't mount a VR Object (third touch) to it and track from the outside. Plus the tracking may get very confused. Think about the Feel Three dome. The cameras will see everything below you as stationary, but everything above you as moving. How will Rift-S react when half of what it sees is moving and half isn't?
- Will Oculus add an API similar to Zed have for their AR cameras so we can get depth info and mesh generation?


Overall, I'm still skeptical about inside out tracking, until I've tested it fully. I like repeatable fixed tracking that isn't affected by lighting (can't use Rift-S in the dark). But I also like it for convenience when using it places other than my home. It looks more convenient for my work.
Plus reducing god rays is good. (I HATE THEM. Worst part of the Rift for me)
I've already spent $449 on a Zed Mini camera just to have pass through AR on my Rift. A Rift-S would be able to do the same, without the extra USB cable.
Author: Oculus Monitor,  Auto Oculus Touch,  Forum Dark Mode, Phantom Touch Remover,  X-Plane Fixer
Hardware: Threadripper 1950x, MSI Gaming Trio 2080TI, Asrock X399 Taich
Headsets: Wrap 1200VR, DK1, DK2, CV1, Rift-S, GearVR, Go, Quest, Quest 2, Reverb G2

ShocksVR
Level 9

inovator said:

one member said that the reverb had less cameras so the tracking may be inferior.


2 (HP Reverb)  vs 5 (Rift S)
i7-7700k, Zotac RTX 3080 AMP Holo (10G), Oculus Quest 2
Previous: Oculus GO, Oculus RIFT - 3 sensor Room-scale, Oculus Rift S

Wildt
Level 12
Yeah, I'm deffo getting the HP HMD now for racing sims, unless they somehow drop the ball completely in some unexpected way. But I'll let the first reviews take care of that risk for me :smile:
PCVR: CV1 || 4 sensors || TPcast wireless adapter || MamutVR Gun stock V3
PSVR: PS4 Pro || Move Controllers || Aim controller
WMR: HP Reverb

Zenbane
Level 16
If the HP Reverb doesn't have a solution for full 360 tracking then... FML. I have no real options lol

jayhawk
Level 9
I'm guessing the slight resolution bump was in line with the 80 hz, to keep PC spec requirements the same. I'd like to know how well the higher resolution out there already fair with PC requirements. My biggest disappointment is the lack of built in headphones. Can't knock the new audio design until I try it, but can't be as immersive as headphones, and there is no way I'm using my own. Integrated headphones was the leading factor in choosing the Rift in the first place.

Wildt
Level 12

Zenbane said:

If the HP Reverb doesn't have a solution for full 360 tracking then... FML. I have no real options lol


It won't - 2 camera inside-out mate. I won't be using the controllers at all I reckon ::smiley:
PCVR: CV1 || 4 sensors || TPcast wireless adapter || MamutVR Gun stock V3
PSVR: PS4 Pro || Move Controllers || Aim controller
WMR: HP Reverb

RuneSR2
Level 16



inovator said:

one member said that the reverb had less cameras so the tracking may be inferior.


2 (HP Reverb)  vs 5 (Rift S)



Tracking may be improved too on the Reverb - compared to early WMR HMDs:

"When launched, the tracking technology was promising, but it had weaknesses. Rather than the HTC Vive or Facebook Oculus systems, which use separate towers to help tracking, the Reverb uses "inside out tracking," which doesn't require additional hardware and calibration.

The advantage to inside out tracking is it can be easily moved from room to room. It's somewhat less accurate than using separate towers, however, and issues arise when a hand moves out of view of the inside out tracking. (Read our review of a Mixed Reality headset for more details.) HP officials say improved algorithms have addressed such issues to some degree. 

What's also really helped is improved Bluetooth. The original Mixed Reality headsets counted on Bluetooth support in a gaming PC to handle the connection. HP discovered that subpar Bluetooth implementations were a weak link in the experience. By integrating a Bluetooth radio directly into Reverb's headset, HP can better guarantee a level of connection quality. "

https://www.pcworld.com/article/3367755/hp-reverb-vr-headset-price-features-hands-on.html


Valve Index & Oculus Rift CV1, Asus Strix OC RTX™ 3090, i9-10900K (5.3Ghz), 32GB 3200MHz, 8TB
"Ask not what VR can do for you, but what you can do for VR"