Developer | Facebook Technologies & Lenovo |
---|---|
Manufacturer | Lenovo |
Type | Virtual reality headset |
Generation | First generation |
Release date | March 20, 2019 |
Availability | May 21, 2019 |
Lifespan | 2019-2021 |
Introductory price | $399.99 USD, $649 AUD |
Discontinued | April 2021 [1] |
Display | Fast-switch LCD 2560×1440 (1280×1440 per eye) @ 80 Hz |
Sound |
|
Input | 6DOF inside-out tracking through 5 built-in cameras |
Controller input | 2nd generation Oculus Touch motion tracked controllers |
Camera | 5 cameras |
Connectivity | DisplayPort 1.2, USB 3.0 |
Online services | Oculus Store, Steam VR |
Mass | 1.1 lb (500 g) |
Backward compatibility | Compatible with software developed for the original Oculus Rift |
Predecessor | Oculus Rift CV1 |
Website | Official website |
Oculus Rift S is a discontinued virtual reality headset co-developed by Lenovo Technologies and Oculus VR. Announced in March 2019 and released that May, it is a successor to the original Oculus Rift CV1 model, with noted changes including a new "inside-out" positional tracking system with cameras embedded inside the headset unit (similarly to its sister device, the Oculus Quest), a higher-resolution display, and a new "halo" head strap.
The Rift S received mixed reviews, with critics praising improvements in comfort and ease of setup due to the halo strap and new tracking system, but characterizing the Rift S as being only an incremental upgrade over the CV1, and noting regressions such as a lower refresh rate, and the lack of hardware adjustment for inter pupillary distance (IPD).
The Rift S was discontinued in April 2021.
In June 2015, Oculus VR co-founder Palmer Luckey revealed that Oculus was already working on a successor to the original Rift and planned to release it in around 2–3 years from the original Rift release. The headset would feature higher resolution screens and inside-out tracking, and would enable room scale experiences. [2]
In October 2018, Oculus VR co-founder and former CEO until 2016 Brendan Iribe left Oculus VR, allegedly due to both parts having "fundamentally different views on the future of Oculus that grew deeper over time." [3] [4] Iribe wanted to deliver comfortable VR experience competitive on the high-end market while Oculus leadership aimed to lower the VR gaming entry barrier. Mark Zuckerberg, CEO of Oculus parent company Facebook, Inc., repeatedly stated that Oculus' goal is to bring a billion users into VR. [5] Iribe was said to be overseeing the development of the second generation Oculus Rift, which was canceled the week prior to his departure. [6]
Rift S used a single fast-switch LCD panel with a resolution of 2560×1440 and an 80 Hz refresh rate, down from the CV1's 90 Hz. [7]
Also, compared to the original Rift, the Rift S uses "next generation" lens technology, introduced in the Oculus Go, which almost entirely eliminated god rays. The field of view was 115º[ citation needed ], compared to 110º on the Rift CV1. The headset features software-only inter pupillary distance (IPD) adjustment, [7] because it uses a single screen instead of dual displays. [8]
As opposed to earphones attached to the strap as on the CV1, built-in audio on the Rift S uses speakers embedded in the headset itself, positioned slightly above the user's ears. [9]
The Rift S uses the same "Oculus Insight" inside-out tracking system used by the Oculus Quest, whereby five cameras built into the headset (two on the front, one on either side, and one looking directly upwards) track infrared diodes in the controllers, as well as input from the accelerometers in the headset and controllers, and a prediction engine, are used to spatially track the headset and controller (removing the need for external sensors mounted in the play area). The Rift S contains an additional fifth camera over the Quest's four to improve compatibility with existing Oculus Rift software. [7] [10] [11]
Passthrough+ is provided as a safety feature, which displays output from the cameras in monoscopic black and white when the player exits their designated boundaries. Passthrough+ also makes use of "Asynchronous SpaceWarp" to produce a comfortable experience with minimal depth disparity or performance impact. [12] [7] [13] [2]
Rift S features a halo headband which, according to Oculus, had a better weight distribution, better light blocking, and was supposed to be more comfortable in comparison to that of the Rift CV1. The headset was co-developed with Lenovo, incorporating their experience in the VR and AR space and feedback from the Lenovo Legion gaming community. [12] [13] The device has a knob at the rear of the band which brought the device forward and backward. The top strap was there to make it snug on the wearer's head, while a button underneath the right side of the headset is used to release the headset from its support, allowing it to be adjusted to be closer or farther from the user's eyes. The device lacks physical adjustment for inter-pupillary distance (IPD), but this setting was supported in software. [7]
Oculus Rift S uses the same second generation Oculus Touch controllers used in the Oculus Quest. The controllers are similar to the ones used by the original Oculus Rift, except with the tracking ring on the top (to be seen by the headset's built-in cameras) instead of being on the bottom (to be seen by the external Constellation cameras). [12]
On April 12, 2019, Nate Mitchell, co-founder of Oculus VR and head of VR product at Facebook, explained via Twitter that "some 'easter egg' labels meant for prototypes accidentally made it onto the internal hardware for tens of thousands of [Oculus Quest and Rift S] Touch controllers." The messages on final production hardware say 'This Space For Rent' and 'The Masons Were Here,' while a few development kits contained 'Big Brother is Watching' and 'Hi iFixit! We See You!' [14] [15] [16] [17] [18] [19] [20]
All existing and future Oculus Rift-compatible software are supported by the Rift S. [21] [22] The Oculus storefront also supports cross-buys between Oculus Quest and PC for games released on both platforms [21]
Oculus Rift S was announced during GDC 2019 on March 20, with shipments starting on May 21 the same year. [12] At launch, it shared the same US$399 price point as the CV1. [7] [12] [13]
On September 16, 2020, Facebook announced the upcoming discontinuation of the Rift S in favor of the Oculus Quest 2, with sales ending in spring 2021. [23] In December 2020, Facebook discounted the Rift S to US$300. [24]
In April 2021, production of the Rift S was discontinued. In an email sent to UploadVR, a Facebook representative stated that "stock of the headset would no longer be replenished moving forward." [25] [26] [27] That June, the Rift S section in the Oculus website was updated and was no longer being sold. [28]
The Rift S received mixed reviews. The Verge felt that the Insight system was "easily a match for the old Rift tracking cameras" and helped make setup less complicated, and that its halo strap was more comfortable than that of the Oculus Quest, but felt that some of its other changes were downgrades over the previous model and Quest — including replacing its headphones with directional speakers, the lack of hardware IPD adjustment, and a screen whose resolution only slightly higher than the Rift CV1, but lower than the Oculus Quest. [29]
TechRadar characterized the Rift S as being an incremental upgrade over the CV1, similarly praising its "elegantly simple" tracking system, but noting only marginal hardware updates, and regressions such as its directional speakers, a tighter fit and no hardware IPD, and its lower refresh rate. Coming from a CV1, the reviewer also noted that the Rift S was also the first headset to make them feel nauseous, although citing possible factors such as the lower refresh rate or Fallout 4 VR being a SteamVR game that was not fully optimized for the Oculus platform. It was argued that the Rift S "does very little to appeal to those that have already invested in the Oculus ecosystem", and that "the future of Oculus VR, if it is ever to have mainstream appeal from a consumer perspective, looks to sit then with the Oculus Quest, whose freedom of movement does stand the chance of being truly transformational, given the right software." [30]
Oculus co-founder Palmer Luckey criticized the lack of hardware IPD, stating that the software-only adjustment was not comparable in any way to an actual physical IPD adjustment mechanism. He estimated that about 30% of the population — including himself — would not be able to use the Rift S comfortably. In comparison, the original Rift CV1 was designed to support any IPD between the 5th and 95th percentile (58mm and 72mm, respectively), making the device comfortable for 90% of the population. [31]
Virtual reality (VR) is a simulated experience that employs 3D near-eye displays and pose tracking to give the user an immersive feel of a virtual world. Applications of virtual reality include entertainment, education and business. VR is one of the key technologies in the reality-virtuality continuum. As such, it is different from other digital visualization solutions, such as augmented virtuality and augmented reality.
Leap Motion, Inc. was an American company that manufactured and marketed a computer hardware sensor device that supports hand and finger motions as input, analogous to a mouse, but requires no hand contact or touching. In 2016, the company released new software designed for hand tracking in virtual reality. The company was sold to the British company Ultrahaptics in 2019, which rebranded the two companies under the new name Ultraleap.
Oculus Rift is a discontinued line of virtual reality headsets developed and manufactured by Oculus VR, a virtual reality company founded by Palmer Luckey that is widely credited with reviving the virtual reality industry. It was the first virtual reality headset to provide a realistic experience at an accessible price, utilizing novel technology to increase quality and reduce cost by orders of magnitude compared to earlier systems. The first headset in the line was the Oculus Rift DK1, released on March 28, 2013. The last was the Oculus Rift S, discontinued in April 2021.
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The Samsung Gear VR is a virtual reality headset developed by Samsung Electronics, in collaboration with Oculus VR, and manufactured by Samsung. The headset was released on August 21, 2015.
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Oculus Touch is a line of motion controller systems used by Meta Platforms virtual reality headsets. The controller was first introduced in 2016 as a standalone accessory for the Oculus Rift CV1, and began to be bundled with the headset and all future Oculus products beginning in July 2017. Since their original release, Touch controllers have undergone revisions for later generations of Oculus/Meta hardware, including a switch to inside-out tracking, and other design changes.
A virtual reality headset is a head-mounted device that uses 3D near-eye displays and positional tracking to provide a virtual reality environment for the user. VR headsets are widely used with VR video games, but they are also used in other applications, including simulators and trainers. VR headsets typically include a stereoscopic display, stereo sound, and sensors like accelerometers and gyroscopes for tracking the pose of the user's head to match the orientation of the virtual camera with the user's eye positions in the real world.
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The Oculus Go is a standalone virtual reality headset developed by Meta Reality Labs in partnership with Qualcomm and Xiaomi. It is in the first generation of Facebook Technologies' virtual reality headsets, and the company's first device in the category of standalone VR headsets, which was a new category at the time of the Go's release. The Oculus Go was unveiled on October 11, 2017 during the Oculus Connect developer conference, and released on May 1, 2018. Xiaomi launched their own version of the headset in China as the Mi VR Standalone on May 31, 2018.
The first-generation Oculus Quest is a discontinued virtual reality headset developed by Oculus, a brand of Facebook Inc., and released on May 21, 2019. Similar to its predecessor, Oculus Go, it is a standalone device, that can run games and software wirelessly under an Android-based operating system. It supports positional tracking with six degrees of freedom, using internal sensors and an array of cameras in the front of the headset rather than external sensors. The cameras are also used as part of the safety feature "Passthrough", which shows a view from the cameras when the user exits their designated boundary area known as "Guardian". A later software update added "Oculus Link", a feature that allows the Quest to be connected to a computer via USB, enabling use with Oculus Rift-compatible software and games.
Oculus Rift CV1, also known simply as Oculus Rift, is a virtual reality headset developed by Oculus VR, a subsidiary of Meta Platforms, known at the time as Facebook Inc. It was announced in January 2016, and released in March the same year. The device constituted the first commercial release in the Oculus Rift lineup.
The Quest 2 is a virtual reality (VR) headset developed by Reality Labs, a division of Meta Platforms. It was unveiled on September 16, 2020, and released on October 13, 2020 as the Oculus Quest 2. It was then rebranded as the Meta Quest 2 in 2022, as part of a company-wide phase-out of the Oculus brand following the rebranding of Facebook, Inc. as Meta.
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VIVE XR Elite is an extended reality (XR) headset developed and manufactured by HTC. Released in February 2023, the headset combines virtual reality (VR) and mixed reality (MR) functionalities.
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