Oculus Rift Virtual Reality Headset
What's inside the box:
- Xbox One Wireless Controller
Whatever you’re into, you’ll find the best experiences for Rift right here.
Grab your guns and take out robots gone rogue in this over-the-top first person shooter—free with Touch.
Step into Rift
Rift is unlike anything you’ve ever experienced. Whether you’re stepping into your favorite game, watching an immersive VR movie, jumping to a destination on the other side of the world, or just spending time with friends in VR, you’ll feel like you’re really there.
The magic of presence
Rift’s advanced display technology combined with its precise, low-latency constellation tracking system enables the sensation of presence – the feeling as though you’re actually there. The magic of presence changes everything. You’ve never experienced immersion like this.
Recommended PC Specifications
- Video Card: NVIDIA GTX 970 / AMD R9 290 equivalent or greater
- CPU: Intel i5-4590 equivalent or greater
- Memory: 8GB+ RAM
- Video Output: Compatible HDMI 1.3 video output
- USB Ports: 3x USB 3.0 ports plus 1x USB 2.0 port
- OS: Windows 7 SP1 64 bit or newer
Virtual Reality Becomes Reality, On April 25, 2016
"I've finally received the Rift I pre-ordered 6 minutes into launch, and my first experience with it blew me away.
Having read every article, every review, and having a dedicated tab in Chrome open to the Oculus Subreddit, reading all I could before I finally got my hands on my own unit, I didn't expect to feel the amount presence that I did. I was worried about the negativity towards the FOV (field of view), the resolution, and the "godrays" (crepuscular rays). I was preparing for disappointment, and I'm glad I was, because I was able to appreciate it all the more. I've now also had the experience of thoroughly testing out the HTC Vive, which I also pre-ordered and received the same day as the Rift, so I can offer some comparisons as well.
It really is difficult to describe quality VR other than to say that you really feel like you're there. There's a demo that places you atop a skyscraper in a busy steam punky city filled with a zeppelin, a hot air balloon and bustling below. There was so much depth, the scene just felt enormous. I really felt that great expanse. I felt an equal amount of presence in the Vive, if not more thanks to its out of the box roomscale experience. Walking around physically adds a great deal of depth. The Rift is a stand-up or sit-down experience for now, with touch controllers and a second senor to come later this year. That will equal the playing field for a roomscale experience.
The field of view is difficult to measure and convey. It's the center of many debates, and there is a lot of misinformation about this, and many inaccurate image representations and measurements. It's going to also differ from person to person, based on how close your eyes are to the lenses, and whether or not you wear glasses, so I'll just stick to perceived comparisons with the Vive. Both the Rift and the Vive have very acceptable FOV's. If you'd like to get an idea of what it's like wearing one of these headsets, take a toilet paper roll, cut it in half, and look through them with both eyes. It'll give you a very rough idea. It's also comparable to wearing ski goggles. The Rift has a very comfortable FOV, and very similar to that of the Vive, but the Vive's does appear larger. The Rift's FOV feels like a squarish circle, whereas the Vive looks like a much more uniformed circle. If you mod the Vive you can also eek out a few more degrees, increasing the FOV just a bit more. I could also see the ghosting from the edges a bit more so on the Rift, due to imperfect stereo overlap. I can see this on the Vive as well, but due to the Vive's lens shape it's a bit less prominent. Easy to ignore on both devices... and mild. I'm just being thorough.
The Rift has a resolution of 2160 x 1200 pixels, as does the Vive. 1080 x 1200 px per eye, but because the screens are so close to your eyes, and because of the way the image is stretched by the lenses, you're seeing something that looks closer to a 720p image if not somewhat less. It's definitely not as sharp as a standard monitor, but it's very acceptable. Go in with low expectation and expect to be impressed. When I first stepped into Oculus Home it was beautiful. Comparing resolutions to the Vive, the Rift comes out ahead. The Vive trades FOV for a bit of a hit to the resolution. Both are beautiful, but the Rift is noticeably clearer. Some text that was easily readable with the Rift was difficult to make out on the Vive.
Godrays, halos, and flare:
Okay, here's where it really disappoints. The godrays and halos are in fact present and very distracting in a lot of scenes. I found that it took some playing with the position of the headset to minimize them. Positioning the headset slightly higher than what felt natural gave me the best results, but they were still very present. There are of course a lot of games and experiences where they're a non-issue. I didn't at all notice them in brightly colored scenes, or in 180 / 360 degree videos. They were most present in high contrast scenes, extreme during menus, and very distracting in experiences taking place in space, or in the dark. Watching a video in a VR theater was nearly impossible. I'd quickly end up with a headache due to the halos, which is similar to having a flashlight shine through a pair of binoculars. It's caused by the many facets of the Fresnel lenses used by both devices. Because the Rift has more facets, it's more of an issue. Both devices suffer from this problem, though the Vive slightly less so.