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|Note on Availability:|
Due to much higher than expected customer demand, any outstanding orders submitted prior to Saturday, 15th July 2017 will be shipped between 24th July 2017 and 7th August 2017. Orders will be fulfilled in the order in which they were received.
About the product
- Oculus Rift’s advanced display technology combined with its precise, low-latency constellation tracking system enables the sensation of presence.
- Customizable, comfortable, adaptable, and beautiful, Rift is technology and design as remarkable as the experiences it enables.
- Every aspect of Rift was designed to be easy, inviting, and comfortable to use - and that extends to the VR environment we’ve created as a starting point for your journeys.
- Discover and download games across genres ranging from action RPGs, sci-fi shooters, mind-bending puzzle games, and more - and play them from an entirely new perspective. Lucky’s Tale is included with every Rift purchase.
- Windows PC and an internet connection are required for Oculus Rift - please review recommended system specs.
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What's In The Box
Intuitive Exploring with Oculus Remote
By putting navigate, home, back, select, and volume controls at your fingertips, Oculus Remote lets you easily explore and interact while inside VR.
Integrated VR Audio
Rift features an integrated VR audio system specifically designed to make you feel as though you're truly somewhere else - giving you a sense of space and depth. The audio arms are removable so you can use your own headphones too.
A Sensor Designed for VR
Our sensor tracks constellations of IR LEDs to translate your movement into VR. Place the sensor in front of you and you're all set. Its stand is ideal for most setups and its standard 1/4 20 mount works with most tripods. The constellation tracking system is designed to track you whether you're sitting down or standing up.
Great Games Deserve a Great Controller
We include an official Xbox One controller with Rift. It's one of the best controllers in the world, and it's perfect for a wide range of games and experiences.
Rift: Next Generation Virtual Reality
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.
Seeing is Believing
Rift uses state of the art displays and optics designed specifically for VR. Its high refresh rate and low-persistence display work together with its custom optics system to provide incredible visual fidelity and an immersive, wide field of view.
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
Featured VR Games
Download all the latest games as soon as they come out from your Oculus Home Screen.
Defective, homicidal robots are terrorizing the streets, and it’s up to you to recall them and return the city to safety. Earn high scores by using creative combat tactics in an awe-inspiring ballet of bullets.
Step into a noir, psychological thriller with a classic monster movie aesthetic. You are Robert Wilson, a patient who wakes up to find that his heart’s been replaced with a strange mechanical device..
You're Jack, an android stationed at a deep space mining facility. After a spatial anomaly appears out of nowhere, you must grab, push, and glide your way through zero-g to escape imminent danger.
|Oculus Rift||Oculus Touch||Oculus Earphones||Oculus Sensor|
|Experience||Rift uses state of the art displays and optics designed specifically for VR. Its high refresh rate and low-persistence display work together with its custom optics system to provide incredible visual fidelity and an immersive, wide field of view.||Oculus Touch is a pair of tracked controllers that give you hand presence—the feeling that your virtual hands are actually your own. It takes interaction to the next level.||Experience even more immersive audio with Oculus Rift Earphones. These in-ear headphones are specially designed for your Rift headset to reduce sound distractions while you’re in virtual experiences. Enjoy high quality, low distortion, and well-balanced sound every time you put on your headset with Oculus Rift Earphones.||Add an additional third sensor to add roomscale to your Oculus experience. With a clear line of sight, Oculus Sensor tracks constellations of IR LEDs to translate your movements in VR. Its stand is ideal for most setups and its standard 1/4 20 mount works with most tripods. Requires Rift, sold separately. When used as a third sensor, requires an additional USB 2.0 or higher port. Please note: 360° and Room Scale tracking are experimental features—not all experiences may work as expected.|
Step into Rift. 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.
Top customer reviews
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.
SDE (screen door effect):
Because of how close the screens are to your eyes, and the current resolution limitations, VR has to deal with SDE, which is what it sounds like, like looking through a screen door. Thankfully, the Rift's SDE is so minimal it's hardly noticeable. It's there, and you can see it if you look for it, but it's just so faint, and easy to ignore. The Vive's SDE is somewhat more prominent, again a trade-off of the larger FOV. There's a noticeable difference between the two, but both are acceptable. It's not a deal breaker for either, and you'll quickly ignore it when you start playing.
Tracking is very good, and surprisingly accurate. I felt absolutely no delay between my movements and the motion inside the Rift. And the motion inside the rift is perfectly smooth. There's no unnatural blurring, or any other sort of issues.
There are IR sensors all on the front of the headset, as well as the back, so with one sensor you're still able to rotate yourself fully and still be tracked properly.
The Rift has comfort down. Keeping the strap somewhat loose and having the straps hug the back of my head I can wear it four hours without any discomfort. If it's hurting your face or leaving an impression than it's too tight. The Rift is considerably more comfortable than the Vive in my opinion. Although there are ways to mod the Vive for more comfort, the Rift is much lighter, and so much easier to put on and take off, especially considering the Rift has built in headphones, whereas the Vive does not.
The built in headphones are really very decent. Audio is very important to me. My main headphones are AKG K712 Pro's, and I also own a pair of Hifiman HE-400i's. The Rift has on-ear headphones that are very comfortable and sound great. It's something that I very much would have liked to see from the Vive. The Rift's headphones can be removed as well if you wanted to use your own, or they can be flipped out of the way. Their position is easily adjustable.
Both the Rift and Vive have their strengths and weaknesses. The Rift has the advantage in terms of optics. It looks clearer and has a more relaxed focal point. That is, my eyes can wander off center a bit before it becomes blurry, whereas with the Vive when my eyes wander the image becomes blurrier sooner, though, removing the Vive's face pad and modding it with your own thinner pad will improve this drastically, while also increasing the FOV. Though the Rift and Vive have the same displays, they use different lenses, and as such have various trade offs as detailed above. If you need roomscale VR now then you'll want the Vive. If you can wait, the Rift will be releasing its touch controllers later this year with an additional sensor, which will allow for roomscale as well.
Having said that, overall, I'm very impressed given the current limitations of technology, and though I'm looking forward to improvements in resolution and hopefully a fix for the godrays, I see no reason to wait, other than because of its limited availability. VR ready now! ;)
Obduction... that's an interesting head exercise. I still remember the first time i played Myst and how amazing it was... and i played it again recently and saw how poorly it aged. I can only hope that in 23 years Obduction looks as dated! Because right now the Rift system combined with the point and click (is it still that?) adventure game is stunning. Maybe in 23 years I'll be commenting on how we used to wear large headsets and stagger around blindly in our rooms before they started beaming lasers into our retinas? who knows.
And flying around space in VR? Stunning doesn't even cover it. Elite Dangerous is a different game with this piece of kit. Plus i can finally look around and find things.
I don't have much issues with motion sickness in real life and after a week i haven't had much with this either, except when i turned on "smooth turning" in Obduction. That was a step too far. Teleportation and 45 degree click turns are much better. Riding a train where your head tracks the compass instead of the chassis is also imperfect. If you can do roller coasters you'll have absolutely no problems here, in my opinion, unless you are trying to find your limits. If you can't handle teacup rides, you'll still be able to play just fine, just stick with the teleportation technique. If you can handle them, you might even be able to handle walking/running in game, but teleportation works just fine so you're not missing much. Whatever you do, just still stick with the click turns. No one can handle smooth turns unless they're an accredited astronaut.
Glasses are a pain. I'm thinking about going back to contacts just for my gaming sessions. It's a little odd: I'm -2.5d or thereabouts. I can play most games without my glasses with the rift, but the stuff that's ~1 to ~3 feet from my face is most blurry, while the stuff at an infinite focal range tends to come in fine. My head is big, so my glasses are wide, and they get a bit wedged into the headset when i wear them, and over time the multiple sets of lenses start to fog up so I prefer to play without glasses. It's not a deal killer, but it does get annoying to be limited by my eye-failures. Maybe i could get custom lenses? I'm not going to hold Oculus accountable for this, but over time this needs to be addressed.
So overall, 5 star device. Except... mine had an errant glue bead just hanging out on the bottom. I picked it off but the glue is embedded in the fabric. It doesn't affect anything, but.... i payed a bit of cash and kinda expect perfection in QA. So. Minus 1 star and a slightly irked "c'mon. really?" But once i put the headset on and the virtual world descends, the glue bead stops existing. I suppose.
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