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About the product
- Bundle Includes Oculus Rift, Oculus Touch, and an additional third sensor to add roomscale to your Oculus experience
- 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
- 7 Free games included with purchase: Robo Recall, Lucky’s Tale, Dragon Front, Quill, Medium, Dead & Buried, and Toybox. 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
- Windows PC and an internet connection are required for Oculus Rift - please review recommended system specs
This bundle contains 3 items (may ship separately)
- 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.
- Bring your real hands into virtual environments with this pair of controllers for Oculus Rift.
- Natural gestures and finger movement create a sense of true hand presence for more realistic, memorable, and tactile VR.
- Constellation tracking lets you manipulate objects in your virtual environment with extraordinary precision.
- Explore an expansive list of groundbreaking new Touch experiences on the Oculus Store.
- This is an Oculus Rift accessory only. Rift headset sold separately.
- When used as a third sensor, requires an additional USB 2.0 or higher port
- Oculus Sensor tracks constellations of IR LEDs to translate your movements in VR
- Ideal for most setups and its standard 1/4 20 mount works with most tripods.
- Special note: 360 Degree and Room Scale tracking are experimental features-not all experiences may work as expected.
- This is an Oculus Rift Accessory - Oculus Rift Headset Sold Separately
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From the manufacturer
Reach out and touch
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.
Unlock human expression
Touch lets you make social gestures like point, wave, and give a thumbs-up. Combined with multiplayer experiences, it unlocks a social element that’s never been experienced in VR.
Touch lets you manipulate all kinds of objects in the virtual space with precision. Pick up toys, drop blocks, throw firecrackers, and fire laser guns—all with intuitive, natural hand movement.
Third Sensor Roomscale
With a clear line of sight, the included third 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.
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.
Top customer reviews
HDMI Extension Cable Issue
Found out that extension cables are a waste and you should use a HDMI repeater with a nice quality HDMI cable instead.
USB Extension Cable Issues
I started trying room scale with passive usb extension cables. I found out through research that you should ideally have ACTIVE usb extension cables. I've switched to these.
USB Host Controllers Issues
You need 3 USB 3.0 ports (for the HMD and two sensors) and one USB 2.0 port (for the 3rd sensor). That seems like a simple problem to solve until you start understanding why they recommend this. It all comes down to bandwidth. The sensors use a lot of it and there is only so much, the bottleneck being the host controller. This is why a USB 3.0 HUB is not a solution because it's bandwidth is still limited by the host controller. Most motherboards have a single host controller for USB 3 and a different one for USB 2. This is why they recommend the 3rd sensor be USB 2.0 because a single host controller can't support the bandwidth needs of the HMD along with the 3 sensors. Before I understood this, I bought their recommended Inatek PCI-E 4 port USB card. I was able to get this working about 80% quality (some tracking hick ups here and there) by splitting the usb 3.0 stuff between this controller and the one on my motherboard. Then I started reading in the comments of Rift's blog posts that the latest drivers for the Inatek cards were causing problems. So I bought another recommended card which was the Startech PCI-E x4 (needs a video card slot) that had a host controller for each usb port. I thought for sure this would take care of all my issues since I wouldn't have any bandwidth problems and ideally could plug everything in using USB 3.0. Low and behold, I get everything set up and am still having USB port issues, and worse now the audio is cutting out on the headset. I do research and find that people have fixed this issue by updating their PCI Express drivers. That wasn't the case for me and I'm still trying stuff. I haven't given up yet but I'm reading that all sorts of different host controllers, some which are quite common, are not compatible with the Rift. If you are even considering the Rift, do yourself a favor and run their compatibility software first.
So yeah, it has become quite a challenge right now for me to troubleshoot this. Is it a driver issue? A host controller thats not supported? A bad usb cable? This has just been a huge pain. And the set up process is such a pain for the sensors. The process goes like this:
1) Raise touch controller to eye level where every sensor can see it (assuming no USB issues)
2) Hold trigger
3) Point at computer screen and press trigger to determine room orientation (my computer was not near the sensors so this was confusing).
4) Adjust sensors as necessary.
Any time a sensor needs to be adjusted, you have to redo this process. Sometimes I had to go through it 5 or more times because each time the sensor/s had to be adjusted a little more. Huge pain.
I really want to like the Rift. It has so much going for it. But my experiences with trying to get room scale working well have made me question it.
I easily set up a 10'x10' roomscale play area in about 10-15min, and my free Rift games were automatically in Oculus Home. At the time of this review, there is also a $100 credit for games and an ongoing summer sale which you can use to immediately build out your library with great games.
I've used VR before, and thought it "wasn't there yet." But the Touch changes that. Hand presence is an amazing addition to VR, and the second sensor that comes with the Touch adds a lot, though I also recommend a 3rd since they are so cheap.
Like consoles, HMD systems will continue to improve, but I decided that now is the time to buy a Rift, based on value per dollar and the recent Oculus room scale update. I am encouraging others that have been on the fence like I was about VR or Rift VS Vive to get the Rift with the current $100 Oculus Home promo during the summer sale because of the great overall value.
Note that with the 3 sensor setup you need a total of (2) USB 3.0 ports for sensors and (2) USB 2.0 ports for one sensor and the HMD. Oculus recommends the HMD be on a 3.0 rather than a 2.0, but I don't have any more of those so I went with the 2.0 and have had no issues (others on Reddit have also done the same). You cannot use a hub to add additional ports, you must use an internal card if you don't have them available. You also need an available HDMI port.
Personally, I have the cameras on basic lighting tripods 6'4" above the ground pointed down. I have the floor marked with some "spike tape." When I'm done I lower the tripods and put them away (leaving the cameras on, which have 1/4" screw mounts for standard consumer tripods).
I've had good experiences with Oculus Home, Steam VR, and 3rd party games. I honestly don't have a single complaint other than that it's hard to play non-VR games any more (and I have a 32" 4k monitor, an i7-3770 and Nvidia 980ti so it's not like I was lacking there).
The resolution is as good as it gets right now, but even Vive has announced that a version 2 for them is over a year away, and their resolution is ever so slightly worse and requires a more powerful gpu to get to the same level. Resolution is quite enough on Rift with good, immersive experiences, but it isn't perfect. There is also a lighting artifact called "god rays" that the Vive also has, but I don't see these as large enough factors to outweigh the fun of VR on the Rift (or Vive for that matter).
Also, Vive is already more expensive, and then you can throw more money at them to get a Rift style audio strap. No one should regret getting a Vive (unless, like me, you just love these Touch Controllers and wouldn't have it any other way), and yes, Vive had motion controllers and roomscale first, but if you're getting into it today, I recommend the Rift hands down. Apparently there used to be some tracking issues while room scale was in beta, but I haven't had a single issue (I purchased after the beta).
Very pleased with my Rift/Touch/3rd sensor!