Where Did The Oculus Rift S Go Wrong?


Welcome to the Oasis, my name’s Mike and today
were gonna be talking about the Oculus Rift S. It’s been a few months now since it’s release and I’ve been using this headset alot, I feel
like now’s a good time go over what are the good things and the bad things about this
headset as it is a bit of a mixed bag but thankfully there’s a few accessories that
I’ve been using that can help improve the experience. Hopefully this video helps some of you that
are still on the fence about moving up from your original Rift or considering this as
your first PCVR headset. Full disclosure, this headset was provided
by Oculus for free just before the release however I’m not sponsored or paid by Oculus
and these opinions are completely my own. So with that out of the way, let’s dive in…. So lets start the video up with a positive
point, the Rift S is a comfortable headset. I was skeptical at first of the halo design
but have come to like it quite a lot. It’s not the most comfortable headset on the
market, In my opinion I would say the Valve Index is the most comfortable, followed by
the original Oculus Rift and then in third place is the Rift S.
The headset has a good weight distribution through the halo design headstrap meaning
using it for prolonged VR gaming sessions isn’t a problem. My only gripe about the comfort is that the
soft material padding and foam are glued to the headset itself so they cannot be replaced. After a few months of use playing games like
Beat Saber and Until You Fall it’s getting a bit gross so the replacement products in
development right now from VR Cover can’t come quickly enough. Next up, probably one of my least favorite
aspects of the Rift S and that is the audio. It’s just not very good. The speakers built into the headstrap lack
bass and it’s a real step down from the excellent audio built into the original Oculus Rift. Even the built in microphone isn’t as good
as the original Rift microphone. Thankfully though, this can be fixed with
some headphones although some brands can be difficult to get over the rigid halo headstrap
or my personal solution is to use the Bionik Mantis clip on earphones designed for the
PSVR. As the headstraps for the PSVR and Rift S
are similar in design, these earphones clip onto the Rift S just fine. Sadly they only come in white but some matt
black model paint quickly sorted that out. They don’t sound as good as the original Rift
earphones but are much better than the Rift S stock solution in my opinion. I’ve linked to them in the description below
. Now lets get onto a huge plus! The content. The Rift and Rift S share the Oculus store
so if you’re moving from a Rift to Rift S all the content you’ve already bought will
work without any issues at all. As Oculus are investing heavilty in VR game
development they have some excellent Oculus exclusive titles. Vader Immortal, Asgards Wrath, Stormland and
an upcoming game from Respawn Entertainment are just a few to be very excited about. The Rift S is also fully compatible with SteamVR,
giving you the best of both worlds. I don’t particularly support platform exclusivity
and would prefer an open platform however it’s something that is here to stay and is
present in every corner of the gaming industry. It’s just a shame that the Rift S didn’t have
any big games for it’s launch mostly relying on a back catalog of games instead. While Quest owners were enjoying Vader Immortal,
new Rift S owners had to look on with envy until it came out a month later. This also nicely leads my onto the setup. To use the Rift S you’ll need to install Oculus
Home. This serves as your hub for the headset providing
firmware updates, your game library and your own virtual home environement. Although the Rift S had a bit of a rocky start
on the software side, updates over the past few months have made significant improvements
to tracking and eliminating bugs such as static flashes in the headset. Once you have the software installed all you
need to do is plug the headset in using the Displayport and USB 3 cables and that’s it. You simply trace the outline of your playspace
and the guardian system will pop up when you get close to the edges to ensure you don’t
bump into any furniture or walls. You can also activate passthrough mode which
is handy to get a glimpse of the real world around you if you need to. As the headset uses inside out tracking which
I’ll talk more about later you don’t need any external sensors or additional hardware. This is ideal for those new to virtual reality
making it very accessible by reducing the friction of setup when compared to using the
original Rift, Vive and Index. Also Oculus has a great introduction to VR
for newcomers using Oculus First Steps and Oculus First Contact which act as interactive
tutorials. Since the Rift S was announced it’s caused
a stir of confusion with it’s specs. The headset runs a single LCD panel with a
resolution of 1280×1440 pixels per eye which runs at 80hz. And when you look at these specs on paper
this was disappointing to the hardcore Rift community as it didn’t compete with the resolution
or refresh rates of the competition such as the Vive Pro, Valve Index and some Windows
Mixed Reality headsets. Even Oculus’s own Quest headset offers a higher
resolution. However despite the specs on paper, in use
it’s actually very good. The drop to 80hz isn’t noticeable at all in
my opinion and the display and optics are actually one of the big advantages of this
headset. It’s sharp and clear making text easier to
read and provides vibrant colours with minimal screen door effect
Even when compared to the expensive Valve Index, I prefer the lenses of the Rift S as
they have a much larger sweet spot and provide less god rays in contrasting scenes. The benefit of reducing the refresh rate to
80hz is that despite having a higher resolution than the original Oculus rift they were able
to keep the same minimum hardware specs required to run the headset. I’ve linked to an Oculus system checker tool
in the description so you can see if your PC is up to scratch. One of the biggest issues with the Rift S
is the fixed IPD. IPD is your inter pupilary distance, essentially
the distance between the pupils of your eyes and everyone is different. In headsets like the original Oculus Rift,
Oculus Quest, Vive and Valve Index you have a slider to adjust the spacing of the displays
and lenes to provide optimal comfort and clarity for your IPD. With the Rift S however, the displays and
lenses are fixed in place for an optimal IPD of around 64mm. These means if you have an IPD above 68 or
lower than 60 you may want to look elsewhere and I think this is one of the biggest mistakes
Oculus made with this headset essentially limiting the market for its use. I have a fairly low IPD of 60mm, I can still
use the headset without issues for long periods of time but it’s not perfect. I’ve heard people with higher IPDs have more
issues with the Rift S than lower IPDs so just bare that in mind. When you’re out of this optimal IPD range
you’re more likely to encounter eye strain and the virtual world will seem a bit off
which can be uncomfortable over time. You can easily find out your IPD using a free
app on iPhone called Eye Measure which I’ve linked to it in the description below or by
physcially measuring using a ruler from the centre of each pupil in a mirror. No back onto the postives. The controllers. The resigned Oculus touch controllers which
are used for both Quest and Rift S are comfortable to use and the buttons are well laid out and
will be instantly intuitive to gamers used to using gamepads. With rubberised grips and knurled thumbsticks
these controllers offer precise inputs and feel good in your hand. The thumbsticks and buttons also have capacitive
touch sensors meaning even resting your thumbs on the thumbstick or buttons will be represented
in the virtual world. The controllers use hidden infrared leds discreetly
dotted around the ring so they can be tracked by the headset. Each controller takes a single AA battery
and can last up to a few weeks of use before needing to be replaced. For the hardcore VR gamer, I’d recommend investing
in some rechargable batteries like the Panasonic eneloops. I’ve linked them in the description below. My only gripe with the controllers is that
the battery door which is held in place by magnets can begin to slide off in your hands
when playing intensive games such as beat saber. I’ve opted to use some grips from Mamut which
stops this completely and adds a strap which attaches the controllers to your hands in
a similar fashion to that of the Valve Index controllers and will also add some length
to the controller grip if you have larger hands. I’ve also linked to them in the description
below. Now let’s talk about the tracking. This is achived by using five tracking cameras,
two on the front panel, one of either side and one on top of the headset. Oculus call this the Oculus Insight system
and quite frankly it’s raised the bar and set the standard for inside out tracking. Due to the placement of the cameras it provides
the biggest tracking volume for an inside out tracked headset available on the market
right now. It’ll be interesting to see if the upcoming
Vive Cosmos does a better job with a 6th camera. I’d certainly like to see these improvements
in inside out tracking made on the Windows Mixed Reality range of headsets which are
due for an update. Inside out tracking isn’t perfect but works
in 98% of situations which is going to be good enough for most. If you’re a hardcore competitive player you’ll
probably favour the more precise lighthouse tracking of the HTC Vive and Valve Index. So before we get onto my conclusion, here’s
a few more tips that I’ve learnt along the way. The Rift S comes with 15ft long cable with
single displayport and usb 3 connections. I’ve been able to sucessfully extend these
cables to a further 6ft by using displayport and Usb 3 extention cables. I’ll put links to the cables I used in the
description below. As the Rift S uses DisplayPort it can’t be
used with laptops with only HDMI ports. A Displayport to Displayport mini adapter
comes in the box but I’ve not heard any reports of people sucessfully using an adapter to
convert Displayport to HDMI so please bare that in mind. Whilst on the subject of cables. I’d also recommend using a velcro strap to
move the cable on the headset to the back of the headstrap. Out of the box there’s a hook on the side
but this means the cable hangs over your left shoulder which can get in the way. Just leave enough slack at the back so the
adjustment mechanism can still freely move. And my final tip is to download and use the
Oculus Tray Tool. This is a third party app that I’ve been using
for years now. You can increase your super sampling, turn
off usb power management and my favorite feature the auto audio switcher so when the headset
starts it will automatically use the headsets audio and mic and then when you close the
oculus software it will automatically revert to your desktop audio options. So here’s my conclusion, despite it’s flaws,
for the price of $399, it’s hands down the best VR headset you can buy right now in this
price bracket. Personally I completely moved to Rift S over
my original Rift and took down all my Rift sensors after the Rift S arrived in the office
and I wouldn’t go back as I enjoy the slight upgrade in visuals. Even though I have an Index here in the office,
I actually favour using the Rift S in some games. No Mans Sky is a good example of where I prefer
to use the Rift S mainly due to the controllers as the Index controllers still have some way
to go and lack content that takes full advantage of them right now. If you’re a competative player maybe look
at the Index or the Vive Pro or stick with the original CV1 for now. However if you’re new to VR you really can’t
go wrong with this headset. Alot of people ask if they should get an Oculus
Rift S or Oculus Quest. The answer is simple. If you own a VR capable PC go for the Rift
S, if you don’t get the Quest. With Oculus Connect 6 just around the corner,
hopefully we’ll get a look at the road map Oculus have planned for the future and find
out how long we’ll have to wait for a true second generation Rift. So there we have it, thats the good and bad
points of the Oculus Rift S. Hopefully this helps you make an informed
desision on whether this is the right headset for you. Thankfully most of the flaws other than the
fact it’s got a fixed IPD can be fixed with some accessories and overall I think this
is a solid headset in my opinion. For the price, right now there’s nothing else
on the market that can compete with the things it does right like the display, optics, content
library, controllers and the excellent oculus insight tracking system. But this is of course is just my opinion,
let me know what you think in the comments down below. Do you have an Oculus Rift S? How are you finding it? Or are you considering other headsets on the
market? Maybe holding out for the Vive Cosmos? I’d love to know in the comments below. Leave a like if you liked the video, make
sure you’re subscribed for all my future content and as always. I’ll see you on the next one. Cheers.

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100 thoughts on “Where Did The Oculus Rift S Go Wrong?

  1. To answer the big question here…
    1. They partnered with Lenovo instead of designing it themselves
    2. They didn't meet expectations. CV1 was a flagship HMD when it was released. Rift S is a mid-range device.
    3. They are clearly going for market share instead of a premium experience. Partnered with Lenovo to focus on quest. They probably won't release a flagship device like CV1 again.
    4. It's a mid range device. Enthusiasts will buy valve index, and budget customers will get quest. Far fewer people in the middle.

  2. As an oculus rift cv1 user who tried the rift s also but send it back i would have to admit the comfort is nice and the visual upgrade is huge. The tracking however is horrible so is the crappy sound solution and tthe mic, it also feels very cheap especially the controllers. Its obvious the rift s wasnt launch ready hence why they keep updating the firmware multiple times. Of all the issues the inside out tracking was the biggest dealbreaker. Cant do medium or quill with it horrible lag.

  3. I'm not sure if maybe my rift S is different or something but my rift S has a clip on face mask so now I'm a bit confused

  4. Question, anyone here know how to get rid of ghost controllers in the oculus app? I have like 8 controllers that are shown.
    And no, I cannot remove them by clicking "remove device"

  5. They went wrong by not making it a power house of a vr headset for pc. The quest is for mobile and pc should be pushing limits not making compromises.

  6. i just got a quest. ive had no complaints, though ive only had it for a few days. been playing beatsaber and robo recall

  7. For me, upgrading to the Rift-S from the CV1 was a no-brainer, mainly because it removes the sensor requirement. The graphic boost was a great improvement as well. My only gripe with it, is the sound in the headband. I prefer over-ear, or in-ear, instead of how the Rift-S does it.

  8. I have a thunderbolt 3/usb type c port on my laptop that supports displayport. And I heard that if I get an adapter from displayport to usb type c, the rift s could work with a laptop. Can anyone verify this? Genuinely curious as I’m considering the Rift S but only if I can make it work with my laptop of course. Cheers!

  9. The only turn off for me getting a rift s
    Is the displayport
    My laptop doesn't come with a displayport or even a mini displayport , only an HDMI

  10. a) no headphones, bad for immersion. b) Since the camera is on the rift s, it can lose contact to the controllers easily. No buy

  11. I got excited to get an Index because everyone says it has the most comfort. I couldn't disagree more. My Lenovo Windows MR headset I got for $250 in 2017 with a halo strap is leagues betters in comfort. The halo strap puts all of the (light) weight on top of the forehead, and absolutely none on my face. It is fantastic. And it doesn't wiggle much at all. I can only assume the Rift S behaves similarly.

    With the Index, a lot of the weight is on my face, and man, is this headset heavy. I cannot get it to sit vertically still, always getting slight blurriness after a couple minutes. And every review I saw about the Index mentions the heat emitting from the screens and said it wasn't an issue at all. Wrong. The heat is just uncomfortable. And in a room in the summer time, you just get uncomfortably warm, quick. Putting my Quest on to play beat saber after an Index session makes it feel like I've got nice, cool A/C on my eyeballs in comparison. And jeeze, the god rays on the Index are terrible. That was also understated in many Index reviews… I swear every review was paid to brush off the negative aspects of the thing like they are nothing, I don't get it.

    Between the headsets issues and (over-hyped) controllers, definitely not worth close to $1000, and the Rift S is probably the best choice (I don't own a Rift S, thus the probably). Even if the Index kit was priced at $500, I'd probably pick the Rift S over it still, if I had to buy another headset.

  12. I'm blissfully unaware of the improved visuals offered by index or rift s so I'll stick with my cv1 until it dies or I become rich enough to buy an index

  13. Mike, where did you get your Oculus Debut Tool version 0.86.3 ? Mine is only 0.39.0.0 with an OVR SDK Runtime version of 1.40.0
    Also, GREAT reviews but regarding the sound…… hasn't ANYONE heard of the "Behind the Neck, Over the Ear" Sony and Logitech headphones with about 30mm drivers that offer halfway decent bass and wide range audio ?????…………….. geesh……… guess I'm old……. probably no ones heard of Pink Floyd, Jimi Hendrix and Led Zeppelin either – LoL

  14. I cant figure out why they made quest with 4 front cameras and the rift s with 5 smart placed cameras. I keep losning tracking 1-2 moves/song in beatsaber, bloody quest. It still fun but why. I do hope for a rev 2. 🤔

  15. All of these are just a rehash of the older rift and vive with nothing exciting to offer.. I got a reverb and although it cost a bit more this is the true next step and it's a shame these other companies are behind in technology.

  16. I have the rift s and have updated firmware and software but i still lose positional tracking on the controllers. Why? Was it not fixed?

  17. What i dont get is why oculus cant suport other headsets in there store, why force pepole to use revive or wait until its releases on steam. Ps no way in hell i would swich down to a rift s from my Pimax 5k+

  18. I'm planning on getting a rift s but I heard about problems with the controllers/tracking on the rift s, are they fully fixed now?

  19. I can't compare the resolution to the CV1 but I'm honestly not at all impressed with it. It's like going back in time, watching VHS again after years of blu-ray visual quality. Everything outside the sweet spot which is narrow, is terribly fuzzy.
    If you can hold out for VR gen 2, DO IT.

  20. Meh, I genuinely can't recommend wired VR anymore, if you have a good well-set-up Internet and WiFi connection SteamVR streaming to Quest is great, even over the Internet to another house when I tested that out for Fallout 4 VR and Pavlov, it worked great (broadcasted to Facebook live even the whole time).

    Cabled VR's days are limited, and I don't believe the solution is anything requiring the user to have a VR capable PC in their own home moving forward either. Makes it tough to recommend anything except Rift/Rift S for the Oculus exclusives that don't run well in Revive (yet?)

  21. I'm still just really worried about the 80 hertz…. Even though it isn't directly noticed, does it decrease your performance in games like Beat saber?

  22. I guess I'm one of the lucky few that haven't had any problems with their Rift S, however with the Rift S being my first ever HMD, it's possible there's some issues that I can't notice.

  23. @Virtual Reality Oasis Mike, what do you think about hopes for devs like CD Project Red waking up and supporting VR in the next 2 years? I mean, they announced support for google's stadia, which is absolute garbage. This actually gives me hope that they, if anyone, might be open to a VR conversion down the road.

  24. If not for the fixed IPD, I'd consider replacing my CV1 with a Rift-S for my seated racing/flying sim setup. That setup gets around the audio issue since it has full surround sound with bass shaker in the seat. Unfortunately, I'm in the narrow IPD group, and that makes it a non-starter for me. My CV1 will probably get replaced with either another Valve Index since I have spare lighthouses, or a Vive Cosmos.

  25. Just upgraded from cv1 to Rift S and i love it. Did not like the sound choise of Oculus, but pop'ed a pair of highgrade in-ear headphones in and it was golden.
    Only issue now is a kind of slight, allmost not noticable laggyness to the controlers tracking in my hmd, cant figure out why they do that.

  26. And also, when playing roomscale VR on the Rift S, a nice pair of shoes is important. I've put a link in the description!

  27. I really wanted to upgrade from my Samsung WMR headset to the Rift S, which I had pre-ordered, but I had so many problems with it, I had to return it 🙁
    Waiting to see if the Vive Cosmos can give me a hassle-free experience.

  28. I am scared about the fixed IPD but I am getting the rift s anyway and I am excited to find out what the resolution is like

  29. My son got a rift-s and I’ve used it. I have a 69mm IPD which is slightly above the top range. I do notice that the sweet spot for me is noticeably smaller than my CV1. Audio, not a fan at all. It always feels really low and needs to be boosted. All my headsets I have are USB except for my old iPhone earbuds. I haven’t tried them in his rift-s but I may give that a go.

    Other than that the positives you marked are spot on. The negatives were also spot on except for one thing: I’ve never had issue with my battery covers coming off. I also prefer the halo over the rift CV1. It doesn’t feel as crushing to my head as the CV1 for some reason.

    It’s not enough for me to go out and drop $399, but if I had one given to me, I’d def use it over the CV1 just for the increased resolution alone. The rest is icing on the cake. No more sensors, and the pass through would really be handy on my CV1 so I can find my keyboard better, tho in all honesty the pass through really doesn’t look right compared to the real world, but I let it pass because it is the first gen maybe it’ll improve on the next one.

    I doubt they’ll be saying too much about next gen at oculus 6, they want people to keep upgrading to the rift s and quest. If they announce something those sales will come to a screeching halt because people will be willing to wait for rift 2.0 if they even mention it is coming in 2 years or something.

  30. I got the headphones that clips on but they definitely don’t clip on easily and you have to be on the widest position of the headset for it to work. Unless you have a big head you’ll have a loose headset.

  31. Quote from the rift s page: The Oculus Compatibility Tool is no longer supported and will not be receiving future updates.

  32. Hey dude, is it worth to buy oculus touch controllers for rift s? I see there is a lot of games free if you have them but I’m not sure if they will work with rift s and maybe you have some info about some new controllers coming out? Many thanks for a reply!

  33. I was on the fence when it came out but I ordered it and the Quest the same day. I have to say that I agree with you, it is a nice step up from the original but just shy of what we all really wanted. In all it is a great headset and I find myself using it more than the original.

  34. I've returned to my WMR from my rift S. It would just have terrible performance and would smear the image as a reprojection thing that made me sick. Seriously I shouldn't get double the performance on a WMR. I miss the rift s controllers but the beta broke my controllers on steam. All the bugs I've worked through and being forced to play games at 40fps with a i7 and gtx 1070 just pissed me off to much.

  35. first i was holding up for index and the index reviews, right now waiting for Cosmos Specs on 15.Sep but guesse i have to strech the wait even longer to OC6 on 25/26.Sep

  36. i wish they would of kept the old cv1 style head strap. because of that i had to send mine back. i couldnt use my headset over and i just could not get the hmd to fit properly. the halo style is the wrong way to go for me.

  37. No problems with my S its a great upgrade. I have all the headsets except the index so far. I gave the Rift CV1 to my son and now he wants my Rift S. Tracking is great sound is not that bad can it be better yes but that would increase the cost and so easy to use headphones if it’s a problem for you it’s not for me though. I use a bandana so I don’t get the rift all nasty can’t stand putting on a wet headset.

  38. About minidisplay ports on laptop: I have one (MSI apache pro VR 7RG) And I just tried my brand new Oculus Rift S: work first try with the adapter included in the box.

  39. trust me all the youtubers say the built in audio sounds bad. It seriously doesn't idk what happened at launch but it sounds good to me.

  40. My IPD is 59mm and the Rift S works great, I easily spend more than 3 hours at a time in VR without issue. I suspect the "concern" is blown out of proportion and actually only impacts a very small percentage of people.

  41. It says that the oculus compatibility tool is no longer available https://www.oculus.com/rift-s/#rift-s-pc-requirements

  42. This is a really cool VR headset. I currently own a PSVR headset and absolutely love it. You can say I'm a console peasant lol.

    Finally got to play Sairento after getting it at my local EB games this past month after waiting for 2 years since it launched on PC. XD.

  43. Great video mate, but the S dropping the ball on things done well in the CV1, was something they really need to address moving forward.

    My CV1 is excellent, but for me, the losses in the S, audio, ipd, head fitting, can't bring me to get an S, in my use exclusively for simracing, where clear noise-cancelling headphones are a must, especially for immersion, and long use (many hours at a time) with no need for the controllers, but super accurate hmd tracking.

    Having to add 3rd party headphones is just embarrassing.

    Cheers.

  44. Thank you for your review.
    I am using original oculus rift 1 for a last 15-16 months. My IPD is 71mm and that was not a problem so far. I am so disappointed now….have to look elsewhere. What would you suggest?

  45. Where did it go wrong? ….it was made. All that R&D/development/production money should have gone to making the Quest 500$ model come with a snapdragon 855 and 6gb ram

  46. I love the headset but about half the time I use it i have issues with the headset not turning on, detecting display port or controllers not being detected. It fixes after a few restarts of the software but it’s annoying if you want to try and get a quick game of beat saber or something. That’s really been my only problem with it.

  47. What is your oppinion?
    i have an htc vive with the all in one cable and the valve index controlers, which i love
    I have been wanting to get an upgrade for a while but i realisticaly dont have enough money to get the rest of the valve index but i do have enoough money to get a Rift S and was wondering if the Rift S exclusives and the hassel to play vive only games on the rifts S.

    Thanks for any advice 🙂

  48. your VR playspace is above a stair cavity? you madman.

    found this video because my CV1 has just developed the audio cutting in and out issue that indicates my ribbon cables are dying. i'll limp it along to the next black friday sales and hopefully get the RiftS with vr covers. it's a shame the CV1 is essentially glued together or else i'd fix it.

  49. Are you serious? 1. The foam frame CAN be replaced. The CV1 gets foggy and sweaty, and the Rift S does not. 2. The 3.5mm headphone jack allows you to easily plug in 3rd party headphones which make it awesome. The graphics are better in the Rift S, you can draw the Guardian and set up Roomscale from within the headset, no towers, so many improvements. Rift S is KING.

  50. I just got my rift s and I am having alot of traking issues and idk how to fix it, it happens alot in pavlov with automatic weapons when you start shooting the traking just dosent know what to do, the headset is on firmware 2.0

  51. two weeks of trouble shooting to no avail. kudos to oculus support for their help but this device is not ready for market in my opinion. terrible audio, black screens, having to shut down processes, controller loses tracking…. i sent it back and had my new vive up and running on same machine in minutes. still have my cv1 and it has been fantastic. the rift s is just not there yet for the masses. congrats to those who did get it going without issue, you are the fortunate ones

  52. I would not touch a Oculus product now after this week when oculus just dumped all CV1 owners by removing the proprietory cable and earphone from the accessory store, and no doubt the sensors and controller will be next to be removed, and when asked about it their response was "just buy a new oculus VR product if you old one breaks", and they were selling the CV1 up until a few months ago, so disgusting consumer practice……steer clear of anything oculus at this point.

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