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My Rift S review after using it for about 6 hours tonight...

 

The screen is MUCH cleaner and sharper than rift CV1 or Vive...also better than samsung odyssey + in terms of clarity...LCD screen look noticeably sharper than pentile oled

screens...The lenses are also much improved, no more god rays and much larger sweet spot.

 

Nice upgrade for racing sims and most games actually...BUT...the tracking doesnt work too well at times in FPS shooter games like onward and pavlov for example...in fact this is a big minus IMHO. A rift with 3 sensors tracked better.

 

Nice build quality, more comfortable headset i tried...very balanced but the very soft foam facial interface they chose makes me sweat and i don't like it...i'll need to upgrade

it to something better...it's too soft and swoochy.

 

80hz feels nice i don't feel any difference from the pervious 90HZ and it turns out it's easier to hold a steady 80FPS than 90FPS so you can still use supersampling and high details and make the images super sharp and detailed...at a higher resolution.

 

CV1 to Rift S i would say feel like going from a 1080p to a 1440p monitor in a way, but all around you the whole world look sharper and nicer...it's amazing.

 

it's worth EVERY penny though, especially if you don't already have your VR setup you'll have an absolute blast with this, it's awesome overall...I highly recommend.

  1. TheSLSAMG

    TheSLSAMG

    As a CV1 owner, there are a couple of things I don't like about the Rift S.

     

    The lack of hardware-adjustable IPD is pretty bad considering Palmer Luckey himself can't even use the Rift S. I personally have to have the IPD maxed out to 70mm for my image to be clear (probably in part due to me having a big head). It's a tough situation given I'm probably outside the 70% of people within tolerance for the Rift S' 64mm IPD along with software adjustments.

     

    Internal tracking has also always seemed like a cheaper solution to the issue. Windows MR headsets didn't do it particularly well, and based upon what you've said, it doesn't seem like the Rift S is doing it much better.

     

    At least the CV1 Sensors are cheap compared to the $135 Vive Lighthouses (I didn't actually know how much they costed until just now, and I'm shocked.) I know you only need half as many Lighthouses as you would typically need CV1 Sensors, but two Rift sensors are still $15 cheaper than a Lighthouse.

  2. i_build_nanosuits

    i_build_nanosuits

    @TheSLSAMG

    Well as far as IPD is concerned i measure at 58mm and i'm fine with the rift S, no problem getting it in focus. No eye strain or anything...it's all fine, the sweetspot is very large so it's fine.
    BUT, from what i've read IPD of 70mm and up have more issues then lower IPD person.

     

    Inside out tracking, yes it could be better but it's still very useable overall...that said i can now only imagine how bad it can be with WMR headset and only 2 of these cheap cameras...Onward devs have said they are working on an update that will help resolve the issue when aiming down sight...we'll see, maybe oculus can also improve things in software.

     

    That said it's cool that the setup now only use 1 USB port where previously it was using 4 USB 3.0 (ouch) so i had to constantly unplug stuff to do room scale VR (having to unplug my logitech wheel and gamepad controler for example to plug in the other sensors, it gets old quick)

     

    I also like the new touch controler better, the plastic they used is of better quality.

     

    Also, the reason i love oculus is the software, most games in steam when you right click have the option to ''Launch in Oculus VR mode'' and when you do they ALL run better...sometimes much much better.

     

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