Oculus Rift - Virtual Reality Headset Review ⭐⭐⭐⭐:halfstar:

oculus

#1



To Buy Or Not Summary

:star::star::star::star::halfstar: by 1034 customers
4.3 out of 5
  • Amazon Customer Reviews
    :star::star::star::star::emptystar: by 637 customers
    4.1 out of 5
  • Best Buy Customer Reviews
    :star::star::star::star::halfstar: by 395 customers
    4.5 out of 5
  • Walmart Customer Reviews
    :star::star::star::emptystar::emptystar: by 2 customers
    3.0 out of 5

Features

  • Oculus Rifts 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 weve 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. Luckys Tale is included with every Rift purchase.
  • Windows PC and an internet connection are required for Oculus Rift - please review recommended system specs.
  • Buy
  • Don’t buy

0 voters


#2

Amazon Review by Alex :star::star::star::star::star:

345 people found the following review helpful

Virtual Reality Becomes Reality

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.

Immersion:
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 FOV:
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 resolution:
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:
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.

Comfort:
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.

Audio:
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.

Other thoughts:
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! :wink:

Amazon.com - Customer Reviews: Oculus Rift - Virtual Reality Headset


#3

Walmart Review by JackRich :star::emptystar::emptystar::emptystar::emptystar:

Avoid, Get the vive

Poor product with bad support, tries make exclusive content creating a walled garden.

Walmart.com - Customer Reviews: Oculus Rift - Virtual Reality Headset


#4

Thanks :+1:

Null of Hope - Oculus Rift DK2 VR Review by UKRifter

https://www.youtube.com/watch?v=hdw9hthmKTc

#5

@patadm thanks, have a great day


#6

Best Buy Review by Sinjin :star::star::star::star::star:

Most User-friendly VR on the market.

After a failed attempt in the 90's, virtual reality is coming back big, with no less than three major pieces of hardware releasing this year in an attempt to put gamers in the game like never before. The Oculus Rift, is the more affordable and frankly, more user-friendly of the two PC VR solutions available. The HTC Vive may offer more interactivity with its hand controllers and full body tracking, but it also requires a more advanced setup and potentially dedicated game space. The Oculus Rift comes in $200 cheaper than the Vive and requires a much less complicated setup. While it lacks hand controllers (sold separately) it does ship with an Xbox One gamepad and a wireless USB receiver. The Oculus Rift is also better suited for seated gaming experiences, although there are some titles that will ask you to stand for better engagement.

Out of the box the Oculus Rift is fairly impressive from its slick packaging to its intuitive step-by-step setup. No crazy manuals or wiring diagrams herejust go to the web address, download the setup app and start following the prompts. Honestly, it was probably the best installation experience of any piece of electronics hardware in my 35 years of playing with technology. My only hiccup was not realizing my GTX980ti card only had one HDMI port, delaying my installation until the next day when I could go purchase a DisplayPort to HDMI adapter so I could run the Oculus Rift and my TV at the same time.

The setup procedure walks you through connecting the headset sensor (thing that looks like a microphone stand), the headset, and the Xbox controller. When you get to a certain point you are prompted to put on the headset to continue the installation and that is the magic moment when you are transported from Kansas to Oz. There is a calibration slider to adjust the width of the lenses that will help focus the image and top and side Velcro straps can be adjusted to hopefully find a comfortable fit.

I say hopefully because I wear glasses and it took me about three days to finally figure out how to keep this headset on for more than ten minutes without my glasses digging into my nose. Pro tip: Pull the top Velcro strap extra tight to lift the goggles so they dont push down on your nose. Those with glasses may find they have to first insert their glasses into the goggles then carefully put both on at the same time a skill I have quickly honed over the past week. No matter how tight the straps there is always a small gap around your nose, so there is a potential of light bleed unless your room is dark, but you really have to be looking to see it. Actually, I appreciated this thin connection to the real world in case I needed to locate the controller or check my position in the room not that you move around that much.

Nothing can really prepare you for the experience you are about to have once everything is ready to go. The main menu for the Oculus Rift also serves as the gateway to your existing library of games and apps as well as personal profile data, friends list, and the online store where you can preview, purchase and launch games without ever having to remove the headset, all from the comfort of your real couch or favorite chair, but magically transported to a virtual apartment with fireplace and full 360-degree panoramic view.

Perhaps the worst thing about the Oculus Rift is the inability to express just how amazingly cool it really is. Until you actually try it for yourself its impossible to express the level of immersion you feel, which makes it challenging to review the hardware or any of the 30+ games I have loaded up. Screenshots and videos do nothing to communicate the feeling of complete personal integration into the game. Thankfully, those who purchase an Oculus Rift will find plenty of freebies to help get them acclimated to this new world including video and photo viewers, some delightful VR short films, and a totally charming and addictive game called Luckys Tale that will impact gamers with the same severity as Mario did the first time he appeared in his first 3D game. Another title, Dream Deck, is a collection of short demos and experiences that only hint at the potential of this amazing device.

There is a surprising amount of content already available for the Oculus Rift, both on the Oculus store as well as on Steam. Some titles are actually available on both platforms, but sadly, games purchased on Steam wont carry over to the Oculus library, making it a bit more cumbersome when you have to launch a game from your monitor/TV then slip on the goggles.

Games and apps are rated for comfort or level of intensity, but this doesnt always translate into the potential for motion sickness. Ironically, some of the more physically relaxing games have a greater potential for nausea. Seemingly innocent walking-around games like The Vanishing of Ethan Carter and Albino Lullaby have a certain disconnect between your brain and body that could cause VR sickness, and if you feel this coming on in the slightest I encourage you to stop playing. Full-on motion sickness can take several hours to shake off. Conversely, intense racing games like Radial-G or Project Cars are fairly innocuous to your inner ear. Basically any game that presents a seated experience like EVE Valkyrie or EVE Gunjack or games with a gods-eye view like Marble Mountain or Luckys Tale are surprisingly comfortable despite the intensity of the actual experience. The one exception to these findings would be The Climb, an immersive rock-climbing simulation where, if you fall, will have you possibly losing your balance and grabbing out to catch yourself at least it did me.

After playing/experiencing nearly 30 titles over the past week if I had to pick a favorite it would be tough. EVE Valkyrie is easily the most complete and totally immersive game from a traditional standpoint with a captivating interface that puts Minority Report to shame. From a pure sense of wonderment there is a demo for a game called Mythos of the World Axis that created this impossibly detailed model right before my eyes and allowed me to control this little cloaked figure as he ran around trying to unshackle ME, who was chained to the game world. I was able to move around and get down close enough to inspect this 3D world that looked like somebody had constructed a real 3D miniature set out of real wood and stone. Even during the opening moments as the main character is being lowered down on a rickety lift, he appears right in front of you face like a spider descending on a strand of webbing and you swear you could pluck him from the world and hold him in your hand. If you get an Oculus Rift I encourage you to pick up this free demo.

Audio plays a huge part of the immersion in most of the experience on the Oculus Rift, and I was impressed at just how good the sound was coming from the built-in speakers on the headset. In a game like EVE Valkyrie where you are searching for hidden salvage and using positional audio for clues, it is imperative for quality sound and Oculus delivers, but if you want, you can flip the earpieces aside and use your own headset.

The only real downside to the Oculus Rift at this point is the price of admission. $600 is admittedly a bit costly for what is arguably a niche piece of hardware; especially when you factor in the beast of a computer you are going to need to run one. All said and done, you are looking at around $2000 if you want to join this first generation of VR. I suppose the initial lack of hand controllers is also a factor; especially if you hear from anyone who has played with the Vive and talks about how cool it is to physically interact in VR, but the Oculus Touch is available for another $200 and solves that problem nicely.

Another potential downside is that while VR gaming is great for the person wearing the headset its not terribly exciting for anyone else in the room, unless watching the players reactions to their experience holds any entertainment value for more than ten minutes. While the VR gamer is transported to a new world you are left watching the 2D monitor which may be showing split-view windows of a 3D game, a 2D view of whatever the player is looking at in their world, or in some cases, nothing at all. Unlike the PSVR, Rift gaming is very much a solo experience.

From the moment I opened the box to the moment Im wrapping up this review, I was never once disappointed and continue to be impressed more and more with each new title I explore.

Bestbuy.com - Customer Reviews: Oculus Rift - Virtual Reality Headset