Oculus Rift Room Scale Size – 2017 Review

photo of Oculus Rift VR headset

The retail version of the Oculus Rift virtual reality (VR) headset finally arrived in 2016, after numerous advancement packages and a number of years of work. Since then, the excellent Oculus Touch motion controllers have been contributed to the Rift as a single $598 package, slashing $100 each from the original rate of both the headset and the controllers. The Oculus Rift stays practical and immersive, if you have a computer system that can manage it. With the addition of the Oculus Touch controllers, the Rift is more appealing than the now nearly identically priced HTC Vive, though the Sony PlayStation VR is our Editors’ Choice for its ease of use as well as lower rate.Oculus Rift Room Scale Size

Before we begin, just a note that you can find the headset by itself for around $499, though we strongly suggest getting it with the Oculus Touch controllers. The controllers are available by themselves for $99.

 

What You Need

Main requirements for the Rift$ 399.00 at Amazon are almost identical to the requirements for the HTC Vive. Oculus suggests an Intel i5-4590 or better CPU, an Nvidia GTX 970 or AMD Radeon R9 290 or better video card, at least 8GB of RAM, an HDMI 1.3 output, three USB 3.0 ports, and one USB 2.0 port. Among those ports is for the additional sensing unit of the Oculus Touch controller, and you can set up the Rift itself with simply 2 USB 3.0 ports: one for the headset and one for the external sensing unit. I evaluated it using the Origin EON17-X, which has a Core i7 6700K CPU overclocked to 4.5 GHz, an 8GB GeForce GTX 980M graphics card, and 16GB of RAM.

 

Oculus Rift Style

The Oculus Rift headset is simple and downplayed. It’s a plain black rectangular visor with rounded edges and little visual style. The front panel is entirely flat, marked just with an Oculus logo. The sides of the visor are similarly flat, and connect to arms that pivot slightly up and down and attach to the three-strap harness for protecting the gadget on your head.

A strap extends from each arm around the sides of your head, with a third strap extending from the top of the visor over the top of your head, conference at a cushioned triangle in the back. The straps are kept in location with hook-and-loop fasteners, and can be easily adjusted. A set of on-ear headphones sit on the arms, able to independently pivot and flip up and down to appropriately fit on your ears.

By itself, the headset is fairly light and comfy. You can wear glasses with the Rift, but it will make the fit a bit tighter. I used my glasses when testing the headset, which assisted make sure that I saw crisp and accurate visuals. But it also made putting the Rift on and taking it off a bit awkward, and depending upon the size of your frames, they could hurt your capability to wear the headset for extended periods of time.

The headset links to your PC straight through a lengthy cable that splits off near completion into HDMI and USB 3.0 ports. The cable unwind the left strap before running clear of the headset. It’s a little more uncomfortable than the over-the-top-of-the-head cable of the HTC Vive, and I discovered myself having a hard time to find a comfy position where the cable didn’t sit distractingly on my shoulder. However it’s not almost as huge an issue in usage as the HTC Vive’s cable television, given that the Vive is created to work when you’re walking a set area.

The Rift on its own uses a single external sensing unit, a black cylinder that rests on a nine-inch-tall metal desktop stand. The sensor can tilt up and down, and must be put where it can keep a clear view of the headset when in use. A second, similar sensing unit tracks the Oculus Touch controllers, and the 2 sensing units work in tandem to enhance tracking for all the devices and cover a larger area than the stationary position just one sensing unit permits.

Once you’re operating, a 2,160-by-1,200 OLED panel is used to produce a 1,080-by-1,200 image for each eye, separated by the lenses in the headset (just like the Vive). The lenses can be adjusted using a small lever on the ideal underside of the visor. More on the visual themselves in a bit.

 

Controls

The Oculus Touch motion controllers originally launched as an optional addition, however have since been added to the $598 Rift package. They aren’t the only control alternatives included in package, however. The Oculus Remote is a small, rounded bar with a large, circular navigation pad and Back, Menu, and Up/Down buttons. The remote helpfully features a lanyard to keep it connected to your wrist when you’re using the Rift. The Rift also includes an Xbox One wireless controller and a Microsoft Xbox Wireless Adapter for Windows with which you can utilize it, which is handy for VR video games that utilize traditional, non-motion-based control plans.

With the Oculus Touch controllers, the Rift’s controls reach parity with the HTC Vive’s, which has included movement manages out of package considering that its launch. We enter into more detail in our evaluation of the Oculus Touch, but it’s an extremely comfortable, natural-feeling control scheme with responsive physical parts like analog sticks and face buttons in addition to motion tracking.Oculus Rift Room Scale Size

 

Setup

Establishing the Rift is basic. You need to download the Oculus setup software application on your PC, which will then stroll you through the relatively few actions required to get going. First, plug the headset and sensing units into your computer, utilizing an HDMI and 3 USB 3.0 ports. Second, sync the remote by taking out the battery tab and pressing a button. Lastly (and optionally), plug the Xbox One receiver into a USB 2.0 port and set the gamepad with it. Once these steps are complete, you can slip the headset on and jump into the Oculus software.

At this point in the setup process, you can play any software offered on the Oculus Store, however you can go further with relatively little inconvenience. By setting the Oculus software application to load apps from unidentified sources, you can get the headset to deal with SteamVR, just like the HTC Vive uses. The launch of Oculus Touch indicates you can now utilize all SteamVR video games that support motion controls with the Rift. They sign up as HTC Vive movement controllers when you set them up for Steam, and work flawlessly with Vive-compatible video games.

While the Rift now has movement controls, it does not rather support the exact same whole-room VR as the Vive. You can use it while sitting, standing, or within a location specified by the 2 sensing units consisted of with the Rift and Touch. It supports a smaller space than the Vive’s wall-mountable sensing units do, however this is a little sacrifice; given that the HTC Vive is connected to your linked computer system with a cable television much like the Rift, in fact walking with the headset on needs you to be really mindful not to trip over the dragging wire. It’s an immersion-breaker that harms the experience of otherwise free movement in VR. The Rift’s head tracking, along with Touch controller tracking, work very well within the space the sensing units allow.

 

The Oculus Experience

The Rift shares the same resolution and revitalize rate as the Vive, and as such the experience is really similar in between the two. Like the Vive, the Rift produces a crisp image with smooth motion and head tracking. In screening, the 3D effect of the stereoscopic images actually provided me the sense that the virtual objects I was looking at were really in front of me. Ultimately, the Rift headset is a display, so smoothness and graphical fidelity will depend on the power of your computer and sophistication of the software application. In terms of hardware, though, the Rift produces a compelling virtual experience for the eyes.

I played a couple of VR titles offered on the Oculus store, consisting of EVE: Valkyrie, Farlands, and Lucky’s Tale. I also attempted Adventure Time: Magic Man’s Head Games and Virtual Desktop, launched through SteamVR

EVE: Valkyrie is the star of the launch titles for the Oculus Rift. It’s an online, multiplayer space dogfighting video game sent in the EVE universe. You play a cloned pilot who runs sorties with your squad versus other, similar teams. It comes down to the area variation of team deathmatch in any first-person shooter, however it’s an appealing and fairly deep flight game.

The format is perfect for utilizing the Rift while sitting. The view puts you in the cockpit of your selected area fighter, and you can freely browse it while staying in location. The game itself is controlled with the Xbox One gamepad, piloting the ship with the double analog sticks and shooting with the triggers. Fundamentally, the VR element of the game is unneeded; the experience is really just like playing a dogfighting video game on a normal screen, just with the ability to look easily around your cockpit (which doesn’t provide any considerable tactical advantage). Nevertheless, the immersiveness the Rift provides in entirely engulfing you in this cockpit point of view really makes the game feel more appealing and tense.

It isn’t a complicated economic MMO like EVE itself, and the style of fight is a bit arcade-like in how ships fly and fire, however it’s satisfying to fly around in area, shooting at people while they contend you. It feels like among the most total games made specifically with VR in mind.

Farlands is a xenobiological playground. You play a scientist on an alien planet, looking for new life kinds. You can scan various creatures by looking at them, and enhance your understanding of them by feeding them foods they want. It has a really mellow quality, searching for alien animals and enjoying them eat to slowly and progressively open new environments to explore. While the concept seems ideal for motion controls, it was simple to play with a conventional gamepad, using a reticle in the center of your view to highlight items and move.Oculus Rift Room Scale Size

Lucky’s Tale is a standard cartoony third-person platformer where you control an animation fox as he goes through different levels attempting to save his animal pig. It’s a distinctive experience that does not really need VR at all. Using the Rift in a game like this lets you look around easily from your above-the-action perspective. However, you cannot readily move the video camera to obtain a much better view of an offered position relative to the character you’re controlling, which showed to be extremely discouraging when aiming to get Lucky to collect lines of coins set in particular arcs in 3D area; without the capability to pan around Lucky, I couldn’t easily align my jumps.

Our evaluation of the Oculus Touch goes into detail of exactly what Oculus Rift video games that support Touch resemble, but to sum up the experience, the optional Touch controllers make things like spray-painting walls, aiming guns, and utilizing telekinetic powers feel very natural.

 

SteamVR

I ran Adventure Time: Magic Man’s Head Games (ATMMHG) on SteamVR to see if the Rift might manage it as efficiently as the Vive does. While SteamVR isn’t really the Rift’s native platform, it displayed the user interface and packed the video game completely, and I discovered it was simply as smooth and immersive as it is on the Vive (however, like with Lucky’s Tale, the real worth of playing said third-person platformer in VR is still doubtful).

I likewise attempted Virtual Desktop, a program that predicts your computer system’s screen in front of you in virtual area. It was simply as functional and interesting as it was with the HTC Vive, revealing my monitor as a giant, curved screen around me. The software application can also generate a flat screen, and even reveal your desktop deem a television mounted on the wall of a house theater. It’s an useful method to make VR helpful, even without VR-specific software. If you wish to view a video and it’s not readily available on a client for the Oculus Rift or on SteamVR, you can simply load it with Virtual Desktop.

The only disadvantage is the resolution of the display screen. Given that the Rift reveals a 1,080-by-1,200 picture to each eye, and the virtual screen appears as a drifting object, it’s actually smaller sized than the headset’s per-eye resolution. That means text can appear blurry and grainy unless you find a sweet area from which to look at the screen, and reading can trigger eye stress. That said, watching video on Hulu and Netflix is extremely cool.

 

Final Thoughts

The Oculus Rift comfortably produces an immersive, crisp virtual reality experience that will continue to enhance with the development of brand-new software, which has actually been gradually coming out on both the Oculus shop and SteamVR. The release of the Oculus Touch controllers and the addition of them to the $600 headset bundle even more contributes to the value, though the HTC Vive’s recent cut to $599 puts them on equivalent footing in price and features. Both are technically excellent, powerful VR headsets, however our Editors’ Choice remains the PlayStation VR for its lower price and ease of usage (though it just deals with the PlayStation 4, instead of a PC).

If you want to attempt virtual reality, however you do not wish to invest at least $400, the Samsung Gear VR and Google Daydream View are solid choices. They’re smartphone-based VR headsets that offer a few of the very best mobile VR experiences you can currently get for around $100. However, you require a compatible phone to utilize them.Oculus Rift Room Scale Size