Oculus Rift Video Card Requirements – 2017 Review

photo of Oculus Rift VR headset

The retail version of the Oculus Rift virtual reality (VR) headset lastly arrived in 2016, after numerous development packages and numerous years of work. Ever since, the excellent Oculus Touch motion controllers have actually been contributed to the Rift as a single $598 package, slashing $100 each from the initial 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 attractive than the now practically identically priced HTC Vive, though the Sony PlayStation VR is our Editors’ Choice for its ease of usage and even lower rate.Oculus Rift Video Card Requirements

Prior to we get started, just a note that you can discover the headset by itself for around $499, though we highly recommend getting it with the Oculus Touch controllers. The controllers are readily available by themselves for $99.

 

What You Need

Official requirements for the Rift$ 399.00 at Amazon are almost identical to the requirements for the HTC Vive. Oculus advises an Intel i5-4590 or much better CPU, an Nvidia GTX 970 or AMD Radeon R9 290 or better video card, a minimum of 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 extra sensing unit of the Oculus Touch controller, and you can set up the Rift itself with just 2 USB 3.0 ports: one for the headset and one for the external sensor. I evaluated it utilizing 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 Design

The Oculus Rift headset is easy and understated. It’s a plain black rectangle-shaped visor with rounded edges and little visual style. The front panel is totally flat, significant just with an Oculus logo design. The sides of the visor are likewise flat, and link to arms that pivot a little up and down and attach to the three-strap harness for protecting the device 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 place with hook-and-loop fasteners, and can be easily adjusted. A set of on-ear earphones rest on the arms, able to individually pivot and turn up and down to properly fit on your ears.

On its own, the headset is fairly light and comfortable. You can use glasses with the Rift, but it will make the fit a bit tighter. I utilized my glasses when evaluating the headset, which helped ensure that I saw crisp and precise visuals. But it also made putting the Rift on and taking it off a bit uncomfortable, and depending on the size of your frames, they might injure your ability 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 adapters. The cable television unwind the left strap before running clear of the headset. It’s a little bit more uncomfortable than the over-the-top-of-the-head cable of the HTC Vive, and I discovered myself having a hard time to discover a comfortable position where the cable didn’t sit distractingly on my shoulder. However it’s not nearly as huge a concern in use as the HTC Vive’s cable television, because the Vive is designed to work when you’re walking a set area.

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

When you’re up and running, a 2,160-by-1,200 OLED panel is utilized to produce a 1,080-by-1,200 image for each eye, separated by the lenses in the headset (much like the Vive). The lenses can be adjusted utilizing a small lever on the best underside of the visor. More on the visual themselves in a bit.

 

Controls

The Oculus Touch movement controllers originally released as an optional addition, but have considering that been contributed to the $598 Rift plan. They aren’t the only control alternatives consisted of in the box, though. The Oculus Remote is a little, rounded bar with a large, circular navigation pad and Back, Menu, and Up/Down buttons. The remote helpfully includes a lanyard to keep it connected to your wrist when you’re using the Rift. The Rift likewise 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 use conventional, non-motion-based control plans.

With the Oculus Touch controllers, the Rift’s controls reach parity with the HTC Vive’s, which has consisted of movement manages from package because its launch. We go into more information in our evaluation of the Oculus Touch, however it’s a very comfy, natural-feeling control plan with responsive physical parts like analog sticks and face buttons in addition to movement tracking.Oculus Rift Video Card Requirements

 

Setup

Establishing the Rift is simple. You have to download the Oculus setup software on your PC, which will then walk you through the fairly few steps required to get going. Initially, plug the headset and sensors into your computer system, utilizing an HDMI and 3 USB 3.0 ports. Second, sync the remote by pulling 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. As soon as these actions are complete, you can slip the headset on and jump into the Oculus software application.

At this point in the setup procedure, you can play any software readily available on the Oculus Store, however you can go further with relatively little trouble. By setting the Oculus software to load apps from unknown sources, you can get the headset to deal with SteamVR, similar to the HTC Vive uses. The launch of Oculus Touch indicates you can now use all SteamVR video games that support motion controls with the Rift. They register as HTC Vive motion controllers when you set them up for Steam, and work perfectly with Vive-compatible games.

While the Rift now has movement controls, it does not quite support the same whole-room VR as the Vive. You can utilize it while sitting, standing, or within a location specified by the 2 sensing units included with the Rift and Touch. It supports a smaller area than the Vive’s wall-mountable sensing units do, but this is a little sacrifice; considering that the HTC Vive is tethered to your connected computer with a cable much like the Rift, in fact walking with the headset on needs you to be really careful not to journey 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 area the sensors allow.

 

The Oculus Experience

The Rift shares the exact same resolution and revitalize rate as the Vive, and as such the experience is extremely similar between the 2. Like the Vive, the Rift produces a crisp photo with smooth motion and head tracking. In screening, the 3D impact of the stereoscopic images really gave me the sense that the virtual items I was looking at were really in front of me. Eventually, the Rift headset is a display screen, so smoothness and graphical fidelity will depend upon the power of your computer system and elegance of the software. In regards to hardware, though, the Rift produces an engaging virtual experience for the eyes.

I played a couple of VR titles readily available on the Oculus shop, including EVE: Valkyrie, Farlands, and Lucky’s Tale. I also tried 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 game sent in the EVE universe. You play a cloned pilot who runs sorties with your squad against other, comparable teams. It boils down to the area variation of team deathmatch in any first-person shooter, however it’s an appealing and relatively deep flight game.

The format is perfect for using the Rift while sitting. The view puts you in the cockpit of your selected space fighter, and you can easily browse it while staying in place. The video game itself is controlled with the Xbox One gamepad, piloting the ship with the double analog sticks and shooting with the triggers. Basically, the VR aspect of the game is unneeded; the experience is actually similar to playing a dogfighting game on a typical display, just with the ability to look freely around your cockpit (which does not offer any significant tactical advantage). However, the immersiveness the Rift provides in completely engulfing you in this cockpit viewpoint truly makes the video game feel more engaging and tense.

It isn’t really an intricate financial MMO like EVE itself, and the style of combat is a bit arcade-like in how ships fly and fire, however it’s satisfying to fly around in area, shooting at individuals while they contend you. It seems like among the most total games made particularly with VR in mind.

Farlands is a xenobiological play ground. You play a scientist on an alien world, looking for new life forms. You can scan different animals by looking at them, and improve your understanding of them by feeding them foods they desire. It has a very mellow quality, trying to find alien animals and viewing them eat to slowly and progressively unlock brand-new environments to explore. While the idea appears perfect for motion controls, it was simple to have fun with a standard gamepad, utilizing a reticle in the center of your view to highlight objects and move.Oculus Rift Video Card Requirements

Lucky’s Tale is a basic cartoony third-person platformer where you manage an animation fox as he goes through various levels attempting to rescue his pet pig. It’s an appealing experience that does not really require VR at all. Using the Rift in a video game like this lets you look around easily from your above-the-action viewpoint. Nevertheless, you can’t easily move the cam to obtain a much better view of a provided position relative to the character you’re controlling, which proved to be extremely frustrating when aiming to get Lucky to collect lines of coins set in particular arcs in 3D space; without the capability to pan around Lucky, I could not quickly align my jumps.

Our review of the Oculus Touch explains of exactly what Oculus Rift video games that support Touch resemble, but to summarize the experience, the optional Touch controllers make things like spray-painting walls, intending weapons, and using telekinetic powers feel really natural.

 

SteamVR

I ran Adventure Time: Magic Man’s Head Games (ATMMHG) on SteamVR to see if the Rift could handle it as smoothly as the Vive does. While SteamVR isn’t really the Rift’s native platform, it showed the interface and packed the game perfectly, and I found it was simply as smooth and immersive as it is on the Vive (though, like with Lucky’s Tale, the real value of playing stated third-person platformer in VR is still doubtful).

I likewise attempted Virtual Desktop, a program that forecasts your computer system’s screen in front of you in virtual area. It was just as functional and appealing as it was with the HTC Vive, revealing my monitor as a giant, curved display screen around me. The software application can likewise generate a flat screen, and even reveal your desktop consider as a tv mounted on the wall of a house theater. It’s a handy method to make VR useful, even without VR-specific software application. If you wish to enjoy a video and it’s not readily available on a client for the Oculus Rift or on SteamVR, you can just pack it with Virtual Desktop.

The only disadvantage is the resolution of the display. Since the Rift reveals a 1,080-by-1,200 photo to each eye, and the virtual screen appears as a floating object, it’s really smaller than the headset’s per-eye resolution. That indicates text can appear blurred and rough unless you discover a sweet area from which to take a look at the screen, and reading can trigger eye strain. That stated, viewing 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 steadily coming out on both the Oculus store and SteamVR. The release of the Oculus Touch controllers and the addition of them to the $600 headset plan even more adds to the worth, though the HTC Vive’s current cut to $599 puts them on equivalent footing in price and features. Both are technically impressive, effective VR headsets, but our Editors’ Choice remains the PlayStation VR for its lower cost and ease of use (though it only deals with the PlayStation 4, instead of a PC).

If you wish to attempt virtual reality, but you don’t want to invest at least $400, the Samsung Gear VR and Google Daydream View are strong choices. They’re smartphone-based VR headsets that offer a few of the best mobile VR experiences you can presently get for around $100. Nevertheless, you require a suitable phone to utilize them.Oculus Rift Video Card Requirements