Oculus Rift Xbox Controller Not Pairing – 2017 Review

photo of Oculus Rift VR headset

The retail variation of the Oculus Rift virtual reality (VR) headset finally got here in 2016, after several advancement packages and numerous years of work. Ever since, the exceptional Oculus Touch motion controllers have actually been contributed to the Rift as a single $598 bundle, slashing $100 each from the initial rate of both the headset and the controllers. The Oculus Rift remains functional and immersive, if you have a computer that can handle it. With the addition of the Oculus Touch controllers, the Rift is more enticing than the now practically identically priced HTC Vive, though the Sony PlayStation VR is our Editors’ Choice for its ease of usage as well as lower price.Oculus Rift Xbox Controller Not Pairing

Before we get started, simply a note that you can discover the headset on its own for around $499, though we strongly recommend getting it with the Oculus Touch controllers. The controllers are offered by themselves for $99.

 

What You Need

Main requirements for the Rift$ 399.00 at Amazon are nearly identical to the requirements for the HTC Vive. Oculus suggests an Intel i5-4590 or much 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, 3 USB 3.0 ports, and one USB 2.0 port. Among those ports is for the additional sensor 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 sensing unit. I tested 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 Design

The Oculus Rift headset is basic and downplayed. It’s a plain black rectangular visor with rounded edges and little visual style. The front panel is totally flat, significant just with an Oculus logo. The sides of the visor are likewise flat, and connect to arms that pivot a little up and down and connect to the three-strap harness for securing the device on your head.

A strap extends from each arm around the sides of your head, with a 3rd 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 changed. A set of on-ear earphones sit on the arms, able to separately 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 helped make sure that I saw crisp and accurate visuals. However it also made putting the Rift on and taking it off a bit awkward, and depending upon the size of your frames, they might hurt your ability to use the headset for extended periods of time.

The headset links to your PC directly through a prolonged cable television that divides off near completion into HDMI and USB 3.0 adapters. The cable television winds down 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 television didn’t sit distractingly on my shoulder. But it’s not nearly as huge a concern in use as the HTC Vive’s cable, since the Vive is designed to work when you’re walking a set area.

The Rift by itself usages a single external sensing unit, a black cylinder that sits on a nine-inch-tall metal desktop stand. The sensor can tilt up and down, and should be placed where it can preserve a clear view of the headset when in use. A 2nd, similar sensor tracks the Oculus Touch controllers, and the two sensors operate in tandem to enhance tracking for all the devices and cover a bigger area than the fixed position just one sensor enables.

When 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 (similar to the Vive). The lenses can be changed using a small lever on the right underside of the visor. More on the visual themselves in a bit.

 

Controls

The Oculus Touch movement controllers initially released as an optional addition, however have actually considering that been added to the $598 Rift bundle. They aren’t the only control alternatives consisted of in the box, though. The Oculus Remote is a small, 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 utilize conventional, non-motion-based control schemes.

With the Oculus Touch controllers, the Rift’s controls reach parity with the HTC Vive’s, which has actually consisted of movement controls from package because its launch. We go into more information in our review of the Oculus Touch, but it’s an extremely comfy, natural-feeling control scheme with responsive physical parts like analog sticks and face buttons in addition to motion tracking.Oculus Rift Xbox Controller Not Pairing

 

Setup

Setting up the Rift is easy. You have to download the Oculus setup software on your PC, which will then stroll you through the relatively few steps needed to obtain going. First, plug the headset and sensing units into your computer, using an HDMI and 3 USB 3.0 ports. Second, sync the remote by pulling out the battery tab and pressing a button. Lastly (and additionally), plug the Xbox One receiver into a USB 2.0 port and pair the gamepad with it. Once these actions are complete, you can slip the headset on and delve into the Oculus software.

At this point in the setup procedure, you can play any software readily available on the Oculus Store, however you can go even more with relatively little trouble. By setting the Oculus software 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 use all SteamVR video games that support movement controls with the Rift. They sign up as HTC Vive movement controllers when you set them up for Steam, and work perfectly with Vive-compatible games.

While the Rift now has motion controls, it does not rather support the very same whole-room VR as the Vive. You can use it while sitting, standing, or within an area defined by the 2 sensing units included with the Rift and Touch. It supports a smaller sized space than the Vive’s wall-mountable sensors do, however this is a little sacrifice; given that the HTC Vive is tethered to your linked computer system with a cable similar to the Rift, actually walking with the headset on requires you to be very cautious not to journey over the dragging wire. It’s an immersion-breaker that harms the experience of otherwise complimentary motion in VR. The Rift’s head tracking, along with Touch controller tracking, work very well within the space the sensing units enable.

 

The Oculus Experience

The Rift shares the same resolution and refresh rate as the Vive, and as such the experience is really similar in between the 2. Like the Vive, the Rift produces a crisp picture with smooth motion and head tracking. In screening, the 3D impact of the stereoscopic images actually offered me the sense that the virtual things I was looking at were in fact in front of me. Ultimately, the Rift headset is a display screen, so smoothness and visual fidelity will depend on the power of your computer system and sophistication of the software. In terms of hardware, though, the Rift produces an engaging virtual experience for the eyes.

I played a couple of VR titles readily available on the Oculus store, including 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 area dogfighting game sent out 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 version of group deathmatch in any first-person shooter, but it’s an engaging and relatively deep flight video 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 freely browse it while remaining in place. 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 aspect of the video game is unneeded; the experience is in fact much like playing a dogfighting video game on a regular screen, just with the capability to look freely around your cockpit (which doesn’t provide any considerable tactical benefit). Nevertheless, the immersiveness the Rift provides in entirely engulfing you in this cockpit perspective truly makes the video game feel more interesting and tense.

It isn’t really an intricate economic MMO like EVE itself, and the style of battle is a bit arcade-like in how ships fly and fire, but it’s enjoyable to fly around in area, shooting at people while they shoot at you. It seems like among the most total video games made specifically with VR in mind.

Farlands is a xenobiological playground. You play a scientist on an alien planet, looking for brand-new life forms. You can scan different animals by looking at them, and enhance your understanding of them by feeding them foods they want. It has a very mellow quality, looking for alien animals and viewing them eat to gradually and steadily open new environments to check out. While the principle appears ideal for movement controls, it was easy to have fun with a traditional gamepad, utilizing a reticle in the center of your view to highlight objects and walk around.Oculus Rift Xbox Controller Not Pairing

Lucky’s Tale is a basic cartoony third-person platformer where you manage an animation fox as he runs through various levels aiming to save his animal pig. It’s an eye-catching experience that doesn’t actually require VR at all. Using the Rift in a video game like this lets you take a look around easily from your above-the-action perspective. Nevertheless, you cannot easily move the electronic camera to obtain a better view of a given position relative to the character you’re controlling, which proved to be extremely aggravating when aiming to get Lucky to gather lines of coins set in particular arcs in 3D area; without the capability to pan around Lucky, I could not quickly align my jumps.

Our evaluation of the Oculus Touch explains of exactly what Oculus Rift video games that support Touch are like, but to sum up the experience, the optional Touch controllers make things like spray-painting walls, aiming weapons, and utilizing 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 user interface and filled the video game perfectly, and I discovered it was just as smooth and immersive as it is on the Vive (however, like with Lucky’s Tale, the actual worth of playing stated third-person platformer in VR is still questionable).

I also attempted Virtual Desktop, a program that projects your computer’s screen in front of you in virtual space. It was just as functional and interesting as it was with the HTC Vive, showing my display as a giant, curved display screen around me. The software application can also generate a flat screen, and even show your desktop view as a tv installed on the wall of a home theater. It’s a handy way to make VR beneficial, even without VR-specific software application. If you want to view a video and it’s not readily available on a customer for the Oculus Rift or on SteamVR, you can just fill it with Virtual Desktop.

The only drawback is the resolution of the screen. Considering that the Rift shows a 1,080-by-1,200 picture to each eye, and the virtual screen looks like a floating item, it’s in fact smaller sized than the headset’s per-eye resolution. That indicates text can appear fuzzy and grainy unless you discover a sweet area from which to look at the screen, and reading can trigger eye pressure. 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 application, which has actually been steadily 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 further contributes to the worth, though the HTC Vive’s current cut to $599 puts them on equal footing in rate and functions. Both are technically excellent, effective VR headsets, however our Editors’ Choice remains the PlayStation VR for its lower rate and ease of usage (though it just works with the PlayStation 4, rather than a PC).

If you wish to try virtual reality, however you do not want to invest a minimum of $400, the Samsung Gear VR and Google Daydream View are strong options. They’re smartphone-based VR headsets that provide some of the best mobile VR experiences you can currently get for around $100. However, you need a suitable phone to utilize them.Oculus Rift Xbox Controller Not Pairing