Rift Oculus System Requirements – 2017 Review

photo of Oculus Rift VR headset

The retail version of the Oculus Rift virtual reality (VR) headset lastly showed up in 2016, after several development kits 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 original price of both the headset and the controllers. The Oculus Rift stays functional and immersive, if you have a computer system that can handle 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 as well as lower cost.Rift Oculus System Requirements

Prior to we start, just a note that you can discover the headset by itself for around $499, though we highly suggest getting it with the Oculus Touch controllers. The controllers are available on their own for $99.

 

What You Need

Main requirements for the Rift$ 399.00 at Amazon are nearly similar 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 much 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 additional sensor of the Oculus Touch controller, and you can establish the Rift itself with simply two USB 3.0 ports: one for the headset and one for the external sensor. 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 flair. The front panel is completely flat, significant just with an Oculus logo design. The sides of the visor are likewise flat, and link to arms that pivot slightly 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 third strap extending from the top of the visor over the top of your head, conference at a padded triangle in the back. The straps are held in location with hook-and-loop fasteners, and can be easily adjusted. A set of on-ear headphones rest on the arms, able to independently pivot and turn up and down to properly fit on your ears.

On its own, 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 checking the headset, which helped ensure that I saw crisp and accurate visuals. But it likewise made putting the Rift on and taking it off a bit uncomfortable, and depending upon the size of your frames, they might hurt your ability to wear the headset for extended periods of time.

The headset connects to your PC directly through a lengthy cable that divides off near the end into HDMI and USB 3.0 connectors. The cable television unwind the left strap prior to running clear of the headset. It’s a bit more awkward than the over-the-top-of-the-head cable television of the HTC Vive, and I found myself struggling to find a comfy position where the cable television didn’t sit distractingly on my shoulder. However it’s not almost as big an issue in use as the HTC Vive’s cable television, considering that the Vive is developed to work when you’re walking a set area.

The Rift by itself uses a single external sensing unit, a black cylinder that sits on a nine-inch-tall metal desktop stand. The sensing unit can tilt up and down, and need to be positioned where it can preserve a clear view of the headset when in usage. A 2nd, similar sensing unit tracks the Oculus Touch controllers, and the 2 sensors work in tandem to improve tracking for all of the gadgets and cover a bigger area than the fixed position just one sensor allows.

When you’re working, 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 using a small lever on the right underside of the visor. More on the visual themselves in a bit.

 

Controls

The Oculus Touch motion controllers initially released as an optional addition, but have actually because been contributed to the $598 Rift package. They aren’t the only control options consisted of in package, 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 utilizing the Rift. The Rift likewise includes an Xbox One cordless controller and a Microsoft Xbox Wireless Adapter for Windows with which you can use it, which is handy for VR video games that utilize traditional, 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 out of package because its launch. We go into more detail in our review of the Oculus Touch, however it’s a very comfy, natural-feeling control plan with responsive physical elements like analog sticks and face buttons in addition to motion tracking.Rift Oculus System Requirements

 

Setup

Establishing the Rift is easy. You need to download the Oculus setup software application on your PC, which will then stroll you through the reasonably couple of steps required to obtain going. First, plug the headset and sensors into your computer, utilizing an HDMI and three 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. As soon as these actions are complete, you can slip the headset on and delve into the Oculus software application.

At this point in the setup procedure, you can play any software application offered on the Oculus Store, however you can go even more with reasonably little hassle. By setting the Oculus software application to load apps from unknown sources, you can get the headset to deal with SteamVR, much like the HTC Vive uses. The launch of Oculus Touch implies you can now utilize all SteamVR video games that support movement controls with the Rift. They register as HTC Vive motion controllers when you set them up for Steam, and work flawlessly with Vive-compatible games.

While the Rift now has movement controls, it doesn’t rather support the very 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 space 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 similar to the Rift, in fact walking with the headset on requires you to be really mindful not to journey over the dragging wire. It’s an immersion-breaker that hurts the experience of otherwise totally free motion in VR. The Rift’s head tracking, in addition to Touch controller tracking, work extremely well within the space the sensing units allow.

 

The Oculus Experience

The Rift shares the very same resolution and refresh rate as the Vive, and as such the experience is very comparable in between the 2. Like the Vive, the Rift produces a crisp picture with smooth motion and head tracking. In testing, the 3D result of the stereoscopic images actually offered me the sense that the virtual things I was looking at were actually in front of me. Eventually, the Rift headset is a screen, so smoothness and visual fidelity will depend upon the power of your computer system and sophistication of the software. 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, including EVE: Valkyrie, Farlands, and Lucky’s Tale. I also attempted Adventure Time: Magic Man’s Head Games and Virtual Desktop, released through SteamVR

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

The format is best for using the Rift while sitting. The view puts you in the cockpit of your picked space fighter, and you can easily look around it while remaining 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. Essentially, the VR element of the video game is unnecessary; the experience is actually much like playing a dogfighting game on a normal display, just with the capability to look easily around your cockpit (which doesn’t offer any considerable tactical advantage). Nevertheless, the immersiveness the Rift uses in completely engulfing you in this cockpit perspective actually makes the video game feel more engaging 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 individuals while they contend you. It seems like one of the most total games made specifically with VR in mind.

Farlands is a xenobiological play area. You play a scientist on an alien planet, trying to find new life kinds. You can scan various creatures by staring at them, and improve your understanding of them by feeding them foods they desire. It has an extremely mellow quality, looking for alien animals and seeing them eat to gradually and steadily unlock new environments to explore. While the idea seems perfect for movement controls, it was basic to play with a conventional gamepad, utilizing a reticle in the center of your view to highlight things and walk around.Rift Oculus System Requirements

Lucky’s Tale is a standard cartoony third-person platformer where you manage an animation fox as he goes through different levels aiming to save his animal pig. It’s an appealing experience that does not truly need VR at all. Utilizing the Rift in a video game like this lets you take a look around easily from your above-the-action viewpoint. Nevertheless, you can’t readily move the camera to get a better view of a provided position relative to the character you’re managing, which proved to be really aggravating when aiming to get Lucky to gather lines of coins embeded in specific arcs in 3D area; without the ability to pan around Lucky, I could not quickly align my dives.

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

 

SteamVR

I ran Adventure Time: Magic Man’s Head Games (ATMMHG) on SteamVR to see if the Rift might handle it as efficiently as the Vive does. While SteamVR isn’t really the Rift’s native platform, it displayed the user interface and filled the 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 said third-person platformer in VR is still doubtful).

I also tried Virtual Desktop, a program that predicts your computer system’s screen in front of you in virtual area. It was just as practical and interesting as it was with the HTC Vive, revealing my monitor as a giant, curved screen around me. The software can also generate a flat screen, as well as reveal your desktop consider as a television installed on the wall of a house theater. It’s an useful way to make VR useful, even without VR-specific software. If you want to enjoy a video and it’s not available on a customer for the Oculus Rift or on SteamVR, you can just pack it with Virtual Desktop.

The only drawback 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 looks like a drifting object, it’s actually smaller sized than the headset’s per-eye resolution. That means text can appear blurred and rough unless you find a sweet area from which to look at the screen, and reading can cause eye pressure. That said, enjoying video on Hulu and Netflix is very cool.

 

Final Thoughts

The Oculus Rift easily produces an immersive, crisp virtual reality experience that will continue to enhance with the advancement 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 plan even more contributes to the value, though the HTC Vive’s recent cut to $599 puts them on equal footing in cost and functions. Both are technically remarkable, powerful VR headsets, however our Editors’ Choice stays 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 want to try virtual reality, but you do not wish to spend at least $400, the Samsung Gear VR and Google Daydream View are strong options. They’re smartphone-based VR headsets that provide a few of the very best mobile VR experiences you can presently get for around $100. Nevertheless, you need a compatible phone to use them.Rift Oculus System Requirements