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Oculus Rift S PC-Powered VR Gaming Headset

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Features

  • Top VR gaming library: Blast, slash and soar your way through the top library in VR gaming. Oculus Rift S lets you play hundreds of games and exclusives already available in the Oculus store, with so much more to come.
  • Improved optics: Stare down the competition with next-generation lenses and a sharper display. Improved optics deliver bright, vivid colors and reduced screen-door effect.
  • Ergonomic design: Keep your head in the game thanks to a Halo headband redesigned with speed in mind. Rift S stays securely and comfortably in place with a quick twist of the fit wheel, so it can take-or double take-your fastest reactions.
  • Oculus touch controllers: Arm yourself with our updated Oculus touch controllers. Your slashes, throws and grab appear in VR with intuitive, realistic precision, transporting your hands and gestures right into the game.
  • Oculus insight tracking: take a step forward with Oculus insight. It translates your movements into VR No matter which way you're facing and provides room-scale tracking without external sensors.
  • Oculus Rift S requires your Facebook account to log in, making it easy to meet up with friends in VR and discover communities around the world.

Description

Oculus Rift S PC-powered VR gaming headset.

Specs & Other Info

Specification Details
Launch Date May 21, 2019
Pricing Strategy The crossed-out price indicates the original List Price. The current price displays the discount on the List Price.
Dimensions 10.94 x 6.3 x 8.27 inches
Item Category Digital Gaming
Language Compatibility English
Manufacturer's Model Number 301-00178-01
Product Continuity Product is not discontinued by the manufacturer.
Item Weight 5.92 pounds
Producer Oculus
Battery Requirements Needs 4 AA batteries - included with the product.
Availability Date First available since March 18, 2019

Frequently asked questions

The Oculus Rift S system requirements include: Windows 10, 8GB+ RAM, Intel i5-4590/AMD Ryzen 5 1500X or greater, NVIDIA GTX 1060/AMD Radeon RX 480 or greater, and at least one available USB 3.0 port and compatible HDMI 1.3 video output.

No, the Oculus Rift S uses a technology called 'Inside-Out Tracking'. This means it uses built-in cameras on the headset to track your movement, so you don't need any external sensors.

Yes, the Oculus Rift S is a PC-powered virtual reality headset. This means it must be connected to a PC with enough power to run VR games and applications.

The Oculus Rift S features an ergonomic design and a quick twist of the fit wheel ensures it can be comfortably adjusted to your head size. However, comfort can be subjective and varying between different individuals.

Top Amazon Reviews

🚀 Abunda's Overview

This is our summary and key points to consider based on customer reviews.


The Oculus Rift S VR Headset has been met with largely positive reviews by users. Many praised the significant upgrade from its predecessor, the CV1, in terms of visual quality and tracking. Continuous updates from Oculus appear to resolve earlier issues and improve the user experience. Not forgetting the reasonable price point and enhanced ergonomic design which lends to a comfortable gaming experience.

Pros

  • 🎉 Improved pixel density and visual clarity, reducing screen-door effect and god rays.
  • 🙌 The inside-out tracking system is effective and easy to set up.
  • 🔊 Option of using personal headphones for better audio quality.
  • 🛠 Oculus engages in regular software updates to improve the product.
  • 💵 Reasonably priced at $399.
  • 🪑 Head strap is convenient and comfortable.

Cons

  • 🧽 Foam rubber padding around the face isn't removable and it's difficult to clean.
  • 🙅‍♂️ Headset does not work well in complete darkness or dimly lit areas.
  • 🎧 Built-in audio quality could be improved.
  • 👀 IPD adjustment only available via software settings, could be an issue for some users.

Should I Buy It?

If you're looking for a medium-price ranged VR headset with great visual quality and an improved tracking system, the Oculus Rift S is a solid choice. Given the regular updates, the usability and performance of the Rift S continue to improve. Taking into account some minor flaws, the substantial pros make this device a worthy purchase for a richer VR experience.


  • THE VR Headset to Buy
I have been completely blown away by the quality of the Rift S given it's $400 MSRP. The price and quality of this headset make it THE headset to buy in 2020. Any apprehensions I had about this device were completely smashed after my purchase and use. Inside-Out Tracking/Room Scale. Is the Rift S tracking as good as the Vive/Index that use multiple towers and outside-in tracking? No, BUT, during gameplay is there any noticeable or meaningful differences in the Rift S? Also no. I don't know how Oculus has done it, but the tracking in this headset is phenomenal given you need no towers or outside sensors to dive into a VR title. While it's not AS good as other methods if you really test it and look for flaws, you wont notice in normal gameplay and the Oculus' inside-out tracking makes it much more portable and easy to set up. A definite win for this headset. 80hz Displays. I game at 144hz on my desktop monitors and was expecting to find issue with the 80hz displays built into the Rift S. Surprisingly, I rarely ever notice and when I do, it's the fault of my aging GPU causing hitching and not the displays. Is it as good as the 120hz displays on the Index? No, but it's also less than half the price. Display Clarity/Quality. I expected to have visual compromises in a $400 VR headset. Imagine my surprise to find that the Rift S looks MILES better than the HTC Vive. The "screen door effect" of this headset is very, very minimal, and the picture is much clearer than expected. About the only time I've ever found myself squinting because it was hard to see was on the rare occasions that I'd be tinkering with settings in a browser or application while mirroring my desktop in VR. Halo Strap. I didn't think it would be comfortable, but it is hands down the best VR strap I've ever used. But, there is a learning curve to figuring out the proper way to put this headset on so that it's comfortable and fits well - be sure to do some reading online because Oculus does a poor job of explaining the best way to use this somewhat unintuitive headset strap. Once you find the proper fit, you'll be able to play for hours comfortably. Durability. As soon as I opened the Rift S I immediately became apprehensive of the durability of the Halo strap, mounting point of the display to the Halo strap, and thick kink-prone cables. The concerns I had with the Halo strap and mounting point for the headset are all but gone after many on/off repetitions and a few hard bumps. Inevitably, the cable will get kinks, but it's thick, sturdy, and has survived being yanked out of the top of the headset display a couple of times. At the end of the day, I'm satisfied that the Rift S will last years. Worst case, if it doesn't, the halo strap can be replaced for $60 and the cable for $80 (both are available to purchase from the Oculus website). Built-in Speakers. Me, before buying the Rift S: "How can tiny speakers built into the strap of a headset sound like anything but complete garbage? At least I can plug my good Shure earbuds into it." Me after buying the Rift S: "I'd rather use the built-in speakers than mess with headphones and cables." Are the built-in speakers bass-thumping mad-houses? Absolutely not. But the sound is very crisp and clear, has plenty of volume, and the positional audio is surprisingly great. Other Observations: Camera View - You can set a shortcut so that the double-tap of the menu button turns on the exterior camera view, this comes in handy. Controllers - I expected these to be better than the god-awful Vive wands, they are. These controllers are comfortable and intuitive. Battery-powered is a plus, they tend to last for a couple weeks with heavy use and only 1 AA battery is needed per controller. Storage - I recommend getting a small case to store this headset in, due to the long cable and multiple peripherals it'll quickly clutter up your computer desk/office. It's very easy to set up/teardown because there is only one cable to plug in and no towers. Steam Integration - This headset integrates with Steam VR pretty seamlessly, and built-in access to the Oculus store is a plus. Displayport REQUIRED: Read the fine print people. You MUST have Displayport in order to plug in and use this headset. This should not be an issue with most modern desktop GPUs. Overall: If you are thinking about getting a VR headset and don't want to blow the budget, get the Rift S. ... show more
Reviewed in the United States on February 9, 2020 by Quen10k

  • First thoughs of VR
Would like to point I've never experienced VR before, but this VR set is AMAZING when it works. The IPD seems fine on default... Changed it via software and show no changes in vision soz. Gameplay so far is amazing. Only games i tried is beat saber and skyrim so far. Give this a 5 star for graphic, ease of use, setup. Rated 4 due do the issues i ran into so far, and absolutely hate that dumb advertisement window that pops up every time i put headset on for oculus software. Should be option to disable just that tbh unless there is and haven't found it. I've read all the issues and troubleshoot steps of head of time before purchase, and to say the least i was expecting issues. and yes this thing was a bit of a pain to setup. First of all its states my USB3.0 is not compatibility... yet it still plays and opens everything. Only real issue i had was it kept disconnecting, likely due to the USB 3.0. With all the troubleshooting i read online on reddit etc, i somehow got it to stop disconnecting for now. We'll see, even though it still states my USB3.0 not compatibility. Another issue i ran into on Day 3 of use is that the oculus software (Version 12.1) keeps telling to setup my guardian when it was already setup muliple times a day. I believe it still has something to due with the incompatibility of the 3.0 ports using "VIA USB 3.0 eXtensible Host Controller -1.0 (Microsoft)" Since my mobo (MSI GA-78LMT-USB3 6.0) is a small form factor, i have no more PCI-E slots or anything for a PCIE Expansion card, only slot i had was PCI, which heard PCI USB 3.0 doesnt work in most cases and some cases it does. So took my chances with "StarTech.com 4 Port PCI SuperSpeed USB 3.0 Adapter Card with SATA/SP4 Power - Quad Port PCI USB 3 Controller Card (PCIUSB3S4)" Read this PCI slot worked for some. My PC Specs; Win10 Version 1909 Pro edition GPU: GTX1060 OC CPU: FX8370 eight core clocked at 4.2 Mhz 24GB RAM clock at 1600 Will update once i get the card today to see if the incompatibility 3.0 ports can be resolved... UPDATE: "StarTech.com 4 Port PCI SuperSpeed USB 3.0 Adapter Card" Did not work saddly, spoke with start tech support and advised they have no PCI Cards that would support the amount of data that oculus occurs since only 1 channel card. Advised only the PCI-E would work. Saddly do not have a PCI-e slot available. So have to upgrade mobo or deal with the issue. (Personally can't upgrade as it requires upgrading to DDR4 Ram and AMD4 cpu slot as my mobo is older side with DDR3 and AMD3 slot., so will deal with the issue till upgrade in near future saddly) As for the issue, even those ports states incompatibility, it rarely disconnects, maby once a day if cables loose. As for the oculus software forcing to setup gaurdian all the time. This is still happening and apparently its oculus software that the issue and is known. So overall loving the experience except for the 2 main issues. UPDATE: 6/20/2020 Recently upgraded my PC motherboard to MSI MPG X570 Gaming Plus board with Ryan 7 3700x, DDR4 RAM and NVMe SSD. Ran for 2-3 months, and have not one single issue with it disconnecting. Everything seems to run smoothly and runs on max quality. (Still have my GTX 1060 Gaming X OC graphic card.) ... show more
Reviewed in the United States on January 11, 2020 by Jordan Grim

  • Best bang for the buck in PC VR
If you read most of the negative reviews. They seem to be from people who couldn’t figure out how to get the headset to work or didn’t actually bother to read the specs. You aren’t really offering a useful review because you didn’t do enough research to know you need a display port on your laptop. This headset doesn’t deserve 1 star because of your ignorance. That said, here is what I like and don’t like about the Rift S. What I like: Since I travel for work, lugging the old Rift and setting it up was tedious. After hooking up and aligning all the sensors and the laptop, I often didn’t even feel like playing a game anymore. The Rift S is a huge step in the right direction for this alone. No sensors. Just 2 cables. Put on the headset after your PC is booted up, the Oculus software will start automatically, and then your looking at a 3D correct view of your room. You set your floor height by touching it with your controller and then “paint” a line around your walls and furniture for your boundary. The lcd screen is very clear and the lenses are fantastic. It’s a big improvement over the original rift in visuals. I also like the halo head strap. It’s very comfortable and the foam lining feels super soft. The colors are more vibrant that the original rift. That isn’t saying a ton though because the original rift had bad colors and bad black levels for an Oled display. Apparently Oculus calibrated the panels this way to help with problems like black smear and godrays. Godrays are internal reflections from the Fresnel lenses. The Rift S minimizes these reflections considerably. The controller and headset tracking are fantastic. Leaps and bounds better than Windows MR and on par with a 3 sensor Rift set up. No complaints there. You should know that you need the room lights to be on for tracking with the Rift S though, just like WMR. Although I have seen people use infra red lamps to illuminate the room invisibly to humans that seems to work well. It’s your preference. Personally I have no problem with the room lights being on when I’m in VR. What I don’t like: I wish they had used the Oled panels from the Quest. The Quest oled panels are beautiful. Deep blacks, vibrant colors. Much better than the original rift. The LCD suffers in dark scenes. I’d still take the Rift S LCD over the original Rift oled, but the Quest oled would have been better. What I also don’t like: The audio is garbage. There is no way around this. I like not having attached headphones to deal with putting on the headset, but sadly the built in speakers are bad. Now I’m forced to use earbuds until my Mantis clip on headphones arrive from Amazon. I know I just said I didn’t like dealing with the attached headphones on the original rift, but that just shows how bad the Rift S audio truly is. I hope Oculus offers a deluxe audio strap solution at a later date. However, I’m not holding my breathe. They knew this audio was junk before they released the headset in the first place. Upselling an optional audio solution that is better won’t sit well with most consumers. It’s like selling a new car with a flawed gas pedal that only goes half throttle and then selling you an optional deluxe gas pedal that goes all the way to the floor. Wait, the auto industry does that sort of thing all the time(Tesla ludicrous mode). Maybe that’s a bad example. I’ve owned/own the original Rift, Samsung Odyssey, Oculus Go, Oculus Quest, and the Rift S. The Rift S is the best of the PC headsets and the Quest is a game changer that you’d have to pry from cold dead hands. If you are new to PC VR, the Rift S is a great headset. If you are fanatical about VR and have a large bank account, you’d have to buy the Valve Index. However, if you are fanatical, you already know all this and probably aren’t reading this review anyway. ... show more
Reviewed in the United States on May 31, 2019 by Sean

  • Some pretty major compromises and some great improvements; Here's why you should still get it
UPDATE: Oculus just release a new patch update that all but solved then tracking issues with the controllers. Before, holding the controls in front of each other, like when holding a gun, would screw up tracking. That is resolved now so I added a star to the review. It still gets knocked down for build quality I was super hyped for the Valve Index but the 1000 price tag instantly turned me off to not only the Headset but VR in general. That's just too expensive. I also decided that I didn't want to mess with the sensors and the trouble I heard they cause. I was just content with my Playstation VR and Oculus wasn't even on my radar until I heard about the Rift S. The two things that sold me was the insight tracking system which doesn't require sensors and the amazing exclusive games in the Oculus ecosystem. So here is a really honest review from someone who was very excited for this headset. My first impression was that I was disappointed by build quality. It's not bad, but not as luxury feeling as the original rift was. It's not really something that I would knock stars off for but it just kind of feels a little cheap. The face front foam is comfy but also seams weak and a little low quality, but the side visor is very sturdy and does a phenomenal job of blocking out light and sealing to the side of your head I will say that the headset is very comfortable when you are actually wearing it and it's probably the best headset I've worn so far with glasses. It offers a nice tight seal on the face with enough room between the glasses and the lens. However, The headset has an adjustment that lets it slide forward but it is very stiff and barely moves that far forward. It would have been much nice it did I was hoping to find the audio at least acceptable but sadly it is not. This is by far the biggest drawback to this whole headset and it sucks. The OV1 rift had a really nice set of headphones and it's just baffling that they would ditch them here. On the Rift S, the audio is practically unusable. It would have been okay if they were much much louder but max volume is still unacceptably low. At least you can fit a good pair of headphones over them but it seems pretty clear that oculus was just trying to cut cost to keep the headset low and I think it was a big mistake in this area. This is the headsets biggest fail for me. The tracking is phenomenal. I am sure that it's not as good as when you use sensors but it's much easier to set up and the compromise in tracking is for sure worth it. I'm coming from a PSVR which has terrible tracking so this is such a joy to use. By far this is the best new feature of this headset and it's exciting. I can bring my headset to different rooms and it just works. The resolution is also fantastic and another great part of this headset. It's a great improvement over the OV1 rift for sure. I can not notice any problem with the lower hertz rate and the black levels look fine to me So in short, I'm a tad disappointed with this headset and wished they'd made it a little nicer for the price but if these are the compromises they needed to make to keep it in this price range than so be it, but if they aren't selling these headsets at cost then I think they could have done much MUCH better here. I would still recommend this for one main reason, THE GAMES. Oculus hands down has the best exclusive titles because they focus more on bringing more people into the ecosystem and incubating game developers to make great titles. With any gaming system, the most important thing is the games and this is why you would want to choose Oculus over anyone else. I hope in the next couple years we get a true return to form from Oculus with no compromises because I think they are really pushing it with this headset but it still comes out as a decent product. Update: After using this heavily for the past couple weeks I am considering returning it for now. My hope is to repurchase in the near future in hopes that there are some manufacturing improvements. In the end, the headset is okay but I think they just made too many compromises and maybe they should have just made a better headset and charged more for it. I still like the insight tracking and not having to set up external trackers but there are more than a few games that are just not that fun to play because the tracking is inferior. The build quality is just too cheap for 400$, ESPECIALLY when you pick up and hold the quest and it is instantly clear that the Quest has far superior build. I really wish Oculus would partnered with someone who took the build more seriously because it just isn't acceptable where it's at for the price. The Audio is still unusable garbage and I think it would have been smarter to have either provided good audio or excluded it entirely and put the money into making the build better. All in all, I'm not saying this headset is bad, I just think that Oculus compromised too much and it just seemed like a dumb decision given that the Quest is there for people who don't already have a powerful PC, for the headset that is designed for people who have a PC why couldn't they have just made a better headset and charged a little more? Makes no sense. So since the value isn't that great right now I am thinking about returning this and waiting a while longer for either the price to drop or for some improvements to be made ... show more
Reviewed in the United States on May 24, 2019 by Joseph D. Land

  • Suck it, reality. You've been digitally upgraded!
LOVE IT!!! I'm old, and I've been playing games since the Atari 2600 was the bomb. Even played pong before that. After more than 40 years, everything was starting to get boring. Nothing was exciting me anymore. Then along came VR. Playing Beat Saber, Fallout 4, Skyrim, and Thrill of the Fight has not only made gaming fun again, I can justify it with getting a good workout in the case of BS and ToF. It's not perfect, but if you wait for perfect, you're squandering what will probably be years of entertainment before it is. There's a little setting up work to get everything working the way you want. Lots of reading forums on how to bet games to play the best and make your headset as comfortable as possible, but once everything gets dialed in, it's golden. Good: 1. It's freaking awesome! I knew the moment I stood in the VR world just during the setup demo that this was the best $400 I've ever spent. 2. Brings a whole new dimension to gaming. That being the third dimension. You aren't just pressing your nose against the glass and looking in at a new world, you're put inside it! 3. It's not going to get a lot better any time soon, so if you think you want to go VR then do it now! 4. Cost. Rift S is probably the best you can get in this price point. CONS: 1. Front heavy. Takes some adjusting and even modding to get a really good fit and feel. 2. The best way to enjoy it is to suspend the cables from the ceiling. This takes some work and a little money bot worth it. 3. Cable extensions are a must if you want to enjoy anything close to a full room experience. Again, more cost, but not a lot. 4. Get used to a drop in graphics quality. You're magnifying a screen so you'll see the tiny space between pixels more than you do a flat screen. AKA screen door effect. You get used to it. It's more noticeable on some games than other. For simple stuff like Beat Saber, you won't notice at all. 5. Built in speakers are garbage. You simply can't get any decent sound from small speakers that don't tough your ears. You just can't, so Rift should either include attachable speakers (like they used to) or just drop them altogether and let the buyer attach their own. SUMMARY: The Rift S gives you the most for your money. You have to buy the Vive Pro (about another $300) to match what the Rift S gives you. There's another one I was looking at in this price range that may have had less screen door effect because it used LCD instead of OLED but the text wasn't as sharp. Most of my games use a lot of text, so that was important to me. The Rift S also has 5 camera sensors for better tracking. Another very important factor. ZERO PURCHASING REGRETS! ... show more
Reviewed in the United States on January 27, 2020 by Dingo 883

  • I tried.
This is coming from someone who had both the original Rift and the original Vive and returned both due to the technology just not being worth the price. Before the Rift S released I watched many videos from reviewers who got to demo the Rift S. Most of them had good things to say about it including the tracking with the built-in sensors. Some even went out of their way to say that there was absolutely no tracking issues at all and they were highly impressed by the headset. Well... ......THEY LIED. Here's what you can expect when the Rift S arrives. You get this ginormous box that looks pretty darn epic, you open it up and it's the headset, 2 controllers, an adapter, and the manual. That is all. The rest is literally just empty space. Who's buying it for the box though right? Just wait. Alright so you downloaded the installer for the Oculus Software, you haven't installed anything yet because maybe you'll need the headset when you go to install it. Alright, so you plug in the Display Port Cable and the USB cable to a USB 3.0 slot and hit "Install". Let's hope your internet isn't less than 20mbps because all of a sudden, it doesn't install anything. It then starts a download that is over 7 gigs in size. So when you thought you were going to have an easier installation and just jump right into the games, nope. Let's do some downloading first. OK so now you got it downloaded, great. You run through the process, it seems super easy and everything is running great. Until you close the Oculus software and reopen it, then your headset is total darkness. You close it, reopen it again. Nope, still dark. You do some digging on Google and figure out you can restart the software in Settings under Beta, so you do this. BAM it's on again, great everything's peachy.... Until you close and reopen again and this time, restarting the software in the Beta settings no longer works. You then need to reboot the entire PC. Oh but wait, it gets even better. You start playing games, life seems peachy, then your controllers after about 30mins to an hour decide to get "glitchy". Then suddenly they are about 20 feet away from you doing their own thing. You close the Oculus software, reopen. BLACK. Restart the software in settings. BLACK. Time to reboot. OK so you start getting used to this pattern and are ready for it, you now expect it so it's not so bad. You decide you want to play some Steam games so you install SteamVR. Your problems are intensified. You do a little research online, oh you need to get the beta version of SteamVR. You get that, things seem to smooth out a little bit, but in controller heavy games your tracking is just off the wall. So you uninstall SteamVR and discover you can launch those games with your Oculus software. Oh look! It's working better now......ish. Alright so now you are getting used to how weird things are with it so you begin to play let's say, Beat Saber. Starts out, you miss a few notes here and there and think oh, I'm just new to the game... Maybe I legit missed it or it was higher than I thought, blah blah blah... As you progress you try more simple songs only to discover, about 20% of your slicing is missed due to the controllers doing their own thing. Next thing you know, you are now up to the more difficult levels and find yourself turning on No Fail mode because you can't get past any song without the controllers going crazy. Then you have to reboot the game, reboot the Oculus software, reboot the PC... This happens over and over again. OK, time to do some research. "Clean your camera sensors, that should help clear up the tracking issues" as it says on a random few websites on Google. You do that, nope. Still doing it. "Make sure there are no mirrors around" as another website says, so you move that one mirror that it probably doesn't see, but just in case right? Nope. Still does it. "If your walls are all the same, try putting markers on it, big X's or things so it can track properly".. Nope, still has absolute terrible tracking with the controllers. Bottom line is this. If you have a sit down game that doesn't use the controllers, this is an amazing headset. If you want to use the headset with controllers like with Beat Saber, RoboRecall, and other games you will find yourself wanting to toss the headset at a brick wall. Is it worth $400? NOT IN THE LEAST. I will be returning this headset as it just feels like a $400 piece of junk. Last time I buy anything from Oculus. ... show more
Reviewed in the United States on June 3, 2019 by Jarminx

  • Goodbye Rift CV1 - The S is the S#@!
Let me start by saying, I've had every Oculus under the sun. From the various developer versions, to the Rift Consumer. Days before this review, I actually had the Quest! I was so excited, but in the end, I returned it for the Oculus S. Read on: First off, I found the Quest to be way too uncomfortable.. The all in one tech, means it has more hardware packed into the front than you PC powered headset, making it front heavy. I've read every suggestion and watched every video on how best to make it wearable, but nothing worked. I figured, OK, it's a trade off - I have no cords attached, isn't that alone amazing? Well, turns out, not really. See, I started going on a "Quest" to compare games between my ol' Rift and the new kid on the block; I tried Rec Room first. The frame rate on the Quest seemed good enough, but wait, why are the signs on the walls a bit blurry, and their edges, jagged? Maybe it was always like that but I never noticed? I walked up closely, and now they were super sharp. So now I'm looking at the play panel and notice, not every adventure is available yet (they will be coming though). OK, I switch to my Rift, and load my Rec Room from the lovely Oculus Home (something the Quest doesn't have). First thing I noticed, the colors weren't as vibrant as on Quest, and yeah, there's that screen door effect which is more noticable. But hold on! All those same signs, from the same distance are not blurry or jagged? I realized, that's how they compensated on the Quest as it's not as powerful as a high end PC. Now I switch to Robo Recall. On the Quest, it looks really good, but now what's this? Something doesn't feel right. The shooting just feels a bit off. The frame rate seems to struggle at certain points. I switch back to the Rift version, and now things are how I remembered - super fast and every action you pull off is instantaneous. Next up VR Chat. The Quest version looks good - the frame rate is not a problem. Someone informs me that not every avatar will show up on the Quest due to the hardware limitation. At this point, I've beginning to have second thoughts. I was planning to sell off my Rift and just stay Quest, but I feel the link cable may not be the answer, at least for me. I don't want any shortcomings, and I want my entire Steam Library to work as well as my Oculus Store games. My battery is beginning to get low... and so is my enthusiasm. This is what made me decide on switching it out for an Oculus S. My laptop is a powerhouse, and it has a mini displayport, so I was set. Hook up was super simple. The S was instantly recognized, and my Oculus Home loaded up with all my previous purchases. The Screen... killer! Much sharper than the Rift. but the black level is not as black as the Quest (another beautiful screen), as the Quest uses OLED. I went back to the Rift, still plugged into my desktop computer. It seemed so washed out and almost blurry compared to the Rift S. As for Rift S sound, it exactly like the Quest...firing out of the headband, and like zero bass. Good not terrible. The Rift's built in awesome headset will be missed. Still, I can always plug in my own, even better than old Rift headphones. Problem solved. As for comfortability.... perfect! Oh my goodness, it actually beats out the original Rift which I always considered the most comfortable (I also had the original Vive which was a head's worst enemy). The S uses the "Halo" system, similar to Playstation VR, but even more comfortable. Yeah, I have one long cord attached to my headset, but I don't mind. If I kept the Quest and went for the link cable, I'll be back to where I started anyway. No sensors taking up space, and awesome full room+ scale. So now, I have all my Oculus Store games, along with my Steam VR purchases, without any sacrifices, limits or coming soons. I finally can put the original Rift up for sale. I'm super satisfied and quite blown away. A final note: If your PC is now powerful enough, than the Quest is a no-brainer. It's an amazing accomplishment. If it's your first VR, and not coming from a high end PC experience to compare, you'll love it. If you have a high end gaming PC, then I would totally go for the Rift S, as you will get the whole nine yards, without compromise. ... show more
Reviewed in the United States on November 3, 2019 by JC

  • Amazing VR Experience and Much Better then the HTC Vive Cosmos
I don’t usually write such long reviews but I felt it was warranted after my experience with the HTC Vive Cosmos and the Oculus Rift S VR Headset. A few months ago I started wanting to get in to playing my flight sim programs in VR. All the videos I saw on YouTube made it look really cool and I loved the idea of a more immersive experience. I had already gotten the PS4 VR Headset last year and found it to be fun but very limited and seemed more for kids games to me. Being the smart man that I am I waiting until the country was on shutdown to decide I could not wait any longer (being home all the time made me want more home entertainment). I had wanted to try the Oculus Rift S, just from the reviews and all the hype behind it but when O started looking t was sold-out everywhere and it did not look like it would be in stock anytime soon. Being determined to get a PC based VR Headset and being limited on room I needed model that did not require external tracking, limited me to only a few models. I looked in to the HTC Vive Cosmos and even though there were some bad reviews I figured it must be pretty good with the price tag of $699 and higher resolution that the Rift S. I ordered the HTC Vive Cosmos from Best Buy and was very excited when it arrived. My HTC Vive Cosmos Experience. The box itself was impressive and I found the instructions and setup to be fairly easy and was up and running is a short time. I downloaded a few games samples from the HTC Vive Cosmos app store and tried to play a few. This is where my first issues came up. How do you use this thing? I went through all the instructions and as each game or app would load it give some instructions on what the controllers do. I found the buttons did not do what it said a lot of the time or the game would load as if I were 10 feet tall of 3 feet tall. It was frustrating but I was brand new to this and figured I just needed to learn. I was ready to try my first VR flight sim experience and started up X-Plane 11 and turned on the VR setting and just like that I was in VR in a flight sim. Ok now how do I actually get a flight going or control the aircraft? It took me probably 2 hours to figure out all the controls and get to where I could actually get in a plane and fly. Now remember this was my first time trying a flight sim in VR, but all the videos I had seem made it look amazing, smooth and clear. I could not read any text on the dash, no gages, nothing. You can see it all just not clear enough to read the test. I took off and was impressed by the graphics when looking at a distance, looking at anything close and it was blurry, also jagged edges and low frame rate. I also found the controllers to be a bit on the large side and seemed too bulky and the battery life is not good. The headset itself was not very comfortable and was heavy in my head and face but usable. and I spend the next few days researching on how to get X-Plane 11 to work best in VR. A few changes to some settings and I gave it a few more tries. I got the graphics better to where I could read large text but that was about it. I did enjoy flying in VR but it was buggy and just not a great experience. I kept this up for a few weeks ad finally just gave up, it was too frustrating and too many glitches. I also did not have much luck on any other games or apps using the HTC Vive Cosmos, but DCS Wolds was better looking than X-Pane 11. I returned the headset and decided to wait until I could get the Oculus Rift S, although I was not sure if it would be any better. My Oculus Rift S Experience. It took me a couple of weeks to get an Oculus Rift S on preorder with Amazon, I finally got one (on pre-order) on June 3rd and it arrived on June 16th. I was very excited once it arrived and could not wait to see what it could do and if it would be any better of an experience. Once again the box was impressive but when you open it, it seem like less clutter in the box. Now for setup, it could not be any easier. You download the Oculus software and it basically walks you through step by step on how to set up your Rift S. I had already downloaded the Oculus software so my full insulation from opening the box to playing my first Oculus Rift S tutorial in VR took just over 5 minutes. It was amazingly simple. Ok so now I have it on and the first demo tutorials starts and I was blown away but how great the immersion was. It looked and felt so very much better than the HTC Vive Cosmos. I went through the tutorials and knew just how to use my controllers from the simple tutorials and I was ready to go. I download a few free apps and gave a few a try. I was so impressed by the VR immersion and overall experience. The headset itself is light and more comfortable than the HTC Vive Cosmos and it was easier to focus and overall it seemed brighter and clearer to me. The controllers are much more comfortable, light and fit my hands better, and so far the battery life is much better as well. I was now ready to give my flight sim’s a go. I booted up X-Pane 11 again and started the VR. Now this is where my experience really changed, for the better. Just the interface was smoother and I was easily able to select my options and start a flight all in VR. With the HTC Vive Cosmos I always had trouble using the controllers and trying to select something or flip a switch in the cockpit when flying. I had the hardest time aiming and selecting. With the Oculus Rift S it was so easy, just point and click and it just works. Now my flight starts and the first thing it was terrible, I had my graphics set to the highest possible settings (just to give it a try), I adjusted a could things and restarted my flight. Now I was in my plane, sitting on the tarmac and it was so very different from the HTC Vive Cosmos, the graphics were so much clearer and crisp. It just looked better and felt more realistic. I took off and flew around and was just amazed at how much better it was. I paid $699 for the HTC Vive Cosmos and really did not care much for it and felt like I wasted my money (I did get a full refund), I paid $399 for the Oculus Rift S and feel like I got a great deal. I have only spent a few hours on my Oculus Rift S but I am already very impressed with it and am quite happy with my purchase. I would rate the HTC Vive Cosmos a 5 out of 10 and I would rate the Oculus Rift S a 8 out of 10 ... show more
Reviewed in the United States on June 17, 2020 by James L

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