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Just pre-ordered mine. Yes, it is not the hottest thing out there, but I really like Oculus' Software and I think it will still play well on my Rig (I am using 1.6 PD on the current Rift).

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https://www.destructoid.com/review-oculus-rift-s-552880.phtml

Quote

 

Product: Oculus Rift S
Manufacturer: Oculus
Input: One USB 3.0, one DisplayPort
MSRP: $399

As I crawled through the mire and muck of cables unplugging my last Oculus Rift headset, I was fairly amazed at the simplicity of the S: two cables. Yep, two cables with no sensors. And hot word not allowed was it mucky! I had a 20-foot extender cable wrapped around a giant serpent of wires that took me 30 minutes to clear out.

Given that I've had a VR headset plugged into my PC 24/7 for the past three years, this makes things a lot easier. Previously, my setup involved three sensor stands (two works but three was optimal) all taking up USB slots, a USB slot for the old Rift, and an HDMI slot. Now, you just need one DisplayPort and one USB 3.0. Witnessing better-looking VR with a painless setup (less painful than anything I've ever used before, including the PSVR) was a joy. As always, it pays to wait if you're on the fence. Out of the box, it took me around 15 minutes to get into VR, and I can't stress enough how pretty much anyone, even those who aren't tech savvy, can plug in those two cables, update the firmware, and be on their way.

Okay let's get technical. The Rift S sports upgraded (Fresnel) lenses, which reduce the age-old screen-door effect and god rays: in my experience, that has been an accurate claim. It sports five tracking sensors on the actual headset, which work wonderfully (especially in tandem with the "Guardian" system, which allows you to draw a line where your play space is, to warn you when you're going to run into a wall) now that they're baked-in.

There's also a new headband (which Oculus claims is "more comfortable" but is roughly the same on my end, even with the PSVR-esque halo design), and positional audio. As a sidebar I actually do miss the baked-in headphones of the original Rift as they were louder, thus blocking out more outside sound, but you can use your own tech with the S with a standard 3.5mm jack. The S is 563 grams (a fancy way of saying 1.2 pounds), packs a resolution of 2560x1440 with an 80hz refresh rate (down from 90), and a cable length of five meters (16 feet). Here are your takeaways: performance-wise everything looks a little better and it's self-sufficient once it's tethered to your gaming PC. Now let's unpack all that and see if it's worth 400 bucks.

As I hinted at earlier, setup is a dream, which spills over to a general sense of easier day-to-day use. Two wires are less of a chore to move around, unplug, and manage, especially if you need to use your singular DisplayPort input for something else (I tested both direct DP and a DP to HDMI converter connection for this review, which worked, but Oculus warns that they are not officially supported). For the past several years I dreaded having to move the Rift anywhere but now that fear is gone: next stop, tethers. During my tests I didn't have any major issues with the sensors – they work just as well as the pedestal sensors, if not better, as you don't need a finicky third unit behind you to get better room-scale support. Passthrough tech allows you to view the room around you (for easier setup and re-calibration) like the Vive did. Don't kick the cat!

It also ships with the new Oculus Touch remotes. Take a look at the image above: the new one is on the left (you can easily tell because the analog stick is on the inside) and the old model is on the right. It's hard to get used to, especially given that the original Touches slowly became my favorite current controller, but the finger sensors (which allow you to point, or close your entire fist for certain interacts) feel more responsive and the Touch still rocks.

As for how games look, think of the PS4 Pro or the Xbox One X versus the premiere iterations of those consoles: it's "more than marginal" but not a generational leap. How much that's worth is up to you. To date, a lot of the killer apps (like Beat Saber) are not graphically intensive, and brighter hues probably aren't going to make you race to drop $400 on the Rift S. But so-called "AAA" VR titles like Robo Recall (one of my "must-plays") do look new and improved, as does Rez Infinite and several other heavy-hitters. It's either an enthusiast upgrade (the same folks who buy the new iteration of a console) or a perfect new way to slide into the Rift (after all, the original units are going, going, already gone, so this is the flagship SKU from today on).

And that really sums up the Rift S, because I spoke at length about the joyous shock of experiencing modern VR when 1.0 hit and how it was worth getting one then. If you already bought into Oculus with the Rift, you probably don't need to run out and get the S. In fact, while just as impressive fundamentally as the original was, it's still a tethered headset, so it isn't going to change a lot of people's minds if that's a dealbreaker.

For everyone else, now is still a fine time to jump into VR with Oculus.

 

 

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That last one was enough for me to pre-order a Rift S. That's from a happy CV1 Rift owner....

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I was getting ready to go for the S but.....Those speakers! My Rift speakers/headphones are fine but I'm not sure my missus would appreciate airplane noises and expletives coming from my Teamspeak buddies infringing on her airspace. If they introduce Rift style headphones at some stage I'd go for it. 

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I have always prefered to use my desktop speaker system when using the Rift. For that reason, I have even removed the built-in headphones from the CV1 HMD.

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20 hours ago, MarkJHarris said:

That last one was enough for me to pre-order a Rift S. That's from a happy CV1 Rift owner....

This and what the DCS senior producer said about Oculus rift S

"However, compared to the Rift, I’m seeing a significantly higher resolution in DCS World where instrumentation is much easier to read, as well as spotting units outside the cockpit. Looking around the Hornet cockpit, I can read EVERYTHING. I’m very impressed with the DCS World experience in the Rift S."

...just a few more days,,,

Cheers

Carlos

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Wow...I was not expecting it to be so much better than the Vive Pro/Odyssey.

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The resolution of the Rift S may have been disappointing to some on paper, but these videos seem to show that the S is clearly the superior HMD. 

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rather like to see the cv1 compared to cv2 to see if worth upgrading and how p3d compares.

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Well, I had the Odyssey and the Rift and the difference between both was already significant. Therefore, this new comparison says a lot to me!

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I am right before getting into VR, i dont know if to choose HP reverb or the Rift S,

what you guys think?

my main use is P3D, airliners jets like pmdg, need acceptable gauge reading ..

Thanks.

 

 

 

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Theoretically my Oculus S is supposed to arrive tomorrow, though I don't believe that, because the Postal service in my area is run by pregnant turtles on heavy sleep meds.

When it does actually arrive, I will definitely give my personal impressions,

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I just got word from amazon UK the rift s is on back order. I was supposed to get mine today but now have to wait a week. 

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Posted (edited)

Also had a similar problem with Amazon DE. Just went to Saturn and picked up one.

First impressions: a significant improvement when compared to the Rift! Text is considerably sharper.

The lack of external sensors is also a huge plus.

Edited by GCBraun
  • Upvote 1

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can i ask why you guys went with Rift S rather then the reverb?

 

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1 hour ago, HiFlyer said:

Theoretically my Oculus S is supposed to arrive tomorrow, though I don't believe that, because the Postal service in my area is run by pregnant turtles on heavy sleep meds.

When it does actually arrive, I will definitely give my personal impressions,

cant wait for it 

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1 minute ago, lidorx7 said:

can i ask why you guys went with Rift S rather then the reverb?

 

I already have multiple games in the Oculus ecosystem and I really like the software behind it.

I´ve tried WMR for some time and was not that impressed as I had multiple sound issues coming in and out of VR in P3D/XP.

Besides, I believe the Rift S is a perfect match for my not-so-powerful-anymore Rig.

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3 hours ago, HiFlyer said:

Theoretically my Oculus S is supposed to arrive tomorrow, though I don't believe that, because the Postal service in my area is run by pregnant turtles on heavy sleep meds.

 

lol xDD

Mine`s arriving tomorrow but I´m off town for work. I hope they call me to arrange a new place for delivery.

I´m pretty happy with the S reviews so far.

Cheers

Carlos

 

 

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This is how I have to look at it. First I am using VR only for simming. XP11 (native), P3Dv4(FlyInside) and AFS2(native). So whatever headset I get to replace my Rift CV1 will need to be able to work with those simmings/support software.

Next is audio since I fly on PilotEdge. I want headphones or speakers close to the ear. I understand some VR headsets dont have audio as part of their products. Same goes for the mic. I dont want to replace my Rift that has both headphones and a built in mic with having to try and add those to a VR headset that doesnt. So far the Rift S is still in the running as a possible replacement headset.

Next of importance is clarity. The removal of the screen door effect and god rays are the things I feel would be the most important feature beyond if the unit will work with my sims.

FOV is the wild card. Yes I would love to have the Pimax FOV range for all VR headsets but if the above items arent met then FOV can take a back seat for now.

Lastly are some of the newer features as options. Pass through cameras or flip up headset as seen on the coming Vive Cosmos would be a great feature to have for using checklist and scanning my simpit. I dont need hand controllers (yet) but do like the ones that strap to your hand allowing you to not have to hold them all the time over those without straps. Inside out tracking vs lighthouses or IR trackers, I dont care as either will work for me. My only worry about the inside out and setting up the room is must the user set up a rooms dimensions to use the Oculus S or can they just jump in and get at it. My simpit is very tight so my "room" is about 1 foot to 1.5 squared for me to move my head around. So I dont need to create a room as I am basically just sitting still.

Lastly is the OLED vs LCD. I do like the dark darks that come with the OLED. If the headset I get next is OLED then great but if its LCD and the other items are there then its not a deal breaker for me.

I'm happy to see VR in 2019 is finally seeing some advancements, huge in some areas and better refinements in others but I'm going to sit on the sidelines a bit longer before going with a new headset to see what the masses take to and which ones get supported for my sims. Its just nice to know there are a few more better options out there with more in the works. 

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I'm running a 6700k @ 4.2 GHZ with a GTX1070ti. I don't run with sliders way to the right in P3D. Am I going to have to turn my visuals down even more to get acceptable performance? I'd like to jump on the Rift S because I'd also use it with DCS but I don't want to make the investment if performance is going to be an issue.

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