During GDC 2019, Facebook introduced a new version of Oculus Rift named Rift S. It’s priced at $399 and will launch this Spring. Rift S substitutes the original Rift. Games and apps are fully compatible between both. Exactly like the original, Rift S is powered by your gaming PC so it would handle both the Oculus PC Store and other stores including Steam.
Oculus Quest and Oculus Rift S device will cost precisely the same at debut: $399, with the same set of fairly modified Touch motion controllers featured and the same integrated audio system. That choice makes things clear that Oculus desires its VR platform to provide an option not between two significantly different portions of hardware, but by the more simple determination of whether you own the hardware to power PC-grade VR.
The most significant makeovers to Oculus Rift S are a move to the company’s inside-out ‘Insight‘ camera tracking system and moderate updates to the display resolution. The major surprise is that this headset is being built in collaboration with Lenovo and Rift S appears to have highly inherited Lenovo’s design traits for its VR products.
It also includes a feature called Passthrough+, which guarantees you can choose between viewing a virtual environment and the real world without detaching the device. This generates computer vision algorithms to deliver “stereo-correct passthrough” with black and white surrounding view. It can be triggered at any moment in Dash.
Cross-Buy and Cross-Play
According to Rubin and Nate Mitchell, Oculus’ head of VR product, every existing and upcoming game on the Rift platform will be compatible on Rift S. The company is also allowing cross-buy and cross-play features. By doing this, you can buy a Quest, afterward, upgrade it to a Rift S and still enjoy your full library intact.
Moreover, Rubin says, multiplayer games that support both platforms will let players interact with one another, in spite of you’re playing on a Quest or Rift S device.
Oculus x Lenovo Design
When it comes to the design, Rift S presents both Oculus and Lenovo identity including a new halo-style strap you’re probably aware of if you’ve ever seen or worn a PlayStation VR headset. The halo strap creates a more comfortable fit, and it lets you control the device forward and backward utilizing a switch at the rear of the band.
LCD Display, More Resolution
The original Rift utilized dual PenTile OLED panels for a total resolution of 2160 × 1200. Rift S swaps this with a single LCD panel with a resolution of 2560 × 1440 – the same panel utilized in Oculus Go standalone. That’s approximately 40% more pixels, and each pixel now has three subpixels instead of just two.
This delivers a higher detail image with reduced ‘screen door effect‘. On the other hand, you don’t get the ‘deep black’ of OLED as LCD displays use a backlight. The refresh rate is 80Hz compared to the 90 Hz.
Initial Games for Rift S
There are two exclusive Oculus Studios games relating to Rift S at release, but there is none for Quest. The first one is Asgard’s Wrath, a new combat-focused game set in the world of Norse mythology created by Marvel Powers United VR. The other one is Stormland, Insomniac Games’ new open-world VR game that sets you in the shape of a sentient robot exploring an alien planet.
Although Oculus seems to be keeping the launch window for Rift S and Quest under wraps until close to release, we may not need to sit tight too long. Facebook’s F8 developer conference is set to begin April 30th, and there’s speculation that the devices could launch, or at least be given upcoming release dates.
Spotecno has compiled Rift S Specs and Rift Quest’ for helping you to compare them.
|Availability||Spring 2019||Spring 2019|
|Audio||Integrated open-ear, 3.5mm audio jack for external audio||Integrated open-ear, two 3.5mm audio jacks for external audio|
|Type||Single fast-switch LCD||Dual OLED|
|Resolution||1,280 × 1,440 per-eye (2,560 × 1,440 total)||1,440 × 1,600 per-eye (2,880 × 1,600 total)|
|IPD Adjustment||Software only||Hardware adjustable|
|Type||‘Insight’ inside-out (no external sensors) – five cameras||‘Insight’ inside-out (no external sensors) – four cameras|
|Capabilities||Supports 6 degrees of freedom head and controller tracking|
|Supports 6 degrees of freedom head and controller tracking|
|Connections||DisplayPort 1.2 & USB||-|
|Passthrough||Passthrough+: Low latency stereo-correct passthrough video||Passthrough: Supported|
|Guardian||Boundaries traced from inside headset using passthrough||Boundaries traced from inside headset using passthrough|