The Oculus Rift Review

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What's In The Oculus Rift Box

The Oculus Rift's package includes several components. You get the Rift HMD, of course, and a cable that connects it to your PC. The tether is 4m long, and it splits off into USB and HDMI ends. The side that plugs into the Rift employs a proprietary plug.

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Oculus Rift Box Contents
HardwareRift HMD with integrated supra-aural headphones (removable) and mic Constellation tracking camera sensor with standWireless media remote
Cables4m HMD 2-in-1 cable (HDMI 1.3/USB 3.0, attached) 2.5m Tracking camera sensor cable (USB 3.0)
ControlsXbox One Wireless ControllerWireless adapter for WindowsAA batteries (2)USB extender cable for wireless adapter
MiscellaneousCleaning clothRift carrying case
Downloadable SoftwareLucky’s Tale game EVE: Valkyrie Founder’s Pack (available to Rift pre-order customers only)
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Oculus Rift Specifications
Display Type & SizeDual low-persistence AMOLED (PenTile subpixel matrix)
Display SizeTBA
Resolution1200 x 1080 (per eye)
Refresh Rate90Hz
Field of View~100-degrees
Lens TypeHybrid Fresnel
Lens AdjustmentIPD (58-72 mm), lens-to-eye distance (adjustable with optional glasses spacer)
SensorsAccelerometer, gyroscope, magnetometer
Tracking Technology6 DOF Constellation camera optical 360-degree IR LED tracking
Integrated CameraNo
AudioMicrophone, integrated supra-aural 3D spatial audio headphones (removable)
HMD PortsProprietary headset connector (HDMI/USB 3.0)
HMD Cable Length4 m
Materials UsedPlastic, IR-transparent fabric, glass, foam rubber
Dimensions~171 (~216) × ~102 mm(W (width including headphones) × D)
Weight470g (excluding cable)
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Sensor:Constellation
Sensor mount:Integrated stand, 1/4-20 camera mount compatible
Tracking:Integrated constellation tracking: IR LEDs under fabric shell
Sensor cable:2.5m cable

 Kevin Carbotte is a contributing writer for Tom's Hardware who primarily covers VR and AR hardware. He has been writing for us for more than four years. 

  • ingtar33
    My main concern about the Rift isn't addressed in this article. And that's if it will become Orphanware. You see, there is a fraction of the gaming public who has a computer able to play games on a Rift, and an even smaller number of those people who will spend $600 to buy a Rift.

    This leaves the game manufacturers in a tough spot. They want to make and market games that will play on the most pcs possible. So my fear is that in 6-18mo we'll see the end of titles that will play on the rift, and nothing new in the pipeline as those titles will prove to be financial duds to the industry, thanks to the tiny install base.

    And then the Rift will become Orphanware, a product without a market or market support.
    Reply
  • Realist9
    I stopped reading in the "setup up the rift" when I saw:

    1. "you're asked to set up an account..."
    2. "you're prompted to configure a payment method..."

    What am I setting up an account for, why do I have to 'sign in', and what am I setting up a payment for??
    Reply
  • kcarbotte
    17729616 said:
    My main concern about the Rift isn't addressed in this article. And that's if it will become Orphanware. You see, there is a fraction of the gaming public who has a computer able to play games on a Rift, and an even smaller number of those people who will spend $600 to buy a Rift.

    This leaves the game manufacturers in a tough spot. They want to make and market games that will play on the most pcs possible. So my fear is that in 6-18mo we'll see the end of titles that will play on the rift, and nothing new in the pipeline as those titles will prove to be financial duds to the industry, thanks to the tiny install base.

    And then the Rift will become Orphanware, a product without a market or market support.

    Time will be the ultimate test for the Rift, but I don't see that fate coming.
    The companies working in the VR industry are incredibly excited about the prospect of this new medium. When the biggest companies in the world are pushing to bring something to market in the same way, it should be telling of the potential these companies see.

    Facebook and Oculus have not been shy about saying that adoption will be slow. If developers haven't been paying attention to that, then they will surely fail. Most understand that the market will be small, but in the early days of VR the market share will be large, as most people buying in this early will have a hunger to try out as much of the content as possible.

    I've also spoken with several VR developers in person about this issue. Most, if not all of them, are prepared for low volume sales. This is precicesly the reason why you won't see many AAA titles exclusively for VR for a while. The games will be shorter, and inexpensive to produce.
    VR games are mostly being developed by indie shops that have little overhead, and few employees to pay. They are also mostly working for minimum wage, hoping to see bonuses at the end of the year from better than expected sales.

    I don't think we have any chance of seeing the Rift, or the Vive, fall into the realm of abandonware. Tools are getting easier to use (VR editors), and cheaper to access (Unity, Unreal Engine, Cryengine are all free for individuals.) The resources for people to build for this medium are vast, and there's no better time to be an idie dev than now. VR is a new market, and anyone has as much chance as the next to make the next big killer app. It resets the industry and makes it easier to jump into.
    VR will not be dominated by the likes of EA and Activision for some time now. It opens the door for anyone with a good idea to become the next powerhouse. That will be a very compelling prospect for many indipendant, and small development firms.


    Reply
  • Clerk Max
    No mention of VR motion sickness or kinetosis in this conclusion ? This is a major showstopper, preventing more than a few minutes of immersion for most people.
    Reply
  • kcarbotte
    17729694 said:
    I stopped reading in the "setup up the rift" when I saw:

    1. "you're asked to set up an account..."
    2. "you're prompted to configure a payment method..."

    What am I setting up an account for, why do I have to 'sign in', and what am I setting up a payment for??

    If you kept reading you'd know the answer.
    You are signing up for Oculus Home, the only way to access content for the Rift.
    As soon as you put the headset on, the sensor inside it initializes Oculus Home. Without an account, you can't access any of the content. It's exactly like accessing content on Steam. You need to sign in.

    That's the same reason you need a payment method. There's free games, so you can skip it, but you can't access any of the paid content without an Oculus Home account.
    If SteamVR ends up supporting the final rift, then you may be able to play other games on it, but at this time, you need Oculus Home for everything on the Rift, including existing games like Project Cars.
    Reply
  • Joe Black
    I get the sense that it is where 3D gaming was right after Windows95 and directX launched.

    That's cool.Believe it or not you actually did need a relatively beefy PC for that back in the day. It was not for everybody yet.
    Reply
  • bobpies
    What am I setting up an account for,
    to download and play the games

    why do I have to 'sign in'
    to access your games

    and what am I setting up a payment for??
    to buy the games.
    Reply
  • kcarbotte
    17729767 said:
    No mention of VR motion sickness or kinetosis in this conclusion ? This is a major showstopper, preventing more than a few minutes of immersion for most people.

    Read page 8 if you want to know about my motion sickness experience. Only two games gave me any kind of trouble, and both of them were caused by first person experiences. Its well established that moving around in first person is not comfortable for many people. The motion messes with your brain because you aren't actually physically moving. actually sitting, while your character moves around isn't comfortable at all for me. Some people don't have trouble, but the comfort levels are there for a reason. Both of those games are listed as intense experiences, so even Oculus acknowleges that that some folks will get sick.

    All of the 3rd person games that I tried, and the games with cockpits (Radial G, Project Cars, Eve: Valkyrie) are all very comfortable.

    We'll talk more about motion sickness and effects of being in VR for extended periods over the coming weeks. So far, with the limited time we've had with it, I've only used it for less than 10 hours total. There's plenty of games that we've not even fired up yet, so a full discussion about getting motion sickness seesm premature.
    Reply
  • kcarbotte
    17729831 said:
    I get the sense that it is where 3D gaming was right after Windows95 and directX launched.

    That's cool.Believe it or not you actually did need a relatively beefy PC for that back in the day. It was not for everybody yet.

    That's a good comparison.
    I like to use the first Atari console as a comparison. This is the dawn of a new medium that people don't yet understand. It will be expensive, and not for everyone in the early days, but look at where video games are today. If everyone had the same opinion about Atari back then, as many people seem to feel about VR, the entire video game industry wouldn't have existed as we see it today.
    VR will be similar. It will take a long time to get mass adoption, and the road there will have plenty of changes and advancements, but it's definitely going to happen. VR is far too compelling and has far too much potential for it not to.
    Reply
  • Realist9
    The 'conclusion' page is really spot on. Specifically, the parts about AAA titles and casual audience.

    So, does the release version of the Rift still require graphics settings in Project Cars to be turned down with pop in and jaggies? (read this in a Anand article from 16 Mar).
    Reply