Oculus Rift S: Why Did They Decide to No Longer Produce the Rift S?
Previously, I was a huge fan of VR. In 2015, I rode in style on the virtual reality (VR) hype train as it sped down the tracks. While strapping on a cumbersome, shoddy developer headset, I giggled like a schoolgirl. Having viewed the preview footage, I was eager to make my cyberpunk heroine debut in the virtual world.
When the virtual reality whale flew past me in a demonstration of the original HTC Vive headgear, I shrieked. My stomach turned as I reached out to touch it, and I peered into the murky depths of the water below. In other words, I had to throw up. In a word, it rocked.
We had high expectations for virtual reality back then, thinking it would revolutionize not only gaming but also medicine, the arts, architecture, and even motion sickness. Once the Oculus Rift hit shop shelves, the excitement train started to slow down.
It had a dearth of games and practical uses, was unreasonably expensive, and required a very powerful computer to run. When virtual reality first came out, it was only available to a select few fervent fans.
Is there a plan for 2020? Do you think it’s still worthwhile to invest in Oculus’s latest headset, or has virtual reality already reached its peak? The Oculus Rift S is essential to this devilishly difficult solution.
Crisp and Clear
Since 2018, Oculus has made progress with the phone-friendly Oculus Go and the standalone Oculus Quest headset, however, none of these products has to be used in conjunction with a personal computer. There was a shift away from high-end VR that ran on personal computers. So I thought. No, I was totally wrong.
The Oculus Rift S’s first distinguishing feature is how simple it is to set up in comparison to the original Oculus. It’s as simple as plugging it in, downloading the software, and watching some necessary training films as if you were starting a new job at 7-Eleven; there are no lighthouse sensors to install.
Make sure you designate a safe area (about 6.5 feet by 6.5 feet is suggested for room-scale, walkable experiences) so that you can move around freely without having to worry about bumping into things or putting your hands on the controllers or drinking directly from the Slurpee machine.
It takes longer to unpack everything than to actually put it up. The first time you put on the headset, you’ll be taken through a brief tutorial that explains how everything works. It moves quickly and provides clear explanations of complex concepts.
One further significant development is the incorporation of see-through cameras into the headset. You don’t have to make any educated guesses about where things are in the actual world in order to tell the VR headset where your borders are; instead, you can just gaze about the room through the headset’s cameras.
If, for example, you repeatedly bang your hand on a table with such force that your fingernail goes purple, you can easily adjust your boundaries to prevent further injury. In a purely hypothetical scenario, It’s also convenient for moving the headset to a new location or even just move to a different room.
After the tutorial ended, I was back in the Oculus Home menu. It’s like a set from The Incredibles 2: a mountain-facing flat with huge windows reminiscent of an Ikea showroom. You may access your game library, shop for games, and personalize your Home through this menu.
In addition, the screen door effect isn’t what it used to be. (The screen door effect is when you are so close to an LCD screen that the individual pixels can be made out; this happens, for example, if you are standing very close to a TV. The issue is not exclusive to virtual reality.
Compared to your last virtual reality experience, you will likely find that this one is far more transparent. When using the in-flight web browser, I had no issue deciphering the content. I had no issue seeing 12-point type on a website that wasn’t designed for virtual reality. As compared to the first Rift, that is a significant upgrade.
This goes beyond simply increasing the resolution. The internal displays of the first-generation Oculus Rift, one for each eye, featured a resolution of 1,080 by 1,200 pixels and a refresh rate of 90 hertz. The single display on the Rift S has a resolution of 2,560 by 1,440 and a refresh rate of 80 hertz.
With the Rift S’s enhanced screen, virtual worlds are rendered with greater detail and clarity. Text that was once absolutely unintelligible at its smallest point can now be read with ease.
Although the Rift S’s refresh rate is lower than that of the original Oculus Rift, I have not noticed a difference between the two when using them side by side, not even in highly detailed environments. Playability is buttery smooth on a high-end PC.
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A Gleaming Plateau
The same wonder I felt as the VR whale flew past my head for the first time returned to me when I fired up Polyarc’s critically acclaimed game Moss. I lowered myself into the mouse adventurer Quill’s environment, where I shifted furniture and warded against foes.
Having played Moss on the first Rift and a few other VR headsets, I can say that the Rift S’s superior build quality and far more detailed internal display provide the kind of virtual reality I had anticipated half a decade ago.
There are a wide variety of games and experiences available in the Oculus shop, and the Rift S is also compatible with HTC’s Viveport store and Steam. Today, there are thousands of virtual reality games available, and the quality of these games is far higher than it was even a few years ago.
In the past, whenever I’ve reviewed a virtual reality headset, I’ve always caveated my recommendations with the following caveat: Purchase only if you have unlimited funds, storage space, and free time.
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However, I now wholeheartedly endorse the Rift platform without reservation. The quality of this headset is high, and the state of virtual reality is higher than it has ever been.
Although the Rift S is an improvement, it still requires a computer and a cable to operate. The Rift S is a shining example of what a tethered virtual reality (VR) experience should be like, but you’ll need to train your sixth sense to keep track of the cord since you’ll be permanently attached to a PC.
At $400, it’s not outlandishly costly, and it provides a nearly smooth virtual reality experience.
The development of virtual reality software for personal computers has stalled. Despite a slowed rate of improvement, normal life is still amazing.
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Frequently Asked Question
Will Rift S No Longer Be Available?
The business explains that it believes the future of virtual reality is with devices that do not require a personal computer to function, such as the recently unveiled Oculus Quest 2. As a result, Facebook has decided to discontinue the Oculus Rift S, the current iteration of their flagship PC VR headset, in 2021.
Why Did They Decide to No Longer Produce the Rift S?
The fact that Meta wanted to put more of its attention toward developing headsets that can function independently of a personal computer is the explanation that has been given for why the Rift S was discontinued.
Do You Think Rift is a Better Game Than Quest 2?
The Meta Quest 2 is the greatest virtual reality (VR) headset for both newcomers and seasoned gamers because of its many upgrades over its more expensive predecessor. The Oculus Rift S has a higher resolution screen and a built-in camera array, making it superior to its predecessor in virtual reality headsets.