About 3 months ago, Oculus released their successor of their original Oculus Rift Headset, also reffered as the CV-1.
The most notable change is how the tracking works:
Instead of relying on so called "Base Stations" which you setup in your Room, the new Rift S uses Cameras mounted on the headset
to track Controllers and the Postition of the Headset.
The tracking without Cameras works like this:
Basestations mounted at the walls will emit Infrared Lights at a certain frequency.
Then "Sensors" on the Headset can calculate how long the light did need to reach the headset and then tell your position by that.
Atleast that's how I understand that it works, don't take me on that.
Here is a litte picture to make it easier to understand:

Pros and Cons:
+ Very precise tracking
+ Can still track when the controller is behind your body or out of sight of the headset.
+ Upgradeable, you can add more base stations to enhance the tracking even more.
- Every Sensor needs to be plugged in.
- Not portable, without the basestations the Headset can't know where it is in the room.
- Expensive (additional cost)
This means that Headset which rely on the "Inside-Out Tracking" are cheaper.
Anyway let's stop with that technical stuff.
After researching a bit about the headset I thought that the Rift S would be a good way to start if you want to get into VR.
At the Price of 400$ or 449€ you can grab yourself the Rift S.
This is a lot of money and is probably for many people a deal-breaker, tho compared to the recently launched Valve Index somehow of a compromise.
Needless to say, I was really hyped to get an VR Headset, but the joy went down like an e^-x function.
Let's get to the problems with VR in its current state:
At no time I felt like I was in Virtual Reallity, I never felt like I was really there...It was more like watching a screen through goggles (hahaha yes I know that this is the case but VR should let you be immersed in the world, and make you forget that you're just wearing goggles).
Problem Nr.1:
Field of View (FOV).
The field of View of Humans is about 190 degrees combined horizontally and about 140 degrees vertically.
When using a VR Headset, there are many factors which will influence on how much of the FOV you're getting.
To accomplish the best possible settings, VR Manufacturs include options to give you the best possible fit.
For example an IPD Slider. This changes the position of the lenses to fit your eyes, because the distance between your eyes is different for every human being out there.
How far away the lenses are from your eyes bla bla bla.
It's hard to give a VR Headset a fixed FOV, because it's different for everyone.
Atleast on my end, I got a Horizontally FOV of 92 degrees.
And also a Vertical FOV of 102 degrees.
(measured with TestHMD)
To show you how it feels like for me, here's a picture to demonstrate it:

This means that if you're wanna look around, you have to constantly move your head, instead of being able to look around with your eyes.
This is the most negative aspect for me. Even when playing games, you don't feel like you're actually standing there.
Problem Nr.2:
Resolution:
Very Simple, when things are in front of your face, its not a problem.
But trying to use your Desktop in Vr, when the screen is 2m away from you, the whole thing just turns into a Pixel Mess.
This goes for everything, but to be fair, this is not that much of a problem in games.
Beat Saber or Five nights at Freddy's VR looked from a Gameplay perspective very playable.
The Resolution definetly has to go up, but this is not the most important factor to create a good illusion.
Problem Nr.3:
Screen Door Effect:

This is also another negative aspect which often breaks the illusion for me.
As you can see in the picture above, it is like having a bug net infront of your Screen (Picture is for demonstrational purposes).
To be fair the Rift S has improved this over the original CV-1 but it's still there.
This is it, you look at something and all these effects together ruin it.
Everything in the far gets Pixalated, you don't know how hyped I was to play Space Engine in VR, but this is kinda useless if you can't really see the stars because their Pixels are getting crushed.
And this is what I don't get, why are there always so tini tiny steps being made?
Why not completely remove this effect?
Why not completely up the resolution?
And don't come with it would be too expensive, heck the Valve Index is sold out and costs 1000$.
At this rate of progress we will have a good VR Headset in maybe 4 years?
Problem Nr.4:
The Cable:
There are Wireless Solutions but they cost $$$.
And If you want to take no compromise on Quality you have to go tethered.
-> Stepping on the cable
-> Almost falling over the cable
-> The cable twisting up
-> The Cable is too short
Problem Nr.5:
Comfort:
Yeah I know you can't make everyone happy, but getting a good fit is not as easy as you think.
Wiggling until the Text is Sharp, if you wan't the highest FOV you have to get the Headset real close, which will result in pain because the Headset is pressing too much on my forehead.
Sometimes the Headset did press onto my Forehead or my Nose which resulted in Pain after 20min of Playing.
Also getting the Headset on and off is kinda annoying because you often touch the lenses with your forehead and they get blurred by your skin grease.
I guess people with a Small Head will have a perfect fit with this headset, but my Head belong to those which are a big on the bigger end.
The Temperature is sometimes also a problem under the Goggles, a small fan with a breeze of air would do the trick I guess.
I often had a extremely sweaty face after playing VR for about half an hour.
Enough ranting, there was also some positive:
The Controller:
The Rift S Controller are georgous, they feel high quality and very sturdy.
The Buttons give nice feedback, and there are cool things like, when you rest your finger on the Button, the controller actually knows that you're touching it.
It just felt very intuitive and this is what sometimes got me in the virtual world...picking stuff up and throwing it, or just taking a close look, or changing your environment.
The Tracking:
Even tho the Rift S features Inside out tracking, I've yet to see it fail.
Seeing your movements being Translated 1:1 into the game is a nice thing. And I had very fun with it when I wen't to VR Chat.
All in all there's nothing else to be said about the tracking, it just works!
The Overall build Quality of the headset:
The Rift S is fully made out of Plastic and a Rubber/Foam face gasket.
The Headset is not too heavy, but also feels very solid.
What I expected.
(there are some problems with this headset like static pictures every 5min, which happens if you wiggle on the cable, or the Headset bugging completely out and nothing works anymore, artifacts everywhere which requires a restart of the headset.)
The ease of use and Software:
This is specific to the Oculus Software, this shit rocks.
It has everything you want, sometimes I was just sitting on my bed and enjoying my 2 Screens in Vr, making one the Size of a Cinema and watching a Video, while reading something on the other screen.
Switching games, adjusting the Volume, changing the Settings, often in less that 2 Clicks done.
Also the Setup is very easy and user friendly. It literally took me about 5 minutes to get from the first start in the VR World.
I can't stress this enough how well made I think the Oculus Software is, thumbs up!
In Conclusion:
While it might be tempting to get a VR Headset or HMD nowadays, I would suggest you to wait.
And if you can't wait, order one from Amazon and try it!
From my point of view the Negatives outweigh the positives, and I can't sleep well thinking I payed almost half a grand for half-hearted experience.
Another reason for returning the Rift S is games.
There are not many good VR Games I could count them with my fingers atleast.
I'm talking about good AAA VR games, that's what we need and thats what VR Needs.
No games -> No one buys it, -> No one buys it -> no one makes games for it.
We have a chicken and the egg problem here, and I hope this will change over time.
There are alternatives like the Pimax 5k or Pimax 8k, these are Headsets which feature a very big FOV and high resolution, but as far as I've heard this product has very poor build quality and is probably not aimed at the consumer currently.
Well this is my opinion on it, and I will greatly hand out my money as soon as there is something out there that fits my criterias.
What do you think?
I hope the Vive Comsos goes in the right direction and we'll might see a good competitor to the Rift S.
I hope this was readable, I'm not a good writer and It's already almost 3am in the morning so bedtime for me
.
The most notable change is how the tracking works:
Instead of relying on so called "Base Stations" which you setup in your Room, the new Rift S uses Cameras mounted on the headset
to track Controllers and the Postition of the Headset.
The tracking without Cameras works like this:
Basestations mounted at the walls will emit Infrared Lights at a certain frequency.
Then "Sensors" on the Headset can calculate how long the light did need to reach the headset and then tell your position by that.
Atleast that's how I understand that it works, don't take me on that.
Here is a litte picture to make it easier to understand:

Pros and Cons:
+ Very precise tracking
+ Can still track when the controller is behind your body or out of sight of the headset.
+ Upgradeable, you can add more base stations to enhance the tracking even more.
- Every Sensor needs to be plugged in.
- Not portable, without the basestations the Headset can't know where it is in the room.
- Expensive (additional cost)
This means that Headset which rely on the "Inside-Out Tracking" are cheaper.
Anyway let's stop with that technical stuff.
After researching a bit about the headset I thought that the Rift S would be a good way to start if you want to get into VR.
At the Price of 400$ or 449€ you can grab yourself the Rift S.
This is a lot of money and is probably for many people a deal-breaker, tho compared to the recently launched Valve Index somehow of a compromise.
Needless to say, I was really hyped to get an VR Headset, but the joy went down like an e^-x function.
Let's get to the problems with VR in its current state:
At no time I felt like I was in Virtual Reallity, I never felt like I was really there...It was more like watching a screen through goggles (hahaha yes I know that this is the case but VR should let you be immersed in the world, and make you forget that you're just wearing goggles).
Problem Nr.1:
Field of View (FOV).
The field of View of Humans is about 190 degrees combined horizontally and about 140 degrees vertically.
When using a VR Headset, there are many factors which will influence on how much of the FOV you're getting.
To accomplish the best possible settings, VR Manufacturs include options to give you the best possible fit.
For example an IPD Slider. This changes the position of the lenses to fit your eyes, because the distance between your eyes is different for every human being out there.
How far away the lenses are from your eyes bla bla bla.
It's hard to give a VR Headset a fixed FOV, because it's different for everyone.
Atleast on my end, I got a Horizontally FOV of 92 degrees.
And also a Vertical FOV of 102 degrees.
(measured with TestHMD)
To show you how it feels like for me, here's a picture to demonstrate it:

This means that if you're wanna look around, you have to constantly move your head, instead of being able to look around with your eyes.
This is the most negative aspect for me. Even when playing games, you don't feel like you're actually standing there.
Problem Nr.2:
Resolution:
Very Simple, when things are in front of your face, its not a problem.
But trying to use your Desktop in Vr, when the screen is 2m away from you, the whole thing just turns into a Pixel Mess.
This goes for everything, but to be fair, this is not that much of a problem in games.
Beat Saber or Five nights at Freddy's VR looked from a Gameplay perspective very playable.
The Resolution definetly has to go up, but this is not the most important factor to create a good illusion.
Problem Nr.3:
Screen Door Effect:

This is also another negative aspect which often breaks the illusion for me.
As you can see in the picture above, it is like having a bug net infront of your Screen (Picture is for demonstrational purposes).
To be fair the Rift S has improved this over the original CV-1 but it's still there.
This is it, you look at something and all these effects together ruin it.
Everything in the far gets Pixalated, you don't know how hyped I was to play Space Engine in VR, but this is kinda useless if you can't really see the stars because their Pixels are getting crushed.
And this is what I don't get, why are there always so tini tiny steps being made?
Why not completely remove this effect?
Why not completely up the resolution?
And don't come with it would be too expensive, heck the Valve Index is sold out and costs 1000$.
At this rate of progress we will have a good VR Headset in maybe 4 years?
Problem Nr.4:
The Cable:
There are Wireless Solutions but they cost $$$.
And If you want to take no compromise on Quality you have to go tethered.
-> Stepping on the cable
-> Almost falling over the cable
-> The cable twisting up
-> The Cable is too short
Problem Nr.5:
Comfort:
Yeah I know you can't make everyone happy, but getting a good fit is not as easy as you think.
Wiggling until the Text is Sharp, if you wan't the highest FOV you have to get the Headset real close, which will result in pain because the Headset is pressing too much on my forehead.
Sometimes the Headset did press onto my Forehead or my Nose which resulted in Pain after 20min of Playing.
Also getting the Headset on and off is kinda annoying because you often touch the lenses with your forehead and they get blurred by your skin grease.
I guess people with a Small Head will have a perfect fit with this headset, but my Head belong to those which are a big on the bigger end.
The Temperature is sometimes also a problem under the Goggles, a small fan with a breeze of air would do the trick I guess.
I often had a extremely sweaty face after playing VR for about half an hour.
Enough ranting, there was also some positive:
The Controller:
The Rift S Controller are georgous, they feel high quality and very sturdy.
The Buttons give nice feedback, and there are cool things like, when you rest your finger on the Button, the controller actually knows that you're touching it.
It just felt very intuitive and this is what sometimes got me in the virtual world...picking stuff up and throwing it, or just taking a close look, or changing your environment.
The Tracking:
Even tho the Rift S features Inside out tracking, I've yet to see it fail.
Seeing your movements being Translated 1:1 into the game is a nice thing. And I had very fun with it when I wen't to VR Chat.
All in all there's nothing else to be said about the tracking, it just works!
The Overall build Quality of the headset:
The Rift S is fully made out of Plastic and a Rubber/Foam face gasket.
The Headset is not too heavy, but also feels very solid.
What I expected.
(there are some problems with this headset like static pictures every 5min, which happens if you wiggle on the cable, or the Headset bugging completely out and nothing works anymore, artifacts everywhere which requires a restart of the headset.)
The ease of use and Software:
This is specific to the Oculus Software, this shit rocks.
It has everything you want, sometimes I was just sitting on my bed and enjoying my 2 Screens in Vr, making one the Size of a Cinema and watching a Video, while reading something on the other screen.
Switching games, adjusting the Volume, changing the Settings, often in less that 2 Clicks done.
Also the Setup is very easy and user friendly. It literally took me about 5 minutes to get from the first start in the VR World.
I can't stress this enough how well made I think the Oculus Software is, thumbs up!
In Conclusion:
While it might be tempting to get a VR Headset or HMD nowadays, I would suggest you to wait.
And if you can't wait, order one from Amazon and try it!
From my point of view the Negatives outweigh the positives, and I can't sleep well thinking I payed almost half a grand for half-hearted experience.
Another reason for returning the Rift S is games.
There are not many good VR Games I could count them with my fingers atleast.
I'm talking about good AAA VR games, that's what we need and thats what VR Needs.
No games -> No one buys it, -> No one buys it -> no one makes games for it.
We have a chicken and the egg problem here, and I hope this will change over time.
There are alternatives like the Pimax 5k or Pimax 8k, these are Headsets which feature a very big FOV and high resolution, but as far as I've heard this product has very poor build quality and is probably not aimed at the consumer currently.
Well this is my opinion on it, and I will greatly hand out my money as soon as there is something out there that fits my criterias.
What do you think?
I hope the Vive Comsos goes in the right direction and we'll might see a good competitor to the Rift S.
I hope this was readable, I'm not a good writer and It's already almost 3am in the morning so bedtime for me
Last edited by Der_Blockbuster,