Best products from r/virtualreality
We found 116 comments on r/virtualreality discussing the most recommended products. We ran sentiment analysis on each of these comments to determine how redditors feel about different products. We found 340 products and ranked them based on the amount of positive reactions they received. Here are the top 20.
1. Inateck PCI-e to USB 3.0 (4 Ports) PCI Express Card and 15-Pin Power Connector, Red (KT4001)
- SuperSpeed USB 3.0 supports transfer rates of up to 5Gbps - The actual transmission speed is limited by the setting of the device connected
- 4 USB 3.0 downstream ports for standard desktop PCs; Supports USB Hot Plug, Plug & Play; Support LPM, Low Energy Consumption; 15 pin SATA Power Connector to power USB devices from your PC power supply
- Backwards compatible with USB 2.0 and 1.1 devices; Operating System Compatibility: Windows XP/Vista/7/8
- With quick and easy installation. All USB 3.0 PCI-E Cards require an external connection to the power supply of the PC in order to supply voltage to the USB buss
Features:
2. Samsung HMD Odyssey+ Windows Mixed Reality Headset with 2 Wireless Controllers 3.5" Black (XE800ZBA-HC1US)
- 3K anti-sde AMOLED display (2880x1600) with wide 110O field of view
- Direct Full Array Backlight 4X: Concentrated Zones of Precision-Controlled LEDs Auto-Adjust Contrast Between Pure Whites and Ultra-Deep Blacks, Revealing Hidden Details in Even the Darkest Scenes
- Access to Windows mr store and steamer libraries for thousands of games & experiences
- Premium, built-in AKG headphones w/360O spatial Sound and Mic
- Adjustable headband, now 10% lighter with improved comfortable materials
- Get 2 free months of Infinity subscription and gain unlimited access to hundreds of VR games and apps.
Features:
3. Koss KSC75 Portable Stereophone Headphones, Single, Standard Packaging
- Connectivity Technology: Wired
- Sport clip design fits neatly around each ear, with pivoting earplates for a comfy fit
- Titanium-coated drivers deliver accurate sound reproduction with little distortion
- Neodymium iron boron magnets offer deep bass performance for an extended frequency response
- Cord measures four feet long; L-shaped 3.5 mm plug
- Frequency response - 15hz–25khz
- Compatible devices: Cellphone
- Connector type: 3.5mm Jack
Features:
4. Oculus Rift S PC-Powered VR Gaming Headset
- Top VR gaming library: Blast, slash and soar your way through the top library in VR gaming. Oculus Rift S lets you play hundreds of games and exclusives already available in the Oculus store, with so much more to come.
- Improved optics: Stare down the competition with next-generation lenses and a sharper display. Improved optics deliver bright, vivid colors and reduced “screen-door” effect.
- Ergonomic design: Keep your head in the game thanks to a Halo headband redesigned with speed in mind. Rift S stays securely and comfortably in place with a quick twist of the fit wheel, so it can take-or double take-your fastest reactions.
- Oculus touch controllers: Arm yourself with our updated Oculus touch controllers. Your slashes, throws and grab appear in VR with intuitive, realistic precision, transporting your hands and gestures right into the game.
- Oculus insight tracking: take a step forward with Oculus insight. It translates your movements into VR No matter which way you're facing and provides room-scale tracking without external sensors.
- Oculus Rift S requires your Facebook account to log in, making it easy to meet up with friends in VR and discover communities around the world.
Features:
5. KIWI design VR Cable Management | Ceiling Pulley System for HTC Vive/Vive Pro Virtual Reality/Oculus Rift/PS VR/Microsoft MR/Samsung Odyssey VR Accessories (Black)
- Playing without Wire Worries: With KIWI design cable management system, you won't be tangled by the cable in middle of the game. With the cable being out of the way, you can have better gaming experience. They keep your cable off the ground, which makes it easier to bend down and get up without the cable getting stuck under your feet.
- Exclusive Design: Our 360 degree retractable cable pulley system can be adjusted with the weight of the cable system and rebound automatically. The hooks with adhesive plates hold very well to the drop ceiling, and are not very visible.
- Easy to Install: Just add some tape to a few of the pulley's connection points with the cord.
- Compatiable for All VR Headsets: KIWI design VR Cable Management Kits are Perfect and Must Have compatible with Quest 2/ Quest/ Rift S/HTC Vive/ Vive Pro/ Vive Cosmos/Samsung Odyssey VR/ Sony PlayStation/ Microsoft MR VR/ Valve Index and so on.
- Always be Here for You: Our customers are our lifeblood. Any time, any question, feel free to contact us.
Features:
6. Bionik Mantis Attachable VR Headphones: Compatible with PlayStation VR, Adjustable Design, Connects Directly to PSVR, Hi-Fi Sound, Sleek Design, Easy Installation
- Compatible with PlayStation VR - Designed to match the look and feel of PSVR headset
- Adjustable Design - Extend spring-loaded clips to attach to VR headset and adjust in multiple directions as needed for perfect fit
- Connects Directly to PSVR - 20 inch cable plugs into the PlayStation Virtual Reality headset to make it easy to wear, store, and play
- Hi-Fi Sound - Rests gently on ears for a comfortable fit without sacrificing great sound quality
- Easy Installation - Quickly attach and detach from VR headset as needed
Features:
7. StarTech.com 4 Port USB 3.0 PCIe Card w/ 4 Dedicated 5Gbps Channels (USB 3.1 Gen 1) - UASP - SATA / LP4 Power - PCI Express Adapter Card (PEXUSB3S44V)
- HIGH-PERFORMANCE EXPANSION CARD: Increase the efficiency of your USB 3.0 devices with four dedicated USB 3.0 channels and up to 5 Gbps of bandwidth per channel with this 4 port USB 3.0 PCIe card.
- POWER & CHARGE: Use this USB 3.0 add on card to power high-powered USB devices as necessary, with the optional LP4 or SATA power connector.
- MULTI-USE USB CONNECTOR: Connect additional external hard drives, VR headsets, game controllers, digital equipment and more to your computer by connecting this USB adapter card through an internal PCI Express slot.
- USB 3.0 WITH UASP SUPPORT: This PCIe to USB adapter card lets you experience speeds up to 70% faster than traditional USB 3.0 when used with a UASP-supported enclosure.
Features:
8. Oculus Rift + Touch Virtual Reality System
- Get 6 free titles, including: Robo Recall, Luckyʼs Tale, Quill, Medium, Dead and Buried, and Toybox
- Riftʼs ultra-low-latency tracking offers unparalleled immersion
- The Oculus Touch controllers bring your hands into VR, letting you interact naturally with the virtual world
- NVIDIA GTX 1050Ti/AMD Radeon RX 470 or greater Graphics Card Required and a RAM of 8 GB+ RAM
- Windows PC and internet connection required - review recommended specs to confirm system compatibility
- Operating System: Windows 10
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9. NUTS U.S. - Unsulphured Crystallized Ginger Chunks, No Artificial Colors, Fresh and Delicious Dried Gingers in Resealable Bag!!! (2 LBS)
Unsulphured Crystallized Ginger Chunks in Resealable Bag!!!Sugar-coated dried ginger chunks that have a spicy, sweet, moist, and chewy texture.Healthy option that helps with nausea, muscle soreness, digestive problems, sore throat, and much more.Great addition to a variety of recipes for cookies, sa...
10. Sea-Band Anti-Nausea Acupressure Wristband for Motion or Morning Sickness, Adult, 1 Pair
- NAUSEA RELIEF: These acupressure wrist bands are clinically proven to relieve nausea, motion sickness & morning sickness in addition to helping with post-operative & chemotherapy-induced nausea.
- ACUPRESSURE TREATMENT: A plastic knob sewn into the inside of this knitted elastic wristband exerts pressure & stimulates the P6, or Nei-Kuan, acupressure point, proven to relieve nausea & vomiting.
- NO DRUGS OR SIDE EFFECTS: Sea-Bands work immediately & can be worn whenever you feel nauseous. They're a natural, reusable & non-drowsy remedy with no drugs or side effects. Suitable for ages 3 & up.
- NATURAL CHOICE FOR NAUSEA RELIEF: We carry an array of natural options for motion & morning sickness & anti-nausea, including acupressure wristbands, ginger gum & lozenges & aromatherapy rollettes.
- WAVE GOODBYE TO NAUSEA: Don’t let your travel or cruise ship experience be ruined; alleviate sea sickness & enjoy the journey! Or enjoy your pregnancy by relieving morning sickness with Sea-Bands!
Features:
11. HTC Vive Virtual Reality System
- FLEXIBLE PLAY AREA - Use VIVE seated, standing or in a space up to 11'5" x 11'5". SteamVR Tracking provides the most ideal experience possible, so play the way that works for you.
- FULLY IMMERSIVE - Realistic movement and actions from precise, 360-degree controller and headset tracking with realistic graphics, directional audio and HD haptic feedback in the virtual world
- POWERED BY STEAM VR - Enjoy over 1500 games for SteamVR, plus everything you love about Steam, including new releases, automatic game updates and millions of your closest friends
- PLAY SAFER - The Chaperone system warns you when you reach the boundaries of your play area and the headset's front-facing camera gives you a glimpse of the real-world when you need it
- VIVE VIDEO - An immersive, cinematic VR video player for standard, 3D, 180 and 360 degree videos. Available free on VIVEPORT and Steam.
- VIVEPORT INFINITY – Get 2 months of unlimited VR play of 700+ games & apps. Code included in box.
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12. HP - Mixed Reality Headset and Motion Controllers (2018) (Renewed)
You need a decent gaming computer to run this device. Please, make sure your computer is compatible and has the necessary specs prior buyingRecommended PC Specification: NVIDIA GTX 965Ml / AMD RX 480M(2GB) equivalent or greater video card for notebook and NVIDIA GTX 980 / AMD RX 480(2GB) for PC; Int...
13. Unity Virtual Reality Projects: Explore the world of virtual reality by building immersive and fun VR projects using Unity 3D
14. TENAVOLTS 1.5V AA Lithium Rechargeable Battery, 1.8h Fast Charge, USB Charger, Constant Output at 1.5V, 2775 mWh, 4 Count with Charger
- High Power Capacity: Includes Tenavolts AA High-Capacity Rechargeable Batteries pre-charged, each with 2775 mWh. Great use for high-power demand device, including insulin pump, toys, remote controls, and portable audio players
- 1.8 Hours to Fully Charged: Get a full charge in 1.8 hours. Much faster than traditional Ni-MH rechargeable batteries which need 3 hours to fully charged
- Constant voltage and Best Performance: Tenavolts rechargeable lithium batteries are far superior in voltage retention. Designed with innovative technology, Tenavolts outputs 1.5 voltage from 100% to 0% electric capacity, providing constant voltage and best performance in heavy load discharge
- Long-lasting batteries, Less Waste: Tenavolts can be recharged in 1,000 cycles. Since discarded batteries are terrible for the environment, from environment perspective, rechargeable batteries are more economical and better than regular batteries for the environment
- Unique recharge design: Tenavolts AA batteries can only be recharged with the authorized unique Tenavolts battery charger. The Tenavolts battery charger satisfies the special recharging requirements
Features:
15. Virtual Reality: The Revolutionary Technology of Computer-Generated Artificial Worlds - and How It Promises to Transform Society
- Replacement Button Flex Cable Set
- Brand new PSP 2000 series repair spare parts
- Includes adhesive for easy installation
- Fits all PSP 2000 series i.e. 2001, 2002, 2002, etc.
- Bulk Packaging
Features:
16. Koss SportaPro Stereo Headphones, Standard Packaging
Headband pivots backward at its base, easily converting from over-the-head style to a behind-the-head style.Connectivity Technology: WiredFoam ear cushionsCollapses into a compact, protective package that tucks neatly in a briefcase, gym bag or backpackFrequency response: 5Hz-25kHzImp: 60Ω15 to 25,...
17. Cooling Fan for Samsung Gear VR (COMPATIBLE W/ WHITE 2015 consumer edition gen. 3 - SM-R322 ONLY) Satori VR Fan w/ built-in rechargeable battery by Asterion Products (Samsung Gear NOT included)
- FORM & FUNCTION: Designed by Asterion Products U.S.A. our design mounts perfectly onto your WHITE 2015 Samsung Gear VR gen. 3 ***PLEASE NOTE: Device will NOT fit the new black/blue Gear VR gen. 4 or the older Innovator Edition***
- COOLING FAN: Ultra quiet and powerful fan dissipates heat buildup from your phone.
- BUILT-IN RECHARGEABLE BATTERY: Slim Built-In rechargeable Li-ion battery full capacity 7 hrs, comes with micro USB cable
- OPEN CAMERA DESIGN: Open bay allows access to camera features even while the device is mounted
- TOUCH SENSITIVE POWER BUTTON: Capacitive power button turns on with the touch of a finger **PLEASE NOTE: This accessory and Asterion Products are not affiliated with Samsung , Samsung USA , Samsung Electronics Co., Ltd or Oculus All product names, logos, and brands are property of their respective owners.**
Features:
18. 3Glasses Blubur S1 PC Virtual Reality VR Headset for Steam - 2880x1440 120Hz DisplayPort
ULTIMATE PC VIRTUAL REALITY EXPERIENCE: Powered by High Bandwidth DisplayPort, drive a four megapixel 2880x1440 screen at an astounding 120Hz for the clearest and smoothest VR experience in the world. Test drive the absolute latest in virtual reality technology today!NEXT GENERATION GRAPHICS PLATFOR...
19. Infinite Reality: Avatars, Eternal Life, New Worlds, and the Dawn of the Virtual Revolution
20. Healingshield Watch Face Protector Guard [Front 3pcs] (45mm(1.77in))
- Total Thickness : 180um. Base Film Test : 5g. Haze : 1%. Wrinkle : Not Permission. Scratch : 10mm not Permission.
- Outstanding Fit. Easy to attach and remove. High Clearness. Three for one
- Material : TPU
- Made in KOREA
Features:
Compared to Rift S (since Rift S > Odyssey+): you'll get a bit bigger FOV (not massive but noticeable, primarily vertically), much better audio (although you can use own headphones with Rift S as it has a 3,5mm jack on the headset, and things like clip-on headphones made for PSVR work perfectly with it), higher possible refresh rate (IIRC it can run 80, 90, 120, or 144 Hz (144 being experimental) compared to Rift S's 80 Hz) although this requires serious GPU horsepower to run (Vega runs VR like dogshit compared to Nvidia - Navi is a completely new architecture though, and that same reviewer is set to review the 5700 XT for VR as well, I really hope it does better), and controllers with higher fidelity finger tracking (Oculus Touch does limited finger tracking with on/off capacitive sensors in the index finger trigger, face buttons, and thumb sticks, allowing for gestures like closed fist, open palm, pointing, thumbs up, finger guns, and pinching - Index has full range of motion tracking for each individual finger)
Is the hardware a good deal better? Yeah. Does a rich library of content exist to make full use of this hardware? Nope. Is it 150%/$600 better? Not even close. If this is your first foray into VR, you'd be much better off getting a Rift S, then if you find it dissatisfactory, sell it and get an Index.
It's also worth noting that for the price of an Index, you can get both an Oculus Rift S and an Oculus Quest - the latter of which is a standalone, completely self-contained, wireless VR console you can bring anywhere. There's cross-buy between most games that exist on both Oculus' PC platform & Quest as well.
But nnnnnnnnnnhhh. It feels really bad trying to help you make this decision via a box of text. I don't know what your financial situation looks like, but you may end up enjoying the perks of Index enough to justify the cost. In terms of value of VR experience per $, Rift S wins by a landslide, but Index is still a very impressive VR system. If we're talking $1000, you really should try both VR systems for yourself. I don't know where or how you'd go about demoing an Index, but your best bet to find a Rift S demo is with this: https://live.oculusvr.com/
Then there's also platform. Oculus wipes the absolute floor with SteamVR in overall polish of user experience & game library, although you can run Oculus software with SteamVR-compatible headsets using something called ReVive. This was quite a janky experience back when people used this to play Oculus stuff with the HTC Vive as the Vive wands are very different from the Touch controllers the Oculus software is designed around, but the Index controllers are much more similar so I've heard good things about it.
I'm tired, and rambling, and afraid of giving you bad advice that may end up serving you a VR experience that isn't right for your situation. Sorry if none of this is helpful.
Rift S is insanely good value. Index is better hardware all around, but much much much worse value. You'll have a great VR experience with either.
Here are the Index reviews from the two major VR news publications:
And the Rift S reviews from the same:
It's worth noting that Rift S's tracking has dramatically improved since the release of Rift S, and there's no legitimate, significant, meaningful difference in the day-to-day capabilities & performance between Rift S's tracking & Index's tracking (although a hard measurement of accuracy & occlusion would still put Index's Lighthouse tracking on top). Also worth noting that popular VR accessory company VRCover are working on replacement facial interfaces for Rift S, which will solve the grievances the Road to VR reviewer had with Rift S's admittedly excessively deep face gasket & eye-to-lens distance.
Samsung HMD Odyssey+ - $355.00 new on Amazon.com as of 7/3/2019
Pros:
Neutral:
Cons:
Oculus Rift S - $399.00 new on Amazon.com as of 7/3/2019
Pros:
Neutral:
Cons:
HTC Vive - $480.41 on Amazon.com as of 7/3/2019
Pros:
Neutral:
Cons:
(These are all (non-fiction) books. If you want research papers I can give you a bibliography of things you might find a few interesting things within.)
Virtual Reality by Howard Rheingold is a very good place to start for a founding in the history of VR (right back to the invention of the HMD by Ivan Sutherland in the 1960's) but was written before the current reignited interest in VR that Oculus has triggered;
http://www.amazon.co.uk/Virtual-Reality-Revolutionary-Computer-Generated-Worlds--And/dp/0671778978/ref=sr_1_1?ie=UTF8&qid=1396019470&sr=8-1&keywords=virtual+reality+howard
If you like Rheingold's writing style then The Virtual Community might be of interest to you. Not directly related to VR, but as VR becomes more mainstream (& especially with players such as Facebook expressing interest) it is only a matter of time until VR becomes a popular interface to virtual communities;
http://www.amazon.co.uk/gp/product/0262681218/ref=oh_details_o08_s00_i00?ie=UTF8&psc=1
If such sociological aspects of computers/VR interest you, then Sherry Turkle's books are fascinating;
http://www.amazon.co.uk/gp/product/0262701111/ref=oh_details_o09_s00_i00?ie=UTF8&psc=1
http://www.amazon.co.uk/gp/product/0684833484/ref=oh_details_o04_s00_i00?ie=UTF8&psc=1
http://www.amazon.co.uk/gp/product/0262012707/ref=oh_details_o08_s00_i00?ie=UTF8&psc=1
As somebody else already mentioned, Infinite Reality is a nice read, but is very 'light' on science/technical detail;
http://www.amazon.co.uk/gp/product/0061809500/ref=oh_details_o05_s00_i00?ie=UTF8&psc=1
If you like your cyberpunk fiction then Cyberspace: First Steps is great - it even has a foreword written by William Gibson;
http://www.amazon.co.uk/gp/product/0262521776/ref=oh_details_o02_s00_i00?ie=UTF8&psc=1
For more of a brain-fuck read, take a look at The Cyborg Experiments;
http://www.amazon.co.uk/gp/product/082645903X/ref=oh_details_o00_s00_i00?ie=UTF8&psc=1
For basic virtual environment/virtual world background I can recommend these two (Richard Bartle is the guy who invented MUD1);
http://www.amazon.co.uk/gp/product/0131018167/ref=oh_details_o03_s00_i00?ie=UTF8&psc=1
http://www.amazon.co.uk/gp/product/0631182144/ref=oh_details_o07_s00_i00?ie=UTF8&psc=1
And if by 'the VR experience' you mean 'immersion' or 'the sense of presence' then the first section of Virtual Space is a good start before diving into back issues of MIT Presence;
http://www.amazon.co.uk/Virtual-Space-Spatiality-Inhabited-Worlds/dp/1447111001/ref=sr_1_1?ie=UTF8&qid=1396019722&sr=8-1&keywords=virtual+space+spatiality
It might, but not a lot yet. Hardware IPD adjustment is the most noticeable help, plus general optimizations that can help keep FPS consistent or even higher like foveated rendering, but Index doesn't have all of that tech, as well as brute force specs like refresh rate, but that might be a year or two away in consumer devices. Weight and format also influence it. I remember reading about this really crazy tech that would send electric signals to your brain to simulate the feeling of movement. Individual game optimizations can also help.
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There is also this wristband thingy that claims to help with it, but I don't know how much it works https://www.amazon.com/Sea-Band-Wristband-Anti-Nausea-Acupressure-Sickness/dp/B001F731N0
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This video is quite comprehensive, however it is from the long-gone age of... 2017. Funny how outdated it already it is, but it still helps explain: https://www.youtube.com/watch?v=x3mMc__UtU
Both the Rift and Vive have their pros and cons, I have both and here is my cut and paste summary of just some of the comparative factors people may consider, as the topic has already been done to death:
The standard 2 forward facing camera Touch tracking has some FOV and distance related Touch occlusion, so a 3rd camera really is recommended for genuine roomscale.
The official Oculus experimental guide for 2 camera 360 degree tracking is here: https://scontent.xx.fbcdn.net/t39.2365-6/15397552_232732683816172_4121045365602385920_n.pdf
The recommended Oculus play area for diagonally opposed 360 tracking use is only 1.5M x 1.5M, with the cameras 2M apart.
To put that into some comparative context HTC recommends 2M x 1.5M as the minimum for the Vive 2 base station room-scale setup, with 3.55M x 3.55M being the recommended. People such as myself have tested Lighthouse out to nearly 10M, though that is pushing the envelope given how Lighthouse operates, see here for details: https://www.youtube.com/watch?v=75ZytcYANTA
The standard Rift HMD cable length is also a limiting factor for large roomscale use. By comparison my Vive tracked volume is 8Mx4M and the included HMD cable lets you take advantage of that space with a computer located halfway down the long side.
Some are reporting that hardware/cable issues can affect Touch tracking: https://www.reddit.com/r/oculus/comments/5hbxxg/anyone_having_controller_warpingtracking_loss/db06gvm/
It took me a lot of fiddling to work out which USB ports gave the best results with my Rift, and still be able to use all the peripherals that go with my 3DOf compact motion simulator. I have yet to resolve all my Rift USB issues, with some visual jumps and persistent disconnects after a random period of time. A new Inateck card, as recommended by Oculus, is on its way (note some are still reporting issues, even with the recommended card): https://www.amazon.com/Inateck-Superspeed-Ports-PCI-Expansion/dp/B00B6ZCNGM
Here is a list of additional hardware and cables that may been needed for full Oculus roomscale:
For Sensors:
1x Additional Sensor: https://www3.oculus.com/en-us/rift/
2x Monoprice 15-Feet USB 2.0 Extension: http://a.co/1uRWG3A
2x Security Wall Mount- Adjustable Indoor/Outdoor Mount: http://a.co/5ZQxIal
Inateck Superspeed 7 Ports PCI-E to USB 3.0 Expansion Card: http://a.co/gFqRg0x
For HMD:
Cable Matters High Speed HDMI 10-Feet Extension Cable: http://a.co/9mBQCrU
Cable Matters SuperSpeed USB 3.0 10-Feet Extension Cable: http://a.co/6Q1kIKd
Touch does a pretty good job at simulating hands in VR. The Vive wands are great as things like guns and swords, both have their place. The Vive has a number of upgrades and peripherals due for release in Q2, including an ergonomic deluxe audio headstrap, trackers to bring any peripheral or real world object into VR, wireless HMD kit and finger tracked gloves.
I do a lot of public demos and to be honest the rift is far more problematic with cable management, USB related issues and setup time/issues, in comparison I can set up the Vive at schools and NGO offices in 15 minutes or less, including booting the computer and running the calibration setup.
In terms of other factors the world scale of the Rift is slightly larger in things like Longbow, which actually makes hitting things easier.
The Rift has less screen door effect but the god rays are significantly worse.
The Vive sweet spot is not as large or sharp.
The stereo overlap in the Rift is more noticeable.
The Rift has quality built in headphones and microphone, while the Vive has a built in camera but a poorer microphone.
The Vive has cutouts in the foam and accommodates glasses better.
Cost comparisons need to take in applicable shipping and taxes, the possible need for additional tracking cameras, compatible usb hardware, usb and hdmi cable extensions, upgraded headstraps, peripherals and trackers.
Oculus has ATS and ASW, SteamVR has ATW-reprojection but also allows Oculus ATS/ASW via the Oculus SDK: https://steamcommunity.com/app/250820/discussions/0/305510202679681031/
I have had the odd crash on Steam, but it is pretty rare, I have had far more significant issues with things like processing a refund via Oculus Help, which then bricked Medium and that took a week to sort out. So I think it fair to say both store fronts have their features, limitations and problems.
Other extraneous factors to take into account include business practices, your room space and game play preferences, the shape of your head or any eyesight issues.
Personally I have found there is less difference between the HMDs than there is between individual users, based on having done thousands of public demos.
Sorry! Should have specified
https://www.amazon.com/dp/B0006B486K/
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Hope this helps :)
When you get your unit make sure you know how to adjust the eye relief (it's in the manual). Apparently some people never realized they could get better FOV and clarity until a lot later. For software, OpenVR Advanced Settings and Oculus Tray Tool are handy things to have. VrCover is almost done developing their Rift S cover (i've been waiting so long for it), so keep your eyes peeled for that or sign up to get an email about it when they're done. Also you should get OpenComposite for those times when you want to run a SteamVR game that isn't working or has bad performance.
There's a big chance you won't like the built-in audio. If you do end up liking it, awesome, but if you don't, it's easy to upgrade it. If you don't want to spend much, you can't go wrong with Koss KSC75 headphones ($15). Plug em into the side of the headset and you're good to go, but you can take out the built in speakers and have them hang down using this mod or this mod (personally I did the latter). If you're willing to spend more, the PSVR Mantis headphones ($41.91) seems nice and easy to install and use.
edit: more
Wonder if the Asus and Dell HMDs use the same screens as the HP and Acer ones do (2 LCDs, each @ 2.89", 1440x1440, 90 Hz).
One oddity is that the Chinese manufacturer 3Glasses is still mentioned in some of these articles, yet what they've been showing at various shows is just their existing Blubur S1 HMD, which does not have inside-out tracking. It has a single low-persistence 5.5" LCD @ 2880x1440, 120 Hz, and uses a single front camera for tracking, along with their own motion controllers. It's also (oddly) already available on Amazon for $399 without its camera or motion controllers. I contacted 3Glasses, and here's what they said:
> Thanks for the interest! Blubur S1 fully supports Windows Mixed reality, which mean it can be run on Windows 10 PC with plug-and-play feature. The tracking solution is outside-in with a external camera. Our own tracking solution with controllers called 3Wand.
We are working on more detailed product descriptions and will soon be revealed on our website. Feel free to ask if you want to know more!
I then asked if their tracking was similar to what MS' inside-out system or the Vive could do, and they said:
> Our solution is more for sit-down scenario and suitable for household and small area environment
Sounds like you need to be chewing ginger as a regular snack. Seriously, try some: I've heard it works for the nausea that goes with chemo as well! The effect can be rather dramatic if you're already experiencing nausea. I know from experience: I'm susceptible to VR sickness and couldn't do a lot of VR without it.
Another tip: never, ever use a controller to turn. It's called "insta-puke" turning. Turn with your head or body. If you can't, then close your eyes when you turn!!!!
I hope that VR can take your mind to some nice places! We're starting to get some really nice VR tours available on Youtube. Good luck!
Don't forget the overheating that can occur in phones. You might also gift a Gear VR fan if you go the Gear VR route. Amazon has several fans.
https://www.amazon.com/s/ref=nb_sb_noss_1?url=search-alias%3Dmobile&field-keywords=gear+vr+cooling+fan
I've used the following one for months and it's impossible for my phone to overheat regardless of how much I view anything. It snaps on instantly and looks a bit like the Gear VR's original cover. My phone's battery will die before the phone gets warm when the fan's running.
https://www.amazon.com/Samsung-Cooling-COMPATIBLE-consumer-built/dp/B01KPTSQ4W/ref=sr_1_1?s=wireless&ie=UTF8&qid=1492173512&sr=1-1-spons&keywords=gear+vr+cooling+fan&psc=1
Fans are also useful for cooling a phone BEFORE you put it into the Gear VR. If you use fast charging to charge a phone, the phone gets warm. You can cool the phone off quickly without putting it in the fridge (I used to do that before I got my fan) by letting a fan cool the phone off.
> Are Consumer Grade Phones Like The Galaxy J VR Capable?
If you're talking about the Galaxy J, then yes. But if you're talking about phones like the J1, then no, not really. The critical difference (apart from the overall specs) is that the J has a gyroscope and the J1 does not. Without a gyroscope you really can't achieve a quality VR experience.
But even a phone like the J will limit you to the Google Cardboard platform which is quite a step down from the Gear VR and Google Daydream platforms. I once detailed some of the differences between the Gear VR and the Cardboard platform here, and all the same advantages apply to the Daydream platform as well.
> you pay near a thousand dollars for a galaxy S
You can get a Gear VR compatible phone for a whole lot less than that. Second hand S6 devices can be quite cheap (they have thermal issues in VR, though they can be solved with products like this). You could also try to source an S7 live demo unit as some people have done (more here), or maybe even something with a bad ESN (the Gear VR software doesn't care).
Alternatively, on the Daydream side of things you could pick up the very affordable Axon 7, which is Daydream-ready in some markets already, and should be Daydream-ready in all markets by the end of March.
I almost always use glasses with my O+, and from a comfort perspective / ability to see they work fine. It is definitely possible for your glasses to rub up against the lenses and create an ugly scratch though. But there are options to protect your device. Most obvious being just use contacts, but...
You can try the typical lens protectors type of thing. That way if it starts to rub you can replace them. I'm told that this one works well for the Odyssey. (Note while I have these, I haven't actually tried them yet, so I can't confirm.) https://www.amazon.com/gp/product/B00SJ22D1U/ref=ppx_yo_dt_b_search_asin_title?ie=UTF8&psc=1
You could get custom lens adapters which you install over the regular lenses and which have your prescription built in. This is what I'm planning to do longer term. https://widmovr.com/product/odyssey-prescription-lens-adapters/
You could add a spacer to the headset to push your glasses back and away from the lenses while you use it. I used a 3d printer to make mine and attached them to the inside of the headset using blu tac. If you don't have a printer you can order one from the many 3d printing services, or just use something else entirely to accomplish the same thing. I saw a reddit post a while back of someone using a wadded up microfiber cloth to do this. (Can't find the post off hand sadly.)
Thingiverse 3d print stl: https://www.thingiverse.com/thing:1839426
And of course if you do get a scratch there are lots of threads about how to buff it out using various methods. I haven't had to try any of those yet, so I can't say how well they work.
I use 2 tools to try and deal with motion sickness (besides stopping play immediately once I feel off). One is Sea Bands. Super cheap, and simple motion sickness treatment.
Another is to have a fan going pointed at me. It helps cool me off and also keeps my body oriented even as I’m immersed in VR. Maybe one of those would help you!
Since both play the same games, you may want to look at the bundled software for each - what's better than games? Free games!
Bolded titles above are the bigger budget/higher rated games. Of course, some love the others too, but they tend to be more niche (like sculpting/art) or indie/"experiences" (e.g., Richie's Plank Experience, Toybox).
But the Rift was just a patent-expired take on the old VPL stuff, the full body suits owe Polhemus something of a debt, and the walking stations are pretty Virtuality. I think the Rift just showed that people's memories had faded in the mainstream.
Software like vrUI -
http://idav.ucdavis.edu/~okreylos/ResDev/Vrui/
and hardware like the immersive cinema headsets and every glove ever -
http://theglovesproject.com/data-gloves-overview/
kept VR alive but outside of the mainstream.
This book covered some of the reasearch circa 2011, headsets and CAVEs were still a thing then -
http://www.amazon.com/Infinite-Reality-Avatars-Eternal-Revolution/dp/0061809500/
And Second Life kept screen-based VR alive in a way that sadly didn't keep a hold on the public imagination.
What Oculus have done very effectively is to consumerise and brand the research. They're Apple, not PARC, and there's nothing wrong with that (apart from the non-free SDK ;-) ).
Fully wireless is full freedom but may have noticeable latency, battery, and comfort issues. A cable management system is always better than having a cable on the floor however you cannot fully eliminate cable drag or cable resistance. Cables will eventually need to be untwisted if you spin around a lot. If you can cable manage and nearly eliminate the drag/resistance then go for it. Otherwise, wireless may be a better option.
https://www.amazon.com/Managment-Suspension-Playstation-Microsoft-Accessories/dp/B0777H24ZG/ (Requires mounting to the ceiling)
https://www.ikea.com/us/en/p/regolit-floor-lamp-with-led-bulb-white-black-60416275/ (Does not require mounting to the ceiling)
https://www.virtuix.com/product/virtuix-vr-boom/ (Does not require mounting to the ceiling)
This book's a great starting point http://www.amazon.com/Virtual-Reality-Projects-Jonathan-Linowes/dp/178398855X/
Of course I'm a little biased since I'm the author, but it has good reviews too :). Feel free to ask me any questions.
On top of what everybody else says:
 
 
 
Yeah, the same USB 3.0 controller is typically fine, but I went ahead and got the recommended one from Oculus (the Inateck). Just make sure you have one USB 3.0 slot for each sensor, so if you want a third one make sure you have at least 3 USB 3.0 slots available.
You'll still need an additional USB 2.0(it can be 3, but not required) and an HDMI port to connect the HMD and make it all work.
Most importantly buy a supported USB card. All cards are designed differently. Some might be designed just to offer more ports to low bandwidth devices. You want a card designed for high bandwidth devices like the Rift's sensors.
Supported Inatek 4 port card (1 controller) – Don't get the 5 or 7 port card as the design is not really suited for Rift sensors.
https://www.amazon.com/Inateck-Superspeed-Ports-PCI-Expansion/dp/B00B6ZCNGM
Use the Inatek for your two front facing cameras and nothing else. Plug your third or fourth USB 2.0 camera and Rift HMD into your motherboard.
Supported StarTek 4 port card (2 Controllers) – Optional middle tier PCI card solution which can run all four sensors or 3 sensors and HMD. Equivalent to two Inatek cards.
https://www.amazon.com/exec/obidos/ASIN/B00HJZE9VK
Supported StarTek 4 port card (4 Controllers) – Optional top of the range PCI card solution which can run all four sensors or 3 sensors and HMD. Equivalent to four Inatek cards.
https://www.amazon.com/exec/obidos/ASIN/B00HJZEA2S
Oculus blog posts on tracking with Part 4 referencing the cards above.
Part 1: https://www.oculus.com/blog/oculus-roomscale-tips-for-setting-up-a-killer-vr-room/
Part 2: https://www.oculus.com/blog/oculus-roomscale-balancing-bandwidth-on-usb/
Part 3: https://www.oculus.com/blog/oculus-roomscale-identifying-host-controllers/
Part 4: https://www.oculus.com/blog/oculus-roomscale-extra-equipment/
This one?
Oculus Rift S PC-Powered VR Gaming Headset https://www.amazon.de/dp/B07PTMKYS7/ref=cm_sw_r_cp_apa_i_nUr3Db4NDF1GF
It's a very good price. Is that good? Can I do everything that I mentioned? Tonight I will do some research of unreal with it. Thanks!
75 is outside the range of a Rift S and 70 is pushing it. You have pretty wide set eyes so I would look into something with physical IPD adjustment.
No you can't use PCVR with PSVR.
Have you considering the Samsung Odyssey+ by the way? Can personally vouch for it and I can't recommend it enough. Has physical IPD adjustment which will accomodate your eyes, better optics and sound than the Rift S, and a similar inside out control scheme.
Has slightly worse tracking, but I rarely have any issues. I'm talking the difference between say 98% perfect tracking and 97%. Can be had in the $200-300 range regularly. In fact I use to own a Rift CV1 and I hardly notice a difference between using sensors placed in my room and the inside out tracking of WMR. And I play dozens upon dozens of games regularly.
https://www.bhphotovideo.com/c/product/1437424-REG/samsung_xe800zba_hc1us_hmd_odyssey_windows_mixed.html/SID/a42e683e054511ea96a89298aa0449350INT
https://www.amazon.com/Samsung-Electronics-Wireless-Controllers-XE800ZBA-HC1US/dp/B07HS7R1RT
Some of the WMR headsets go on sale for sub $150 quite often. I don't think they are having quite the market splash that was projected, and as a result get slashed often.
​
Currently the best deal I see is the HP WMR + Touch controllers for $159.99 for a refurb unit. Pretty good deal IMO. Hardware is comparable to Vive and Rift, with maybe a few less bells and whistles. https://www.amazon.com/dp/B07CSFYJKD/ref=cm_sw_r_cp_apa_TADIBbR21ZMT8
If you don't want to spend a lot I can recommend the Koss KSC-75. They're well known for having very good audio quality for the price, and the ear-clip style should work well with the S.
CPU | AMD Ryzen 5 3600 3.6 GHz 6-Core Processor | £186.78 @ Aria PC
CPU Cooler | Cooler Master Hyper 212 EVO 82.9 CFM Sleeve Bearing CPU Cooler | £25.97 @ Amazon UK
Motherboard | ASRock B450M Pro4-F Micro ATX AM4 Motherboard | £73.43 @ Amazon UK
Memory | *Patriot Viper 4 16 GB (2 x 8 GB) DDR4-3200 Memory | £79.99 @ Amazon UK
Storage | ADATA XPG SX8200 Pro 512 GB M.2-2280 NVME Solid State Drive | £75.90 @ Amazon UK
Video Card | MSI Radeon RX 5700 XT 8 GB MECH OC Video Card | £433.48 @ Ebuyer
Case | Fractal Design Meshify C Mini MicroATX Mini Tower Case | £91.49 @ Scan.co.uk
Power Supply | SeaSonic FOCUS Plus Gold 650 W 80+ Gold Certified Fully Modular ATX Power Supply | £85.47 @ Scan.co.uk
| Prices include shipping, taxes, rebates, and discounts |
| Total | £1052.51
| *Lowest price parts chosen from parametric criteria |
| Generated by PCPartPicker 2019-08-28 11:27 BST+0100 |
plus the Oculus Rift S headset
If you have enough money to splurge, you may want to upgrade to 2080 Super.
Skip the 2070S, the RX 5700XT is in a 6% performance range with a 15% lower price.
Hmm, it does say gamepad support on the steam page. What have you tried doing so far? From what I've read, it seems to just work with an Xbox controller or equivalent
Also
HP - Mixed Reality Headset and Motion Controllers (2018) (Renewed) https://www.amazon.com/dp/B07CSFYJKD/ref=cm_sw_r_cp_apa_i_xgsHDbKNC9ZC0
And
https://rover.ebay.com/rover/0/0/0?mpre=https%3A%2F%2Fwww.ebay.com%2Fulk%2Fitm%2F123912020503
Both of those are about $200ish which is an amazing price for full room scale vr.
You might not even want/need separate headphones to go with the Quest. It already has built in audio and mic. You would also be surprised how much of a hassle using headphones with VR can be.
If you get a Quest and end up wanting better or more isolative audio, I would recommend something like this instead
The example I linked is for PSVR, but I'm sure there will be Quest specific options eventually, or people will figure out which headphones are compatible with each headset.
i’m not sure if this is what u already have but i have these are they work great
https://www.amazon.com/dp/B0777H24ZG?ref=ppx_pop_mob_ap_share
These:
https://www.amazon.com/Koss-Porta-Headphones-Black-Silver/dp/B00001P4ZH/ref=sr_1_5?keywords=koss+headphones&qid=1558406870&s=gateway&sr=8-5
or
https://www.amazon.com/Koss-KSC75-Portable-Stereophone-Headphones/dp/B0006B486K/ref=sr_1_4?keywords=koss+headphones&qid=1558406960&s=gateway&sr=8-4
Koss is imo the best you can get under $100. Most over ear choices might not work the best with Rift S due to the strap, but there haven't been many sources that tested out different headphones. Come release tomorrow, we'll start to get a better idea of which over-ears work and which don't.
A PCI-E card would be a better idea- only $24 and much more reliable + elegant.
https://www.amazon.com/gp/aw/d/B00B6ZCNGM
Looks like its back in stock at pre rift s price. Like to have a few for Prime Day ;)
https://www.amazon.com.au/Oculus-Touch-Virtual-Reality-System/dp/B073X8N1YW
> Depending on your computer, you may have to upgrade your motherboard
That's incredibly unlikely. For a start, if you have a CPU fast enough to handle VR then you have at least PCI-E 2 and almost certainly PCI-E 3. Given that, you only need a spare PCI 1x slot and you can add this card for $46 to give you 4 more USB 3 ports and 500MB/s (4Gb/s) of bandwidth with PCI-E 2, double that with PCI-E 3. More than enough.
If you have a PCI 4x slot free then you can get this monster card which also has 4 USB 3 ports on it, except, they are all on individual USB controllers that don't share bandwidth with each other, and a max 2000MB/s (16Gb/s) (again, double for PCI-E 3) of throughput, so you could connect all 3 cameras to just this card and it would function just fine.
really? That would be awesome! Only thing that confuses me about amazon though is that when I go to their site to look for the rift s, it only lists "offers" and "available from these sellers". Does it not sell them directly?
edit: https://www.amazon.ca/Oculus-Rift-PC-Powered-Gaming-Headset/dp/B07PTMKYS7/ref=sr_1_3?keywords=oculus+rift+s&qid=1559260988&s=gateway&sr=8-3
https://www.amazon.com/Samsung-Electronics-Wireless-Controllers-XE800ZBA-HC1US/dp/B07HS7R1RT/ref=sr_1_2?__mk_de_DE=%C3%85M%C3%85%C5%BD%C3%95%C3%91&keywords=Odyssey&qid=1564036513&s=gateway&sr=8-2
​
Great for these types of games and currently on sale. I'd get it now.
I fixed all my Rift tracking issues adding this powered USB PCI card. Works like a charm now.
https://www.amazon.fr/dp/B00B6ZCNGM?ref=ppx_pop_mob_ap_share
The only standalone HMD is Oculus Quest. Now if by standalone you mean it won't require external cameras that's a different matter.
The Odyssey Plus has great contrast with its AMOLED screens, and higher resolution then the HTC Vive. It's currently on sale for $299.
https://www.amazon.com/Samsung-Electronics-Wireless-Controllers-XE800ZBA-HC1US/dp/B07HS7R1RT
Make sure you get a fresno logic card for the USB if your motherboard doesn't have it. Something like this: https://www.amazon.com/gp/product/B00B6ZCNGM/ref=ppx_yo_dt_b_asin_title_o00_s00?ie=UTF8&psc=1
This will solve your battery issues: https://www.amazon.com/TENAVOLTS-Rechargeable-Batteries-Constant-Electrical/dp/B07HQ7QV7W
A samsung Odyssey+ has better displays than the Rift S any day.
Don't know about lithium, but Rechargeable 1.5V batteries seems to be the way to go. DON'T get rechargeables that are 1.2v. I'm linking the ones I got. they were on sale for $13 and they work very well.
https://smile.amazon.com/TENAVOLTS-Rechargeable-Batteries-rechargeable-electrical/dp/B07HQ7QV7W/ref=sr_1_13?crid=WEZUTD3IB0Q9&keywords=aa+rechargeable+batteries+1.5v&qid=1573944876&sprefix=aa+rechargeable+batteries+1.5%2Caps%2C184&sr=8-13
> https://www.ncbi.nlm.nih.gov/pmc/articles/PMC5439658/
Not clear why you linked this. It only talks about the vive, the sole mention of the rift is that it can't do large spaces.
> it then has better occlusion resistance than vive as well as above
That makes sense to me, 3 > 2
> mirrors are one of the most common sources for vive tracking glitches, they can fuck with rift too, but only when you are actually near one, lighthouse can be bounced across the room by one
They absolutely are. I was responding to OP's comment "Can be used in dark room and bright room (Obviously no shining surfaces and or mirrors)" He says he isn't talking about mirrors, so that's why I didn't mention them.
> 200$, the rift has its headstrap with headphones included
The rift is $100 cheaper than the vive.
They frequently go on sale on amazon, Microsoft, and other stores, I’ll edit in a link I found if I find it that shows amazon prices of the headset
Hmm that’s a really old board. Does it even have usb 3 ports? If not, buy a supported usb 3 card like http://www.amazon.com/Inateck-Superspeed-Ports-PCI-Expansion/dp/B00B6ZCNGM
Rift s needs certain compatible usb 3.0 ports, if your mb has Etron drivers they wont work (personal experience), you will have to buy a pcie expansion card with a specific chip (its listed on the oculus page)
Fresco FL1100 chips is a compatible chip , this is what is recomended:
Inateck Superspeed 4 Ports PCI-E to USB 3.0 Expansion Card - Interface USB 3.0 4-Port Express Card Desktop with 15 Pin SATA Power Connector, [ Include with A 4pin to 2x15pin Cable + A 15pin to 2x 15pin SATA Y-Cable ] (KT4001) https://www.amazon.com/dp/B00B6ZCNGM/ref=cm_sw_r_cp_apa_i_XlGMDbC1VQ6JQ
i'm referring to the official bundle:
https://www.amazon.com/Oculus-Rift-Touch-Virtual-Reality-System/dp/B073X8N1YW/ref=sr_1_3?ie=UTF8&qid=1500766548&sr=8-3&keywords=oculus+rift
i'm well aware you can go into a store and get the rift and the touch controllers and cameras separately
They sell kits with sticky hook for the walls. There are also kits with 2 pulley.
Here is one on Amazon.
https://www.amazon.com/Managment-Suspension-Playstation-Microsoft-Accessories/dp/B0777H24ZG/
And at Amazon (I don't know for how long): https://www.amazon.com/Samsung-Odyssey-Wireless-Controllers-XE800ZBA-HC1US/dp/B07HS7R1RT
https://www.google.com/url?sa=t&source=web&rct=j&url=https://www.amazon.fr/Pack-Oculus-Rift-Touch-capteurs/dp/B073X8N1YW&ved=2ahUKEwixiMb8pN_gAhVoBGMBHRJjCn0QFjABegQIAhAB&usg=AOvVaw1oPIsUZoNpZzhfloQX-mRf
Its in "Voir toutes les offres" the 7th one i think
Edit: it mentions a warranty so maybe there is one
https://www.amazon.com/Samsung-Electronics-Wireless-Controllers-XE800ZBA-HC1US/dp/B07HS7R1RT
Lenovo explorer is $390 Lenovo G0A20001WW Explorer Mixed Reality Headset https://www.amazon.com/dp/B0764GKZ15/ref=cm_sw_r_cp_api_i_ZuClDbQH5KYRS
Rift S is $399 Oculus Rift S PC-Powered VR Gaming Headset https://www.amazon.com/dp/B07PTMKYS7/ref=cm_sw_r_cp_api_i_EwClDbWMRGB9F
If you're looking to save as much money and pull it off as "playable" you're probably looking at replacing the fx6300 with an 8350 + hope you have a PCI-E slot for a USB 3.0 card.
If you have the expansion slot you can do this
https://www.amazon.co.uk/AMD-Black-Vishera-Clock-Turbo/dp/B009O7YUF6 - 75 Euros
https://www.amazon.co.uk/Inateck-Superspeed-Ports-PCI-Expansion/dp/B00B6ZCNGM/ - 20 Euros
https://www.amazon.co.uk/Zotac-NVIDIA-GeForce-GDDR5-Graphics/dp/B01IA9FEOO - 250 Euros.
I'd still recommend getting out of the AM3 CPUs and upgrading, but understand budget constraints suck!
Order online and pay for shipping, it will be cheaper.
https://www.amazon.de/Oculus-Rift-PC-Powered-Gaming-Headset/dp/B07PTMKYS7
https://www.amazon.com/Samsung-Electronics-Wireless-Controllers-XE800ZBA-HC1US/dp/B07HS7R1RT/ref=dp_ob_title_ce
This is the one I was linked to by Amazon Staff and I have a chat log of the dialogue. The customs alone was $200, which I think is the culprit in this matter. And even though they say I get refunded if the customs are less than they thought, it would take 60 days and I don't want to pay that much upfront.
I found a european website that sells it for €542 (around $620) but I understand I only have 30 days to return it. If it breaks after that (not due to myself), I won't have 2 years of warranty as we have in Denmark for all electronics by standard. So I don't dare. Otherwise a good price.
Half of the cable latches on to the ceiling with magnets. The remaining half is suspended with yoyos (also attached with magnets) such as these: https://www.amazon.co.uk/dp/B0777H24ZG
This sounds very similar to an issue I was having, except instead of occurring when I turned my head it happened when I had to move my Touch controllers vigorously to either side of my head... if I couldn't see most/all of what a hand was doing during Beat Saber, for instance, I was guaranteed to lag a couple times a song.
I had just upgraded my GPU and stuff in advance of getting VR so knew it wasn't that. I ended up buying and trying a few different devices so I could swap controllers/cables... ultimately came to find my PC was the issue, and that the (minimum-spec) USB 3.0 ports it had were being overwhelmed.
Based on some advice here I got a PCIe USB 3.0 card to combat the problem. This is the one I had to get because I needed a PCIex1. Take caution if you do this, however... there's an Oculus-approved list (along with some community-endorsed ones) that will work, but largely anything else you buy won't.
Finally, if you haven't be sure you've done the trick where you go into device manager and alter your USB power settings. That didn't negate my problem, but it made it a lot better
edit: unless there's some obscure shit abt your hardware I'm missing absolutely nothing about that build should bottleneck VR performance