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.

Top comments mentioning products on r/virtualreality:

u/Zaga932 · 1 pointr/virtualreality

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:

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:

u/PresidentMagikarp · 1 pointr/virtualreality

Samsung HMD Odyssey+ - $355.00 new on as of 7/3/2019


  • Low cost of entry. This headset and controller bundle is regularly on sale for $299.99 new, and can be had for as low as $250-270 refurbished.
  • Uses the halo mounting method, ideal for larger heads and long-term comfort.
  • 1440x1600 resolution per eye, equivalent to the HTC Vive Pro.
  • Superior anti-"screen door effect" filtering gives arguably the second-best overall image clarity on the VR market behind the HP Reverb.
  • Uses OLED panels, which provide superior color range and depth.
  • 90 Hz screen refresh rate provides smooth head tracking, so most people with motion sickness won't have problems.
  • The spacing between the lenses can be adjusted for individuals with interpupillary distance (IPD) outside of the average range, making it more accessible.
  • Included headphones provide good audio quality.
  • Extremely easy setup, only two cables and no tracking sensors.
  • Can be used in conjunction with SteamVR tracking solutions that support the HTC Vive wands or Valve Index controllers, providing an upgrade path if you're unsatisfied with the Windows controllers and don't want to pay for a whole new VR set.
  • Windows Mixed Reality ecosystem allows for some optimized games to be played on a much wider range of hardware. Space Pirate Trainer, for example, is supported at a 60 Hz refresh rate on an Intel HD 620 integrated graphics chip if purchased through the Windows Store.


  • 110° vertical field of view.
  • Uses inside-out tracking.
  • Controllers require user-replaceable AA batteries.
  • Customer support is adequate, but the serial numbers for Windows Mixed Reality HMDs can't be registered on Samsung's website. All service requests must be handled by phone.


  • Only uses two forward-facing cameras for controller tracking. This can have issues when you have to reach back over your shoulders for more than two seconds.
  • Traditional low cost Ni-MH rechargeable AAs don't output a high enough voltage to consistently power the controllers. Traditional disposable AAs or more expensive Lithium rechargeable AAs are necessary.
  • Does not support finger tracking, controllers are strictly wand-style input.
  • While compatible with SteamVR, not every SteamVR title supports the Windows Mixed Reality controllers. If support isn't stated outright on the game's store page, you will very likely have to do some controller configuration tweaks.
  • No driver support for Linux users.

    Oculus Rift S - $399.00 new on as of 7/3/2019


  • Low cost of entry. This headset and controller bundle is $399.99 new at all retailers. While refurbished SKUs are scarce, they will likely be available over the next few months, and the sale price for new units will likely be discounted later in the year for seasonal sales.
  • Uses the halo mounting method, ideal for larger heads and long-term comfort.
  • Uses six cameras for controller tracking, which supports a greater range of motion than the Windows Mixed Reality headsets.
  • Supports finger tracking with Oculus Touch.
  • Oculus ecosystem support with exclusive software.
  • Extremely easy setup, only two cables and no tracking sensors.
  • Universal SteamVR controller compatibility.
  • Superior customer service experience compared to most of its competition.


  • 110° vertical field of view.
  • Uses inside-out tracking.
  • Controllers feature built-in lithium-ion rechargeable batteries.
  • "Screen door effect" filtering isn't as good as its competition in this price bracket, though still better than most.


  • 1280x1440 resolution per eye is inferior to its competition in this price bracket.
  • Uses LCD panels, which provide a more flat range of color compared to OLED.
  • 80 Hz screen refresh rate is still relatively smooth, though people more sensitive to motion sickness may have problems with it.
  • The spacing between lenses cannot be adjusted, so individuals with interpupillary distance (IPD) outside of the average range will not be able to use the Rift S.
  • Included headphones provide a poor audio experience, the bass is especially weak.
  • Incompatible with other controller tracking solutions.
  • No driver support for Linux users.

    HTC Vive - $480.41 on as of 7/3/2019


  • Uses OLED panels, which provide superior color range and depth.
  • 90 Hz screen refresh rate provides smooth head tracking, so most people with motion sickness won't have problems.
  • The spacing between the lenses can be adjusted for individuals with interpupillary distance (IPD) outside of the average range, making it more accessible.
  • Universal SteamVR controller compatibility.
  • "Lighthouse" tracking provides the best range of motion for controllers out of any VR controller tracking solution currently available.
  • Can be used in conjunction with SteamVR tracking solutions that support the Valve Index controllers, providing an upgrade path if you're unsatisfied with the HTC Vive wand controllers and don't want to pay for a whole new VR set.
  • Driver support for Linux users.


  • 110° vertical field of view.
  • Controllers feature built-in lithium-ion rechargeable batteries.


  • High cost of entry. This is especially noticeable given that superior competitors have emerged at a lower cost since the HTC Vive's original release back in 2016.
  • Velcro strap-based head mounting solution is more uncomfortable than the competition.
  • 1080x1200 resolution per eye, the worst in its price bracket.
  • "Screen door effect" is very noticeable when looking at the panels for extended periods.
  • No included audio solution. You must either use your own headphones or purchase the Deluxe Audio Strap separately for $99.99 new.
  • Does not support finger tracking, controllers are strictly wand-style input.
  • More involved setup process than its competition. Six cables and a bridge must be connected between the PC and the HMD, and two Lighthouses must be plugged in and secured above head level in two different locations across a room diagonally for optimal coverage.
  • Infamously bad customer service that regularly breaks warranty law for EU customers and often charges for repairs for unrelated issues or problems that should be covered under warranty for worldwide customers.
u/cjdavies · 3 pointsr/virtualreality

(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;

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;

If such sociological aspects of computers/VR interest you, then Sherry Turkle's books are fascinating;

As somebody else already mentioned, Infinite Reality is a nice read, but is very 'light' on science/technical detail;

If you like your cyberpunk fiction then Cyberspace: First Steps is great - it even has a foreword written by William Gibson;

For more of a brain-fuck read, take a look at The Cyborg Experiments;

For basic virtual environment/virtual world background I can recommend these two (Richard Bartle is the guy who invented MUD1);

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;

u/FelipeFritschF · 1 pointr/virtualreality

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.


There is also this wristband thingy that claims to help with it, but I don't know how much it works


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:

u/noorbeast · 9 pointsr/virtualreality

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:

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:

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:

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):

Here is a list of additional hardware and cables that may been needed for full Oculus roomscale:

For Sensors:

1x Additional Sensor:
2x Monoprice 15-Feet USB 2.0 Extension:
2x Security Wall Mount- Adjustable Indoor/Outdoor Mount:
Inateck Superspeed 7 Ports PCI-E to USB 3.0 Expansion Card:

For HMD:

Cable Matters High Speed HDMI 10-Feet Extension Cable:
Cable Matters SuperSpeed USB 3.0 10-Feet Extension Cable:

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:

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.

u/FrozenBananaMan · 3 pointsr/virtualreality

Sorry! Should have specified

u/10000_vegetables · 2 pointsr/virtualreality

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

u/amb9800 · 2 pointsr/virtualreality

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

u/Stridyr · 1 pointr/virtualreality

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!

u/president_josh · 1 pointr/virtualreality

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.

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.

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.

u/Colonel_Izzi · 1 pointr/virtualreality

> 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.

u/mtmosier · 3 pointsr/virtualreality

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.)

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.

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:

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.

u/cantonic · 1 pointr/virtualreality

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!

u/TrefoilHat · 2 pointsr/virtualreality

Since both play the same games, you may want to look at the bundled software for each - what's better than games? Free games!

  • With Rift (per Amazon listing): "7 Free games included with purchase: Robo Recall, Lucky’s Tale, Dragon Front, Quill, Medium, Dead & Buried, and Toybox"

  • With Vive (per Amazon listing): "Included Content from Viveport: Everest VR, Richie’s Plank Experience" and from this IGN article: "Starting today, every HTC Vive will come with a free copy of Star Trek: Bridge Crew, the multiplayer spaceship simulator from Ubisoft and Red Storm Entertainment."

    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).
u/robmyers · 2 pointsr/virtualreality

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 -

and hardware like the immersive cinema headsets and every glove ever -

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 -

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 ;-) ).

u/Robot3RK · 1 pointr/virtualreality

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. (Requires mounting to the ceiling) (Does not require mounting to the ceiling) (Does not require mounting to the ceiling)

u/linojon · 1 pointr/virtualreality

This book's a great starting point

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.

u/Swarmwise · 3 pointsr/virtualreality

On top of what everybody else says:


  • Oculus claimed 2 VR Awards 2017: the best headset & the best hardware: Touch Controllers


  • here you can find a list of the most frequent problems people have with the Rift. I'm not aware of a similar list for the Vive. I suppose you could read one star reviews on Amazon to figure it out.


u/Atmic · 1 pointr/virtualreality

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.

u/phoenixdigita1 · 3 pointsr/virtualreality

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.

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.

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.

Oculus blog posts on tracking with Part 4 referencing the cards above.

Part 1:

Part 2:

Part 3:

Part 4:

u/xFFehn · 1 pointr/virtualreality

This one?

Oculus Rift S PC-Powered VR Gaming Headset

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!

u/JOIentertainment · 1 pointr/virtualreality

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.

u/whisperit4me · 2 pointsr/virtualreality

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.

u/FolkSong · 3 pointsr/virtualreality

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.

u/Sir_Lith · 1 pointr/virtualreality
PCPartPicker Part List

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 @
Power Supply | SeaSonic FOCUS Plus Gold 650 W 80+ Gold Certified Fully Modular ATX Power Supply | £85.47 @
| 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.
u/Eagle555557 · 1 pointr/virtualreality

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


HP - Mixed Reality Headset and Motion Controllers (2018) (Renewed)


Both of those are about $200ish which is an amazing price for full room scale vr.

u/Maeno-san · 1 pointr/virtualreality

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.

u/a-happy-cat · 1 pointr/virtualreality

i’m not sure if this is what u already have but i have these are they work great

u/TheresShitInMyBucket · 1 pointr/virtualreality



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.

u/Heaney555 · 4 pointsr/virtualreality

A PCI-E card would be a better idea- only $24 and much more reliable + elegant.

u/acasta · 2 pointsr/virtualreality

Looks like its back in stock at pre rift s price. Like to have a few for Prime Day ;)

u/port53 · 3 pointsr/virtualreality

> 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.

u/Jayyman48 · 1 pointr/virtualreality

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?


u/florianbernard13 · 2 pointsr/virtualreality

I fixed all my Rift tracking issues adding this powered USB PCI card. Works like a charm now.

u/monkeyst1ck · 2 pointsr/virtualreality

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.

u/LovingVirtualReality · 2 pointsr/virtualreality

Make sure you get a fresno logic card for the USB if your motherboard doesn't have it. Something like this:

u/TheOnlyQueso · 1 pointr/virtualreality

This will solve your battery issues:

A samsung Odyssey+ has better displays than the Rift S any day.

u/dayankuo234 · 4 pointsr/virtualreality

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.

u/captroper · 7 pointsr/virtualreality


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.

u/LinuxNubAC · 1 pointr/virtualreality

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

u/themisfit610 · 1 pointr/virtualreality

Hmm that’s a really old board. Does it even have usb 3 ports? If not, buy a supported usb 3 card like

u/Walfies-1 · 1 pointr/virtualreality

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)

u/logoster · 1 pointr/virtualreality

i'm referring to the official bundle:

i'm well aware you can go into a store and get the rift and the touch controllers and cameras separately

u/Biduleman · 4 pointsr/virtualreality

They sell kits with sticky hook for the walls. There are also kits with 2 pulley.

Here is one on Amazon.

u/HiFiPotato · 1 pointr/virtualreality

Lenovo explorer is $390 Lenovo G0A20001WW Explorer Mixed Reality Headset

Rift S is $399 Oculus Rift S PC-Powered VR Gaming Headset

u/GearsPoweredFool · 3 pointsr/virtualreality

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 - 75 Euros - 20 Euros - 250 Euros.

I'd still recommend getting out of the AM3 CPUs and upgrading, but understand budget constraints suck!

u/KemalKinali · 1 pointr/virtualreality

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.

u/Bitslo · 1 pointr/virtualreality

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:

u/CAPTURMOTHER · 2 pointsr/virtualreality

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