Oculus Rift Launch |OT|
Rift - $599 | £549 | €699 -
Touch - $199 | £189 | €199 -
Oculus Touch Reviews:
Tested
Upload VR
Road to VR
Kotaku
Engadget
Rock Paper Shotgun
ArsTechnica
Wired
The Verge
Oculus Store
Steam
Arizona Sunshine | Vertigo Games
Oculus | Steam | Humble | GMG
GAF OT
The Climb | Crytek
Oculus
Minecraft: Windows 10 Edition / Vivecraft | Mojang / jrbudda
* The Windows 10 version of Minecraft does not yet support Touch. Sorry for the error
Oculus | Windows 10 | Vivecraft - requires Java version of Minecraft
Ripcoil | Sanzaru Games, Inc.
Oculus - Currently free with a store purchase
Space Pirate Trainer | I-Illusions
Oculus | Steam
SuperHOT VR | SUPERHOT Team
Oculus
The Unspoken | Insomniac Games
Oculus Free with preorders
VR Sports Challenge | Sanzaru Games, Inc.
Oculus Free with preorders
First Contact | Oculus
Oculus
Dead and Buried | Oculus
Oculus Free on Touch activation
Oculus Medium | Oculus
Oculus Free on Touch activation
Quill (Beta) | Oculus
Oculus Free on Touch activation
Accounting | Crows, Crows, Crows / Squanchtendo
Steam
Room-scale and 2m x 1.5m space required
Google Earth VR | Google
Steam
Currently requires a hack to get around hardcoded Vive exclusivity. See here
The Lab | Valve
Steam
Rec Room | Against Gravity
Oculus | Steam
The Art of Fight | Raptor-Lab |
Audioshield | Dylan Fiterrer |
Bigscreen | Bigscreen, Inc. | Free
Budget Cuts (demo) | Neat Corporation |
Destinations | Valve | Free
Hotdogs, Horseshoes & Hand Grenades | RUST LTD. |
I Expect You To Die | Schell Games |
Kingspray Grafitti | Infectious Ape |
New Retro Arcade: Neon | Digital Cybercherries | OT
Onward | Downpour Interactive |
Raw Data | Survios |
Serious Sam VR: The Last Hope | Croteam |
The Solus Project Hourences, Grip Games |
Toybox | Cloudgine | Free
Waltz of the Wizard | Aldin Dynamics | Free
Windlands | Psytec Games Ltd |
Blazerush | Targem Games |
Chronos | Gunfire Games |
Damaged Core | High Voltage Software, Inc. |
Dirt Rally | Codemasters |
Eagle Flight | Ubisoft Montreal |
Edge of Nowhere | Insomniac Games |
Elite Dangerous | Frontier Developments plc |
House of the Dying Sun | Marauder Interactive, LLC |
Keep Talking and Nobody Explodes | Steel Crate Games |
Lucky's Tale | Playful |
Obduction | Cyan, Inc. |
Redout | 34BigThings srl |
Subnautica | Unknown Worlds |
Titans of Space 2.0 | DrashVR LLC |
Virtual Desktop | Guy Godin |
Arktika.1 | 4A Games | | 2017
Fallout 4 VR | Bethesda | H1 2017
Giant Cop: Justice Above All | Other Ocean Interactive | | Q1 2017
Lone Echo | Ready At Dawn | | TBA
Robo Recall | Epic Games | | 2017
Rock Band VR | Harmonix | | "Early 2017"
Star Trek: Bridge Crew | Ubisoft | | March 14 2017
Wilson's Heart | Twisted Pixel | 2017
Recommended
Video Card: NVIDIA GTX 970 / AMD Radeon R9 290 equivalent or greater
CPU: Intel i5-4590 equivalent or greater
Memory: 8GB+ RAM
Video Output: Compatible HDMI 1.3 video output
USB Ports: 3x USB 3.0 ports plus 1x USB 2.0 port
OS: Windows 7 SP1 64 bit or newer
Minimum - Recently lowered after introduction of ASW
Video Card: NVIDIA GTX 960 / AMD Radeon RX 470 or greater
CPU: Intel i3-6100 / AMD FX4350 or greater
Memory: 8GB+ RAM
Video Output: Compatible HDMI 1.3 video output
USB Ports: 1x USB 3.0 port, plus 2x USB 2.0 ports
OS: Windows 8 or newer why is this higher than recommended?
Oculus documentation on "experimental" room-scale setups
The Touch ships with a second sensor to help track the controllers and minimize occlusion. Oculus' only official configuration for the sensors has them facing the same direction toward your play area. Nearly all of their first-party games and "exclusives" are designed with this configuration in mind. Thus the gameplay will usually avoid situations where you have to turn 180 away from the cameras, where your controllers are likely to be occluded by your body.
There are two other configurations that Oculus has labeled "experimental".
Two sensors, 360°
This configuration will allow you to turn 360° without worrying about blocking both cameras. This will allow you to enjoy many games that were originally developed for the Vive for standing gameplay that do not require roomscale. You will almost certainly need an extension cable in order to get the second sensor on the other side of your play space.
Three sensors, roomscale
You can purchase an additional sensor (currently only available through Oculus) for $79|£79|€89. It ships with a 16ft/5m active UBS 2.0 extension cable. Oculus recommends using 2.0 for the third sensor to avoid having USB bandwidth issues. This configuration, along with a large enough play space, allows you to play games that require roomscale, though you may need some extension cables for the Rift itself.
Some notes about sensor setup:
- If you try one of the experimental configurations, the setup will yell at you about your sensor placement not being ideal, bit you can click Next and continue on regardless.
- Try to elevate your sensors and have them point slightly downward.
- If you have tracking dropouts or judder and/or Oculus settings showing a warning about poor tracking with one of your sensors, you might be running into a USB bandwidth issue. Try using a different USB 3.0 port if possible; ideally one physically further away. If you have no luck there, you can plug additional sensors into USB 2.0 ports. Unfortunately, I have not seen any conclusive info on the hit this takes on tracking quality.
The developer behind EmuVR wrote a handy utility that lets you see what your sensors see, to aid with placement.
DeskScene
https://fat.gfycat.com/FreeOldGrub.webm