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RuneSR2
Honored Contributor
February 20, 2021
Question

The "Why I Still Love My Oculus Rift CV1 in 2026" Thread

  • February 20, 2021
  • 200 replies
  • 91509 views



I've gotten slightly tired of repeating all the awesome stuff about the Oculus CV1 on Oculus Subreddit and in here - so why not try to collect all the great arguments for still using the Rift CV1 in a thread? 

1. It's oled. Even with the oled mura (SPUD) Rift CV1 is still a lot darker than lcd hmds. It may not matter to all, and sure you can live just fine with lcd, but for those of us wanting to experience a really dark night in Skyrim, wanting to have true night vision in Saints and Sinners (and not constantly needing a flashlight) - and to enjoy all the very dark horror games - oled is still king. Although Rift CV1 and the original Vive aren't completely the same, they both use oled panels - and these results indicate differences in blackness comparing oled (Vive) and lcd (Index) hmds:

"Black level in nits:

  • Index: 0.153

  • Vive: under 0.02 with true blacks turned off via black smear compensation (default).

  • Vive: 0 with true blacks turned on, black smear compensation disabled via running the headset in secondary display mode."

 

In a few games, like Saints and Sinners - and Westworld Awekening - I found some very dark locations where I basically can see nothing using the Index (lcd), while I clearly can make out objects using Rift CV1. In those cases Rift CV1 provides true night vision, while lcd cannot show very poorly illuminated objects making everything vanish into a grey lcd-fog of pure nothingness 😉 That's probably why all the otherwise dark tunnels in Alyx are lit up with so many lamps, because you need light to create great blacks using lcd, and Alyx was made for lcd (Index). Also having oled or not in extremely dark games like Phantom Covert Ops is the difference of being able to see all the awesome tiny ripples and subtle reflections in the surface of the water or not. 



2. Sound is second to none using the CV1, primarily the deep bass, thanks to the awesome Rift CV1 headphones. Even Index cannot provide the same bass as CV1 - at all. It's very easy to test. Try the song Embers in Pistol Whip and compare CV1 with whatever hmd you'd like. Even Index has close to no bass in that song, while the CV1 is simply perfect - the difference is close to day and night:


Also the larger Oculus exclusive games took years to make, like Asgard's Wrath, Stormland, Defector and Medal of Honor: Above and Beyond. Although such games were launched when Rift-S and Quest 1-2 hmds were available, these games were primarily developed using Rift CV1 hmd. In short, if you do not use Rift CV1 for these games, you're not experiencing sound effects and music exactly like the devs intended. This may mean you're getting too much or too little bass, and that may affect immersion. Maybe casual gamers don't care about this and might even accept the extremely poor piped-audio quality of Rift-S and Quest hmds, but getting the optimal sound experience should matter to audiophiles and enthusiasts.


3. Rift CV1 Touch controllers are built like tanks. Using Oculus subreddit, the amount of photos showing broken Rift-S and Quest controllers are numerous, and there have been many statements about the poor quality of newer controllers, also including Valve Index controllers. The new Reverb G2 controllers do not get a lot of love too, but more due to design and weight distribution. Instead, old Touch are still considered the reference when it comes to quality, design and durability. Batteries may even last for months - while some never controllers (like for the Reverb G2) may eat up batteries like there's no tomorrow 😉


4. Tracking. Although having sensors is quite a hassle for those needing to set them up for each VR session, permanently placed sensors provide next to no inconvenience and provide a level of tracking probably only beaten by the base stations used for Vive and Index hmds. Having used the Valve Index for 19 months, I really do not notice much difference between CV1 and Index tracking, which is a testament to the awesome tracking provided by the CV1. Although CV1 isn't included here, Index tracking was scientifically measured to be extremely much better than what inside-out solutions provide: 

Results - tracking accuracy - lower scores are best (hint: Cosmos did not win ;))

 


https://forums.oculusvr.com/community/discussion/91998/mirror-mirror-on-the-wall-which-one-has-the-best-or-worst-tracking-of-them-all

I would be very surprised if Rift CV1 is much worse than Index. Using Rift CV1 360 degrees tracking (needs at least 3 sensors) you can hold your hands on your back for as long as you'd like - you'll never lose tracking. And you can play in a totally dark room, you do not need any light for perfect tracking. Also kojack​  compared CV1 tracking here to both HP Reverb G2 and the Quest 2 - I hope he doesn't mind quoting him here:

"Tracking seems fine on the (HP Reverb) G2, it just has way worse coverage. It's too easy to lose sight of the controllers below or near the headset. Hold your hands out in front and they seem ok. While moving around the WMR home scene, there's big panels to look up at and I kept the controllers at waist level. The laser pointers on the controllers made it obvious every time the position tracking dropped out when I tilted my head up a little.
CV1 tracking is great, I prefer it to anything else. Q2 (Oculus Quest 2) tracking seems ok, but also has worse coverage than CV1. For example in Audica, if I try to throw the guns underarm from a resting position, they just release from my hands and float at my side, while on the CV1 they'd be thrown correctly."



5. Using temporal antialiasing (TAA), which is used for DLSS, does not create a blurry image with the Rift CV1. Some may not be aware of this - and that's entirely plausible for those never having tried using an oled hmd. In games like for example MADiSON VR, Metro Awakening, Riven. Ark Park, Robinson the Journey, Asgard's Wrath and Stormland, enabling TAA or DLSS using a lcd hmd easily creates a very blurry image quality. Like having your eyes dropped with liquid butter - or something. Using TAA or DLSS with Rift CV1 you get super-sharp image quality, maybe due to the screen-door effect (SDE) fooling our brains to experience a holistic and sharp image by filling out the blanks (blanks = the black stripes between rows of lit pixels which essentially make up the SDE). Furthermore, compared to other kinds of antialiasing like MSAA, TAA or DLSS does not cost a lot of gpu performance. Having to replace TAA or DLSS with 4xMSAA (or worse) may provide ok-ish image quality by severely reducing frames per second (fps), especially when combined with high levels of super sampling (ss). 


6. Some games profit from the SDE and reduced res of the Rift CV1. Although many are annoyed with the Rift CV1 due to the low res and especially the SDE, sometimes the SDE can be a friend. Using high res lcd hmds with tons of subpixels may provide clarity so far ahead of the Rift CV1 that there's really no comparison. Unfortunately such clarity may also reveal tons of flaws and shortcomings in many (older) VR games. Using high-res lcd hmds, low res textures may easily be spotted and may reduce immersion. The advantage of the Rift CV1 SDE may in many cases be like having scanlines in MAME games (MAME = Multiple Arcade Machine Emulator) - or just an interlaced image quality. Remember how some games looked on lcd monitors, when some of us switched from using CRT monitors (or TVs)? The difference in image quality using Rift CV1 or a newer high-res lcd hmd may easily be like:

Image quality with scanlines (like CV1 SDE)


Image quality with no scanlines (like modern high-res lcd hmds)
 

There are many games where low-res textures look so much better thanks to the Rift CV1 SDE, while everything looks a lot more pixelated using high-res lcd hmds. Again a game like Phantom Covert Ops comes to mind - that game looks great using Rift CV1, but using Index you can easily see all the ugly low-res textures. Even a game like Arizona Sunshine looks so much better using Rift CV1 due to lack of jaggies and it's much harder to notice any low-res textures. One thing that amazed me in that game was the thorns on the cactus plants which looked very real using Rift CV1 ss 2.0, but using Index it's so easy to see the low-res 2D thorns on the plants which now looked incredibly fake and thereby broke the immersion. 


7. Physical interpupillary distance (IPD) slider. With the Rift CV1 you do not just have one big panel like in Rift-S and Quest 2, but you have two separate oled panels. One for each eye that can be physically moved. This allows for simply perfect IPD adjustment (or close), covering IPDs from about 58 to 72 mm, probably only beaten by the original Vive hmds allowing for up to 73-74 mm. Rift S is more or less locked to 64 mm, while Quest 2 has three locked positions (58, 63 and 68 mm). 


8. Comfort. This is a matter of individual preferences, but it's my impression that many still find the comfort of CV1 as second to none. Personally I do find CV1 comfort a lot better than the Valve Index, even though the Index is great. With the small weight of 470 grams and the way you wear the CV1 hmd, I rarely notice it's on my head when I'm using it. 


9. Using high levels of super sampling, visual acuity may be a lot better than many persons seem to believe. Having tested the Rift CV1 with high levels of super sampling I found some quite surprising results. This is a comparison of how many meters you can go back from a text and still be able to read it - note that higher res provides increased ability to zoom out while still sharply seeing objects and textures:

Rift CV1:
Ss 1.0 = 4 meters
Ss 2.0 = 6 meters

Valve Index:
Res 100 % = 4.5 meters
Res 200 % = 6.5 meters

Source: https://forums.oculusvr.com/community/discussion/91907/testhmd-fov-sde-res-super-sampling-the-rift-s-against-everything-else/p1


I consider these results quite amazing, and they prove that increasing levels of super sampling has a profound effect on Rift CV1 image quality. I've heard several CV1 users say that you don't benefit from more than ss levels 1.3 to maybe 1.5 using Rift CV1. That's why we need science and to test subjective experiences thoroughly. Properly testing the Rift CV1 there's even a noticeable difference comparing ss 2.0 and 2.5. Going from ss 2.0 to 2.5 will probably require a RTX 3080/3090 or better to get 90 fps in many games, and the difference between 2.0 and 2.5 is more subtle than going from 1.5 to 2.0. For many it may come as a great surprise that perceived sharpness and ability to read signs etc. (=visual acuity) may really not be much different using Rift CV1 ss 2.0 or Valve Index res 200% - even though persons subjectively may feel that the res is so much better using a lcd panel with tons of subpixels, like the Index. 


10. Many games were made for oled hmds - thus using an oled hmd may be the only way to play these games "the way it's meant to be played". This is one issue I've become more and more aware of since I got the Index. Many games made for Rift CV1 simply don't feel "right" using other solutions than the Rift CV1. Chronos may be a nice example. Chronos plays nicely using the Valve Index, but even forcing res 200% I can still see some jaggies and pixel crawling. And the blacks, textures and colors are nice too, but seem to lack something here and there. Now, using the Rift CV1 ss 2.0 there's simply no doubt I get the vision the devs intended to provide. I no longer see jaggies, and blacks and colors look the way the should - and I no longer notice any textures I think would benefit from a slightly higher res. Same with Mage's Tale: using lcd many surfaces look fake, like made of melted plastic - gold surfaces look fake - but using Rift CV1 everything looks so much more real, even including the gold. In short, there are still many of reasons to love the old Rift CV1. Even if the competition is fierce these days, there are many games and apps where the old Rift CV1 stands tall and bows to no one. 

I've probably missed something - do let me know in a post below, if there're even more reasons to still love/like the Rift CV1! 🙂

200 replies

RuneSR2
RuneSR2Author
Honored Contributor
April 10, 2025

Got back to the great Rift CV1 this week, also because I had to. On Steam this app launched, and it requires a Meta hmd to work:

 

Seems it requires Link (VD or SteamLink might not work), at least some Quest users could not get it to work - but the Rift CV1 worked perfectly, and this app profits a lot from the dark oled image quality and some SDE. The app uses 360 degrees videos, and some SDE scanlines to fool your brain to see higher res than it really is - that's a good thing. The app is here:

https://store.steampowered.com/app/1546070/Human_Within/

I did find the story too slow and boring, and ended up refunding - but if you love such video apps, then you might appreciate it more than I did. 

The real winner this week was Realms of Flow - which to my surprise has native Oculus driver support - no OpenXR needed:

 

 

Some might say that Realms of Flow is anothor boring mindfulness-app, and that's not necessarily a lie, but Realms of Flow has much content for relaxation and 98% of users are positive - that's same or better compared to Alyx' average rating. Find Realms of Flow here:

https://store.steampowered.com/app/2397600/Realms_of_Flow/

Again this is a rather dark app, and it profits much from oled. TAA antialiasing can be used, and works great with the Rift CV1, but look very blurry with LCD hmds.  

Oculus Rift CV1, Valve Index & PSVR2, Asus Strix OC RTX™ 3090, i9-10900K (5.3Ghz), 32GB 3200MHz, 16TB SSD "Ask not what VR can do for you, but what you can do for VR"
Honored Contributor
April 10, 2025

Ya, Human Interaction storyline was way too boring for me and I also ended up refunding.

I’ve had Realm of Flow for a long time and love it.  Thanks to my rtx4090 I can add lots of SS so it’s far from blurry and dark areas look great with my QPro thanks to its local dimming.  Only very little better with my Vive Pro1.  

Glad your cv1 is still getting a bit of love mate.  Cheers 

i9 13900K water cooled, RTX4090, Z790 MB w/wifi6e, 64Gb 6400 ram, 2x2TB SSD, 1000W PSU, Win 11, QPro, Q3, w/Link and Air Link, Vive Pro1 with 2x2.0 base stations, Etsy lens mod and Index Controllers
RuneSR2
RuneSR2Author
Honored Contributor
April 10, 2025

Thanks Tom, for the record I was also able to get solid 80 fps with Index res 500% in Realms of Flow (haven't tried higher refresh rates yet) - and if you can use that res, antialiasing really is not needed. But for users with slower rigs, some antialiasing may help. Also Realms of Flow works great with lcd for the extra detail (vids are much higher res than Human Within), but dark oled still looks great. And I just love to see continued support for the native Oculus drivers 😀

Realms of Flow seems to just play some advanced 360 degrees vids (or looks more like 180 degrees vids), I guess that explains the great performance, as no real 3D calculations are being done.

Oculus Rift CV1, Valve Index & PSVR2, Asus Strix OC RTX™ 3090, i9-10900K (5.3Ghz), 32GB 3200MHz, 16TB SSD "Ask not what VR can do for you, but what you can do for VR"
May 3, 2025

More Rift CV1 nostalgia. The Oculus Store, such a beautiful environment and one I'd love to go back to and visit in VR. Why this hasn't been remade for mobile headsets, I do not know.

More images here - Luna Marigold - Oculus Store Environment for Rift 2.0 Beta

RuneSR2
RuneSR2Author
Honored Contributor
June 17, 2025

Can't help thinking how much better everything was in the golden 2017-2018 years, of course supported by Oculus taking an financial hit, but probably a much lesser hit than the giant financial losses by Meta Reality Labs in recent years. 

If only Oculus had done like Steam, namely granted official support for all kinds of PCVR hmds to sell more software, maybe current PCVR developments could have been more positive. 

Today I read this post on Reddit:

https://www.reddit.com/r/virtualreality/comments/1lczmrz/i_prefer_my_cv1_over_the_quest_2_should_i/

Now, Quest 2 has much bigger res than CV1, but as I tried to summarize in the first post in this thread, even today CV1 has advantages to lcd hmds. 

Recently the very demanding game Pools VR launched with DLSS support - and we all know how blurry DLSS by using TAA (temporal antialiasing) can look using a LCD hmd. And many of us know how sharp DLSS can look when using the CV1 due to the SDE. This is Pools VR with a massive 95% positive ratings based on 4,500 ratings:

https://store.steampowered.com/app/2663530/POOLS/

Now, if you have a very fast gpu then you can super-sample a lot, and Pools VR will look great using a lcd hmd. But if you have something slower than a RTX 3090/4070 Ti, then CV1 may be your great friend. 

Using the CV1 ss 2.5, Pools VR looks great - and in the dark locations I noticed that colors looked much deeper, and more vibrant and clearer than before. And DLSS provided great performance and looked very sharp. For those interested, here is a more in-depth introduction to Pools VR:

https://communityforums.atmeta.com/t5/VR-Experiences/Pools-VR-has-just-launched-and-is-an-awesome-VR-experience-More/td-p/1325488

I often think that the res in the CV1 is dated and of course I do appreciate the higher res of newer hmds, but all in all I do not think I would have lost anything of great significance if I never upgraded the CV1 and had kept using CV1 since 2017. Especially extreme amounts of super-sampling, like ss 2.5 (27 million pixels per frame when combining both eyes), is a great savior of the CV1.  

Btw, last week I even tried Zombie Army VR, which is a bad game in many aspects and not worth recommending in its current state - but missing button mappings with the Index were gone when using the CV1, and all in all the game was similarly impressive using either CV1 or Index. Especially since all buttons were correctly mapped with the CV1, and performance seems slightly better with CV1 using similar software res as the Index.  So there's that... and no reason to feel left behind for those still using a CV1 in 2025.

Oculus Rift CV1, Valve Index & PSVR2, Asus Strix OC RTX™ 3090, i9-10900K (5.3Ghz), 32GB 3200MHz, 16TB SSD "Ask not what VR can do for you, but what you can do for VR"
RuneSR2
RuneSR2Author
Honored Contributor
May 9, 2025

A great candidate for VR Game of the Year arrived yesterday - this game:

https://store.steampowered.com/app/2863640/The_Midnight_Walk/

The game uses OpenXR and works perfectly with the Rift CV1.

Why mention a new VR game here in a thread about a soon 10 years old hmd? 🙂 The Midnight Walk is a flat game with VR support, and for flat games devs normally do not use extreme texture res like the ultramersion textures in Alyx, Red Matter 2 and Boneworks. Thus textures in The Midnight Walk are somewhat low-res compared to the best (4k) textures in VR games. Using the Rift CV1 with the SDE, our brains are fooled to experience higher texture res than it really is - and this works wonders for The Midnight Walk. Using ss 2.5, the Rift CV1 shines with this game. Also the game seems to use some temporal antialiasing which cannot be deactivated - and here the CV1 shines again. I have to force a very high Index res 350% (and motion smoothing) to match the Rift CV1 ss 2.5 sharpness. Index does win with the big fov and no SDE, but really not by much. An advantage of the Rift CV1 is that you do not need a very powerful gpu to get great performance and image quality - while I surely could use an RTX 4090 or better for the Index just to get solid 80 fps with high res. 

Note that the Midnight Walk is a dark game, but has been brightened for lcd. Maybe some might think oled is an advantage due to the darkness, but oled really does not matter in this game because brightness has been adjusted for lcd. What matters may be the better oled colors - often blurry TAA and lcd make surfaces look fake and like everything is made of plastic - but metal really shines and looks like metal with the Rift CV1. Everything simply looks more realistic with the CV1.

Again a 10 years old hmd does shine in a modern high-end VR game. And I really think the Rift CV1 in this game has even better sound than the almightly Index. 

Oculus Rift CV1, Valve Index & PSVR2, Asus Strix OC RTX™ 3090, i9-10900K (5.3Ghz), 32GB 3200MHz, 16TB SSD "Ask not what VR can do for you, but what you can do for VR"
RuneSR2
RuneSR2Author
Honored Contributor
July 8, 2025

Just found another CV1 game, well it works on the Index too, but is very blurry and not very enjoyable. It all started with my 13-year-old son asking if I had any VR boxing games, and since I'm not much into this kind of sport, I didn't have any such games. Having been exposed to the VR waters for some time, I did remember this game:

 

There's also Thrill of the Fight, but that game looks like been made for mobile graphics, while Creed was made for the Rift CV1 and original Vive back in 2018 where oled was king. Thus I went for Creed - which costs a kinda staggering $30 in the Meta Rift Store - but only $4 on Steam:

https://store.steampowered.com/app/804490/Creed_Rise_to_Glory/

The game has not been updated since April 2019, but contains the Rocky Legends update and more:

 

 

So you do get more than a substantial amount of content for just 4 bucks here 🤓 

The game still have some amazing textures and nice graphics:

 

Creed was never updated for the Index, and detects Index as a Vive with Wands controllers - but the Index controllers are built with full Wands compatibility, so the game works fine with the Index. But the game is soaked on temporal antialiasing, and the game does not respond to increasing SteamVR res. In game, you can increase res from 100% to 140%, but this game needs like 250 - 400% to remove the blur. So what to do? 😉

I closed the game, and changed to the Rift CV1. Since Creed has not been updated for many years, I was hoping that the game still would support the native Oculus drivers - and it still does! So no need for OpenXR or SteamVR, the Steam version of Creed is the same as the one in the Rift Store - quite amazing for 4 bucks.

I still do not think super-sampling provided by external programs works with this game (need to check this more thoroughly later), but at least res 140% looked much better and sharper with the Rift CV1. My Touch controllers were immediately recognized, and are so much better than Wands.

No way I'm going to play this game using anything but Rift CV1 where temporal antialiasing looks very sharp. 

On Steam, some complain about the game causing double vision after setting in-game res to 140% and rebooting. Some wrote about issues using Quest 2, some had crashes with 11th gen Intel processors - but so far I've had no such issues using the Rift CV1 and an 10th gen Intel processor. Using CV1 may be one way to stay out of trouble especially trying to get older VR game to work. If experiencing older VR games using new hmds and finding the experience dull, flawed and unimmersive, you may simply not be using the right hmd. 

Using the word "older" does not mean that Creed is outdated, I believe it's by far still the best boxing game/sim you can get in VR. Do be very careful with your surroundings - this is one game to take down pictures on your walls, destroy real-world lamps and TVs, and more 🙂 Also a great workout, my arms and shoulders are very sore this morning, but I did knockout several opponents last night 🙂 

Oculus Rift CV1, Valve Index & PSVR2, Asus Strix OC RTX™ 3090, i9-10900K (5.3Ghz), 32GB 3200MHz, 16TB SSD "Ask not what VR can do for you, but what you can do for VR"
RuneSR2
RuneSR2Author
Honored Contributor
July 10, 2025

mmm, not sure I like this new forum update, images are shown much too small - but remember to click on an image to show its full size. 

I just checked with Creed, and while supersampling using Index only seems to work using the in-game super-sampling slider, everything works as it should with the Rift CV1 - this is Rift CV1 ss 2.5 - confirmed by Oculus Tray Tool's HUD for pixel density:

Note the details also in the background - the sharpness of distant objects shows the power of extreme supersampling.

The game is now my sons new favorite - but he does sweat a lot in this game, never had to clean and dry my CV1 so much, lol. 

Oculus Rift CV1, Valve Index & PSVR2, Asus Strix OC RTX™ 3090, i9-10900K (5.3Ghz), 32GB 3200MHz, 16TB SSD "Ask not what VR can do for you, but what you can do for VR"
New Participant
October 4, 2025

hey, im having trouble figuring out what a "VR Object" is, i assigned my controller to be one and idk what it does

Honored Contributor
October 4, 2025

A VR Object is a third controller that does position/rotation tracking but none of it's buttons, triggers or thumbstick work. It's made for attaching to a physical camera to do mixed reality recording.

Since no Meta headset besides the CV1 supports it, almost no software works with VR Objects.

For 99% of CV1 games, VR Objects won't work.

Author: Oculus Monitor , Auto Oculus Touch , Forum Dark Mode , Phantom Touch Remover , X-Plane Fixer Hardware: Threadripper 1950x, MSI Gaming Trio 2080TI, Asrock X399 Taich Headsets: Wrap 1200VR, DK1, DK2, CV1, Rift-S, GearVR, Go, Quest, Quest 2, Reverb G2, Quest 3
RuneSR2
RuneSR2Author
Honored Contributor
October 8, 2025

Hitman 3 received a new and free update making it one of the best VR experiences ever - you can now move your hands freely and the game feels close to being made for VR:

 

Unfortunately when trying to use the Index after the update, I could enable VR, but my controllers were no longer registered - and I could not start the game. 

Now I tried changing to Rift CV1, which I have attached to the same rig, still leaving SteamVR in charge of OpenXR, and amazingly the game started right away in the CV1 hmd. This means that Hitman 3 still supports the old and still awesome native Oculus drivers. 

Everything was perfect with the CV1 - my position, hand movements etc - and there was no fixed foveated rendering, which I've heard several users complain about (maybe if using VD or Steam Link?). 

In Hitman 3, the CV1 SDE and res do limit the image quality, and I would prefer Index for this game. Later I found out that Index does not work correctly if fullscreen mode in the game settings is set to "exclusive", but it does work otherwise. Still starting the game using Index, I'm placed way below floor height, and the game only adjusts when starting to play a level. So Index does work in the game, even with these issues.

But the CV1 works perfectly - even with fullscreen set to exclusive. And I'm perfectly positioned on the floor. And performance is optimal with native Oculus drivers. 

So after all these years, you may still get a premium experience using the CV1. And oled still is king in dark areas in the game. 

Oculus Rift CV1, Valve Index & PSVR2, Asus Strix OC RTX™ 3090, i9-10900K (5.3Ghz), 32GB 3200MHz, 16TB SSD "Ask not what VR can do for you, but what you can do for VR"
RuneSR2
RuneSR2Author
Honored Contributor
October 23, 2025

 

Some of you may know that Reach for PCVR had the most terrible launch last week. Quest 2-3 owners could not get the game working with Virtual Desktop (VD), and many had totally misaligned hands or could not grab objects, including both Quest and Index users. So Steam ratings went down very quickly. Still today devs have not patched the game, but VD has been patched, or special bindings have been uploaded by a user to fix Index hand alignment, so today - with workarounds - most can play the game. 

But there were some persons who always could play the game - with no issues for hand alignment and who do not need any VD - namely Rift CV1 users. Right form the start Reach works perfectly with Rift CV1. 

That said, Reach is designed for Quest 3 standalone, which provides about 2 tflops of performance (my RTX 3090 provides 40 tflops in comparison), and therefore the game looks very low-end many places. You get big empty locations or few npcs at once - and mostly you jump and climb across very large empty locations. Still, I'm enjoying the game to some degree, feels like Myst with mostly jumping and climbing puzzles - and if you appreciate such games, then you're in for a great experience using the Rift CV1:

I prefer to use the Index for this game, but the game supports both TAA and DLSS. DLSS looks a bit too blurry with LCD hmds, and here CV1 owners have a great advantage, because CV1 looks very sharp with the DLSS. I'm saved by the RTX 3090 (similar to 4070 Ti or a plain RTX 5070 in performance), where Index res 300% with TAA and 100% sharpening provides very sharp image quality. If you got a slower gpu with DLSS support, using CV1 might be your great savior - securing awesome performance and great image quality.

Oculus Rift CV1, Valve Index & PSVR2, Asus Strix OC RTX™ 3090, i9-10900K (5.3Ghz), 32GB 3200MHz, 16TB SSD "Ask not what VR can do for you, but what you can do for VR"
Honored Contributor
October 23, 2025

Thanks a lot. Really appreciate the time and effort you put in to this valuable information and your advice. 👏👏👏

RuneSR2
RuneSR2Author
Honored Contributor
December 30, 2025

The Riese Project is out as early access:

https://store.steampowered.com/app/4128150/The_Riese_Project/

I'm only recommending the game to Rift CV1 users, as the game looks blurry using lcd hmds. This is due to the game forcing TAA or DLSS for antialiasing. The game only works with Oculus/Meta hmds, I can't even pass the first menu using Index as Index controllers do not work - but CV1 works perfectly :-) 
The game has severe performance issues and uses the Unreal Engine 5 for some great lighting and shadows, but do not bother unless you have an RTX 3090, 4070 Ti, 5070 or faster.

There is a free Prologue, which for now is the same as the early access version - but only the latter will be updated according to the devs. 

For now it's hard to recommend the early access over the Prologue, unless some persons want to support the game devs financially.

The game has two settings for graphics: Normal or High, thus no detailed graphics settings.

My performance with the Asus Strix OC RTX 3090 is 30 to 45 fps using Rift CV1 ss 1.8. ASW2.0 is your friend in this game, not your enemy :-) That performance is when using Normal graphics settings instead of High. But I do not see any difference between Normal and High - High would pull me down into 20 - 30 fps.

The game works, but loading a saved game in the house may break the game. So it is probably best to finish the house level in one run.

Here are some screenshots all taken using the good old Rift CV1 - also oled is your friend in the dark locations. 

You start in a large house: 

All lights and shadows are done in real time - that's why this is one of the most hardware demanding VR games ever made. 

Inside the house you do meet an npc:

This is an adventure game - you do not shoot anything, but you solve puzzles. Note the detailed dynamic Unreal Engine 5 shadows:

 

- and wood really looks like wood:

 

Devs have made some changes to the original Prologue from 2023, this hidden room looks much better now:

Later on you visit the woods, mountains or whatever - searching for a special bunker:

 

Going inside the game shows off some great lighting again:

 

For now, there are about 2 hours of playtime in the early access version, and devs need to step up if they want to finish this game before 2030... Then again, you'd really want that 7090 Ti for this game, maybe time is on the devs' side, lol. 

For now, I would consider no hmd but the Rift CV1 for this game - image quality is very sharp using CV1 ss 1.8, not blurry at all. 

Oculus Rift CV1, Valve Index & PSVR2, Asus Strix OC RTX™ 3090, i9-10900K (5.3Ghz), 32GB 3200MHz, 16TB SSD "Ask not what VR can do for you, but what you can do for VR"
RuneSR2
RuneSR2Author
Honored Contributor
January 24, 2026

Lost and Found

One of my son's favorite VR games was Summer Funland:

https://store.steampowered.com/app/780280/Summer_Funland/

Sadly, Meta only cares for Quest these years, and some years ago Summer Funland stopped working due to an "Entitlement error". Some say it happened when our accounts were changed from Oculus to Meta accounts. This was a big loss to me, even if the game is rather simple. 

I guess I never bothered checking Steam, but a few days ago I saw that the game was available on Steam, but some also complained about entitlement errors. I took a chance, bought the game again - and it now works perfectly using the Rift CV1 - as the game supports native Oculus drivers. Here are a few screenshots I took:

Polygon levels are still way higher than any Quest 3 standalone gameUsing high levels of super-sampling, the game shines more than everGuns are nicely detailed - and the game is as fun as everThe game lacks antialiasing, but this is where extreme super-sampling helpsThe underwater tour is better than I rememberedYou get the company of a great white - but only for a few seconds, this is no horror gameAn old dino swims by

Using the Index, the game also works, but the game is from 2018 and not patched for Index controllers - so I cannot walk backwards and turning works but is cumbersome. 

Here's where the old Rift CV1 shines again - oled secures the proper colors and ability to see in the dark, and controllers are working perfectly. 

The game was made for Rift CV1 and HTC Vive, and if you're using any other hmd, you're not using the hardware intended for this game. 

Oculus Rift CV1, Valve Index & PSVR2, Asus Strix OC RTX™ 3090, i9-10900K (5.3Ghz), 32GB 3200MHz, 16TB SSD "Ask not what VR can do for you, but what you can do for VR"
RuneSR2
RuneSR2Author
Honored Contributor
April 18, 2026

What are the odds that a potential game of the year comes along in 2026 and supports the very old and native Oculus drivers? 🤔 Apparently 100% 😄 Extra Dimensional has just arrived with native Oculus driver support:

 

Now this game is very demanding, and if you do not have an RTX 5090, you will want to use DLSS. DLSS uses TAA (temporal antialiasing), which is very blurry with lcd hmds, but is razor-sharp with the Rift CV1.

So Rift CV1 users are not getting any subpar EXD experience - and I was close to choosing CV1 over Index, but Index does win with finger tracking, bigger fov and overall better image quality (forcing res 300% with DLSS Auto), but Index still does have some blur which the CV1 does not.  

Find the awesome game here:

https://store.steampowered.com/app/3962020/EXD__Extra_Dimensional/

Oculus Rift CV1, Valve Index & PSVR2, Asus Strix OC RTX™ 3090, i9-10900K (5.3Ghz), 32GB 3200MHz, 16TB SSD "Ask not what VR can do for you, but what you can do for VR"