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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
  • 91506 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
May 15, 2021

Me and some Astro dudes still know what's best - and yeah, she's getting old, but with some mods here'n there she's as fine as ever - image below just taken on the ISS - once you go CV1 oled, you just can't go back

 

 

 

 

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 21, 2021

Just saw this - kinda fun 😂 

 

https://www.reddit.com/r/virtualreality/comments/lozwx0/the_entire_vr_community_in_a_nutshell/

 

Guess everyone loves the CV1 - me too ❤️

 

- And this may have some truth to it too - I really feel that way with the CV1 and 3090 at the moment, lol:

 

https://www.reddit.com/r/virtualreality/comments/k3p0bn/the_state_of_consumer_oculus_headsets/

 

In fact, my CV1 has never been working better than it is today - but of course thanks to the RTX 3090 allowing for ss 2.0+ at 90 fps in about 98% of my games 🙂

 

Even today, only the RTX 3090 is officially supported for the CV1 - when it comes down to Nvidia Series 30:

 

https://support.oculus.com/326247701060681/

 

Might sound silly to some - but that's one major reason why I bought a RTX 3090. I do not consider my hmds for peripherals, but instead as the most central parts of my PC equipment. Thus the hmds decide which gpu to buy, not the other way around. 2c.

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"
July 9, 2021

i had the CV1 and found it comfortable and great sound but the resolution is better on the rift S. Iplay driving games and with the CV1 i found it hard to read the road signs and dash to see how fast i was going. its a lot clearer with the rift S.

 

Only HMD rated better on resolution to the S is the pimax. The quest 2 has 1 of the worst resolutions. Its why i sold my CV1 to get the S plus the S is cheaper than the CV1. A new S is cheaper than a used CV1. Sold my CV 1 for more than it cost to get the S.

RuneSR2
RuneSR2Author
Honored Contributor
July 10, 2021

Many persons have no clue how much super sampling changes CV1 image quality. If you have never tried CV1 with ss 2.0+, you have never experienced the best image quality CV1 can provide. I found no difference in visual acuity comparing CV1 ss 2.0 and Index res 200%, which was very surprising due to the lower physical panel res and the SDE of the CV1. CV1 ss 2.0 is equal to pushing from 17 to 21 mill pixels per image - more than twice 4k res, so you need a fast gpu for that. Worked fine with a heavily oc'ed GTX 1080 in 45 fps due to asw 2.0, but it's really perfect with the RTX 3090.

 

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"
July 10, 2021

i had a lot of probs with the CV1. couldnt wear glasses with it. had a RTX 2080TI and a ryzen 9 3900X. prescriptiion lens adapter to close to my head and hurt my eyes when they dug into my eyebrows.

 very blurry when trying to see things in the distance. very pixelated screen.

 

with the rift S i can wear my glasses with it and the lens adaptor fits in better. with that im using the GTX1080TI and a ryzen 9 3900XT and getting a lot better resolution.

Rift S had better reslotion form its LED screen than the vive and index with thier OLED screens. Its also better than the Quest 2 with its OLED screen. only HMD with better res than the Rift S is the pimax.

 

I see a big differance with my TV's as well. my samsung 1080p LED 3D TV has better res than my 4K LG OLED TV.

 

With the CV1 i was constaly getting told i was plugged into a USB 2 port even though i didnt have any USB 2 ports on my PC only 3.0, 3.1 and 3.2. unpluged it and put it back into the same USB port and it then said no HDMI connected so had to unplug that and plug it back in again every time i started to use VR. Havnt had that problem with the rift S.

 

Only thing i found better with the CV1 was tracking. with the rift S it keeps losing head tracking. but that was down to having a GTX 1050TI then an RTX 2080TI at the time. when u put in the GTX 1080TI that problem went away.

My PC got stolen so had to build a new 1 with old parts i had taken out of my last rebuild. hence why diff CPU and graphics cards.

Inspiring
July 15, 2021

I miss my Rift CV1. I sold it primarily because I was afraid of the tether cable becoming damaged, but if I could get a new cable without issue, I'd had kept it without question.

 

I have a Quest 2, and even though this is largely because of my GPU (RX 580), the Quest 2 is a notable downgrade in PCVR graphics quality, and to a lesser extent latency. The reliance on the GPU encoder for the overall image quality is the reason for the worse graphics quality, and AMD's GPU encoders for H.264 is generally crap all-around for all (supported) GPUs (terrible for Polaris, Vega, and RDNA1, and halfway decent but still behind anything NVIDIA with RDNA2). I'm really hoping this improves notably once Link gets support for HEVC, although I also hope one day I can just get a better NVIDIA GPU and not be concerned with this any further.

 

It's unfortunate. I've had no issues or complaints with VR with my CV1 and RX 580, but because Oculus decided to use the GPU encoder for Link and PCVR, it makes the RX 580 a lot worse for VR with Quest headsets. I wish they'd just get rid of the encode/decode process entirely and send uncompressed frames, but I'm assuming there's bandwidth constraints that would make this unfeasible to be doing with a single USB cable or standard wireless AC routers.

 

This is with the CV1 at standard 1.0x resolution too (no supersampling or pixel overrides). No (usable) settings with the Quest 2 can make it compare in graphics quality, but I found that if I increase its Encode Resolution Width up to 3664, the Q2 looks fantastic and surpasses the CV1 (at the expense of being a stuttery frame-dropping mess because of the GPU encoder not being able to handle that resolution at all).

 

I tried going to an OG Vive recently, but couldn't get used to Vive Wands at all. I like the OG Vive having a standard tether cable that can still be bought new today (nothing fancy about it; 3rd-parties can make it even), and like that it has similar specs to the CV1. If I could use Touch controllers with the OG Vive, that'd probably work out perfect for me (outside of having new CV1 tether cables).

Quest 2 | 2700X | 6600 XT
July 15, 2021

yep the CV1 cables r very hard to get. mine was damaged so tried to get another cable but the only ones i saw were over £200 and they were in worse condition than mine was. 1 i saw the outer sleeve was gone and lots of broken and bare wires showing. They wanted £150 for that lol.

 

I find the tethering cables tend to curl up and bend causing them to have broken wires. i solved that by getting some cable tidies and put the cable inside them. its stops them from twisting and breaking so easy. get the long spiral type where the cable sits inside a zip tube. it will reduce the bending and twisting and make the cables last longer.

RuneSR2
RuneSR2Author
Honored Contributor
August 7, 2021

Fun thing - my Samsung S10+ camera sees things I can't. Just took a few shots of my 9-year-old son using the CV1 to show the tracking sensors on the Rift CV1 hmd and Touch - also my son likes to use some headwear to make the CV1 fit better on his small head:

 

 

Looks like Touch got the measles! 😰 😂 

 

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
August 18, 2021

Hmmm, funny post:

 

https://www.reddit.com/r/oculus/comments/p6az8q/spent_like_5_minutes_trying_to_get_the_stupid/

 

- but some of us old-timers are used to 1) finding and unpacking a new battery on the shelf, 2) removing the battery cover, 3) taking out the old battery, 4) inserting new battery and 5) attaching the battery cover

 

while wearing the CV1 and without peeking under the nose gap! 

 

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"
Participant
August 22, 2021

I really agree with the OP. The biggest thing that stood out for me was the black levels vs q2 and rift s. Seeing black as grey really breaks immersion, in real life shadows are dark and black not grey. I compared the first chapter of Vadar Immortal, and the section where you are in the prison and the admiral comes out of the shadows....on the CV1 you can see his outline as he emerges, and other shadow details such as the grating on the wall. On Q2, it's just all a grey expanse until he moves into the light. Just not as immersive.

 

The tracking is excellent, the audio quality second to none, it's light and comfortable (you really feel the weight of the Quest 2 after a while) and the ability to set a wide IPD (mine is 71mm) has meant that I will continue to keep the cv1 probably until the Index 2 comes out.

 

Yes the sensors can be a bit fiddly to setup (you really do need a USB card with a second controller chip on it), but once they are done, it's set and forget. The god rays and resolution aren't great compared to modern hmd's, but these are minor bugs compared to all the positives. And I haven't had to upgrade my 1080ti which is another bonus considering the ridiculous prices of graphics cards these days!

 

The CV1 is a fantastic VR experience for the money, and if you stumble across a cheap one that is working online, don't hesitate to buy it.

 

 

RuneSR2
RuneSR2Author
Honored Contributor
August 22, 2021

Thanks for the great reply. I have several experiences of lcd making objects nearly impossible to see, while everything is clear with the CV1. Just take the recent experience Dark Threads, in the monument valley you really cannot see the gorgeous monuments of a rhino and a croc - now try CV1, it's like magic 😉 I'm sure the artist(s) spent many hours making those models, to me close to a small catastrophe to see them vanish using lcd. People only using lcd of course have no clue about this and might even think that all is fine and intended to look this way. Even the new game Blair Witch has a massive amount of coloring issues with lcd, but looks perfect with CV1. I've seen several complaint on Steam about aliasing and shimmering textures - but you don't get that with CV1. I would have refunded Blair Witch if I did not have the CV1. You can find my Blair Witch review here, where I discuss oled vs. lcd - and more:

 

https://forums.oculusvr.com/t5/Games-and-Apps/Blair-Witch-PCVR-awesome-game-but-extremely-gpu-demanding/td-p/879694

 

Btw, might add that with the brute force of the RTX 3090, I have been increasing more and more of my Oculus Tray Tool profiles from 2.0 (=17 mill pixels per frame including both eyes) to 2.5 (27 mill pixels per frame including both eyes), and it does make a difference. I guess this is a far as I'm going to take the Rift CV1, but recently using ss 2.5 in Tetris Effect did bring the sharpness closer to Index res 200%. Of course the SDE is there to stay. 

 

I guess even after 4 years I'm still enjoying the Rift CV1 to the max, lol 

 

Btw, ss 2.5 is no joke, when zooming out in a game like Talos, you can see for example a fence clearly depicted for a significantly longer distance than when using 2.0. Thus with ss 2.5 you can see clearly for a longer distance, and the antialiasing effect also improves. 

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"
August 22, 2021

i found the blacks were blacker on the rift S compared to the CV1. and less noticable SDE

Ive now got an HP reverb G2 and wow so much clearer. even better on the G2 than it is on a monitor. No SDE at all unless u look really really hard.

 

If u have the money u can invest in some index lighthouses and knuckle controllers and pair them up with the G2 which will solve the tracking probs some have.

 

Got fed up with oculus keep screwing up my HMD with software updates so have left oculus and jumped to HP instead.

 

If u shop around u might find a G2 for sale new the same price as the quest 2. 4k per eye res. lower FOV but clear from edge to edge. it even beats the pimax on how clear it is.

Its currently the best VR on the market.

 

But the rift S is actualy better than the vive and index.

 

Also found the CV1 struggled with a GTX1050TI on low settings but the rift S i could run on max settings with the GTX1050TI.

 

If ur rig has the specs i would recomend going for the G2 u will need at least a GTX 1080TI for that intel i9 or an AMD ryzen 5. dont bother if u have an RTX 2080TI as thats not as good as the 1080TI. the RTX 3090 isnt designed for games thats more for high end graphic design work. so not much good either. so u will want the RTX 3080TI.

my rig has a ryzen 9 3900XT and GTX 1080TI and it runs the G2 perfectly. took out the RTX 2080TI as it struggled in VR even with the Rift S the 1050TI worked better than the 2080TI.

 

Ive got OLED and LCD TV's and im finding the LCD is far better on blacks and colour.

August 30, 2021

bye bye oculus hello HP reverb G2. Its the best HMD currently on the market and blows the rest out of the water. best sound best res. perfect blacks and its LCD. no SDE at all. crystal clear display even better than playing on a flat screen.

 

But the rift S was rated higher than the vive and index. till the G2 came along the rift S was rated as the best HMD u could get.

 

Prob with the quest2 is u cant play PC VR games only mobile VR games unless u pay the extra to get the tethering cable. so its a waste of money as u might as well just get a Moblie phone HMD which is a lot cheaper.

Zenbane
Honored Contributor
August 30, 2021

Anonymous wrote:

Prob with the quest2 is u cant play PC VR games only mobile VR games unless u pay the extra to get the tethering cable. so its a waste of money as u might as well just get a Moblie phone HMD which is a lot cheaper.


 

Hmm, but Quests give full room-scale 6 degrees of freedom, where a Mobile Phone HMD is standing/sitting only with 3 degrees of freedom.

 

So definitely not a waste of money to get a Quest 2. It instantly provides full room-scale VR which a Mobile Phone HMD does not; and if you spend $30 on a cable, you get to play all PCVR titles available across all platforms with comparable clarity and visuals as any tether PCVR HMD on the market.

 

Users can play Lone Echo and HL:Alyx with Quest 2. You can't do that with a mobile phone HMD.