Skip to main content
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

Participant
April 28, 2023

Hi everyone, I’m thinking of upgrading my 1080ti to a 4080, even though I hate how nvidia is holding the gaming community to ransom with their disgustingly high prices. What level of super sampling will I be able to achieve with this card while maintaining 90fps do you think?

Honored Contributor
April 29, 2023

Depending on the game I’d guesstimate you’ll get 2-2.5x SS.

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 30, 2023

I'm using CV1 ss 2.5 with most games now, but agreed the heavier stuff like Lone Echo 2, might not be ss 2.5 for 90 fps. RTX 4080 is faster than the 3090, but has less vram for supersampling, still I'd expect being able to use ss 2.5 in more than 90% of Meta's PCVR games. I use ss 2.5 also in Asgard's Wrath with few dips below 90 fps - and same with Lone Echo 1, but down to 2.0 in Lone Echo 2, Hubris and Medal of Honor Above & Beyond.

Oculus Rift CV1, Valve Index & PSVR2, Asus Strix OC RTXâ„¢ 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 30, 2023

Btw, here are some games where I still think the Rift CV1 (oled with SDE) beats my Index (lcd with no visible SDE when playing). This has to do with temporal antialiasing (TAA), which looks blurry with lcd, but totally sharp with Rift CV1, textures looking too low-res with no SDE, lcd being too bright etc.

My Rift CV1 winners are:

 

These are games I only enjoy due to the Rift CV1. There are more games, where I prefer CV1 (Arizona Sunshine, Medal of Honor: Above & Beyond, and Hubris with TAA), but which can be enjoyed with lcd hmds too.

Oculus Rift CV1, Valve Index & PSVR2, Asus Strix OC RTXâ„¢ 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 13, 2024

Btw, forgot to add The Climb to this list over games, where Rift CV1 still shines:

 

The Climb was made for the Rift CV1, and while Revive works, in this game SteamVR res does not work with Revive. The game is playable with the Index, but it looks blurry and the performance is not good - I get reprojections even in 80 Hz. With the Rift CV1, the game looks very sharp (as much as it can be with the CV1) and I get solid 90 fps - no reprojections at all. 

The experience is on another level with the CV1, and I read that Quest 3 owners also complained about blurry graphics.

I wonder if the in-game res scale only works with the Rift CV1 (in theory should work with all hmds supporting native Oculus drivers). Also Robinson The Journey, another VR game by Crytek, only works with my Rift CV1 for the in-game res scale. Even if I use the official SteamVR version of Robinson (not Revived), the res scale both in-game and forcing res through SteamVR do not work. But using the SteamVR version the in-game res scale works perfectly using the Rift CV1. I find Robinson so blurry with the Index that the game really is unenjoyable.

Robinson and The Climb are some of my most awesome VR experiences when using the Rift CV1, unless Crytek patches these games to support MSAA and super-sampling, I doubt I'll be able to enjoy these games much on lcd hmds or other hmd with little to no SDE. 

Oculus Rift CV1, Valve Index & PSVR2, Asus Strix OC RTXâ„¢ 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 15, 2024

Kinda love the old CV1 trailers:

 

- And finally thanks to the RTX 3090 I can now play the game with all bells and whistles in solid 90 fps, same for Lone Echo and Asgard's Wrath. Just saw that Pimax recommended an RTX 3080 for the Crystal Light - there's no such thing as free lunch when it comes the HMD panel res, lol. 

That's actually why I'm thinking that the RTX 3090 is perfect for my Rift CV1, letting me play nearly all my VR games with maxed graphics settings using ss 2.0 - 2.5 (17 - 27 mill pixels per frame, more does not make much sense due to the CV1 panel res), but the RTX 3090 is not optimal for the Index. I hope an RTX 5090 finally will unlock 144 fps using Index res 400+ % while using maxed in-game graphics settings 🙂 Then with the RTX 6090 in 2027-2028, maybe it's time for a hmd with higher res than the Index, lol 😉 

Oculus Rift CV1, Valve Index & PSVR2, Asus Strix OC RTXâ„¢ 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 2, 2023

Note that the new "Dark Souls"-ish game Grimlord supports native Oculus drivers:

https://communityforums.atmeta.com/t5/VR-Experiences/Grimlord-the-new-Dark-Souls-VR-The-game-supports-native-Oculus/td-p/1063220

 

Some rooms are so dark I literally cannot see a thing with lcd, so CV1 shines with oled in this game!

Oculus Rift CV1, Valve Index & PSVR2, Asus Strix OC RTXâ„¢ 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 29, 2023

I'm still enjoying the old home room and avatar editor in 2023. It still works in the latest meta software.

RuneSR2
RuneSR2Author
Honored Contributor
July 31, 2023

How did you get that to work? Thanks!

Oculus Rift CV1, Valve Index & PSVR2, Asus Strix OC RTXâ„¢ 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 1, 2023

I have an old copy of the of the installation files which contain the old homes(s) and the old avatar editor.

It all still works, the blimp, the jumping pots and the radio. It also responds to the local time as there's a night theme as well. If you want a copy of the files just let me know.

More info here -  Installing older oculus software. | Overclockers UK Forums

New Participant
September 4, 2023

Welp. I love my Rift CV1 and I had my Quest 2 until I sold it. I found my PSVR2 better 100x times than Quest 2. They have the same res 4k but different display screens. Welp, I still love Rift CV1 controllers, even if PSVR2 controllers look cool, they don't really feel comfy but these are ok! I don't like the grip. Welp, I'd say Quest 1 is better than Rift CV1 due to hhighhe res. I like rift CV1 due to the base stations - thhe tracking is **bleep** accurate.. 

Welp, I don't thihnk it's worth money to upgade from Rift CV1 to Quest 2/3. I think it's worth getting PSVR2, if you love OLEDs and expect high quality images and controllers' response. 

I just don't feel like quest 2 justifies thhe price. It's ain't comfy lol.

Welp, thx!

My Rift CV1 from 2016 up to 2023

My PSVR2 from 2023 - (present time) new way to start my vr adventures. I hope after some decades there is something decent and better than psvr2, but I doubt it. Due to mura and etc it's not worth making 8k oled screens anymore.. Perhaps, Idk Apple Pro? meh

Inspiring
September 4, 2023

Why would anyone lock themselves into the Sony VR market? Yeah, the specs on the headset are nice, but you are stuck playing the limited offerings all while tethered to a PS5. Unless I've missed something?

Quest 3 with 6e Wifi for Air link is going to be incredible. The data transmission to the Quest 3 over Wifi 6e is what I'm looking for, that and the slightly improved visuals for use with SteamVR and PC gaming.  I'm sorry, but all a cable does is kill immersion, unless you are playing seated games.

As far as the CV1 goes, it was an amazing headset, but I'm never going to get over how disappointed I was when I first put it on my head to play Elite Dangerous with it, and I was introduced to the terrible god rays and greys instead of blacks. I ended up dealing with it, but I still look back fondly on the last Dev Kit. I used the Dev Kit headset for a long time and the lenses in that were so much better in my opinion. They were obviously not as great resolution wise compared to CV1, but blacks were black and there were no god rays. 

I just sold my CV1 at the beginning of the year. I took great care of it, and it lasted longer than I would have though, and I never had any issues with it working. I believe that securing the cable to the headset in 2 places is what kept me from having any issues. I see other headsets still have issues with the cable coming out of the headset. My advice is to always secure that cable if your VR headset has a cable. 

Participant
September 5, 2023

You and I had a very different first experience with the CV1. I remember the first time I fired it up in my study and did the introduction game with the little robot, I was blown away at how 3 dimensional it was, how realistic it felt. I almost got a little emotional because I truly felt transported into a new world, what I always dreamed gaming could one day become. 

It’s an old set, and it has its problems, low resolution and god rays, but after a while, once you are immersed in the experience they fade into the background. I’ve been waiting for the next generation of affordable PC headsets and they are just not here yet, maybe, they never will be given the direction VR is headed. I’m hoping Valve will be the next jump with the index v2, but who knows. If and when that comes out it’s not going to be cheap and accessible like the CV1 was.

New Participant
September 7, 2023

Rift CV1 is kinda great, but low res. It's gonna be a great deal if it had high-res and eye-tracking. In other terms, the headset is perfect to me 

RuneSR2
RuneSR2Author
Honored Contributor
September 7, 2023

All I wanted was for Meta to put the Quest 1 panels (oled, same res as Index) in the CV1 - and call it CV2. Today we could use the PSVR2 panels (oled, 4k res, 120 Hz) instead and call it for CV3, lol - and if possible, sure would be fine to add the eye tracking and foveated rendering too 😉

No need to change controllers and sensors 🙂 While we're at it, let's extend the hmd cable from 4 to 6 meters 🤗

Oculus Rift CV1, Valve Index & PSVR2, Asus Strix OC RTXâ„¢ 3090, i9-10900K (5.3Ghz), 32GB 3200MHz, 16TB SSD "Ask not what VR can do for you, but what you can do for VR"
Inspiring
September 7, 2023

I would definitely like those PSVR 2 panels in the Quest 3. That with Wifi 6e and Airlink is something I could get into. 

It is unfortunate that they have just hung the PC VR users out to dry. Once the Quest took off, they dropped us like a bad habit. 

I think this is going to be the next big PCVR headset. Bigscreen - Bigscreen Beyond (bigscreenvr.com)

It's so small and can use Valve Base Stations, so its an obvious choice for many. If it had a wireless mode I would be all over it. 

THE BEYOND. After 4000 hours.. GOODBYE VALVE INDEX. - YouTube

RuneSR2
RuneSR2Author
Honored Contributor
September 8, 2023

I have special glasses made for my VR hmds, I'm not a fan of inserts, and Bigscreen Beyond does not work with glasses. Also my sons use different IPD settings, and BigScreen Beyond is fixed ipd for one user - so no Big Screen Beyond for me. I'm hoping Rift CV1 can last until I get some real alternative. I do own a PSVR2 too - but PS5 is too weak for supersampling, and I really think Rift CV1 ss 2.0 - 2.5 in 90 fps looks a lot better than the usual PSVR2 games in 60 fps with reprojections and no super-sampling (or subsampling, like in Call of the Mountain). 

Oculus Rift CV1, Valve Index & PSVR2, Asus Strix OC RTXâ„¢ 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
September 8, 2023

Btw, Rift CV1 is currently the 5th most used hmd on Steam, these results are from the Steam Hardware Survey August 2023:

Rift CV1 is 6th on the list, but WMR is 5th and contains different hmds like HP Reverb G1, HP Reverb G2, Samsung Odyssey - and I bet none of the WMR hmds isolated can beat the 5.24% of Rift CV1. If all hmds in the WMR category were isolated and singled out, surely Rift CV1 would be 5th. 

Doing the math based on 131 mill active Steam users, we get 2.5 mill active VR hmds on Steam - and about 132.000 active Rift CV1 users. Not bad. And for each active hmd, there are many more inactive out there. I would not be surprised if we got more than 500.000 working Rift CV1s worldwide. Many may also not be used for Steam. 2c. 

Oculus Rift CV1, Valve Index & PSVR2, Asus Strix OC RTXâ„¢ 3090, i9-10900K (5.3Ghz), 32GB 3200MHz, 16TB SSD "Ask not what VR can do for you, but what you can do for VR"
Inspiring
September 8, 2023

Yeah, the Beyond is definitely not a good choice for multiple users, and many will pass on it for that reason. I know someone who has a dev kit, and he says he doesn't use anything else after getting the Beyond, and Thrillseeker said the same thing. I'm done buying VR headsets that need a wire to play on PC, but the cable on the Beyond is small and easy to maneuver.

The CV1 stats are really not that impressive to me, especially when you look up and see the Quest 2 as the leader. I think it's still a good headset, but going from the CV1 to the Index made me forget about the CV1 entirely. It's like getting out of a pinto and stepping into a Ferrari. That and being in the Facebook Ecosystem. I was happy to ditch Facebook seeing as they ditched us with kicking PC VR users to the curb and throw in the terrible customer service with people not being able to get a simple cable, because they stopped making them so soon. I got lucky because I have friends with multiple dev kits and headsets, and they went through multiple CV1's and realized you needed to secure the cable to the headset, which is why I never had an issue, but millions of users were not as lucky and ended up with a CV1 brick.

So, I think you have some rose tinted glasses glasses on when talking about the CV1, sure it was a great headset initially, but the lack of support after 1 year of release with people with broken cables and bricked headsets. You can do a simple search and find a ton of upset people who basically bought a 800 dollar paperweight. You personally shouldn't have to google anything, since you have been here for a long time. The cable issue and the fact that they dropped the CV1 as quick as they could still sits poorly with me. The PC VR wing of Oculus is what made it possible for the Quest to be so successful in the first place, and you can see by the stats you listed, people are still using these headsets to play PCVR games. 

The only reason I came back to these forums is because the Quest 3 with Wifi 6e actually fits into what I personally want in a VR headset right now, and since the Quest series is so popular, I can count on getting support for it for at least a few years, which is all I ask. And, you can't beat the pricing. Otherwise, I wouldn't give "Meta" the time of day, because of everything I have personally seen them do over the years. Definitely not going to gush over a headset they kicked to the curb and left millions of users out to dry.

RuneSR2
RuneSR2Author
Honored Contributor
September 8, 2023

I'm confident I do not wear rose-tinted glasses, lol. Had Index since summer 2019. Try to read the first post in this thread - it contains a description of the strengths of the CV1, even compared to the Index.

See my post 04-30-2023 02:41 AM. Try these games with Index and CV1, and let me know what you think 🙂 Is Index still shining in Lost Ember, Gloomy Eyes, Stormland (Ultra settings with TAA)? - And do give Ferd a run too: 

https://store.steampowered.com/app/2057830/FERD/

Enjoy Robinson the Journey too - having trouble increasing the blurry res with Index? That's because the in-game res slider only works with native Oculus drivers. Not all Oculus exclusives can be Revived.

I think my glasses are very clear.

Also do not forget buying "Hello Neighbor VR" on Steam - how is it using CV1 and Index? Better with the Index - now try to pick up any item 😉 

My CV1 works perfectly since 2017 - even the headphones work. Never had issue with the cable, but I do take great care of things.

Oculus/Meta did support CV1 from 2016 to 2019, I would not call that a short time, even if being able to buy replacement parts for a longer time would have been appreciated. And the CV1 still is supported today for the software. 

My PSVR2 has been collecting dust since July, but I used my CV1 yesterday. The CV1, fueled by the power of the RTX 3090, still is able to provide awesome experiences - and some experiences cannot be done by for example the Index. 

Oculus Rift CV1, Valve Index & PSVR2, Asus Strix OC RTXâ„¢ 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
September 10, 2023

For those having a slow Sunday, maybe looking for some nice content for the CV1, I recently found the old app The Homestead - it's free on Steam:

 

 

More info here:

https://store.steampowered.com/app/731950/The_Homestead/

https://timeandhistory.com/the-homestead/

The Homestead isn't that old - it's from 2019. Still seems to be made with temporal antialiasing (blurry using Index, sharp with CV1). The app supports native Oculus drivers for optimal performance - I did feel that CV1 looked and performed better than Index, because I did not need to push res that high with CV1 to get nice image quality and good performance. Sure Index res 500% wins - but then I'm down to 27 fps, lol. 

The Homestead is like a visit to a very small museum - it's a massive 25GB for very few rooms - but give it a try if you'd like to experience some art today, but don't want to leave home 🙂

A few screenshots, not my best, but might give a few impressions:

All is 3D - note the reflections in the floor - you got full locomotion and can teleport too

 

Some art - you can toggle a voice (guide) to get a brief description of some pieces

 

You'll find a few sculptures too - you can choose between low, medium and high settings for graphics. This is high

 

Note the light reflections from the windows in the glass - but this does put much strain on your gpu 🙂

 

Mostly modern art is in The Homestead - not really sure what this  painting is about, and pink... 🤔   

 

When apps and games start to use extremely realistic and demanding graphics, I've found that a low-res hmd like CV1 has many advantages - because I do not need to push res as much to get acceptable image quality and nice performance. Like The Homestead, therefore I also use CV1 instead of Index for the Riese Project (Unreal Engine 5 ith Lumen and Nanite, the extremely heavy stuff, lol):

 

 

https://store.steampowered.com/app/2142400/The_Riese_Project__Prologue/

Devs recommend a RTX 3090 or better for Riese Project, and they are not trying to be funny. Fortunately, the game looks great using CV1 ss 1.8, and 45 fps ASW 2.0 is my friend, not my enemy ðŸ¤— Also do not go beyond CV1 ss 1.8 (about 15 mill pixels per frame combining both eyes, this also goes for other hmds), as this will cause graphical glitches and artifact due to restrictions within the game engine - so ss 2.0 (and beyond) does not work correctly. Riese Project uses OpenXR, so remember to set OpenXR to the Meta Desktop App, not to Steam. 

Oculus Rift CV1, Valve Index & PSVR2, Asus Strix OC RTXâ„¢ 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 8, 2023

For the (according to Steam) still numerous Rift CV1 users there's still no reason to feel left behind. Even though Meta succesfully has totally killed the Rift Store by giving it no love or sales for years, Steam is still going strong. 

Recent games and apps with full native Oculus driver support include:

 

Resonite (new social platform where you can get a new Home)

Resonite on Steam (steampowered.com)

https://communityforums.atmeta.com/t5/VR-Experiences/Resonite-VR-just-launched-a-great-alternative-to-Horizon-Worlds/td-p/1089362

 

 

Crossfire: Sierra Squad (awesome game, currently the most sold game on PSVR2, it even beat Beat Saber 🙂)

Crossfire: Sierra Squad on Steam (steampowered.com)

https://communityforums.atmeta.com/t5/VR-Experiences/Crossfire-Sierra-Squad-might-be-the-best-VR-arcade-shooter-and/td-p/1079533

 

 

New free movie Aonar (only supports Oculus hmds - does not work with my Valve Index)

Aonar on Steam (steampowered.com)

 

Hellsweeper (supports native Oculus drivers, will fully integrate in the Oculus library)

Hellsweeper VR on Steam (steampowered.com)

 

With Rift CV1, oled does provide less washed-out colors, and some SDE better hides the many low-res Quest textures - compared to lcd hmds like the Index. The game is using OpenXR drivers which provide optimal performance for the CV1. This is a Quest port though with new shiny surfaces and some dynamic shadows - I refunded, but many seem to like the game. 

 

Hello Neighbor VR (full native Oculus drivers, does not support my Valve Index)

Hello Neighbor VR: Search and Rescue on Steam (steampowered.com)

https://communityforums.atmeta.com/t5/VR-Experiences/Hello-Neighbor-VR-Search-and-Rescue-looks-great-with-PCVR-also/td-p/1071688

 

Do not underestimate Hello Neighbor VR - it got many bad ratings on Steam due to only supporting Meta hmds. It's a solid 8/10 - maybe even 9/10 - with the Rift CV1. Feels like Maniac Mansion VR, where you have to switch between different kids to solve puzzles and free your trapped friend.

 

Btw - The combat sim DCS also supports native Oculus drivers:

DCS World Steam Edition on Steam (steampowered.com)

 

A few models like the Apache helicopter AH-64D fully supports Touch, but many planes do not work properly without HOTAS. You get two free planes for a start (the DCS base game is free), and the old plane (can't remember its name) does work perfectly using only Touch - and you can also fly the other free jet plane (SU-25), but cannot shoot (but much like the MSFS2020 🙂 )

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