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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

AspenJag
Participant
April 4, 2024

I own three of these CV1's, my original 6 years in use one and two new in box and a new set of controllers. I love the CV1!

Games Developer and Shader Wizard. Headsets: DK1, DK2, CV1, Rift S, Quest 1, Quest 2, Quest Pro, Quest 3, Pico 4, 8KX, Index
RuneSR2
RuneSR2Author
Honored Contributor
April 5, 2024

Welcome to the club - my original CV1 from 2017 is still going strong including the headphones, everything is working. But I don't put all eggs in the same basket - so I do have another CV1 including new cable for backup. Tested it 2 years ago, I think the colors were better - but no need to change just yet 🙂 I have a spare sensor too, but did not buy extra controllers, maybe I should have... 

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 21, 2024

Hellblade VR is on Steam sale, 90% off - and was made for oled hmds, especially the great Rift CV1. The game has been in my backlog since 2018, have been playing like 25% through the game, then kinda forgot about the game. But with an RTX 3090 or better, the game totally shines - and I started playing again, But there is one level where you have to find your way in the darkness - and using Index with default brightness, I was truly blind. But devs did design the level so that you could see something - you're not supposed to be totally blind, which LCD will make you (but try to increase brightness to the max). 

Or better, get your Rift CV1 - that's what I did last night - and then you can actually see pretty good in the darkness, much like this video shows:

 

With Rift CV1, you can perfectly see in the Hellblade darkness - LCD will provide a much bigger challenge. Now, in the daylight, Hellblade does profit a lot from more high-res hmds, but when the night comes, you got no better friend than the CV1. The difference really is like day and night, lol 😎

If you do not use Rift CV1 (ok, or original Vive, Vive Pro and Big Screen Beyond) - good luck staying clear of the giant flesh-eating monsters in the darkness of Hellblade 😬 😨 

Then of course - it's not that scary using lcd in the gray fog of nothingness, at least you'll never know why you suddenly died and got eaten 😇 😅

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 4, 2024

Another awesome game for the Rift CV1 has arrived, namely MADiSON VR. While PSVR2 owners rejoice having oled panels, Meta also gave us that with the Rift CV1 🙂 More about the game here:

https://communityforums.atmeta.com/t5/VR-Experiences/MADiSON-VR-one-of-the-best-and-scariest-VR-experiences-ever-The/td-p/1190161

https://store.steampowered.com/app/2414550/MADiSON_VR/

The game uses OpenXR drivers and you'll get optimal performance with Rift CV1. The game looks extraordinarily great using Rift CV1, and seems designed to hide the SDE by not using many red colors - or it could be a coincidence. It's one of the best looking Rift CV1 games ever - oled does shine, sound is awesome with the CV1 headphones and deep bass. I'm considering using the Rift CV1 instead of the Valve Index for this game - and that really says a lot. 

Also using LCD, you can clearly spot when the game lowers the res (using auto-res like in Alyx), as jaggies become easy to spot - but not using Rift CV1, I rarely see any jaggies due to auto-res, it's a much more coherent and uniform experience. 

That's the thing about Rift CV1, yup it's getting old, but in some special cases it's still the best you can get - or close enough. As shown here using screenshots taken by the devs, the game is very dark and does profit from oled. You can perfectly play the game using LCD hmds too, even if you often can't stop thinking if there are things in the dark you cannot properly see due to lcd being too bright - this way have deep oled blacks can have a calming effect as you know nothing is hidden, you can see it all. 

Examples of the dark locations in MADiSON VR - and oled does shine much more than LCD in such games

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 7, 2024

The CV1 facial interface was/is one of the most comfortable facial interfaces on a VR headset. Sadly, after 7/8 years the foam is degrading, and the foam adhesive is losing some of it's stickiness. 

VRcover do a replacement facial interface but it leaves a large nose gap and the PU leather cushion is not that comfortable. AMVR also do a replacement facial interface which has nose light blocker but the PU leather cushion is also not that comfortable.  AMVR now do a facial interface for the Quest 3 which contains an 'ice silk' cushion. (The ice silk cushion can now be bought separately or as part of a cheaper interface)

The AMVR CV1 facial interface plus the ice silk cushion is possibly one of the most comfortable interface combinations available for a VR headset.

 

RuneSR2
RuneSR2Author
Honored Contributor
May 12, 2024

Fun thing - another really great-looking VR game is coming later this year - and at least for now, it only supports the Oculus Rift 😁 (But we all know it takes at least 4 years to make great games - maybe even 6 or 7)

 

VR SUPPORTED

The game includes an optional VR mode using Oculus VR, which allows you to play the entire game using an Oculus VR headset and Oculus Touch controllers.

 

SYSTEM REQUIREMENTS

MINIMUM:
    • Requires a 64-bit processor and operating system
    • OS: Windows 10
    • Processor: Intel Core i7-1185G7
    • Memory: 8 GB RAM
    • Graphics: Intel Iris Xe Graphics G7
    • DirectX: Version 11
    • Storage: 4 GB available space
    • VR Support: OpenXR + Oculus Rift with Oculus Touch 😉

https://store.steampowered.com/app/2402650/Rustys_Day_Off_Episode_One__Janitor_on_Duty/

It's this game - looks very awesome-ish to me, but we need to see the final game, I've been hurt by great trailers before 😎

 

 

Screenshots:

 
 
 
 
 

 

Of course, devs may support Quests too later, but let's just enjoy this moment for what it's worth 😊

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"
TheAntiSocializer
Honored Contributor
May 23, 2024

I need to get my hands on a Rift one of these days so I can test it out to the fullest extent. It'd be so exciting!

Sometimes it's okay to be a little Bing Chilling
May 31, 2024

@TheAntiSocialiser

There are some very good deals on ebay for Rift CV1 headsets. I bid on one as a potential fixer-upper which was claimed to 'not show a display' and sounded like it had a cable issue. I won it for £2.42 (3.08 USD) plus postage.

 It turned up in very good condition, the cable is mint and there's still the protective cellophane strips covering the headphone arms, so it had been well looked after.  It also had 2 sensors and both hand controllers.

If you look at the image you may notice the lack of cableage going into the headset.  Once the cable was inserted it all worked perfectly.  

TheAntiSocializer
Honored Contributor
May 31, 2024

Oh wow I might need to look into that if they're going pretty low there, thanks for the heads up! 

Sometimes it's okay to be a little Bing Chilling
RuneSR2
RuneSR2Author
Honored Contributor
May 25, 2024

One should think the Rift CV1 was pretty much dead now - but nothing could be farther form the truth (unless you got a Quest 1 set up for PCVR, but then you only get 72 Hz I think). 

This is because some devs take many years to make a game - or maybe they just optimized for PSVR2. Dark horror games profit immensely from oled - and most devs test primarily for Meta hmds even on Steam, because that's what most users have. But how can you get Meta PCVR with oled? 🤔 😁

OVRDark launched a few days ago on Steam, and it's also out for PSVR2:

https://store.steampowered.com/app/2299950/OVRDARK_a_Do_Not_Open_story/

Even if the game looks AA-ish, it's made by indies. They did not test the game with the Valve Index, and also not Vive hmds, and the game is unplayable due to misaligned VR hands - unless you use a Meta hmd 🙂 The game works perfectly with Meta hmds. 

Unfortunately, the game feels too dark for lcd - feels like a game optimized for oled. What to do? - I switched from Index to the great Rift CV1, and with the Rift CV1 the game works flawlessly. I can see so many things I could not with lcd - and controllers and menu buttons now work perfectly. The game supports Meta OpenXR, so performance is optimal with Rift CV1.

Also, many of the textures do look dated (slightly low-res) with lcd like Index, but look more high-end thanks to the SDE using Rift CV1. I'm staying with the Rift CV1 for this game - the game looks great forcing ss 2.5 (27 mill pixels per frame combining both eyes).  The first puzzles in the game do feel dated and simple too - kinda feels like a game having been in development for more than 5-6 years...

It's not a bad game in any way with the Rift CV1, I'd rate it 7.5 - 8/10. Here are a few screenshots I took while playing:

 

This is true PCVR with many settings for graphics

 

Environments can look great:

 

Textures are generally fine - and some close to awesome:

Note the ground textures here

 

Hand textures look nice-ish too:

 

We got nice dynamic shadows:

 

- and often the game is so dark, you really need oled - you do get a flashlight though, but it's still far from the pleasure of using oled:

Using oled, you can see all details and objects in this room - with lcd not so much

I still remember going down a staircase, which was totally black - I could not see the steps. That was using Index/lcd. Using Rift CV1 I suddenly could see all steps, and some wooden textures - and I noticed many things I never did with LCD, like blood stains on the floor. Using oled for this game is a game changer. 

Same reason I've dropped lcd for MADiSON - I like to see what's moving in the dark before it's 2 feet away from me.           

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"
TheeScientist
Honored Contributor
May 30, 2024

I really want to try out a Rift to see what it can do. It sounds like it would be a lot of fun! 

Don't worry be happy.
June 8, 2024
RuneSR2
RuneSR2Author
Honored Contributor
June 14, 2024

After I don't know how many years (6? 7?) there is a free playable demo of Pirates VR: Jolly Roger:

https://store.steampowered.com/app/1443620/Pirates_VR_Jolly_Roger/

- and devs published this 360 degrees vid (only the first few seconds are from Jolly Roger):

 

Teaser trailer:

 

Looks like a massive game - just one major issue, it works perfectly with Rift CV1, but not with most other hmds, lol. My take from at post on Steam:

"Game works perfectly - but only with the Rift CV1, not with my Index. The demo even supports native Oculus drivers, does not even need OpenXR.
Seems to me this game has started its development in the great old VR times 🙂
With an oc'ed RTX 3090, I'm down to ss 1.5 for solid 90 fps with the Rift CV1, but using Ultra settings. You need 1:1 fps:hz for optimal head tracking, like 90 fps in 90 Hz. Going much beyond 12 million pixels per frame combining both eyes may be too much for an RTX 3090 to handle. This means the performance is not good, the game may profit much from DLSS.
There may a great VR game hidden here, but also quite a lot of work left for the devs."

 

I took these screenshots wearing the CV1:

Looks much the same as Bootstrap Island, and that's extremely positive 🙂

 

View distance is vast - all is 3D, and you can go there in search of treasure

 

Water looks great 

 

I've had days like this dude too - I mean, like waking up Sunday morning after way too many beers... 

 

Realtime lighting (sunshine)

 

Found treasure - but can't get that dam* thing to open! 

 

Your parrot is your guide in the beginning of the game - and talk to you 

 

Not proud of stealing from the dead, but I need that gold more than he does!

  

I'm so happy that exclusive highest-end Rift CV1 content still is being released 😉

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"