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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 πŸ˜‰ 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 πŸ˜‰


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! πŸ™‚

200 replies

RuneSR2
RuneSR2Author
Honored Contributor
June 28, 2024

It seems the latest V66 update destroyed Rift CV1 controllers tracking in several games - to me it seems only to affect the OpenXR games, while the games I tested using the old native Oculus drivers still worked perfectly. 

Now, two files seem to be the cause of this - and the solution may be to download these old V65 files and replace the fauly V66 files:

https://drive.google.com/file/d/1NTNEmk9haSYgvTSUZ31MVZST8Ehq74z8/view?usp=sharing

https://drive.google.com/file/d/1cmNFi1XKp-GrAQY5PVvyoV8dOGIOp0YQ/view?usp=sharing

Following the advice from this Reddit users:

Download the above LibOVRRTImpl64_1.dll and LibOVRRTImpl32_1.dll

"Then replace maybe first just the one with 64 in the name. See if that works. I did the 64 and 32 files, but Nexusmtz said only the LibOVRRTImpl64_1.dll was bad. If that doesn't work, then do the LibOVRRTImpl32_1.dll file as well. Or be lazy like me and just replace both. Location: ProgramFiles/Oculus/Support/oculus-runtime folder.

I have re-installed 3 times now, so if you are like me, can't hurt to try. The good thing about this method, Oculus doesn't seem to see the older files requiring an update. So, since I did this, Oculus has not auto-updated."

https://www.reddit.com/r/oculus/comments/1dnb20g/bought_a_new_pair_of_touch_controllers_rift/

EDIT: I just tested the above and it works!

Oculus Rift CV1, Valve Index & PSVR2, Asus Strix OC RTXβ„’ 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
June 29, 2024

Well, I guess there's always a snake in paradise. So changing the files will give you your controllers back - but it will take away your ability to super-sample. The Debug Tool will no longer work as it expects the dll from V66, and Oculus Tray Tool will be disabled. 

So I could now play Riven, but it was a blurry mess and not worth playing. Madison was better, and of course this only matter if you do super-sample. I super-sample to the max - and without that, gaming with the CV1 is close to ruined for me.

Note - very important - with the V66, controllers are disabled only using Meta's OpenXR driver, and this only affects new games or SteamVR games - all my good old exclusive Oculus games using native Oculus drivers are still working perfectly with V66. SteamVR games supporting the old Oculus drivers - like the new Pirates: Jolly Roger demo - will still work too. Only OpenXR games seem affected - but we also have many OpenXR games in the Rift Store, like Pistol Whip, my controllers are dead in that game too. The issue affects both Unity and Unreal Engine games etc. 

Some say you may be able to change the SteamVR OpenXR driver from using the Meta OpenXR driver to using the SteamVR OpenXR driver - this must be set in Steam - this should bring back your controllers too, but SteamVR will cause about 20-25% performance loss compared to using Meta OpenXR. 

Guess Meta needs to fix this mess asap. 

Oculus Rift CV1, Valve Index & PSVR2, Asus Strix OC RTXβ„’ 3090, i9-10900K (5.3Ghz), 32GB 3200MHz, 16TB SSD "Ask not what VR can do for you, but what you can do for VR"
June 29, 2024

Hi Rune

Have you tried the Oculus tray tool to get the SS working, and are you on V66, as my PC updated to V67 earlier today, so hopefully things will have improved.

RuneSR2
RuneSR2Author
Honored Contributor
June 30, 2024

Btw, it is possible to perform a full roll-back, probably to V62 - find the needed files and instructions here:

https://www.reddit.com/r/dcsworld/comments/1bnspf6/recent_oculus_vr_bug_fix/

Note this is of course done at your own risk - it seems to work for most, while other experienced some problems. So do make a backup of affected folders before proceeding. 

For now I'll await the V67. 

Currently I still prefer oled and the Rift CV1 image quality in MADiSON VR, and having no controllers is a big loss, lol (=making the game completely unplayable). As many may know, Rift CV1 looks sharp with temporal antialiasing (TAA), while TAA is very blurry with lcd hmds. Now, DLSS is using TAA, and that's why DLSS is so blurry with lcd hmds - and why Rift CV1 looks much greater and more sharp with DLSS. So I'd expect Rift CV1 ss 2.0+ to shine also in Riven - if I could play that game with some super-sampling and controllers πŸ˜‰

Oculus Rift CV1, Valve Index & PSVR2, Asus Strix OC RTXβ„’ 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 22, 2024

Just got home after vacation and got the v67 update. Happy to tell that the Rift CV1 is working perfectly again, and I could play Riven VR for the first time.

Riven VR supports DLSS for performance, and DLSS uses temporal antialiasing (TAA). TAA looks blurry with lcd hmds, but is very sharp with Rift CV1. Riven VR ss 2.0+ looks amazing with Rift CV1 - really wonderful that we can use an 8 year old hmd and still get the most awesome VR experiences. 

Oculus Rift CV1, Valve Index & PSVR2, Asus Strix OC RTXβ„’ 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 22, 2024

The Vanishing of Ethan Carter was removed from Steam in May 2024, but it still works if you bought the game before its removal. I have the original unpatched CV1 version and also bought the SteamVR version to support the devs. 

For the first time I just tried the SteamVR version, which needs a gamepad to work, while the CV1 version supports Touch. I greatly dislike using a gamepad. Also super-sampling more or less fails in SteamVR, unless you deactivate in-game antialiasing - and with no antialiasing even using in-game res 130% and SteamVR res 500% with the Index, jaggies are easy to spot. 

Where am I going with all this? My point is that the game truly only shines in VR with Rift CV1, where super-sampling works perfectly and the SDE causes TAA to look sharp. It's a night vs. day difference even compared to Index res 500% . 

To me, The Vanishing of Ethan Carter to this day is one of the best VR adventure games I have ever played, and it still looks stunning - the screenshots show Rift CV1 ss 2.5 (27 mill pixels per frame):

If you have the original unpatched Rift CV1 version, do not patch it - rumor has it (see the reviews in the Meta PCVR store) that after patching the game it will no longer work. 

I do fear it's just a question of time before Ethan Carter will be lost to VR, and I do feel fortunate having completed the game using Rift CV1 + Touch. It was one of the first games my oc'ed GTX 1080 was able to run with ss 2.0 in solid 90 fps. The original VR versions were made for Vive and Rift CV1, both hmds have significant SDE and oled panels, but making the TAA look sharp. 

 

The Rift CV1 version with Touch support does not work with Revive.

Oculus Rift CV1, Valve Index & PSVR2, Asus Strix OC RTXβ„’ 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 22, 2024

This is a perfect example why folks should be making clones of their current drives so that they may be able to play their games in perpetuity. There may come a time when a fresh OS install is required and you're no longer able to download your games from the meta store. There may come a time when a software upgrade to the meta link app renders some of your games unplayable. Who knows, you might be saving a little bit of PCVR history for posterity.

# Oculus home nostalgia

August 13, 2024

Andron827  neptunae  the Oculus installation download cache files from 2017 can now be found here.

Oculus Installation Files Download Cache 2017 : Oculus Studios : Free Download, Borrow, and Streaming : Internet Archive

The homes package with configuration .bat files which just make it easier to use, can be found here.

Oculus Rift home 1.0 environments and avatar editor apps : Oculus studios : Free Download, Borrow, and Streaming : Internet Archive

Andron827
Participant
August 13, 2024

Thanks for that! I downloaded both archives. Do you also happen to have the unity project (not just the exe)? I realize it's quite dated but I have updated several early unity projects before including materials scripts shaders pipelines lighting etc... 

August 13, 2024

Sorry my friend, this is all I have. I believe the .exe can be unpacked to get to the individual files. But it would take extra software and experience to do that.

RuneSR2
RuneSR2Author
Honored Contributor
September 8, 2024

Seems native Rift CV1 apps still are arriving, lol - latest is this one:

 

Find it here: https://store.steampowered.com/app/2806890/STAY_ALIVE_MY_SON/

 

Devs do give this warning: "MUST USE OCULUS HDMI + OCULUS LINK CABLE & WIN 10!!! You must use of Windows 10 for optimal performance and consistent frame rate. Despite the use of higher end graphics cards, WIN 11 does not work as well due to its architecture and incompatibility with higher graphics in VR. Windows 11 is NOT recommended". 

Now, which hmds would qualify as Oculus HDMI? πŸ˜„ Yup - first recommended hmd is the Rift CV1. This app seems totally baked with temporal antialiasing (TAA), the performance was horrible with the Index - really unplayable, especially when having to force very high res to reduce TAA blur with lcd hmd. 

My two lessons learnt with Stay Alive My Son

1) Don't bother if you do not use the Rift CV1 - you'll need it for acceptable image quality, performance and oled. Native Oculus drivers are supported - SteamVR does not even start. 

2) Don't pay for full price - it's surely not worth more than 50% of the full price. I got 50% reduction at the summer sale. 

It's highly unoptimized, 45 fps using Rift CV1 ss 2.0 is kinda the max for an oc'ed RTX 3090 - very few times I got 90 fps. Often I got less than 45 fps - so yes, you'll need that RTX 5090 Ti for this game - and that's just using the Rift CV1. 

Still this is a slow experience, 45 fps or even lower is OK. I guess you could think of this app as unoptimized garbage - and it is - apart from not being garbage:

 

 

Graphics are nice/good - you got detailed dynamic shadows, some high-res textures and realtime lighting. The story is very touching and saddening, but a great and important one. Devs recommend for the hardware:

  • OS: WINDOWS 10
  • Processor: Intel Core i9 13900K
  • Memory: 64 GB RAM
  • Graphics: NVIDIA RTX 3080
  • DirectX: Version 12
  • Storage: 40 GB available space

- and the part with the RTX 3080 is no joke πŸ™‚

Consider this app a walking sim for adults (no porn, nudity, but this is not a story for kids). The story takes about an hour to complete, maybe a little longer - you got full locomotion, and the story is mainly told using some 3D-ish vids like in The 7th Guest VR, but using much lower quality for the vids. 

Oculus Rift CV1, Valve Index & PSVR2, Asus Strix OC RTXβ„’ 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 22, 2024

https://store.steampowered.com/app/2550040/Subside/

Note that there's a free demo on Steam, if you want to try the game before considering a purchase. 

SubSide is the highest-rated PCVR exclusive so far this year (97-98% positive ratings), and it supports native Oculus drivers πŸ˜€ Using the Rift CV1, SteamVR does not even start, quite awesome!

More about SubSide here:

https://communityforums.atmeta.com/t5/VR-Experiences/SubSide-the-best-ever-underwater-VR-sim-Right-now-98-positive/m-p/1242244

The game works really great with the Rift CV1, maybe thanks to oled. And as the Rift CV1 SDE is most easily seen using red colors, the SDE is very limited in this blue/green water-colored game. You can see that far underwater, and remember that Rift CV1 really has great res for nearby objects? - SubSide ticks many boxes to make this a really awesome Rift CV1 experience. The quality of SubSide is so high that the game/sim may have been in developement for many years - which could explain the native Oculus drivers. Being made by a solo developer, I would not be surprised if the game has been in the making for 5-6 years or so.  

In short, and having tested the Rift CV1 thoroughly in the game - you'll get a premium experience using the Rift CV1 in SubSide, especially pushing ss to 2.0 - 2.5 if you can. Apart from swimming with this fish, the game has many calm levels:

Oculus Rift CV1, Valve Index & PSVR2, Asus Strix OC RTXβ„’ 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 27, 2024

Another game I've recently tested with the Rift CV1 and which works great is Max Mustrad:

 

https://store.steampowered.com/app/922490/Max_Mustard/

Note that devs didn't provide screenshots of the PCVR version on Steam, but used screenshots from the very low-end Quest version - you can find many images from the greatly enhanced PCVR version here:

https://communityforums.atmeta.com/t5/VR-Experiences/Max-Mustard-the-premium-version-is-now-released-for-PCVR/td-p/1252955

The game lacks antialiasing, but due the the SDE when using the Rift CV1, jaggies are nicely but not totally reduced. Using some super-sampling is recommended if you got a fast gpu. 

The game is not very demanding - if you have an old GTX 1060, you should be able to run the game just fine, this is a Quest port after all. And of course Steam has a 2 hours return window if you do not like the game.

Compared to SubSide, Max Mustard is a bright game and looking for distant objects does reveal the limited Rift CV1 panel res - still you're constantly in motion in Max Mustard reducing the impact of lower panel res, and if you like Lucky's Tale, Mustard is a must-have. 

The Steam version uses OpenXR drivers, so you'll get optimal performance with the Rift CV1. The game feels like made for the CV1 Touch controllers. 

Screenshot taken while wearing the Rift CV1 - but using ss 2.5 

Oculus Rift CV1, Valve Index & PSVR2, Asus Strix OC RTXβ„’ 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
November 9, 2024

So we got Metro Awakening:

 

Now, maybe some Rift CV1 owners are thinking that the game looks good, and wish for a more high-res lcd hmd - like the Quest 3 or maybe some Pimax hmd. Here CV1 users can take a deep breath and relax. 

Some key points about Metro Awakening:

1. It's a cheap Quest 2 port with tons of ugly low-res textures.

2. It's an extremely dark game.

3. It uses TAA for default antialiasing (FXAA is there too, but looks worse than TAA, and TSR (Temporal Super Resolution) tanks even the 4090s). 

On Steam, many are crying about the game being so dark they can't see anything.

I tested the Rift CV1 in the game last night, and the difference is substantial coming from using the Valve Index (lcd). I rarely needed to turn on the head lamp anymore. In some stealth scenes, where I could not turn on the light, I could suddenly see many details (boxes, shelves, other assets), where I could not see anything using lcd (Index):

A nice example - how much can you see here with lcd like Quest 2-3 and Index? Almost nothing. But you can see everything using the Rift CV1 - like shelves, boxes, and the laser light coming from an opponent's gun 


Fun thing, when I changed back to the Index I did it in a semi-lit location, where I could see everything with the CV1. Going back to the Index, about half of the scene was now just black - couldn't see any details before turning on the head lamp. Much the same thing in MADiSON and other very dark games.

With the Index/lcd I constantly rely on my head lamp, while you get really great night vision with oled - I did appreciate not having to frequently charge the head lamp, even if it may feel more realistic having to do so...

Actually the SDE in the Rift CV1 made the very low-res textures look better:

 

The ultra-low-res Quest 2 textures stick out like a sore thumb - notice the jacket and the extremely low-res textures. But the CV1 SDE is your friend - fooling our brains and letting low-res textures look much more high-res 


TAA also looks sharp with the Rift CV1 and always did, while TAA looks blurry with lcd. Therefore it's a strange choice for the devs to use TAA instead of MSAA. If I didn't know better, I'd say the game looks like made for the CV1, textures look good, oled is awesome and the TAA is very sharp. I'm using extreme super-sampling with the CV1 though - ss 2.5 (27 million pixels per frame combining both eyes) and get solid 90 fps with the RTX 3090.

Here are some screenshots I took while playing - and a few more comments:

Some scenes do look great - but have little life and close to no physics. The opponent AI feels quite limited

 

Very low number of polygons make npcs look like a 25 years old PC game

 

Gun models are nice though - the PCVR version is enhanced with some high-res textures

 

Another great thing about the PCVR version is that we're getting nice dynamic shadows - as seen here, you get no dynamic shadows in the Quest 2-3 version

 

An example of the dynamic lighting - only available in this quality in the PCVR version. There is no realtime lighting in the Quest version

 

There is much violence in the game - but with low-poly cartoony npcs it feels much less realistic than in real high-end PCVR games

 

Most of the game is very dark - and benefits greatly from the CV1's oled panels

 

I'm going to drop the Index for this game and will be using the Rift CV1 going forward. Also many colors and surfaces look kinda fake with lcd - but look much more real with oled. I remember crawling through ventilation tunnels with metal walls, where the metal looked like plastic with lcd - but those wall really look like metal with the CV1. 

Dark games with TAA and low texture res are like made for the Rift CV1 πŸ™‚ 

Oculus Rift CV1, Valve Index & PSVR2, Asus Strix OC RTXβ„’ 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
November 22, 2024

Seems the first great Rift CV1 game next year will arrive 14 Jan 2025:

 

Devs write on Steam: 

  • VR Support: SteamVR, Oculus Quest, Oculus Rift S, Oculus CV1

Not many mention the CV1 anymore - and I do not think devs did that by any kind of mistake. Note how they only mention Oculus hmds - they do not even use the word "Meta". 

The game has been in development at least since 2018 or 2019, and back then Rift CV1 ruled the VR world. 

I tested the playable demo using both Rift CV1 and Index, and due to blurry TAA and performance, Rift CV1 looked and played much better than Index (lcd). 

The playable demo totally felt like made for the Rift CV1, and I doubt the devs will have time to re-work the code for newer lcd hmds. Find the game here:

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

Btw, Rift CV1 was also a life-saver for Metro Awakening - that game looks horribly Questified with the clarity of the Index lenses, but Rift CV1 gave me night vision due to oled, SDE made the ultra-low-res Quest textures look more high-res, temporal antialiasing (TAA) looks sharp and non-blurry with CV1, and the sound in the Rift CV1 headphones is really great too with the deep bass effect (not even Index can do that). Same for MADiSON, where DLSS looks totally non-blurry with the Rift CV1 and provides tons of extra performance. 

Sometimes I do think how much VR really has progressed in all those years, when I end up preferring the Rift CV1. 

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