Showing results for 
Search instead for 
Did you mean: 

The "Why I Still Love My Oculus Rift CV1 in 2024" Thread

Grand Champion


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 ;))


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) 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 Ark Park, Robinson the Journey, Asgard's Wrath and Stormland, enabling TAA using a lcd hmd easily creates a very blurry image quality. Like having your eyes dropped with liquid butter - or something. Using TAA 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 does not cost a lot of gpu performance. Having to replace TAA 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


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! 🙂

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"

139 REPLIES 139

If I could get the old original Homes from 2017 back, all would be good enough for me. I never wanted another home than the original default home:

Sometimes - after a long day at work - it was just great being there listening to the fire and the running water. 

And today all would be better than the white grid of pure nothingness. 

Much effort went into the first Homes - this could make or break VR. The awesome work done by the original designers should not be underestimated or forgotten, but cherished and shared. 

I'll never forget the first time I put on the Rift CV1 - really not expecting anything, and then being blown away by the experiences - and also the platform including the Home. I liked it much more than my Steam Home. If only I still could say that, sigh. 

Also rekindles memories to see Valkyrie in the Store in the above image - I'd say that Valkyrie, which also is dead now (taken down by the devs, Meta is not to blame for this), was much ahead of most VR sci-fi flight sims we have today, double sigh:


PS. Note than we did fight for Valkyrie, but lost:

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"

Heroic Explorer

I've uploaded the files to dropbox for the original oculus home and avatar editor. Here are the links.

Clicking on the .exe files runs the oculus/meta runtime and after a few seconds you're in the home or avatar environment.   If you start off in the 'Cityscape' home with the radio and the Koi pool you will need to go into the registry and create a new DWORD.  It's very easy to do. 

Type regedit into your search bar and click on the regedit utility to open it.

Go to - Computer\HKEY_CURRENT_USER\SOFTWARE\Oculus\Home

Right click on Home and new and create a new DWORD (32 bit) Value

Name the new DWORD EnvironmentIndex

Give the EnvironmentIndex a Value data of 0

When you next fire up the home software you'll be in the home with the wrinkly rugs and the fire pit. This also auto generates a new DWORD called RUG_STATE, changing the Value data of this to 1 or 2 defines whether the rug has wrinkles or not.

Changing the EnvironmentIndex Value data to 1 changes the home room back to Cityscape.

The text below can be copied into two notepad text files. If you rename the file extension from .txt to .bat these files now become batch files which quickly and easily allow you to toggle between the two homes with a single click on the desktop.

(Notepad file name - Change to Cityscape)

REM Modify the EnvironmentIndex value in the registry
REG ADD "HKEY_CURRENT_USER\SOFTWARE\Oculus\Home" /v EnvironmentIndex /t REG_DWORD /d 1 /f
echo EnvironmentIndex value updated successfully!


(Notepad file name - Change to Classic)

REM Modify the EnvironmentIndex value in the registry
REG ADD "HKEY_CURRENT_USER\SOFTWARE\Oculus\Home" /v EnvironmentIndex /t REG_DWORD /d 0 /f
echo EnvironmentIndex value updated successfully!


 also below are the two lots of text that can be pasted into notepad and the notepad files renamed as .bat

These batch files allow you to toggle between the two rug states without having to enter the registry again. You may initially have to tidy the RUG_STATE DWORD name in the registry to remove any letters/numbers so it just reads RUG_STATE

After that, just running the batch files wrinkles/dewrinkles the rug.



@echo off
REM Modify the RUG_STatE value in the registry
echo RUG_STATE value updated successfully!




@echo off
REM Modify the RUG_STatE value in the registry
echo RUG_STATE value updated successfully!



Four Rift CV1s, Quest 2, Quest 3.

Great thanks - just got the files - looking forward to try it! Also thanks for the elaborate instructions. 

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"

If you want to interact with the cityscape environment, to turn the transistor radio on or change the channel or make the plant pots jump, then the headset becomes the pointer.  Look at the item you want to interact with and then press any of the touch controller buttons which will make the interactive items work.

Four Rift CV1s, Quest 2, Quest 3.

Grand Champion


This kinda used to be the scenario - but @oculusness deserves a medal by bringing back what I thought had been completely lost. For the first time in about 6 years, I'm back into the Home I never wanted to leave - but was forced to leave as it was deleted from the Oculus Desktop app:


This screenshot is taken using Rift CV1 ss 2.5, or 27 million pixel per frame combining both eyes. So by far not the image quality you'd get starting the Rift for the first time in 2016-2018. The new Homes 2.0 were introduced in June 2018:

The original Homes 1.0 were more simple, I believed also used for GearVR, but nicely enhanced for PCVR:



See the nice real-time reflections in the water - and the high-res textures. you can even see the thread and stitches in the pillow to the bottom left


Another user once mocked me for caring about this old Home - and especially the carpet - but this carpet is awesome and has tons of details:


Looks real enough for me. This must be the "rug state" with the wrinkles - which I greatly prefer 🙂 Also the wrinkles increase the poly count 


There is no locomotion in the Homes 1.0, but you can move all over by using your real-world feet:


Just have to watch the Rift CV1 tether walking around 🙂 


A few more screenshots:





Note sure the Homes 1.0 look dated, using CV1 ss 2.5 the image quality is way beyond what any mobile gpu can render today. 

Btw, I started up in Cityscape first, never was may favorite Home, but it does not look bad - nicely animated fish swimming in the water:


Note the real-time reflections in the water - plants and vases etc. are high-polygon models, although the environment is much limited in size compared to Homes 2.0





Even today this would be considered nice PCVR graphics, right?


I do have some mixed feelings, being able to run this software today also shows that if Meta/Facebook/Oculus wanted, they could easily have made a Homes 1.0 app in the Rift Store - for all of us missing these Homes. 

Maybe some think it's funny, but I literally spent hours, maybe even days, in Homes 1.0. Often I would just sit there while new games and apps downloaded - or also just to relax after a long day at work. Taking away what was given and appreciated without asking, is not great customer service. Especially when it turns out it's so incredibly easy running the Homes 1.0 even today. 

Again, @oculusness thanks for the effort, you're a true hero! 

Now, let's see if I can Revive this thing to run it with big fov and 45 million pixels per frame, lol 🤓

Also if we somehow could run the Homes 1.0 as Homes in the current version of the Meta PC Desktop app, it would be so much better than the current white grid of emptiness, maybe one day... 

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"

Hold onto your hats...... there's also a dark theme linked to the time the PC is set to.

Four Rift CV1s, Quest 2, Quest 3.

I think my hat just blew off there, lol - but a nice touch, maybe also to better show the oled blacks of the CV1, which aren't much exposed in daylight. 

This thread is about the CV1 - but I can shortly mention that the Homes 1.0 can be Revived if wanted. The Homes 1.0 do integrate with the Oculus Desktop app, and are much easier to start compared having to inject Revive every time, so I think I'll keep the old Homes 1.0 primarily to use with the Rift CV1. Also these Homes were only available for Rift CV1 - when Rift-S arrived, Homes 1.0 were gone and replaced with Homes 2.0 - thus the nostalgia with Homes 1.0 primarily belongs to the Rift CV1 (also Index res 500% did look great, but I'm really fine with CV1 ss 2.5). 

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"

Grand Champion

Forgot to post these images taken while wearing the CV1 - this game named Phantom: Covert Ops is my Splinter Cell VR, even if I'm not walking 🙂


I'm no expert on algea floating in water, but this looks amazing



See the fine ripples/patterns in the water? I really only notice them using oled



The game shines with oled - and was made for the Rift CV1 - dark places like this really are ruined using lcd hmds



Note the real-time lighting and water reflections


Meta/Facebook/Oculus really did try - they made the most immersive computer experiences ever known, but still VR did not sell. Problem is that you need to buy a VR hmd to experience this - and to have a gaming PC. Also many are prone to nausea in games like this. 

To me Phantom: Covert Ops is a 10/10 using Rift CV1 ss 2.5 in solid 90 fps with maxed out in-game graphics settings. And sadly I'm one of the very few in the world who has played the game using the correct hmd and optimal settings for graphics. 

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"

Original home 'Cityscape' dark theme (night) images 



Four Rift CV1s, Quest 2, Quest 3.


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