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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"

141 REPLIES 141

Heroic Explorer

Random beautiful images off the interweb.


More can be found here 

Four Rift CV1s, Quest 2, Quest 3.

Grand Champion

After I don't know how many years (6? 7?) there is a free playable demo of 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"

Grand Champion

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:

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."

EDIT: I just tested the above and it works!

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"

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 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"

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.

Four Rift CV1s, Quest 2, Quest 3.

I'm still on V66, no update yet, I've reverted back to the V66 files, super-sampling takes precedence 🙂 Have you tested if controllers work again in OpenXR with V67?

Fun thing, OVRDark still works, the game must be using the old Oculus drivers 🙂

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"

I think most of my games are mostly oculus originals, so the hand controllers all work in the games I have.

hopefully the V67 PC software rollout is less random and sporadic than the mobile version.

Four Rift CV1s, Quest 2, Quest 3.

Ok, I got the V66 a few days ago, may take more time for me before the V67 arrives.

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  Well, I hate to say it but my Rift cv1 is now back in its box.  I was only using it with my old retired gaming laptop (Alienware 17r4 with i77700/gtx1060 6Gb/32Gb ram).  Plus, it never worked with my i913900k/rtx4090 pc anyway.

I’ve now replaced it with my Q2 with Kuject powered link cable.  

Overall this works better than my old cv1.  Blacks aren’t as good but the clarity is better thanks to its higher resolution screen.  Everything is also working fine with V66 and it’s nice not to need to need any external sensors.

With my main i913900k/rtx4090 pc I’m now mainly using my Q3 for standalone and wireless PCVR using Air Link.  I’m mainly using my QPro with sims using an official link cable connected to my z790mb usb3.2 type-c port.  This maintains my QPro headset battery at +80% for a very long time (+6hrs).

I also still have a +4.5yo Vive Pro1 (amoled screens, Etsy gear vr lens mod, and index controllers).  This still works very well and I still use it with some darkish apps.  Actually a lot better than my cv1 ever did (less mura and SDE).  For the most part my QPro with local dimming handles darkish environments almost as well and has better clarity, with less SDE.  I am looking forward to seeing if Meta releases a QPro2 with high resolution micro oled screens in the next year or two, but for now I’m happy to live with what I have.

So, end of the Rift cv1 era for me.  Likewise my long retired Quest 1.  I hope you and others manage to squeak a bit more life out of yours.  Bye and best cheers mate.

i9 13900K water cooled, RTX4090, Z790 MB w/wifi6e, 32Gb 6400 ram, 2x2TB SSD, 1000W PSU, Win 11, QPro, Q3, w/Link and Air Link, Vive Pro1 with Etsy lens mod and Index Controllers

Grand Champion

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

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 😉

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"