Graphics and video
For a list of games, see List of VR games.
1080 x 1200 per eye. Total resolution of 2160 x 1200. 90 Hz Low Persistence OLED, 110° FOV.
The Oculus Rift uses the Oculus Sensor camera to track the headset and Touch controllers positional via Constellation tracking. 1x Oculus sensor allows for seated play with an Xbox One Controller or Oculus Remote. 2x Oculus Sensors allows for standing with Oculus Touch controllers. 3x Oculus Sensors allows for room-scale tracking with Oculus Touch Controllers.
Integrated headphones and microphone. Headphones can be replaced with earphones.
4m cable, Hardware adjustable IPD and Proximity sensor.
Comes in the box, can be used to play simple movies and experiences that don't require interaction or gameplay.
Comes with a wireless Xbox One Controller and Xbox Wireless Controller Adapter for Windows.
Oculus Touch comes with an additional Oculus Sensor, and can be either be bought separately from the Oculus rift, or brought together in the Oculus Rift + Touch bundle. they use positional tracking , and have a thumbstick, trigger, grip analogue, two face buttons and a system button. The thumb and the index finger are positionally tracked.
Oculus Rift Development Kit 2 aka DK2 was the second release of the headset for developers. Supports seated and standing positional tracking. It is still supported within Oculus Store, and can be used with an Xbox One Controller to play non- touch controller games.
960 × 1080 per eye. Total resolution of 1920 x 1080. 75Hz Low Persistence OLED. 100° FOV.
Positional tracking with Oculus DK2 IR Camera via Constellation tracking.
Oculus Rift Development Kit 1 aka DK1 was Oculus' first release of a headset. It only supports rotational tracking, o positional tracking, thus it can only be used for seated and a few standing rotational experiences. It not supported by the Oculus Store.
640 x 800 per eye. Total resolution of 1280 x 800. 60Hz High Persistence LCD. 110° FOV.
Rotational tracking only, using Gyroscope, Accelerometer and Magnetometer.