Meta Oculus Rift vs Meta Oculus Rift S

Every spec side by side, from each maker's published figures.

Better figure, where one is clearly better

Oculus Rift compared with Oculus Rift S
MetaOculus RiftMetaOculus Rift S
Overview
ReleasedMarch 2016May 2019
Display
Resolution per eye1080 × 12001280 × 1440 (better)
PanelOLEDLCD
Refresh rate90 Hz (better)80 Hz
Display detailsTwo OLED displays; 1080 × 1200 per eye at 90 Hz. Physical display specifications from Meta's Rift developer overview.Single fast-switch LCD with 2560 × 1440 physical pixels overall; 1280 × 1440 per eye, at 80 Hz. RGB subpixel structure (Road to VR).
LensesHybrid Fresnel lenses (Tom's Hardware); no manufacturer horizontal field-of-view figure usedFixed lens spacing; no manufacturer horizontal field-of-view figure used
Lens spacing (IPD)Physical lens and display spacing adjustment, 58–72 mm (Tom's Hardware); Meta confirms adjustable lens distanceFixed physical lens spacing of 63.5 mm; software IPD setting. Oculus describes 61.5–65.5 mm as the best user fit range, as reported by Road to VR; this is not a mechanical adjustment range.
Tracking and input
Eye trackingNoNo
Hand trackingNoNo
Controllers in the boxYesYes
Colour passthroughNoNo
SensorsConstellation external camera tracking of infrared LEDs on the headset; six degrees of freedom. Launch package has one sensor, with additional sensors needed for broader room-scale coverage (Tom's Hardware). No eye tracking or controller-free hand tracking.Oculus Insight six-degree-of-freedom inside-out tracking; five headset cameras (Road to VR). No external tracking sensors, eye tracking or controller-free hand tracking.
ControllersOriginal March 2016 package includes Xbox One controller and Oculus Remote; Touch motion controllers launched separately on 6 December 2016. Later retail bundles may differ.Two Touch controllers with tracking rings above the hands, included in the package (Road to VR)
PassthroughNo built-in passthrough camera (Tom's Hardware)Monochrome stereoscopic Passthrough+ camera view for setting Guardian boundaries and seeing surroundings (PCWorld and Road to VR)
Performance
WorksNeeds a PC or consoleNeeds a PC or console
ConnectionsCompatible PC required; HDMI 1.3 and USB connections, with external tracking sensors also connected over USB. Meta specifies a 4 m headset cable and a minimum of two USB 3.0 connections; additional tracking sensors can use USB 2.0.DisplayPort 1.2 and one USB 3.0 connection to a compatible PC; 5 m headset cable. Supplied Mini DisplayPort adaptor; HDMI-only laptops are unsupported (Tom's Hardware).
Design
BatteryNone (powered by a PC or console)None (powered by a PC or console)
Weight (headset)470 g (better)561 g
AudioIntegrated microphone and removable on-ear headphones; no headset audio passthrough socket for replacement headphones (Tom's Hardware)Integrated headband speakers and microphone; 3.5 mm headphone socket (Road to VR)
StrapThree-point adjustable strap with spring-loaded side arms; 470 g excluding the detachable cable, weighed by Tom's Hardware and reported as matching Oculus's specification. WIRED measured 495 g without stating whether its cable was excluded.Halo headband with rear adjustment dial, top strap and sliding visor; 561 g without cable according to Tom's Hardware's exact-model specification table
In the boxLaunch package has headset with headphones and microphone, one sensor, Xbox One controller and Oculus Remote; PC and Touch controllers separateHeadset, two Touch controllers and Mini DisplayPort adaptor; no external sensors required

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