These have been redesigned for both the Rift S and the Quest in order to help the Insight tracking cameras operate more accurately, which they do, in spades. The last area that needs discussing in this review is that of the hand controllers. That said, when connected to our Cintiq Engine Xeon it ran perfectly smoothly when in Quill, Medium and the obligatory Beat Saber. Performance is harder to rate on the Rift S because it’s a tethered system and therefore relies on the system it’s attached to, unlike the self-contained Quest. We’re not sure we could tell the difference between the two but others have raised concerns about the possibility of motion sickness, and Oculus itself has said that might affect a few users. Worrisome for some users will be the slightly slower refresh rate, which is down 10 to 80Hz. It is noticeable but slight, and our impression is that the overall viewing experience is improved more by the reduced ‘barn door’ effect than the resolution. The resolution has increased to 1,080 x 1,440 per eye, which is a reasonable hike on paper that never quite feels like the increase it should. Although there have been some changes to the displays themselves, overall things don’t feel worlds apart from where we were a few years ago. Inside the Rift S things feel pretty much par for the course. The rubber used for the bands feels less grippy, so spending some time getting the initial fitting right is well worth it. ![]() Smaller changes abound too, with some material updates and a different fastening mechanism that’s more akin to a bicycle helmet, making for a more secure fit in less time.
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