Develop with Oculus Rift S

Powered by an Oculus Ready PC, Rift S delivers unparalleled immersion with the flexibility of inside-out tracking. It features Oculus Insight, the technology which maximizes tracking volume with no need for external sensors, and Passthrough+, utilizing Oculus runtime advancements to enable users to view what’s happening around them without taking off the headset.

The Rift S features the same SDKs and documentation as the original Rift, and is a good place to begin if you are just getting started as a VR developer.


Start developing for Oculus Rift S with these documents, videos, and tutorials

As you look to develop for the Rift S, be sure to review the following technical docs, guides, and other learning material to help you get started with the PC VR platform.

Unity 3D

Unreal Engine

Native Engine


Unity + Oculus Learning Course: VR Development, Design, and Publishing

We have partnered with the team at Unity to offer a free, 11-unit learning experience for those getting started with VR development, design, and publishing. The course includes helpful materials and documentation, covering topics like UI best practices, building your first VR app, spatialized audio, performance optimization, go-to-market strategy and more.

If you’re familiar with Unity and excited about learning how to develop VR games + apps, this is an ideal opportunity for you to get started or polish your VR developer skill set: Unity + Oculus: Design, Develop, and Deploy for VR.


Ensure success on the Oculus Store

We offer numerous resources to help you submit and publish your Rift S app on the Oculus Store. The following documentation pages are a great place to start as they outline the technical and content focused publishing requirements.


Oculus Content Guidelines: The high level requirements for the content of your app, with a focus on ensuring a safe experience for Oculus users.

Rift Virtual Reality Checks (VRCs): A technical checklist for what is required to be accepted to the Oculus Store. We highly recommend that you review these checks early in the development process.

Developer Policies: The legal policies + guidelines which all developers must follow.


Along with the above, Unit 11: Go To Market Strategy of the free Unity + Oculus learning course offers a section covering Submission To The Oculus Store. This includes high level steps to submit your app, how to test your app with the Developer Portal, private distribution with Oculus Keys, and more.

We look forward to checking out the immersive reality you’ve created as you look to submit + publish your app on the Oculus Store!


Rift Platform: Hardware specifications

See below for a detailed list of Oculus Rift S technical specs. If you haven’t already, check out the Get Started Page for how these compare with the Quest and Go.

Oculus Rift S

  • Panel Type: Single Fast-Switch LCD 2560x1440
  • Supported Refresh: 80Hz
  • Native Color Space: sRGB/Rec.709 gamut, 2.2 gamma, D75 white point
  • Default SDK Color Space: Tuned to replicate Rift native color space
  • Display Connector: DisplayPort 1.2
  • USB Connector: 1x USB 3.0
  • Tracking: Inside out - 6DOF
  • Audio: Integrated headphones in-strap and microphone
  • Lens Distance: Fixed
  • External compute required: PC minimum requirements and system specifications

Oculus Rift

  • Panel Type: Dual OLED 1080x1200
  • Supported Refresh: 90Hz
  • Native Color Space: Between Adobe RGB and DCI-P3 gamut, 2.2 gamma, D75 white point
  • Default SDK Color Space: Same as native color space, linear gamma (or native sRGB)
  • Display Connector: HDMI 1.3
  • USB Connector: Minimum 2x USB 3.0. Additional tracking sensors allowed on USB 2
  • Tracking: Outside in - 6DOF
  • Audio: Integrated over-ear headphones and microphone
  • Lens Distance: Adjustable
  • External compute required: PC minimum requirements and system specifications

Playspace recommendations

Oculus Rift S

Room scale play: The user should have a 9ft x 9ft space with at least a 6.5 feet x 6.5 feet playable area free of obstructions. The Rift S has a 5m cable connecting the headset to the computer delivering the VR content.

Seated and stationary play: The user should not be required to move beyond reaching with arms or leaning from the torso. For seated play, the user will be seated in a chair.

Oculus Rift

Room scale play: The user should have a 9ft x 9ft space with at least a 7 feet x 5 feet playable area free of obstructions. The Rift has a 4m cable connecting the headset to the computer delivering the VR content.

Seated and stationary play: The user should not be required to move beyond reaching with arms or leaning from the torso. For seated play, the user will be seated in a chair.

Video resources to help you get started

Discover how to enable social connections and unique experiences by leveraging a number of our platform solutions.

Learn more about the tools we provide to enable a range of locomotion comfort techniques, and how to leverage these plugins and tools in Unity, Unreal, or your native engine.

Get a better understanding for the suite of Oculus VR hardware, how their audiences differ, and how you can improve your odds of success when looking to submit your app to the Oculus Store.