The Oculus developer devices are designed to deliver the best performance possible for application developers. This document provides you with information needed to understand what the devices are capable of and what resources are available to the developer.
PC-Powered vs All-In-One Devices
The Oculus Rift and Rift S require that you to connect them to a VR capable PC for compute and rendering. The Oculus Go and Oculus Quest headsets are standalone devices that do not require an external PC. These standalone headsets are powered by Qualcomm Snapdragon mobile processors running an Android-based OS.
3DOF vs 6DOF
The Oculus Go headset comes with one 3 Degree-of-Freedom (DOF) controller to track controller orientations. However, the Oculus Go headset will not track controller positions in space. The Oculus Rift, Rift S, and Quest headsets are equipped with two 6DOF controllers that support both orientation and positional tracking. The 6DOF capabilities allow you to integrate virtual hands to interact with VR environments.
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
Default SDK Color Space: Rec.2020 gamut, 2.2 gamma, D65 white point
USB Connector: 1x USB 3.0
Tracking: Inside out, 6DOF
Audio: Integrated, in-strap
CPU: Qualcomm® Snapdragon 835
CPU Notes: Developers have access to 3 gold cores that can run at a max frequency of 2.3 ghz
GPU: Qualcomm® Adreno™ 540 GPU
GPU Notes: The GPU availability is capped at 710 MHz if Guardian is on automatically, otherwise capped at 670 MHz. The TimeWarp, Guardian System, and application will have access to the GPU. However, TimeWarp and Guardian System will have priority and take approximately 2 milliseconds per frame to process.
Memory: 4GB total
Lens Distance: Adjustable
Oculus Go
Panel Type: Single Fast-Switch LCD 2560x1440
Supported Refresh Rate: 60 or 72Hz
Color Space: sRGB/Rec.709 gamut, 2.2 gamma, D65 white point
USB Connector: 1x USB 2.0 Micro-B
Tracking: None, 3DOF only
Audio: Integrated, in-strap
CPU: Qualcomm® Snapdragon 821
CPU Notes: Both the developer and OS have full access to 2 gold and 2 silver cores located in the CPU. In the game integrations, we recommend developers to force the game and render threads to be bound to the gold cores to optimize performance.
GPU: Adreno 530
GPU Notes: The TimeWarp, Guardian System, and application will have access to the GPU. However, TimeWarp and Guardian System will have priority and take approximately 2 milliseconds per frame to process.
Memory: 3GB total
Lens Distance: Fixed
Play Area Recommendations
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.
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 Go
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 Quest
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.
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.