Oculus today addressed a longstanding concern with the Rift VR headset by announcing that the consumer model would feature a physical IPD adjustment. The company also says that they’ve made the headset more comfortable for those with glasses.

Although the company has supported software-based IPD adjustments ever since the launch of the Rift DK1 development, the consumer Rift will be the first VR headset from Oculus to include a physical IPD adjustment, allowing the distance between the lenses to correctly match each user’s interpupillary distance—the distance between the eyes.

Ensuring that each lens is directly aligned with the user’s eyes is critical for clarity and comfort of the VR experience. While a bulk of the population falls within a fairly tight IPD range around the 63mm mark, IPD has been measured as small as 52mm and as large as 78mm for males (and up to 76mm for females). For these outliers, using a VR headset with a mismatched IPD can be quite uncomfortable, making it more difficult to align the unique image that’s displayed to each eye. One intrepid early adopter created IPD adapters for the Rift DK1 and DK2.

oculus-rift-cv1-full (enhanced)

The interesting design of the inside part of the Rift near the lenses, which appears to make ample use of cloth-like materials, didn’t seem particularly telling of an IPD adjustment. Nevertheless, today Oculus confirmed at their pre-E3 ‘Step into the Rift’ event that the slider spotted on the bottom of the consumer Rift headset was indeed an IPD adjustment, as some had suspected. It would seem that the cloth area may bend and flex, allowing the headset’s lenses to move freely.

SEE ALSO
'Minecraft' to Drop PSVR Players Next Year, Leaving PSVR 2 Support Very Doubtful

oculus-rift-cv1-bottom-switch (enhanced)The company hasn’t said exactly what range of IPD the headset will be able to accommodate. It also remains unclear if the Rift will support an eye-relief adjustment, allowing users to increase or decrease the eye-to-lens distance. Both the Oculus Rift DK1 and DK2 development kits had such an adjustment, but the consumer version of the Rift doesn’t outwardly appear to share the feature.

See Also: HTC Vive Setup Guide Reveals IPD, Eye-relief Adjustments, and More

Those with glasses will also be happy to hear that the headset has been improved for spectacles, Oculus CEO Brendan Iribe said, as he and founder Palmer Luckey both sported glasses on stage.

Oculus has long acknowledged the desire of glasses wearers to be able to use the Rift without interference from their prescription frames. The company provided a few different lenses to help alleviate focus issues for those with certain eye conditions and alternatively suggested the use of contacts.

At least one man was so bothered by not being able to see the Rift’s display sharply that he opted for laser eye surgery.

oculus-rift-cv1-back

Oculus didn’t reveal specifics about how the headset would be better for those with spectacles other than saying that they’d “evolved the form factor to better accommodate glasses.”

The ideal solution for glasses wearers would be a diopter adjustment, allowing no glasses to be worn, but enabling users to adapt the lenses to their exact vision prescription. Oculus, like its other major competitors (Valve and Sony) has not included a diopter adjustment on the Rift VR headset.

Newsletter graphic

This article may contain affiliate links. If you click an affiliate link and buy a product we may receive a small commission which helps support the publication. More information.


Ben is the world's most senior professional analyst solely dedicated to the XR industry, having founded Road to VR in 2011—a year before the Oculus Kickstarter sparked a resurgence that led to the modern XR landscape. He has authored more than 3,000 articles chronicling the evolution of the XR industry over more than a decade. With that unique perspective, Ben has been consistently recognized as one of the most influential voices in XR, giving keynotes and joining panel and podcast discussions at key industry events. He is a self-described "journalist and analyst, not evangelist."
  • Paulo Cunha

    Guys, what about the FoV? I haven’t heard about it yet. Will it be the same as DK1/ DK2 ?

    • Ben Lang

      AS Don mentioned, unconfirmed and very clearly not specific by Oculus.

      • Darshan Gayake

        You will have opportunity to try it at E3 2015 for sure.

        Will you please check for SCREEN DOOR?

        As i suspect being just near FHD it might be same as DK2 if not better. For me when i tried DK2 most unpleasant thing (deal breaker) was screen-door.

        Though i understand to run AAA class experiences which do not look shabby when compared to other games of same era and processing power withing reach of moderate gaming rig (Which is still heavy on configuration or price on ‘normal user’)
        they have to keep it around FHD. but after DK2 level of magnification or 110Degree FOV. it was looking pixeleted.

        So what revolution they brought for CV1, How it is fairing against DK2 Optics is thing i am very very eager to know. Can you differentiate from Crescent Bay display fidelity?? (Though i guess optics may be different from DK2 but same as CB)

  • dashmaul

    Hopefully it’s the same or a bit larger than DK1’s

    • Darshan Gayake

      And more crisp and screen door free than DK2..

    • Darshan Gayake

      And more ScreenDoor free than DK2..

  • Don Gateley

    They clearly avoided and exact specification of FOV. That could mean that they are afraid of a bummer or that they want to surprise. Who knows.

    What I want to know for assessing the requirement for glasses is the distance from the eye to the virtual image of the screen. That’s important to know because if you can’t read at that distance, due to either myopia or presbyopia, you’ll need glasses for this.

    • crim3

      It may be “at infinite”, like in DK1 and DK2

  • philowerx

    IPD adjustment is major!!! I have above average InterPupillary Distance at 75mm IPD. VR Sickness & diminished FOV have been a huge issues. Hopefully they’ll provide IPD adjustments on the next GearVR too!

  • Plantium

    Is that a proximity sensor on the inside-top of the Rift ? (take a look at the main picture of this article)..
    I don’t know if it is a good idea to include a proximity sensor in the headset to turn off the screen while not in use .

    • nobillygreen

      I’ve also been trying to figure that out. You’re the first person, other than myself, that I’ve seen mention it. My guess is either a proximity sensor OR they’re just putting in a window so eye-tracking can be installed in the future? But it’s probably just a proximity sensor so it knows if it’s being worn or not.

      • Plantium

        Well , looking at it again , it seems like the end of the head strap.. although it might still be a sensor , I can’t tell..
        Anyway , adding a proximity sensor wouldn’t cause any harm as I guess, it would be neat if you put on the headset and the menus pop up without the need to run anything manually..

      • Plantium

        And I don’t think it is the best place for holding eye tracking , either it is the end of the head strap , or a proximity sensor..

  • Curtrock

    After today’s keynote, I laugh in the general direction of all the “too little, too late” Oculus/FB haters predictions of a FAIL, for the Rift. I suppose they will add the partnership with the “other” great satan (Microsoft) to their “flawed” list of reasons why Oculus will fail. I’m glad Oculus isn’t focusing on tech specs anymore, as it is time to move past that. Each new iteration of future Rifts will get better FOV, resolution, etc. Although analyzing/debating specs is fun for tech nerds like myself, presence has been achieved. Period. Considering we have the Rift, AND all that the VIVE/SteamVR system has to offer, VR fans have much to rejoice.

    • Darshan Gayake

      Using XBOX controller is indeed very wise move.

      Windows is Platform of choice for CV1, Microsoft makes windows and XBOX controller is most best fine tuned device when you play controller favoring games in windows. i had bad time trying play Fable, Fable3, Saints Row,Mortal Kombat X with PS3 controller and Xpadder.

      Xbox controller widely supported on many AAA titles. there are over 500 games on the list. Including some of best so far rift titles like
      Elite Dangerous
      Euro Truck Simulator 2
      Which could be more controller of choice then this. Buying in BULK from MICROSOFT and Including as standard accessory also makes great sense.

      For me presence means also less screen door and crispy visuals, Former will be there i doubt…

  • spark

    I have to disagree with this comment – ” The ideal solution for glasses wearers would be a diopter adjustment, allowing no glasses to be worn, but enabling users to adapt the lenses to their exact vision prescription. ”

    There are many people who suffer from astigmatism. Some may not even know they have it. This can be an insidious optical defect that causes blur and cannot be corrected with a simple dioptre adjustment.

    Astigmatism can be different in either eye as well, so allowance for a prescription lens will be necessary no matter how good the adjustments are.

    • Darshan Gayake

      What can be done for people who have short sightedness of different power in both eyes? Independent Diopter Adjustment?
      Allowing to wear corrective specs within Device is wise idea to avoid more moving parts in unit, thus avoiding tinkering frustration of laymen.
      (Though i doubt laymen will buy this sort of thing until it get dame popular, But isn’t it they are targeting?)

    • Aaron Hill

      Hey guys,
      It caught my interest when you mentioned this as I work in Optics.
      You’re right, it will be a problem especially for those who have an astigmatism. While at the current stage from what I’ve been reading on VR Technology there’s no current solution for those affected by Astigmatism. Until they have an insert that allows you to add prescription lenses it will be an issue. However, depending on a person’s prescription that alone may not solve the problem as factors such as interpupillary distance will also affect the users vision. It’s a very complex situation with many factors involved. At this point in time as a person that works in Optics, my suggestion to anyone with a high script (with or without an astigmatism) should wear contact lenses (if possible). They’ve come a long way in the last 10 years and it should mean they’ll get the best experience with the headset. One would expect as VR Technology becomes bigger they will have companies that will specialize in custom fittings and lenses that will work with the headset. But that will come later as they come up with better solutions.

  • kendoka15

    I hope the design doesn’t allow the glasses to rub on the lenses if they’re a bit loose on your face

  • Cor

    I stopped reading through the article as the flashing ad on the site of the page distracts me the whole time