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Distribute and grow

Get Started Developing with Rift S

Develop with Rift S

Powered by an Oculus Ready PC, Rift S delivers unparalleled immersion with the flexibility of inside-out tracking. It features inside-out tracking 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 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 (deprecated)

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.

Ensure success on the Meta Horizon Store

We offer numerous resources to help you submit and publish your Rift S app on the Meta Horizon Store. The following documentation pages are a great place to start as they outline the technical and content focused publishing requirements.
Content Guidelines: The high level requirements for the content of your app, with a focus on ensuring a safe experience for users.
Rift Virtual Reality Checks (VRCs): A technical checklist for what is required to be accepted to the Meta Horizon 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.
We look forward to checking out the immersive reality you’ve created as you look to submit + publish your app on the Meta Horizon Store!

Rift Platform: Hardware specifications

See below for a detailed list of Oculus Rift S technical specs. You can also check out the specs for our Meta Quest devices here.

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

All in One or PCVR? Hear from Bruce Wooden of the Oculus Content Team as he helps you understand the platform audiences, technical considerations, and tips for scoping your next VR project.
In this Facebook Connect Presentation, we provide a series of recommendations to improve your app, including design considerations for accessibility, the latest updates on Mixed Reality Capture, and feature enhancements to the Developer Dashboard.
Discover how to enable social connections and unique experiences by leveraging a number of our platform solutions.
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