Vous êtes sur la page 1sur 47

Oculus Rift CV1 Teardown

Teardowns provide a look inside a device and should not be used as disassembly instructions.

Featured Guide
This guide has been found to be exceptionally cool by the iFixit staff.

Oculus Rift CV1

Released March 2016, the Rift CV1 is the first consumer-targeted virtual reality headset by Oculus.
We've had our eyes on Oculus since the beginning, having dismantled (and successfully re-mantled) both development
versions of their VR headset. But today, we've got the real deal: the final, consumer-ready, OMG-it's-finally-here Oculus Rift.
After four long years of development, what changed? What stayed the same? And can we put it down long enough to actually
take it apart and find out?

Grab your tools and join us around the teardown table, because the future is now. We're tearing down the Oculus Rift.

Like what you see? Make us your virtual friend on Facebook, Instagram, or Twitter.


 Phillips #1 Screwdriver
 T3 Torx Screwdriver

 Plastic Opening Tools

 Spudger
Step 1 — Oculus Rift CV1 Teardown
Step 1 — Oculus Rift CV1 Teardown
 We've had two prerelease versions on our teardown table, so we're excited to see what tweaks this Rift has in
store. Here's the scoop so far:

 Two OLED displays with a combined resolution of 2160 x 1200

 90 Hz refresh rate

 Accelerometer, gyroscope, and magnetometer

 360-degree headset tracking via Constellation IR camera

 Horizontal field of view greater than 100º

The Rift's custom VR motion controllers, known as Oculus Touch, will be ready later this year. Perhaps we'll tear
them down at that time, if we're not hopelessly lost on the Grid.
Step 2
Step 2
 Improving the VR experience means improving the head tracking—and tracking means dots. Lots of dots.

 Infrared dots, to be precise; they're generated by tiny LEDs embedded in the headset. You'll never see them
during normal use, but our infrared camera sees all—just like the Oculus' tracker, known as "Constellation."

It's called Constellation because it looks like you're wearing a star chart on your face.

 Turn your head around, and you're still being tracked. Unlike its predecessors, the latest Rift has IR LEDs in the
front and the back. You can spin in circles and never break immersion—until you trip over the cord.
Step 3
Step 3
 This is definitely the sleekest Rift yet—lightweight, impressively comfortable, and now with earphones built right
in for maximum immersion.

 A thick foam frame attempts to minimize the effects of Oculus Face. It's simply attached with clips.

 Fewer screws means less weight!

 With the frame removed, we can unplug the spinal cord single cable from the head-mounted display.

 The cable management has really seen some impressive evolution across the generations of Rift.
Step 4
Step 4
 Removing the adjustable earphones couldn't be easier.

 An embedded flathead barrel nut secures the speaker arm, and spring contacts connect it to the wires in the
headband. Sweet!

 We've seen our share of expensive, un-repairable, nigh-impossible-to-disassemble earphones, so this is a

welcome surprise.

 Especially considering these lil guys are prime damage targets should your headset "fall" to the ground
following a rough PvP match.
Step 5
Step 5
Stretchy black lycra surrounds the lenses, covering a thin plastic frame. This dustproof fabric cleverly protects
the Oculus' innards, while still allowing the adjustable lenses some freedom to move.

 The frame also contains a small anchor point for the over-the-head strap.

 But how to remove it? We're momentarily stumped—until our teardown engineer finds the hidden interior clips
that secure the frame. After a few well-placed flicks of the spudger, it's free.

 With that, we pop our Kato mask off the Oculus for our first real peep inside!
Step 6
Step 6
 The DK2 prototype used a single 1080p display panel yanked from Samsung's Galaxy Note 3. But this time,
something's different...

 Instead of a smartphone display, Oculus has doubled your order! Two displays, mounted right to the lenses,
adjustable with this knobby thing!

 Until the day the eyePhone drops, this will do.

 What's this? Looks like a face-detector an ambient light sensor, present to check if you're wearing the Rift, or
perhaps to adjust display brightness to account for extra light leaking into the headset.
Step 7
Step 7
 Lifting off the cowling reveals a couple standard-issue ribbon cables. The extra slack lets the eyepiece
assemblies wiggle around and move back and forth to adjust the interpupillary distance, or IPD (that is, the
distance between your eyes).

 Three more ribbon cables attach the LED control board to the IR LED array, webbed around the inside of the
headpiece housing.

We don't particularly love fiddly cables connecting two halves of our hardware, but at least they're nicely
labeled for reassembly... More on that later.

 Here's the meat of the Oculus!

Vegetarians please note: we found no actual meat in the Oculus.

Step 8
Step 8
 Leaving the meat for the main course, let's take a peek at the salad LED array.

 Those fiddly cables connect to a set of three IR LED arrays: Top, Bottom, and Strap heading up the rear.

 Each LED is labeled, and D8 through D10 are hanging out near a lone "hidden" microphone. What's that for, we

Future features like in-game chat, voice commands, or ambient noise volume adjustment are good bets.
Step 9
Step 9
 The top of the lens assembly hosts the motherboard. And chips!

 Toshiba TC358870XBG 4K HDMI to MIPI Dual-DSI Converter

 Cypress CYUSB3304 USB 3.0 Hub Controller

 ST Microelectronics STM32F072VB ARM Cortex-M0 32-bit RISC Core Microcontroller

 Winbond W25Q64FVIG 64 Mb Serial Flash Memory

 Nordic Semiconductor nRF51822 Bluetooth Smart and 2.4GHz proprietary SoC

 CMedia CM119BN USB Audio Controller

 Bosch Sensortec BMI055 6-axis Inertial Sensor

Step 10
Step 10
 Separating the lens assembly reveals the custom, non-Note, larger-than-lens-aperture display!

 These OLEDs measure in at 90 mm apiece, for a resulting pixel density of ~456 ppi. In contrast, the display on
an iPhone 6s Plus comes in at 401 ppi, while the Galaxy S7 is a cut above at 576 ppi.

Given that pixel density, an average user would need to be 8 inches from the display for the pixels to
become indistinguishable. The Rift's fancy optics make the display look much farther away to the user—but
also much bigger, surrounding you with pixels.

 So for now at least, individual pixels are still very much visible, or ''indivisual," a technical term that we just
made up.
Step 11
Step 11
 Where prior Oculus Rift kits shipped with interchangeable circular lenses (left), the CV1 uses a single set of non-
removable, asymmetric lenses (right).

 A closeup of the CV1 lens reveals these concentric rings, a telltale sign of Fresnel lenses. These cleverly
manufactured lenses do the same job as the thick, bulging, curved plastic lenses seen in prior Rifts—using thin
arrays of concentric prisms that weigh far less.

The Fresnel lens yields the same large viewing angle and short focal length, but with a fraction of the
material—which is exactly what VR needs. It all has to go into a brick-sized device you can strap to your
face for hours, without putting a strain on your poor neck muscles.

 Bonus round: by varying the size and shape of the concentric prisms, Oculus was able to fine-tune the lens for
this specific application, minimizing spherical aberrations (or distortions) that may result from a traditional curved
lens. This probably explains the asymmetric shape.
Step 12

Step 12
 But wait—if Fresnel lenses do away with the bulging curves of traditional lenses, why are these lenses curved?

 Turns out, Oculus went a step further down the optical tunnel, and manufactured hybrid Fresnel lenses.

 These lenses are made up of concentric prisms of uniform thickness (like any other Fresnel lens). But an extra,
sloping layer is added to the back of the lens, creating a shape that mimics a traditional curved lens—and
allowing the focus to vary along the vertical axis of the lens.

That's why the Rift instructs you to focus the headset by simply pushing it higher or lower on your face.
Look through a different part of the lens until you find the focus suited to your eyes. Bingo, no more three-
sets-of-lenses Rifts.
Step 13
Play Video


Step 13
 We interrupt this teardown for a Science Party. Dim the lights, fire up the smoke machine, and bring the laser

 So when you put it all together, what does a lens in a VR headset actually do?

 For the VR experience to be realistic and not cause great discomfort, you need the optics to do two things:
magnify the display so that you can't see the edges (which would kill the immersion), and focus the display at
optical infinity.

That last one is a fancy optics term that means objects on the display have to appear far away. The lens
realigns the incoming light into parallel rays, so you don't have to do any work to focus, preventing eye

 TL;DR: The Rift's lenses make up for your eyes' and the displays' shortcomings, making you think you're looking
at an endless, distant display (instead of a TV screen glued to your face).
Step 14
Step 14
 What was behind those lenses and dual displays? A super-sleek, spring-loaded, dual rack-and-pinion
mechanism for adjusting the spacing between the display + lens assemblies.

 The use of dual displays was a major advance between Rift DK2 and the Crescent Bay prototype. By
allowing each lens + display assembly to move as a unit, the Rift provides enough adjustment to
accommodate the 5th-95th percentile of IPD—while keeping other key optical properties intact.

 TL;DR: If you have eyes, you can probably use this. Nice.

 Next to come out is the LED driver board, featuring all the labels a teardowner/reassemblist could want...
Step 15
Step 15
 The aforementioned well-labeled board, complete with over a dozen test points and the essential control

Unlike the STMicroelectronics LED drivers we found in the Development Kit 2, this IC array hails from Texas

 3x TI TLC59401 16-Channel LED Driver with Dot Correction and Grayscale PWM Control

 On the reverse, we see a pair of (relatively) large capacitors—probably necessary to smooth the
intermittent load of pulsing such a huge array of IR LEDs.
Step 16
Step 16
 Optics: check. Silicon: check.

 Time to go hunting for headband hardware. Plastic opening tool in hand, we pry the FCC labels off in search of
LEDs and headphone wiring.

 Peeling back a layer of fabric, we find a slick black ribbon cable that wraps around your head to feed the LEDs in
the back. Neat!

 But wait—what are these mechanical things?

Step 17
Play Video


Step 17
 Headband springs! These spring-loaded tracks in the sides of the headband each give an extra inch or so of
play—without the fuss of a buckle or strap.

 That means you can get the Oculus on and off your head about as easily as a baseball cap. No further
adjustment required.

While we were able to fit a dozen employee noggins with no fiddling, this springy mechanism is a possible point
of failure. Considering the headband is darn near impossible to disassemble, your virtual reality may eventually
have to rely on its straps rather than its springs.
Step 18
Step 18
 The Oculus Rift CV1 Repairability Score: 7 out of 10 (10 is best):

 Cable management is much improved from the development kits, with a sturdy connector for easy

 The earpiece speakers are super easily removed thanks to spring connectors.

 The face pad is held in with plastic clips and pulls out easily.

 Getting inside is difficult, with hidden internal clips securing the dust shield.

 Replacing the head strap is impossible without cutting through the fabric on the headset.

 Intricate design and delicate ribbon cables makes it very difficult to remove the lenses, displays, and
natthapolvanasrivilai - March 30 Reply

Are you going to open up the cable, or constellation sensor?

Jim Nykyforuk - March 30 Reply

Keep checking in to find out ;)

Sam Lionheart - March 30

Will you be checking to see if the Spectra7 chips are still being used with the HMD cable?
gabeh2 - March 30 Reply

Awesome teardown! Loved the humor. Thanks for your hard work! I can't wait to receive my Rift.
Zach Fox - March 30 Reply

What about the rack and pinion system? The camera? The remote? The cable?
Jason Znack - March 30 Reply

Where is the microphone located?

Jack - March 30 Reply

How about a teardown of the headphones!? Palmer Luckey demands it!

Josh Mills - March 30 Reply

Why is the video private?

Jesse Ficarra - March 30 Reply

Where is the Accelerometer, Gyroscope and Magnometer?

dhruvbole - March 30 Reply

The accelerometer and gyroscope are a single chip (the Bosch BMI055) located on the motherboard. It's highlighted
in pink in the above photo. I'm not sure about the magnetometer.
ProgHead777 - April 2

For this application the MEMs are only used to track relative motion, and the camera system tracks absolute motion.
Hence magnetometer is un-necessary. There is no magnetometer. BMI055 is the same MEMs used in GearVR CV1
(it gets away with not having a magnetometer by intermittently pulling from the phone's magnetometer to correct for
orientation drift).
Robert - May 25

Will you teardown the cable? Wondering if Spectra7 is still the chip. Thanks!!!
Michael Daniels - March 30 Reply

Missing locations for microphone and IMU

gsbain - March 30 Reply

the TI 59I C6F3 are OLEDDisplay Power Supply. I dont find any info on these, but the coils and the fact that they are 2, (1
was in dk2) proves my point.
patrickgtasanandreasmod - March 30 Reply

nice teardown. the s in fresnel is silent, FYI. its french.

ccon - March 30 Reply

Bosch Sensortec IMU (gyro + accelerometer) BMI055

marcellinogemel - March 30 Reply

Thanks marcellinogemel! We've updated the teardown accordingly.

Evan Noronha - March 31
Teardown not complete, Cable and chips in cable still a mystery? Do ur job right or forget about it!!!
macman1519 - March 30 Reply

Dear iFixit team, please ignore that guy's rude remark. There are plenty of us here who respect your work who
would in fact appreciate it if you did open the cables to see what kind of chips are inside.
Tester - March 31

I need to know if the lenses can be rotated. I suffer from permanent torsional double vision and need to rotate the left lens to
match my right eye for the picture to match up. This is the only thing stopping me from seeing in 3d.
Bradley Jobe - March 30 Reply

Wouldnt it be easier to rotate the Image in software? Or am I just not understanding your condition?
John M - March 31

Weird that Oculus didn't made a headphone jack to use your own headset with microphone.
Fermioncool Fermioncool - March 31 Reply

The step 13 erroneously states that the stereoscopic display permanently focused at infinity relieves eyestrain. In fact fixed
focus is a cause of eye strain due to an accommodation-vergence mismatch. In contrast an accommodative/ multifocal/ light
field display or a retinal display would alleviate this cause of eye strain.
Jack Hayes - March 31 Reply

What about the timing controller? The displays are from samsung i guess?
Samuel Heenan - March 31 Reply

It would be very interesting to see a teardown of the remote and the touch controllers as well! :)
Body Double - March 31 Reply

Any idea of manufacturer and reference of the two display panels? Thanks
Cedric Pelvet - March 31 Reply

So it sounds like it's upgrade capable to 4K resolution once displays are available! Nice!
Josh - March 31 Reply

Not at the fps you want to hit with VR. That part can only do 30fps 4K but up to 120fps for full HD.
Rup G - April 1

The "s" is silent in "Fresnel." :)

Suchit - March 31 Reply

Well, you're not wrong but, neither is she :) http://www.merriam-webster.com/dictionar...

Sam Lionheart - March 31

Virtual Reality SUCKS.. Occulus Rift is already outdated.. ( Yup they are just like you guys and missed the Memo). The best
new thing is Augmented Reality. Check out the Augmented Reality here, http://www.cnet.com/videos/we-spent-90-m...
Thomas - April 1 Reply

Can we expect a further teardown at some point? Cable? Headphones? Etc...?

Michael Daniels - April 1 Reply

I don't like the lenses at all. Yes Fresnel lenses are cheaper to make than regular lenses, but they cause significant artifacts.
The whole idea that you focus the lenses by moving the whole headset up and down on your head doesn't allow for
focussing each eye separately either. All in all it seems like a massive compromise in quality for a small cost saving, and
probably singlehandedly explains the comments in most reviews about blurriness.
neilcoo - April 1 Reply

I would like to know if the lenses have an anti reflective coating on the inside?
Eamon Ho - April 2

Dimensions of the Fresnel lens would be amazing to know. Also the distances of the inner and outer surfaces from the
display(s) and the eye. I think this is key to getting the eye focus correct. Are these similar to the ones on the Lenovo ANT VR
Headset accessory? (Into which you insert your phone)
vinayrrao - April 2 Reply
On day one you said
"We don't particularly love fiddly cables connecting two halves of our hardware, but at least they're nicely labeled for
reassembly... More on that later."
I was wondering how much later?
gabeh2 - April 4 Reply

When you first reviewed the Oculus CV1 you said:

"We don't particularly love fiddly cables connecting two halves of our hardware, but at least they're nicely labeled for
reassembly... More on that later."
I was wondering how much later you had in mind? Thanks!
gabeh2 - April 4 Reply

Is Spectra 7 still in the USB cable?

max - April 5 Reply

I'd like to see the cable busted open as well

Michael Daniels - April 5

Confirmed. It actually contains three S7 chips. See below:

Mackie Research performed an in-house teardown of the cables, which confirmed the inclusion of three of
Spectra7's chips - two "VR 7050" and one "VR 7100."
Mike Hunter - April 14

What's the total weight of the headset?

Andrew P - April 5 Reply

can you indicate if the Spectra7 chips are inside similar to the development kit teardown?
Aman - April 7 Reply

Whats the estimated BOM? $200 maybe?

chapas - April 7 Reply

Is this it? When do we get an actual teardown?

Michael Daniels - April 7 Reply

Hi! Do you have a presskit with photos?

Erika - April 28 Reply

Hi! do you have a presskit with photos?

Erika - April 28 Reply

Is there a mapping of the IR sensors on the front of the headset? Would love to stick a graphic to the front of my Rift and
dodge all the sensors..
F4CEpa1m - May 5 Reply

Step five is wrong. If you managed to just remove the frame "with a few well-placed flicks of the spudger" then you ripped the
small hexagon screws out of their respective threads.
Eddi Lecesne - June 21 Reply

Step 4
I agree that more detailed teardown of the headphones themselves would be nice. I still wonder if they are made by KOSS or
someone else.
Nick Kisselkov - April 2 Reply

Step 9
Hi, it's actually "MIPI", as in http://mipi.org/ , not "MIP". There's a typo in the headline of the linked press-release.
Evan Cox - April 1 Reply

Yes it is a typo, MIPI instead of MIP. And here is the link to the Toshiba device:
Darius - April 1 Reply

"Nordic Semiconductor nRF51822", interesting... I assume that is a the RF link to the Clicker and (probably) Touch. If so, this
is somewhat disappointing as it will mean that the touch controllers are only compatible with Oculus headset and can not be
used separately or with another headset configuration.
Simon Wood - April 6 Reply

True - it seems like a proprietary 2.4GHz ref. FCC filing.

Body Double - April 11

Step 10
What is the sub-pixel structure of the display? Is it pentile as everyone expected, or is it RGB? And who's the manufacturer?
Microscope shots of the display in action would have been great too.
Nick Kisselkov - April 2 Reply

Step 11
What is the diameter of the lens? (I know its not round but in the widest part)
Diego Chavez - April 3 Reply

It's approximately 49.82mm. I had to measure a rubbing of the lens (pencil over paper) in order to cut lens
protectors for them. I measured with a cheap digital caliper.
Nate - April 27