Oculus has launched its newest Rift virtual reality headset, and that’s great news for people who are looking to get their first look at its new tech.

But some of the headset’s major drawbacks are already being pointed out by many in the VR community, and it’s not clear how much the technology will help the gaming community or other virtual reality players who are already facing some of its more pronounced drawbacks.

One of the biggest issues for VR players is the fact that, while the headset is relatively inexpensive compared to other VR headsets on the market, it comes with a lot of limitations.

The company said at CES last month that the Oculus Rift can only support a resolution of 1920 x 1080 pixels, which is a bit less than the 1080p resolution of the Samsung Gear VR.

That means if you’re looking at a 1080p video of your favorite game, the resolution of that image won’t look quite right.

Oculus said it will be adding support for more resolutions in the future.

To get a good experience, you’ll need to use a device with a high-quality display, which will likely mean an external monitor.

The Oculus Rift has two of these, and the Gear VR has two.

But the problem with external monitors is that you’re not limited to just one resolution.

You can have an external display with a resolution up to 2,560 x 1,440 pixels.

That is a big deal for VR fans because many people will want to be able to look at a wide variety of different video in a virtual world.

That’s a problem for people like me who want to see every scene in a game without any problems.

And, as I mentioned, the Rift is expensive.

That will make it more expensive for me to buy a headset and try out VR.

I’ve heard from a lot people who aren’t thrilled with the way the Oculus rift handles the resolution issue.

The problem is that the headset doesn’t allow you to go back and tweak the resolution or the image quality, which means the image can get blurry and/or jagged.

That issue is particularly noticeable on the Oculus Crescent Bay headset, which was released in December.

That headset has an internal display that can be resized to fit multiple monitors, and Oculus recommends using that resolution as the default.

If you’re concerned about that, you can disable the resolution option on the GearVR.

But if you want to experience the Oculus headset at a resolution you’re comfortable with, you need to get a high quality display.

The best resolution that Oculus can offer is a resolution that is two to four times higher than your standard monitor, but that’s still nowhere near the 1920 x 1200 pixels that are common for a standard LCD monitor.

Oculus has a lot to offer with the Gear and Crescent Bay headsets, but the Rift headset is still a good choice for people looking for the best VR experience.

There are some ways to solve the resolution problem, though.

Oculus recently released an update to its Oculus SDK that brings support for resolutions up to 1440 x 900 pixels, but there’s a catch: that resolution will only work with the Crescent Bay VR headset.

Oculus is also adding support to the Rift for resolution up the 2,160 x 1 (or higher) range, but only to headsets that support it.

That resolution range is also available for Oculus Rift with and without the resolution adjustment feature, and users will be able choose that resolution at launch.

I’d like to see that feature included in all Oculus headsets, and I’d love to see more VR headsets support the resolution options.

One way to avoid having to worry about resolutions is to look for a resolution with a very low input lag, which should be a feature that many Rift owners are familiar with.

Oculus currently has a list of a few resolutions that can run at a minimum 60 frames per second, but Oculus says that the Rift’s new technology will allow it to offer a resolution at up to 200 frames per min, which puts the Rift into a better position compared to some of those other headsets.

For instance, the HTC Vive and the Oculus Touch controllers have input lag that is up to 15 to 20 frames per minute.

And the Samsung Galaxy S5 and the Samsung Note 5 have a slightly lower input lag of around 10 to 15 frames per sec.

The Oculus Rift’s input lag is not bad.

The headset will sometimes feel a bit sluggish when moving around or opening and closing the game, and there are times when I feel like the headset feels sluggish as well.

But I’ve noticed that the input lag on the Rift tends to fall around 5 frames per millisecond, which would be enough for a game to run smoothly without input lag.

That seems to be a good compromise for VR developers, and hopefully the headset will be updated with support for a lower input latency in the near future.

There’s also a more specific way to solve VR resolution issues.

The VR platform is also capable of supporting