Oculus Rift
Bundle Marvel Limited Edition - Headset, Controllers and Marvel VR Game

  • Oculus Rift Limited Edition bundle with Marvel game and unique packaging
  • Oculus Rift Headset + Touch Controllers + Game
  • Limited availability – while stocks last
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Stock Code: VR-007-OR

EAN: 0815820020257

MPN: 301-00095-01

Manufacturer: Oculus Rift

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Product information:

Bundle Marvel Limited Edition - Headset, Controllers and Marvel VR Game

Limited Edition version of the Oculus Rift bundle, includes:

1 x Oculus Rift VR Headset
2 x Oculus Touch Controllers
1 x Infra red camera tracking sensor
Free copy of Marvel Powers United VR (Redemption code inside box for digital download)


Run, jump, fly, and move as your favorite superheroes
You have total freedom of movement with full locomotion, catered to your character's special abilities. Pounce, fly, and teleport with the ease, speed, and power unique to each amazing Marvel character.

Incredible sense of scale and radical transformations
VR enables full body IK transformations. You’ll move and truly feel the sensations of your favorite super heroes — and whether you're playing as Rocket Raccoon or the Hulk, your playing perspective changes with the character you choose.

Defend the galaxy on your own or call in friends and forge the ultimate team for epic co-op play. Play with up to 3 friends and take on a huge slate of supervillains from the Marvel universe.

Only in Marvel Powers United VR can you experience moments like Hulk, Deadpool, Rocket Raccoon, and Thor coming together to battle hordes of Ultron bots and villains like Loki and Ronan in the gladiator pit of the Sakaar Arena.

Test combinations of heroes and see which strategies are the most powerful match for the super villains you’re up against.

Virtual Reality is the future of interactive entertainment and the future began back in 2012 with Oculus VR. With a surprisingly successful Kickstarter campaign, the young business sparked a renaissance in VR technology and raised 2,437 million US dollars for its development. That's almost 974 percent of the original goal they asked for to finance the project. Supported by famous game developers and a respectable amount of hype, the development made steady progress until Oculus VR was finally purchased by Facebook in 2014 - for a total of 2 billion US dollars. The result of this financially-savvy partnership is the market-ready Consumer Version 1 (CV1) of the Oculus Rift Virtual Reality headset.

The Features of the Oculus Rift VR Headset at a Glance:

  • Two OLED displays each with 1.080 x 1.200 pixels & pentile matrix
  • Extra large Field of View (FOV) of 110° for maximum immersion
  • Ergonomic design & adjustable, customisable, elastic straps
  • Integrated microphone for games & voice chat
  • High-precision and smooth head-tracking thanks to the IR-LED sensors
  • Motion tracking for all six degrees of freedom
  • Directional 3D audio with integrated headphones (swappable)
  • Practical carry-case for quick and easy setup
  • Includes two Oculus Touch motion controllers
  • 6 free games in bundle (see above)

The Features of the Oculus Touch Motion Controllers at a Glance:

  • Intuitive hand control with ergonomic design and haptic feedback
  • Two controllers with a total of 10x buttons + 2x analogue sticks & 2x touch-sensitive thumb rests
  • Precise and low-latency motion tracking thanks to the constellation sensors
  • Motion tracking for three degrees of positional tracking and three degrees of rotational tracking
  • Additional IR-LED sensor for highly accurate hand and head tracking

New Generation of Cutting Edge VR Technology

VR pioneer Oculus gave the Rift HMD two OLED displays with a resolution of 1.080 x 1.200 pixels per eye to display a 110 degree wide field of view. The screen refresh rate of both displays is 90 Hz, and each picture renewal is completed globally as opposed to in individual scan-lines, as in the case of PC monitors. For the reduction of motion blur and judder, no single picture is shown for longer than two milliseconds. The distance between the two hybrid Fresnel lenses can be controlled by way of a dial on the underside of the headset, this allows the interpupillary distance to be adjusted according to the needs of the user. The distance from the lenses to the eyes themselves (the dioptric adjustment) can be calibrated via the use of optional replaceable face cushions called "Facial Interfaces". Visual refinements of the headset aside, the 3D audio system utilises HRTF Technology (Head-Related Transfer Function) and integrated headphones to allow surround sound that adapts to your location in real-time, taking your aural immersion to the next level. The headphones are also removable to allow people who prefer using their own headphones to output the sound directly from the PC.

Asynchronous Timewarp & Asynchronous Spacewarp

A PC connected to the Oculus Rift must be able to deliver a consistent 90 frames per second, or one frame every 11,1 milliseconds. Delivering such high frame rates without glitches or dropped frames demands powerful PC hardware. With "Asynchronous Timewarp" the Oculus Rift offers a pro-active means of countering this problem. Should the graphics card be unable to supply a picture in time, Timewarp will warp the image rendered prior to sending it to the display. This allows the Oculus Rift to compensate for head motion that occurred after rendering the scene – thereby reducing perceived latency. This prevents gaps in the stream of frames from arising and renders temporary falls in frame rates almost undetectable. Furthermore this guarantees a fluid VR experience – a prerequisite for avoiding discomfort caused by motion sickness. Oculus implemented the next evolution of this technology in mid-November 2016. Known as "Asynchronous Spacewarp", it takes into account side-to-side head movements and changes in position by analysing two previous frames in order to compensate for missed frames. In the course of this the minimum system requirements were able to be reduced even further.

Oculus Rift System Requirements

Minimum Hardware Requirements*

  • Processor (CPU): Intel Core i3-6100 / AMD FX-4350 or higher
  • Graphics Card (GPU): NVIDIA GeForce GTX 960 or equivalent
  • Memory (RAM): min. 8 GB RAM
  • Video Output: HDMI 1.3 output on the graphics card
  • Necessary USB Ports: 3x USB 3.0 (for headset, sensors) & 1x USB 2.0 (for controller)
  • Operating System: Windows 8 (64 Bit) or higher

*only with Asynchronous Spacewarp

Recommended Requirements

  • Processor (CPU): Intel Core i5-4590 or equivalent
  • Graphics card (GPU): NVIDIA GeForce GTX 970 / AMD Radeon R9 290 or higher
  • Memory (RAM): min. 8 GB RAM
  • Video output: HDMI 1.3 output on the graphics card
  • USB ports: 3x USB 3.0 (for headset, sensors) & 1x USB 2.0 (for controller)
  • Operating system: Windows 7 (64 Bit + Service Pack 1) or higher

Attention: Operating the Oculus Rift VR headset via HDMI 1.3 input will require you to have an additional HDMI 1.3 output available (or a suitable adapter) should the primary HDMI output already be in use. The Oculus Rift cannot be connected to the HDMI port of an onboard graphics chipset, as found on the rear of the motherboard.

Constellation Tracking System

For full motion-tracking and positioning of the head, the Oculus Rift uses the Constellation Tracking System. This consists of a multitude of invisible infrared LEDs that are embedded into the headset, and an IR-LED sensor reminiscent of a floor-standing microphone on top of a bedside lamp. The sensor is connected to the PC with a four metre cable, enabling it to be used in multiple positions in the allocated space. The sensor is capable of locating the LEDs situated under the front cover of the headset, and these emit infrared light to enable the sensor to establish their exact position in space. This "constellation" of lights allows the sensor to register extremely precise movements and reproduce them in a virtually 1:1 manner. This sub-millimetre precision is accompanied by very low latencies, that is to say, delays that fall below the threshold of perception for most people. Tracking accuracy can be increased even further by installing additional sensors (not contained within the bundle).

The Full VR Experience: Oculus Rift VR Headset with Motion Control

Thanks to the Oculus Touch input devices the Oculus Rift VR headset is able to offer motion tracking not only for the head, but also for the hands. In doing this Oculus has enabled users to immerse their hands in VR as well as allow new kinds of interactions in virtual space. The ergonomically designed controllers, one for the right hand and one for the left, are encompassed by a circular sensor ring in which invisible IR diodes are embedded, similar to those found in the headset itself. Depending upon the game or application the controllers can function as brushes, tools, or virtual hands - thereby allowing intuitive and direct interaction within the VR space.

Natural Gesture & Motion Tracking with Force Feedback

The button layout of the controller is similar to that of the Xbox One controller, the difference being in this case that it is split between two hands. Located on each controller is a trigger for the index or middle finger, a grip button (that you press when you make a fist), an analogue stick, two action buttons and a small menu button. Next to the analogue sticks situated on each controller you will find a capacitative thumb rest with a light, delicately rubberised surface. The thumb rests as well as the buttons are also capable of registering the touch of the user, even if the buttons themselves are not depressed. When combined with a degree of gesture recognition this allows the controllers to simulate a range of individual and independent finger movements. Last but not least the controllers come with force feedback motors for vibrations e.g. collisions between objects within the virtual world.

Additional IR LED Sensor for Precise Hand & Head Tracking Included

The constellation tracking system assists in the motion- and positional tracking of the hands. For optimal tracking a second IR LED sensor is necessary, and this is bundled with the Touch controllers. The sensor, reminiscent of a small microphone stood on the base of a bedside lamp, is identical to the one initially provided with the Oculus Rift VR headset and comes with a 2,5 metre long USB 3.0 cable. Oculus VR recommends that this second sensor is placed at a distance of around 2 metres from the first sensor to prevent the controllers' infrared diodes from losing tracking during complex movements.

Constellation Tracking System & The Motion Controllers

Placing the sensors together allows them to locate the sensitive LEDs embedded in the controllers' sensor rings, and these infrared-emitting LEDs allow the sensors to produce an unparalleled level of positional tracking accuracy. With this Constellation system available the sensors can register and reproduce extremely accurate, virtually 1:1 movements in a 180 degree (front facing) setup. The sub-millimetre precision and very low latencies means that any delays fall well below the threshold of perception of most people. Full room-scale VR with 360 degree tracking is available to the Rift with a third, optional, IR LED sensor.

Technical Details (Oculus Rift HMD):

  • Weight: 470 g (HMD), ca. 160 g (controller)
  • Display:
    Type: 2x AMOLED
    Resolution per Display: 1.080 x 1.200
    Screen Refresh Rate: 90 Hz
    Field of View: 110°
    Interpupillary Distance: 58 bis 72 mm (adjustable)
  • Motion Tracking:
    Gyroscope, acceleration sensor, magnetometer (internal)
    Infrared Sensors (external)
  • Ports (Headset):
    1x USB 3.0
    1x Video input (HDMI 1.3)
  • Required USB Ports (Touch controllers):
    1x USB 3.0 (for tracking sensor)
  • Bundle:
    1x Oculus Rift VR headset
    1x IR camera sensor with stand
    2x Oculus Touch motion controllers (includes 1x AA per controller)
    1x IR camera sensor with stand (2,5 m cable length)
    1x Rockband guitar mount
    1x Various accessories
    6x Free games

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