Oculus Quest: Redefining High Quality VR Without a PC or Console for $400 NVM Each SKU Going Up 100 Dollars

GordoSan

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As the one who wanted to merge most VR and AR talk into a single thread, I find myself surprised to see a new platform so deservedly of its own thread this soon. That's how big I think this is, though! I have heard a lot of hype around the Oculus code name: Santa Cruz, but I was only mildly interested in the concept because basically, I wasn't that confident that they could actually pull it off. Well, it seems like they have, according to almost every report out there. Some are calling it the first VR console:
https://www.theverge.com/platform/a...t-vr-headset-game-console-cordless-standalone
I will let you read the contents there instead of copy/paste, but it's the same exuberance of every report that I've read so far. Take-anywhere 6DOF, room-scale, wireless VR is here, and it launches at $400, with potential for price drops in the future. No PC or game console needed, and controllers are included. Boom!

No, Oculus Rift software is not compatible with Quests, so games have to be ported over. This is a whole new platform, but porting isn't as much of an issue as it used to be, and there are the same benefits of a closed platform as a console has.
 
Oculus Quest hands-on: Everything I've ever wanted in a VR headset
Color me impressed, and give me a way to buy one of these right now.
RUSSELL HOLLY
26 Sep 2018 12

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The future of VR for most people is wireless. Google, HTC, and Oculus have all demonstrated a desire to move in this direction, but removing the cable has always meant some kind of sacrifice to performance. Moving around in VR without a tether, taking a step backward in graphics isn't what I want either. Last year at its Oculus Connect conference, a select few including myself were taken into a back room to see early prototypes for what was then called Santa Cruz. Oculus made it clear during these previews the overall goal was to deliver something with "Rift quality" graphics without a tether. At the time, Santa Cruz wasn't quite there. The tracking was a little funky, and the graphics weren't quite there.

A year has passed, and the prototype known as Santa Cruz has been officially announced as the $399 Oculus Quest. You'll be able to buy one for yourself this Spring, and after a few hours with the headset, it couldn't be more clear this is my new favorite headset. In fact, I'm going to have a lot of trouble picking up my existing VR rig when I get home.
Gloriously untethered
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My first demo started out in a brightly-lit room with the all-too-familiar characters from Superhot on the walls. The headset I was handed felt exactly like a cross between an Oculus Rift and an Oculus Go. The outer material was fabric, with a plastic shell on the front and a nice padded section for your face. The side straps for Oculus Quest feel very familiar if you've ever used an Oculus headset before, with three adjustable straps and a flexible spring system so you can slide the headset on, kind of like a baseball cap.
I wear glasses and was perfectly comfortable wearing them while I was in the headset. There was enough space on either side of my frames, no light bleed, and the glass from the display was far enough away I didn't need to worry about my glasses pressing up against my eyes. Oculus has clearly continued to refine this part of the experience, and to be honest it makes the headset the most comfortable of the three Oculus makes by far.


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Oculus Quest is a fully standalone headset, which means the processor and display and tracking sensors are all baked into the headset. Oculus isn't sharing the exact weight of this headset just yet, but it felt great on my head. It's slightly heavier than an Oculus Go, however, the strap design does a great job distributing the weight across your head. I feel like I could wear this headset for hours. Like Oculus Go, there are speakers tucked into the straps to deliver spatial audio without headphones. They sound great, but Oculus Quest also includes headphone jacks for when you'd prefer to be a little more isolated. Even in this noisy convention center, the Oculus Quest demos I've had didn't really need standalone headphones. The speakers were more than enough, and not anywhere near max volume.
Oculus Quest is clearly the future of VR.
There are no tracking sensors with Oculus Quest because this headset uses inside-out tracking. Four fisheye lenses sit on the outer edges of the headset and map the world around you. According to Oculus, this tracking system allows the software to map the room you are in and detect surfaces using a mapping engine which looks very similar to how a Microsoft Hololens functions. Oculus isn't ready to make this a mixed reality device just yet (that's hybrid reality rendering, not Windows Mixed Reality) but it's on the roadmap for the future. The tracking on Quest, from my experience, has been flawless. It moves and reacts just an Oculus Touch controller when moving around a room.

What isn't the same as an Oculus Touch controller is the design of the controller itself, and the "hand presence" you get with Oculus Touch. The controllers flip the tracking ring around so it's easier for the headset to track the controller, and the controller shaft is angled differently from Touch, as well. But the big difference is the finger gestures. In many Oculus Rift games, you can extend your index finger on a Touch controller and see the index finger of your Avatar move to match, which is super cool. Oculus claims these controllers have presence, but the fingers in each Quest demo didn't move quite as much as I am used to. The experience is still great, but clearly not a 1:1 identical experience between the two controllers in these demos.

Ready for action
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Oculus claims the Quest headset offers "Rift quality" graphics, and that requires a bit of additional explanation. The games on Oculus Quest are very good, but the Oculus Rift is capable of delivering more visually impressive experiences thanks to the massive PC is connected to. That line feels a little fuzzy, and it's probably on purpose.

But until we have technical details to really see what the hardware under the hood is capable of, all I have is look and feel. And based on the last couple of hours, Oculus Quest really does feel like an Oculus Rift most of the time. The demos of Superhot and Dead & Buried I was treated to felt exactly like the Oculus Rift versions of these experiences. And while it's not the most graphically demanding thing you can do in VR, Superhot is a great demo experience because it exists on almost everything. The Oculus Quest version of the game feels a lot better than the PlayStation VR version of the game, for example, and that's kind of a big deal.

The most impressive part of playing in Oculus Quest isn't even the games, it's the spatial realism. The impressive Dead & Buried demo hall Oculus has lets you run around in a massive maze with other people, and the experience is flawless. The Oculus Guardian system keeps the boundaries in place even as I rolled around on the floor to avoid enemy fire, and best of all there are no wires to get tangled up in! Oculus says the headset will allow everyone to set up multiple rooms in Guardian as long as those rooms don't exceed an eight-meter square, and Quest will remember those rooms and keep the boundaries in place. That means I can have a boundary system set up in my office and my living room and not need to set them up each time I want to play. As an Oculus Rift user, that sounds like magic considering what you have to go through now.

And really, that's the most important takeaway of Oculus Quest. It doesn't actually need to be exactly the same visual fidelity as Oculus Rift, because you can do so much more with it. The freedom of being untethered means developers will create experiences here that simply aren't possible on Rift, or anywhere else for that matter. And I will actually want to bring this headset with me places, to share with friends and family. I get all of that for $399? Yes. Yes, please.

There is still quite a bit about this headset we don't know. Oculus Quest is technically running Android, but not in the same limited fashion as Oculus Go. There will be more than 50 games available at launch, including some titles unique to Oculus Quest, but this conference has a heavy focus on how easy it is to port a Rift experience to Quest in hopes that many more games will be there come launch so who knows what the actual launch lineup will look like. Battery life is a mystery as well, though with a USB-C port onboard it is possible fast-charging will be a feature at launch. But even with this incomplete picture, I'm excited. Oculus is blowing minds left and right at this event, and Quest is clearly the future of VR for a lot of people.

https://m.windowscentral.com/oculus-quest-hands-everything-ive-ever-wanted
 
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Incredible. These are the first steps toward mass appeal. Now we have to convince people that playing VR is more than just a screen close to your face. Stereoscopic 3D is a game changer that you'll never understand looking at a flat screen.

More from the reveal. Look how the headset tracks the outside as well as the inside.

 
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Incredible. These are the first steps toward mass appeal. Now we have to convince people that playing VR is more than just a screen close to your face. Stereoscopic 3D is a game changer that you'll understand looking at a flat screen.

More from the reveal. Look how the headset tracks the outside as well as the inside.


Awesome. This is akin what you experience in The Void. I loved the Star Wars themed attraction, and I heard the Ghostbusters one is just as fantastic. Unfortunately, there's no way to convey how immersive the experience actually is when you are roaming an actual course in real life unless you use a tablet like this. Hololens could really help with this when the consumer version finally comes out. Just watching people play various games could be great. Imagine some bleachers with some fans watching the finals of something like the equivalent of Fortnite in person? You have to think big because the rules of what videogames can be has been changed for good. There will be many sectors. Anyway, It's very possible that Oculus Quest could bring this technology to much smaller, local arena operations.
 
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I would be most concerned about the battery life. It would be nice if it had USB charging with a removable battery so you can carry around multiple charges.

This could be THE portable movie viewing device.
 
I would be most concerned about the battery life. It would be nice if it had USB charging with a removable battery so you can carry around multiple charges.

This could be THE portable movie viewing device.

Even if its only 3 hours who is going to be sitting there for 3 hours inside VR? I'm pretty hardcore and that's rare for me. Most VR users I know only want about an hour or two at the most.
 
I would be most concerned about the battery life. It would be nice if it had USB charging with a removable battery so you can carry around multiple charges.

This could be THE portable movie viewing device.
Good point.

Well, I believe that Hololens could also be THE portable viewing device, but the cheaper, better consumer version is merely a mythical unicorn at this point. There are plenty of rumors, but Microsoft has a habit of sitting on things.
 
Even if its only 3 hours who is going to be sitting there for 3 hours inside VR? I'm pretty hardcore and that's rare for me. Most VR users I know only want about an hour or two at the most.
I max out around 45 minutes in PSVR. I could go for several hours watching movies and TV, though.
 
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Didn't see the specs.....

I won't take vr serious until it is in 4K+

BUT this is a huge step in the right direction.
1600x1400 resolution per eye. I think that they are going for tackling mass adoption of current technology through being contained and wireless, before going high end on advanced specs; but then the wireless feature actually does add a quality that is currently alternatively very pricey and downright clumsy, if you ask me. This is a nice jump instead of a giant leap, but an advancement to VR as a whole, none the less. Version 2 of this technology will no doubt bring more realistic VR.
 
So will games be stored on the HMD or will it have wifi for cloud storage?
Good question. I think that given that they are using basically a high end phone processor, I'd say locally stored on the device.
 
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https://www.wired.com/story/oculus-quest-wireless-vr-headset/

LAUREN GOODE AND PETER RUBIN
GEAR 09.26.180 3:37 PM
OCULUS’ $399 QUEST TO TAKE VR MAINSTREAM
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OCULUS

TWO YEARS AGO, Facebook-owned Oculus quietly began demoing a prototype of a stand-alone VR headset codenamed Santa Cruz. Unlike the Oculus Rift, this prototype didn’t need to be wired to a PC to work. Like the Oculus Rift, it promised an immersive quality that might help people actually understand why they’d want to hang out in a virtual environment, wearing a device on their face.

Now that prototype is coming out. At its annual developer conference today in San Jose, Oculus unveiled the Quest, the official name for the Santa Cruz headset. Oculus plans to ship it next spring for $399.

That puts Quest squarely in the middle of Oculus’s other two headsets: the mobile Oculus Go, priced at $199, and the Oculus Rift, which also costs around $400 but requires a high-powered PC to use. But the Quest headset isn’t just the end result of a product differentiation strategy. It’s a showcase for potentially game-changing virtual reality technology, and part of Facebook CEO Mark Zuckerberg’s lofty goal to get 1 billion people using VR, as he expressed during the event's keynote address.
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OCULUS
The Quest hardware looks unremarkable from the outside, and it uses the same Touch controllers as the Rift. But there are four wide-angle sensors on the headset that are part of the technology that makes the Quest stand out. The Quest has six degrees of freedom—“6DoF” as it’s sometimes called—which allows your head to be tracked positionally, rather than just rotationally. In other words, you can move, not just look around.

High-powered, wired headsets like the Oculus Rift and the HTC Vive also offer 6DoF, but it’s technically complicated to achieve with a stand-alone headset; the Oculus Go only offers three degrees of freedom. The Lenovo Mirage Solo stand-alone headset, released earlier this year, can deliver some 6DoF head movement, but only within a small area, and its hand controllers are 3DoF.

Usually this six degrees of freedom is accomplished using sensors around the physical room, in addition to sensors on the VR headset. In the case of the Quest, no room sensors are needed. Instead, Facebook VR executive Hugo Barra said, the Quest is using “advanced computer vision algorithms to track your position in real time, without any external sensors.”
The company is calling this technology Insight. The four wide-angle sensors on the headset look for edges, corners, and distinct features in the room around you, and then build a three-dimensional map of the environment. Barra said the headset is calculating an estimate of your head position “every millisecond,” and can even deliver precise tracking in larger than room-scale areas. As an example, the company set up a 4,000 square-foot “arena” at Oculus Connect, where people can use Quest headsets to play a free-roaming version of the Wild West shooter Dead and Buried.

Basically, Oculus is taking a technology that usually requires a bunch of sensors at multiple touch points around a room, and recreating the same experience with just the four sensors on your head, using machine learning and computer vision. It’s doing this using every piece of room info it can grab: floors, ceilings, light, wall art, furniture. There inevitably could be challenges with this; things like super shiny floors and white, unmarked walls could theoretically trip it up. Barra said Oculus has tested Insight in “hundreds of different home spaces” and is confident it will work even in these environments.

The optics in the Quest appear to be the same as the Oculus Go; Quest has a display resolution of 1600 by 1400 per eye. However, the Quest has a “lens spacing adjustment to help maximize visual comfort,” according to Oculus. (While the Go display is good, IPD adjustment is key for a comfortable experience.) The built-in audio on the headset is also supposed to be improved from the Go’s sound, and the Quest has 64 gigabytes of internal storage, up from the Go’s 32 gigs.
Of course, VR headsets are only as compelling as the apps that run on them. And considering that Facebook’s business is getting people sucked into using its apps, Facebook-owned Oculus might be better positioned to offer addictive games and social teleconferencing apps in VR than some of its competitors. Oculus says it has 50 app titles lined up for the Quest’s launch next year—including standout Rift games Robo Recall and The Climb—with more in the works.

As Zuckerberg pointed out in his remarks, VR has a long way to go before reaching that billion-user milestone, or even 2 percent of it. He identified ergonomics and a self-sustaining software ecosystem as the two fronts necessary to get there, but there are other, more important ones to deal with first: wires and a steep learning curve. Stand-alone headsets represent a solution to those particular stumbling blocks—and while this year’s Oculus Go stepped gingerly over those blocks, the Quest is opting for a flying leap.
 
Interesting. I'm still trying to wrap my head around how they can do it without it being connected to a PC or a console.

If the library gets big enough, I might give this a look. Thanks for posting.
 
Thanks karmakid, I'm pretty bad at searching. 😆

Edit: in my defense, the word "Quest" is really common in a video game forum, and "VR" is too short to be a valid search term.
 
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Thanks karmakid, I'm pretty bad at searching. 😆

Edit: in my defense, the word "Quest" is really common in a video game forum, and "VR" is too short to be a valid search term.
👍🤙

It’s all good, and I know. Some words that aren’t common or even if you put the exact title in search it won’t find it. Like try searching for The Last of Us…
 
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