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Meta Quest 3

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31–40 of 342 posts

Re: Meta Quest 3

#31
This seems like on paper it is quite close to the Apple Vision Pro. The performance per watt of the chips is probably not far off and both devices deal with the same basic design constraints of needing to fit comfortably on your head. The main difference seems to be the micro OLED and eye tracking on the Vision Pro vs. the Quest’s inclusion of controllers.

I’ll be curious how these two devices stack up to each other and exactly how different the user experiences end up being. The MR experience seems like it may be close. The VR gaming experience seems more emphasized on the Quest, but hand tracking has come a long way so I wouldn’t rule out the Vision Pro here either.

Overall I’m doubtful either device will hit mass market appeal.

Re: Meta Quest 3

#32
post #29

> Gaming: 2.4 hours of usage on average > Social: 2.2 hours of usage on average > Productivity: 1.5 hours minutes [sic] of usage on average How is this accurate? What kind of "Productivity" tasks are people doing inside a Quest if it uses more power/battery than gaming? Also, "Social" drawing more power than "Gaming" too? Something seems weird.

Going by how my Macbook's battery life evaporates with 10 Chrome tabs + Slack + Zoom, I believe it. Gaming is definitely less load than multiple windows of modern work apps.

Compared to playing a game which would definitely use both GPU and CPU, instead of mostly just CPU?

Re: Meta Quest 3

#33

> Gaming: 2.4 hours of usage on average > Social: 2.2 hours of usage on average > Productivity: 1.5 hours minutes [sic] of usage on average How is this accurate? What kind of "Productivity" tasks are people doing inside a Quest if it uses more power/battery than gaming? Also, "Social" drawing more power than "Gaming" too? Something seems weird.

I wonder if that's AR, and the cameras/processing involved are what use more power.

Re: Meta Quest 3

#34
I'm a bit out of the game on VR these days but I noticed there is no eye tracking which probably means no foveated rendering? I thought that was the new hottness these days.

Re: Meta Quest 3

#35
post #25

I'm clueless -- how do these things work? Are they standalone, or do you also need a gaming PC? Do you need internet connection, or is there stuff that works offline? Do you need Facebook account? Are they hackable, e.g., are there custom firmware options?

Standalone, but you can connect to PC if you want to play graphically intensive games. Quest 2 basically, you login with FB account so you need internet connection at first. Pretty "unhackable" afaik, you can install custom mods for games but thats pretty much it in terms of modifications I've seen.

Re: Meta Quest 3

#36
post #2

The only information I need: horizontal angle:110, vertical angle 90. Garbage. I don’t know how anyone finds these experience immersive.

https://en.wikipedia.org/wiki/List_of_virtual_reality_headse...

If you sort by release date, the Vive XR (2023) beats it on FOV+Rez+Hz, and weights 3x as less.

If you sort by FOV, the HTC Vive (2016) easily wins on FOV+Rez+Hz

Re: Meta Quest 3

#37
post #21
post #2

The only information I need: horizontal angle:110, vertical angle 90. Garbage. I don’t know how anyone finds these experience immersive.

It's only immersive if the content is good but I get what you mean. In 2014 when I was using my Note 4 + Gear VR, I really thought in 5 years (2019) things would be incredibly advanced in VR. Here we are in 2023 and obviously these headsets are way better than we had before, but nothing truly mind-blowing. Foveated rendering + high immersive POV + high resolution. I don't need the mobile processor to be twice as powe…

We probably aren't there because of consumer demand. None of the headsets have really gotten enough sales to justify the research in those things to make them better. If they were selling like smartphones we would have a much different set of features.

Re: Meta Quest 3

#39

> Gaming: 2.4 hours of usage on average > Social: 2.2 hours of usage on average > Productivity: 1.5 hours minutes [sic] of usage on average How is this accurate? What kind of "Productivity" tasks are people doing inside a Quest if it uses more power/battery than gaming? Also, "Social" drawing more power than "Gaming" too? Something seems weird.

To be fair, I could only game for 15 min before getting dizzy anyways

Re: Meta Quest 3

#40

Terrible marketing website. I tried and failed to find improvements over Quest 2.

See Tech Specs. It's full of comparisons.

- Display Resolution: 2064x2208 pixels per eye enhances resolution by nearly 30% compared to Meta Quest 2 for next-level clarity and lifelike graphics. 4K+ Infinite Display with 25PPD and 1218 PPI brings the best resolution across the entire Quest line of devices.

- Power: Advanced hardware stack and the first headset with the Snapdragon XR2 Gen 2, delivering double the GPU processing power for faster load times and more seamless gameplay compared to Meta Quest 2. This brings enough power to support heavy applications like fast-action gaming, seamless full-color, high-resolution passthrough, and so much more.

- Mixed Reality: 2 RGB cameras with 18 PPD, for 10X the resolution of Quest 2 and 2X the resolution of Quest Pro in passthrough. Delivers full-color, high-fidelity views of your surroundings while you see virtual objects appear in your physical space. Accurate depth projection and room mapping gives you freedom to move throughout your space and interact with virtual characters or objects in the room around you.

- Audio: Integrated stereo speakers with 3D spatial audio places you in your space with 40% louder audio range, bass range and optimal L/R matching capabilities.

- DRAM: 8GB. 33% memory compared with Meta Quest 2, giving you more support to play your favorite apps with optimal performance.

- Headset Weight: 515 grams. Pancake optics create a 40% slimmer optic profile* for more comfortable wear.

- Optics: Pancake lens provides a slimmer optic profile* without compromising the depth of your visual immersion. Increased sharpness by 25% in center FOV (~70% sharper in periphery), with significantly less stray or scattered light artifacts.

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