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Meta Quest 3

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81–90 of 342 posts

Re: Meta Quest 3

#81
Got a 2 on accident, an aunt was dazzled by ideas of exercising and meditating and was wildly underwhelmed by the actual experience, and gifted it to my family.

Kind of fun to have around very occasionally, but I'm still seeing nothing to indicate anything more than "overpriced, non-essential toy." Would never pay good money for one.

(and this is from a household where the Steam Deck is absolutely an essential toy.)*

*edit, come to think of it -- said aunt has logged more hours on my Steam Deck even though we don't live together, thanks to the Jackbox series. I feel like there's a lot of good anecdata here :)

Re: Meta Quest 3

#82

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…

>The main difference seems to be the micro OLED and eye tracking on the Vision Pro vs. the Quest’s inclusion of controllers. Both of which are complete dealbreakers. AR/VR/Spatial is defined completely by immersion and lack-of-nausea, where less resolution and the inclusion of controllers demolish. You're right, both probably won't reach mass-market appeal, but the two certainly aren't comparable in any metric other…

Could be? If Quest 3 can deliver a nausea free experience then it may hit the same use cases as the Vision Pro. The controllers are also extremely precise, so Apple would need to pull off a nice trick to get hand tracking to that same level.

Re: Meta Quest 3

#83

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

Is is not under tech specs, as another comment says. But there is a menu option to compare devices.

  2 -> 3
  $300 -> $500
  Snapdragon XR2 Gen1 -> Gen 2
  6GB -> 8GB
  773 PPI -> 1218 PPI
  FOV 90/90 -> 110H / 96V
  Improved haptics
  Passthrough B&W -> Color
  Battery 3640 mAH -> 5060 mAH (2 hour -> 2.2 hour)

Re: Meta Quest 3

#84

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…

Performance per watt is not far off? The processor is half the speed of the M2.

Re: Meta Quest 3

#85

Counter-intuitively, I think I'd be able to manage a headset better if it wasn't this box strapped to the front of my face, but rather an evenly balanced hockey helmet with a flip-up mask. I can do hours wearing a hockey helmet, but these things are uncomfortable after a little while, and I think it's because it's just a more balanced thing that my neck muscles aren't constantly counteracting. Not to suggest that tha…

That’s what the PlayStation VR does, and can confirm, it is better.

Re: Meta Quest 3

#86
So what’s the killer app?

Beatsaber and some other games can be a lot of fun, but they’re not new. What new experience are ready for this?

I get the quality is better, and that’s not nothing.

But other than that this largely seems like more of the same. VR still doesn’t seem to have advanced much in software to me. And Meta keeps pushing virtual meetings and such but that’s not my cup of tea.

I owned a Quest 2 and had some fun with it. I’ve owned previous headsets too. But I just don’t see anything that would makes me say “ooh I need that”.

This feels very “PC” to me. By which I mean they’re selling it because they can sell new hardware. The Pentium 9 is out! Which is fine.

But when Sony/Nintendo/MS want to sell a new console they put new and fancier games. They give you a specific reason to upgrade besides better specs. So you can play Horizon 12: We’re On The Moon Now. Or Bob’s Crazy Adventure. Whatever.

All this time and it still seems like the market is 95% games, and those aren’t advancing much beyond visuals. So I don’t feel like I’m really missing anything.

Re: Meta Quest 3

#87
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?

The Quest works in both standalone and PC connected modes. A gaming PC will give you a different game library and way more rendering power, but PCVR is nearly an abandoned platform these days. Most VR money goes into standalone and PlayStation VR. You will need internet to download games, but it can operate in offline mode as well if the game supports it. You do need an account, but it can be a Meta account not conne…

> They are not hackable in any way and there are no custom firmwares.

There is a homebrew scene however, on sidequest.

Re: Meta Quest 3

#88
The best VR experience I've ever had was with the original PSVR, sat on a chair surrounded by cables with my wife and son playing with me. I bought Oculus Rift and then the Quest 2 and they were both used for 40 mins max and collect dust.

For me, it is an incredibly isolating experience unless, like PS did, other people are playing with you in the room and you are taking turns.

Re: Meta Quest 3

#89

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…

>The main difference seems to be the micro OLED and eye tracking on the Vision Pro vs. the Quest’s inclusion of controllers. Both of which are complete dealbreakers. AR/VR/Spatial is defined completely by immersion and lack-of-nausea, where less resolution and the inclusion of controllers demolish. You're right, both probably won't reach mass-market appeal, but the two certainly aren't comparable in any metric other…

>AR/VR/Spatial is defined completely by immersion and lack-of-nausea, where less resolution and the inclusion of controllers demolish.

Not for me. I had loads of fun gaming on the Quest 2 in the pandemic lockdowns, and the controllers really help with gaming by providing accurate controls for weapons' triggers and haptics to feel weapons firing and when the tension in the bow before you fire arrow. Good luck feeling all that via waving your empty hands in the air.

I feel like HN simply loves to hate certain things without understanding them or using them, like the Quest while never actually using it for games and expecting it to be an early Apple Vision PRO. It's not, it was designed to be a games console, and for that it works quite well.

Re: Meta Quest 3

#90

Counter-intuitively, I think I'd be able to manage a headset better if it wasn't this box strapped to the front of my face, but rather an evenly balanced hockey helmet with a flip-up mask. I can do hours wearing a hockey helmet, but these things are uncomfortable after a little while, and I think it's because it's just a more balanced thing that my neck muscles aren't constantly counteracting. Not to suggest that tha…

Seriously, I'd rather have more weight than a face-forward center of gravity. If you're going to cram a laptop in there, put the non-optics behind my head.
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