Meta Quest 3
311–320 of 342 posts
Re: Meta Quest 3
#312Earlier quoted context omitted.
Yes, and I don’t expect this to change much in the foreseeable future, given current technological constraints. But why would you expect a third-generation product to suddenly change this?
It’s a bit shocking mostly because of the scale of investment. Meta alone has spent $36B on VR. To put this in perspective, iPhone development cost $3.6B. It’s the fastest, largest single investment into a new technology. https://www.businessinsider.com/meta-lost-30-billion-on-meta...
Re: Meta Quest 3
#313Earlier quoted context omitted.
You can do this with the Quest 2 right now via AirLink. I do it all the time.
You're talking about streaming/remote control of a PC which can involve significant latency and lag spikes (unless you're tethered with a good USB cable). That is by definition not a stand-alone headset . You're just using it as a fancy VR dongle. This necessitates two things: * Your PC is powerful enough to run VR games * Your PC is in an area that's convenient to play (with plenty of room) Nearly all Quest 2 users…
So you want powerful enough PC on your head? It's impossible for everyone. Valve doesn't make a chip. Even for Apple, their chip is great but not comparable with powerful GeForce.
Re: Meta Quest 3
#314Earlier quoted context omitted.
Right. It was Wordstar instead of a typewriter. VisiCalc instead of ledgers book. Photoshop. PageMaker or Quark Xpress. AutoCAD. Over and over as computers got more powerful new killer apps appeared that changed the way people worked and the world did its business. VR doesn’t appear to have anything like that. Just a small niche of the gaming market.
...and remember, the smartest people in the world (including some super-perceptive folks like Jaron Lanier) innovated in this space in the 1990s -- no one back then was able to come up with a "killer app" back then. The hardware has gotten smaller, and we have more pixels. Are these changes fundamental improvements? Are they enough to unlock some brand-new killer app that nobody could even envision in 30 years ago? I…
If something can enable that next step, I think that may be it.
But I really question if that will ever pass being a niche product. VR may just never have a popular use besides some gaming. I’m not sure AR in a headset has a big future either. Some specialty applications sure. But common?
Re: Meta Quest 3
#315Earlier quoted context omitted.
Similar to the vision pro the killer app will eventually be AR. Its pretty obvious that virtual TV/Computer screens at arbitrary sizes/distances in arbitrary environments will simply be a better UX than physical monitors. Not sure if Quest 3 is there yet, but they're iterating towards it.
Is that pretty obvious? Better in what contexts? I've seen someone here say that they really liked working with a virtual display from wherever, but the resolution of their whole display was 1080p. As someone who regularly uses dual 4k external monitors plus my laptop, I didn't understand how they could be productive. E.g. I may want to keep a browser with docs and a jupyter notebook of a particular investigation on…
Re: Meta Quest 3
#316Earlier quoted context omitted.
> but I'm still seeing nothing to indicate anything more than "overpriced, non-essential toy." I saw a reviewer mention that VR is like "having your favorite amusement park ride at home": it's awesome, but at the same time you're not going to ride a roller coaster for 3 hours everyday. VR can be loads of fun, but I still find it exhausting, and very focus demanding. It will, for me, always remain a nice plus, but nev…
This resonates for me as well. It's just too exhausting and uncomfortable, and I hate the feeling of isolation from the real world. I think it may be the case that the general public will find putting on VR goggles and losing their visual connection to the physical world around them to be weird and alienating in a way that fundamentally cannot be overcome by technical improvements. Maybe VR goggles are OK for small d…
Re: Meta Quest 3
#317Earlier quoted context omitted.
The novelty wears off after a bit and then it’s mostly just a less convenient version of a game console (the limited software really hurts any other use)
Good point -- I do wonder if it's inherent or if we really are missing some "much better software?" A thing that makes me think the latter might be the is how there's no real Google Earth for the Quest, which strikes me as madness? (also, Aircar and having to jump through hoops to find Tiltbrush/Openbrush?)
Re: Meta Quest 3
#318Earlier quoted context omitted.
XBox cloud gaming is pretty big. Roblox is huge with kids as well.
+1. I don't have a TV, so if I could just stream my macOS desktop and Xbox Cloud Gaming (which I already use) to a virtual 50+' screen that follows me as I walk around, that will be enough for me to buy in.
Re: Meta Quest 3
#319Notable shift in emphasis to mixed reality. I wish they had HDR support called out for the passthrough though. The Quest 2 CPU was too weak, and while this one will be better the Apple chips are still way out in front there. The proportion of people in tech I know with a Quest 2 they never use is amazing. We all want VR to work but fundamentally headsets are a bad idea.
I daily drove my quest 2 using immersed VR for a few months. In the end, the resolution was just not good enough for it to be better than my 3 monitor setup. But I'm looking forward to trying again in a couple of generations.
Re: Meta Quest 3
#320Earlier quoted context omitted.
> but I'm still seeing nothing to indicate anything more than "overpriced, non-essential toy." I saw a reviewer mention that VR is like "having your favorite amusement park ride at home": it's awesome, but at the same time you're not going to ride a roller coaster for 3 hours everyday. VR can be loads of fun, but I still find it exhausting, and very focus demanding. It will, for me, always remain a nice plus, but nev…
This resonates for me as well. It's just too exhausting and uncomfortable, and I hate the feeling of isolation from the real world. I think it may be the case that the general public will find putting on VR goggles and losing their visual connection to the physical world around them to be weird and alienating in a way that fundamentally cannot be overcome by technical improvements. Maybe VR goggles are OK for small d…