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Oculus Quest 2

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Re: Oculus Quest 2

#151
post #35
post #12

There is one thing that will make me buy VR, it's a full field of vision. They say virtual reality, but they sell virtual binoculars...

I'm just waiting for tech that uses eye-tracking to put a tiny hi-DPI display that "moves around" so it stays right in line with your foveal vision, while having a static, head-wrapping low-DPI display behind it, to cover your peripheral vision. I can't imagine there's any tech that'd let an actual LCD move around at the speed your eyes do. But maybe the foveal display could be from ultra-low-power short-throw laser…

> I feel like such a hybrid device would have a number of obvious operational advantages, e.g. much lower bandwidth/render-power requirements (each frame, your GPU would only have to render a high-resolution image of a little square, along with a very low-res image of the rest of the scene.)

Foveated rendering provides these benefits without needing a mechanical mechanism. (Though it does still require full-field high resolution displays and apparently the eye-tracking requirements haven't been fully solved yet -- which would also preclude your suggestion of a hybrid device.)

Re: Oculus Quest 2

#152
post #36

Can anyone comment how well the latest VR headsets work for people who wear spectacles?

There are some companies that make custom lenses for the Quest. I've used one, and it works really well.

Of course, that's not for the model being shown here, I'm not sure if it's still an option.

Re: Oculus Quest 2

#153

Earlier quoted context omitted.

What is it with HN and trying to read between the lines so hard? There's literally an Oculus Store app store for quest games. Probably they are just making money on game sales, like every other game console has for 35 years.

I’m skeptical the Facebook would bother to invest so many billions into VR just for the chance of being part of the competitive game console market. It makes sense to think about how it fits into the long-term strategy for their main cash cow, ads. If there’s a future where internet/app usage hours shift toward VR, Facebook doesn’t want to be left in the dust like Myspace when users switch to a new social network. Ev…

My guess: The simple answer is they want to be the VR platform of the future so they can show ads on it, however that may look. Selling ads in VR apps/games/homescreen is obvious - selling AR ads is probably on the horizon (so, if you look at your fridge in the Oculus Quest 5 AR you'll see an ad asking you to upgrade to the latest Samsung Fridge).

I kind of doubt we have anything to worry about now, but there is a terrifying future on the horizon where everything you look at, everything you do, is measured and any value is extracted and sent to ~~our new overlords~~ FB.

Re: Oculus Quest 2

#154
post #73

Earlier quoted context omitted.

I wonder if that might be a useful next step for FOV in VR... Some additional screen area in the peripheral that's lower res than the main screen area?

People have been know to DIY leds around the lenses to help with that. https://arstechnica.com/gaming/2016/05/how-side-mounted-leds...

This seems like an obvious and fairly low cost solution (in terms of both money and CPU). I wonder why this wasn't integrated into commercial headsets yet?

Re: Oculus Quest 2

#155
post #141

It's really great to see VR coming down in price and becoming more accessible... but it's coming at the cost of quality, and it's bringing the rest of VR down with it. As an example, Onward VR recently added support for Quest in its game. The process of doing so required a significant scale down in the quality of graphics, sound, and all kinds of things that were great about the game. Over night the game took a nose…

While I primarily use my Vive Index with base stations, I love what the Quest is doing for the VR industry as a whole. While I really like my prosumer VR setup with base stations. It also sucks for the following reasons:

1. Sure, nothing beats it for visual quality and performance, but it is expensive. Minimum $999 AND you need a beefy PC with an equally beefy Nvidia GPU so the real minimum is really around $2499 with PC vs $299 for a Quest 2. That's a $2200 difference.

2. It is a pain to setup. You either have to deal wires and wire control on the ceiling, or if you have a Vive Pro, then you can spend another $299 to install a wireless option bringing the total cost to $2798. Let's not forget the base stations. While nothing beats them for tracking accuracy and the fact that they're the only option for full body tracking, it's yet another pain to set up. You might either drill holes in your walls, or you might buy camera tripods as a pricier alternative $25-$79 each on sale. Of course, once you set it up it's a dream, but the initial hill to climb is high.

What Oculus and PSVR are doing is expanding the market for VR and democratizing it so that it's no longer a niche hobby for a select few techies. Also, it is 'Apple'ing' VR. You just plug and play. You don't have to go through a convoluted setup that even some techies will balk at. i.e. I can buy this for my mom as a fitness machine.

Facebook and crossplay will also fix the problem of empty multiplayer games.

On a side note, I believe Onward devs are working to revert the PC VR Steam graphics. It's also good to note that it's just one game.

I will definitely be buying an Oculus Quest 2.

Re: Oculus Quest 2

#156

Really sad that they are getting out of PC based VR. That said, my rift has been sitting in a corner for a year. I was really impressed from a technical perspective and felt the tech showed great promise. Good for HTC I guess.

> That said, my rift has been sitting in a corner for a year Same. When "Half-Life: Alyx" was released, I started the motions of setting up my Oculus with the sensor towers, remembered how tedious it was, and promptly put it back. Sounds like the Quest 2 solves all of that.

I’ve really enjoyed the RiftS because of its zero setup but wouldn’t buy it’s replacement if there was one from Oculous because Facebook.

G2 next for me I think.

Re: Oculus Quest 2

#157

Earlier quoted context omitted.

No, you aren't. You're building a business-focused product that might share some similarity to the Quest 2. The hardware isn't what makes the Oculus a compelling consumer product.

Genuine question: What makes the Oculus a compelling consumer product?

Content, price, and experience. It's fun to talk about SoC's and pixel count, but at the end of the day those don't matter as much as we like to say that they do. You can have the most amazing hardware in the world, but if it's hard to get content made for said hardware, and it costs too much, and it's too difficult to use... then it will fail.

Facebook is doing the boring work that people don't like to talk about in tech forums, and that's why they're able to make a compelling consumer product.

The only other VR company that seems to get this is Sony, and they're married to a 6-8 year product cycle.

Re: Oculus Quest 2

#158
> Quest 2 requires your Facebook account to login

That's a strange barrier to entry. I haven't had a FB in years, and have zero interest in going back, not even for some great hardware.

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