[HN Gopher] Oculus Quest 2
       ___________________________________________________________________
        
       Oculus Quest 2
        
       Author : sidhanthp
       Score  : 184 points
       Date   : 2020-09-16 17:44 UTC (5 hours ago)
        
 (HTM) web link (www.oculus.com)
 (TXT) w3m dump (www.oculus.com)
        
       | jugg1es wrote:
       | I bought a rift S exactly one month ago. Disappointing to hear
       | they are discontinuing it next year.
        
       | brutus1213 wrote:
       | 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.
        
         | tomnipotent wrote:
         | > 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.
        
           | jugg1es wrote:
           | I seriously doubt the Quest 2 will be able to run Alyx. My
           | mid-range PC can't handle it on the Oculus (I think due to
           | some heavy lifting Steam had to do to integrate with the
           | Oculus)
        
             | filoleg wrote:
             | Alyx is a PCVR game, not an Oculus Quest standalone game.
             | You aren't expected to be able to run it standalone, you
             | are expected to run it the same way you would run it on any
             | other VR headset - by connecting it to your PC using a
             | cable (or using wireless solutions).
        
             | jon-wood wrote:
             | Occulus Link allows tethering to a PC via a USB cable, and
             | Virtual Desktop can do SteamVR over WiFi. When I first
             | heard of Virtual Desktop I was dubious, but on a good
             | quality network it's ridiculously good.
        
               | worldsayshi wrote:
               | Indeed, I was very sceptical that it would work on my ISP
               | provided wifi-router but it worked flawlessly. Although
               | I've only played Alyx where you probably have some
               | subconscious latency tolerance.
               | 
               | It's so strange that they don't package wifi based oculus
               | link as an out of the box feature.
        
           | noir_lord wrote:
           | 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.
        
         | ccktlmazeltov wrote:
         | are they really though? With the link it does make the quest a
         | PC VR headset no?
        
           | filoleg wrote:
           | You are correct, the parent comment is just misinformed.
           | 
           | Oculus is indeed "getting out of PCVR" in a sense that they
           | won't have a device that does only PCVR in the future, yeah.
           | But both Quest and Quest 2 support PCVR functionality that
           | works the exact same way Rift does, natively and very
           | smoothly. With that in mind, it just doesn't make sense for
           | Oculus to release a PCVR-only device, if their standalone-
           | capable devices can support PCVR just as fine.
        
         | TwoBit wrote:
         | Oculus isn't getting out of PC VR. They are converging on a
         | single headset for both PC and standalone VR.
        
       | alkonaut wrote:
       | I'm happy to be locked to a store when I use it as a gadget, but
       | when I use it as a PC VR headset, am I really stuck with Oculus
       | store still? Why can't any title from Steam or wherever work?
        
         | jayd16 wrote:
         | No you're not stuck. I've been playing HalfLife: Alyx on the
         | first Quest.
        
         | polyomino wrote:
         | You can sideload apks on quest and you can use steam if you
         | connect it to your pc.
        
       | moron4hire wrote:
       | I'm really curious to see an engineering presentation on the
       | Quest 2, how it utilizes the XR2 hardware, and what it adds on
       | top. From my understanding, the XR2 is capable of doing all the
       | tracking on its own. The previous gen of hardware was based on
       | the 835, which did not have SLAM on-chip, and thus Oculus'
       | tracking algorithms were the big value-add over the competition.
       | 
       | And originally, Oculus was behind the curve on hadware
       | implementations. The Lenovo Mirage Solo was the first 6-DOF
       | headset, a year prior to the Quest, also running the 835. The
       | Vive Focus was in the middle of the two. So, if the XR2 is doing
       | the heavy lifting, it would suggest a big roadblock for
       | competitor devices has been lifted.
       | 
       | So how much of the Quest 2 is above and beyond the Qualcomm XR2
       | VR headset reference design minus Facebook's services
       | integrations?
        
         | bryan_w wrote:
         | The quest now has finger tracking which I imagine is still done
         | in SW.
        
       | how2draw wrote:
       | So, are there any sex games or is this going to be yet another
       | walled kindergarten like we're used to nowadays?
        
         | istorical wrote:
         | there are sex games for the Oculus Quest 1 (and a streaming
         | pornhub style app). seems very unlikely Facebook would be
         | stupid enough to intefere with the latter, not sure about the
         | former.
        
           | ccktlmazeltov wrote:
           | give names pls!
        
         | TwoBit wrote:
         | Oculus has always allowed side-loading third party apps on the
         | PC, which you can connect with Quest.
        
           | Rebelgecko wrote:
           | They're restricting this in 2021 to accounts that are willing
           | to share more personal information
        
             | andybak wrote:
             | Specifically either a phone number or credit card to enable
             | 2FA.
             | 
             | Doesn't the mandatory Facebook account already involve
             | sharing a phone number?
        
               | Rebelgecko wrote:
               | No idea. Up until now I've been able to sideload apks
               | without a FB account (although I did have to agree to an
               | extra EULA). I'm doing some soul-searching to decide
               | whether I capitulate to FB or get rid of my current quest
               | (or try to use it with an Oculus account until it gets
               | bricked)
        
         | blensor wrote:
         | They actually have a kind of strange app ecosystem at the
         | moment. They have their own very restrictive store which is
         | hard to get into and a thriving sideloading community [1] which
         | allows you to run anything you want and is actually inoficially
         | accepted by FB. It's very easy to list your game there and you
         | can reach ~1Mio Quest users with it. I developed my own full-
         | body fitness game [2] there which would never make it into the
         | official store
         | 
         | [1] https://sidequestvr.com [2] https://vrworkout.at
        
           | chaostheory wrote:
           | I played your game on Steam. Good work! I hope to see more.
           | 
           | On a side note, it's strange that Steam doesn't have a
           | fitness category yet.
        
             | blensor wrote:
             | Oh wow, that's awesome! You can add tags to a steam title
             | but I guess VR fitness is not mainstream enough yet. I'm
             | currently working on a battle mode where the physical
             | exercise is the measure to score points against your
             | opponent and a little tactical element by having to decide
             | between offense and defense in each exercise, but that's
             | not ready yet. And another feature that is coming or almost
             | ready is the targeted HR training (set a HR target and the
             | game will adapt to you during the session)
        
         | ccktlmazeltov wrote:
         | sidequest!
        
       | rainyramen wrote:
       | I wonder how the FB leadership team thinks about this whole
       | FB/Oculus integration. It is clear that they think adding a
       | "social" component to Oculus is going to help the Quest gain
       | traction.
       | 
       | But the question is, why does that "social" component have to be
       | Facebook? With all the negative baggage a FB account carries with
       | it, maybe the easier option would've been to let Oculus build its
       | own social model, a la Play Station Network-style?
        
         | ShamelessC wrote:
         | Optimistically? I think they're definitely betting on VR being
         | "reality adjacent" eventually and hence social interactions
         | might actually be more meaningful in VR than they are on a
         | website.
         | 
         | Cynically, I think they just want even more datapoints on what
         | everyone is doing. If people start to use VR the way they use
         | the internet even a little (accessing content provided for free
         | with ads), then data from a person's VR headset will have
         | valuable information about how to target ads to that person.
        
         | ccktlmazeltov wrote:
         | I have a Quest and I can tell you that for me (and at least for
         | people like me) the real value is in social games/experiences.
         | I have a hard time going through a solo game (although I
         | haven't tried Half Life Alyx yet) but social stuff are amazing!
         | Everyone should try to play settlers of Catan in VR (it was
         | only available on the Go unfortunately) which was insane!
         | 
         | At this point I just want more of my friends to get a Quest so
         | that I can hang out with them in VR. I already communicate with
         | these friends via facebook so for me it's natural that this
         | would work out perfectly.
        
           | istorical wrote:
           | try PokerStars VR if you haven't, it's a great and free
           | social app.
        
           | okramcivokram wrote:
           | I also have a Quest and I can tell you that for me there was
           | absolutely no value in social stuff.
        
             | deskamess wrote:
             | Seconded.
        
       | screye wrote:
       | I worry that Quest-2 will be the death of VR as the next UX
       | frontier.
       | 
       | VR tech is still a few years away from being 'seamless'.
       | Historically, such moonshot ideas have only worked when they
       | develop as expensive hobbies for years, until the tech catches up
       | and they can be offered at a reasonable price.
       | 
       | Facebook seems to want to skip that step. Give people a half-
       | baked product before it is ready for the market.
       | 
       | It is a real shame, because all the tech needed for great VR
       | getting better at a rapid pace in consumer products. Mobile
       | processing, Tiny/curved displays, high refresh rate
       | accommodations, low latency throughout the stack, battery
       | efficiency are all getting better FAST.
       | 
       | With a few killer games and apps for VR, we could have had a
       | killer consumer VR headset in 2-3 years. I worry that the Quest
       | 2's half-bakedness will forever ruin the reputation of VR in the
       | eyes of your average person.
        
         | trixie_ wrote:
         | 5 years ago you would of been right.. the entire last decade
         | we've seen the tech maturing - Quest is at least gen 4 has been
         | a smashing success. Quest 2 is a refinement of already mature
         | technology.
         | 
         | Not sure where you're getting the impression that the Quest and
         | especially the Quest 2 is 'half baked'
        
         | LockAndLol wrote:
         | VR has been a thing since the 80s if I'm not mistaken. It
         | wouldn't surprise me if some researcher from that era jumped on
         | here to express how they were working with similar tech back
         | then.
         | 
         | "Forever" is a long time. I bet you're wrong about your claim
         | of perpetual ruin unless there's another world war that wipes
         | us out.
        
         | ccktlmazeltov wrote:
         | > Give people a half-baked product before it is ready for the
         | market.
         | 
         | Have you tried it? I have a Quest and it is the future, not a
         | half-baked product at all.
        
           | screye wrote:
           | I have used all the Windows MR-devices and Vive Pro.
           | 
           | It is not terrible, but I don't expect any non-tech savvy
           | person to use it a ton any time soon.
        
       | pluc wrote:
       | Pretty scathing review on Ars:
       | 
       | https://arstechnica.com/gaming/2020/09/review-we-do-not-reco...
        
         | nvarsj wrote:
         | There is something odd about this Ars review. It's not the
         | normal high quality review I expect from them. There is a lot
         | of subjectivity and plain wrong things stated (like less IR
         | sensors in the controller). The only legit criticisms I picked
         | up are the IPD adjustment and the FB requirement.
        
         | TheRealSteel wrote:
         | "nor can you toggle the system's "developer" mode and sideload
         | VR-optimized Android apps of your choosing"
         | 
         | That kills this product for me. If I can't mod BeatSaber it's
         | useless.
        
           | esyir wrote:
           | Talk about a misleading quote. The full text here is this.
           | 
           | Quest 2 requires a Facebook account to function; without one,
           | you cannot run the system's built-in fork of Android, nor can
           | you toggle the system's "developer" mode and sideload VR-
           | optimized Android apps of your choosing.
        
             | moron4hire wrote:
             | That's also leaving out information. The full-full text
             | here is this:
             | 
             | "But Facebook's policies make that "standalone VR" magic
             | harder to recommend this time around. As we've previously
             | reported, Quest 2 requires a Facebook account to function;
             | without one, you cannot run the system's built-in fork of
             | Android, nor can you toggle the system's "developer" mode
             | and sideload VR-optimized Android apps of your choosing.
             | (Speaking of: New rules coming to the Facebook VR developer
             | portal will soon force anyone who wants to sideload apps to
             | either supply a working phone number or a credit card. Yes,
             | that is separate from the FB account requirement.)"
        
               | [deleted]
        
         | ccktlmazeltov wrote:
         | The review is wrong about the controllers though
        
           | akhilcacharya wrote:
           | Can you expound?
        
             | ccktlmazeltov wrote:
             | they updated the article:
             | 
             | > Update, 3:30 p.m. ET: Since this article went live, we've
             | seen infrared camera footage from Tested confirming an
             | identical number of LED bulbs in both generations of Quest
             | controllers
        
               | Dahoon wrote:
               | How about the last part of that quote?
               | 
               | >"....which puts Facebook's original statement into
               | question. The FB rep may have been describing a downgrade
               | in frequency or power for those LED bulbs in Quest 2
               | controllers."
        
               | rcv wrote:
               | Or this part
               | 
               | > I went back to compare tricky "expert" Beat Saber
               | levels on both Quest 1 and Quest 2, and sure enough, the
               | older controller is noticeably more accurate. It's hard
               | to perfectly measure VR controller detection without
               | access to verbose data logs (which I've used to diagnose
               | issues with SteamVR in the past). But I can safely say
               | that after an hour going back and forth between Quest 1
               | and 2, the number of lost swipes on the newer hardware
               | was higher.
               | 
               | Regardless of whether the new controllers have fewer IR
               | emitters or not, the tracking performance seems to be
               | subjectively worse.
        
               | shajznnckfke wrote:
               | The review really seems like a takedown piece, so I don't
               | trust it too much on subjective measures, especially when
               | they are mixed in with factual errors.
        
               | ccktlmazeltov wrote:
               | I honestly don't trust this review
        
               | ccktlmazeltov wrote:
               | yup, they obviously don't know what they're talking
               | about...
        
         | tootie wrote:
         | The Verge seems to like it:
         | 
         | https://www.theverge.com/21437674/oculus-quest-2-review-feat...
        
         | Someone1234 wrote:
         | As an owner of Q1 all I wanted from Q2 was:
         | 
         | - Reduce or re-distributed weight (neck/upper back ache remains
         | an issue)
         | 
         | Instead, what we got in the Q2 is the same weight but a head-
         | strap that's a substantial downgrade. That decision just
         | compounds the Q1's most glaring weakness.
         | 
         | Then throw in the mandatory Facebook account, downgraded eye
         | adjustments, side-grade screen, downgrade battery life, and a
         | bunch of cost-cutting all over: You just killed Quest.
         | 
         | I've gone from recommending Quest to outright recommending
         | _against_ Quest. They should have taken some weight out of the
         | headset and put it in a box that goes in your pocket, not kept
         | the weight and made a bad head-strap _even_ worse.
         | 
         | Even with the $50 headstrap "upgrade" it is still worse than
         | the HTC Vive Deluxe Audio Strap which many Q1 owners including
         | myself own (via 3D printed adapter).
        
           | modeless wrote:
           | I disagree with almost everything you said. Firstly it's not
           | the same weight; it's 10% lighter. If you want a better head
           | strap then you can get the official upgraded one and combined
           | it's still cheaper than Quest 1. Tested's review [1] says
           | battery life is the same, plus there's now a battery strap
           | you can buy to double it _and_ balance the weight
           | distribution. Tested also says the controller tracking is not
           | worse, audio is better, and all things considered the screen
           | is a significant improvement. Then of course there 's the
           | extra RAM and upgraded SoC.
           | 
           | The only serious downgrade here IMO is the IPD adjustment,
           | but for the vast majority of people it's not an issue. In
           | other ways it's a clear improvement. I won't be getting one
           | as I have an Index, but this is going to sell more than any
           | other headset. The tech and the price are both incredible.
           | 
           | [1] https://www.youtube.com/watch?v=_x6lux6f_6g Tested's
           | review is the one to trust. Norm knows his stuff.
           | 
           | Edit: Ah I see about the weight, you must have been talking
           | about the weight combined with the upgraded headstrap, which
           | does indeed make it heavier than Quest 1, by about 7%. I'll
           | reserve judgement on comfort until I try it. Quest 1 wasn't
           | exactly comfortable for me but it's about more than just the
           | weight number.
        
             | augstein wrote:
             | According to a Review by Ars Technica, the 10% weight
             | saving comes from the flimsier headstrap.
             | 
             | I also think Facebook is kind of admitting they messed up
             | the headstrap, if they have to sell a proper one
             | separately.
        
               | nvarsj wrote:
               | I'm fairly sure the Ars review is plain wrong on this as
               | well. Measurements in other reviews show the Quest 2 at
               | 503g, vs the Quest 1 at 580g. That is around a 14% weight
               | improvement, not 10%. On top of that, the headset depth
               | has been reduced by 1-2cm from pictures which will
               | improve things substantially due to reduced moment.
               | 
               | I don't agree that selling an improved headstrap is
               | admitting "they messed up the headstrap". They had to
               | reduce costs to hit $300 to appeal to the mainstream
               | casual market. I think it's awesome they are finally
               | offering a premium headstrap for those of us who want
               | comfortable VR and are willing to pay a bit extra for it.
        
               | modeless wrote:
               | The reduced cost and increased portability make it
               | clearly the right choice for the product IMO. Cost and
               | convenience are the #1 and #2 barriers keeping people out
               | of VR. Once people see the value they can decide to spend
               | on the headstrap for upgraded comfort.
        
               | Someone1234 wrote:
               | They didn't increase portability from the Quest 1 though.
               | 
               | All they've done is forced the consumer to pick between
               | portability but a bad user experience or no-portability,
               | $50 cost, and a basically acceptable one.
               | 
               | At least the Quest 1's headstrap was basically passable,
               | this isn't.
        
               | modeless wrote:
               | The cloth headstrap is absolutely more portable than
               | Quest 1. The $50 upgrade cost is more than compensated by
               | the $100 discount on the headset itself.
        
               | ccktlmazeltov wrote:
               | I'm pretty sure comfort is one of the top priority there,
               | so I really doubt the comfort was not improved between
               | two Quest versions, it makes no sense to me, better check
               | other reviews.
        
             | Someone1234 wrote:
             | > Firstly it's not the same weight; it's 10% lighter.
             | 
             | The Quest 2 itself is the same weight as the Quest 1. The
             | "10%" you're quoting is entirely from the headstrap
             | changes, if you put a Q1 headstrap on the Q2 they'd weight
             | the same.
             | 
             | They made no improvements, and because of the downgraded
             | headstrap it is actually in worse shape out of the box.
             | 
             | > If you want a better head strap then you can get the
             | official upgraded one
             | 
             | And lose the 10% weight savings, and portability in a
             | portable VR console.
             | 
             | > Tested also says the controller tracking is not worse
             | 
             | Wasn't a claim I made.
             | 
             | > all things considered the screen is a significant
             | improvement
             | 
             | One screen instead of two, and downgrade from OLED to LED.
             | If by "significant improvement" you mean cheaper and worse,
             | but higher FPS then yes, otherwise no
        
               | modeless wrote:
               | If LCD is a downgrade from OLED then why did Valve Index
               | at 3x the price choose LCD? The fact is it's simply
               | better overall. The resolution, brightness, screen door
               | reduction, full subpixel array, and uniformity matter
               | more than the contrast. Really contrasty scenes are
               | problematic anyway because of the fresnel lenses and OLED
               | black smearing. 1 vs 2 screens is only a downgrade for
               | IPD adjustment, which I agree is the one area that got
               | significantly worse on Quest 2.
        
               | sudosysgen wrote:
               | The Valve Index _only_ went with LCD in order to use a
               | new LCD tech that allowed high refresh rates and low
               | persistence, it was a downgrade in all other ways except
               | refresh rate. The Quest 2 and Quest 1 have the same
               | refresh rate, so it 's a side-grade at-best.
               | 
               | Contrast matters a lot in VR, too.
        
               | TulliusCicero wrote:
               | > And lose the 10% weight savings, and portability in a
               | portable VR console.
               | 
               | What? It's still quite portable with an alternative
               | strap. Somewhat bulkier for sure, but still easily small
               | enough to put in a backpack.
        
           | [deleted]
        
           | moron4hire wrote:
           | I just used black electrical tape to secure the DAS to my
           | Quest :)
        
             | Someone1234 wrote:
             | I've read many have had success with that strategy,
             | particularly in the early days of the FrankenQuest.
             | 
             | But these days you can buy the adapter on etsy for under $5
             | ($20 full kit), which will keep your stuff from needing to
             | get tape residue on it.
        
           | SubiculumCode wrote:
           | Its good that Facebook is over-reaching. We are in too early
           | for one headset to be the only player in town. This will give
           | others a chance to move into the space, I think. Looking at
           | you Nintendo :)
        
             | eugeniub wrote:
             | I would be shocked if Nintendo released a competitive (I.e.
             | not Labo) headset in the next year.
        
             | warp wrote:
             | Considering the success of the Quest compared to most other
             | headsets.... I'm wondering of Sony is going to try to make
             | the next PlayStation VR a standalone device.
             | 
             | Sony is launching the PS5 in November this year, and there
             | hasn't been any word on a new VR headset to go with it, but
             | I imagine they're developing something new.
        
         | Robotbeat wrote:
         | Overly negative, IMO. (Except for the Facebook deeplinking,
         | which is bad.)
        
           | Dahoon wrote:
           | You have actually tested it before saying you know better?
        
       | spdustin wrote:
       | I'm sure I'm deeply in the minority here, but I still wish PCVR
       | (or a native headset/driver) worked on Mac. My MBP's graphics are
       | beefy enough to handle the sort of games or experiences I'd want
       | to enjoy in VR.
       | 
       | I had the DK2 when Mac was still supported, and even my old
       | MacBook Air could drive it well enough to enable some pretty
       | enjoyable experiences from third parties writing for it. The
       | solar system tour in particular was a favorite of mine.
       | 
       | Granted, it's not a hardcore gamer-friendly setup, but there was
       | still a lot to enjoy, and even develop for.
        
         | song wrote:
         | Completely agreed, I was happy to see steamVR beta for mac but
         | it never progressed beyond a beta and I have to boot to
         | bootcamp every time I want to play VR games. I have an egpu
         | which is more than beefy enough for a good experience but it
         | sucks that I can't actually use it in macos.
         | 
         | It does show that if Apple switches to arm, the value
         | proposition will be significantly reduced since I will have to
         | have a separate PC for gaming and testing things on windows.
        
         | chaostheory wrote:
         | > My MBP's graphics are beefy enough to handle the sort of
         | games or experiences I'd want to enjoy in VR.
         | 
         | As a fellow Mac user, I highly doubt it's the case anymore
         | unless you're going to limit yourself to Beat Saber.
         | 
         | 1. Most games are not optimized for the Mac to put it lightly.
         | 
         | 2. Mobile GPUs just don't cut it when you're running VR and
         | displaying on 2-3 screens at once
         | 
         | You really don't have a choice but to either go with Facebook
         | or Steam PC for VR, for now at least. Who knows when Apple will
         | risk it with another potential paradigm shift, but if they're
         | still going with the 'just glasses' Jony Ive route, it will be
         | years.
        
       | butz wrote:
       | How do I bypass Facebook login and how do I use it on Linux?
        
         | fsflover wrote:
         | You can't: https://news.ycombinator.com/item?id=24201306
        
       | tinyhouse wrote:
       | I'm thinking of pre-ordering it for my family. I'm not going to
       | use my personal FB account for this. I'm assuming one can open a
       | new FB account just for this, right? Also, is it worth getting
       | the 256GB for extra $100? Never had a VR device and not sure how
       | many games/apps you can have on 64G.
        
         | utopcell wrote:
         | I don't think you can have a FB account that is not linked to a
         | real name.
        
       | k__ wrote:
       | Did they say something about the FoV?
       | 
       | I have to admit, I would prefer more FoV instead of higher
       | resolution.
        
         | pugworthy wrote:
         | There is a trade off though in terms of detail. You're
         | essentially taking a pixelated image and stretching it out more
         | with just a FOV increase. The result for your eyes is
         | essentially increasingly greater simulated myopia.
        
           | k__ wrote:
           | Okay, but having a bigger display with the same PPI instead
           | of making it the same size, but higher PPI should be
           | perferable here, right?
        
       | MBCook wrote:
       | Battery doesn't last as long as the old version (which didn't
       | exactly have fantastic battery life in the first place).
       | 
       | And you'll soon HAVE to use your FB account with it.
       | 
       | Interesting they've killed the Rift S. So they're all in on the
       | Quest.
        
         | shajznnckfke wrote:
         | I imagine they have done research on how much people care about
         | using it without the power cable plugged in vs. the weight of a
         | larger battery. Even for portable use, it might be better to
         | use an external USB C power pack than have a large battery on
         | your head.
        
         | wlesieutre wrote:
         | There's an official accessory strap with battery now, if
         | battery is a problem. Helps with balance, I've done a similar
         | setup with a 3D printed bracket and a power bank.
        
           | ccktlmazeltov wrote:
           | https://www.oculus.com/accessories/quest-2-elite-strap-
           | batte... where is the battery in this thing??
        
             | wlesieutre wrote:
             | It's the curved white chunk on the back
        
       | tus88 wrote:
       | More like 3D TVs "2".
        
       | SubiculumCode wrote:
       | of course...right after I bought an oculus quest 1.
        
         | sputknick wrote:
         | Been there. But it's still a really good headset. I have one,
         | you'll love it.
        
           | SubiculumCode wrote:
           | Oh im loving it, no doubt.
        
       | aaroninsf wrote:
       | Anyone who buys into the Facebook borg today has blood on their
       | hands.
       | 
       | There's no way to sugarcoat it, hand-wave about business units,
       | make puppy dog eyes about such smart well meaning people...
       | 
       | The culture and company behavior is fundamentally compromised,
       | irredeemable to all appearances, and is the bedrock of the
       | contemporary severing of a significant number of people not only
       | from the political mainstream, but from consensus reality.
       | 
       | It's a shame they bought Oculus. That renders it a non-option.
        
         | ccktlmazeltov wrote:
         | it's a very one-sided opinion
        
           | fsflover wrote:
           | So what is the opinion of the other side?
        
             | ccktlmazeltov wrote:
             | That it actually connects friends, and people, across
             | communities and countries?
        
       | bryanlarsen wrote:
       | This gets a really poor review from Ars Technica:
       | https://arstechnica.com/gaming/2020/09/review-we-do-not-reco...
       | 
       | The downgraded controllers and the awkward IPD adjustment system
       | are the deal breakers for me.
       | 
       | From the review:
       | 
       | The takeaway: Bullet points for this review A better screen, both
       | in pixel resolution and refresh rate.
       | 
       | 90Hz, but when? Facebook isn't clear about higher frame rate
       | support.
       | 
       | More powerful wireless-VR hardware, which powers nifty under-the-
       | hood tricks.
       | 
       | Less battery life. You'll barely exceed two hours of gaming on a
       | single charge.
       | 
       | A cheaper, flimsier headstrap. You can pay more for a nicer one.
       | 
       | A baffling change to the "IPD" slider. Only certain skulls need
       | apply.
       | 
       | The controllers are the same... but worse. I'm a bit shocked by
       | this one.
       | 
       | The F-word. Yeah, we'll get into that.
        
         | frakkingcylons wrote:
         | Yeah I appreciate the honest review from Ars here for sure.
         | Really disappointed by the downgraded controller tracking.
         | Superb tracking was one of the surprises of the first Quest.
        
         | ccktlmazeltov wrote:
         | > The downgraded controllers and the awkward IPD adjustment
         | system are the deal breakers for me.
         | 
         | This is not true btw, their review is wrong on that
        
           | mrkstu wrote:
           | Considering he reported his feedback loop w/his Facebook
           | handlers on the issues he encountered, how is Sam 'wrong?'
        
             | esyir wrote:
             | Someone took ir camera footage and counted the leds.
        
               | marcan_42 wrote:
               | Which means Facebook was wrong, since they claimed that.
               | 
               | Yet the controllers are still less accurate, as per Sam's
               | testing, so his point still stands. It doesn't matter how
               | many leds there are, only that they're worse controllers.
        
               | ccktlmazeltov wrote:
               | They're not less accurate, I would trust other reviews
        
         | applecrazy wrote:
         | Is there expandable storage?
        
         | rektide wrote:
         | You missed the best/worst part!
         | 
         | > But Facebook's policies make that "standalone VR" magic
         | harder to recommend this time around. As we've previously
         | reported, Quest 2 requires a Facebook account to function;
         | without one, you cannot run the system's built-in fork of
         | Android, nor can you toggle the system's "developer" mode and
         | sideload VR-optimized Android apps of your choosing. (Speaking
         | of: New rules coming to the Facebook VR developer portal will
         | soon force anyone who wants to sideload apps to either supply a
         | working phone number or a credit card. Yes, that is separate
         | from the FB account requirement.)
         | 
         | > Quite frankly, I had designs on testing Oculus Quest 2 with a
         | burner Facebook account. I'd set one up years ago with a spam
         | email address, and Facebook's reps asked me for my Facebook
         | account address before they shipped me the review unit. I gave
         | them my burner profile URL, then went to reset the password. By
         | wrongly typing my new password one time, I was locked out.
         | "Please send us proof of your identity," the site sternly
         | warned me.
         | 
         | This is just the start of a long long section of the article on
         | how Facebook will, at the drop of a hat, ban you, remove access
         | to all your purchased software, & how invisible moderators
         | haunt all your VR spaces.
         | 
         | All-in on evil, cruddy, awful policies. An affront to general-
         | purpose computing as the world had known & enjoyed it.
        
           | bryanlarsen wrote:
           | I think that's covered in the reviewer summary line "The
           | F-word. Yeah, we'll get into that. " F-word -> facebook.
           | Subtle, but a great analogy.
        
       | wlesieutre wrote:
       | $300 is a pretty big deal for pricing on a VR headset, that feels
       | very different from $400 for wide adoption.
       | 
       | Seems like this is also the end of the road for Rift, the Quest 2
       | is lower cost, more pixels, and they mentioned 90 hz screens for
       | PCVR games over Link.
       | 
       | EDIT - review units went out in advance, so 3rd party reviews are
       | already up. Here's one from Tested:
       | https://www.youtube.com/watch?v=_x6lux6f_6g
        
         | dylan604 wrote:
         | Facebook will makeup that subsidized $100 on selling the data
         | the glean from the user while using the Quest 2.
        
           | shajznnckfke wrote:
           | Really though? Facebook makes money by displaying targeted
           | ads to users. What data from the Quest is being used to
           | target ads? I'm not familiar with anything related to this in
           | Facebook's product for ad buyers, and can't think of anything
           | particularly useful that they could be doing.
           | 
           | You could think of Oculus as an effort to increase the amount
           | of user attention inventory Facebook has in supply to rent
           | out to advertisers. Also, they are positioning themselves as
           | an intermediary for transactions in the future VR economy by
           | being platform owner (a la Apple owning the App Store). My
           | guess is the long-term plan is to make money here by
           | displaying ads in VR and by getting a cut of goods and
           | services sold though VR (see: Ready Player One).
        
             | dx87 wrote:
             | You could advertise similar games based on what they're
             | already playing.
        
               | dylan604 wrote:
               | You're thinking too small. By owning a Quest 2, you're
               | signalling that you (or your parents) have disposable
               | income they are willing to spend on electronic devices.
               | Yes, it clearly shows you're a gamer. So if you're a
               | gamer, you probably drink Mountain Dew and eat Doritos.
               | Based on your FB profile, you probably like certain types
               | of shoes. 75% of other people with matching criteria
               | purchased something, so let's shove that in your face as
               | well to see if we can't get it up to 80%. Oh, you play
               | games between the hours of xxx, so you must be a
               | teenager. Let's target ads to get your parents money.
        
               | shajznnckfke wrote:
               | That info seems like table stakes for Facebook. It
               | doesn't take the many billions invested in Oculus to find
               | any of that out.
        
               | dylan604 wrote:
               | Sure if that was the only data point. however, this is
               | just one more thing they will use to refine the data they
               | are sucking in about you every second. At this point, why
               | would they not do it? It's in their DNA.
        
               | phonon wrote:
               | https://funnyjunk.com/funny_pictures/4640768/Xbox+one+gre
               | ent...
        
             | Tossrock wrote:
             | They may not be exposing the data they're collecting to ad
             | buyers today, but it's a safe bet they're collecting it.
             | You can extract a lot of signal on ad effectiveness based
             | on what people look at via head pose, and once eye tracking
             | is in - nominally for foveated rendering, of course - it
             | will be even stronger.
        
             | croes wrote:
             | What data? Movement range, size, speed,reaction time. With
             | touch controllers you can even track the stress resistance,
             | because people tend to tighten their grip if stressed. And
             | there a lots of companies like Cambridge Analytica that can
             | use that data to push their agenda even better. Easier game
             | for people like the Koch brothers.
        
             | pritovido wrote:
             | Data from a VR is extremely useful.
             | 
             | First it measures your fitness level. Those devices have
             | high quality acceleration and gyroscope sensors. They could
             | know your visual and acoustic acuity.
             | 
             | They measure what games you play, for how long, at what
             | time.
             | 
             | With these data and processing done by AI created by
             | engineers they can extract and know more about yourself
             | than you do.
             | 
             | We know from Snowden that places like the NSA collect and
             | save data expecting technological changes in 5-10 years in
             | the future for processing that data. The technology for
             | processing does not need to be ready yet.
             | 
             | This is extremely useful for Advertisers and secret
             | services. This is not what you say you are, this is what
             | you are.
        
               | underwater wrote:
               | That's a bit of a stretch. Facebook uses data to improve
               | ad targetting on their own platforms. They're not selling
               | your HR or fitness data to your insurance company or
               | anything crazy like that.
               | 
               | Facebook generated $29 per user in the US last year. A
               | small bit of extra info about people's gaming habits is
               | not going to improve ad targetting enough to make up for
               | a $100 gap in price.
        
             | rado wrote:
             | What data? All the data!
        
             | ianlevesque wrote:
             | 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.
        
               | kichik wrote:
               | If it were truly just about the games, they would let you
               | keep using Oculus login. Why else would they force you to
               | use a Facebook login? If they only cared about store
               | profits, logins wouldn't be required at all.
        
               | gibolt wrote:
               | You could imagine a future where VR/AR is the equivalent
               | of Mac or Windows, iOS or Android. The platform is the
               | asset
        
               | xnx wrote:
               | I agree that being a game platform would be enough to be
               | profitable, though their biggest dream must be to be the
               | ultimate gatekeeper/taxman to what goes into your eyes.
               | Aside from injecting thoughts right into your brain, what
               | is more important than a screen that blocks out
               | everything else you see? (phone, laptop, and TV are worth
               | zero when you're wearing goggles).
        
               | petre wrote:
               | And the next thing you know firemen are running around
               | burning books, like in Ray Bradbury's Fahrenheit 451.
        
               | wlesieutre wrote:
               | I do worry that Facebook will figure they might as well
               | double dip on sales and advertising; future headsets are
               | probably going to have eye tracking (ostensibly for
               | foveated rendering and better avatars), and combining in-
               | world advertising with exact data on how long people
               | looked at them is a pretty compelling sell for what is
               | fundamentally an advertising company.
               | 
               | They spent like 15 minutes of the presentation talking
               | about how ethical they're going to be (re: AR glasses)
               | and how trust has to be earned, but their ethics track
               | record isn't exactly stellar.
        
               | throwaway423342 wrote:
               | do you work for FB?
               | 
               | within FB people 'assume good intention'.
               | 
               | outside FB not so much.
               | 
               | think about why
        
               | wincy wrote:
               | Also remember that Mark Zuckerberg himself demoed the
               | Samsung Oculus headset to everyone. That was a really big
               | deal at the time. It's possible that this is a pet
               | project he's adopted and really wants to see succeed.
               | However, practically, it's a great jumping off point for
               | AR and we know that Apple is experimenting with Augmented
               | reality headsets that are tied to your phone.
               | 
               | Facebook might just be trying to get ahead of the game,
               | betting that the next step past phones is VR/AR.
        
               | shajznnckfke wrote:
               | 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. Even if they can
               | keep users on a Facebook-owned VR app, they don't want to
               | wind up paying a 30% tax to some platform owner.
        
               | jayd16 wrote:
               | > being part of the competitive game console market
               | 
               | You mean being part of the many billion dollar game
               | industry by controlling the highest growth sector in that
               | industry with vendor lock in and rent seeking for any
               | game sold in that new market?
               | 
               | Yeah...who would want that...
        
               | shajznnckfke wrote:
               | Sure, but that would also apply to other companies who
               | could have bought Oculus. I think the way it fits into
               | Facebook's overall company strategy explains why they
               | would bid the most.
        
               | bentcorner wrote:
               | 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.
        
               | technotony wrote:
               | Zuckerbery has talked about the strategy here for ages.
               | It's not about VR, it's about AR. The tech to build
               | realtime, always on AR is just a more advanced VR tech.
               | 
               | AR will be all about the ads as facebook can serve them
               | everywhere you go. That's where they will make $100BN in
               | ad revenue.
        
               | wlesieutre wrote:
               | I hope that the platform as a whole don't start stuffing
               | ads everywhere, but I'd be shocked if there weren't some
               | monitization plan for Facebook Horizon
        
               | renewiltord wrote:
               | It's just run of the mill conspiracy theorists. I remove
               | them from my feed and move on.
        
           | jimrandomh wrote:
           | They make it up by taking a 30% cut on any games you purchase
           | through their store (which is the only place you can buy
           | games for it), similar to consoles. This is much more money
           | than user data is worth. (Not that they won't use/sell that
           | data, too, but let's not confuse ourselves about how much
           | it's worth.)
        
             | gibolt wrote:
             | Facebook doesn't sell user data. Advertisers have access to
             | targeting that occurs in a black box to them
        
               | dylan604 wrote:
               | If you want to get down to a nit picky level like that
               | then, sure. And to be fair, maybe it should be explicitly
               | stated. However, Facebook sells access to the data it
               | collects. It may not be access to the raw data that a
               | phrase like 'selling the data' makes it sound. However,
               | it is making money from the knowledge it has about people
               | (can't even say its users anymore). Either way, the ad
               | buyer (end user) gets access to that data even if it is a
               | black box API style system.
        
               | polyomino wrote:
               | No, advertisers do not "get access" to that data.
               | 
               | They get the ability to target ads against people who
               | match some characteristics. Facebook's business is
               | literally built on advertisers inability to access that
               | data. If they had access, advertisers would advertise
               | elsewhere and Facebook wouldn't get a cut.
        
               | jjn2009 wrote:
               | buying peoples data would be a big deal, that's why its
               | not a nit picky detail. I also don't agree with facebook
               | having all of my data in the first place but they don't
               | just tar up my entire life and hand it to someone.
        
             | jjn2009 wrote:
             | were talking about cameras that are actively scanning your
             | room, you do realize this thing is painting a detailed 3d
             | picture of your house right?
        
             | chaostheory wrote:
             | yeah, the Oculus store is more expensive than the Steam
             | store for the same titles.
        
             | Robotbeat wrote:
             | EXCEPT for the privacy bull (pretty angry about that),
             | that's actually not a terrible deal for consumers.
        
           | frakkingcylons wrote:
           | They'll make up the difference on the Oculus Store
           | commission, just like Sony and Microsoft.
        
         | akhilcacharya wrote:
         | $300 is what I paid for my Windows Mixed Reality headset, which
         | is also inside out tracking. Works phenomenally well with Half
         | Life Alyx.
         | 
         | But I do agree that it seems like a killer value - I'll
         | probably preorder one!
        
           | chaostheory wrote:
           | yeah but WMR requires a PC. Quest is an all in one device
           | that you just turn on and put on your head.
        
             | filoleg wrote:
             | that's why Oculus is killing off Rift S. Because Quest can
             | do the exact same thing, but also function as a completely
             | standalone device, all for $299/$399. It is indeed a killer
             | value proposition.
        
         | superkuh wrote:
         | The Rift is a VR head mounted display for a beefy PC. The Quest
         | is an entire computer system powered by battery and tiny in
         | surface area. They're different products for different markets.
         | Anything in a mobile form factor as your VR computer will
         | necessarily be limited for either shorter time periods or
         | significantly less graphical fidelity.
        
           | Digit-Al wrote:
           | From the article:
           | 
           | >We're going to focus on standalone VR headsets moving
           | forward. We'll no longer pursue PC-only hardware, with sales
           | of Rift S ending in 2021. That said, the Rift Platform isn't
           | going anywhere. In fact, we've seen significant growth in PC
           | VR via Oculus Link, and the Rift Platform will continue to
           | grow while offering high-end PC VR experiences.
           | 
           | So, yeah. End of the road for the Rift. Oculus Link makes it
           | redundant.
        
           | wlesieutre wrote:
           | Rift S is being discontinued, if you want a dedicated PC
           | headset now you'll want to look at an Index or an HP Reverb
           | G2.
           | 
           | But you can plug the Quest into a PC and use it as a PCVR
           | headset. Oculus sells a 16 ft fiber optic cable for $80, but
           | it works well over any good quality USB 3 cable (and even
           | works over USB 2 now).
           | 
           | The downside of this is that it's more front heavy than a PC
           | headset without all the standalone guts, and I'm sure there's
           | non-zero latency for running the video stream over a USB
           | connection rather than a standard video cable. It works
           | pretty well though, I think the trade-offs are absolutely
           | worth the benefits of having a standalone headset.
        
             | StavrosK wrote:
             | Hell, it works fine over wifi.
        
             | wlesieutre wrote:
             | Also check out https://www.vrdesktop.net/ for PC streaming,
             | this option works wirelessly and performs very well as long
             | as you have a fast and stable wifi connection.
             | 
             | The version on the Oculus Store doesn't do SteamVR
             | streaming though, you have to buy it and then sideload an
             | alternate version (which still checks for a license from
             | the store).
             | 
             | There's supposed to be some sort of easier sideloading
             | system coming (currently you need to sign up for a
             | developer account and enable developer mode), but no new
             | info since that was announced a few months ago.
        
             | superkuh wrote:
             | Yes, but with 30 ms additional latency on top of base
             | latency for doing the same with a normal head mounted
             | display. You can see confused questions about this all over
             | the oculusvr forums.
             | 
             | So now you're tethered, your tether is more fragile, and
             | you have significant extra latency.
        
               | wlesieutre wrote:
               | Yes, serious PC VR gamers will probably want to look
               | elsewhere, for me my gaming computer is mostly running
               | flatscreen games and being able to enjoy games like HL:
               | Alyx via Link is a bonus.
               | 
               | Standalone headsets are so much more convenient, and are
               | affordable to people without a high powered gaming
               | computer, so I see why Facebook is going in this
               | direction.
        
           | fossuser wrote:
           | At the end of the linked post they say rift is EOL.
           | 
           | It's clearly dead and as someone who owned one it's been
           | clear FB hasn't cared about it for some time.
        
           | ccktlmazeltov wrote:
           | Note that the Quest is basically a rift with link
        
           | ggreer wrote:
           | Oculus Link[1] lets you render everything on the PC. The
           | cable also provides power so you don't have to worry about
           | battery life. The only disadvantage is the extra weight of
           | the battery in the headset.
           | 
           | https://www.oculus.com/blog/play-rift-content-on-quest-
           | with-...
        
             | [deleted]
        
       | scotty79 wrote:
       | I've planned to buy Valve index and this announcement gave me a
       | pause. But ultimately I'll be sticking with Index for 120hz
       | refresh rate (vs 90hz of Quest 2)
        
       | shoulderfake wrote:
       | But I need a facebook account to use one of these dont I ?
        
         | ccktlmazeltov wrote:
         | you need an online account to download the games on the app
         | store yes
        
       | Jemm wrote:
       | What is the FOV?
        
       | tehwebguy wrote:
       | Love my Quest but I basically only play Pavlov Shack, a game that
       | requires sideloading and I am somewhat sure will not come to the
       | official Quest store.
       | 
       | Will probably end up selling mine and getting another brand.
        
         | ccktlmazeltov wrote:
         | didn't they say it would come to the store?
        
       | xnx wrote:
       | I don't know all the tradeoffs involved, but seems like a
       | downgrade to go from the pure black of OLED to the backlight
       | bleedthrough of LCD for a screen so close to the eyes.
        
         | ShamelessC wrote:
         | Ghosting on completely black regions in Half Life Alyx was the
         | only complaint I had with my OLED HMD. I tried an LCD one and
         | my brain was better at ignoring the extra brightness than it
         | was the ghosting.
        
       | moh_maya wrote:
       | We develop industrial training solutions using the rift S and
       | quest. But the deep linking with FB, the battery downgrades on
       | the quest, etc, all are going to push us away.
       | 
       | For PC-based training sims, we'll probably get the HTC Vive. And
       | the Pico for the quest equivalent.
        
         | jayd16 wrote:
         | >the battery downgrades
         | 
         | I haven't seen anything about this. Only battery news I've seen
         | is they have a new strap system with a battery pack in it.
        
         | ccktlmazeltov wrote:
         | what's the blocker with the FB linking?
        
         | TwoBit wrote:
         | Why do care about the Facebook link? You needed an Oculus
         | account previously and a Facebook account now, but there's no
         | forcing of Facebook on you.
        
           | Dahoon wrote:
           | You do need a FB account - and a real one at that. If you
           | create a fake one and you get locked out and you can't prove
           | you are that fake person FB will lock you out of the account
           | (and all bought software).
        
           | deskamess wrote:
           | Will the Oculus account continue to work? Otherwise they are
           | forcing Facebook on me.
        
             | ccktlmazeltov wrote:
             | I think it's fine to not buy a product if you don't want to
             | create an online account
        
               | emsy wrote:
               | It's fine to buy a product and expect it not to require
               | an intrusive violation of my privacy to use it. I hope
               | lawmakers will completely bar this practice for all
               | devices.
        
           | Rebelgecko wrote:
           | Some features won't work without an FB account. No one is
           | forcing you to buy this device, but if you do and want to
           | utilize features that require a FB account then it is forced
           | upon you
        
             | sudosysgen wrote:
             | Since the last update a Facebook account is necessary for
             | essentially everything.
        
         | polyomino wrote:
         | They mentioned businesses getting accountless and/or
         | alternative authentication methods in the keynote.
        
         | [deleted]
        
       | Causality1 wrote:
       | It's quite ironic that by attempting to force me to use a
       | Facebook account, all they've accomplished is forcing me to
       | exclusively pirate my VR titles.
        
       | mouldysammich wrote:
       | the whole mandatory facebook thing has made me want to sell my
       | quest. Its a shame, I think its truely the best device out there.
       | I was able to play have life alyx totally wirelessly and enjoy
       | the full experience, and I dont think there is anything close out
       | there to emulate this.
        
         | mrfusion wrote:
         | I thought half life requires a cable to the pc?
        
           | Rebelgecko wrote:
           | There's 3rd party software like OpenALVR (FOSS) and Virtual
           | Desktop ($ but works better IMO) that let you stream PC VR
           | games wirelessly
        
             | worldsayshi wrote:
             | I'm using Virtual Desktop and it works flawlessly with
             | Alyx. It's so puzzling that you need to enable developer
             | mode and sideload stuff to enable wireless while they allow
             | you to connect with a cable out of the box.
        
       | cj wrote:
       | I'm hoping the improved graphics specs and refresh rate help
       | people (like me) who are sensitive to VR motion sickness.
        
         | shafyy wrote:
         | It most certainly will
        
       | [deleted]
        
       | Monitor2019 wrote:
       | Genuine question - if this was the perfect AR/VR device, would
       | you use it even though it is a FB product? I have real concerns
       | about privacy and the need to log in with FB credentials, but I
       | am also very hopeful for devices that can continue to grow the
       | market and help take it mainstream.
        
         | echlebek wrote:
         | No. I will never willingly use facebook or facebook products.
        
         | jackhack wrote:
         | I know I wouldn't. I have stayed off FB -- active avoidance --
         | for a reason. Now that they have taken over the Oculus (I was
         | an early Rift developer, and have the production Rift now) my
         | journey with them is complete.
         | 
         | I don't trust Facebook and at this point I simply cannot
         | imagine any possible action they could take to restore that
         | trust.
         | 
         | It's a real disappointment. I admire the product and appreciate
         | the contributions of the engineering team to advancing the
         | state-of-the-art.
        
         | klmadfejno wrote:
         | I'd buy one for myself and for my family as gifts if it weren't
         | an FB product. Disappointing really.
         | 
         | I hope Valve can produce a competitor. Index is doing just fine
         | but the target markets are different.
        
         | time0ut wrote:
         | I wouldn't use it even if it was free. I don't want the market
         | to grow in the direction FB is trying to take it. I don't want
         | to subsidize it with my privacy.
        
         | moron4hire wrote:
         | Well, I have a legacy Oculus account, and the Quest 2 will be
         | obsolete before the grandfathering time has expired, so I am
         | going to get the Quest 2. Hopefully a reasonable competitor
         | will be available by then.
         | 
         | EDIT: never mind. I won't be getting the Quest 2.
        
           | slipheen wrote:
           | For what it's worth, I don't think the grandfathering
           | applies.
           | 
           | "All future unreleased Oculus devices will require a Facebook
           | account, even if you already have an Oculus account."
           | 
           | https://www.oculus.com/blog/a-single-way-to-log-into-
           | oculus-...
        
             | moron4hire wrote:
             | shit...
        
         | meheleventyone wrote:
         | I bought the original Quest and will stop using it when the
         | Facebook account becomes mandatory. Hopefully there is a
         | suitable replacement from a less odious company at that time. I
         | absolutely will not get a Quest 2 despite being very impressed
         | by both the hardware update and price.
        
         | cyrux004 wrote:
         | create a new facebook account just for this and dont use it
         | ever ?
        
           | slipheen wrote:
           | This also involves agreeing to the Facebook ToS.
        
           | numpad0 wrote:
           | If you make a Facebook account and tie it to VR goggles,
           | you're not "not using it ever" but polar opposite of it...
        
           | mortenjorck wrote:
           | One of two things happens.
           | 
           | A) An algorithm flags your newly-created account as
           | "inauthentic" and now you have to submit a copy of your
           | driver's license to Facebook just to use a piece of consumer
           | electronics you bought.
           | 
           | B) A different algorithm puts the pieces together and deduces
           | that your burner account is the same identity as the real
           | Facebook account you stopped using years ago or perhaps even
           | "deleted." Nothing escapes the big-data inferences of The
           | Graph.
        
             | t0mbstone wrote:
             | I don't know... Facebook hasn't detected a single one of my
             | 6 fake facebook accounts, and I've had them for years. I
             | have been using one of them with my Quest ever since I got
             | it, and they still haven't caught on.
             | 
             | Maybe I'm slipping through their net because my accounts
             | are old?
        
           | oefnak wrote:
           | They would definitely connect the dots. Same home WiFi, for
           | starters.
        
             | cyrux004 wrote:
             | now that would be an interesting experiment to see how and
             | if they figure that out
        
         | te_chris wrote:
         | Absolutely not
        
         | mike_d wrote:
         | I would purchase this in a second if it was from any other
         | company.
         | 
         | I refuse to financially support a company that is doing so much
         | to hurt democracy worldwide.
        
           | ccktlmazeltov wrote:
           | > that is doing so much to hurt democracy worldwide
           | 
           | what makes you think that facebook hurts democracy? Weren't
           | democracy hurt way before facebook due to TV, radio,
           | newspaper, and whatever was the communication mean of the
           | day? I think a lot of people are over reacting here. If
           | anything, FB helps against wannabe dictators, see how
           | critical everybody is of Trump? Without social networks I
           | think it'll have been much easier for Trump to make the US a
           | dictatorship.
        
           | stanlarroque wrote:
           | We are building exactly this : https://lynx-r.com
        
             | oefnak wrote:
             | Looks very interesting. But that's a lot of money, so you
             | need to make sure people can try it out somewhere.
        
             | the_hoser wrote:
             | 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.
        
               | KarimDaghari wrote:
               | Genuine question: What makes the Oculus a compelling
               | consumer product?
        
               | the_hoser wrote:
               | 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.
        
               | xyzzyz wrote:
               | Availability of fun games you can play, no need for
               | external PC, no complex environment setup, and the
               | sticker price of $300 vs. $1500.
        
               | ccktlmazeltov wrote:
               | It's the most developed VR experience out there?
        
               | worldsayshi wrote:
               | 1. It can connect with your gaming pc wirelessly. Also
               | battery driven, so completely wireless. 2. No base
               | stations, only headset and controls 3. You can run many
               | games directly on the device, so no gaming pc required
               | for for example beat saber. 4. Portable, you can bring it
               | to your friends place.
        
               | frakkingcylons wrote:
               | Accessible price, no gaming PC needed, no external
               | hardware setup required for tracking.
        
             | mike_d wrote:
             | Yikes.
             | 
             | I advise a few companies doing enterprise VR and they are
             | all OEM'ing the HP Reverb at half your list price with 4K
             | per eye and high quality 6DoF.
             | 
             | Are you going to try to integrate SteamVR, cut the price by
             | a thousand dollars and try to sell a privacy conscious
             | headset?
        
               | stanlarroque wrote:
               | We already have SteamVR compatibility with remote
               | rendering over Wifi 6 or USB-C. And for the rest of your
               | questions, yes.
        
               | t0mbstone wrote:
               | What kind of latency are you getting with the headset and
               | wireless remote rendering
        
         | dorkinspace wrote:
         | Personally, price doesn't matter, I would not use a FB device.
        
         | [deleted]
        
         | renewiltord wrote:
         | Yep, pre-ordered it and I bought my parents a Quest and I have
         | a Quest at home too.
        
         | slim wrote:
         | this will grow _and_ capture the market. so it 's an unuseful
         | growth. you will actually have less options in the future if
         | you buy it
        
           | Sohcahtoa82 wrote:
           | Not as long as Valve still wants to be a player in the VR
           | device space. The Index has had an 8+ week wait to receive
           | one for several months now because they keep selling out,
           | despite the $1,000 price tag for the full kit.
        
           | Fordec wrote:
           | If Facebook is going to be the market, and I believe it will
           | be judging by what's out there right now, VR on the whole as
           | a market is dead to me. Since the facebook linking account
           | news I've removed all VR news blogs from my RSS feed. I don't
           | need to know about what's happening in the industry anymore.
           | 
           | If the only way to avoid Facebook is to not play, I'm not
           | playing. It's just that simple.
        
         | Kiro wrote:
         | Yes, the Quest 1 was such a game-changer for me that I would
         | sell my soul to get the next generation. Really hoping other
         | companies will step up their game though.
        
         | reader_mode wrote:
         | What's the privacy concern here ? Facebook knows what I do in
         | VR ? I don't necessarily want that but TBH I don't really care
         | about it either - I don't plan on using it for anything
         | compromising anyway and I'm bombarded by advertisement spam
         | everywhere to the point of immunity.
        
           | SubiculumCode wrote:
           | How about the scanning of your home in precise 3D?
        
             | jackhack wrote:
             | Will they be running automatic object
             | detection/classification on the video streams?
             | 
             | Is that a completely legal firearm/sword in the background?
             | Is that a MAGA hat on the desk? Care to explain that Antifa
             | flag on the wall? Maybe you supported that politician that
             | lost the last election?
             | 
             | Could you have a Falun Gong book on your shelf, or a poster
             | with Tiananmen Square's "tank man"? Maybe an image mocking
             | a country's leader as a cartoon character?
             | 
             | What if SpyCam2 sees/hears something "islamophobic"? This
             | is merely illegal in some countries, but a ticket to a
             | death penalty in others. What then? Should the authorities
             | be notified? Will Facebook turn over recordings if asked or
             | demanded by a court or pre-emptively send them?
             | 
             | All reasonable questions in my mind.
             | 
             | Let's go just a bit further. Are you prepared to adjust
             | your surroundings and life to be completely PC, a sterile
             | pokerface world devoid of any Anti-whatever-that-
             | isn't-politically-correct items which might offend? That's
             | the world that the East Germans suffered under, while the
             | Stazi collected every available fact, trying to ferret out
             | "traitors" among the populace. at least they were safe in
             | their own homes, for the most part (although some important
             | conversations took place in the rest room, with the water
             | running, to hide from microphones).
             | 
             | So should you fail to hide your unpopular thinking, at the
             | least you'll face a 30-day ban from the hardware+software
             | you paid for. If you're not so lucky, they might just have
             | to call the authorities, or the religious police, you know,
             | "for your protection."
             | 
             | Now add monitoring/recording/cataloging of your speech...
             | are you comfortable knowing everything you've said is TOS-
             | approved? Will it remain so, forever? doubtful.
             | 
             | Think this is absurd? It's not. Oculus just became part of
             | Facebook's platform. Try any of the behaviours above on
             | facebook and see what happens. (hint: enjoy your ban)
             | 
             | That's not entertainment. That's Dystopia: Big Brother
             | invited into your home, re-imagined as a face-hugger with
             | cloth straps.
        
           | mhh__ wrote:
           | VR currently has a innocence to it. I'm sure we'll see
           | adverts like usual at some point
        
           | moron4hire wrote:
           | It's not just knowing what I do in VR. It's also seeing and
           | hearing into my house, because they have provisions for
           | scenarious in which they would keep full sensor data
           | indefinitely.
        
           | numpad0 wrote:
           | They'll have control of your vision, literally.
        
             | reader_mode wrote:
             | I mean this is a toy you put on for leasure (a tool at best
             | but at that point you'll probably invest more money and not
             | use a FB product) if it's not a satisfactory experience I
             | stop using it
        
           | wizzwizz4 wrote:
           | If they've got eye tracking, they know basically how your
           | visual cortex behaves - and hence how to put stuff where you
           | look at it. That'll get infuriating _very_ quickly.
           | 
           | They'll also know what gets your attention, what doesn't...
           | unless you can control your saccades, that'll leak a lot of
           | information about your mind-state while viewing Facebook-
           | controlled media. They could, if they wanted to, blackbox
           | reverse-engineer bits of _you_ via controlled-input attacks.
           | 
           | VR headsets are basically _the_ most creepy thing they could
           | be tracking my behaviour with - perhaps second to the
           | smartphone, since at least I can take off the VR headset.
        
             | reader_mode wrote:
             | >That'll get infuriating very quickly.
             | 
             | And as soon it does I stop using it.
             | 
             | As for reverse engineering my preferences I'm not sure I
             | care honestly - if it means ads I get are more relevant it
             | might even be a good thing.
             | 
             | I don't know I just don't feel there's a lot of value in
             | profiling me specifically and it probably only helps them
             | in aggregate anyway.
             | 
             | I'm not against dats privacy, but if it gets me superior
             | hardware at a better price point I don't see the downside.
             | 
             | I'm much more bothered by wall garden platform like Apple
             | imposing Apple tax and will slowly roll off Apple devices.
        
               | wizzwizz4 wrote:
               | > _I don 't know I just don't feel there's a lot of value
               | in profiling me specifically_
               | 
               | Nah; only a few dollars a (time period), really.
               | 
               | Multiply that by all their customers and you have a _lot_
               | of money coming in from the creepy tracking.
        
           | slipheen wrote:
           | I don't want or need a Facebook account, and I don't want
           | their software running on my machine.
           | 
           | They've shown to be bad actors in the past with harvesting as
           | much data as possible, even on people who don't have
           | accounts.
        
             | reader_mode wrote:
             | I can see that, but TBH I already use their products, the
             | benefit outweigh the cost so not much changes here.
        
           | oefnak wrote:
           | Don't you use an adblocker? I really believed everyone on
           | this site would.
        
             | reader_mode wrote:
             | I do but it's still present in plenty of places - mobile
             | especially. I prefer paid as removal options if I use the
             | service (YT premium, Spotify, etc.)
        
         | ccktlmazeltov wrote:
         | Absolutely yes, which is why I have one. I genuinely don't see
         | the issue.
        
       | legohead wrote:
       | > 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.
        
         | ccktlmazeltov wrote:
         | That's quite a light barrier to entry to download online games
        
           | choward wrote:
           | I disagree completely. I absolutely refuse to have a Facebook
           | account linked to my identity that Facebook uses to spam
           | people asking if they know me.
        
       | d--b wrote:
       | 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...
        
         | Sohcahtoa82 wrote:
         | You want the Pimax 5K then. It claims a 200 degree FOV.
        
           | moron4hire wrote:
           | As someone who owns a Pimax 5k, you do not want a Pimax 5k.
        
             | Sohcahtoa82 wrote:
             | Oh. What's wrong with it?
        
               | moron4hire wrote:
               | All the extra angles of FOV are very distorted, and there
               | is a red static constantly fuzzing away in the display.
               | 
               | Plus, you have to deal with the Pimax company, which has
               | to be one of the most incompetent companies I've ever met
               | when it comes to taking money and delivering product
               | without stepping into the realm of actual fraud. When I
               | bought mine, it was 3 false "it's shipped" announcements,
               | 2 months, and a threat to reverse my credit card charge
               | before I finally received it.
        
         | Kiro wrote:
         | The FoV is anything but binoculars on modern headsets. It's as
         | close to full FoV that you're never bothered by it or even
         | think about it.
        
         | Karawebnetwork wrote:
         | It's not that different than regular glasses. Anything that
         | involves lens will require you to look at the middle and rotate
         | your head.
        
           | rhexs wrote:
           | My regular glasses don't block out an additional 30% or more
           | of my vision. I can see fine peripherally, it's just a bit
           | blurry.
        
             | joemi wrote:
             | 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?
        
               | Karawebnetwork wrote:
               | People have been know to DIY leds around the lenses to
               | help with that.
               | 
               | https://arstechnica.com/gaming/2016/05/how-side-mounted-
               | leds...
        
               | msikora wrote:
               | 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?
        
         | ccktlmazeltov wrote:
         | have you tried it? I have a Quest and I don't really understand
         | your complaint, as soon as you wear the headset you just forget
         | about the real world.
        
           | pugworthy wrote:
           | Psychologically, yes one does forget about the real world.
           | But in terms of actual FOV measurements the human eye is far
           | better.
           | 
           | However having that narrower FOV in VR is actually a good
           | thing, as it makes for a smaller arc subtend for each pixel.
           | If you were to give the wearer a 60 degree FOV in VR, they'd
           | see very crisp and detailed things. But the more you stretch
           | it out, the worse the effective visual quality becomes.
        
           | BillinghamJ wrote:
           | I have a Valve Index and love it. Yes it's immersive
           | regardless, but VR still has such a long way to go on the
           | quality front. FOV is fairly poor, pixel density is awful.
           | 
           | I'm looking forward to an actual "retina display"-like option
           | (60+ PPD) with higher FOV in another 5-10 years, but I'd
           | assume that'll be 8K minimum per eye, maybe more like 10-12K.
        
             | shpx wrote:
             | If you have $6,000 then the Varjo VR-2 headset has a 60 PPD
             | (pixels per degree) display embedded in the middle of a 15
             | PPD display.
             | 
             | https://varjo.com/products/vr-2-pro/
        
               | BillinghamJ wrote:
               | Very very low FOV though, even considering the 15 PPD
               | portion
        
           | joemi wrote:
           | I'm not the person you're asking but I've tried it and it
           | goes both ways for me. Sometimes it's still very immersive,
           | and other times the reduced FOV (compared to reality) does
           | take away from the experience.
        
         | derefr wrote:
         | 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 DLP, bounced
         | right into your eyeballs? It could even use the glass surface
         | of the peripheral LCD display as a DSLR-alike mirror, so that
         | it can reach your pupil from a straight-on angle.
         | 
         | What I'm describing does seem to exist (a
         | https://en.wikipedia.org/wiki/Virtual_retinal_display) -- but
         | it doesn't seem that anybody has tried _combining_ them with
         | traditional LCD tech yet.
         | 
         | 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.)
        
           | shock-value wrote:
           | > 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.)
        
           | buzer wrote:
           | > 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.
           | 
           | Isn't that what Varjo is doing? They do have headsets out,
           | but they are strictly targeting enterprises at this point
           | (cheapest headsets start at 5k + mandatory support for 800).
           | 
           | [edit] actually no, I remember them discussing that approach,
           | but apparently they went with some kind of semi-transparent
           | mirror to combine the images.
           | https://varjo.com/blog/introducing-bionic-display-how-
           | varjo-... &
           | https://gfycat.com/perkywastefulhorsechestnutleafminer
        
       | yboris wrote:
       | I'm an Oculus CV1 owner and I still love it.
       | 
       | The next one I'm buying is the HP Reverb G2. The resolution is
       | phenomenal: https://www.youtube.com/watch?v=QZvPnd_xTBs Consider
       | it when you're deciding on a headset.
        
         | t0mbstone wrote:
         | Any VR headset with a tether is a dealbreaker for me, period.
        
       | swalsh wrote:
       | 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 dive, and that's not
       | even mentioning the complete community change that came along
       | with it.
       | 
       | EDIT: here's a video with examples:
       | https://www.youtube.com/watch?v=TVgxk0ytTyI&feature=emb_titl...
        
         | tantalor wrote:
         | Why do people put the before on the right and the after on the
         | left? Is it a mental disorder?
        
         | chaostheory wrote:
         | 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.
        
         | kcb wrote:
         | Bad developer implementation. Games have had scalable graphics
         | settings for decades.
        
         | Fabricio20 wrote:
         | While I understand the concern, isn't the blame to be made on
         | the company behind the implementation? (In this case, the
         | developers of Onward?).
         | 
         | Most PC games nowadays offer a free "DLC" for extra-high
         | graphics you can download, which means they maintain
         | compatibility but for those who have beefy machines it also can
         | provide super high fidelity. Why didn't they do it that way?
        
           | chaostheory wrote:
           | My guess is because Onward as of a few months ago or even
           | now, only has one developer. Even if that's changed recently,
           | they probably don't have the manpower to maintain drastically
           | different versions of the game yet.
        
       | asou wrote:
       | Is anyone making a similar standalone without forced FB ?
        
       | karmakaze wrote:
       | The Quest has a resolution of 1440 x 1600 per eye. So the 50%
       | more pixels works out to 20% more scan lines (1920) and 27% more
       | pixels/line (1832). 90 Hz has potential perhaps via PC link.
        
       | nixass wrote:
       | Mandating to link Facebook account with this VR set screams red
       | flags to me.
        
       | haberman wrote:
       | As someone who only barely follows VR, what benefits would this
       | have over the upcoming HP Reverb G2 besides price?
       | 
       | I was eying the HP Reverb G2 for high resolution, and for its
       | Microsoft Flight Simulator support.
       | 
       | EDIT: ah I just found this:
       | https://www.reddit.com/r/HPReverb/comments/it5jvj/hp_reverb_...
        
         | XCSme wrote:
         | The biggest difference is that the Quest is a standalone VR
         | platform (it includes hardware that can also run the games),
         | whereas the majority of VR devices are just display devices
         | (screens, lenses, audio, controllers).
        
         | chaostheory wrote:
         | I feel that wireless and better tracking are the biggest
         | technical differences that favor the Quest 2. WMR, whether
         | deserved or not, has a bad reputation for tracking. I don't
         | know why Reverb didn't support a base station option since it
         | was supposedly about "no compromises". Oculus would be superior
         | for non-sim games and would be near equivalent in sim game
         | performance when it's linked to a PC.
         | 
         | The facebook requirement is a hard sell for many people though.
         | The lack of IPD adjustment may be a be killer for a lot of
         | people, but I'm pretty sure that's one of the major things that
         | brought down the price to $299
        
         | bufferoverflow wrote:
         | If you're going to ignore 2X the price, why not compare to
         | Pimax 8K?
        
           | haberman wrote:
           | Maybe I should! I didn't know about the Pimax 8K.
           | 
           | Will all of these have access to the same software titles, or
           | are they built on closed or incompatible software ecosystems?
        
             | song wrote:
             | Pimax supports steamVR, same for the HP reverb. You should
             | be able to use Revive to access occulus games on those
             | headsets too.
        
         | TwoBit wrote:
         | A benefit of the Quest is that you will have a wider range of
         | apps. You can run all the apps that you can with Reverb G2,
         | plus all the Oculus PC apps and the Oculus Quest apps.
        
       | [deleted]
        
       | syspec wrote:
       | > We're going to focus on standalone VR headsets moving forward.
       | We'll no longer pursue PC-only hardware, with sales of Rift S
       | ending in 2021. That said, the Rift Platform isn't going
       | anywhere.
       | 
       | Well, actually it is isn't it?
        
         | evanextreme wrote:
         | Not necessarily. Since the Rift S launched and Oculus Link
         | released, Facebook changed the branding of games that require a
         | PC to "Supports Rift Platform" to signify that they can also be
         | played on a tethered Quest. I expect they'll change the name in
         | the future though
        
           | fossuser wrote:
           | Yeah, but as someone who owned the Rift S and then bought a
           | Quest - it turns out there's a rude surprise that all the
           | games you bought for the Rift S have to be _bought again_ for
           | the Quest.
           | 
           | The Rift S was a huge mistake, ironically I only bought it
           | because when I asked my friend working at Oculus which one to
           | get he said to get the Rift S (I suspected then they didn't
           | care about it).
           | 
           | They should never have shipped it.
        
             | filoleg wrote:
             | > all the games you bought for the Rift S have to be bought
             | again for the Quest.
             | 
             | Wrong on 2 accounts.
             | 
             | 1. A lot of games support cross-buy between Rift and Quest
             | versions.
             | 
             | 2. For those that don't support cross-buy (or games that
             | only have a Rift version), and you already own them for
             | Rift, you can play them on Quest just fine by connecting it
             | to your desktop either wirelessly (using software like
             | VRDesktop) or using a cable. Just like you were previously
             | able to with Rift (minus the wireless option, iirc it
             | wasn't a thing for Rift).
             | 
             | Tl;dr: Quest is a superset of Rift's functionality. You can
             | do everything with Quest that you could do with Rift.
             | Officially supported, without any hacks or workarounds. If
             | you had a game you purchased for Rift, you can play it on
             | Quest just as if you were playing it on Rift without paying
             | anything extra.
        
               | fossuser wrote:
               | 1 is not true for the games I had (which were the most
               | popular ones including beat saber).
               | 
               | Saying "just use a cable" or crappy streaming software to
               | play games on the quest when the entire point is to have
               | a wireless device is lame.
               | 
               | Most people are going to assume if you buy something in
               | the oculus store that you can play it on oculus devices
               | (unless it's an issue related to device performance which
               | I can understand).
        
               | filoleg wrote:
               | Your original complaint was that you have to rebuy games
               | you already bought for Rift to be able to play them on
               | Quest, which is not true. You can play them on Quest the
               | exact same way you were able to on Rift.
               | 
               | Also, wireless solution isn't "crappy". I tried Half-
               | Life: Alyx using both cable and wireless (VRDesktop) for
               | an hour each, and ended up finishing the game using
               | wireless, because it felt more comfortable, and I didn't
               | notice any difference that I could actually spot.
        
               | fossuser wrote:
               | > "You can play them on Quest the exact same way you were
               | able to on Rift."
               | 
               | Yeah, but the entire point of buying the Quest is so I
               | don't have to play them the exact way I was able to on
               | the Rift.
               | 
               | For a comparison, what you're describing feels like this:
               | 
               | 1. I buy a videogame on steam and play it on my computer.
               | 
               | 2. I buy a new computer and download steam.
               | 
               | 3. Steam tells me that I have to rebuy the game to play
               | it on new computer.
               | 
               | 4. Someone on HN says I can just connect my new computer
               | to the old computer in order to play the game and that
               | this is 'the exact same way'.
               | 
               | Do you know see how that's a shitty experience?
               | 
               | It's ridiculous that the quest version of the game is a
               | separate thing you have to buy even though it's the same
               | store. Your solution relegates me to being attached to
               | the PC defeating the entire point of the quest. If the
               | game couldn't be played on the quest because it needed
               | the PC's graphics that's one thing, but this isn't that -
               | beatsaber exists and works fine on the quest.
        
       | Robotbeat wrote:
       | This is pretty huge, although bummer with the Facebook
       | deeplinking.
       | 
       | Much better resolution for just $300 including the controllers.
       | That's the price of a large monitor.
        
       | msie wrote:
       | A good video review (Adam Savage's Tested):
       | https://www.youtube.com/watch?v=_x6lux6f_6g
        
       | devwastaken wrote:
       | Quest can't do VR titles. It will always be a niche mobile game
       | market that can't give VR justice. If they would integrate h264
       | hardware decode and allowed the PC oculus software to stream to
       | it, then we'd be in business.
       | 
       | Wireless VR is a big problem right now, it's expensive, doesn't
       | work well, and for it's price you might as well get better
       | hardware.
       | 
       | Oculus should ship quest with a cheap little 5Ghz USB broadcaster
       | that you can put into your gaming PC and the oculus software can
       | then stream through. Everyone wants to be able to have no cords
       | and tuck their PC into a corner, not drag it with them.
        
         | ipsum2 wrote:
         | Have you tried the Quest? I've owned many different VR headsets
         | in the past, the Quest is pretty fantastic. "can't do VR
         | titles" is such an exaggeration it doesn't make sense.
        
         | pavlov wrote:
         | _> "...allowed the PC oculus software to stream to it"_
         | 
         | You can do this with the Oculus Link cable. It makes the Quest
         | essentially into a Rift.
        
         | jon-wood wrote:
         | > Wireless VR is a big problem right now, it's expensive,
         | doesn't work well, and for it's price you might as well get
         | better hardware.
         | 
         | There's an app for the Quest called Virtual Desktop that allows
         | streaming SteamVR over WiFi, which on a good network is almost
         | indistinguishable from wired VR. Playing Half-Life: Alyx
         | without being tethered to your computer is a pretty awesome
         | experience.
        
           | t0mbstone wrote:
           | and by "almost indistinguishable" you mean "nauseating lag
           | every time you turn your head"
        
             | filoleg wrote:
             | Nope. I played Half-Life: Alyx with both cable and wireless
             | for the first few hours, alternating, and ended up playing
             | the rest of the game in full wireless, because I haven't
             | noticed any difference.
             | 
             | And I am saying that as someone who is fairly sensitive to
             | this kind of stuff, like, I can easily see the difference
             | between 60hz and 144hz refresh rate on monitors, for
             | example (yes, i am aware that refresh rate and input delay
             | are different things, this was just an example).
        
       | Thaxll wrote:
       | I'm going to buy a RTX 3080 and was looking for a cheap VR
       | headset...
        
       | anon776 wrote:
       | Can I watch netflix in bed with this?
        
       | rwmj wrote:
       | Can anyone comment how well the latest VR headsets work for
       | people who wear spectacles?
        
         | banana_giraffe wrote:
         | 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.
        
         | ggreer wrote:
         | I've probably had a dozen people with glasses use my headset.
         | None of them seemed to have any issues with visual quality,
         | though a couple had issues with comfort. The Quest comes with a
         | spacer for glasses. That works fine 90% of the time, but some
         | people's glasses are too big and can hit the lenses in the
         | headset. This can be uncomfortable and (more importantly) it
         | can scratch the lenses in the headset.
         | 
         | If you have glasses, I'd recommend getting some lens protectors
         | for the headset. They're usually around $10 and take a minute
         | to apply.
        
         | JonathanFly wrote:
         | They work okay, but I recommend looking on Etsy and finding
         | some magnetic lens adapters for about $25 dollars. They click
         | into the headset and then you take the lenses out of of a
         | specific $10 pair of Zenni Optical lenses and stay attached to
         | the headset itself.
        
         | k__ wrote:
         | I use a Quest with glasses and works good.
         | 
         | There is a special retainer that keeps the headest a bit
         | farther away from your head.
        
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