[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. ___________________________________________________________________ (page generated 2020-09-16 23:00 UTC)