[HN Gopher] Meta Quest Pro ___________________________________________________________________ Meta Quest Pro Author : mfiguiere Score : 327 points Date : 2022-10-11 17:38 UTC (5 hours ago) (HTM) web link (www.meta.com) (TXT) w3m dump (www.meta.com) | arberx wrote: | Only has 2 hours of battery life... | mciancia wrote: | Hmm, snapdragon XR2 is 3 year old SoC. Anyone knows if XR2+ is | somehow better? | caslon wrote: | The XR2 is severely downclocked on the Quest 2 and not hitting | its potential at all because of thermals. Carmack has | complained about how underused it is on occasion. If the XR2+ | allows for a higher default clock because of better thermals, | it'll perform significantly better. | MikusR wrote: | In the presentation they said 50% faster and better thermals. | MikusR wrote: | Half the price of Hololens 2 and MagicLeap 2. | cwkoss wrote: | Did magicleap actually get released? | ppjim wrote: | > Multi-tasking, it's the new superpower. | | I mean, What? Why? I thought the whole point of VR headsets is to | be able to focus on a single task and do it in the best possible | way. | pitched wrote: | I've been a very early adopter of this tech (Kickstarter backer | of Oculus), get zero motion sickness and have a great time | working in VR through a virtual desktop. This looks like a few | floating screens in front of my face, in a space station and I'm | typing on a real Bluetooth keyboard. I think this is the only way | companies will be able to keep remote-friendly polices and stay | competitive with product. YMMV because I am biased to be for | this, but, the way they've tuned this Pro model looks like it's | exactly for my use-case. | modeless wrote: | There are a lot of people pooh-poohing this who haven't tried a | meeting in Workrooms. I was skeptical going in, even as a VR | early adopter, and it exceeded my expectations by a long way. | It feels a whole lot more like a real meeting than a Zoom call | does. | | I don't know if it's enough better for me to choose it over | Zoom in everyday use, but this was on Quest 2. A meeting where | everyone is wearing Quest Pro will be significantly better. I | expect that the combination of the better screen/lenses, better | comfort, much better AR passthrough, and of course the new | eye/face tracking will make for a very compelling experience. | beams_of_light wrote: | I've been reluctant to try getting my coworkers into VR | because they'd probably just laugh at me, but a couple of | friends and I met up in VR (we're all fully-grown | professionals) and it was great. Meetings in VR would be a | lot more productive, IMO. | hiq wrote: | > It feels a whole lot more like a real meeting than a Zoom | call does. | | I haven't had the chance to try it myself, so can you explain | how it's better? | | I feel like the main problem with remote meetings is the | audio latency. You cannot speak as you would naturally, you'd | speak in turn instead. I'm guessing VR allows you to give and | receive visual cues about this so it might be better, is this | what you had in mind? | MacsHeadroom wrote: | The audio latency problem is solved with spatial audio. In | VRChat you can easily follow a conversation with 10 people | talking over each other, because the audio comes from the | direction of their avatars and you can tune it in and out | naturally like you do in real life. | modeless wrote: | The audio latency is better. You're not sending or | receiving HD video so your connection is less loaded and | the audio doesn't ever have to be delayed to synchronize | with video. And VR devices are better optimized for low | latency than your average system. Visual cues for turn | taking while speaking work better, as you mentioned. | Spatial audio is awesome for locating speakers and | differentiating multiple speakers at once. Hand gestures | work better; you can actually point at things in a shared | 3D space. | nwienert wrote: | People just won't put on world-occluding headsets to talk | to cartoons, end of the day. Only in bubble-land does | this pass the smell test imo. | mooreds wrote: | I remember swearing up and down that I didn't need a | phone I could carry everywhere with me. This was in the | late 1990s/early 2000s. | | What communication was so important that it couldn't wait | until I was home, next to my land line and answering | machine? | nwienert wrote: | Phones work because they are so simple, unobtrusive and | easy to position and use contextually. They are the | argument against VR. | mooreds wrote: | Have you seen the cellphones of the late 1980s? | https://techcentral.co.za/the-cellphones-of- | the-1980s/191544... | | While phones now are "simple, unobtrusive and easy to | position and use contextually", they certainly weren't | then. | mbreese wrote: | _> enough better for me to choose it over Zoom in everyday | use_ | | It doesn't have to be better than Zoom. It has to be $1500 | better than Zoom. Per employee. | | I'm in agreement with you -- I like Immersed and I like the | idea of VR meetings. But will people/employers opt for this | over a hybrid on-site/remote system? How do VR meetings work | when half the team is onsite in a conference zoom? I don't | want to put on a VR a headset to talk to the coworker sitting | physically next to me in a conference room. | | Sadly, I see this as useful only for remote-only teams. As | one of a handful of remote people on my team, it doesn't seem | like a workable option, even if I already like/use VR. | [deleted] | zachthewf wrote: | $1500 is nothing if it makes remote collaboration | competitive with IRL collaboration. | mbreese wrote: | But how often do you have _exclusively_ remote | collaboration? | | I'm sure for many people that is common. It's not for me. | Normally I'm talking with a few people remote in zoom and | the rest of the team on site in a conference room. | | For remote exclusive groups, this makes sense. | | But does it make sense for businesses to buy this for all | of their employees -- if they have a hybrid workforce? I | would expect most employers will or are shifting towards | a hybrid setup. | | How many remote-only employers are there? Is it enough of | a market to make this more than a gimmick? | | I get VR for personal use. I get it for one-to-one | communication. But I'm skeptical for business | communication. | smoldesu wrote: | Do you know how much money businesses waste on redundant | teleconferencing hardware? If VR is going to be the | future of online collaboration (big "if" there), | businesses will be the first to adopt it. They simply | have the greatest motivation and means to purchase them. | | And of course, the Quest 2 is still $400. This pro | headset is presumably more for people who want AR | experiences or intend to work in them full-time. | bsimpson wrote: | The idea of being painted as a literal second class citizen | if you have lower end hardware is gross, but it's also the | natural destination of progressive enhancement if e.g. facial | expressions only work with the expensive thing. | sneak wrote: | Is agreeing to the third party abusive Meta/Facebook TOS | going to be a requirement of employment with third parties | then? | | Will users be permitted to create accounts only for work? | | If not, when your personal account gets banned or disabled, | will you be unable to work? | modeless wrote: | The Facebook login requirement is gone. If you are banned | from Facebook you can use Quest, no problem. Yes, you can | create a separate work account. In fact, Workplace accounts | are separate already. | numpad0 wrote: | I've heard they still maintain real name basis for the | Meta login requirement though... | Youden wrote: | My Meta account doesn't have my real name and I don't | recall anything requesting I add it. | sneak wrote: | Do something to get it in trouble and see if you can get | back in without showing ID. | Firmwarrior wrote: | This is what kept me from trying Quest despite being a VR | superfan. Once they finally announced the account change | I took the plunge and picked one up | | I just didn't want to risk losing hundreds of dollars' | worth of games because Facebook's retarded algorithms | decided they don't like some meme I posted years ago. | | (Actually, Facebook's moderation has kept me from using | it for anything other than posting family photos and | clicking the "like" button on others' photos.. it's just | too risky that I'll cross a line and get deleted) | kypro wrote: | I tried out Horizon Worlds recently and I was honestly amazed | by how immersive it was. I genuinely felt like I was out | socialising with people while sat at home. | | I can definitely see the use cases, especially as the | technology improves. If there were live VR music events that | me and my friends in different cities and countries could all | attend to feel together I imagine I'd use it quite often. | 2OEH8eoCRo0 wrote: | What headset are you using? This is the setup I'd like to try | rather than buying new monitors. | seiferteric wrote: | The hardware looks pretty good. I bought a HP reverb G2 because | it had the highest resolution. While not bad, i learned that | resolution isn't everything as the picture is pretty blurry | anywhere except dead ahead due to the Fresnel lenses, so the | new pancake lenses sound promising. I also don't get motion | sickness and might be interested in working in VR if the | readability is good. My only other hold up is that even at 36 | years old and using computers since I was 5, I still don't type | properly and do occasionally look down at the keyboard lol. | Would be great if the forward facing cameras will allow this. | GekkePrutser wrote: | The Quest 1 and 2 also have fresnel lenses but they're not | all that blurry. Sharpest dead ahead sure but it's not | terrible. | | And I wonder if the pancake lenses are really better there. I | think god rays will be significantly reduced but edge | sharpness is really hard to do with such close focus. The | light path at the edges of the LCD to the eye could be twice | as long than in the middle. | williamcotton wrote: | Meta Workrooms has passthrough mode for just the keyboard so | you can still look down at your fingers when you're typing. | temp_praneshp wrote: | >I've been a very early adopter of this tech (Kickstarter | backer of Oculus), get zero motion sickness | | Me too! | | Have you written about your setup anywhere? Are you willing to | dump some notes and share? | dkjaudyeqooe wrote: | > get zero motion sickness | | Whatever the opposite of a killer app is called (maybe "app | killer"?) this is it. | | Even if it afflicts a relatively small number of users, it's a | serious problem. Besides terrible PR (people less likely to try | it because of the risk of a bad experience) it's the fact that | any technology that arbitrarily excludes some non-tiny portion | of the population is problematic for broad acceptance. | Firmwarrior wrote: | The worst part is that if you try and fight through the | sickness, you'll actually condition yourself to get sicker. | If you power through sim sickness enough, you'll get to a | point where you feel like tossing your cookies when you just | look at or think about a VR headset. | | I think it's become a major problem in the VR game market. | Everyone except the super hard core has been burned away by | sim sickness, so now all the remaining fans demand intense | but nausea-inducing experiences with no comfort options (or | too-easily disabled comfort options) | GekkePrutser wrote: | > The worst part is that if you try and fight through the | sickness, you'll actually condition yourself to get sicker. | | Yes. This is absolutely true. Whatever you do: DON'T try to | 'fight through it'. As soon as you don't feel well, STOP. | Then pick it up later. Soon you will be able to go for a | longer time and it'll disappear completely. Make sure your | IDP is set _correctly_. Get an optometrist to check it for | you to make sure. Looking crosseyed (unknowingly) really | does not help things. | | If you tried doing it that way you were really doing it | wrong. You could indeed develop a negative association to | the headset. I had this with the DK1 (Development Kit 1) of | the Rift, but this was because it simply had horribly | inaccurate 3DOF tracking (not 6DOF as required in the real | world), and also a high persistance display. | | > I think it's become a major problem in the VR game | market. Everyone except the super hard core has been burned | away by sim sickness, so now all the remaining fans demand | intense but nausea-inducing experiences with no comfort | options (or too-easily disabled comfort options) | | It's not. First of all, you have to take it easy like I | described. You will accomodate to it much better. Yes some | people will never manage it but it's a really small | percentage. If you can ride in the back of a car without | getting sick, you can do this as long as you take it easy. | | Also, the experiences Meta is aiming for here don't involve | rollercoasters and the like. VR is totally fine if you're | moving normally within your free tracked space. The problem | starts happening when you move with the stick without | actually moving, because the disassociation between the | visual and inertial senses. The teleportation option helps | a lot. | | But in a business meeting really you don't have to move | around a lot. As long as your motions within that small | space are tracked accurately, there will be no motion | sickness. | [deleted] | Ajedi32 wrote: | Does anybody actually get motion sickness in apps where | there's no motion? | | I've never seen an instance of that. If it does happen to | some people I'd be very curious about what causes it since | there's no obvious reason why it should occur. | Aeolun wrote: | You should try the original Oculus Rift dev kit. | | It didn't do any head (other than rotation) tracking, and | it's extremely disorienting to move your head and have the | view be static. | kevinventullo wrote: | I've gotten motion sickness just looking at static images | from Google Earth. I used to work at Facebook and saw some | talks on this. As I understand it, the problem is basically | one of latency; the time between when your head moves and | when the image updates should be < 7 ms or something like | that. | itslennysfault wrote: | > get zero motion sickness and have a great time working in VR | through a virtual desktop | | Do you not wind up sweaty? Every time I wear a VR headset for | more than a few minutes it's .....moist. | toiletfuneral wrote: | kgwxd wrote: | The ellipses indicates you took the time to think about your | words, and yet, you still chose "moist". Thanks, I hate VR. | GekkePrutser wrote: | I don't, as long as ambient temperature is below 25 or so | degrees C. | | I'm in Spain so this kinda rules out using it in summer for | long. | jdprgm wrote: | This is an extraordinarily disappointing release. Even if this | was priced at $400 I would be disappointed. We have waited years | and they included zero next gen VR tech. | | I feel like VR should be in the stages similar to the early gen | iPhones where every new release should have legitimate | significant new tech that is unambiguously better and exciting. | This instead feels like current iphones when they barely improve | only here VR can't get even close to a yearly cadence of upgrades | and there are loads of features for next gen upgrades still on | the table. | pavlov wrote: | The Quest Pro adds eye tracking and inward-facing cameras, | high-quality color AR passthrough, foveated rendering, and new | controllers that are fully independent of the headset. These | things are unambiguously better and exciting. | Eisenstein wrote: | The problem with VR tech is that it is fixing problems, not | adding new features. People don't understand how insanely | complicate it is to have controllers that track independently | of the headset (think about it, what is their reference point | and how do they know where they are in relation to each other | and everything else?), but it is a giant leap in the | technology. It allows you to do things like put your hand | behind your back, or use it in bright (or dark) rooms where | it doesn't need the controller lights to be seen to track. It | just 'works better' so people don't care. It isn't a shiny | new app or some new ability it didn't do before, it just does | what it does... _better_... | dabedee wrote: | This shows a blank page on Firefox mobile with uBlock. | woojoo666 wrote: | Same here | neogodless wrote: | See https://news.ycombinator.com/item?id=33166634 | | But yes I'm on Windows 10, Firefox 105.0.3, and even in private | mode, no extensions enabled, the page does not load for me. | obahareth wrote: | I wonder if they managed to solve the text blurriness issues. On | my Quest 2 I tried using Immersed, Virtual Desktop, and other | software to create virtual monitors in VR. | | Text was always very blurry no matter how much I played with | resolution, monitor sizes, or distances. Images and video always | looked great but for reading text it was completely unusable. | | For $1500 coupled with them marketing it for work, I would hope | they've solved this issue. | frenchie4111 wrote: | Can someone give us a breakdown of the difference between this | and Quest 2? I don't see a direct comparison on the website | celestialcheese wrote: | Quest 2 128gb - $399 | | Quest 2 256gb - $499 | | Quest Pro 256gb - $1499 | MikusR wrote: | Faster, more comfortable, self tracking controllers (each | essentially a Snapdragon 662 phone), better optics, higher | resolution. | caslon wrote: | Double the RAM, higher resolution, color passthrough, | controllers that aren't tracked by the headset (which basically | means you get a wider area of motion), pancake lenses (a nice | feature that puts your face closer to the screen and allows for | slimmer headsets), reduction in weight. | maest wrote: | Page doesn't seem to load for me on Firefox - seeing a bunch of | CORS errors in the console. | clnq wrote: | I don't want to dismiss the effort and innovation that went into | Quest Pro. I respect the team for innovating on so many aspects | of the headset at once. | | Although for the $1400+ price range, I would love to see some | "next-gen" headsets with much higher FOV and pixel densities | (even if we'd have to use foveated rendering), as well as 120Hz+ | refresh rates. Perhaps the tech specs section on the product page | is as spartan as it is because many people have been waiting for | the next generation headset for a while? | | Do we know if the Quest Pro has done anything to address the | screen-door effect of the display seen in Quest 2? I understand | that PPI is slightly higher, but has anything else been done? | batmansmom1 wrote: | Guys why can't we just call it Quest 3 I'm gonna go crazy | learning all these names. Can't wait for the Meta Quest Pro 2 Max | XL Mini | batmansmom1 wrote: | Brought to you by Carl's Jr | MikusR wrote: | Because it is not Quest 3. | [deleted] | martpie wrote: | Because the Quest 3 is another product, this is the pro | version. The consumer version will get released later I guess, | and probably with a price closer to the current Quest 2. | rjh29 wrote: | If there even is another consumer version. It sounds like Pro | is Facebook's ultimate objective for monetizing this, and | Quest 1/2 was just a beta test for them to perfect their | tech. | crakhamster01 wrote: | It's the other way around - Quest Pro is the one testing | new tech (mixed reality, face tracking, foveated rendering, | self-tracking controllers). I imagine they're going to hone | these features over the next couple of years and include | them in the consumer models once there is better | economics/proven product market fit. | MikusR wrote: | The CAD of Quest 3 already leaked. | colinmhayes wrote: | The beta testing is not complete. They need way more buy in | before they ditch the consumer model. | tootie wrote: | This isn't a Quest 3 because it's aimed at a different | audience. This isn't for gaming and entertainment, it's for | productivity. Look at the list of software they are | highlighting. It's design and business stuff. When they say | "Pro" that's actually an accurate modified. Unlike the "iPad | Pro" which is just a more expensive iPad. | zinckiwi wrote: | Still waiting (to my knowledge) for even a single manufacturer to | offer a unit with independently adjustable sides. Until then, | people with strabismus are out of luck. (Which is ironic, since | technological assists are the only way we could possibly see | depth.) | eljimmy wrote: | When visiting this link does anyone else just get a blank white | page in Firefox? | danso wrote: | $1,500 for this: | | > _Meta Quest Pro comes with all the goods and then some so you | can start working, creating and collaborating -- Meta Quest Touch | Pro Controllers, charging dock with rapid USB-C power adapter, 10 | advanced VR /MR sensors, 256GB storage, 12GB RAM, and a | Snapdragon XR2+ Qualcomm processor._ | | Is there even any software that can take advantage of this? | Nothing in Meta's Horizons, afaict. | toxicFork wrote: | Do you mean the specs are too low? Or too high? | danso wrote: | I don't really know if the specs are good for bang for your | buck. All I know is that the Quest 2 specs run the existing | library pretty well. Paying 5x the price, I would expect a | jump from WiiU to PS5, but is there any software that comes | close? | | The 4x resolution sounds great, but the Quest 2 resolution | was already pretty solid. It's still a great movie watching | experience. I'm sure it's even better with the Pro, but not | $1500-for-a-niche-device better | pclmulqdq wrote: | The Quest was running into hardware problems running things | like VRChat and some games. I think this headset is supposed to | be able to run those. | neogodless wrote: | Off topic: | | Uh, does anyone else just see a blank white page? (Firefox, | uBlock Origin, Javascript _enabled_ ) | pr0zac wrote: | Looks like its a failing because of a blocked cross-origin | request. Firefox must be interpreting the CORS settings for the | site differently than Chrome. Configuring CORS correctly across | multiple browsers is hard! | | Edit: looks like the cause for me was because of Facebook | Container blocking the cross-origin request to a Facebook | domain. | kretaceous wrote: | I have the same setup and I can see it fine. | neogodless wrote: | Thanks. Even in private mode, no extensions, it doesn't load | for me. Not sure what's going on there (though lots of errors | in the console.) | toinewx wrote: | Mark is trying hard to create his new walled garden and force- | feed us with the ads once he controls the market. Let's hope it | does not happen. | smoldesu wrote: | The pricing is a bit of a sticker shock, but if _anyone_ can make | the $1,500 price point work, it 's the company that also sells a | $400 headset. | | What's _really_ interesting to me is that this headset seems to | echo Apple 's (purported) interests in a "premium" hardware | generation targeted at enthusiasts and developers. The Quest is | ultimately a leftover from the Oculus acquisition, so it should | be really interesting to see how this hardware evolves under | Meta's leadership. | MuffinFlavored wrote: | As somebody who isn't super in the loop about VR headsets, is | this $1500 headset 3.75x better than the $400 one? Why or why | not? | jayd16 wrote: | Depends on how you value pass through MR features, | face/expression tracking, and removing controller dead zones. | smoldesu wrote: | Not really. In fact, if you put aside the standalone | features, this is arguably a worse piece of hardware than | Valve's Index. If you _do_ consider the standalone | functionality, the internals are hardly an upgrade over the | Quest 2. | | Meta doesn't seem to be betting on a future where people | overly care about specs or prices though. I think they want | this to be the Macbook Pro of VR headsets, the sort of thing | that Metaverse-enabled companies buy up without a second | thought and distribute to their employees because it's | "enterprise ready". It's definitely not the sort of strategy | that will succeed in the B2C model, but they've already got a | victory there. Now they need to scale the technology up for | businesses, and _that 's_ the interesting part (for me). | MuffinFlavored wrote: | For anybody super out of the loop: | | > The Oculus Quest 2 VR headset is the second version of | the Quest headset range. It's similar to the original | Oculus Quest in that it's a battery-powered, standalone | headset that allows you to freely roam around your physical | and digital play spaces without fear of tripping over a | wire. | | The Quest 2 and the Quest Pro are both "standalones". | smoldesu wrote: | Sorry I didn't exactly come in at the base-level here :p | | The "killer feature" of the Quest/Quest 2 was that it | cost $400 and came with _everything_ you needed to get | into VR. No PC required, no cables, no nothing. This is | what really propelled Meta into the spotlight, and it 's | probably why they're even being given another shot with | the Quest Pro. Other headsets, like the Windows Mixed | Reality line and Valve's Index are decidedly better | units, but they require pricy Windows computers and often | force you to stay tethered to the machine. The Quest | being battery-powered lets you use it wirelessly and | anywhere you want. Having tried a few other models, the | Quest has always been most comfortable to me _purely_ | because there aren 't any cables sticking out of your | head. | | TL:DR - Meta makes seriously badass VR hardware that's | held back by Facebook software. Hopefully John Carmack | (or suitable legislation) will give us the best of both | worlds. | MuffinFlavored wrote: | > No PC required, no cables, no nothing. | | Slight nitpick/question: | | if the battery life is 2 hours max, do most people still | play with a cable to avoid having to worry about "is it | going to die/do I need to charge it soon" while playing? | smoldesu wrote: | You can, personally I never felt the need to tether | myself for better battery life. 1-2 hours is about the | perfect length for a game session, and I don't think I've | been able to run down my Quest 1 past 40% battery before | getting sick. It seems like a good tradeoff in | retrospect. | jandrese wrote: | IMHO the wireless is a killer feature. Having cables | attached seriously limits your design space for games. | Room scale is a lot less practical because you can get | tangled up in the cables. VR is best when you're not | sitting in a chair and can move freely, even if you're | stuck in a small area. | | Also, you can have your cake and eat it with the Quest 2, | since you can Quest Link over WiFi and play your Steam | catalog or indie games if you do happen to have one of | those "pricy Windows computers". | creativemonkeys wrote: | In Lex Fridman's podcast, Carmack says he's officially | only working 1 day at Meta in advisory capacity, though | sometimes chimes in on other days as well. He also says | he wants to completely focus on AGI, so I wouldn't rely | on Carmack to push the VR field forward in the near | future. | MuffinFlavored wrote: | What's AGI in this context? | zh3 wrote: | Artificial General intelligence | govg wrote: | I believe Artificial General Intelligence [0]. | | [0] - https://techcrunch.com/2022/08/19/john-carmack-agi- | keen-rais... | MikusR wrote: | https://en.m.wikipedia.org/wiki/Artificial_general_intell | ige... | nomel wrote: | > this is arguably a worse piece of hardware than Valve's | Index | | Could you expand on this? | | Even the Quest 2 has considerably lower screen door effect | [1]. The quest pro has _double_ the valve index PPD (~14 vs | ~32). The selling point of the Index is FOV. 90 degrees is | plenty for work. | | 1. Through the lens: https://youtu.be/ny_OPsxHQmU?t=199 | smoldesu wrote: | It depends on how you want to argue. For me, refresh rate | and FOV matter _most_. Low refresh headsets make me | nauseated, and the Quest 1 can easily start to verge on | that sickness after 30 minutes to an hour of playtime. | The Index did a good job at mitigating that sickness | feeling, and the FOV seems very desirable if people want | to use these headsets as monitor replacements. | nomel wrote: | Quest 1 hasn't been sold in over two years, so I'm not | sure it's a good benchmark. | | The quest 2 has had official 120Hz support for a while | now [1], and I don't imagine they'll regress for Quest | Pro. I don't think FOV, beyond 90, is all that important | for productivity. Peripheral vision is extremely useful | for immersion, but probably not really for reading code | on an adjacent monitor. I personally agree with the | comfort of usual ergonomic guidelines, keeping eye | movement within 30 degrees or so [2]. As a quick litmus | test, observe someone working with multiple monitors. | You'll see they move their head, not just their eyes. | | 1. https://www.pcgamer.com/oculus-quest-2-120hz-on-by- | default/ | | 2. https://www.ccohs.ca/oshanswers/ergonomics/office/moni | tor_po... | erikpukinskis wrote: | It has eye tracking which IMO is a game changer for business | use. Eye contact is the killer app for VR workplaces. | the_duke wrote: | Meta will need cheap headsets to get adoption of their | platform. | | I reckon the Pro has a healthy margin and will targets | companies. They will use Accenture and peddle the Microsoft | suite VR to sell tens of thousands of these to companies for | remote work, and most of them will barely be used . | | Meta can stem the losses of the VR division, and a Quest 3 will | come in a while. | MikusR wrote: | Quest was purely Facebook. Even their last PC only headset Rift | S was essentially a rebadged Lenovo headset. | fra wrote: | I worked on the Rift S, it was very much not a rebadged | Lenovo headset. | smoldesu wrote: | Really? The Quest 2 is definitely a Facebook-made device, but | I believe the original Quest was inherited from Oculus's | design labs (even though Facebook ultimately took over). | | Edit: I did some digging, and the situation is actually | pretty complicated. Facebook bought Oculus in 2014, but they | continued operating as an "autonomous subsidiary" for a few | years before being absorbed into Meta and rebranded as | Reality Labs. I guess it really depends on your frame of | thought, but I seem to be wrong here. | j0hnyl wrote: | By the time Meta figures out that headsets are not the way, they | will be bankrupt. No one wants these things. People buy them, use | them once or twice and then forget about them. | bitL wrote: | ...or they get hooked on VR p*rn and can't stop using them. | Maybe Meta wants whales like these but more enterprisey. | jandrese wrote: | FWIW my kids still play on the Quest pretty much every day. | Gorilla Tag is apparently the bees knees. | | I only get on like once every couple of weeks however. Mostly | just playing through stuff I bought off of Humble Bundles or | trying not to suck at Beat Saber. | nomel wrote: | > Meta figures out that headsets are not the way | | What is "the way"? Headsets are a necessary R&D bridge into | glasses. | ridgered4 wrote: | That's why the enterprise shift is so key. Those users don't | get a choice! | j0hnyl wrote: | Makes you wonder if there are enough psychopaths in | enterprise leadership to prop this up. | itslennysfault wrote: | > enough psychopaths in enterprise leadership | | Until I read this sentence I thought that Meta was chasing | something impossible. Now that you put it that way... this | will probably succeed. tbh. | squidsoup wrote: | Has that been your experience with gaming? I was considering | taking my first dip into VR with the PSVR2, but worried that as | you say, it will end up collecting dust. | cheriot wrote: | Once upon a time I had a Wii collecting dust a month after I | bought it, but I still use my Quest 2 a few times a month. | joshstrange wrote: | Depending on the reviews I might pick one up later but really I'm | just waiting on Apple's AR/VR headset. I have a Quest 2 and it's | quite nice for casual gaming but the resolution/processor is too | low/weak to handle text-heavy games (it's blurry and gives me a | bit of a headache). The resolution listed by other people here | (because god forbid we actually put tech specs in the tech specs | section) seems like not a big jump but maybe with the dynamic | foveated rendering it will be enough to have clear text. | interestica wrote: | > tech specs | | Tech Specs: | | "World class counter balanced ergonomics meets sleek design to | create a more comfortable headset." | | :/ | Jeff_Brown wrote: | I wonder whether this, unlike my Quest 2,.will let you set the | separation between the two screens wide enough to accommodate my | not-even-really-that-big head. | | I put up with it but it makes me crosseyed. (I use the buffer | thingie to keep it farther from my head, which helps somewhat.) | rowanG077 wrote: | It's sad really. No matter how good this tech is I will never buy | it. Because, just like iPhones, they lead humanity down a dark | path. | whywhywhywhy wrote: | Now this is announced, selling Oculus Medium to Adobe seems like | a completely idiotic move. | | That would have been a killer app right there. | baggy_trough wrote: | My experience with the regular Quest was so bad that you'd have | to pay me $1500 to try this. | tmpz22 wrote: | Whenever I find myself even mildly excited about VR hardware I | ask myself what it looks like if Facebook truly succeeds in this? | Like what if they got massive adoption and are able to tie in all | their revenue engines within a walled-garden VR setup? What if | they succeed and get tons of enterprise customers? | | It would be absolutely awful right? Like the worst parts of | dystopian fiction with microtransactions and popups and all kinds | of other cruft in a 360 field of vision some how mandated for | gaming and work. World-wide, probably tying into education and | basic information access. | dpweb wrote: | I believe AR/VR is the next great step, but that the personal | benefits are generally underestimated and the work value, | especially for knowledge workers, overestimated. | | An AR headset you can wear while fixing a car has massive | value. For writing code or project managing less so. People | don't really want to be more present in remote work meetings | not to mention there's no added business value. But enterprise | is a huge market so you have to try to market to it. | falcolas wrote: | "We estimate we can sell up to 80% of a user's vision without | inducing seizures." - Ernest Cline, "Ready Player One" | ch4s3 wrote: | I found that book to be nauseatingly ham-fisted and this | quote is a great example. It really beats you over the head | with the theme, but also begs the question would people | actually put up with that? | falcolas wrote: | Based off a casual perusal of almost any news site without | an ad blocker, yes. Yes they will. | | Based off some scroll positions on Facebook, 80% might be a | bit low. | | As a side note, it's a quote from a fictional character | that's (sadly only slightly) exaggerating a real problem | for effect. It's not intended to be taken as a gospel | truth. | bo1024 wrote: | What percent of a Google search screen is now ads? | germinalphrase wrote: | The book is fundamentally nostalgic. There's very little | depth or "future" in it (which is not a slight; I don't | think Cline was going for anything different). | hbosch wrote: | I wonder about what happens when people pass the tipping point | of prioritizing the virtual world over the physical world. That | is even bleaker than trying to surmise who, in the end, might | "own it" because once it's to that point we've already lost it | all. | tkk23 wrote: | Global warming shows that we have already passed that point. | People care more about status and lifestyle than life. | | But is it bleak? When we go all in on virtuality, and the | resolution is high enough and all senses are covered, what | would be missed from the physical world? | KajMagnus wrote: | Something similar: | | Wouldn't these devices cause anxiety and depression related | mental problems? | | Humans need humans to feel okay and happy, and if these | things remove lots of that (a digital avatar isn't the same | thing) ... that could be dangerous? | | Whilst if they automatically shut down for the rest of the | day, after 3h usage, then maybe more ok. | | * * * | | For deep focus mode software development though, having no | distractions, a 360' wide virtual screen (or 180' would be | enough) could be lovely. I could fit ... 9 editors side by | side. And different project tree views, and a 30'' web design | window and Dev Tools. In just a pair of glasses | moolcool wrote: | This is what I've been worried about too. Meta isn't betting | the farm on a shitty Second Life ripoff because they think | consumers will want it. I think they're doing it because the | end users are going to be low-level work from home employees | who have no choice in the matter. | pclmulqdq wrote: | I'm increasingly convinced that Meta isn't betting the farm | at all. They just wanted to rebrand away from something that | reminds people of election manipulation and teen suicides and | toward something that reminds people of the future. | | All this VR stuff seems to be an experimental group combined | with a marketing budget to cure FB's brand. | bckr wrote: | It's more dire than that from their business perspective. | | TikTok is killing them in the social media space. | | They lost billions because of their reliance on Apple, who | rug pulled them with the iOS privacy changes. | | This is what they're choosing to pursue in response to | existential threats to their business. | threeseed wrote: | You think Meta is spending billions on a PR exercise ? Be | serious. | | There are many companies including Apple and Microsoft who | do think that VR has the potential to offer ground-breaking | new experiences and as such worth investing in. | pclmulqdq wrote: | Yes - I do think Meta is spending single digit billions | on a PR exercise. That is not an unreasonable marketing | budget for a several-hundred-billion-dollar company that | is currently experiencing huge losses in brand value, and | they are certainly looking at how to get a piece of the | VR pie in order to get a discount on it. | zdyn5 wrote: | There are over 20K full time employees in Meta's Reality | Labs working on metaverse tech... this is not a marketing | exercise. | mensetmanusman wrote: | This would be true if they weren't releasing good | hardware as well. | JohnBooty wrote: | the end users are going to be low-level work from home | employees who have no choice in the matter. | | What is the incentive for businesses to buy and mandate the | use of proprietary VR headsets for their employees, low-level | or otherwise? | | There would have to be killer apps for those headsets. Things | that can't be done as well (or done at all) with traditional | interfaces. | | I haven't heard many ideas being thrown around for things | that would actually benefit from VR. | | There are certain niche applications that are easy to | imagine. Maybe some CAD/CAM stuff, maybe remote surgery or | some shit. | | But the vast majority of things people do would have no | benefit. You're not going to crunch through help desk tickets | faster in VR. I realize people probably said the same things | about traditional computers 50 years ago, but there were also | a lot of folks that were bullish on them. I just don't see it | with VR. | moolcool wrote: | Surveillance is the big one, I think. Speak to anyone who | has worked at a call center. They track you like crazy, and | keep every metric imaginable. Imagine how much worse it | would be if they were enabled to literally track your eye | movements. | threeseed wrote: | > Things that can't be done as well (or done at all) with | traditional interfaces | | I work from home and do daily standups, design reviews, | architecture etc. | | All of those _could_ be significantly better with VR. | JohnBooty wrote: | architecture | | Specifically, what about it? | | It's easy for me to imagine architects spinning models | around Minority Report style with their hands, going on | virtual walkthroughs, etc with VR apps. | | It's less clear to me that these would actually improve | the process. I realize that a 2D projection of a 3D | object is always going to be a bit of a compromise, but | are today's 2D interfaces and displays actually holding | things back? | | I'm thinking of the wave of "Minority Report" style | interfaces that were proposed after that movie came out. | They seemed to "obviously" be the future. But after a | while everybody realized that moving a few cm on a | mouse/trackpad was actually orders of magnitude more | efficient than waving your arms around like a maniac for | ten hours a day. | 2OEH8eoCRo0 wrote: | Same. My inner nerd yearns for this tech but I'm very cynical | about what the public at large adopts and what we end up with | in practice. | robotresearcher wrote: | I have never gotten over Microsoft putting ads on the Windows | desktop. It felt like the Rubicon was crossed at that moment: | no longer would my personal computer be mine. And that was from | a software company doing it to software that I paid for. | | What should we expect from an advertising company? | lostgame wrote: | I'll certainly never use Windows again; for any reason. The | idea of built-in advertising within an OS is absolutely a | line too far crossed. | | Doesn't matter that you can disable it; it's the existence of | the advertising alone that tells me enough about the garbage | philosophy of the company producing the software that I want | nothing to do with it, and I could never rightfully recommend | it to anyone. | FearlessNebula wrote: | So you don't use either iOS or Android? Those both have ads | in the OS. | kart23 wrote: | Even Apple has ads in iOS now, and nobody complains about it. | vineyardmike wrote: | No one? | | Let me be the first. I would like to note my formal | complaint at apple put ads on my expensive iPhone. | | Maybe I'm a nobody, but I'm _somebody_. | prange wrote: | They have ads in the _store_. Not on iOS in general. | nkskalyan wrote: | Not if you count the ads to activate Apple products like | AppleTv/AppleMusic | prange wrote: | Then we agree, they have ads in the store. Not on iOS in | general. | kart23 wrote: | the store is part of the OS, you cannot delete the app | store, you cannot use an alternative app store, and you | cannot turn the ads off. Ads are part of the OS. | | https://support.apple.com/guide/iphone/control-how-apple- | del... | mensetmanusman wrote: | Apple Maps is an Ad when I click on an address and only | have google maps installed | prange wrote: | You're having to work hard. A link to renable a standard | feature that was included with the OS is not an ad. | atomicUpdate wrote: | This is wrong. There are plenty of ads outside of the App | Store, like: | | - There are adds for iCloud in the Settings app. | | - There are ads for Apple News in the Stocks app. | prange wrote: | There are no adds for iCloud in the settings app. There | is a page where you can pay for the service. | | But.. I'll grant the second - there are ads for Apple | News in the stocks app. | | So no. There are not "plenty of ads" outside the App | Store. | christophilus wrote: | My journey is Windows -> Mac -> Linux. I hope to stick with | Linux (or at least OSS operating systems) for the remainder | of my career. My computer is mine, and it's never felt _more_ | like mine than it does now. | | It's not without its bumps and warts, but I highly recommend | it. | | Also, gaming isn't perfect, but it's really quite good for | the kinds of games I play (mostly indie games on Steam). | jcfrei wrote: | I went from Windows -> Linux -> Windows with a Linux VM. | Honestly Linux is just too much of a hassle to get it | working right directly on the hardware - I always had | issues with either drivers, sound, multiple monitors, etc. | And while I'm sure these could be resolved one way or | another I just don't have the time (anymore) to | troubleshoot my own system every other month. Windows is | perfectly fine for web browsing, text editing, gaming etc. | - while I can program in a familiar Linux environment. | Added bonus: whenever I change computers I can just copy | the VM image to the new one and continue instantly. | hef19898 wrote: | I went Windows 10 to Linux. Gaming is more than ok, thanks | Steam, and for those games that don't run under Linux I | have double boot. My whole Windows career I insisted in Pro | liscences, the peivate always felt wierd. And aince Windows | 11 simply unusable, Win 10 Pro is still accwptable, every | time I see a Home version I feel like crying... The last | Windows were I really felt like my computer was as mine as | it does with Linux was NT and Windows 2000. With the same | shenenigans for installong software from third parties like | under modern Ubuntu, maybe that plays a role too. | seer-zig wrote: | I agree with you. But do you think most people are going to | afford purchasing even remotely anywhere near that price point? | aaroninsf wrote: | The Meta "stack" or core competencies they wish to align in | this product domain, set up a profoundly dystopian world. | | Their interest in being the platform is to own next-level | surveillance of you for as much of your waking life as | possible. They intend to track every gesture, your gaze, and | (soon) your biometrics, | | so as to feed their other big build out area, ML and similar | tools for making superhuman insights about you and your | interests, | | which they they marry to their bread and butter, selling you to | any and all comers regardless of any ethical concerns or | concerns about societal consequence whatsoever. (That's not | even hyperbole, it's a simple statement of fact.) | | I don't believe they're ahead on this, but we can also expect | to be ever more successfully manipulated by AI-powered chat | bots increasingly well-tuned to provoke "engagement" and | emotional response, through which to steer our beliefs | behaviors and limbic system. C.f. Blade Runner 2049 and Ex | Machina. | | A friend made me try his rig against VR porn once, and picked a | scenario which leveraged gaze and similar monkey-mind cues like | whispering in one ear up close, to trigger all the "intimacy" | responses. | | Or: made me try the "walk the plank off the top of a | skyscraper" demo. I knew perfectly well I was 1" off the floor | on a 2x4. I could not step off. | | We are _utterly defenseless_ against what is coming, | | and if there is one company in the public consumer sphere which | has demonstrated that it utterly untrustworthy as a steward of | our individual and collective wellbeing, it's Meta. | | I dearly hope they crash and burn before they can foist this | hellacious future on those of us unable to get out from under | it. | hiidrew wrote: | There's a short story called the Lifecycle of Software | Objects. It introduces the idea of platform wars, e.g. | competition between various metaverse worlds. I see this | playing out with Horizon, maybe Roblox, Epic, etc. Things are | mostly interoperable across platforms but some have | limitations. | | Having the choice for digital worlds would make it a little | less dystopian. But I think the bigger thing is having | competition with hardware, for the 'next-level surveillance' | reason you highlight. | manu_te wrote: | Amen | justapassenger wrote: | It'd look the same as Apple's iPhone ecosystem most likely. | fortylove wrote: | I highly doubt that. | | The extent of your usage of an iPhone is rarely mandated, and | most people I know use the iPhone primarily for photos, | iMessage, a browser (usually Chrome? At least in my circle) | and an email account. | | For those functions, Apple is hardly slamming you with | recommended content and ads. Instead, you pay an initial | premium for a solid bit of hardware. And if you want more, | say if you want to store a lot of photos on their servers | ($), you pay for it with more money. | dntrkv wrote: | Meta is going for the same exact play as Apple did with | smartphones, but with VR. | | They understand the downsides of being tied to ad revenue | more than anyone else. They want to make money from Oculus | Store and headset sales, just like Apple does with App | Store and iPhone. | twoodfin wrote: | The question to me is why we should expect Meta to | compete effectively in the high-end/high-margin space | with Apple, which it sounds like they will be by sometime | next year. | | I'm struggling to think of any aspect of this product-- | save social--where Apple hasn't demonstrated marked | superiority to Meta over a decade. Software. Hardware. | Logistics. Supply Chain. Marketing. | | Is the "Social Network" enough to overcome all that? I | doubt it. | creativemonkeys wrote: | Because Meta bought Oculus. It's not the news feed guys | designing the next gen VR hardware. | JohnBooty wrote: | Meta is going for the same exact play as Apple did with | smartphones, but with VR. | | Kinda? Revenue-wise, yeah. | | Appeal-wise... yeesh. Mobile phones and the internet were | already very mainstream-popular before Apple launched the | iPhone. | | VR, not so much. The appeal is extremely niche, and | there's really just no demand for it. | | Geeks were _excited_ about having computers in their | pockets. Literally nobody I know is excited to strap a | dorky piece of puke-inducing hardware onto their head | outside of limited gaming uses. | camdat wrote: | > Geeks were excited about having computers in their | pockets. Literally nobody I know is excited to strap a | dorky piece of puke-inducing hardware onto their head | outside of limited gaming uses. | | I'm getting flashbacks to everyone complaining about the | lack of buttons on the original iPhone, and how | bulky/heavy it was in comparison to the micro-phones of | the era. And how it was less powerful than comparable | PDAs of the era. | | I guess we'll see how well this comment ages in the same | time period. | JohnBooty wrote: | Every successful technology has had legions of naysayers. | Cars. Video games. Graphical operating systems. iPhones. | Solid state drives. Electric cars. | | But that's not what I'm talking about here. | | I'm talking about the lack of folks _enthusiastic_ about | VR. All of the technologies I just named also had a | groundswell of excitement around them; people who saw the | promise. I guess we'll see how well | this comment ages in the same time period. | | Sure, write it down. | | I'm reminded of the "hype" around 3D movies and TVs about | a decade ago. Remember how that was going to be the next | big thing? 3D Blu-rays and stuff? | | But you literally never heard people excited about that | tech at ground level. From geeks to normies the reaction | was a giant yawn. That's what this whole VR thing feels | like. | blueblisters wrote: | More importantly they want to _own_ a platform which | won't make arbitrary rules that upends their entire | business model. | smoldesu wrote: | Have you ever used an Oculus Quest before? Between the | full-screen Apple Music pop-ups and "suggested apps" when | you search on the App Store, I think my Quest actually has | _less_ advertisements than modern iOS... | | Regardless of platform, the problem is still the same, and | the solution is equally plain. Apple and Meta should both | be allowed to sell hardware - they're both really good at | it! Their software needs an opportunity to compete with the | community though, otherwise they'll never have their best | interests at heart. The good news is that both companies | already hire thousands of software engineers to work on | their software. It's economically impossible for them to | make inferior software even if we do force them to do the | right thing. Win/win! | mbesto wrote: | > Have you ever used an Oculus Quest before? Between the | full-screen Apple Music pop-ups and "suggested apps" when | you search on the App Store, I think my Quest actually | has less advertisements than modern iOS... | | The GP was saying what would happen in the future. iOS v1 | and v2 had the same amount of advertisements as Quest. | smoldesu wrote: | I agree, all of this further emphasizes the importance of | allowing third-parties to develop their own OSes on | hardware they own. | cowtools wrote: | If that's the case, then what can we do to preemptively | frustrate facebook's control? | [deleted] | heavyset_go wrote: | Enforce antitrust legislation and caselaw, and force | manufacturers to stop artificially limiting competition and | consumer choice. | philjohn wrote: | But crucially, you can sideload, you're not tied to an | app store. | heavyset_go wrote: | Can you load your own OS? Can you use your own VR client | to connect to VR spaces? As mentioned in another comment, | sideloading is against the ToS and clearly not at any | kind of parity with Facebook-blessed app distribution | channels. | philjohn wrote: | You can link it to your desktop using Link or Air Link | and use whatever VR apps you want there. I use it for | iRacing amongst other things. | Spoom wrote: | They've made moves that telegraph limiting this. There | are now warnings every time you run a sideloaded app that | doing so for reasons other than active development is | against the terms of service. | D13Fd wrote: | Except the iPhone is not (yet) designed to vacuum up and | monetize all the data of Apple's customers. | | I can't say the same with any confidence about any | Meta/Facebook product. | Arathorn wrote: | This is why we're frantically building out | http://thirdroom.io/preview on Matrix as a free & open | alternative to the Facebook walled garden. It feels a little | crazy that on one hand we're trying to outrun WhatsApp with | Element, while also at the same time we're trying to outrun | Horizons with Third Room, but someone's got to try... | stephc_int13 wrote: | Voting with your wallet might be effective and appropriate in | this case. | [deleted] | seydor wrote: | https://www.youtube.com/watch?v=YJg02ivYzSs | jayd16 wrote: | Couldn't you do this thought experiment for any product? It | would be bad for any company to have a massive monopoly. | [deleted] | gruez wrote: | >It would be absolutely awful right? Like the worst parts of | dystopian fiction with microtransactions and popups and all | kinds of other cruft in a 360 field of vision some how mandated | for gaming and work. World-wide, probably tying into education | and basic information access. | | I don't get what exactly is awful about this. Having to use it? | Can't you take it off when you don't want it? How is it any | different than glowing rectangles being "mandated for gaming | and work ... probably tying into education and basic | information access"? | moolcool wrote: | Not to be snarky, but this response feels like a very | privileged perspective on the notion of consumer choice. Yes, | you can "take it off whenever you want", but if you are in | dire financial straits, and your employer makes you wear it | for your entire shift, what are you going to do? Think of it | from the perspective of technology today. I'm a software | engineer, and given that we're on HN, you're likely something | similar. Most people can't negotiate the terms of their | employment as much as we can. We are lucky, in that if we see | a job that requires invasive corporate spyware on personal | devices, or worse yet, proctoring software, we can simply not | apply. | gruez wrote: | "take it off when you don't want it" obviously refers to | after you're stopped working. I thought the comparison to | glowing rectangles immediately after would hint at this, | considering that you're basically required to stare at | glowing rectangles to do most white collar jobs. Yet, | nobody is upset or calls this a dystopia, aside from the | standard anti-work rhetoric of having to work in the first | place. | sneak wrote: | Constant advertising company spyware is what would be | horrible about it. | | Not being able to use it freely; being constantly monitored | for US-centric moral policing for all your personal and | private communications. | | A lack of privacy for even 1-on-1 communications with | friends, family, and colleagues. | | Not being able to make a new account when yours gets banned | for something stupid. | | No API access to your own data without abusive contracts you | can't negotiate. | | Having to use the name on your ID at all times, even if you | have stalkers or other life safety threats. | | Ads. Tons and tons of ads. | rcarr wrote: | If I'm working somewhere and they make VR mandatory I will be | handing in my notice immediately. I may even refuse to work a | notice period if they insist on me working in VR throughout it. | If it becomes the industry norm then I will find another | industry to work in, even if that means a significant pay cut. | | AR glasses that are identical to normal glasses but with some | useful information overlayed, that I can live with. VR, | absolutely not. | czhu12 wrote: | I would think it would turn Facebooks business to resemble | Apple's, which I think we should all root for if we want to get | away from the ad centric product they push on everyone today. | RussianCow wrote: | In what way? I see it as exactly the opposite of Apple's | business. Where Apple makes services in order to sell more | hardware, Meta (like Google) is in the ad business, so their | hardware is ultimately just a way to attract more eyeballs. | conductr wrote: | My grandfather retired at 50 because he refused to us a PC when | it became required (~1985 or so). He was lucky that he worked | for a company that had pensions and bought people out into | early retirement often so he had that option. If the adoption | of VR is anything like that, I'll be looking for my out too. | moolcool wrote: | Why is it that all news, including tech news, just fills me | with endless dread nowadays? I surely can't be the only one | who feels like this. Like what do we have to look forward to | in the event that we don't have to face a depression, get | drafted, see another pandemic, realize more of the effects of | climate change, or get nuked? Wearing stupid goggles for 8 | hours a day and paying Zuckerberg $50 for a virtual "I Hate | Mondays" t-shirt? Oof. | rngname22 wrote: | You're typing this on a piece of technology that presumably | you appreciate having access to, have you considered that | there were likely many people in the generation before you | who assumed something like HN was impossible and that all | web tech or personal computing would be purely negative / | dystopian? Turns out it's a mixed bag of good and bad. As | is the world. There are beautiful things happening right | now all over the world and there are horrible things. The | happiest people seem to be either really excellent at | accepting the horrible things or looking the other way, but | in both cases they make sure their eyes are focused on the | good as well and not just the bad. | ChildOfChaos wrote: | Then remove yourself from that live and start reconnecting | to higher values. | | Seems like you are stuck in the consumerism / professional | world. | | Reconnect to the people around you, nature, the things you | love etc and just start to dial down those things that are | filling you with dread. It's not going to get any better, | but the things that matter are still there underneath all | that nonsense that you are being sold. | dQw4w9WgXcQ wrote: | > just fills me with endless dread nowadays | | News inherently captures attention through fear. | "Everything is fine today" doesn't sell papers. | | But if that's the story you're choosing to tell yourself I | would dread that future too. | nemo44x wrote: | > Why is it that all news, including tech news, just fills | me with endless dread nowadays? | | Because you have a lot of knowledge about world events but | you don't have very much wisdom about them. | smoldesu wrote: | Commodifying software was a mistake that resulted in all | sorts of perverse incentives. We first saw Microsoft | succumb to it, then Amazon, and are now watching Facebook, | Apple and Google all create a mustard-gas-miasma of dark | patterns and rent-collection. Really, it's our fault for | not recognizing these threats during the dotcom boom. | conductr wrote: | As I like to say, "software eating the world" is just the | first step of digestion | bckr wrote: | You would probably enjoy listening to Hal Sparks on Twitch | or YouTube. He's a comedian-cum-political commentator who | is extremely well read and has made it his job to explain | why the world ain't ending. He's in a beef with The Young | Turks whose business plan is the exact opposite, even | though they're supposedly on the same side politically. | | He faces the worst of what's going on, watches some of the | most toxic... er, "media clips", and tells you why they're | wrong and dumb and why you should actually be optimistic, | based on confirmable facts and, as another comment | mentioned, wisdom. | bitL wrote: | Early retirement won't be an option for anyone under 40 and | retirement for anyone under 30 with the way things are going. | conductr wrote: | Agree. If USA was a stock ticker, he timed it perfectly | cercatrova wrote: | Speak for yourself, plenty of people have retired early | already before 40. See /r/financialindependence if you | want. | rcarr wrote: | Depends on what your circumstances are and how little | you're willing to live with. If you've got very few desires | then you don't need much. If I don't end up married with | kids I think I may just buy a good motorbike, a good tent | and a good stove and travel indefinitely. | novok wrote: | Current FB is forced by reality to be an ads company. If they | can find an alternative that lets them not be an ads company, | then VR might be their path to redemption? | | MSFT is putting ads in windows because charging for windows is | not working as a business model anymore for them, so now it's a | freemium product. You barely if at all see ads in office and | related products, and thats because it's a product you can only | pay for. Many enterprises will flat out refuse to use "Meta | Enterprise VR" if it comes with a ton of ad tech crap, and are | totally willing and wanting to pay the difference for it | anyway. Too many juicy contracts will be missed to FB's | competitors. | | Apple is expanding their ads business a lot too. | | So it really can go multiple ways, and I don't think FB is | going to be the only real competitor in the VR space once it | starts ramping up, especially with all the hints that apple is | working on the space. You also have things like sony's | playstation VR as a strong third competitor, not to mention the | background PC VR stuff that exists already. | LegitShady wrote: | why do you think theyd leave the ad money on the table? | doctorhandshake wrote: | This specific issue is my personal hobby horse and how to avoid | the worst of it is the subject of my essay writing and personal | research: https://noahnorman.substack.com | hdjjhhvvhga wrote: | I work in Northern Europe. Someone at my company decided it | would be great to introduce the so-called "Facebook for work". | It's literally the worst of all worlds: you get the distraction | you don't need while working, no fun, artificial corporate | virtue-signaling and just plain department-flexing. After a few | months everybody stopped using it but I'm sure we're still | paying for it. | theropost wrote: | This 100% - especially a social media company that is shedding | revenue left and right. What do you do when you are losing | revenue? Find new revenue streams. What do you sell to get | additional revenue? More personal data. When a giant | corporation becomes desperate, they will sell anything they | have in any way they can to make up revenue - I can only | imagine what they will end up having to do to make up these | lost revenue streams... probably not so good. | rblatz wrote: | Sad to see the "Hand guard" rings disappear on this controller. | They saved my hands so many times when I ended up punching a | wall/table/chair etc. | jayd16 wrote: | Sure you could 3d print some bumpers to snap on, haha. | losvedir wrote: | Is this the "Project Cambria" that had been previewed earlier? | MikusR wrote: | Yes | laweijfmvo wrote: | Yes | seydor wrote: | The killer app they are looking for is going to be simpler than | they think, it's 360 images (and maybe video). It's hard to make | 360 pics today, i would think phones would have made it a | standard feature by now but they haven't, and 360 cams are | expensive. 360 snapshots should become a standard and easy to use | feature in ios and android phones. And even in games 360 | screenshots dont really exist. I ve seen that secondlife supports | those now, in a buggy and lowres way but i dont know many others. | | My standard use of OQ2 revolves around that, i find myself | browsing google earth with the Wander app as well as real estate | listings in some websites that support it, as i find that none of | the gaming experiences really stick. | Eisenstein wrote: | I honestly don't see a mainstream use for 360' pictures. What | is your pitch to the average consumer for getting a VR headset | to use for 360 images and videos? | seydor wrote: | - Games fade, VR has a user interface problem: it's just so | hard to find the VR replacement of the simple old computer | keyboard in terms of communication bandwidth speed and | latency. | | - Movement in VR causes nausea, the entire visual field is | just never meant to move like that. So static-position videos | and photos will be the most comfortable , pleasant experience | | I think everything else in VR including complicated | controllers are gimmicks, in the same way that most people | don't use the most advanced apps in their phones , but | instead use instagram | CarbonCycles wrote: | I honestly don't get it; however, I have two solid data points | that lead me a very befuddled conclusion. | | One of my buddies is an orthodontist who hates his current life | but loves video games...he spends most of his free time plugged | into the VR headsets playing first player shooter games. Okay..I | kind of get that. | | My other buddy who has a post graduate degree in genetics who is | also an introvert mentioned how he loves Meta's universe. He | loves the fact that he can hang out in a virtual theater with his | other buddy who lives half way across the CONUS watching 3D | movies together. That I don't get. | | After typing all that out...I guess I really don't get it. Move | along...nothing to see here :D | baby wrote: | Did you try any of the modern VR headsets? Because it is mind | blowing | CarbonCycles wrote: | I have no doubt the new headsets are phenomenal, but it's not | in my character to spend that much time with a VR headset. | Not to mention, have they solved the motion sickness that | came w/ the earlier headsets? | eatsyourtacos wrote: | >have they solved the motion sickness that came w/ the | earlier headsets | | I've been using VR since DK1 and I've basically never | gotten motion sickness. As long as you are "in control" of | your movements then it shouldn't happen (sure for a small | minority of people it can, but that is no where near the | norm). | | The only time I've felt weird is something like a roller | coaster experience where I'm stationary but everything is | moving around me at a fast pace. But basically nothing is | like that excpet for a few random gimmicks. | | >but it's not in my character to spend that much time with | a VR headset | | Not really sure what that even means.. | shawabawa3 wrote: | Motion sickness depends on the individual | | I've played a lot of VR with the HTC Vive and Quest 2 and | never had any motion sickness (I also don't get motion | sickness in cars/boats fwiw) | blensor wrote: | At least in the short term I think they are being more worried | about getting shut down by the FCC. They have to fight even for | the Supernatural acquisition where they subpoenad SimulaVR to | appear as a witness for making their point that they don't have a | monopoly (that's like Google pointing at the Librem 5 to show | that there are alternatives to their Android phones) So I don't | expect that happening anytime soon and a lot of alternatives will | pop up, which should boost any non platform locked "Metaverses" | over the alternative | mataug wrote: | Based on the marketing material it seems that the Quest Pro is | targeted at enterprises where a $1500 device which helps improve | employee productivity isn't that big a deal. | paxys wrote: | Spending $1500 per employee for a fancy gadget might not be a | big deal for Facebook and Microsoft, but they are in for a | shock if they expect the rest of the corporate world to cough | up the cash. | mataug wrote: | Not every employee at a company gets the most powerful | computer, nor does everyone get the expensive software. This | is targeted at companies and employees who can benefit from | the tech such as architects. | | Even Facebook / Microsoft don't give out VR headsets to all | employees. | | This is also a first gen product, so this is not the version | most companies may be adopting. | bagels wrote: | Facebook doesn't even buy Quest 2 for employees, hah. | minimaxir wrote: | The livestream just invited Satya Nadella as the "one more thing" | to intoduce Microsoft Teams and Office 365 for VR, showing how | Meta hopes this will be used. | | Enterprise companies are too cheap to justify $1500 per head for | a gimmick, though. | jedberg wrote: | How much does it cost to give someone three monitors? With the | headset and something like Immersed* you can use this instead | of giving your remote employee a bunch of monitors, which is | also nice for the employee who might live in a studio apartment | and doesn't have a lot of space, or an employee who wants to | travel. | | * Disclaimer: I'm an investor in Immersed. | ianbutler wrote: | Once resolution is high enough it will be compelling but imo | Immersed is held back by current headset resolutions. | | I used Immersed at length for two months and I had to stop | from the frequency of eye fatigue and tiredness at shorter | intervals than I currently experience with regular monitor | work. | | Until that happens I don't see companies sending this out, | not to mention things like motion sickness some people get | even with low motion VR like immersed. | jedberg wrote: | To be fair I had the same problem with Immersed (the | fatigue) but luckily that's a hardware problem and not a | software problem. In time I think the headsets will get | good enough that it's not a problem for most people. | codemac wrote: | I used immersed with quest 2, but the resolution still | bothered me a lot more than something like beat saber. | | Now that the quest pro is available, I've already pre-ordered | it for this use case. I'd love every project I work on to | have different "screens" in different environments to put my | mind into each project. | shmatt wrote: | That would explain the 12GB RAM | nolok wrote: | And the 1h battery life | rjh29 wrote: | Doing your desk job in VR seems like a gimmick. Meetings in VR | are a gimmick. Collaborative real-time design and creative work | in 3D - that sounds like it's worth $1500. | philjohn wrote: | Meetings in VR are genuinely far less draining than | Zoom/Teams calls. | fortuna86 wrote: | Are they? Considered I get motion sickness after 20 min or | so, and i'm not alone. | modeless wrote: | If you get motion sickness after 20 minutes of a seated | experience that is running at full frame rate, with no | artificial locomotion, you are decidedly in the minority. | It is not impossible, but it is far from common. | jackbrookes wrote: | > Meetings in VR are a gimmick | | I expect you're wrong - spatial audio, body language, face | tracking, eye contact are all super valuable and possibly in | VR | jayd16 wrote: | Yeah, I think people underestimate the compelling nature of | diverse expression. Its more fun to hang out in a game with | emotes than it is to hang out in a voice call. | | Will headsets replace zoom? I can't say. There are other | convenience factors there. But hanging out in a virtual | place is empirically compelling. | q-big wrote: | > Yeah, I think people underestimate the compelling | nature of diverse expression. | | In my experience whether they find this compelling | depends a lot on the respective person. "Manager types" | might like it, but quite some programmers would rather | detest it. | [deleted] | rjh29 wrote: | Beyond Zoom you mean? It might do. Being autistic I tend to | see meetings as an organised exchange to information rather | than a body language thing, but I can see what you mean. | colinmhayes wrote: | Communication is much more about body language than words | for most people. | joisig wrote: | Collaborative architectural design is what Arkio does, one of | the launch partners. | moolcool wrote: | You're looking at it from the perspective of a higher-end | knowledge worker. $1500 to strap a 1984-esque telescreen on | your call center employee and have them work from home | instead of a cubicle would save a bundle. | madamelic wrote: | > $1500 to strap a 1984-esque telescreen on your call | center employee and have them work from home instead of a | cubicle would save a bundle. | | Alternatively, think of how small you can make the cubicles | if you can integrate the entire computer and telephone into | a headset. | | You could like double or triple capacity if cubicles were | the size of those WeWork phone booths. | bitwize wrote: | Even then I'd rather it be an Iron Man style floating | holodesk than something you have to strap onto your face. | | Expectation: https://i.pinimg.com/originals/d1/a2/65/d1a265d2 | 093c0b952112... | | Reality: https://assets1.ignimgs.com/2016/10/06/maxresdefault | jpg-f9a9... | | Come to think of it, they're both pretty dorky. | nsilvestri wrote: | I believe I'll be able to replace my monitors to do my desk | job with a VR headset within 10 years. Rather than having 2 | monitors of different sizes and resolutions on a desk, why | not just have as many virtual monitors with exactly the size, | position, and distance I want? In fact, why have monitors at | all? Just position the windows in arbitrary space in front of | me. | | Desktop computing with a VR headset is somewhat possible | right now, but I am not quite able to stomach the resolution | limitations of the Quest 2. I'm looking forward to devices | like SimulaVR [0], which intend to fully replace desktop | computing with a self-contained VR headset (plus a mouse and | keyboard). | | In my mind, there are two and a half problems to solve to | make it possible. One is pixel density. It has to at least be | equivalent (or very close) to our own eyes. Two is comfort, | both physical (ventilation, weight) and health-wise (eye | strain). Two and a half is being able to navigate without a | mouse and keyboard, and preferably no peripherals, but I | think I'm able to wait for that. | | [0] https://simulavr.com/ | donmcronald wrote: | This is pretty much exactly what I was going to say. I | think it's a gimmick _for now_ , but as soon as the pixel | density gets high enough it becomes more interesting. | | > Two and a half is being able to navigate without a mouse | and keyboard, and preferably no peripherals, but I think | I'm able to wait for that. | | I can't imagine that. I think it'll end up being a normal | desk, mouse, keyboard painted into the VR world by using | the passthrough cameras. | | Something else I've noticed when I put on my Quest 2 is the | lighting. I don't like the way the lights in my office feel | like they glare in my eyes. Putting on the Quest 2 and | hitting a virtual environment gives the feel of indirect | lighting and I find it much more comfortable. It's like | being outside. | | That comfort doesn't last very long, but if I could get | away with it for 2h at a time, and have high DPI virtual | screens, I think I'd at least _try_ a virtual office. | | They also need to make it so I can drink a cup of coffee | with the headset on or the whole thing is DOA. Lol. | als0 wrote: | > That comfort doesn't last very long | | Low resolutions aside, headsets are still way too heavy | and bulky, at least in my experience. Some even get quite | hot. I can imagine that the weight and heat could be | solved over time, but the bulkiness seems like a very big | hurdle. When using lenses you need the distance, so it's | hard to see how we can miniaturize headsets without a | brand new technological innovation. | nomel wrote: | > but the bulkiness seems like a very big hurdle | | The nreal air is 79g [1]. It has a 1080p resolution (45 | degree, so reasonably PPD), but I imagine this will | multiply over the years. | | 1. https://www.nreal.ai/specs/ | als0 wrote: | Wow, this looks awesome. Thanks. | umanwizard wrote: | There is no a priori reason to believe that the pixel | resolution will ever be that high. Not all technology we | can imagine is actually possible. | silentwanderer wrote: | Pixel density high enough for acceptable text is already | possible, just prohibitively expensive. See Varjo's | headsets, for example - at the center of the display they | have 70 pixels-per-degree (for comparison the Quest 2 has | about 20). | nomel wrote: | > high enough for acceptable text is already possible | | I don't understand this. I code and read in VR almost | every day. With proper aliasing, it's extremely | acceptable as is. Font characters per degree has to be | increased, of course, but Quest 2 is about the same as a | 720p virtual monitor. | | Have you tried reading in VR? | int0x2e wrote: | I actually think pixel density is one of the easier | battle to win. Getting a cheap, lightweight, strain-free | device to users is the real requirement. | | For now, I can't handle more than ~30 mins with any | VR/MR/AR device, but if I can actually wear one for | several hours and be productive using one - I will be | convinced we've turned the corner on this tech. | kanetw wrote: | This is our (SimulaVR's) vision, basically. Our target is | to have pixel density/optical quality and comfort good | enough to work comfortably. | | The pixel density is there (and better than quest pro), and | we just need to finish the comfort features -- passthrough, | mechanical comfort, integrated host. | pavlov wrote: | In a way this is exactly what they said about GUI in 1983. | People looked at the early products like Apple Lisa and Xerox | Star, and said: "Serious businesses aren't going to be spending | thousands of dollars per user on gimmicks like the mouse and | high-resolution graphics. Office tasks don't need that." -- And | they were right, but only within the narrow field of what | office work on computers was like in 1983. WordPerfect and | 1-2-3 didn't need the GUI. Excel and the web browser did. | | I'm not saying VR/AR is going to turn out the same way, but it | seems at least possible that new affordances will create new | kinds of applications again. | Gelob wrote: | i disagree. enterprise companies love wasting money on gimmicks | vs things they really need. | AlexandrB wrote: | What's the input story for Office 365 in VR? Bluetooth keyboard | + mouse? | bitL wrote: | You can input financial formulas to Excel more | collaboratively. | nomel wrote: | This is already possible with Quest 2. Supported keyboards | are tracked and show up through a "passthrough" window, where | you can see the camera feed of them and your hands. | RealityVoid wrote: | Considering how horrendous Teams is, I do not view it as a | plus. | satysin wrote: | This kinda of crap makes me laugh. We have companies desperate | to get people back in the office because they say working from | home ruins morale or creativity, etc. and at the same time we | got companies saying the future is that people should commute | into the office to put on a fucking VR headset to have meetings | in a virtual office. Jesus wept. | vorpalhex wrote: | Think of the cost savings. Instead of cubicles now we just | pack everyone into a warehouse with VR goggles? | aeturnum wrote: | I find this page very confusing. I suppose it's a stand-alone | experience, based on other Meta VR products, but it doesn't | really say that anywhere. How does its processing power and | display pipeline compare to the Quest, or to other VR headsets? I | see lots of buzzwords but not a lot of grounded descriptions. Is | this an AR device? How does the AR work? The marketing video look | like simulations. I get the sense that this is aimed at creative | professionals as an accessory to expand their work modalities - | but there's no mention of professional support or API access or | any of the traditional markers in that realm. | | Generally this seems interesting but this landing page _actively | detracts_ from my interest in the product. | [deleted] | tchock23 wrote: | My sentiments exactly. I was one of the first people to fund | the Rift Kickstarter way back in the day and I have no idea | what this thing is or why it exists after reading that page. | It's just a series of Apple-style pithy marketing statements | that appear as you scroll. | xvector wrote: | Did you read the tech specs? | | > Full-color mixed reality, with resolution 4X higher | compared to Quest 2 | | > Real-time expression tracking | | > slimmed down the optical stack by over 40% compared to | Quest 2 | | > 37% greater pixels-per-inch. And 1.3x larger color gamut | | > XR2+ processor that delivers 50% more power | ThatMedicIsASpy wrote: | I have no idea what a quest 2 is outside of a VR headset so | comparing it instead of the actual stats this is useless. | aeturnum wrote: | So, here's an example of what is confusing me: | | > 37% greater pixels-per-inch. And 1.3x larger color gamut | | > Full-color mixed reality, with resolution 4X higher | compared to Quest 2 | | How can the resolution be both 4x higher and have only | 1.37x the pixels per inch? Those number seem out of sync. | | > slimmed down the optical stack by over 40% compared to | Quest 2 | | What does this mean for me? Is it literally slimmer? Are | the screens closer, or are there fewer (but thicker) lenses | between me and the screens? I have no idea. | | > Real-time expression tracking | | Is this...running all of the time? Is it an option that | developers can use? Is this running on the main processor? | On a co-processor? | | > XR2+ processor that delivers 50% more power | | I did miss this line! | | This processor was announced today, in concert with the | Quest. One can make informed guesses about how this differs | from the existing XR2[1], but it strikes me as odd to | announce a new model with additional capabilities that also | is using a new SOC without being specific. | | [1] https://www.qualcomm.com/products/application/xr-vr- | ar/snapd... | throw03172019 wrote: | Does anyone really want to wear this while meeting virtually with | colleagues? | goodoldneon wrote: | If it solves the "only one conversation at a time" problem with | online meetings then yes. I'd rather be in a virtual room with | proximal volume than a Zoom meeting with people yelling over | each other | ImprobableTruth wrote: | Yeah, this would be a game changer to me. | caslon wrote: | Both of you should know that there are multiple | applications that already solve this problem in VR! Most of | the "social" chat applications and most of the | "professional" chat applications have proximity-based chat | volume. Even most _games_ have it. It 's a super handy | feature and a natural one for VR. | dnissley wrote: | Do they? I think what folks are talking about here is | having someone sound louder to someone who is closer to | them in a 3d environment vs softer to someone farther | away. This doesn't seem possible in, say, Zoom. | caslon wrote: | Yes, I'm aware of what they're saying. It is indeed the | default for most VR applications. I can't think of a VR | application that uses a global volume for voices; it's | all local and diminishes based on distance from source. A | universal volume for anyone on a map is weird and | awkward, and most game engines have sound differ in | volume based on distance and location by default. Most VR | applications, even the "professional" ones, are built on | top of game engines, because it's a lot easier than | writing everything from scratch. | lbhdc wrote: | Would using a headset solve that? Wouldn't it be just as | effective to have a space that allows you to use a | traditional monitor? | bagels wrote: | Presumably you can pick up on nonverbal cues better, but | there are some pretty big assumptions like dramatically | better lag. | favourable wrote: | Yay! More motion sickness with prolonged use. This needs to be | ironed out. | caslon wrote: | It... pretty much has been since the 120hz update for the Quest | 2? As long as they're not using a poorly-written application | that drops below 90hz, I've barely heard stories of anyone | getting sick these days. | toinewx wrote: | I have Quest 2 and I get extremely sick after only 15-30 | minutes, like a sickness that lasts for a few hours and makes | me feel like I'm extremely tired. No wonder it sat in shelf | since then. And no, it was not 1 application that was doing | that. | caslon wrote: | Since you've left the timeline ambiguous, and didn't say if | you'd enabled the 120hz mode or even been on a late-enough | update to the system software to use it, your comment isn't | that useful. | bagels wrote: | It hasn't been. Any experience where my character moves | around causes instant nasuea and discomfort. I doubt I am | alone in this. | drstewart wrote: | Side note: it's funny how quickly the entire retail world has | coalesced around "Pro" for naming of its premium lines and "+" | for its subscriptions. | | I wonder how long this paradigm will continue for (probably until | Apple leads a change away) | scyzoryk_xyz wrote: | They have already started - ,,ultra" is the new ,,pro" | [deleted] | azinman2 wrote: | 5 hours in and 326 points to 520 comments. This isn't a good sign | from the HN community (ratio going wrong way, not too many points | for a brand new flagship product), which I would assume would be | the most inclined audience to drop $1500 on a VR headset. | LightG wrote: | There's nothing about this that will come close to competing with | my own imagination. | | In that respect, telnetting into a EW-too talker back in the 90's | will be a superior product offering. | | Sorry. | [deleted] | mdorazio wrote: | I didn't see it in this page, but previous announcements put the | battery life at 1-2 hours (unverified). | | I know it's fun to hate on Meta, but this honestly looks like it | resolves most of the gripes I had with the Quest 2, aside from | the whole Facebook integration piece... It looks like a solid | piece of hardware. | rblatz wrote: | Completely different price points though. The Quest 2 was | priced for the general public, this is a specialty device for | hobbyists and it looks like they are targeting corporations. | Hobbyists already have had more advanced options available at | this price point, so I'm not totally sure I understand the | market for this. | nomel wrote: | > Hobbyists already have had more advanced options available | at this price point | | Could you name the other more advanced standalone options? | I'm only aware of Pico, which is near parity, but tied to the | CCP. | derac wrote: | The Varjo Aero and Pimax 8k/12k are ones I'm familiar with. | zlsa wrote: | I don't think these are very comparable to the Quest Pro. | | It appears neither of those have face tracking, and the | Pimax doesn't have eye tracking. Besides that, both of | those are PCVR (not standalone) and the Aero doesn't even | come with controllers despite costing nearly $2000. | [deleted] | KMnO4 wrote: | It's not in Meta's best interest to obsolete the Quest 2. VR | is already a tough sell, and like other "consoles", | significant revenue comes from selling apps. | | If they tell the regular users (who spend $50 per game) that | they can't purchase new games without a new headset, I bet | most would ditch the technology. | danso wrote: | The original Quest was released May 2019, and the Quest 2 | was released Oct. 2020. Maybe a lot of the early adopters | felt burned, but the Quest1's short life obviously didn't | put much of a damper in the Quest 2's sales. | chroma wrote: | Are there many apps or games that only work on the Quest | 2? I have the original Quest and I still use it several | times a week. It's basically the Beat Saber machine an | this point, but it's still pretty fun. | goosedragons wrote: | There is some and they are some of the bigger titles, | Resident Evil 4 VR and Bonelab for example. | irq-1 wrote: | There's a USB-C cable that can power it. | MikusR wrote: | There is no Facebook integration. That was removed 2 months | ago. | SV_BubbleTime wrote: | No Facebook like Instagram is no Facebook. | | Meanings it's all Facebook on the backend. | | Your account just doesn't say Facebook erm _Meta_ on it. You | are still subject to all the bad things they do with | automated bans, shifting TOS, social bla, etc. | nickv wrote: | Citation? | jayd16 wrote: | > Facebook integration | | They did make good on this. You can make Meta accounts with | arbitrary emails and there's no connection to Facebook or real | name stuff. | tazjin wrote: | You still have to deal with a complicated web of accounts and | apps, converting your "Oculus" account to a "Horizon" account | to unlink your Facebook from your Meta or whatever (who | knows!). | | I have a Quest (1 and 2 actually, though the 1 is in storage) | and I basically never use it anymore because I just can *not* | be bothered to try and log in through its various apps again | and install software updates in broken UIs with no progress | indication etc. | | The only thing I use it for anymore is if somebody's over and | wants to try VR, I let them to the tutorial demo and maybe | play some Superhot (which hasn't broken for lack of updates | ... yet!). Unfortunately streaming that to the TV via | Chromecast from the app doesn't work anymore for Zuck knows | what reason. | | Consumer tech is so hostile and frustrating, I really just | can not deal with it anymore. Sorry for the rant. | squeaky-clean wrote: | It was pretty simple for me to convert my Facebook account | to a Meta only account. The first time I put on my headset | after that change it asked if I wanted to unlink my | facebook account and create a new account. I had to pick a | new username and password, and re-enter my pairing code. | But that was it. I was actually surprised it asked me. | nomel wrote: | > I have a Quest (1 and 2 actually, though the 1 is in | storage) and I basically never use it anymore because I | just can _not_ be bothered to try and log in through its | various apps again | | Your knowledge and experience does not reflect current | reality. Multiple logins haven't been required since the | launch of the Quest 2. I didn't have a Quest 1, so I can't | comment there. | | > You still have to deal with a complicated web of accounts | and apps | | This is false. Only one account is needed. Sometimes | individual apps will require a login, but that's | exceedingly rare, or allows you to login with _other_ | devices, to the app, outside of the Quest ecosystem. This | is not a fault of Meta, it 's just the reality of third | party credentials. I don't recall the last app I had to | | If you buy a headset now, you would make a Meta account | that would be used for everything. That's it. | | If you had a Facebook account and are ok with continuing | with the Facebook account, you're done. | | If you had a Facebook account and you want to convert it to | a Meta account, you can _choose_ to do this, then you 're | done. | | All three situations above use a single account for all | apps, besides those that are meant to be accessible cross | platform. | tazjin wrote: | I hate this kind of apologism. | | "It's all very simple if you're an industry expert | following $company's every move!" | | There is no way to use all features of a Quest without | logging in _at least_ twice (once on a phone, once on the | device itself, because some features are inexplicably | only accessible through the app). If you've had it for a | while, you've also had to deal with (potentially non- | exhaustive list): | | - an Oculus account (comes (came?) in linked/unlinked | flavours) | | - a Facebook account | | - a Meta account (is that the same as the above? who | knows!) | | - a Horizon account (what even _is_ Horizon?) | | From the perspective of somebody who just bought the damn | thing to use it, as far as I can tell none of these were | avoidable if you followed the default flows. There's | probably more now. That's ignoring steps on the phone, | and linking steps between devices through URLs needing to | be opened on a computer and all of that faff. | | I'm sure there's a secret code phrase I could've garnered | from some Reddit with 10k users that, if I had said it to | Support, would have let me skip one of these steps - but | who does that? | andybak wrote: | I had to install three headsets from scratch today and | you definitely only log in once. | | There is only one account type now. | tazjin wrote: | That's great, if your account type is already completely | linked up, migrated, synced, logged in on your phone etc. | saddlerustle wrote: | Ironically this is exactly what they were trying to avoid | by just requiring a Facebook account for everything | georgeecollins wrote: | Maybe that is what they were trying to avoid but in | practice they made it much worse. Oculus had accounts | before they were bought by FB, it was pretty much like a | Steam account for better or for worse. Then by the Quest | 2 you had to use your Facebook account, which meant you | had to verify your facebook account on your phone (maybe | there was a work around, I didn't find it) and it asked | for your phone number and then FB is texting you saying | some robot with a woman's name just friended you, and you | have this duummy account that is always posting what you | are doing on the quest etc. etc. | | Yeah I am sure there is a way to turn off all that junk | and opt out of installing the app or giving them your | phone number but its full of anti-patterns to make you do | it. What a hassle. | ineptech wrote: | You can't give them credit for solving a problem they | created. If Nvidia made me log in to Facebook to use my | graphics card, I wouldn't cheer when they gave me the | option to make an Nvidia account instead. | Aeolun wrote: | Or, here's an idea. They could just not require an | 'anything' account at all. That's how my PC works, and | it's fine. | zht wrote: | just the fact that a cascading number of if statements is | needed is a sign that it's too complex lol | nomel wrote: | I disagree, since a single user would only experience a | single if statement. | tazjin wrote: | This is false. They evolve over time and you get pushed | into various mandatory migration and linking/unlinking | steps. | | By the way, this kind of thing is in no way particular to | Facebook - our entire industry has this much disrespect | for its users. | nomel wrote: | With the current state, which appears to be stable (no | more company acquisitions/name changes), they would | experience one. | tazjin wrote: | 100% stable, all the way until the next company | acquisition / name change / "An Update on Quest" / reorg. | and so on. | nomel wrote: | This isn't some unique Meta or VR. These are growing | pains of new tech. This is what happens with all new | tech. We'll see dozens of companies grow, die, and be | acquired, and dozens of products change hands and | disappear. This is the MO for all new tech that all of us | are _intimately_ familiar with. | | In this particular case, with this particular product and | company, the churn has happened, and we should see some | stability now. | | If you want complete stability, you're in the wrong line | of work, and _definitely_ on the wrong website. But there | 's no reason to be irrational about it. | sfvegandude wrote: | Do you trust that Facebook has neither the capability nor the | incentive to develop the capability to track you and combine | all that data into a profile? I do not. | | Facebook has shadow profiles for people who don't use the | service. | mensetmanusman wrote: | Facebook, and every advertiser, credit agency, etc. | q-big wrote: | > They did make good on this. You can make Meta accounts with | arbitrary emails and there's no connection to Facebook or | real name stuff. | | Can you also use the Meta headsets without creating _any_ | account? | [deleted] | [deleted] | jandrese wrote: | I did this and they recently did something with the accounts | (forcing you to get a metaverse account I think?) that turned | into a massive headache. In the end I was only able to get it | working again by creating a new account (or subaccount?) and | redoing all of the Quest Link stuff. Even now it complains | that my account isn't set up properly if I use the built-in | store, although for now it is working. The whole thing is | hugely confusing and the only point seemed to be to try to | shove Metaverse down my throat. | | I do have to say that Quest Link over WiFi works amazingly | well and lets you break out of the walled garden to get to | the more interesting corners of VR. It also lets you run | stuff that would be way too heavy for the mobile-phone level | processor on the Quest. Only downside is the WiFi eats a lot | of battery power, so one of those headbands with an extra | battery is almost required, but since they improve the weight | distribution of the headset it's not a terrible buy. | ridgered4 wrote: | For now. Facebook didn't demand my phone number and a scan of | my drivers license when I first signed up either. | zem wrote: | honestly, if you need an account at all it's still in | internet-of-shit territory and could be unilaterally degraded | at any time. | samatman wrote: | A Facebook account is a Facebook account. | | They're a bad actor, having demonstrated this beyond a shadow | of doubt. | | A sensible person would need a strong signal to believe | they've switched to cooperating, and no such signal is | evident. | legohead wrote: | I have and enjoy the Quest2. I'm not seeing much that would | make me want a Quest Pro for an extra $1100. The pro looks more | comfortable, the color passthrough is cool, and I respect the | new lens and resolution upgrade, but again, $1100? Not worth it | to me. | Youden wrote: | For me it'll depend on the magnitude of the improvement, | especially in resolution. If it's a serious improvement, I | could see it as viable for productive work and not just | games, in which case it might be worth the money. | GekkePrutser wrote: | It's not. The meta site is low on specs, but they mentioned | in the video that it's got 37% more pixels (and a bit | higher density in the middle) | | This means that for every 3 pixels on the quest 2 you now | have 4. Not exactly a huge increase IMO. What's needed for | desktop work is like a 2-4x increase right now. | spoonjim wrote: | This isn't really being sold to the same people as the | Quest2, so it's not surprising that existing Quest2 users | aren't having much interest. | peter303 wrote: | Better than Google Glass which was 20 minutes in video mode. | nomel wrote: | I would say it's a delicate balance, with heavy batteries being | the most annoying for heavy users (the target audience, from | what I can tell), who will have pocket battery packs, or low | moment-of-inertia placements, anyways. | | I personally don't want any unnecessary weight on my face since | I sometimes use my headsets for 8 hours at a time, for coding. | For comparison, something like the nreal air [1] is only 79g! | | 1. https://www.nreal.ai/specs/ | sofixa wrote: | > I personally don't want any unnecessary weight on my face | since I sometimes use my headsets for 8 hours at a time, for | coding | | Out of curiosity, how does that work? What's the flow, what | software do you use, do you still use a keyboard to type? | nomel wrote: | I stream my desktop, with a few virtual screens, using | ImmersedVR [1], but other options are available, like | VirtualDesktop [2] (over local/remote network), which can | be used with something like ShadowPC for full cloud. Others | I know code completely in the native browser with the | multi-screen interface you see in Meta commercials. Native | is still a work in progress, but you can sideload android | apps to put them into their own windows. | | For desktop streaming, you can use your desktop | keyboard/mouse, or a bluetooth keyboard/mouse connected to | the headset. For native apps, you use a bluetooth | keyboard/mouse connected to the headset. The headset | sees/tracks the (supported) keyboard with the passthrough | cameras and shows a passthrough window/overlay, where it | is. | | I have no doubt that virtual displays are the future, but | probably not until form factors are like the nreal air [3], | which I think is still too limited for resolution. Next | gen, I'll probably switch over. People will probably be | happy enough once PPD triples. | | 1. https://www.immersed.com/ | | 2. https://www.reddit.com/r/OculusQuest/comments/de7ojk/usi | ng_v... | | 3. https://www.nreal.ai/air/ | chimineycricket wrote: | CNET video about it: https://www.youtube.com/watch?v=1u5PIqnXWHw | cyounkins wrote: | If you are using Firefox and this page doesn't load, you may need | to allow the site in the Facebook container by clicking on the | jail icon and then "Allow site in Facebook container" | objclxt wrote: | From The Verge's article: | | > I was told the headset would last between one and two hours on | a single charge, then take around two hours to recharge | | That's...not great for a device targeted at enterprise? | Especially without any sort of fast recharge or swappable battery | pack. | amluto wrote: | You could swap the entire headset. $3k/seat for professional | gear for enterprise use is cheap. | batmansmom1 wrote: | no way the actual expected use case is to have two headsets | per person that get switched out every two hours. | skavi wrote: | Personally, I would just keep a power bank in my pocket and | wire it up. | Rebelgecko wrote: | If you're sitting down (which I imagine is the enterprise-y use | case?) you can just leave it plugged in | patrickserrano wrote: | how does that work for controllers through? | nickthegreek wrote: | controller battery life shouldn't be an issue. never was on | quest2. | Duralias wrote: | Controllers do full on inside out tracking, each | controller being equipped with a snapdragon 662. | | They also do not list the battery life anywhere, which is | the biggest red flag. | quux wrote: | Good question, the new controllers have multiple cameras | and are doing inside out tracking now, I'd guess that they | use a lot more power than the Quest 2 controllers do. | Duralias wrote: | You have to stop using them and let them charge. | | Unless they release a proprietary charging cable that is. | | They also do not list the battery life anywhere, which is a | red flag to me. | baby wrote: | It's not a red flag. No console list the battery life of | their controllers as they usually last a long time. | jjulius wrote: | >Internal, rechargeable battery with up to 40 hours of | battery life per charge. Battery life varies with usage | and other factors. | | https://www.xbox.com/en-US/accessories/controllers/elite- | wir... | wincy wrote: | The controllers last a really long time on a single | battery. My Quest 2's batteries are finally getting low and | I bought it six months ago. | Duralias wrote: | These use integrated batteries and does full on inside | out tracking on each controller, each controller having | its own snapdragon 662. | | They also do not list how long the controllers last, not | found any source mentioning that yet, which is a huge red | flag. | jandrese wrote: | Plus, they are just a single AA in each controller. | Swapping takes like 30 seconds. I use NiMH rechargeables | and just swap between a couple of pairs of them whenever | necessary. | marcooliv wrote: | Probably will support being used connected to the power, no? In | general, if you will use more than two hours straight probably | you will sit at your chair. If not, yeah, it will be a problem. | whazor wrote: | No OLED and no eye tracking, which are needed for the perfect VR | experience. | modeless wrote: | It does have eye tracking | whazor wrote: | So close. Still, no OLED is still a dealbreaker as you want | real darkness. The backlight from the LCD makes darkness look | more gray. In VR this is uncomfortable as you want the least | amount of light to enter your eyes. | | Eye tracking is nice though, it makes it possible to only | render high detail what you are looking at. This makes the | higher resolutions much more interesting. | maxpert wrote: | Novelty that wears of super quick. I know people who bought | Oculus out of hype and then just after a week it's sitting on | table collecting dust. | bhouston wrote: | Trying to order it from Canada and it tells me my postal code is | an invalid zip code. I tried 2 separate addresses. | zulln wrote: | Back when I ordered a Quest 2 I had to use a space somewhere in | my zip code for it to work. Like "123 45" or "12 345". Do not | remember the variant that worked! | paxys wrote: | Well a postal code _is_ an invalid zip code, so not sure what | you are expecting. If you select Canada in the "ship to" field | it will work. | bhouston wrote: | I had selected Canada but I will reselect it. Tried it a few | more times and when I enter in my postal code into the field | labelled "postal code" it tells me it is an invalid zip code. | | Once I switched from Safari on iOS to Chrome on MacOS it | worked. | moolcool wrote: | Imagine getting a job at a call center, but it's work from home. | Unfortunately though, your work requires you to be present in the | "metaverse", meaning you have to wear stupid goggles that allow | your employer and Meta to control everything you see and hear for | 8 hours a day. The advantage for the employer is clear: no need | to pay for an office, but you also don't have to trust your | employees to do their work at home. The advantage for Meta is | clear as well: realize a virtually infinite profit margin on | virtual clothing and environments in our nightmare late-stage | capitalist version of a company store, and bombard you with | hyper-targeted advertising. I can't really emphasize enough how | much the future imagined by this product sucks. I don't know how | somebody can see this and, in good conscience, continue to work | there. | artificial wrote: | The future is already here, it's just not evenly distributed. | Meanwhile 5 years ago in China they're using cameras to monitor | pupils in the classroom to see who is paying attention [0] and | more recently intrusive desktop monitoring [1] also something | used by some of the gig workers like Upwork [2]? The demand is | there, people like their shipping updates with packages. It's | pretty bleak tbh. | | [0] https://www.engadget.com/general-motors-ultium-battery- | more-... [1] https://asia.nikkei.com/Spotlight/The-Big- | Story/China-s-tech... to-limits-by-surveillance-software [2] | https://www.buzzfeednews.com/article/carolineodonovan/upwork... | crakhamster01 wrote: | Love all the new tech they're trying out here, but I think they | really shot themselves in the foot with the "Quest Pro" branding. | | The product still has some rough edges (e.g. that 1-2hr battery | life), and consumers will undoubtedly confused this for an | evolution of the Quest 2 (which it is not). This feels like a | highly polished developer kit that they tried to pivot into an | enterprise device in the last few months. | | Perhaps they did so out of fear of the public market's response? | Releasing an expensive research project in this economic | environment might have been a bad look. | tibbon wrote: | I was quite impressed by the price / capability ratio of the | Quest 2 and bought one immediately. Truth be told, it has mostly | sat on the shelf with only occasional usage. But for $1500, this | doesn't seem like a huge upgrade and I can't afford for that to | sit on a shelf. | nitiniyer wrote: | VR will always be a wondrous tragedy - at this price point it's a | little bit more of a tragedy - | https://www.climaticthoughts.com/vr-wondrous-tragedy/ | bitL wrote: | "I want to see its resolution!". Click on tech specs. "...with | resolution 4X higher compared to Quest 2". Thanks Meta, that is | super helpful! | lyu07282 wrote: | I was wondering if they mean 4x the screen resolution or the | camera resolution since its in the mixed reality section. Also | without even knowing the resolution/refresh | rate/vertical/horizontal fov it would be hard to justify a pre | order. | GekkePrutser wrote: | It's the passthrough camera res yes, they mentioned this in | the presentation. 4X is easy to believe because the Q2's | passthrough resolution is really low. Of course those cams | were initially specced only for tracking so that makes sense. | | It's strange that the display resolution is not mentioned | anywhere on meta's site though. Overall this spec sheet is | pretty useless. | | During the presentation they mentioned "37% more pixels" than | quest 2, and more density in the center due to the new | lenses. I assume the 2160x2160 ventured on some sites is | pretty much correct and the Quest 2-like 1830x1920 is not. | Would be great to get actual confirmation though. | oofbey wrote: | How about fps? | mmastrac wrote: | 2160x2160 per-eye according to https://vr- | compare.com/headset/metaquestpro | | 1440x1600 per-eye is valve index, and 1832x1920 per-eye for the | Quest 2 | | No idea where the 4x comes from, but I'm guessing that the | mixed reality cameras are just better and it's a semi- | misleading statement. | skavi wrote: | From The Verge: | | > Its screens offer a respectable 1800 x 1920 pixels per eye | with a maximum 90Hz refresh rate, plus new display tech that | Meta says offers 75 percent more contrast than the Quest 2's. | localhost wrote: | They mentioned that they have higher resolution in the | central part of the display, so perhaps this is a variable | pixel density display? | [deleted] | jayd16 wrote: | VR lenses mean that uniform display pixels result in non- | uniform pixels per degree to the eye. Not sure if the | effective resolution has changed but almost certain the | display panel is uniform pixel density. | MikusR wrote: | 4x comes from higher resolution pass-through cameras | [deleted] | athorax wrote: | It is really annoying their "tech specs" is all just marketing | buzz words. Even worse the first "spec" listed is: | PREMIUM COMFORT World class counter balanced ergonomics | meets sleek design to create a more comfortable headset. | GekkePrutser wrote: | "world class ergonomics". | | Yeah... Not much of a spec sheet. I don't think there is a | registration for a "world class" specification anywhere. | | The tech spec sheet should be for actual specs, not sales | drivel. | vadansky wrote: | Sad to see it's still LCD so you don't get actual blacks. Any | word on if it still feels like having a scuba mask on or if you | can see in the periphery? | petercooper wrote: | Mini LCD so fingers crossed it might be better(?) | | I feel what you're saying though. I loved the first Quest and | was heavy into VR for a bit but after an hour of the Quest 2 it | ended up in the drawer. It's useless for horror games or movies | because black simply does not exist - it's generous to call it | grey. | skavi wrote: | They mention better contrast for this panel. | xnx wrote: | I've read that that is often achieved by increasing the | brightness. | modeless wrote: | That would be good too. There's a ton of room to increase | brightness in these headsets. Like a factor of 10 would | be welcome and still wouldn't be nearly as bright as a | real outdoor scene. | [deleted] | AlexandrB wrote: | Impressive how much processing power you can fit into such a | svelte headset in 2022. | | The price, while steep, is not outrageous compared to something | like an iPhone. But I still haven't seen a "killer app" for VR so | it's not a "daily driver" like a phone would be. The association | with Meta is also a huge downside for me personally. | danpalmer wrote: | > The association with Meta is also a huge downside for me | personally. | | Agreed. Whether you agree with how Meta does things or not (I | don't), they have made it very clear that they see the Quest as | a locked down, Meta-controlled ecosystem. | | I happen to use an iPhone, which arguably pioneered this sort | of thing, but I feel like Meta are taking it to the next level. | They have much higher rev-shares, (I think it's 40-60%), they | have tighter control, require a Facebook account to use it | (quite different to an Apple account to access cloud features), | and while an iPhone is quite functional without the AppStore | and iCloud with the web and built-in functionality, I think the | Quest is basically useless without a Facebook account setup. | | All that lock-in worries me. | MertsA wrote: | You can sideload apps for free on the Quest and Apple | requires a dev account for $99 a year to sideload anything | more than a trivial app or two. The Quest definitely feels | objectively less locked down than iOS IMHO. | jhatemyjob wrote: | Yep, plus Zuck himself has publicly criticized Apple and | said they aren't gonna go down that route. Look at all of | the mainstream consoles, PS5, Nintendo Switch, etc: none of | them allow you to sideload anything. And Meta even went a | step further than that with the semi-unlocked bootloader. | That is unprecedented, most Android phones don't even have | that. | | People tend to conflate FAANGs with each other. One bad | Apple ruins the bunch. | wincy wrote: | It also gives you a nice warning saying your Facebook | account might get banned for using a pirate copy of Beat | Saber. | Eisenstein wrote: | Maybe this is a way to rid the world of Facebook? Android | virus that puts pirated software on Quest devices... | cwkoss wrote: | > sideload apps for free on the Quest | | only if you value your time at $0. the amount of time to | keep sidequest working and fight official updates breaking | it is not trivial. | camdat wrote: | So much misinfo in one post. | | > They have much higher rev-shares | | The current revshare for App Lab is 70/30 in favor of the | developer. Much* lower than Apple. | | > they have tighter control | | Than the iPhone? The Quest can be used in SteamVR like any | other headset. Third-party apps can be sideloaded, and the | bootloader is (semi) unlocked. Not sure how they're even | comparable. | | > require a Facebook account to use it | | A Meta account now, disconnected from the social network. How | is this different than an Apple account? | | > I think the Quest is basically useless without a Facebook | account setup | | Do you have a Quest? I've used mine entirely as a PCVR setup, | I don't think I've used a FB service in years besides the | store. | | * EDIT: Discussed below, "much" is maybe a bit too far. Seems | like the final split is roughly the same, though AppLab | doesn't take a cut of IAP. | joshstrange wrote: | > The current revshare for App Lab is 70/30 in favor of the | developer. Much lower than Apple. | | How is that much lower than Apple? If you do under a | million a year on the App Store or in the second year of an | iOS subscription it's 85/15, else it's 70/30 (unless you | have a better backroom deal). | camdat wrote: | This is a recent change no? Previously it was 70/30 | across the board and this also includes in-app | subscriptions/payments. | | I say much because (afaik) the majority of developer | income comes from recurring payments, which AppLab | doesn't take any of. | artificial wrote: | Looks like implemented as of 2016. | https://www.theverge.com/2016/6/8/11880730/apple-app- | store-s... | camdat wrote: | Err, maybe I'm mistaken, but this seems different than | the above discussion. | | From what I know, Apple takes 30% of paid app sales in | the app store. In-app purchases, though, drop to a 15% | take after the first year (or that's my read from the | article). | | Contrast this with AppLab, which takes 30% of paid app | sales, but doesn't take a cut of in-app purchases. | | I'll retract the "much" lower point since I assume this | results in roughly the same final take. Games on non- | mobile have a higher initial cost, which probably | balances the lack of post-sale revenue. | | Regardless, I don't think this makes the Oculus more | locked down than an iPhone, since you can always bypass | their store and sideload or run apps directly from your | PC, which Apple isn't offering. | skilled wrote: | I wonder who is the audience for this nonsense. People with | disabilities? I can totally see that, but then if that is the | case, perhaps these companies would do much better if they | actually embraced the fact. | vorpalhex wrote: | I can't imagine boring business apps are any more usable with | two VR controllers or with blurry text. | | Nor has anyone ever wanted to spend $1,500 to be able to use.. | Adobe Acrobat. | lwneal wrote: | I wonder how the Meta Quest Pro will stack up against Simula One? | [1] | | On the one hand, the Simula One is even more expensive. On the | other hand, it can be used as a standalone computer, not tethered | to an online Metaverse. | | [1] https://simulavr.com/blog/vr-comparison/ | MikusR wrote: | According to people that make Simula One you can't compare them | because Simula One is the next coming of Jesus and the quest | pro is for kids to play games. Quest Pro is not tethered to an | online Metaverse. | cwkoss wrote: | The previous quests are shoddily built - both in software and | hardware. Very frustrating to try to do anything with it outside | of using the default apps, which are frankly beta quality at | best, and the ~3 fully fleshed out games. If you're going to | invest over $1k, might as well get a valve index. I can't imagine | this working out well for running custom enterprise software, | which seems to be who they are targeting. | aantix wrote: | I'm most interested in the readability of code and the long term | comfort of wearing it. | | Would love to try a pair programming session with it. | mark_l_watson wrote: | Wow, $1500 was more than I expected. Still, I use my Quest 2 | about 20 minutes a day so assuming the heavy use of the Quest | Pro, it is probably worth it. | | I usually only use my Quest 2 for about a maximum of 7 or 8 | minutes at a time to avoid physical discomfort. I would hope that | the Quest Pro can be worn much longer, in comfort. | | I used to work on VR about 24+ years ago (SAIC, Angel Studios, | Disney). I am thrilled to now see commodity VR hardware and | experiences. | adpirz wrote: | Has anyone successfully incorporated VR into their regular | workstreams? If so, what's it like? | bagels wrote: | Really interested in responses to this. I think some may have | tried it once and gave up immediately, I doubt there are many | using it on a regular basis for working. | qwertyuiop_ wrote: | VR is a solution looking for a problem just like blockchain. It | has genuine use cases in very limited industries - industrial | design, mass entertainment (movie theater where everyone has | goggles). I don't need to see my coworkers wearing blinders over | their eyes. | moolcool wrote: | $2300 and their top-billed "experiences" are Adobe Acrobat, | Dropbox, and LastPass. | dimator wrote: | good god, what in the hell does dropbox need a VR client for? | | this entire VR push reminds me of the days when IE and Netscape | were competing with "push" browsers, which were equally | pointless. | | https://www.zdnet.com/article/netscape-releases-beta-of-push... | elliottkember wrote: | viewing dropbox files in VR, I imagine? easily syncing 3D | video files so you can view it in VR? seems reasonable to me | baby wrote: | how do you do work from VR without that? | jandrese wrote: | Maybe we will finally see that file system browser from | Jurassic Park. | kfarr wrote: | Already there! Code could use a refresh but had fun with it | many years ago https://github.com/kfarr/jurassic-file- | navigator | MikusR wrote: | Their competitor Hololens 2 is CAD $4,749 | MuffinFlavored wrote: | $2300? Where do you see that? I thought it says $1499? | moolcool wrote: | $2300 CAD* | jfoster wrote: | Feels almost like parody. | hartator wrote: | I would not buy it as it forces me to merge my old Oculus account | with my Facebook account. | | And I don't want to sign in on Facebook on my gaming PC. Meaning | my $100-$200 VR game library is gone now. | georgeecollins wrote: | Does anyone know if you can get corrective lenses for these | pancake style lenses? They seem to be closer to the face. One of | the things I actually enjoy about the Quest 2 is that I have | lenses for them so I take off my glasses to use it, which is very | nice. | jalino23 wrote: | this looks like it has AR I can't wait to try developing for AR | boxing I really liked the thrill of the fight but I believe AR | boxing is where its at | crashingintoyou wrote: | Best news for me is that based on https://uploadvr.com/quest- | touch-pro-controllers-quest-2/ it looks like the controllers are | Quest-2 compatible and will be sold separately. | | I'd consider the Quest Pro too expensive but as someone who plays | a lot of rhythm games where those controllers seem to be the weak | point I'm strongly considering upgrading my Quest 2 controllers. | bsimpson wrote: | The occlusion problem was real, but the LED rings also nicely | doubled as a hand protector. I definitely wouldn't want to have | my fist be the first thing that makes contact with a hard | object I can't see in VR. | ajaymehta wrote: | The apps section says: "enjoy your favorite games, entertainment | apps and more" and then highlights Adobe Acrobat, Dropbox, and | LastPass. | | Think it's clear who Meta wants to buy this! It will be great if | companies buy their employees a $1500 headset that they use to | play Beat Saber. | jl6 wrote: | I would actually enjoy an Adobe Acrobat VR that could render a | PDF as a 3D book with quick page riffle. | moolcool wrote: | No beatsaber allowed on company hardware until you finish | taking 10 hours of calls in your virtual cubicle | itslennysfault wrote: | > virtual cubicle | | I want to get off this ride. | caskstrength wrote: | > 10 hours of calls in your virtual cubicle | | Cubicles (even the virtual ones) are not conductive to | facilitating collaboration and inducing spontaneous exchange | of ideas in an enterprise setting. We will all be taking 10 | hours of calls in noisy virtual openspace! | baby wrote: | If I could expense that I would :( | KVFinn wrote: | Tested hands on impressions: | https://www.youtube.com/watch?v=x6AOwDttBsc | | Funny thing about the $1500 price point. | | If the Quest Pro could replace my triple monitors, $1500 is a | bargain. It's basically a laptop with 3 monitors that appear out | of thin air whenever you want. Amazing. | | To do this it needs to be comfortable enough to wear all day and | it needs to be high enough resolution to stare at text all day. | It's at least plausible the Pro is comfortable enough for some | based on early impressions. But the displays are not cutting it. | | I don't think it needs to equal the DPI of a monitor at human | viewing distance, but 2160x2160 is still way to low. Maybe 3k | would do it with super sampling. Oh and the Quest Pro would need | to run any Android app, or else it would only be useful tethered | to my computer and lose a lot of the appeal. | | So if the Quest Pro can't handle this use case, $1500 seems crazy | expensive. A luxury. They have to hope they have a killer game or | app that somehow gets people in. | | During the height of the pandemic I would have almost paid $1500 | if this had a really good 'virtual couch' experience where you | can hang out and watch Netflix with friends, passively | socializing in a way that felt comparable to the real thing. | People love doing this in but it's always so janky. | moolcool wrote: | "By the end of this decade we're going to replace our | workstations on our desks with a VR setup" | | Thanks, I hate it. | crazygringo wrote: | Why? We'll only replace it if it's actually better. In which | case you'll probably love it. | | For real, monitors are ugly and take up space and become | super expensive quick. | | If we actually manage to come up with something better then | monitors, then amazing. If we don't, they won't be replaced. | yamtaddle wrote: | > Why? We'll only replace it if it's actually better. In | which case you'll probably love it. | | If it's better _for businesses mandating what their WFH | users use_. | | And then, even, it's more like "if salespeople convince | some managers it's better", which isn't the same thing as | is-in-fact-better. | moolcool wrote: | Why? Because your virtual monitors will exist in Meta's | dogshit virtual survaillence world. | nomel wrote: | Why do you think Meta will be the only one making | hardware? | | There are plenty of head mounted displays that don't have | any smarts built in. | moolcool wrote: | You can buy a phone that isn't powered by iOS or Android | too, but you probably won't. | nomel wrote: | If you just want virtual monitors, I think there will be | many "dumb" headsets available. If you want a full | standalone experience, then sure, maybe not. But, I think | those are, potentially, different markets. | adastra22 wrote: | Nausea, sweaty forehead, weight on my head giving cramps in | my neck, disconnect from the world around me (I work at | home with kids), visual inaccessibility (I need to wear | computer glasses). | | No magic engineering from Meta are going to fix these | issues. | Ajedi32 wrote: | Those are all already fixed, or easily fixable. | | Nausea only occurs (as far as I can tell) when the motion | you see in the headset doesn't match your motion in real | life. That's not a problem for a simulated desktop | experience. | | Sweaty forehead typically only occurs if you're getting a | work out in VR, which wouldn't be a problem for office | work. But for those who have that issue even when not | exercising it seems easily solvable with better | ventilation. Hardly an impossible engineering challenge. | | Neck cramps are solvable by balancing the weight on your | head better. Quest Pro has this. | | Disconnection from the world is solved by high resolution | video passthrough. Quest Pro has this. | | Visual accessibility is solved by prescription lens | inserts. That's been a thing since the Rift 1. | patrec wrote: | > Disconnection from the world is solved by high | resolution video passthrough. | | This one will go into my treasure trove of HN quotes. | adastra22 wrote: | That doesn't match my experience. I know that's not very | objective, but that's the best I can give you here. | | Just putting on a VR headset, makes my head sweaty within | a minute or two, even when I'm just sitting down and | doing nothing strenuous. Just different biology I guess I | generally don't like wearing hats for the same reason, it | makes my head and hair, sweaty. | | Speaking of hats, I generally don't like wearing | construction hard hats either, because it makes my neck | sore at the end of the day. And that's just having a | little bit of balanced weight on the top of my head. | Balancing isn't the issue, it's a higher center of | gravity, especially when you rotate the head as you are | prone to do in VR. | | Nausea I get consistently, no matter what I am doing. | Even if stationary, any bit of lag can cause nausea. I | can't imagine doing development work and not causing the | machine to lag a little bit here and there, when I run a | test, suite or something. Thankfully for me, it's only | mild, but if I were to do this, all day would be a large | impact on quality of life. I don't wanna spend half my | day mildly nauseous. | | And all of this only so that I don't have to have a | couple of high resolution monitors on my desk? I just | really don't get it. It's a solution in search of a | problem. | randoglando wrote: | You don't get nausea from experience where you don't move | around in VR. Virtual monitors should not cause any | nausea. Same for the sweaty forehead. | | The weight issue is lesser with the Quest Pro (since the | weight is balanced at the back) and will get better with | time with newer devices. | | > visual inaccessibility (I need to wear computer | glasses) | | Quest 2 provides spacers for glasses. I assume Quest Pro | will as well. | | The disconnect from the world is the only one that | doesn't have a solution yet AFAIK. | adastra22 wrote: | Merely the minutest lag when rotating your head can cause | nausea in a statistically significant number of people. | | Any VR absolutely does cause sweaty forehead symptom for | me. It's just my different biology I guess. | | > The disconnect from the world is the only one that | doesn't have a solution yet AFAIK. | | The solution is AR. I would use a Microsoft hololens, if | it was available at a reasonable price point. | tigeba wrote: | My experience is that spacers or not, using these with | glasses is uncomfortable. Adding prescription inserts are | more comfortable and provide a better visual experience. | I bought some very cheap glasses and 3d printed the | inserts. They have magnetic mounts and you can remove | them easily. | colonwqbang wrote: | Agree, I honestly don't understand the level of optimism | shown here. To me this sounds like exactly the opposite of | how I would like to work in the future. The fact that | Facebook fully controls the software and hardware platform is | just a huge additional turnoff. | Youden wrote: | I don't like Facebook any more than you but to be fair, | they're not as bad as they could be. For on-device software | sideloading is available and SideQuest makes it pretty | functional. Additionally, the device supports OpenVR and | can be used with any software you'd like to run on your | desktop PC. | | It's more the Google approach to the ecosystem than it is | the Apple approach, though I don't believe the OS is open- | source. | harph wrote: | Does that mean I don't need to create an account if I | want to use the headset only with OpenVR stuff? | moolcool wrote: | Embrace, extend, extinguish | mensetmanusman wrote: | I wouldn't be surprised if open hardware is gone for good. | There is too much money to be made with SAAS. | andy_ppp wrote: | This level of access leads me to worry that the reviewer won't | be entirely honest. Is he really going to pan the product when | he is interviewing Zuckerberg in the video and getting behind | the scenes content? Pretty much renders the video useless to me | to understand if the product is good or not. | randoglando wrote: | Well, Carmack is employed by Zuckerberg and he just pooh- | poohed Horizon Worlds as well as the Quest Pro (from a | strategy perspective). Both seem to be loved by Zuckerberg. | jemmyw wrote: | For me I don't see how any vr device will be comfortable. I | don't even like wearing my glasses for too long. | Duralias wrote: | But because of its 1-2 hour battery life you would have to keep | it wired and hope it doesn't suffer from the same issue that | Quest 2 suffers from where even wired it slowly looses battery | life. | | However, the Quest 2 could still last a whole work day while | wired, the Quest Pro might not. | charcircuit wrote: | That video doesn't include the quest pro | JCharante wrote: | $1500 isn't bad at all. An apple watch can cost $800 and a base | spec MBP is like $1400. If it was the price of hololens ($3k?) | then it'd be a concern | KVFinn wrote: | I think it needs higher resolution to be able to be directly | comparable to a MBP. Can I stare at VSCode all day in this | thing or not? | spywaregorilla wrote: | An unstated benefit of real monitors is that you can stop | looking at the monitors. | tmvnty wrote: | That video was for the prototype. Same channel just uploaded a | video of the real hands-on for Quest Pro: | https://www.youtube.com/watch?v=JNYpD212HQA | umanwizard wrote: | > If the Quest Pro could replace my triple monitors, $1500 is a | bargain. | | If it could drive me to work, it'd replace the subway. $1500 is | a steal. | synthos wrote: | Are the pancake optics the ones that support switching 2^n focus? | The greatly rumored varifocal support... | can16358p wrote: | The product page is very vague. It's not immediately clear what I | can use Quest for in practice. | | Also I've checked everywhere for the "screen" resolution though | couldn't find a mention of it. | | Having said those, I believe there will be killer apps for these | headsets and metaverse, but we're just not there yet and won't | reach for about 4-5 more years. | ifyoubuildit wrote: | I was so optimistic about VR technology when the oculus cv1 | (edit: dev kit actually, cv1 was already fb as pointed out below) | came out. Now that facebook owns it, I can't find that same | optimism. | | This looks like a sweet piece of tech, but it feels like these | big tech companies have too many priorities that come before the | end user: investors, the companies own ambitions, | governments/politics. If the product decisions they make happen | to benefit us, it's only because those other considerations were | met first. | | I think the best thing to happen would be for FB to solve all the | really hard and expensive tech problems, and then go tits up. | Then a smaller company that can actually put the user first can | step in and reproduce the tech for cheap. | ynx wrote: | Just FYI, that's a misremembering that accidentally looks like | a bad faith argument. The Oculus CV1 was released two years | after the acquisition. | | The price point and subsequent price drops were only made | possible by Facebook making some important hires for the | production engineering and being able to scale the processes to | lower component and manufacturing costs. | | For better and worse, the CV1 on day one had a meaningful | amount of Facebook software and hardware engineering in it. | ifyoubuildit wrote: | Good point, I did remember that wrong. I should have said the | dev kit. I remember now that I begrudgingly bought cv1 from | facebook because I wanted the tech badly enough to hold my | nose. | | I don't mean to disparage any of the folks at fb that | contributed or their work. I just don't think that companies | like fb are capable of putting the user's needs first, as | much as many individuals inside the company probably would | like to. | gcanyon wrote: | Chiming in as a Quest 2 user, and one who uses Immersed for work | a couple hours per day, I can't imagine spending $1,500 for a VR | headset. If work provided I'd happily use it, and it might | increase the amount of time I'd spend in VR. | synthos wrote: | No varifocal? | ozten wrote: | I'm a VR enthusiast, but will never buy from Meta! (I had the | Oculus Quest previously.) | | I'm waiting for my next gen headset. | | Apple might release next spring. Pico hardware for sale in Europe | is interesting. Looking forward to seeing if they ship the the | US. Several indie hardware plays out there (lynx-r.com, | simulavr.com, etc) | baby wrote: | It's funny how people consider Apple to be more ethical lol | macNchz wrote: | Apple may not be perfect, but the bar to be more ethical than | Facebook is incredibly low. | | Facebook has consistently demonstrated a level of contempt | for their users' privacy for many years. I took note of this | personally for the first time in ~2007 when the news feed | launched and their privacy settings around it very obviously | employed dark patterns, but it's clear from reading about the | history of the company that it's something that has existed | from their very beginnings. | squidsoup wrote: | How so? Apple don't sell your data to third parties. | nsenifty wrote: | Neither does Facebook. Using user data to target ads is | different than selling data to third parties. | sfvegandude wrote: | Yes, it's worse. Facebook doesn't sell your data, they | sell your attention and futures on your behavior. Apple | doesn't. | hartator wrote: | It is exactly that. They use data your put on Facebook to | make allow audience targeting down to even an individual | level. | wollsmoth wrote: | Yeah I have to see what Apple comes out with. I'd be really | interested if they had a good VR monitor setup. Could really | change how I wfh. | instagraham wrote: | Seems like an expensive way for HR to waste money, especially | since they're treating it like an enterprise product. For an | employee, this would just be a two-hour battery-lifed irritance. | For a gamer, it could be probably as cool as owning a PS5, but | with less multiplayer joy to be had rfom. | | Cheap and capable AR glasses would've been the game changer they | should be looking for, in my view. | | Not saying some corporates won't lap it up. but this won't drive | adoption necessarily. somebody else will end up doing that | notacoward wrote: | Anybody know (or can make an educated guess) about how the | expression tracking is supposed to work? How can it read your | facial expression from _on_ your face? Seems like a very | difficult angle to work from. Or are they leaving out the part | where you have to use a separate camera to get that? Even then, | some of the specific things they mention, such as eyebrow raises, | are covered by the headset itself. I 'm really skeptical about | that feature, unless "tracking" is complete false advertising and | expressions are triggered some other way. | caslon wrote: | Face tracking has been done in other headsets from (roughly) | the same angle for like five years now. HP released a | relatively cheap headset a year or two ago that did facial | expression tracking from a similar angle. | | It's a less-complicated problem than you might think. | notacoward wrote: | So how well (or indeed just how) did that HP headset handle | features that are covered by the headset? "It has been done" | is PR, not an answer. | newaccount2021 wrote: | legitster wrote: | Facebook (sorry, _Meta_ ) is the only one continuing to advance | the VR industry. I respect them for that. | | They also have _the absolute worst_ business and product strategy | in the world. Any unique product that they did not steal or | acquire (and some that they did!) have been colossal failures or | run into the ground. The irony of a company that has all their | customer 's data is that they still have yet to understand their | customers. | | I have yet to meet a single person, anyone at all, who has | expressed any interest in "The Metaverse". _Even among my circle | of friends who are heavily bought into VR._ I struggle to find | the appeal in a product vision focusing on letting anti-social | people socialize. | | This is a similar case where I feel a large disconnect between | how innovative the technology itself is, and how myopic the use | case is. Who would actually use this? Whose job would this | improve? This is a solution in desperate search of a problem. At | least Hololens put together some convincing value propositions. | Scaevolus wrote: | Plenty of people enjoy VRChat, because you can interact with | _friends_ , but Facebook's attempt to get people excited to | interact with _brands_ and _ads_ and _work_ in a heavily locked | down Metaverse is ridiculous. | smoldesu wrote: | You can also use VRChat on a Meta Quest. It's not one of | those platforms that locks it's users out of choices. | erikpukinskis wrote: | I'm interested. I would love to be able to throw on a headset | and sit on the couch and watch a movie with my sister, where I | felt like she was watching in the room with me. | | I also would like to have a meeting with my other WFH | colleagues where I could tell whether people were making eye | contact with me, because the conversation would flow smoother. | thunky wrote: | > I also would like to have a meeting with my other WFH | colleagues | | My WFH space is my private space, and I'd rather not invite | my colleagues into it. Voice + screen sharing is more than | enough, so no thanks. And if my employer required it I'd let | myself out. | s3p wrote: | Just like how over-ear headphones make my hair sweaty and | itchy after a few hours, I can't imagine (personally) | enjoying the feel of a clunky VR headset adding extra pounds | onto my face. | smoldesu wrote: | Yeah, VR tends to have a hard-cutoff on the human body | after ~2 hours. Most people will become physically | exhausted before they reach that point, but if you _do_ | manage to make it a couple hours in, you 'll almost | certainly feel a little woozy. | | Honestly though, the feeling of the headset on the face is | the least-salient part of that discomfort (to me). It | really is like a heavier pair of over-ear headphones in | terms of physical profile. | tomcam wrote: | Plus the camera adds 10 pounds as it is... | | I'll see myself out now | AndrewOMartin wrote: | There's a thing called Big Screen VR. I'm wondering if your | comment is saying that it's not viable for you (don't have | the time, equipment, not a good enough experience), or that | you've not heard of it. I'm not trying to be snarky "I think | you'll find" just wondering if you've considered and rejected | Big Scree. | erikpukinskis wrote: | I don't have a VR headset. OP was suggesting that no one | wants it, I was just raising my hand and indicating what | use cases appeal to me. | krono wrote: | > Facebook (sorry, Meta) is the only one continuing to advance | the VR industry | | Valve recently posted a job opening[1] that hints at ongoing | efforts in the field. | | [1]: https://www.valvesoftware.com/en/jobs?job_id=52 | blake929 wrote: | I dont disagree that Meta is probably pouring the most money | into VR right now, but there are other companies looking into | it. Notably Apple might launch a similarly priced headset to | the Quest pro soon. Bytedance has the Pico series which are | basically Quest clones at this point, but they are looking to | push the tech and outcompete Meta. They're not currently | launched in the US, but that may change. Valve will probably | launch an Index 2 eventually. | | Some lesser known headsets brands like the Pimax and Varjo | target prosumer-grade and enterprise headsets in the US too. | jotm wrote: | I have just bought an American Quest 2 and found out the Pico | 4 (with new pancake lenses) launches next week for the same | price. | | Am so kicking myself. I'll sell the Q2 at a loss and buy the | Pico. | zlsa wrote: | I'm not sure where you're located, but the Pico 4 isn't | being sold in the US which automatically excludes a huge | number of people who might otherwise consider it. | [deleted] | [deleted] | otikik wrote: | They understand their customers. Who are advertisers. Meta's | users are its product. | legitster wrote: | Not necessarily the same for their hardware division. Their | VR division is still primarily funded by device and software | sales. | otikik wrote: | Every device is sold at a loss though, as far as I know. | | Meta got here in the first place because Apple filtered | them out. So they want to be in control of the new device. | Tried Facebook mobile, didn't pan out, too strong | competition, so trying VR. Bought Oculus and here we are. | | What is the alternative? That they honestly want to become | a VR-end-user-centric company? Have you seen their track | record? | oliwary wrote: | I am interested, nice to meet you! | | I live abroad from many friends and family. If there was a way | to casually hang out and replicating the in-person social | experience better than video chat, I would jump on that. I | already have regular Quest 2 sessions with close ones where we | shoot the shit and also shoot zombies - it feels like having a | friend over for playing video games. | | I for one am looking forward to being able to hang out in the | same room, or discover new places, while feeling like we are | sharing the same physical space. I am happy Meta is investing | to make this closer to a reality! | sneak wrote: | Why are you interested in casually hanging out with your | friends and family under surveillance from an advertising | company that will subject your private and personal | communications to their censorship systems? | | Doesn't that make you somewhat of a bad friend? | robbomacrae wrote: | How can wanting to chill with friends possibly make them a | bad friend? You brought up a good point but then kind of | ruined it with such a wild accusation. | dylan604 wrote: | You're skipping the part about the advertising | surveillance. If you were my friend and asked me to hang | out, that's cool. If you were my friend but asked me to | hang out where everything we did was knowingly by you | subject to likely to have some company's algo running and | attempting to influence what we did while hanging out, | then yes, I'd say you were an asshole for a friend. | adamgamble wrote: | You might be simultaneously right and also totally missing | the point and rude. | | I agree with the gp. The quest 2 has helped me connect with | friends in different states that felt way closer to | inviting them over to hang out at the house than just video | chatting or whatever. | | There is real value in that. Even my wife who is not techy | at all enjoyed it after first laughing in my face at the | idea. | | For better or worse, meta seems to be the only company | currently trying to push this forward. So meta it is for | now. | librish wrote: | Doesn't asking such a loaded question make you a bad | community member? | jjulius wrote: | >Doesn't that make you somewhat of a bad friend? | | Why are you chewing OP out as though you know for a fact | that OP is the sole reason that that group of people uses | Meta products? You have absolutely no insight into the | decisions of that group of people, and instead of asking | questions in an effort to learn more, you have suggested | that OP is a bad friend. | sneak wrote: | I'm not chewing anyone out; I didn't assert that it makes | them a bad friend. | | It was a sincere question, not rhetoric. | itslennysfault wrote: | > I already have regular Quest 2 sessions with close ones | where we shoot the shit and also shoot zombies - it feels | like having a friend over for playing video games. | | How is this any different from playing Xbox/PlayStation with | a friend online? | | > ...while feeling like we are sharing the same physical | space. | | Not gonna happen. Sorry to break it to you. | | Guess we can file you under "not interested" now | oliwary wrote: | > Not gonna happen. Sorry to break it to you. | | I already feel that way in my Oculus Quest 2! | | In my opinion there is something different about being | "embodied" in a 3D virtual environment that is all around | you, seeing the gestures of people you interact with and | moving around. Certain human interaction modes, such as | moving closer to hear someone, looking at the person you | are talking to, gesturing to highlight conversation points | etc are already qualitatively different in VR than video | games imo. And it looks like this will further increase in | the future with face tracking etc. | legitster wrote: | I should clarify - I think the value of VR is creating | transportive experience. | | Opening up Google Earth and watching the sunset on Mount | Rainier with a friend is _transcendent_. Sitting around a | virtual boardroom talking to an avatar is _not_. | | Meta's value proposition should be the a) the quality of the | experience they provide (video games with friends included!) | and b) the seamlessness to use. But a slightly more | interactive video chat is not going to sell units. | tomcam wrote: | > Opening up Google Earth and watching the sunset on Mount | Rainier with a friend is transcendent. | | Wait what? How does one do that? | legitster wrote: | If you hook up your Quest with your PC you can run | SteamVR apps like Google Earth. | riversflow wrote: | > Opening up Google Earth and watching the sunset on Mount | Rainier | | Lmao... I hate to gatekeep, but having actually backpacked | into the high country with friends and watched truly | spectacular sunsets, there are so many aspects of that | experience, and _especially_ the ones that make it a truly | transcendent experience, that just can't be captured with a | VR headset. For one, the physical aspects, being tired and | the sense of accomplishment for getting their with your | stuff, breathing thinner air, the humidity and breeze as | the air changes from the sun setting. You can literally | _feel_ the warm life-givingness of the sun leaving. The | actual full spectrum light--not RGB filtered--carries | amazing amounts of nuance and illuminates everything in an | extremely dynamic way; I have yet to see an HDR screen that | does a good sunset justice, and I'm not entirely sure they | can. And the sound, you can't make your house in the city | quiet and still like the mountain, at least not by putting | on a headset, and that quiet lets you hear the littlest | things! | | By comparison, more interactive video chat, allowing me to | feel like I'm sharing a space with a far flung friend, is | much much more compelling to me. Online tabletop board | games would be much more compelling if it felt like I was | actually with the other person. | legitster wrote: | > especially the ones that make it a truly transcendent | experience, that just can't be captured with a VR headset | | Agreed. But giving you a taste of something you may not | have the resources/ability to do yourself is a much | better use of the technology than giving you a taste | of... playing board games in person. | maxsilver wrote: | > Facebook (sorry, Meta) is the only one continuing to advance | the VR industry. I respect them for that | | I would argue Valve is the main driver of VR in terms of actual | software + hardware + platform building. Facebook is just the | biggest _spender_ on VR right now. | | > Who would actually use this? | | Which is funny to me, because I can instantly think of over a | dozen use cases for this stuff -- _if Facebook was never | involved_. Use it for training, especially on-site training, | use it for conferencing, use it for 3D visualization (basically | half of the Hololens demos cross over) | | But _with Facebook owning it_ , the value prop of Oculus Quest | is zero. It's no longer a hardware or software platform, it's a | _console_ , effectively no different than a Nintendo Switch or | a PlayStation. Doesn't matter if the Quest was the best thing | ever invented, no one reading Hacker News could deliver any | products or solutions on it without Facebook owning/controlling | it, so there's no reason for anyone to try. | pavlov wrote: | The iPhone and iPad are also consoles in this sense, and | they've been quite successful as software platforms. | pornel wrote: | This is why Facebook is so obsessed with VR. They're | jealous of Apple's anti-competitive walled garden in | mobile, and the're hoping VR will be the next thing to | grab. | oliwary wrote: | I am glad that Meta is involved - I doubt anyone else would | invest as heavily in VR as they are doing right now. Whether | they end up being the main player or not in the future, I | think this level of investment is actively inspiring the | entire industry, and showing what is possible. (Compare | similar views by Palmer Luckey [0]) | | Similarly, while essentially all smartphones before the | iPhone were stylus or keyboard driven, within years of the | iPhone being released there was a viable competitive platform | in android. In the VR space, I highly doubt the vive or the | pico headset would exist if it was not for the investments of | Meta. | | [0] https://venturebeat.com/business/palmer-luckey-i-left- | facebo... | peter303 wrote: | A "killer app" may be new employee training. I heard in a | Stanford computer seminar that VR accelerates training with | stronger learning. | throwoutway wrote: | I love that you called it a console, because I got the weird | flashback sense that I was watching a Nintendo Wii demo (of | the teacher & student demo on the webpage) | dylan604 wrote: | >Use it for training, especially on-site training, | | wouldn't this be off-site training? if you were on-site, why | would you need the VR unit? | baby wrote: | > Any unique product that they did not steal or acquire (and | some that they did!) have been colossal failures or run into | the ground | | Workplace, portal, and the glasses? They're still developing as | I understand it and they haven't given up on anything. The only | failure I can think of is libra, which was killed by regulators | ezconnect wrote: | There's still something missing on that concept, Metaverse is | just a higher resolution version of Second Life. It was | exciting in the first few hours but there's nothing in it. | kilroy123 wrote: | Yes, I strongly think in the end VR will be huge. Massive | online multiplayer games will be huge (think Ready Player One | type of stuff). I think lots of people will use VR for work and | hanging out with friends and maybe even dating. | | However, in the end I doubt this will be on a ~Facebook~ _Meta_ | platform, hardware, and or game. It will be funny because Zuck | and crew will be the ones who accelerated this. I predict | they'll lose in the end. | dzhiurgis wrote: | I don't get "hanging around with friends" at all. How is it | suppose to work when you have this dorky goggles blocking | their face? | legitster wrote: | I think VR is already amazing for games. And maybe there will | be some amount of social networking that occurs. But I have | my doubts that there are enough people who would prefer | hanging out virtually to significantly move the physical | hardware in enough numbers sustainably. | rvz wrote: | > Any unique product that they did not steal or acquire (and | some that they did!) have been colossal failures or run into | the ground. The irony of a company that has all their | customer's data is that they still have yet to understand their | customers. | | The Marketplace (competing with Craigslist) has more than 800 | million customers using it which they have built that | themselves? | | > At least Hololens put together some convincing value | propositions. | | Yet Hololens isn't aimed at consumers, Meta Quest Pro is aimed | at both and the latter has the same use-cases as the HoloLens | for half the price. | | > Facebook (sorry, Meta) is the only one continuing to advance | the VR industry. I respect them for that. | | And also the AR industry, which they have the technology | (Oculus) and the research to do both. | | The death of Meta Platforms Inc. has been greatly exaggerated. | shepherdjerred wrote: | Wow, the form factor is simply amazing. I thought this would be a | tethered headset (e.g. you'd need to connect it to a PC), but it | seems that it's all-in-one, which explains the price. | | Just compare how small these goggles are to some other VR | headsets. It's amazing. I'm sure they made some tradeoffs to get | there, but this is a giant leap forward. | suyash wrote: | Still too bulky and ugly! | jcampbell1 wrote: | It seems this can detect facial expressions from cameras. This is | significant from an information theory perspective. Being able to | estimate emotional state in real time is game changing. | | How long until AI makes the year's best animated film by | optimizing via emotional response? | ThalesX wrote: | > It seems this can detect facial expressions from cameras | | This is doable for some years now. AWS, Azure & GCP + other | smaller companies offer APIs for just such a thing and there | are also Python models that do this detection. This is by no | means anything extraordinary if I understand what you are | suggesting. | ZeroCool2u wrote: | Wow, no built-in speakers/headphones? Ignoring the sticker shock | for a moment, for $1500 that seems like a big oversight. The ones | on my Index are incredible quality and can't be heard by anyone | near me even when the volume is pumped up, but they're selling | these $50 Meta Quest Pro VR Earphones separately? Feels kind of | like they're adding insult to injury. | | Separately, I still have a hard time with my friends Quest | controllers compared to the Valve knuckles. Something about how | the Valve controls grip your hands, instead of you actively | gripping them, it's just so much more natural. I'm really | surprised these new controllers don't have the same style of | straps built-in. | camdat wrote: | Not sure where you saw this, the Quest Pro has built in | speakers. | | Straps are detachable, comes in-box. | jfoster wrote: | The "What's Included" section doesn't mention them. | | https://www.meta.com/quest/quest-pro/tech-specs/#tech-specs | | Images & videos on other parts of the website show bare or | covered ears. | camdat wrote: | The speakers are built into the headset itself, one on each | side near the temple. The product shots on the Meta page | don't show them off well, but the grills are occasionally | visible in some of the videos. | joshstrange wrote: | Whoever let the marketing department write the tech specs.... I | can't even. It's a mockery of "Tech Specs" and has the audacity | to to say at the top "It's all in the details" while providing | next to zero details. | cityzen wrote: | Something about this page just feels dated. I can't put my finger | on it, but if you compare the meta quest pro page: | https://www.meta.com/quest/quest-pro/ | | To the iphone14 page (similar price point): | https://www.apple.com/iphone-14-pro/ | | You can instantly see what showcasing a pro level product should | look like given that Meta is all in on this. There is so much | white space and weird scrolling resizing and what not. | | It looks like I'm viewing a product page on a Dell website. | ianferrel wrote: | Oooh. Would this let me access the VR software that facebook has | to threaten their employees to use? | guiambros wrote: | I'm puzzled by this announcement. The device seems fantastic, but | the app lineup on the site is incredibly lame. Adobe Acrobat? | Dropbox? Smartsheet? | | I get it, they're focusing on corporate / professional users, but | gosh, I'm not spending $1,650 bucks on such an innovative device | to run Adobe Acrobat and freaking spreadsheet-based project | management tool! | | Where's the "wow" first-party apps for the Pro? Where's the new | version of Supernatural? Beat Saber? Minecraft in AR/VR? Or | whatever fancy B2B apps they spent this last year working on | (they do exist, right? Right?). In my mind you need to appeal to | both end users _and_ the professional audience at the same time, | in order to move the industry forward. Otherwise you 'll end up | with a HoloLens-like marketshare. | | I'm saying this as an early adopter since Oculus Kickstarter | days, and really want to see the whole vr/ar/metaverse succeed. | But Meta could take a page from Apple playbook on how to put | together keynotes and product launches. | | ps: on the positive side, the Carmack Unscripted livestream was | great. John continues to be in his best shape, and too bad the | conversation was 'cut short' (by his standards). | | [1] https://news.ycombinator.com/item?id=33169482 | smoldesu wrote: | This wasn't an announcement for people who play Beat Saber and | Minecraft. The headset announced today seems to be poised | against the likes of Hololens and WMR. | | > but gosh, I'm not spending $1,650 bucks on such an innovative | device to run Adobe Acrobat and freaking spreadsheet-based | project management tool! | | Right, you aren't. Your employer will, and you'll buy the $400 | "lite" model to use for gaming, streaming, and whatnot. | | The product categories seem pretty clear-cut to me. If Meta | tried to blur the lines between these segments, we'd wind up | with another stupid "iPad Air" vs "iPad Pro" situation, which | doesn't help _anyone_ decide what they want. Quest vs Quest Pro | does a pretty good job of establishing a base model and a | considerably upgraded model, and if they 're _still_ indecisive | then the price tag should help them decide. | | Undercutting your own product certainly isn't out of the pages | of the Apple playbook, but it did move a few million units. | marcooliv wrote: | I'm starting to believe on this VR stuff. $499 seems reasonable | for this amazing headeset. | MikusR wrote: | It's 1500 | batmansmom1 wrote: | where do you see $499 I see $1499 | marcooliv wrote: | Ahh, miss understood the price. hahahaha | ugh123 wrote: | are you still a believer? ;) | marcooliv wrote: | As a Brazilian it's a bit expensive for us, but for someone | that has the income in dollar seems more attractive. | | And probably I will buy it in the first opportunity. haha | yrgulation wrote: | What is your use case? And is vr popular in brazil? If so | why? Sorry, genuine questions. I love the idea of vr and | made some rather nice looking experiences in them, | unpublished, and was amazed. PC linked tho, and soace | related. I built a bunch of ships interiors that made me | want to literally live in them. | danpalmer wrote: | PS1500 and it still costs another PS90 to connect it to your PC? | | Unless I'm missing something, charging that much for a | proprietary cable just sounds like an attempt to lock in to their | ecosystem and app store, and prevent this being used as a dumb VR | interface to another system. | | I can understand it on the budget consumer device, but here it's | a little cheap. | Eisenstein wrote: | It is not a proprietary cable. It is a 5 meter long USB-C cable | capable of 3A (it doesn't say the wattage, but Quest 2 uses QC | 3.0 which is 18W) which does 5gbps data as well. It is an | active fiber optic cable which is necessary because the USB 3.1 | gen 1 (5gbps) spec doesn't allow for passive cables over 2 | meters. | | * | https://www.usb.org/sites/default/files/USB%20Type-C%20Spec%... | Rebelgecko wrote: | If it's like previous Oculi, you can just use a $20 USB-C cable | from Amazon. But those tend to be shorter length | AlexandrB wrote: | I think the cable is just a fibre-optic USB-C (thunderbolt?) | cable. This is probably necessary to get the 5m range. I know | for Thunderbolt 3 cables > 2m you had to go fibre optic and | they were surprisingly expensive ($100+). It would surprise me | if you couldn't plug in another USB-C cable with the correct | protocol support here. | MikusR wrote: | You can connect using wifi or using any usb cable. The one they | sell is an active optical cable. Look up how much they cost | elsewhere. ___________________________________________________________________ (page generated 2022-10-11 23:01 UTC)