[HN Gopher] Meta Quest Pro
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       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.
        
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