Review: Oculus Quest



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Freedom

Over the past three years, I've talked to countless virtual reality developers who have almost all said the same thing: "Unrelated virtual reality will be a major factor for future adoption by consumers ". Zero Latency has even found a way around the problem with a hobby model that attaches a gaming PC to your back for scale-of-play action, but this same type of technology is naturally not viable at home.

The Oculus quest, although not a PC, is the first step of this journey and is worth taking now.

Review of Oculus Quest

Product: Oculus Quest
Manufacturer: Oculus
Input: a USB-C charger
MSRP: $ 399 (64GB), $ 499 (128GB)

From opening the box to viewing menus in VR, the Quest setup took about 10 minutes total. Basically, if you have the smartphone app and you are already logged in, just press "Setup Oculus Quest", activate it, enter the sync code, and then click. Wait a few minutes for the firmware update to complete. It was one of the least painful experiences I have ever experienced with a new technology.

As for the Go, from there, Quest is fully autonomous and does not require a gaming PC to connect it. The battery life is about two hours for intensive use (read: games) or three hours for general navigation. The helmet measures 563 grams (1.2 lbs), so it's extremely lightweight. It contains a 1440×1600 OLED display per eye, a refresh rate of 72hz (8hz less than the Oculus Rift S), an integrated audio system (with an optional 3.5mm headphone jack) and an Overcocked Qualcomm processor Snapdragon 835. As smartphones become more and more ubiquitous on PCs, the performance of the device is quite impressive, as the unit is not attached.

The big revelation is that this is the bridge between an exclusively mobile virtual reality device and a computer-controlled virtual reality headset. It is equipped with two Oculus Touch remote controls (version 2.0), a considerable advance over most portable headsets, delivered with a small remote-control-style clicker. You can start Superhot VR, catch remotes that mimic guns / guns, walk in real time and do it. This is a modern VR legitimacy device.

Like the Rift S, the Quest has incorporated Passthrough and Guardian media to allow you to create a safe play space (you can also play in the stationary state if you wish). By using reverse cameras that allow you to see the real world around you, you draw a "safe zone" every time you plan to use the Quest: if you approach the edge of this area, red warnings wired mode will warn you "Hey, you're about to snap on your couch, fool." Oculus recommends "a free surface of 6.5 feet by 6.5 feet" for optimal use, but you can make it work with much less than that. The more there is, the better it is (go outside if it's necessary, looks silly to be cursed), because roaming freely in a giant space only makes the Quest all the more impressive.

The Quest has become my new benchmark for virtual reality (with Rift S coming in second now that bulky Rift 1.0 sensors have been eliminated). It's easy to put on and dig instantly, especially for fast Superhot VR sessions Beat Saber training sessions, or I'm waiting for you to die speedruns. It's also my new "hey do you want to try VR?" device for when people come. As I have shared anecdotally many times over the past three years, every person I've shown to VR like that, they just do not necessarily want to spend money on it. Welcome to the personal hell of every VR marketing team.

The only thing that holds the quest, in theory, is support. Oculus manages its own market and developers need to create content. Not all Oculus Rift titles are available on the Quest, as studios have to carry games or, in some cases, outsource to other companies. At the moment, the Quest has many of the "biggest hits" of virtual reality, like the very popular Beat Saber, the aforesaid Superhot VR and Robo reminder, with about 50 launch titles in all. Vader Immortal, a series of episodic lightsaber fights Star wars the universe, as well as multiplayer shooting game in the arena Dead and buried II, are also related to the quest later this month.

Review of Oculus Quest

Having games as such is important and at this point, with three years under its belt, the Oculus market has largely proven itself. Facebook has invested a tremendous amount of money in supporting third party studios and has made many steps upstream for the store to reach the stage where it is located today. Do not understand all the apps that are worth spending whole days like Wanderthere is a lot to do even so early in the Quest's life cycle.

None of this looks like pure decommissioning either. This is partly due to the selective process: some high-end games are probably never going to win the title of the quest, and that's fine. This is very similar to getting smooth and lossless switch ports for PS4 and Xbox One projects. Until now, I have seen nothing less than this quality bar on the Quest.

As Valve prepares its $ 1,000 Premium VR Index package and Oculus pivots on the Quest, the lines in the VR sand are drawn. Do people want a virtual reality of high-end PC gaming with a myriad of dongles and system requirements or painless experiences of less power? No analyst has been able to predict with absolute certainty the RV industry, and that's what makes it so exciting. The future is not clear, but for the moment, the quest offers something completely new and liberating.

[A full retail 64GB Oculus Quest headset was provided by Oculus VR for testing.]

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Oculus Quest commented by Chris Carter

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