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Earlier this year, Oculus announced the Oculus Go, a $ 199 stand-alone headset designed to deliver virtual reality experiences to people without the need for cables or smartphones. Today, the company has followed up on this announcement with a second more expensive headset designed to improve the quality of the experience.
Instead of using external trackers such as Oculus Rift, the Oculus Quest tracking system can monitor your position from the headset itself. Its motion controllers are similar to (but do not identical) to those used for Oculus Touch. The resolution of the display is 1600 × 1440 – the Oculus blog post refers to the quest using the same "best of class" optics as the Oculus Go, but that may be referring to to goals, not to the real eye resolution. The resolution on the Oculus Go is 2560 × 1440 (1280 × 1440 per eye), which makes the Oculus Quest higher than the Rift or the Go. In his blog post, Oculus writes:
Oculus Quest will be launched in spring 2019 for 399 USD. With six degrees of freedom and touch controllers, Oculus Quest allows you to jump right into action, without a PC, without wires and without an external sensor. We also unveiled Oculus Insight, our revolutionary technology that optimizes control tracking, the Guardian and touch controllers. This innovative system uses four ultra-wide angle sensors and computer vision algorithms to track your exact position in real time without any external sensor. Insight gives you a greater sense of immersion, presence and mobility, as well as the ability to outpace the scale of the room.
Originally known as Santa Cruz, the Oculus Quest represents so-called Oculus' try to deliver the holy grail of VR – wireless use, integrated tracking, solid performance and no need for a PC. We will believe it when we see it. Rift games will not automatically reach Oculus, but the supposed porting of Quest games to Rift will be as simple as a simple push of a button, without port or optimization. We will believe it when we see it too. The reason is simple: Regardless of the hardware used in Oculus Quest, it will use a different GPU solution than a standard AMD or Nvidia desktop / laptop, which will require additional optimization before deploying it. on the desk.
At the moment, it's hard to know what the future of virtual reality looks like in the PC space. Oculus may have led with the Rift, but the company seems much more interested in the idea of making Autonomous Virtual Reality. On the one hand, it's not difficult to understand why: I own an Oculus Rift, and system configuration and execution can be tedious. There are tracking problems to solve, the configuration takes a lot of space and is a type of first generation solution. That's not to say that it's not fun – but from the cable management to the correct implementation of the camera, there is a lot of violin to do.
The advent of wireless RV with better performance and better visuals is an easy "gift", with the exception of the overall level of durable graphics performance and the inevitable impact on visuals and the battery life. Again, we have not really seen AAA support for virtual reality. Building headgear cheaply and focusing more on independent titles (Beat Saber, for example, is a fabulous game) can be a better way to create the nascent VR ecosystem. At the very least, it offers a simpler and faster way to get into the game. Nevertheless, we would also like to see an update of the Rift – the higher resolution would be extremely welcome.
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