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Most mobile VR headsets have left the impression of "good … you have to start somewhere," but after spending time with Facebook Newly announced Oculus Quest, it is clear that autonomous hardware is much less congested by its limitations and has a lot to offer as the most balanced device for the consumer.
When Facebook announced the device prototype two years ago, it was unclear whether it was a "pro" Gear VR or a "rite" Rift, it's clear now that from the experience point of view, Quest if its technical specifications prevent it from reaching the depth of loyalty that you can get on a PC-based system.
Unlike previous years when the press was escorted into guarded halls with new prototypes, this year I had my Quest demos on the main show with other Oculus Connect attendees.
I spent half an hour with the system checking the different titles and the provided headphones wherever I hoped. The most important feature of the helmet is its tracking and it should be emphasized that these demonstration environments were perfect for Quest to work, I was in a confined space with many unique features on the walls and the floor for that the tracking system takes over. I did not have a problem with the headphones or the controller, everything was going well.
So, yes, you can dive and dive and walk and the content evolves with you with the quest. This is a big part of immersive VR and there is a reason why space experts have talked about helmets and hand held controllers as a minimum requirement for a "mainstream" device.
If Oculus can get developers to run enough quality content on the new platform, Oculus will have a device that will generate so much passion that Rift will have significantly reduced its PC problems. I've played a Quest port of Superhot VR – a title that I've dropped a few dozen hours on the Rift – and the freedom afforded by the loss of the strings really accentuates the ballet of violence from Superhot VR. The fact that it was a Snapdragon 835 chipset was equally impressive, although I'm sure some developers are less than happy that Oculus delivered the headset with the latest generation of computing power. At $ 399, they had to make sacrifices somewhere.
While fixed-point devices such as Oculus Go put all the content around you, the Quest really captures the magic of immersion, more than a large, wraparound screen. You really feel transported with this technology and tracking is the not-so-secret sauce that has been so painful to incorporate into the helmets until now. Internal tracking is available on other systems and it is difficult to compare the technology that Oculus has built from what others have based on these demonstrations alone, but Quest definitely offers the most complete package available to date.
The Quest is still twice as expensive as the Oculus Go, but based on the quality of the finished product and the interior, I doubt that Facebook benefits from each device. There is a huge leap of experience between the two systems based on my first time with Quest, but $ 399 remains a different price step and I think it's a question of whether virtual reality devices can achieve a audience as high.
Oculus Quest will be released in the spring of 2019, so it will take quite some time before most users can try it, but Facebook seems less urgent now that the Oculus platform looks much more mature than any other system. It's certainly the Facebook market to lead, but it's also up to them to screw up. The Oculus quest seems to be the first VR device standard; people might really fall in love, but have consumers ever had a really dominant reason for needing it? This is the big question (sorry).
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