as someone who has all the headsets, I'm super curious to know what the quality gap between this and the Rift S will be. Rift S + Laptop is my portable VR dev setup, lol, and if there isn't a tangible downgrade to using Quest on PC...
That's awesome I'm glad people like it! I'm not trying to minimize people's enjoyment of it. I'm just personally annoyed that people like me who prefer best experience over convenience seem to be left in the dust by Oculus. I can point you to plenty of reviews of the Quest that point out the things I've pointed out as negative, again not to say you guys are wrong. I hope people enjoy it and I hope it allows the mediums to grow, but they are areas for improvement that some people like myself don't view as an upgrade from the rift, but rather something 'different'.
Magic Leap uses that too. Works well, but those controllers are like $300 to buy separately.the controllers themselves using inside-out positional tracking will eventually solve this. There is also magnetic induction tracking, which creates a field of magnetic interferance where resistance is polled, but that's prohibitively expensive. That is what the old Virtuality arcade machines used, and also the Razor Hydras, and the (never released) sixense stem. That is considered, at the moment at least, a dead-end technology, though.
Comfort. Quest requires extra purchases to be comfortable for extended sessions, because by default, the headset is front-heavy and the strap designed to clamp the headset to your face. Quest also has a fairly small sweet spot, so if the device slips down your face a little things become blurry. Visuals are a different matter, it'll be interesting to see if there are compression artifacts or if the extra latency is noticable.as someone who has all the headsets, I'm super curious to know what the quality gap between this and the Rift S will be. Rift S + Laptop is my portable VR dev setup, lol, and if there isn't a tangible downgrade to using Quest on PC...
They really just made the Rift S redundant less than a year after its launch. Wow.
Try both. The sweet spot and comfort of the Quest is brutal compared to the S. Had both and returned the Quest without hesitation.They really just made the Rift S redundant less than a year after its launch. Wow.
Try both. The sweet spot and comfort of the Quest is brutal compared to the S. Had both and returned the Quest without hesitation.
I'm not saying it has any special processing power, just an additional chip for processing directly inside the headset that the Rift S doesn't have, which can be used for certain tasks like in this case low-latency hand-tracking without the need of any additional resources.I'm not sure what special processing power they would have that would trump a mid to high range PC CPU. If that don't bring that feature to PC it's not because of power reasons.
Can almost guarantee latency and image quality will be better on the Rift for PCVR.
There's absolutely no reason for that if you use a cable with enough bandwidth. The DisplayPort/USB combo of the Rift S can easily be matched by a USB-C cable.Can almost guarantee latency and image quality will be better on the Rift for PCVR.
There's absolutely no reason for that if you use a cable with enough bandwidth. The DisplayPort/USB combo of the Rift S can easily be matched by a USB-C cable.
as someone who has all the headsets, I'm super curious to know what the quality gap between this and the Rift S will be. Rift S + Laptop is my portable VR dev setup, lol, and if there isn't a tangible downgrade to using Quest on PC...
Uhhh... no? DisplayPort 1.2 is 21.6 Gbps. USB 3.0 is 5 Gbps. As mentioned above though, they aren't sending the raw signal.There's absolutely no reason for that if you use a cable with enough bandwidth. The DisplayPort/USB combo of the Rift S can easily be matched by a USB-C cable.
I got really excited about this until I just saw that the Quest is only 100 cheaper than the Rift S, and thats for the shitty 64GB one. At this point is the Rift S still the best buy? What do you miss from that vs something like the Index?
The "high quality cable" thing is just that many cables are not built to spec, and the spec does not permit particularly long cables: 2m for 3.1 and 1m for 3.2 if I recall correctly.Does a regular USB 3 cable really have the necessary throughput for this? I mean there's probably a reason why nobody uses just a single USB cable for VR.
They also want to sell a premium optical fiber cable later this year which kinda tells me that the regular USB solution isn't really up to the usual VR standards. But I'll wait for hands-on impressions when this is actually out.
There are USB3 Type-A ports too - those are far more common than Type-C ports on PCs.I mean cables using USB-A in general. High quality ones don't help when the port doesn't support more. USB-C can have a much higher data throughput than anything possible using an USB-A port.
It's rendered on the PC, and compressed to a video stream that is sent over the USB cable.
PSVR is notorious for that happening due to its very limited tracking system.I have literally never seen that happen, ever. What generally happens when the headset itself loses tracking (which is really, really, really hard to do these days with external sensor-based tracking) is it stops updating visual positioning - ie, everything freezes in place. Which yes, can make people feel a bit queezy if it's longer than a few seconds, but it's definitely not violently shaking around the room. Maybe that happens with the newer inside-out tracking headsets? I haven't lost headset tracking in one of those yet.
For me, it was all about the media AND games.Why is 64GB shitty? That'll hold more games than most people will ever reasonably need at once. Most games are < 1GB. Movies on a plane can be a pain, but the transfer rates are slow anyways. If it's home media viewing, you're better off just streaming from your PC with the Skybox Client (or Plex or DLNA).
64GB + Vive DAS adapter >>> 128GB version. Spend the money elsewhere.
I would hope that it can use USB 3.1 if available for a higher throughput. That's the max spec the Snapdragon in the Quest should be able to support. Of course using 3.0 they'll have to seriously compress it.Uhhh... no? DisplayPort 1.2 is 21.6 Gbps. USB 3.0 is 5 Gbps. As mentioned above though, they aren't sending the raw signal.
For me, it was all about the media AND games.
HD movies aren't small and Quest is an awesome travel companion on flights and in hotels. 64GB would have made it a far less convenient portable cinema proposition.
We'll see how good things look through this Link system, but I do hope it replaces my need for my OG Rift.
I'm going to have to wait for reviews before I get hyped up about this. There are all sorts of potential downfalls such as added latency and compression artifacts. Buying a Quest now strictly based on this announcement would be premature for me. Did they say that the Quest would also draw power from the USB3 cable or are we just assuming it will? Will the optical cable they are talking about be a hybrid of some sort that also transmits power over copper?
I know, I was talking about USB 3.1 vs 3.0.There are USB3 Type-A ports too - those are far more common than Type-C ports on PCs.
Type-A is not limited to USB2 speeds.
Couldn't you stream directly from a smartphone as well?Yeah. That's the main caveat. If you want to load it up with movies for travel, 128GB is definitely useful. Although if it's just for hotel rooms, there's a USB battery (that doubles as a counter-weight) that can create a wifi hotspot and do DLNA streaming from its USB port. Bandwidth limits it to 1080p stuff, but it's an interesting travel option.
Maybe? I've never tried it. Which apps could possibly do that?
Comfort. Quest requires extra purchases to be comfortable for extended sessions, because by default, the headset is front-heavy and the strap designed to clamp the headset to your face. Quest also has a fairly small sweet spot, so if the device slips down your face a little things become blurry. Visuals are a different matter, it'll be interesting to see if there are compression artifacts or if the extra latency is noticable.
I got really excited about this until I just saw that the Quest is only 100 cheaper than the Rift S, and thats for the shitty 64GB one. At this point is the Rift S still the best buy? What do you miss from that vs something like the Index?
Skybox VR can apparently access content through DLNA. Or you could sideload Android apps like Plex to it.Maybe? I've never tried it. Which apps could possibly do that?
They really just made the Rift S redundant less than a year after its launch. Wow.
There's absolutely no reason for that if you use a cable with enough bandwidth. The DisplayPort/USB combo of the Rift S can easily be matched by a USB-C cable.
Yeah, really sucks that Oculus didn't add an adapter port to the device that bypassed the chipset so it could hook up to video direct. They really wanted two product lines I guess.the Rift is getting video direct from the GPU. Quest's mobile chipset doesn't support this.
Yeah, saw that. That's really unfortunate.The video signal is being compressed on the PC and decompressed on the headset. you can't avoid that latency.
the Rift is getting video direct from the GPU. Quest's mobile chipset doesn't support this.
So it probably won't be possible to access your steam vr library through this, right?