Facebook Announces $399 Oculus Quest Standalone VR Headset (theverge.com)
Facebook's Oculus has announced its new $399 standalone virtual-reality headset that's scheduled to launch in the spring of 2019. Facebook CEO Mark Zuckerberg says that "with Oculus Quest, we will complete our first generation of Oculus products," adding that the Oculus Quest combines "the key attributes of the ideal VR system" -- a wireless design, virtual hand controllers, and full positional tracking. The Verge reports: The Oculus Quest is a consumer version of what was previously known as Project Santa Cruz. It uses motion controllers similar to Oculus Touch, and four wide-angle cameras provide positional tracking that lets people walk through virtual space. It's supposed to support "Rift-quality" experiences, with a starting catalog of over 50 titles, including well-known existing games like climbing simulator The Climb and adventure-puzzle game Moss.
Oculus Quest essentially combines the high-end, tethered Oculus Rift headset with the relatively cheap, standalone Oculus Go device that was released earlier this year. It uses the same optics as the Oculus Go, with a resolution of 1600 x 1440 per eye, but with the option to adjust lens spacing. Also like the Oculus Go, the Oculus Quest includes built-in speakers that pipe sound into users' ears, but supposedly with improved bass. But unlike the Oculus Go, you can walk around, apparently for large distances. Barra describes it as having "arena-scale" tracking that supports at least 4,000 square feet of space. Its controllers have the same button layout as the Rift's Touch controllers, but with the half-moon tracking ring reversed, so it loops above your hands instead of below them.
Oculus Quest essentially combines the high-end, tethered Oculus Rift headset with the relatively cheap, standalone Oculus Go device that was released earlier this year. It uses the same optics as the Oculus Go, with a resolution of 1600 x 1440 per eye, but with the option to adjust lens spacing. Also like the Oculus Go, the Oculus Quest includes built-in speakers that pipe sound into users' ears, but supposedly with improved bass. But unlike the Oculus Go, you can walk around, apparently for large distances. Barra describes it as having "arena-scale" tracking that supports at least 4,000 square feet of space. Its controllers have the same button layout as the Rift's Touch controllers, but with the half-moon tracking ring reversed, so it loops above your hands instead of below them.
Yep all those couch potatoes will be jumping off the asses to play VR games for eight hour sessions.
Been there done that. Sweating really sucks wearing an HMD. Equally disappointing virtual refreshments in Rec room are not actually refreshing.
Moving and flailing their limbs getting super fit, well, only the ones who don't get sea sick (get sea sick than VR is most definitely not for you), ohh wait, they won't
Not an issue with a large play space enabled by inside out tracking with 1:1 correspondence between visual and vestibular systems.
In current VR (3DOF does not count as VR) with suck hardware/software sickness is mostly limited to n00bs. It's not an issue for those who log any amount of time in VR.
Maybe younger people will, maybe children will develop the habit of living in an immersive virtual world. Probably wont damage their psychology for the rest of their life, spending a substantial portion of their youth in an immersive virtual world, reality will not be problematic for them and the psychiatrists of American are probably torn right now, choose the less profitable path or choose the far more profitable path, the one where they have to treat adolescents damaged by excessive VR use.
I don't put much weight into the argument VR is necessarily any more or less addicting or harmful than any present day non-VR shit.
They did not even attempt to once prove VR ie a multilayer first person shooter, one team screen, keyboard and mouse and the other team VR, endurance counts. Let's see how that competition plays out over say a four hour duration, a lot of people will sit down and do a four hour gaming session. Great marketing opportunity for VR yet it never happened (I sure they tried and tested it out, only to see the VR players get hosed).
This is pointless. Obviously people who twitch turn from their hyper polling high resolution mice and keyboards have superhuman advantage comparative to IRL where such movements are obviously physically impossible. So the fuck what?
Just once play paintball or one of the quests in recroom. Way more actual FUN than any FPS I've ever played hands down. Other games like Elite provides VR players a competitive advantage in a dogfight vs flat version of the game.
VR only really effective at the gym, you could do really interesting exercise (virtual tread mill with something chasing you or you chasing something, in fact all sorts of virtual sports and sort of at the work place, although not virtual reality and the glasses need to be much smaller and lighter and probably motion free, just visual information overlays. Probably useful for remote control robotics, where a person in a VR suit remote controls a robot in a high risk situation.
Treadmills and exercise bikes are items found in many homes.
VR died because simply it's not really that useful, it is really rather awkward to use and it has real human physiological limits.
VR industry is growing but yea dead.. whatever. Limits depend entirely on available technology and change with time.
I am probably hugely biased against VR, damaged my neck and probably wouldn't last more than a few minutes in VR having moved my head too far, too often to continue
To the point of absurdity.