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I'll keep this short and sweet: The Oculus Quest is a truly astounding VR headset -- inexpensive, completely wireless and compatible with a large selection of games and experiences.

The newer Quest 2, in fact, has outsold all other Oculus headsets combined. But the original (which debuted with a $400 price tag) is still pretty great. Especially at this price: For a limited time, and while supplies last, Best Buy once again has the refurbished original Oculus Quest for $199. That's $100 less than you'd pay for the Quest 2 and just a great deal all around.

Although this isn't specifically listed as "manufacturer-refurbished," that appears to be the case. I base that on the warranty (a full year, not just 90 days) and some of the reader reviews indicating retail packaging and like-new condition.

However, if you want to be absolutely certain, you can also get a refurbished Oculus Quest from Oculus proper for $199. From there you get this guarantee: "All refurbished Oculus Quest products are inspected, cleaned and tested to work and look like new." Interestingly, though, the warranty there is six months, not one year. [Scratches head thoughtfully.]

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I own both versions of the headset. The Quest 2 does offer a few improvements, but I still consider the original an exceptional product. It's a blast, whether you want to engage in virtual rock-climbing, play virtual Fruit Ninja or mow down virtual zombies. 

You don't have to take it from me; check out CNET's review of the original Quest, in which Scott Stein said, "Facebook's newest VR headset is the best thing I've tried this year." 

If you're interested, don't procrastinate. They're going fast and will almost certainly be sold out quickly.

Read more:Best Oculus Quest 2 accessories

Now playing:Watch this: We took Oculus Quest on vacation

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First published earlier this year. Updated with new deal details.


CNET's deal team scours the web for great deals on tech products and much more. Find more great buys on the CNET Deals page and check out our CNET Coupons page for the latest promo codes from Best Buy, Walmart, Amazon and more. Questions about the Cheapskate blog? Find the answers on our FAQ page.

Sours: https://www.cnet.com/tech/gaming/the-original-oculus-quest-vr-headset-is-a-steal-at-199/

Maximize VR Hygiene & Comfort On The Oculus Quest

Among VR fans, Spring 2019 will always be remembered for the release of Oculus Quest – the first highly advanced, standalone virtual reality headset to hit the market. With its wireless system supported by six degrees of freedom and large room-scale inside-out tracking, it successfully transforms VR into a sophisticated experience for many. When paired with the Oculus Quest Touch Controllers, the revolutionary gaming device allows users to consume VR virtually anywhere.

And there are plenty of exciting titles in the Oculus Quest games list to keep one occupied. Less welcomed is the build-up of perspiration, oil and dirt on the original stock foam after multiple sessions.

To help you combat a dirty headset, we have hygiene kits of custom facial interfaces, foam replacements and 100% cotton covers. All made specially to fit the Oculus Quest, every accessory can be easily installed and used right away. Got a grimy foam? Just wipe it or swap it out with a fresh replacement. Hate getting sweat on the Quest? Wrap our absorbent, machine-washable VR Cover over it! When you use our hygiene solutions, you will enjoy a longer and better VR experience!

Whether at home or trade shows, playing with friends or demoing to customers, our products keep you and your headsets clean and protected.

Sours: https://vrcover.com/oculus-quest-accessories/
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Oculus Quest review: a great system with a frustrating compromise

According to Google, the term “VR for the masses” dates back to at least 1994 when it referred to the Nintendo Power Glove and Sega 3D glasses. Several systems have taken the mantle since then, including the groundbreaking Oculus Rift, which set off a wave of VR enthusiasm in 2012. But it’s 2019, and VR’s acquaintance with the masses is still passing at best.

This is necessary context for any review of the Oculus Quest, another headset that’s supposed to give VR mainstream appeal. Oculus’ parent company Facebook is releasing the $399 Quest on May 21st, alongside an updated Oculus Rift model. After spending a week with the device, I’m convinced that the Quest has a lot to offer. In some ways, it might be the best headset on the market. But it’s still hampered with many of the same fundamental shortcomings we’ve seen for years in VR, and its convenient but low-powered design makes it a relatively pricey compromise.

The Quest is Oculus’ fourth consumer VR headset. Like last year’s Oculus Go, it’s got a standalone design, which means it doesn’t connect to a phone or PC. But where the Oculus Go is meant for stationary TV or movie viewing, the Quest is a gaming device. It includes dual hand controllers instead of a single remote, and it’s studded with four wide-angle tracking cameras, which let users walk around a fairly large space. It will also support some of the Rift’s most popular experiences, including the rhythm game Beat Saber, rock-climbing title The Climb, and shooter Robo Recall.

The Oculus Quest maintains the original Rift’s minimalist aesthetic, unlike the new and completely redesigned Rift S. It’s got a body covered in black fabric and a trio of head straps, which work okay with the Quest’s increased weight, although it’s definitely a less comfortable experience. There’s also a slider for adjusting the distance between lenses. (The Rift S has gotten rid of the slider, a move that irked some people, including Oculus founder Palmer Luckey.) It’s even sleeker in some ways since the Rift’s headphones have been replaced by invisible directional speakers, although they leak sound so loudly that you might want to plug in earbuds anyway.

The Quest’s insides are stuffed with electronics, including a Qualcomm Snapdragon 835 mobile chipset from 2017 and 64GB or 128GB of storage. It adds features like a volume rocker, a power button, and a USB-C charging port. There’s a battery that’s supposed to last between two and three hours; I’ve gotten a little over two hours while playing games. The Quest is notably heavier than the Rift, with a thick, convex front panel. It’s also completely wireless, and you don’t need a gaming PC to use it. These are massive improvements for both ease of use and mainstream appeal.

Even after years of using tethered VR, I still occasionally trip over cables or accidentally twist them around my feet. My Oculus Rift is also stuck in one fairly inconvenient location because that’s where my desktop computer lives. The Quest fixes both of these problems effortlessly. I’ve had bad experiences with Quest-style inside-out headset tracking on other headsets, but Oculus’ new “Insight” system genuinely seems to work. The cameras detect edges, so a totally bare room might cause problems, but I’ve used it in dim light — and at a few different locations — with no issues.

These cameras can also pass grainy, monochrome video to your screen. The HTC Vive and other headsets already offer this feature as an added convenience since it lets users see the real world without doffing their headsets. Here, it also makes mapping your play space incredibly easy. While VR calibration usually requires walking around a room to trace its boundaries, the Quest lets you simply put on the headset and paint virtual lines on the floor.

The Quest can theoretically remember up to five spaces and automatically swap between them, so you can move between rooms without repeating the setup. I haven’t gotten this to work consistently, but it’s a minor speed bump because redrawing the lines only takes a few seconds. Oculus has also shown off “arena-scale” VR with the Quest, teasing the possibility of nearly limitless virtual motion. For now, the Quest’s maximum play space is 25 by 25 feet; the system just won’t let you draw a boundary that’s larger.

Oculus is shipping the Quest and Rift S with the same controllers, which are slightly modified versions of its 2016 Oculus Touch design. The controllers’ motion seems as accurate as the headset’s, and I’ve had no trouble stretching my hands to the side or above my head. I lost tracking briefly when I first tried Beat Saber, a super fast game that involves flicking your hands at odd angles. But I played for hours, and it didn’t happen again. I’ve only had recurring issues with boxing game Creed where blocking a punch involves nearly touching my controllers to the headset. (I’ll admit that’s not a very common mechanic.)

I have experienced one odd issue: the Touch controllers froze once when I inadvertently knocked them together and again when I accidentally struck a piece of furniture, and I had to reboot them both times by pulling the AA batteries out. Oculus says it’s aware of the problem and that a software fix should come through by launch.

The new Touch controllers look a little different from the old ones, mostly because Oculus has flipped a tracking strip from below to above your hands where the head-mounted cameras can find it. The basic controls haven’t changed: you’ll still find the same two face buttons, dual triggers, and analog stick on each controller. The analog stick has been shifted upward, and the controller’s face is slightly narrower since Oculus has eliminated a capacitive Touch panel that detects a user’s thumb position. Resting your thumb on its buttons does the same thing, but I occasionally missed the feature in gesture-heavy games like Dance Central where I’d worry about accidentally clicking something while making a virtual fist.

This is an extremely minor gripe from a longtime Rift fan, and the Quest is aimed at newer users who almost certainly won’t notice. Facebook CEO Mark Zuckerberg introduced the Quest as a step toward getting a billion people into virtual reality, and Oculus CTO John Carmack compared it to the Nintendo Switch: a device that’s lower-powered than big consoles like the Sony PlayStation 4, but it has succeeded because it’s convenient and relatively cheap.

The problem is that despite these efforts, I don’t think that the Quest has Switch-style mainstream appeal. It’s about as sophisticated and convenient as I can imagine a $399 VR headset getting in 2019. But VR, in general, is still clunky and socially awkward, and Oculus hasn’t really cracked those problems. While the headset is fairly well-balanced, it’s still heavy, and some sessions have left me with a throbbing forehead. The Quest’s screen is higher resolution than the original Rift’s, at 1600 x 1440 pixels per eye, and it uses improved lenses. But it’s still grainy. Like all headsets, it’s just a weird and conspicuous thing to wear on your face.

VR ostentatiously shuts out everyone around you, including roommates, children, and significant others. This can be appealing if you want some time alone, but if you want to be engaged with these people, it’s a real problem. Oculus is trying to fix this by letting the Quest stream video to a phone, Chromecast, or Nvidia Shield set-top box. To me, though, that almost feels worse. It’s like signaling that I won’t be paying any attention to my friends or husband, but they should still pay attention to me.

Cultural attitudes toward technology change, but they create an extra barrier for the Quest to overcome. I’m not sure the Quest can make the leap. Some VR headsets have been relatively successful — Sony’s PlayStation VR has sold 4.2 million units since November 2016, for example — but the key word is relatively. Nintendo shipped around 32 million Switch consoles, by contrast, in a shorter period of time. Sony also had a huge, established presence in the gaming world already, and it could tie the PSVR to a wildly successful console, which is something Oculus isn’t doing.

Unfortunately, the Quest isn’t simply a better, more convenient Rift. It can play smaller and less graphically intensive Rift games, and it supports some bigger games like The Climb and Robo Recall, although I haven’t gotten to test them. But it’s launching with only around 50 titles, a fraction of the Rift’s catalog. Oculus won’t be porting some of its hottest upcoming Rift titles, including the open-world role-playing game Stormland.

The VR games market is already small, so these gaps make the Quest less attractive. If VR games grow to the size of your typical big-budget console game, it’s not clear the Quest’s mobile hardware will be able to keep up. If you’ve got a spare $400, a tolerance for light physical and social discomfort, and a resistance to FOMO, this compromise might be right for you. Otherwise, you could wait for a price drop or some new technical breakthroughs or opt for a Rift or PlayStation VR, if you’re interested in exclusive games. Oculus says the Quest and Rift S complete its first generation of VR, and we don’t know what a second generation might bring.

As an Oculus Rift owner, I’m deeply tempted by the Quest. My five-year-old gaming PC is showing its age. I play a lot of Beat Saber, and I’d love having a self-contained headset with all of the Rift’s core features and none of its wires. I just wish I didn’t have to pick between a design I love and the games I want to play.

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View all 15 stories Sours: https://www.theverge.com/2019/4/30/18523000/oculus-quest-review-vr-headset-price-specs-features

Review: We do not recommend the $299 Oculus Quest 2 as your next VR system

It looks the same as its predecessor, but Oculus Quest 2 is quite different—and mostly in disappointing ways.
with 207 posters participating, including story author

The long-rumored (and recently leaked) Oculus Quest 2 is here, in my home, on my face. I received it earlier this month, along with news that this would be Oculus's cheapest "all-in-one" VR system yet: starting at $299 and shipping on October 13.

That's one hell of a price for cutting-edge VR. But it comes at a cost.

Part of that comes from Facebook's aggressive policy about making Facebook social media accounts (whose terms of service revolve around a "real name" policy) mandatory to use new Oculus VR headsets, including the Quest 2. Let me be blunt: that is a terrible idea. Attachment of a social media account and its massive Web of personally identifying data (as accumulated by everything from service log-ins to average Web-browsing cookies) to computing hardware (VR headsets, phones, computers, TVs, etc) is quite frankly an irresponsible move on Facebook's part.

If that's the beginning and the end of this review for you, I do not blame you. I also encourage you to move comments about that specific opinion to my August op-ed about the development. (Or, quite honestly, redirect that comment-writing energy to your state or country's regulators. I've already written to my home state's Attorney General.)

But let's say you already bought into Oculus hardware or software in the past, or you've made your peace with the company's Facebookening. Or maybe in spite of all of the bad news, you'd make a deal with the Mephi-zuck-eles for a higher-performing, "all-in-one" Oculus Quest that's now powered by a Snapdragon 865-equivalent SoC with more RAM, more pixels, and a higher refresh rate.

If that's where you land, you'll eventually find a different bummer about Oculus Quest 2: how desperate Facebook is to get the price down to that magical $299 number. It seemed like every single day that I tested this device in the pre-release period, I discovered some new corner-cutting issue that wasn't worth the savings. Those piled up to the point where Facebook will need to launch a Quest "2+" revision before I'm ready to recommend this headset.

Everything looks similar... but it's not

Oculus Quest 2 should look familiar, as its design language and general form factor are nearly identical to the original VR system that launched in March 2019 starting at $399. Both versions have four outward-facing cameras to track your nearby environs, so you can put the headset on anywhere and expect a convincing "transportation" effect inside VR. This "inside-out" tracking model can be found in most Windows Mixed Reality headsets, and it differs from systems like HTC Vive and Valve Index, which won't work without infrared-spewing "tracking boxes" installed in your preferred playing space.

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Unlike most other VR headsets, the Quest line does not require connections to a PC or console. Strap it onto your face, map out a "playing space" inside your home using your hands, and Quest 2's internal hardware will do all of the 3D rendering. (Like the first model, Quest 2 supports optional connections to PCs for their higher-end games, as well.)

Quest 2's pair of hand-tracked controllers include the same array of buttons, triggers, and joysticks as the first version, along with the same "halo" construction to hold their infrared sensors. You may glance at these and think you're in for identical performance compared to other "Oculus Touch" controllers. Not so fast.

Facebook reps mentioned that the controllers were redesigned with an emphasis on increased battery life and comfort, which I found curious. The original Oculus Quest controllers didn't last very long, but they only required one AA battery and were far more efficient than, say, the HTC Vive Cosmos controllers. What got the battery drain down further? This is when Facebook reps claimed that Quest 2's controllers have fewer infrared sensor points: "We're able to find computer vision algorithms tuned to achieve the same [level of controller] tracking in fewer LEDs, thus [requiring] less power," a Facebook representative told Ars Technica.

I went back to compare tricky "expert" Beat Saber levels on both Quest 1 and Quest 2, and sure enough, the older controller is noticeably more accurate. It's hard to perfectly measure VR controller detection without access to verbose data logs (which I've used to diagnose issues with SteamVR in the past). But I can safely say that after an hour going back and forth between Quest 1 and 2, the number of lost swipes on the newer hardware was higher. So this downgrade in sensor points checks out.

[Update, 3:30 p.m. ET: Since this article went live, we've seen infrared camera footage from Tested confirming an identical number of LED bulbs in both generations of Quest controllers, which puts Facebook's original statement into question. The FB rep may have been describing a downgrade in frequency or power for those LED bulbs in Quest 2 controllers.]

Worse, Quest 2 has removed the grippy, cross-grain texture found in Quest 1 controllers, while making the controllers slightly heavier (151g for the new controllers, versus 129g for Quest 1's controllers). As a result, I've felt them slip out of my grip much more often than with Quest 1. Having a wider pad on top of the controller to rest my thumb doesn't alleviate the issue. It's the first of many curious changes between Quest headset generations.

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Fabric feelings, strap yaps

In terms of cosmetic changes, Quest 2 no longer lines the headset's sides with soft fabric, nor does it include a similar fabric lining in the inside. The former is a manageable bummer; I miss that soft sensation of picking the Quest up, but I can live without it. The latter genuinely impacts usability by allowing more light bleed into your field of view—it's not much, but with VR immersion, every bit of light leak counts.

The biggest "cosmetic" change is also incredibly impactful to the headset's function—the Quest 2 has a new strap. Ugh. I have never seen such an abomination in my years of reviewing VR headsets. It's worse than Oculus Go, the previous bottom-rung candidate for cheapest-feeling headset strap on the market.

Instead of employing a typical "halo" strap design, meant as much to shift support and weight to the back of your head as to allow a variety of hairstyles through, Oculus has opted for an uncomfortable split-strap design. This connects a top-of-head strap and two straps leading to the headset's left- and right-hand sides. If you have long hair, you now have one fewer organic way to pull that hair out comfortably.

Worse, you must adjust this strap's fit every single time you put it on or take it off, since it works like a strap on a backpack or messenger bag: you must pull the strap through a pair of double-looped buckles. Quest 2 asks users to pull to the left to tighten, to the right to loosen. (Ever heard the phrase "righty-tighty, lefty-loosie," Facebook?) It feels clumsy and obnoxious every single time, and its shape does a bad job of properly distributing the headset's weight. That weight, by the way, is nearly identical to Quest 1; the new headset's "10%" reduction in weight comes almost entirely from the change to this lighter default headstrap.

Sours: https://arstechnica.com/gaming/2020/09/review-we-do-not-recommend-the-299-oculus-quest-2-as-your-next-vr-system/

Quest 1 oculus

Oculus Quest

Virtual reality headset by Oculus

Oculus Quest is a virtual reality (VR) headset developed by Oculus, a division of Facebook, released on May 21, 2019.

Similarly to its predecessor, Oculus Go, it is a standalone device that can run games and software wirelessly under an Android-based operating system. It supports positional tracking with six degrees of freedom, using internal sensors and an array of cameras in the front of the headset rather than external sensors. The cameras are also used as part of the safety feature "Passthrough", which shows a view from the cameras when the user exits their designated boundary area. A later software update added "Oculus Link", a feature that allows the Quest to be connected to a computer via USB, enabling use with Oculus Rift-compatible software and games.[4]

The Oculus Quest received praise for its price and convenience, and for having improved graphical fidelity and tracking over Oculus Go, but was panned for its front-heavy build and downgraded graphics quality over PC-based VR games. At launch, it also faced criticism for being limited to software available on the Oculus Store, and not having backwards compatibility with Oculus Go software. The later introduction of Oculus Link led to reappraisals of the Quest, with critics praising the device's increased flexibility, and indicating that devices like the Quest would likely supplant the PC-only Rift headsets moving forward.

History[edit]

At Oculus Connect 3 in 2016, Facebook CEO Mark Zuckerberg revealed that Oculus was working on a standalone virtual reality headset codenamed "Santa Cruz".[5][6] At Oculus Connect 4 the following year, it was announced that Oculus planned to issue software development kits for the new model in 2018. They also revealed the accompanying controllers, which would be similar to the Oculus Rift's touch controllers.[7]

In 2018 at Connect 5, it was announced that the new headset would be known as the Oculus Quest, and would be priced at US$399. At F8 2019 it was announced that the Quest would ship on May 21, 2019.[8][9] At launch, the device was priced at US$399 for the 64 GB version, and US$499 for the 128 GB version.[10][11]

A successor model, the Oculus Quest 2, was announced on September 16, 2020. It was released on October 13 starting at $299 for the 64GB version and $399 for the 256 GB version.[12]

Specifications[edit]

The Oculus Quest utilizes a Qualcomm Snapdragon 835 system-on-chip with 4 GB of RAM. Three of the four 2.3 GHz CPU cores of the chip are reserved for software, while the remaining core and its four lower-power cores are reserved for motion tracking and other background functions. [3][13] It runs an Android-based operating system, with modifications to enhance performance in VR applications.[2]

A diamond PentileOLED display is used for each eye, with an individual resolution of 1440 × 1600 and a refresh rate of 72 Hz.[14] The headset uses the "next generation" lens technology originally introduced in Oculus Go, which helps to enlarge the sweet spot of the lens. Visual artifacts such as god rays are less prominent but still visible in scenes with high contrast.[15][16] It also features physical interpupillary distance (IPD) adjustment.[17]

Tracking[edit]

Unlike the Oculus Go, which used a limited handheld remote that only supported limited motion tracking,[18] the Quest supports positional tracking with six degrees of freedom (compared to the Go's three).[19]

Rather than use external sensor cameras in the play area to spatially track the headset and controllers (as was the case with the original Oculus Rift CV1), Oculus Quest utilizes an "inside-out" tracking system known as "Oculus Insight". Based on the concept of simultaneous localization and mapping (SLAM), infrared diodes on the Oculus Touch controllers are tracked via four wide-angle cameras built into the front of the headset. This is combined with accelerometer input from the controllers and headset, as well as AI algorithms to predict the path of motion when the controllers are outside of the cameras' field of view.[20][21][22]

The cameras are also used as part of a safety feature known as "Passthrough", which displays a grayscale view from the cameras when the player exits their defined playing area.[23] At Oculus Connect 6, it was announced that the feature would be upgraded to "Passthrough+" as on the Oculus Rift S (which also uses Insight), making it stereoscopic and stereo-correct.[24] A "Passthrough on Demand" feature was added in Quest system software version 15, allowing the user to quickly access the Passthrough view by double-tapping the left or right side of the headset.[25]

Hand tracking[edit]

During Oculus Connect 6, it was announced that hand tracking would be added to the Quest in early-2020, utilizing machine learning, Oculus Insight, and "model-based tracking" to recognize the position and gesture of the user's hands without additional hardware.[26][27][28]

Hand tracking was initially introduced as an experimental feature in December 2019, as part of Quest system software version 12. It was limited to the main user interface and selected built-in apps, such as the web browser. It was also announced that the Oculus Quest SDK would be updated to add support for the feature.[26][29] In May 2020, hand tracking exited beta, and became available for use in third-party software beginning May 28.[30]

Controllers[edit]

Second-generation Oculus Touch controllers.

The Oculus Quest uses second-generation Oculus Touch controllers. Their designs were modified to accommodate Oculus Insight, with their tracking rings moved from the back of the controllers to their tops so that they can be tracked by the headset's cameras.[31]

Audio[edit]

The Quest has embedded speakers, as well as a pair of 3.5 mm audio jacks on each side for use with external headphones.[32]

Accessories[edit]

Though the Oculus Quest has built-in audio, it is possible to purchase official in-ear headphones from Facebook. There is also an official travel case.[33][34][1]

Following the release of the Oculus Link feature, Facebook released an official 5 m (16 ft)-long USB-C cable designed for use with the feature.[35] As the reliability of non-powered USB cords with copper-based wires diminishes at 10 feet (3.0 m), the cable is fiber optic instead.[35]

Software[edit]

See also: List of Oculus Quest games

Facebook enforces stricter content and quality standards for software distributed on Oculus Quest in comparison to Oculus Go and Gear VR, including requiring developers to undergo a pre-screening of their concepts to demonstrate "quality and probable market success".[36] In 2021, Facebook introduced "App Lab", a new section within the storefront allowing developers to upload and distribute Quest apps without going through the formal review process. App Lab is designed primarily to support early access models, and can support public and invite-based distribution.[37]

Facebook launched the headset with over 50 titles consisting of a mix of new and ported games,[38] including titles such as Beat Saber, Moss,Robo Recall, Superhot VR, and VRChat.[39] Some games support cross-play with their PC versions.[40]

At Oculus Connect 6 in September 2019, it was announced that backward compatibility with over 50 Oculus Go applications and games would be added to the Quest. In addition, users who had purchased Oculus Go apps would be eligible to download Oculus Quest-specific versions of them for free through the end of 2019.[41]

Use with PC software[edit]

At Oculus Connect 6, Facebook announced Oculus Link, a function which allows the Quest to be used with Oculus Rift-compatible software on a PC over USB.[42] It became available in beta on November 12, 2019, as part of system software version 11.[43] Initially, Link only supported USB 3.0 connections. In May 2020, support for USB 2.0 was added, although Facebook still recommends use of USB 3.0 cables.[44]

On June 13, 2021, Zuckerberg stated that Oculus Air Link, a feature from the Quest 2 that allows Link to be used over a local Wi-Fi connection, was coming soon to the original Quest.[45]

Reception[edit]

Scott Stein of CNET considered the Quest to be "improbably amazing for its size and $399 price tag", and compared it to Nintendo Switch in terms of convenience. Stein praised its camera system and motion controls, and its graphics quality for being nearer to PC-quality than Oculus Go (albeit still limited in detail due to its use of mobile computing hardware). The Quest was panned for being a closed platform at launch — with software limited to the Oculus Store, and not being backwards compatible with software released for Oculus Go.[46] Adi Robertson of The Verge shared similar opinions, noting that the Quest was heavier and not as comfortable as Rift S, and that its launch titles were not at the same caliber as the PC Oculus Rift in terms of size or graphical fidelity, but that the Quest still included a physical IPD slider unlike the Rift S.[32]

In May 2020, The Verge acknowledged that the Quest had improved since its launch to become "the closest thing that exists to a sleek, almost mainstream VR headset", citing an expanding software library, and the ability to use the headset with a PC over USB via the Oculus Link feature (and over Wi-Fi using the sideloaded third-party software Virtual Desktop, which was not "noticeably worse" than doing so over USB in their experience). It was argued that the Quest "works so well by itself that it's a great system in its own right", while Oculus Link allowed it to double as a "credible" PC VR headset as well. Again, it was noted that the Rift S was less front-heavy and that its display "trades contrast for slightly higher resolution and refresh rate" — but that neither it or the Valve Index "works as a perfectly good standalone wireless VR headset" like Oculus Quest.[47]VentureBeat felt that Oculus was likely "setting the stage" for discontinuing the Rift line in favor of Quest, arguing "if Link performs as expected, most users will have little to no idea of what they're missing — Rift S' extra camera, FPS, and resolution differences won't matter much."[43]

Sales[edit]

Two weeks after launch, Oculus announced that it had sold $5 million worth of content for the Oculus Quest.[48] At Oculus Connect 6, it was announced that the Quest had created over 20% of the generated revenue from all platforms at Oculus, totaling at $20 million.[49][50] It was also reported during the same event that the Quest has by far the highest retention rate of all their headsets.[51] 317,000 units were sold over the 4th quarter of 2019, and was sold out at times.[52]

References[edit]

  1. ^ abWong, Raymond. "Oculus Quest review: A new milestone for VR". Mashable. Retrieved 2019-06-02.
  2. ^ ab"Oculus Device Specifications". Oculus Developers. Retrieved 2020-09-16.
  3. ^ ab"Review: The Oculus Quest Is Virtual Reality's Best Bet Yet". Time. Retrieved 2019-06-02.
  4. ^Lang, Ben (2020-05-14). "Oculus Quest Can Now Tether to PC with Its Included USB 2.0 Cable". Road to VR. Retrieved 2020-05-16.
  5. ^"Hands-on With 'Santa Cruz' Inside Out Position Tracking Oculus Prototype". UploadVR. 2016-10-06. Retrieved 2019-06-02.
  6. ^Lang, Ben (2016-10-06). "Hands-on: Oculus' Wireless 'Santa Cruz' Prototype Makes Standalone Room-scale Tracking a Reality". Road to VR. Retrieved 2019-06-02.
  7. ^Brennan, Dominic (2017-10-12). "Oculus Connect 4 Day 1 Roundup: Oculus Go, Rift Price Drop, New 'Santa Cruz' Prototype, and More". Road to VR. Retrieved 2019-06-02.
  8. ^Robertson, Adi (2018-10-02). "5 big questions after VR's big week at Oculus Connect". The Verge. Retrieved 2019-06-02.
  9. ^Murphy, Mike. "Facebook is trying to make VR a thing… again". Quartz. Retrieved 2020-05-10.
  10. ^"Oculus Quest Review: Facebook's VR Savior Mostly Keeps Its Promises". UploadVR. 2019-05-22. Retrieved 2019-06-02.
  11. ^"Which Oculus Quest should you buy?". Android Central. 2019-04-30. Retrieved 2019-06-02.
  12. ^"Oculus Quest 2 delivers standalone VR with sharper 90Hz screens for $299". Engadget. 2020-09-16. Retrieved 2020-09-16.
  13. ^"Down The Rabbit Hole w/ Oculus Quest: The Hardware + Software". Oculus. Retrieved 2020-12-11.
  14. ^Higham, Michael (2019-04-30). "New Oculus VR Headsets Coming In Spring For $400: Rift S And Quest Details". GameSpot. Retrieved 2019-06-02.
  15. ^Lang, Ben (2019-05-21). "Oculus Quest Review – The First Great Standalone VR Headset". Road to VR. Retrieved 2019-06-02.
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External links[edit]

Sours: https://en.wikipedia.org/wiki/Oculus_Quest
Oculus Quest Basics Tutorial

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