Tuesday, 30 April 2019

Review: Facebook’s Oculus Rift S is barely an upgrade

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More than three years after Facebook released one of the biggest gambles in its existence, a virtual reality headset it paid billions to launch as its own, the company has grown more embattled but its moonshot VR flagship has grown safer.

Facebook’s sequel to the Oculus Rift is not the Rift 2, it is the Rift S. Just as the iPhone naming scheme denotes the tock to a tick rather than a full revolution; the latest product is a hardware update, albeit a pretty minor one, more of a 1.2 than a 2.0.

It wasn’t always going to be this way — the company’s founding CEO had other plans. But the Rift S represented a way for Facebook to push the accessibility of its most high-end headset and likely the profit margins of the cheaper-feeling headset, which does cost $399 versus the original Rift’s $349 price tag, a number that danced and dwindled its way down from a Rift + Touch launch price of $798 at the end of 2016.

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The hardware design isn’t really the story that Facebook and Oculus are pushing with the Rift S. The hardware is a product of sacrifices that give the entire headset a lower-end feeling than the Quest or Go, it was largely built by Lenovo after all; as such this release is mostly about the software advancements.

The built-in “Insight” tracking is the highlight and lowlight of the release. It’s undoubtably a downgrade from the full capabilities of its predecessor — while the headset tracks itself very well, I would frequently lose tracking on the controllers on the cameras’ peripheral– but it also makes the system considerably easier to set up and maintain. Gone are the external sensors and their damn driver updates, gone are the constant needs for recalibration when a headset was bumped out of place — this is a headset that learns from your space.

The external sensor system on the original Rift required three spaced out sensors in order to fully capture the total range of body motion. The headset only came with two sensors which minimized these capabilities and forced game developers to build titles that would constantly lead users to reorient themselves towards the sensors. No such reorienting is needed with the Rift S which brings the tracking cameras into the headset itself.

Features like the updated “Guardian” boundary setup and the passthrough camera that activates once you leave the safe space showcase some of the key learnings of the past few years and some of the added benefits of the onboard tracking. All of this feels very natural and mature.

While the headset’s onboard tracking feels great, the experience for controller tracking is more hit-or-miss. Common in-game motions like examining an object and turning the top of the controller away from you can lead to briefly obscuring the tracking rings and thus temporarily losing tracking. It always seems to recover, but there are moments in games where you are being chased and need to shoot behind you or grab something offscreen while maintaining focus on an object. These are moments where you see some short-sightedness in Oculus’s choice.

My first impressions of the Rift S were less than stellar, but after getting it in my home for some lengthy VR sessions, I’ve warmed up to it a little bit. It still doesn’t feel like a proper upgrade to a flagship headset that’s already three years old, but it is a more fine-tuned system that feels more evolved and dependable. There are still certainly some things I don’t like…

Things that are subpar:

  • The controller tracking system isn’t robust enough for the demands of VR movements, you will notice and frequently feel the outside edge of the tracking boundary in intense gaming sessions.
  • The lack of adjustable displays to account for the differing distances between people’s eyes means that the one-size-fits-all headset gives a less optimal experience for certain users. I am one of those users that falls just outside of that sweet spot, something that made the headset a bit less comfortable on the eyes than its predecessor for me.
  • The original Touch controllers were better and more ergonomic, with the headset blinding me I put these controllers in the wrong hand roughly 50% of the time.
  • The lack of built-in headphones was an annoying choice, the near-ear speakers are better than expected but don’t isolate you from the world, a concept that the entire headset is sort of built around.
  • The face padding is far less comfortable or durable than the Oculus Go or Oculus Quest, something that feels a bit odd for the top-of-the-line experience.

Things that aren’t as subpar as I had feared:

  • The switch from OLED to LCD panels feels like a downgrade on paper, but the way the sub-pixels are laid out on the higher resolution Rift S display gives a much more crisp image even if the LCD screen’s blacks feel a bit grayer. Running at 80hz versus 90hz isn’t a great choice.
  • I like the flexible head straps of the rest of Oculus’s product line, but the halo design that Lenovo lifted from Sony feels quite comfortable here and given that it’s a PC-tethered system there aren’t unfortunate portability trade-offs like there were with the Mirage Solo headset.
  • I still prefer the build on the previous generation Rift, but the headset feels less clanky than I detailed in my hands-on.

It’s a headset that will offer more pleasant on-boarding and usage to new customers, but for what is supposed to be the industry’s leading high-end headset, Oculus has taken a small step back in performance.

For new customer that are looking for something more high-end than the Quest, the device still offers a lot of advantages. You’ll have some time to make a choice, pre-orders are live for the headset today, but it doesn’t ship until May 21.



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Oculus Quest and Rift S ship May 21, pre-orders go live today

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Facebook’s new VR headsets, the Oculus Rift S and Quest, are both now live for pre-orders today at $399 and will ship May 21.

Oculus released the original Rift just over three years ago. Fast forward to the present and the Facebook VR product line has gotten more robust. The $199 Oculus Go offers a cheap arena to watch media content, Rift S offers a PC experience that can showcase complex gaming experiences while the Quest aims to be a good fit for novices looking for a portable VR experience.

Facebook hopes the Quest will bring in a new class of users into VR while the Rift S allows it to expand its concurrent reach on PC.

You can read reviews of both systems below:



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Rift S Hardware Review: A Simplified PC VR Headset Focused On Easier Setup And Lowering Cost

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oculus rift s

Facebook and Valve support VR for different reasons.

Valve’s Steam storefront is the dominant digital distribution store on personal computers. Virtual reality creates new markets for content which Valve can sell to PC owners via Steam.

Facebook’s relationship to people is reliant on platforms controlled by other companies like Google, Apple, and Microsoft. VR offers an opportunity for Mark Zuckerberg and Facebook to loosen its dependence on those companies.

I start there in my Rift S review for a few reasons.

First, Facebook set its embargo for Rift S reviews at 10:30 AM Pacific on April 30 — mid-way through its keynote at the F8 developers conference which started at 10 AM.

About two hours before my hands-on time with the Valve Index HMD last week, a representative from Valve emailed me to say the company shifted its embargo time from May 1 to April 30 at 10 AM Pacific. Any sense of rivalry between these companies is not imaginary. It is fact.

Second, it is apparent Facebook prioritized one consideration in its design of the follow-up to 2016’s Oculus Rift. Above all else, Rift S makes it easier for new VR buyers to sign up for an Oculus account, set up their headset, and get into a virtual world delivered by Facebook.

Easier Setup And Lower Cost

Before Rift S arrived at my home on Friday last week I disconnected three USB cords from my PC.

Each cord ran to a sensor for tracking movement of the original Rift and its Touch controllers. At its discontinuation this month, Rift cost more than $400 for a complete “room-scale” system if you wanted all three sensors. For me, that meant running two of the three USB cords taped to my ceiling with the sensors mounted high on my walls so they could spot movement in almost any direction from the outside-in.

Insight Tracking

Rift S moves to “inside-out” tracking via five cameras on the headset itself to erase the need for those extra USB ports on the PC. This is the same “Insight” system deployed on Oculus Quest (via four cameras on that headset) and in my experience setting up Guardian boundaries works just as quickly and smoothly across both systems.

I spent the last three years setting up Oculus Rift sensors in dozens of configurations, buying USB extension cords, drilling holes in walls and, worst of all, dealing with trial-and-error PC issues across desktops and laptops as a result of hooking up three sensors and a VR headset.

I don’t think I can overstate how much of a delight the out-of-box setup experience is with Rift S in comparison to the original. You’re still limited to a tracked area tethered by a cord to your PC, although now it’s five meters instead of just four. Thankfully, now it’s no longer a huge inconvenience to simply just move the VR play area by a few feet. And, if you wanted to go portable, the inside-out tracking system is more friendly to backpack PCs.

The Insight system makes it easier to use Rift S with laptops, lowers the minimum PC specification overall, and also erases the considerable amount of time needed to mount the sensors and set up the tracking in the Oculus software. And the cost? A whole “room-scale” Rift S system starts at $399 with a pathway over the lifetime of the headset made by Lenovo to lower that price much more than Rift ever could.

By most (but not all) measures, Rift S widens the door to PC VR to accommodate a larger set of PC customers than the original released in 2016.

Cross-Compatibility

The next priority apparent in the Rift S design is cross-compatibility with other Oculus content and hardware.

Rift S is a bridge between the original Rift and its considerable library of PC-based content and the new Oculus Quest standalone headset, which is Facebook’s true play for mainstream users. For example, both Quest and Rift S use identical second-generation Touch controllers.

I found it relatively easy in my testing on Rift S to accidentally hit the Oculus button on these controllers. That can be fixed with software to ignore those presses during fast movement. Unfortunately, though, I also found the battery compartment on the new Touch controllers came loose in my hand easily enough to ruin playthroughs in games like Beat Saber.

Competitive Gaming?

On the Rift S HMD two sensors point to the sides, another looks up on the top of the device, and two more point straight-forward. For those counting, that’s one more sensor than Quest and three more than the many Microsoft headsets, including the new HP Reverb. We haven’t had enough access to hardware like Valve Index or HP Reverb to make meaningful comparisons to the overall tracking experience on these new 2019 VR headsets yet. Anecdotally, and with the video below, you can see the same general — if slightly reduced — occlusion issues with Rift S as seen with Insight on Quest.

Some of the interactions in competitive zero-gravity games Echo Arena and Echo Combat involve doing things without looking at your hands, like grabbing onto walls and objects to your side or behind you. In Rift S, sometimes the grip on the wall would fall away when trying to hold it while turning to do other things. The headset doesn’t release until May 21 so there is still time for Ready at Dawn to improve the experience prior to launch. Will all competitive VR games get updates to account for the differences of Rift S inside-out tracking though? Probably not — so this is something competitive gamers should take into account if these types of interactions are key to your play style.

Visuals

Though my initial impressions of Rift S suggested so-called god rays were gone, after a couple days with the headset it is apparent those visual artifacts are drastically reduced compared with the original Rift — but not completely eliminated. The screen-door effect is dramatically reduced as well, but it is still there and the lenses still catch light in some distracting ways. I prefer the Rift S optical design to both the Vive and Vive Pro as well for the same reasons — reductions in visual artifacts compared with the earlier systems.

The frame rate of the display is reduced from 90 hz to 80 hz from Rift to Rift S, but I can’t say the difference is noticeable. What’s more noticeable, though, is the resolution improvement and overall clarity of the optics. The original Rift used dual OLED panels for a total resolution of 2160×1200. Rift S replaces it with a single LCD panel with a resolution of 2560×1440. To be clear about this — I personally wouldn’t go back to the original Rift (or Vive or Vive Pro) from Rift S for any reason.

One note though — Rift S features software adjustment for interpupillary distance (IPD). Its lenses are fixed at 63.5 mm from one another, which means Facebook says they are “best” for users with IPDs of between 61.5 and 65.5mm. I’m outside that range, I believe, on the high end. No matter if I left the software adjustment at the default or moved it outside the “best” range to 67.5, I didn’t feel like it had a noticeable effect on my visual experience.

With the Valve Index physical adjustment, though, I could move the slider and see millimeter by millimeter the effect on my stereoscopic vision. On Index, IPD adjustment had a dramatic effect on my perception of depth and clarity. Rift S didn’t. I haven’t had enough time with the Index headset, though, to say anything more definitive about these differences.

Sound

Rift S uses an open-ear sound design that incorporates audio into the head strap. This means the audio experience should provide more comfort, generally, compared with any designs which touch the ears. This design should also make it easier to hear things from two realities — while also letting people nearby hear what’s going on in the virtual world. There’s a 3.5 mm headphone jack for folks who want to add headphones for private audio.

Two days before Rift S arrived at my house, I put on Valve Index and let the near-field speakers hover right outside the surface of my ears as I played Beat Saber. This effectively destroyed my first impressions of Beat Saber in Rift S. All I could do in Rift S was remember the things I heard in my Index demo that I couldn’t hear in Facebook’s new PC VR headset. And the Valve design still allowed me to hear things from two realities with the same level of off-ear comfort.

Conclusion

I believe Rift S to be a generally better overall experience than Vive Pro, Vive and the original Rift for only $400. I couldn’t have torn down those original Oculus sensors any faster.

There are notable caveats, though, for people with unusual IPDs or those who spend many hours in one specific virtual world that depends on some behind-the-back gestures which might escape the Insight tracking system. If that’s you, you might wait for developers to further optimize their apps for this new tracking system before upgrading.

Also, when it comes to Rift S vs. Index, or even Rift S versus HP Reverb or Pimax, we can’t make any more definitive recommendations just yet due to lack of significant time with those other pieces of hardware.

Rift S, then, continues the legacy set by its predecessor in accessing the largest and highest quality PC content library available from both Oculus and Steam. The headset won’t work in the dark, which is a bummer, but the convenience of the setup should reduce store returns and smooth out the overall experience of donning a PC VR headset.

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Oculus Quest And Rift S Launch May 21, Pre-Orders Now Available

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Oculus Quest And Rift S Launch May 21, Pre-Orders Now Available

Today at the F8 2019 developers conference, Facebook have announced that both the standalone Oculus Quest VR headset and the new Oculus Rift S VR headset are releasing on May 21, 2019 and are available for pre-orders starting today. You can pre-order the Quest directly from Oculus here or pre-order the Rift S directly from Oculus here. Both headsets will cost $399, but the Rift S also requires a VR-capable PC to power it.

You can read our full, detailed reviews of both headsets on the site now — Facebook sent us review units of both headsets. Our Oculus Rift S review is here and our Oculus Quest review is here. We’ve also got technical breakdowns of the Rift S here and Quest here.

Every Oculus Quest retail unit (both the 64GB and 128GB models) will come pre-loaded with five VR game demos, in addition to the standard offering of things like TV apps and Oculus Videos. The five VR game demos are Beat Saber, Creed, Journey of the Gods, Space Pirate Trainer, and Sports Scramble. It does not sound like Quest will come bundled with any full games at launch other than free experiences like Rec Room that will be available for download. You can see the full list of all 50+ planned day one launch titles for Quest right here.

There will also be a $40 travel case custom-made to fit your Oculus Quest, two Touch controllers, and charging cables.

Both of these VR headsets are powered by Facebook’s new Insight tracking system which uses cameras on the headsets themselves to track the room and your movement through it. They also both use the exact same Touch controllers to let you operate your hands inside the virtual space.

The biggest difference here is that the Oculus Quest is a totally self-contained device that functions in a standalone capacity. That means you don’t need a phone, game console, or PC to power it at all. However, you’re sacrificing power and fidelity for that freedom. So even though you can set it up easily and quickly in any room at your home or take it to another location by just stuffing it in a bag, it will never equal the power of a PC-powered device.

Then the Rift S is Oculus’ successor to their flagship Rift headset. They’re discontinuing the original Rift and replacing it with the Rift S so you no longer need to setup cameras and you get a decent bump in resolution as well, but the tracking suffers a tiny bit since the cameras on the headset have limited range when it comes to reaching your hands out wide, behind your back, or behind your head.

Stay tuned at UploadVR for more coverage of the Rift S and Oculus Quest in the weeks leading up to launch and keep an eye on our list of cross-buy titles if you’re interested in both platforms. Let us know what you think down in the comments below!

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Here Are The 50+ Titles Launching For Oculus Quest On May 21

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Here Are The 50+ Titles Launching For Oculus Quest On May 21

Well, it’s official. The Oculus Quest launches on May 21 and you can pre-order your very own standalone VR headset starting today. We’ve got more details on that news here as well as our full, thorough review of the headset itself already right here.

When you open up your Oculus Quest on May 21 and put it on for the very first time, it’ll have five demos ready to go for Beat Saber, Creed, Sports Scramble, Journey of the Gods, and Space Pirate Trainer. But I think it’s safe to assume you’ll probably be hungry for more before long, which is where the 50+ launch titles come in.

According to Facebook this exact list might change by the time May 21 rolls around, but for the most part this is the Day One lineup you can look forward to on launch. Personally? I think it’s impressive. Especially if you’ve never owned a PC VR headset before.

Here’s the full list ordered alphabetically, as well as that snazzy sizzle reel from a few weeks ago:

1. Angry Birds VR: Isle of Pigs, Resolution Games
2. Apex Construct, Fast Travel Games
3. Apollo 11, Immersive VR Education
4. Bait!, Resolution Games
5. Ballista, High Voltage Software
6. Beat Saber, Beat Games
7. Bigscreen Beta, Bigscreen VR
8. Bogo, Oculus
9. Bonfire, Baobab
10. Box VR, Fit XR
11. Creed, Survios
12. Dance Central, Harmonix
13. Dead and Buried 2, Oculus Studios
14. Drop Dead: Duel Strike, Pixel Toys
15. Electronauts, Survios
16. Epic Roller Coasters, B4T Games
17. Face Your Fears 2, Turtle Rock Studios
18. First Contact, Oculus
19. Fruit Ninja VR, Halfbrick
20. Guided Tai Chi, Cubicle Ninjas
21. I Expect You To Die, Schell Games
22. Job Simulator, Owlchemy Labs,
23. Journey of the Gods, Turtle Rock Studios
24. Keep Talking And Nobody Explodes, Steel Crate Games
25. Moss, Polyarc
26. National Geographic VR Explore, Force Field VR
27. Nature Treks, Greener Games
28. Ocean Rift, Dr. Llyr Ap Cenydd
29. Oculus Browser, Oculus
30. Oculus Gallery, Oculus
31. Oculus TV, Oculus
32. Oculus Video, Oculus
33. Orbus VR, Orbus Online
34. PokerStars VR, LuckyVR
35. Racket Fury: Table Tennis, Pixel Edge Games
36. Rec Room, Against Gravity
37. Robo Recall, Drifter Entertainment
38. RUSH, Binary Mill
39. Shadow Point, Coatsink
40. Skybox VR Video Player, Source Technology Inc
41. Space Pirate Trainer, I-Illusions
42. Sports Scramble, Armature Studios
43. SUPERHOT VR, SUPERHOT Team
44. The Exorcist: Legion VR, Developer Wolf & Wood, Publisher Fun Train
45. Thumper, Drool
46. Tilt Brush, Google
47. Ultrawings, Bit Planet Games
48. Vader Immortal, ILMxLab
49. Virtual Desktop, Virtual Desktop, Inc.
50. Virtual Virtual Reality, Tender Claws
51. VR Karts, Viewpoint Games
52. VRChat, VRChat
53. Wander, Parkline Interactive

We’ve also got an ongoing list of  games that will be cross-buy between Rift and Quest too, which you can expect to be updated as more confirmations roll out.

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Oculus Quest Review: Facebook’s Standalone Savior Mostly Keeps Its Promises

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Oculus Quest Review

Last Saturday I pulled Oculus Quest over my eyes, booted up Fast Travel Games’ Apex Construct and played until the battery was flat. It lasted two hours and 50 minutes from full charge. In that time I had four instances of the device momentarily losing head tracking and two instances of the Oculus Touch controller tracking drifting or jumping unexpectedly.

Other than that, I played a fully intact PC VR game on a standalone headset. The visual fidelity had taken a significant hit but was far from unsightly. The freedom to twist and turn in VR without worrying about wrapping my legs in wires was liberating and, for the vast majority of the experience, the tracking performed in-line with current PC VR standards.

Quest has its fair share of caveats, then. A VR enthusiast that’s owned an HTC Vive or Oculus Rift for the past three years is unlikely to be swayed by its limited processing power and somewhat compromised tracking. But for the audience that’s sat on the sidelines since 2016, waiting for VR’s various barriers to come tumbling down, Oculus Quest is the real deal.

Diligent Design

 

Quest is a standalone VR headset. That means that everything it needs to run is already built into the device. No PCs, no smartphones, no consoles; $399 gets you all you need to jump right into VR. As such, it’s heavier than a Rift; my scales told me Quest weighs in at 580g compared to Rift’s 470g. Having spent extensive time with both, though, I couldn’t really notice the difference. If anything, the padded lining faceplate on Quest makes it more comfortable to wear than Rift’s more rigid alternative.

There are some nice additions to the design, too. The head strap, for example, expands and retracts from the hinges, giving you room to pull it on and then have it fit to your head without adjusting it every time. That said, the tough rubber strap can dig into the back of your head over time, similar to how the top of your head can hurt when wearing headphones. It took a fair bit of fiddling to find the perfect balance but, once I got there, Quest felt great on my head.

Specs And Stuff

On paper, Quest is about in-line with what you’d expect from a mobile VR headset in 2019. Its 1,440 × 1,600 per-eye is an appreciated step up from the original Rift but far from a revolution, with the gaps between pixels still clearly visible once you’ve acclimatized to the device. Small text is definitely easier to read but don’t expect an eye-opening jump. Audio, meanwhile, adopts the same excellent design from 2018’s Oculus Go. There’s a pair of built-in speakers that allow you to play at a volume that suits you but also hear what’s going on in the world around you.

A three-hour battery life might not sound too impressive for Quest. But, in practice, I found this accommodated the headset pretty well. Many of VR’s best games simply aren’t designed for three hours of straight play. One way or another, they’re too intensive (I certainly had to push myself to stay inside for three hours of Apex Construct). My bigger concern is with the two hours it took to fully charge the device again once flat; Quest is a device that will require constant access to a charge port if you’re planning to play regularly.

As with Rift and Go before it, Quest is a sleek package from top to bottom. But, for once, we’re not really here to talk about display and audio, are we?

Inside-Out Tracking Triumphs

One of Quest’s main draws is its new inside-out tracking system, dubbed Oculus Insight. Whereas the original Rift used external sensors to track your headset and controllers in physical space, Quest has four cameras mounted onto the device itself. Oculus reasons that the shift to inside-out is so compelling that it’s even refreshing the original Rift with this style of tracking.

Quest makes a good case for the switch. The vast majority of the time you’d be hard-pressed to find a difference. Pretty much all of the content I’ve played on Quest so far (about six different games) has been perfectly compatible with Quest. In Beat Saber, I slashed my way through Escape on Expert (in No Fail, I’ll admit) without being able to tell the difference. In Space Pirate Trainer I shot for the same high scores with as much success as I’d have anywhere else. Even in Superhot VR I was able to slowly navigate a spray of bullets whilst reaching for weapons just out of sight. I’d assumed Quest wouldn’t be able to handle those actions, but it worked nine times out of ten.

As I mentioned up top, I played a near three-hour session inside the headset with six noticeable blips in performance. That’s definitely less than I’d encounter with, say, Sony’s single-camera PlayStation VR tracking, but also six more than I would with my SteamVR or original Rift setups.

…And Turmoils

Putting the tracking through stress testing does reveal its flaws, though, as the video above reveals. Quest’s camera can’t track behind you so, if you’re reaching around your back, the headset won’t know where your hands are. Oculus uses prediction algorithms and other sensors in the Touch to estimate where it might be but they’re not perfect. I could bring my hand from behind my head suddenly back to the center of the screen only for the Touch controller to appear when I stopped moving. Quickly swiping my arms from side-to-side often didn’t get picked up, either.

These troubles can manifest themselves in some games. In Journey of the Gods I had issues reaching up to the skies to snatch a bolt of lighting, for example. The controllers also struggle with getting up close to the headset, starting to jitter. Creed: Rise to Glory works well when punching, but holding my hands up to my face to defend myself saw my gloves drift slightly.

I even jumped into my Quest early one morning and wondered why I couldn’t get the tracking to work. I took the headset off and found myself bathed in a ray of warm sunshine, concentrated through my window. If I turned my back on it, the headset worked fine but I had to wait until the sun had passed to get the proper experience.

These shortcomings may have serious implications for future VR design. Many of today’s best VR titles should be able to cope just fine, but it’s hard to imagine the 360-degree gameplay of something like Lone Echo handling as well. If Quest takes off as many hope it does, will we see VR games made with these limitations in mind?

Guardian Angel

With this change in tracking comes a new means of staying safe in VR. Quest uses the same virtual barrier system, named Guardian, as seen on Rift. Get near the edges of your play space and blue borders will appear to let you know. But Quest’s passthrough camera evolves the system in two important ways. Firstly, it makes setup incredibly easy. Once you switch Quest on it will scan the environment for pre-established Guardian boundaries. If it doesn’t find any, it asks you to make them again. Doing so is as simple as putting on the headset and drawing a line with your Touch controllers around the area you can play in. You will occasionally have to redraw the area as it drifts out of its original position, but it’s not a big issue.

It’s wonderfully simple. Better yet, if you do step outside those barriers then the passthrough system automatically activates, showing the world around you. It’s intuitive to a degree VR hasn’t really enjoyed before. Previous setup systems were complicated and easily confused. With Quest, anyone that puts on a headset for the first time can be up and running in seconds. Better yet, if someone’s using the space you want to play it you can just find another one.

PC VR, Minus The Performance

While Quest might not need a $1000 PC to run, it’s an inescapable fact that its Snapdragon 835 mobile hardware can’t afford the same kind of performance seen on Rift. In many cases I’ve seen, VR developers have done a tremendous job optimizing their once processor-intensive games for much leaner hardware. Superhot VR feels as sharp as ever, for example, as does Beat Saber. Stack them side-by-side with the PC counterparts and it will be clear which looks better, but once inside Quest it’s hard to tell.

But sometimes the cutbacks feel a little too much. Survios’ port of 2018 boxing hit Creed: Rise to Glory has the playable fundamentals down, but the load times are ugly as is the reduction in textures.

It’s telling, too, that Oculus Studios’ own genuinely ‘new’ Quest games, Journey of the Gods and Ballista, adopt cartoonish, simplistic art styles that do away with the intricacies of photorealism. Again, Quest’s potential to sell more than its PC VR contemporaries could mean we start seeing a lot of VR developers adopting less graphically rich games in the future.

Fixed Foveated Rendering

Foveated rendering is a promising avenue for the future of VR. It’s a technique in which a headset only fully renders a certain part of its display, taking some of the pressure off of processing. Ideally, it would be paired with eye-tracking, allowing the device to see where you’re looking. Like Oculus Go, though, Quest uses fixed foveated rendering. There’s no eye-tracking, so the headset instead simply blurs the edges of the screen in hopes you won’t realize.

Unlike Go, though, I noticed the foveated rendering far more in Quest. Or, rather, I noticed it far more in some Quest apps. In some games like Beat Saberit isn’t perceptible. Again, though, Creed was the giveaway.  In the game’s opening training montage I couldn’t help but point my eyes down and see two blurs for feet running on a treadmill. Tilting my head up over text  to move it into the foveated area revealed the scale and size of the effect. It renders fully right in the center and gets increasingly blurrier as you move closer to the edges of the display. You can see the effect in these images captured directly from the headset.

I’ve found the technique to range from incredibly distracting to occasionally noticeable. Creed is the main offender, yes, but it also caught my eye in games like Journey of the Gods and Apex Construct. It’s a necessary evil to get some of PC VR’s bigger games onto the headset but problematic all the same.

Conclusion

Oculus Quest is mostly successful in its mission to make VR as accessible as possible in 2019. If you’re a VR enthusiast that already owns a bleeding edge PC headset then this is not the device for you. But, if you’ve sat on the sidelines for the past three years longing for a chance to play Beat Saber and Superhot VR, this is your best bet. When Quest is at its best (and it often is), it delivers an experience so close to PC VR you won’t care about the difference.

And yet, for all its advances, Quest likely still isn’t enough to truly take VR mainstream. Its limited mobile hardware and occasional tracking glitches hold the system back, as does the usual array VR caveats like display resolution. Could it expand the audience beyond the niche group that enjoys VR now? Absolutely. Is it VR’s iPhone moment? Probably not. For now, though, that might be just enough.

 

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