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On the subject, I just received an oculus quest, and I'm pretty blown away by it. I know that it will never compete with a PC-tethered device on image quality, but the quality is good enough and they have nailed almost every inconvenience that would stop the layperson from using VR regularly. It's lightweight, it's wireless, you don't need a dedicated room, the UX is seamless; you can just pick it up and start playing a game within 10 seconds. I've been on the sidelines of VR waiting for the inflection point where the technology is ready to go mainstream, and if this device isn't it, it's close.



I think it's close, needing to be tethered to an expensive PC was definitely one of the biggest deal-breakers.

The content is still a little thin I think. It seems like they're positioning it as a gaming console, and while they have some fun games like Beat Saber I don't think they have the depth of content that popular consoles usually have.

I think the other big thing left is the comfort/weight distribution, for me it's not terrible but I think there are other VR devices that are better. If they just get this to a good enough level I think watching 2D media becomes interesting. If a group of people want to watch the same show at the same time and place and own a big TV, it probably won't replace that, but I think there's enough other circumstances where media is consumed for VR to make inroads if it's comfortable enough. The nice thing about that use case is there isn't the same chicken-and-egg software problem that VR has in other areas.

Right now I don't feel this is the product that will take it mainstream because of those issues, especially the content. It's a shame that Oculus wasn't able to make it (optionally) plug in to a PC and has a separate headset for that. I feel like a lot of the current PC-based VR customers will order that by default, where if they made one device that worked in both cases it would bring along more of their existing userbase to mobile. Even primary PC gamers would probably appreciate low-power versions of their games that they could use on the go.

It's still very good for a v1 device though. If they keep addressing the biggest problems more mainstream success (didn't Mark Zuckerberg say his current goal is to sell 10M units?) doesn't seem that far away.


I was recently at a purported “VRCade” and was expecting to have the same sort of experience you’re describing. Instead I got to play some of the dumbest games with the most terrible graphics I’ve ever experienced.

If that had been my only experience with VR I’d think it was stupid. Having owned a VR headset before I know better, but others might be really turned off by that.


I think the reason for these over-simplified games is because VR is already a very new experience for a lot of people, and events showcasing VR to the general public don't want to add to the learning curve and possible motion sickness by having them play games with complex mechanics.

I had a Samsung Gear VR with which I'd play a Tron-like ping pong game. Lots of fun initially, almost no learning curve, but gets repetitive very quickly.


Are you saying that the quest has stupid games with terrible graphics? The ones I've played are only slightly scaled down from the rift games I've played. Beat saber, space pirate trainer, super hot, etc are all on the quest and are just as amazing as ever. I don't think VR is the right format for hardcore PC gaming, if that's your complaint. The platform really shines with simple games with clever emergent gameplay.


I am not, sorry if it came across that way. I'm saying I'm concerned for VR when commercial entities somehow trawl the bottom of the barrel for low quality VR experiences to scam people out of their money. I used to own a Rift and it far exceeded the experiences of a VRCade, but I fear someone interested in VR might go to a place wanting to experience "state of the art" VR and write it off as terrible.

I'm hopeful Quest will mitigate these sorts of things.


I love not being tethered. Beat saber on the Quest is, dare I say, a better experience than on the Rift!


100%! I've been absolutely addicted to it since I got the quest and play for about two hours per night. It's so enthralling when you stop thinking and get into a trance like state. I've even started losing weight! I would never jog for two hours, but I have to force myself to put down the game and go to bed, and I'm always drenched in sweat by the time I stop. I think untethered VR will be HUGE in the fitness industry once they get breathability locked down.


Your point about 'good enough' is exactly what I stumbled on a few months ago.

With VRidge (https://riftcat.com/vridge) I was able to setup my Pixel 3 in a Daydream headset, use 2 older smartphones as my tracked controllers, and enjoy everything from BeatSaber to SkyrimVR. Image could be better and smoother, but I don't care. I'm throwing fireballs and am fully confident the VR age is here for all intents and purposes. I'll drop the $$$$ on a dedicated setup in a few more months, I'm sure.

VRidge sent out an email earlier today about supporting the Oculus Quest.


I had an original Rift (with Touch and three webcams) and a Vive. I ended up giving up on both of them for two primary reasons:

(1) Lack of inside-out tracking. The basestation solution for the Vive was at least slick and clever and not terribly inconvenient, but needing 2-3 webcams connected to your PC for the Rift was crazy.

(2) The cord to the HMD was just too much of a nuisance.

I told myself I wouldn't get into VR again until it was untethered and didn't require external sensors or cameras. Lo and behold, here we are with the Quest only a few years later. I haven't had a chance to try it yet, but to me other VR HMDs feel somewhat irrelevant in comparison.


I also had a Vive and a Rift and also sold both after a few months.

I just picked up a Rift S yesterday and started playing with it.

When I had the Vive I was pretty disappointed in the Rift (no touch controllers at the time, leaked light through the nose, just generally worse).

The Rift S is a lot better. The tracking without base stations, the touch controls work well, and they've really nailed the little things with the experience (easier setup, better menus, better hardware, fewer cords etc.). The price is also pretty good at $399.

The much more expensive unreleased Vive with the new strapped on controllers looks interesting, but it's really nice not having to deal with putting up the room sensors. Also since the new Vive will be more than double the price it's not really a fair comparison anyway.

I'm pretty impressed with Oculus' progress.


By "new Vive", you're referring to the Valve Index, correct? The Valve Index is designed and produced by Valve (creators of the Lighthouse tracking system used by the HTC Vive and the Valve Index), not HTC (which produced the Vive and Vive Pro).


Yeah that’s the one - I guess I thought they were both by valve and HTC was just a manufacturing partner for the first one.


i’ve done the vive. I have a quest it’s much better


I keep reading rave reviews about the Quest, and I'm getting really really close to buying one... I'm most worried about the longterm playability of the device. Will the novelty wear off, or is it actually something I'll continue to use.


If it were made by anybody but Facebook, I'd be a lot more interested.

Maybe it's irrational, but I just don't want to support that company.


I believe it will be no more or less of a novelty than any other headset.




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