They say treadmill but looks like more of a touch pad…like you have to drag your feet over it to get the desired results.
Give me 15 minutes with that thing and I’ll have the devs crying…
That’s it! That’s why it doesn’t look right… Looks like you need special shoes?
It looks like the vertical component of the gait is almost totally removed due to the bowl shape.
I wonder what lateral movement looks like or if you can do it at all; probably end up with rolled ankles. Or how about running backward? Can you jump?
I guess you really have to try it out to see how the visual cues support the sense of motion.
Looks like the VirtualLink single USB-C cable headset connection standard has been abandoned, especially since the port is no longer found on the new Nvidia 30 series GPU’s …
The end of an era - no more PC headsets from Facebook, as they leave the PC market. Quest 2 only from now on…
Well, I guess we saw that one coming…
I think the writing was on the wall as soon as they announced the Rift S, which wasn’t the huge step forward from the CV1 that many were hoping for.
I’m glad I made the transition to the Reverb G2 even though WMR isn’t as simple to work with compared to the Oculus platform.
Yeah me too. Though Oculus (and Valve) are the ones who made modern VR happen, I find them highly unlikable as an entity and am glad to part ways with them.
The Quest 2 with a link cable or via Virtual Desktop and wifi-6 is meant to be pretty good on the PC for streaming games and sims to it.
The question is if they’ll allow it for a future Quest 3 though or even disable it somehow on the Q2. Virtual Desktop was not approved from the Quest Store initially, so its future is sort of a ‘grey area’, but it is there today. They obviously would prefer you to buy things via their shop exclusively and then use their stand-alone VR platform, sort of like a console. Things like the Index are still very expensive, and Facebook going for a ‘console VR’ approach does allow it to be good value to buy for what you get (excellent lens, good screens, nice tracking, smooth experience, Facebook account aside etc).
OpenXR was meant to sort of solve the ‘which SDK to use’ issue, but Facebook just sort of took their ball and went home - in some ways it showed they really meant exclusive access to a single shop was something really important to them after-all.
WMR was very rough at the beginning but they sort of got there in the end. It did take too long though.
My guess at the moment is that the Quest 3 and the upcoming Apple VR in the next 2 years or so will try to take the technology a bit more mainstream, using more cameras and AR and just being less of a ‘sit in a black box’ experience. Apple’s kit will be light, stylish, super expensive but seamless and smooth, Facebooks will be less expensive and be more a social/privacy balance. Hopefully out of those two new advances coming up Microsoft and their OEM’s (HP, Samsung, even Valve in their own weird way) will copy/enhance VR/AR and still provide good PC peripherals to buy so we can sim, rather than closed console/platforms.
The Model T of VR… A moment of silence…
So I got my Oculus Quest 2 exactly a month ago and my Quest 2 hand controller batteries are still at 100% LOL! Seemingly incredible efficiency and they’re just the generic Alkaline batteries that came with the unit! My Rift S used to burn out batteries in a week just sitting on my desk!
Any other Quest 2 owners out there noticing this?
This does look very nice, but not even available for a consumer. If it is as good as it looks I would probably pay the $2k+, considering what other specs you’d need anyway.
6m:50s for X-Plane https://youtu.be/gTwUTqyaU9I?t=403
The batteries in my CV1 controllers had near eternal life as well. Reverb G2 controllers are much more power hungry despite having less functionality.
That’s awesome. That Lone Echo footage was insanely crisp…
Aren’t the Varjo devs working on foveated rendering, too…?
Pretty please…
It uses a fixed foveated rendering, in that there are effectively two sets of panels, a ‘sweet spot’ panel with very high resolution in the center and then a lower resolution one around it. It uses eye tracking but I don’t know how that works if the center of the panels is fixed like that. The non-fresnel lens look great.
DISPLAY AND RESOLUTION
Full Frame Bionic Display with human-eye resolution.
Focus area (27° x 27°) at 70 PPD uOLED, 1920 x 1920 px per eye
Peripheral area at over 30 PPD LCD, 2880 x 2720 px per eye
Colors: 99% sRGB, 93% DCI-P3EYE TRACKING
200 Hz with sub-degree accuracy; 1-dot calibration for foveated rendering