Oculus Quest: One Year On

Oculus Quest new image

The virtual reality (VR) industry has made great strides in both hardware and software since the first consumer headsets arrived a few years ago. Gear VR provided the initial stepping stones and then Oculus Rift CV1 entered the fray in 2016, showcasing a tantalising digital world which pushed content engagement to new heights. Then in 2019 what many would agree was the next pivotal step in VR’s evolution arrived, Oculus Quest, and the headset has dominated consumer and business interest ever since.

Oculus Quest White Backdrop 1

It’s amazing to think a year has already passed and that the plucky standalone headset with a Qualcomm Snapdragon 835 processor built in – the same one found in a Samsung Galaxy 8 or Google Pixel 2 – has managed to outdo its PC VR brethren. Not when it comes to visual quality but versatility.

Starting life as a project codenamed Santa Cruz, a mashup of Oculus Rift tech and other components, the device appeared at a couple of Oculus Connect events before the official unveiling at Oculus Connect 5 (OC5) in 2018. Eight months later the Oculus Quest arrived on 21st May alongside the Oculus Rift S, but it was the wireless headset everyone wanted to see.

Its main selling point has been wireless freedom, untethering users from PCs so they can enjoy VR content wherever they like. Having a fully integrated system has its pros and cons. With all the components fitted to the front of the device it does make Oculus Quest front heavy, which can be uncomfortable for some people. The overwhelming majority don’t seem to mind, while no sales figures have ever been released for the hardware Facebook recently noted Oculus Quest owners spent over $100 million USD on content – ten titles including Moss and Pistol Whip have exceeded $2 million revenue.

On the other hand, the upsides to Oculus Quest keep increasing. Inside-out tracking has been another crucial component to its success, providing full 6 degrees of freedom (6DoF) for immersive gameplay. The built-in audio system means you don’t need headphones and the redesigned Oculus Touch controllers offer a tidy connection to these virtual realms – although the battery compartment cover is a little annoying.

These core features were followed by hand tracking and Oculus Link as Facebook builds upon the platform. Released in the Experimental Features section in December 2019, hand tracking is one possible next step into the future of VR interaction, doing away with controllers for a natural input method. Initially, only useable with Oculus Quest’s menu and first-party apps like Oculus TV, the feature is leaving beta this month with three titles set to support hand tracking on Oculus Store. As a free option, it’s something all Oculus Quest owners should have a play with.

Oculus Link, on the other hand, expands the content line up the device can support. So long as you have a compatible PC and a suitably long USB cable – the specifications of which have been improved – then the standalone headset essentially becomes an Oculus Rift, so you can play Rift-exclusive titles like Stormland. This is also one big reason the Oculus Rift S does seem to have been overshadowed.

Oculus Quest hand tracking

However, there’s plenty of native Oculus Quest content to enjoy first with developers keen to support the headset. The original launch saw several ports like Apex Construct populate the store alongside some original pieces such as Journey of the Gods. The last 12 months have seen big names like Tetris Effect, Beat Saber, Superhot VR, Vader Immortal: A Star Wars VR Series, Arizona Sunshine and many more.

This has meant even during 2019s Black Friday sales Oculus Quest remained at its regular price, with stock becoming highly sporadic in 2020 due to the ongoing coronavirus pandemic affecting manufacturing. The situation also increased interest in VR as everyone looked to new forms of entertainment and connecting with loved ones. Again, Oculus Quest’s ease of use and relatively low entry price point has made it highly sought after.

2019 offered plenty of choices when it came to VR headsets, Valve Index, Vive Cosmos and of course Oculus Rift S all arrived. And while they all had their place, the Oculus Quest provided that perfect mix of form, content and price to aid adoption of the technology. Needless to say, Facebook will be looking at upgrading the device, with rumours already circulating on a smaller, lighter model. What happens in the next year will surely be as exciting as the last.

Exclusive Interviews: ‘Waltz’ And ‘Curious Tale’ Devs Discuss Quest Hand Tracking Updates

Aldin Dynamics and Fast Travel Games are set to become the first developers with hand tracking support across their full games in the Oculus Quest Store.

Developers behind The Curious Tale of the Stolen Pets (Fast Travel) and Waltz of the Wizard (Aldin) sat down exclusively with UploadVR in our virtual studio to discuss the updates.

The new feature will arrive in the games after Quest’s system software v17 rolls out fully to Oculus Quest standalone headsets around the world. The update will move hand tracking from its experimental phase into a general release feature. Quest system updates are typically distributed over the course of several days to stagger the release and ensure stability across all devices. Curious Tale was rated “really good” when we reviewed it last year while Waltz has been expanded for years now, with more updates planned and more than 400,000 people across all VR systems playing some version of the magic-infused title.

The new versions of Curious Tale and Waltz will be joined by Elixir, a tech demo first shown at Facebook’s last VR developers conference last year. On May 28, a pair of “cinematic narratives” with support for the feature will launch as Facebook begins to more broadly accept the submission of hand tracking updates from various developers to its store.

I spoke with Aldin Dynamics CEO Hrafn Thorisson about their path over more than half a decade building VR software for development kits, then Vive room-scale support in early 2016 and onto support for hand tracking in Waltz of the Wizard in 2020. Jamie Feltham sat down with Kristoffer Benjaminsson, CTO of Fast Travel Games, to discuss the new feature which lets you solve mysteries and recover missing pets with just your bare hands.

The post Exclusive Interviews: ‘Waltz’ And ‘Curious Tale’ Devs Discuss Quest Hand Tracking Updates appeared first on UploadVR.

Oculus Quest Hand-Tracking Gets Full Release, Official Games Coming Soon

A new era for VR is dawning with a new update for Facebook’s Oculus Quest all-in-one VR headset removing the need for controllers.

Instead, high-quality applications in a self-contained VR headset can be controlled with your bare hands, tracked by the same cameras used for virtual movement, making gestures in the open air.

The latest update to Quest’s system software (v17) begins to roll-out this week to headsets around the world and, with it, hand tracking will move from being an experiment activated in the menus to a general release feature. Facebook typically rolls out its Quest updates over several days to ensure stability of the release. Once the update fully rolls out, the first two games to support controller-free input — Waltz Of The Wizard and The Curious Tale of the Stolen Pets — will see updates that activate the feature.

We interviewed in our virtual studio a developer from Fast Travel Games — the studio behind The Curious Tale — about its hand-tracking updates. Check out that exclusive interview here:

Though Quest isn’t the first AR or VR device to deploy hand tracking — and some experts believe the current Quest isn’t good enough to be sold without the controllers as a lower-priced option — developers also see the feature as valuable for slower-paced interactions and those that don’t require precise haptic feedback.

The Curious Tale of the Stolen Pets, Waltz of the Wizard and a tech demo called Elixir first shown at Facebook’s last VR developer’s conference seem to fit those parameters, and they will be the first fully interactive content to feature hand tracking through the Quest store. On May 28, Facebook will start accepting store submissions for other hand tracking apps. That same day, Facebook will launch a “cinematic narratives set” with the feature enabled in Colin Farrell-voiced Gloomy Eyes about a zombie kid and a mortal girl falling in love, and The Line which “portrays a world of miniatures where routine is paramount and everything is always the same—until it’s not,” according to Facebook.

A New Era For VR

After four years of struggles with painful setup processes and expensive prerequisites, consumer VR appears to be entering a new era driven by advances in content, improvements in hardware and software, and reductions in cost.

Valve helped draw 2 million people to PC VR recently with its much-anticipated return to the Half-Life universe in VR and the company just launched community modification tools for the game. Meanwhile, Sony’s PlayStation-based Dreams platform is set to receive a VR update soon that could unlock astounding levels of creativity through virtual reality.

Facebook’s Quest also appears to be on extremely strong ground after one year on the market driving an unmatched price of $400 for a complete standalone wireless system. Facebook’s CEO Mark Zuckerberg recently lamented in an earnings call that “I wish we could make more of them faster during this period,” referring to weeks-long periods of complete unavailability of the hardware worldwide when people are facing unprecedented pressure to stay indoors.

During this same time, some developers who have been selling consumer VR games for four years or more told UploadVR they’ve seen unmatched sales for their software in the last year via Quest. Facebook revealed today that since launch in May 2019 people spent more than $100 million on content in the Quest store. The company also confirmed popular titles Moss and Pistol Whip generated over $2 million in revenue on Quest alone. Of more than 170 apps available through the Quest store, more than 20 generated more than $1 million in revenue and more than 10 cleared the $2 million mark, according to the company.

Facebook first launched its hand-tracking software development kit for Quest in December. We’ll be updating our list of software carrying the feature on an ongoing basis in the coming weeks.

The post Oculus Quest Hand-Tracking Gets Full Release, Official Games Coming Soon appeared first on UploadVR.

Oculus Quest Hand Tracking Leaves Beta, Three Titles add Native Support

Hand Tracking on Quest still

Oculus Quest’s hand tracking has been available as a beta feature since December, providing limited functionality across system menus and first-party apps. Today, Oculus has announced that the technology is moving into general release with third-party apps adding hand tracking later this month.

Waltz of the Wizard hand tracking

Hand Tracking has been an optional extra which Oculus Quest owners could switch on via the Experimental Features section. It never meant you could put away your Oculus Touch controllers, simply helping you see where the tech was heading.

With the anniversary of Oculus Quest’s launch this week, that experimentation begins to change. On 28th May, Oculus will begin accepting third-party titles that include hand tracking to the Oculus Store, starting with Elixir from Magnopus; The Curious Tale of the Stolen Pets by Fast Travel Games and Aldin Dynamics’ Waltz of the Wizard: Extended Edition.

Elixir puts you in an unstable alchemy lab where you can cast spells, mix potions, and poke a nauseated dragon. Actions allow you to obtain new and powerful hands, altering their anatomy in the process. Puzzle title The Curious Tale of the Stolen Pets has been available for a while, with the developer previously teasing hand tracking capabilities. The same can also be said for Waltz of the Wizard: Extended Edition which recently rolled out new locomotion updates.

The Line

“Hand tracking really does enhance immersion and is the perfect fit for
The Curious Tale of the Stolen Pets“, says James Hunt, Creative Lead on
the game in a statement. “It adds a whole new level of connection between the player and the miniature worlds with all their interactive elements. Things like picking up snowballs, waving a magic wand or just petting the pets once you’ve found them feels more real – and fun! – than ever  before.”

In addition to those three videogames, Oculus will also be launching the Cinematic Narratives Set featuring Gloomy Eyes and The Line. Two award-winning immersive experiences, their official Oculus Quest launch with native hand tracking will be on the 28th.

SideQuest has allowed developers to release hand tracking features (Tea for GodInterdimensional Matter) for Oculus Quest users since the SDK went live but this will be the first time via Oculus Store. Where appropriate – not all games will suit the tech – the store should see an influx of hand tracking over the summer, allowing gamers to put their controllers down for the first time.

VRFocus will continue its coverage of Oculus Quest and its hand tracking, reporting back with further updates.

Quest Hand-tracking Graduates From Beta, Third-party Apps Launch Next Week

Facebook introduced controllerless hand-tracking in beta on Oculus Quest late last year and it has remained an “experimental” feature ever since. This week the company says Quest hand-tracking will be rolling out as a full-fledged feature, with third-party hand-tracking apps beginning to launch next week.

Since late last year it’s been possible to enable hand-tracking on Quest as an experimental feature. Since then Oculus has been rapidly iterating on the feature and has built it into a few of its first-party applications like Oculus Browser and Oculus TV, but so far third-party applications haven’t been allowed to make use of the feature.

That’s changing this week as Oculus rolls out a Quest update which will see hand-tracking graduate from experimental to full-fledged feature. Along with the hand-tracking update, the first set of third-party apps to use hand-tracking on Quest will launch starting May 28th, including the following:

Elixir: Explore an unstable alchemy lab to obtain new and powerful hands, cast spells, mix potions, and poke a nauseated dragon. All of which will have an – unexpected – effect on the anatomy of your fingers, and it’s nobody’s fault but your own.

The Curious Tale of the Stolen Pets: Help your grandfather solve the mystery of the stolen pets by exploring wonderful miniature worlds crafted from the ground up for VR. Every world is unique, full of interactions and colorful life.

Waltz of the Wizard: An experience that lets you feel what it’s like to have magical powers! Combine arcane ingredients into a cauldron, unleashing creative or destructive wizardry upon a fully interactive world designed to feel believable.

Cinematic Narratives Set: Featuring the voice of Colin Farrell, ‘Gloomy Eyes’ tells the story of a zombie kid and a mortal girl who fall in love, forging a deep connection that not even the most powerful man in town can destroy. ‘The Line’ portrays a world of miniatures where routine is paramount and everything is always the same—until it’s not.

As for the Quest hand-tracking feature, we expect it will work similar to how the experimental version does now: if you boot the headset without grabbing your controllers, you can control the interface with your hands but you will be prompted to pick up the controllers if you attempt to launch an application which requires them.

SEE ALSO
Oculus Link Now Works with USB 2.0 Cables, Including the One that Ships With Quest

As for hand-tracking on Rift, Oculus hasn’t offered any update since telling us late last year that the company would ‘wait for feedback’ from Quest hand-tracking before deciding if it will bring the feature to Rift.

The post Quest Hand-tracking Graduates From Beta, Third-party Apps Launch Next Week appeared first on Road to VR.

Miniature ‘Beat Saber’ Concept Offers a Peek into the Future of AR Games

Oculus released optical hand-tracking on Quest as an experimental feature late last year, and ever since developers have been showing off their own unique and creative ways of integrating users hands into VR. Yet again we look at developer Daniel Beauchamp for inspiration on the future of XR design, as he’s put together a literal mini-version of Beat Saber (2018).

Beauchamp has been busy creating plenty of quick-fire prototypes over the past few months, with three in particular that have caught our eyes lately. He seems to have a knack for making fun and interesting game concepts that, for the lack of a better word, are absolutely bonkers.

However Beauchamp’s latest work, called Miniature Beat Saber, not only gives us a peek into the future of AR games, using a virtual commercial jet interior as a backdrop, but it also somehow recalls the olden days of flash versions of the popular dancing game Dance Dance Revolution too.

Check out the video below, as Beauchamp slashes away at incoming blocks with his mini finger lightsabers, presumably while he waits for the virtual chicken and pasta tray and a 33cl can of Heineken.

Beauchamp, the Head of VR and AR at e-commerce company Shopify, actually does his public prototyping on his personal time. Speaking recently with Road to VR, he revealed his design philosophy, emphasizing that quick and silly is his personal path to creating new things.

“One of the best ways to unlock new & powerful ideas is to build upon silly ideas. That’s what I’m doing with hand-tracking. Rather than starting with ‘How can I build a useful product with hand tracking’, I play around with many little ideas that bring a smile to people’s faces. They may seem random, but I’m learning a lot about what’s possible with the tech and interactions that could be applied elsewhere,” Beauchamp said. “I wish more VR devs did this. Don’t put the burden on yourself to build out a whole game or build out a whole product. Build many small things, no matter how silly they may seem. You’ll be surprised at just how much you learn.”

And it doesn’t get much more silly than cleaning up your virtual blocks after playing.


Quest hand-tracking is expected to eventually leave its experimental status behind and become a full-blown feature on Quest, and other VR headsets are likely to follow, making the time ripe for developer experimentation ahead of implementation.

If you want to see more madcap creations from Daniel Beauchamp, make sure to follow him on Twitter for all things hand-tracking.

The post Miniature ‘Beat Saber’ Concept Offers a Peek into the Future of AR Games appeared first on Road to VR.

Hand Physics Lab’s Experimental Playground Comes To Sidequest

A colorful new playground for controller-free hand tracking is available now on Sidequest.

The Hand Physics Lab from the studio behind SteamVR’s Holoception offers a number of switches and buttons to play with that activate different features. You can play with blocks, force push, color eggs, finger paint, stab things, hold a crowbar and a lot more with the experimental software.

Check out some of the toys to play with in the trailer here:

We also captured some gameplay footage that I embedded below. The state of Oculus Quest hand tracking changes a fair amount with each release of the Quest’s system software. A brightly lit room and clean camera lenses could also have a major effect on tracking quality.

In December Facebook released a hand tracking software development kit for Quest but, at the time of this writing, the company isn’t yet letting games update their store versions to support the input system. That’s likely to change soon, however, with the developers behind games like The Curious Tale of the Stolen Pets and Waltz of the Wizard teasing the input system in their Quest titles. May 21, 2020 marks the 1-year anniversary of the Quest going on sale and we expect Facebook to plan some announcements in connection with the occasion.

According to Holonautic’s Dennys Kuhnert, their focus is still the physics-focused Holoception while the Hand Physics Lab is a side project that should get updates with more “crazy” ideas. You can find it now on Sidequest here.

The post Hand Physics Lab’s Experimental Playground Comes To Sidequest appeared first on UploadVR.

Waltz of the Wizard’s Latest ‘Telepath’ Movement Showcases the Possible Future of VR Locomotion

Waltz of the Wizard

Virtual reality (VR) developers the world over are trying to create comfortable movement systems for virtual exploration, expanding upon standard smooth or teleportation locomotion. In 2017 Aldin Dynamics released ‘Telepath’ for Waltz of the Wizard, offering a solution between the two. Now the studio has released further improvements to the feature whilst preparing for a major gameplay expansion.

Waltz of the Wizard

Currently only available for the PC VR version of Waltz of the Wizard: Extended Edition, the new Telepath update offers players more advanced features to experiment with.

The original Telepath allowed users to draw a line where they wanted to walk, the videogame then followed this path, whether it was a small one around a room or down a long corridor. Players would then automatically move between smaller points along this path.

The update introduces features which include Presence Control, a Smooth option, along with Arc Roll. Presence Control ensures that Telepath isn’t some rigid locomotion system, that it can be adaptable. So you can physically step away to dodge an incoming projectile or smash a crate and Telepath will pause, resuming once you return, no button presses required.

Waltz of the Wizard

A smooth option has been added so players have an alternative to the step-based mode. Gradually moving along the path, smooth movement can also be sped up by physically moving your hands. Arc Roll then takes Telepath’s line drawing a step further, rolling sideways with a twist of the wrist to get around corners or other obstacles.

What’s most exciting about these and future developments are Aldin Dynamics plans for Oculus Quest. The studio previously detailed its experiments with hand tracking on the headset and now it seems implementation isn’t too far away. Combined with Telepath, Waltz of the Wizard: Extended Edition could offer one of the most natural and comfortable VR locomotion systems yet.

Waltz of the Wizard: Extended Edition lets you become a powerful sorcerer, combining arcane ingredients into a boiling cauldron to create all manner of spells. You can then step out of your sanctuary and embark on quests to unleash your new magical skills.

As further details are released, VRFocus will let you know.

Oculus Quest Hand Tracking Teased for The Curious Tale of the Stolen Pets

The Curious Tale of the Stolen Pets

Ever since Oculus released hand tracking for Oculus Quest in December 2019, developers have been experimenting with the feature but its yet to appear for titles on the Oculus Store. That could be about to change thanks to Fast Travel Games.

In a teasing tweet today, the studio revealed plans to bring hand tracking to its puzzle title The Curious Tale of the Stolen Pets, with no further details other than it was coming soon.

Due to the nature of its simple puzzle-based gameplay, The Curious Tale of the Stolen Pets should be a good testbed for hand tracking as the videogame doesn’t require swift, complicated actions. Players can be methodical when exploring the spinnable 3D worlds, picking them apart to locate the pets, finding secrets and playing with the other interactive elements.

A delightful VR experience set around a heart-warming tale narrated by the players’ grandfather, The Curious Tale of the Stolen Pets is one of those titles that isn’t overly long but easily suits players of any age. They can grip, push, drop and spin the numerous elements in each world to unlock clues, with some puzzles requiring multiple elements to complete. Others just need a keen eye.

The Curious Tale of the Stolen Pets

When reviewing Fast Travel Games’ latest, VRFocus noted: “The Curious Tale of the Stolen Pets is a perfectly pleasant VR experience which features all the polish you’d expect from Fast Travel Games.” The Curious Tale of the Stolen Pets arrived last year for Oculus Quest, PlayStation VR, Oculus Rift, HTC Vive and Windows Mixed Reality headsets.

Not all the videogames for Oculus Quest will suit hand tracking as it does have plenty of limitations, plus the feature is still in beta. So it may be some time until more content on Oculus Store goes more hands-on. Another developer which detailed its experiments earlier this year was Aldin Dynamics and Waltz of the Wizard.

Or for hand tracking examples you can actually play with, head on over to SideQuest where you’ll find the likes of Tea for God and Interdimensional Matter. For further Oculus Quest hand tracking updates, keep reading VRFocus.

Editorial: Oculus ‘Del Mar’ Quest Successor Should Have These Features

Oculus Quest turns one year old this month. Since its launch on May 21, 2019, the standalone VR headset has grown by leaps and bounds beyond its original release.

Facebook CEO Mark Zuckerberg says Quest surpassed his expectations and there’s more than 170 pieces of content available for it officially through the Quest store. In addition, a growing sideloading ecosystem led by SideQuest offers developers a route onto the headset with experiments in hand tracking or early testing releases meant to prove out ideas and build community without explicit approval from Facebook for store release. We’ve also heard from a number of developers who are seeing some of their strongest sales in VR ever on Quest. Facebook bought Beat Games and Sanzaru Games, and leaks have revealed the “Del Mar” developer kit and “Jedi” controllers.

Still, it is a difficult time for casual technology watchers to understand market viability in VR. While headlines in mainstream publications like Wired and the New York Times are waking up the general public to the standalone VR revolution, Facebook still sells (at the time of this writing) its severely limited Oculus Go hardware. Meanwhile, clickbait writers hungry for pageviews turn off comfort settings in Half-Life: Alyx and cry foul even when one of the best VR games ever made was carefully designed to on-board a wide range of people with maximum comfort.

So what exactly is going on and what’s likely coming in the next couple years? 

We believe Facebook is selling its Oculus Quest hardware ($400 or $500 depending on storage) either at cost or even at a (large) loss. Combined with Facebook’s significant ongoing investment in content, and the billions spent annually on research and development, Facebook is making it difficult for competitors to justify entering a hardware market just to lose money for years trying to catch up to what’s already more than half a decade into Zuckerberg’s long-term bet on VR.

All this to say that while Facebook’s non-advertising-related revenue from things like VR still only amounts to roughly $300 million over three months, compared with nearly $18 billion for its overall business in the same period, its unique approach to the market for standalone VR means there’s little threat to growing that number significantly — already up 80 percent over the year ago quarter — in the years to come.

How will Facebook do it? By making what makes Quest great even better. Here’s what I think that likely means for a future headset that might be based on the “Del Mar” codename.

Before I go any further, let me be clear that demand for the current Quest outstripped supply even before the COVID-19 pandemic. That likely means the priorities for Facebook’s VR division in 2020 are simply to make enough Quests for people to buy, improve the headset with software updates and help developers make or polish apps for the current system.

What comes after that? Here’s what I’d expect to see from Facebook’s next Quest:

No Visual Sacrifices

The first generation of high-quality PC VR headsets set a standard using OLED displays refreshing 90 times every second and recommended specifications for software and PCs meant to make that mark the bare minimum for comfort.

Next generation VR headsets that released in 2019, like the Quest, and even Rift S, fall short of those refresh rates (72 and 80 respectively) while Valve Index can refresh up to 120 or 144 times per second with a superpowered PC. Those refresh rates aren’t the whole picture, though, because some modern headsets also use LCD panels that feature lower persistence than their OLED counterparts. Lower persistence equates to less noticeable blur (aka smearing), but LCD displays also sacrifice deep blacks that can turn dark VR environments into muddy grays.

We think it’s likely Oculus Go goes away soon and the eventual “Del Mar”-based successor to Quest might be able to display visuals up to 90 frames per second — either in standalone mode or PC VR mode. I’d even bet on an OLED to get those darker blacks. No matter the actual number on a specification sheet for a finalized Quest successor, I think Facebook is likely making it a priority to make the next Quest not a visual step down from either its first or second generation of PC VR. It is just too valuable to Facebook for them to be able to market a future Quest as being their best VR display ever, and for it to work at increased fidelity compared to their current offerings either in standalone or PC VR modes.

Better Hand And Controller Tracking

Oculus Quest controller-free hand tracking carries an “experimental” tag and, though it does appear to be an active goal at Facebook to improve the fidelity of the input system such that some games will gain support for it — it remains an open question how far Facebook can take the technology on current generation hardware.

A next generation Quest, though, might feature cameras that sample the environment at higher rates (or feature more cameras) to track both hand movements and controllers faster and with greater reliability. Our recent analysis of the “Jedi’ driver code suggests there could in fact be such a mode for next generation Oculus Touch controllers. While I also hope for better haptics in future Oculus controllers, tracking is believed by some researchers to be the single most important feature of any VR system. And that means any improvements in Quest hardware to the tracking of hands and controllers will pay dividends to immersion, and therefore Facebook’s revenue growth.

Better Balance

Removing weight from the front of Quest is probably the first thing anyone who uses a Quest wants after even five minutes of usage. We’ve found great success with the VR Power battery pack and building our own Frankenquest just by counterbalancing this front-heavy design.

If Facebook engineers can fix this problem in the next Quest by, say, moving certain parts of the system to the back of the head (like the battery) we think that’ll be a huge improvement all on its own. If they can do it while achieving the other improvements listed above? That’s going to not only make standalone VR more comfortable and inviting for a wider range of people, but would also encourage a lot of original Quest owners to upgrade while selling or passing on their original systems to new VR owners.

Conclusion

Facebook’s Quest could also use improvements to its audio experience. The Index off-ear speakers are a revelation and there’s even a well-funded Kickstarter project looking to make that approach to audio an add-on for any VR headset. Still, while I’d love the built-in audio on Quest to improve, I’m not convinced it’s as important as the other things the next Quest is likely to have.

Product design is about making trade-offs and Facebook designers have shown they’re ready to make shrewd and smart choices about what features to focus on in their products. Making VR easier to use by making software do incredible things — like rapid room-scale setup — all while decreasing the price of the overall package is the theme of Facebook’s first few years of VR product development. I expect that trend to continue into the next generation.

If “Del Mar” truly becomes a Quest successor — or perhaps an add-on to its product line — and hits these notes in the next two years, would Rift S stay in market even as a severely discounted PC-only option? Ripping the beta label off Oculus Link or building a wireless link might make the original Quest a formidable entry level PC VR headset with the considerable benefits of standalone and a price discounted below its current $400 level. Meanwhile, whatever “Del Mar” becomes could take the $400 and $500 VR pricing tiers while making fewer comfort and visual tradeoffs as compared to the gap between the current Rift S and Quest.

If Facebook is having trouble making enough Quests, focusing their VR efforts even further around the Quest product line might enable them to actually keep up with demand. To be clear, I’m not suggesting an end to the Rift or Go product lines — I believer there are markets for PC VR and lightweight social connections wherever you are — but I think Facebook is likelier to focus near term on hitting more home runs in the Quest ballpark than playing those other games. VR headsets which are comfortable to wear all day or sense more of your face movements for better social connections anywhere could certainly see the light of day in the long-term, but I think the next two years for Facebook are all about superpowering the Quest lineup.

The post Editorial: Oculus ‘Del Mar’ Quest Successor Should Have These Features appeared first on UploadVR.