Oculus Quest Hands-On Impressions: This Could Be The VR Headset For Everyone

Oculus Quest Hands-On Impressions: This Could Be The VR Headset For Everyone

Facebook promoted its Oculus Connect 5 conference that kicked off yesterday as a look at “the future of VR.” After spending all afternoon trying four different demos on the upcoming Oculus Quest standalone 6DOF headset, I feel inclined to agree. Quest is due out in Spring 2019 for $399 and aims to deliver a “Rift quality experience” with full positional tracking and two Touch controllers without the need for wires or a powerful gaming PC to run it.

Before I cover my actual hands-on impressions, let me be clear: the Quest is not a standalone Rift. The Quest is also not a more powerful Go. As frustrating as it may be, Quest really does sit somewhere in between. It’s powered by a Snapdragon 835 chipset which is a few generations beyond Go, but it pales in comparison to some of the $1,000 gaming PC rigs people can build to power their Rifts. The controllers are very similar, but don’t expect Quest to entirely replace all Rifts next year or anything like that.

Oculus Quest Headset Design and Specs

In terms of physical design, Quest looks a lot like a Rift. We know it’s 1600 x 1440 per eye for resolution and has the same lenses as Go, but we don’t know the field of view yet but it felt about the same as Rift and Go. We’ve heard  72Hz mentioned in a session at OC5 as the refresh rate, compared to 90Hz for Rift. Anecdotally I will say it seemed to be about the same as the Rift in all meaningful ways, although the overall visual quality of the apps was a bit lower. But at the end of the day I can’t really know for sure without comparing them side-by-side. It’s reportedly powered by a Snapdragon 835 chipset and will feature 64GB of storage (for the $399 model) with over 50 launch titles.

The front of the device is smooth and rounded, not flat like Go. There are two velcro tightening straps on either side near your ears with a single thin strap across the top of your head — just like Rift. My glasses fit inside the unit just fine with a small light leaking nose gap. It didn’t seem to smash my face as much as the Rift does, which is relieving. It felt a bit heavier than the Go in the front, but that’s honestly to be expected with so much more power housed inside the unit.

Speakers are hidden inside the head strap, similar to Go, with improved audio performance. In all four of my demos the sound was crisp and clear, although at the end of the day if you’re using VR alone at home you’ll probably just want to plug in your own headset for the best audio experience.

On the underside of the headset, below the lenses, there is an IPD adjustment knob, similar to Rift, and a volume button, rather than volume controls on top like Go. There’s also a USB-C port for charging as well as a power button on the exterior.

Quest Touch Controllers Design

As someone that uses an Oculus Rift with Touch almost daily, holding the Quest Touch controllers for the first time was a bit jarring. They have the same type of analog sticks, two face buttons each, a menu button each, as well as a trigger and grip button each — but they just feel different.

The portion that actually extends down into your palm that you wrap your hand around seems a tad longer, which is actually nice since it felt like I had a better grip on them while swinging around in Tennis Scramble. But the tracking ring’s new placement to encircle the top of the controller, rather than the bottom, feels really strange. Perhaps it’s just because I’m so used to the existing Touch controllers that it bothered me, but they seemed noticeably top heavy from what I was used to. Obviously this was a necessary design change because the headset’s four tracking cameras (part of the “Oculus Insight” system) need to see the rings to maintain tracking, and it’s something that I did eventually got used to.

Buttons were responsive and felt great. My Touch controllers at home are starting to feel a bit stiff sometimes, so the smooth and fluid triggers on the Quest Touch controllers seemed really nice by comparison. I quickly forgot I was holding anything at all in most demos and just got sucked into the experience. If people can get used to the ring’s movement and weight distribution, these are just as great as the already excellent Touch controllers.

Oculus Quest Insight Tracking

During the OC5 day one keynote, Facebook leadership talked about what’s been dubbed the “Oculus Insight” tracking system. Basically the four cameras on the front of the headset read and analyze your playspace to see your environment and then also keep track of the two Quest Touch controllers. This means that the Oculus Quest Touch controllers are tracked with six degrees of freedom (positional tracking) wherever you move in 3D space. The same goes for the headset. So unlike Go, you can walk around, lean in any direction, and move through a room just like you would with Rift or Vive, but without any cords or external cameras.

The benefit to the headset having this type of inside out tracking is pretty clear, right? It gives you nearly total freedom. You aren’t bound to your playspace that has cameras plugged into a PC. I can stick Quest in a bag and bring it anywhere with both controllers and it’ll just work — at least that’s the idea. But this sort of tracking system does have some limitations as well.

For starters, the four cameras on the headset are front-facing only. This means that they can only see your controllers as long as they are directly in front of you within the cameras’ field of vision. Luckily since they are spread out into the corners of the headset the range was really good. Most of the time, even if I moved my hands to the side or down by my waist, Quest didn’t have issues keeping up with where the Touch controllers were at. But it wasn’t flawless.

I tried to put the tracking to the test a bit when I played Superhot VR by doing things like turning my head and then reaching for something that’s behind me or off to the side. Sometimes I could pick it up and bring it up in front of me, other times it didn’t work perfectly. And if I put my hands behind me or out of view, then slowly bring them back into view, there was a slight jitter while the cameras adjusted and relocated the Touch controllers again. The jitter lasted longer than a second and anyone that has ever used a Windows VR headset will know what I’m talking about.

In another situation I was playing 3v3 Dead and Buried in an “arena scale” setup that had actual boxes and pillars in the real world mapped to the same location in VR. With this demo I was able to freely move around the entire 4,000 square foot space, ducking behind boxes, and moving around a ton. No framerate drops and no headset tracking issues at all. But in one case when I reached around a piece of cover to shoot, the headset lost tracking on my controller. That’s because I was reaching around a real physical box so it occluded the view — in a normal roomscale setup, that wouldn’t happen.

Finally, during a discussion focused on porting Rift games to Quest, developers and engineers discussed two specific cases to watch out for in Quest games. First, is anything that requires reaching behind your head can be tricky — such as changing weapons in Space Pirate Trainer or pulling out an arrow from a quiver. Plus, in a game with a two-handed gun or a bow and arrow, your hands can actually occlude themselves because they’re held out in front of you, in parallel, blocking camera view of your furthest hand.

Those are very specific cases that I didn’t personally deal with today, but are worth considering. Overall I’d say Quest has obviously better tracking than Go, slightly better tracking than PSVR, but not quite as good tracking as Rift or Vive. In terms of 360, positional, roomscale tracking at home goes, the Vive’s external base stations can’t be beat — but the Quest is wireless and standalone at a much more affordable price.

Oculus Quest vs. Rift vs. Go

This is what everyone wants to know, right? Is the Quest basically a more powerful Go, or is it like a less powerful Rift? As of now it’s hard to say with certainty. However, because of the way the tracking works with 6DOF controllers and a 6DOG headset the closest point of comparison would be like a two front-facing sensor arrangement for Rift, but without a wire and with 360 movement. Let me explain.

When you use a Rift with two sensors facing at you, you’re able to stand up and use two Touch controllers. That means full positional tracking and hand presence. But since those two sensors are both in front of you, that means you can’ reach behind your head or occlude the controllers or else tracking suffers. Quest seems to be in a similar boat.

If you are doing lots of stuff with your hands that requires them to not be in front of you, then tracking is gonna have problems. That’s just the nature of how a camera works. But that being said, it re-aligns very quickly and does a good job of maintaining tracking even outside of view. Honestly, it worked better than I expected and if booth attendees hadn’t scolded me I’d have ran around very quickly.

At $400 (that’s literally the same price as a Rift) you’re getting a headset that looks even sharper than the Go’s excellent lens clarity, features 6DOF controllers and headset movement, no wires, no PC, and a launch library that’s gearing up to include quality Rift titles ported down and new experiences like Tennis Scramble and Face Your Fears 2.

That…is impressive. Time will tell if this has the effect on the VR market that Facebook clearly hopes it will, but the potential is certainly there. When recommending Go to people I found that it often came with too many reservations and caveats if they’d already tasted VR with Rift. Now I can tell someone that they can get fully-featured VR for half the cost of a new phone, the same cost as a game console.

With good marketing and a strong launch library, Oculus Quest feels like it really could be the first VR headset for absolutely everyone.

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OC5: Here’s Dead And Buried Running Side-By-Side On Rift And Quest

OC5: Here’s Dead And Buried Running Side-By-Side On Rift And Quest

Oculus Quest, Facebook’s new VR standalone headset, is set to bolster its library with a host of ports of Oculus Rift titles when it launches next year. But, running with mobile hardware, can Quest really hope to achieve anywhere near the level of visual fidelity seen on the Rift?

As Developer Relations Engineer Gabor Szauer showed at Oculus Connect yesterday, it can get pretty darn close. Szauer ran a session titled ‘Porting Your App to Project Oculus Quest’ in which he detailed various optimizations made to one of Rift’s premier shooters, Dead and Buried, that allowed the team to squeeze the game onto Quest. This was the result:

Not bad, right? Now, obviously, Oculus itself has intimate knowledge of both PC and mobile development on its hardware, not to mention the limitless resources of Facebook to make these ports happen. It’s also true that Dead and Buried isn’t the most demanding Rift game (a sort of port is on Go, too). Still, Szauer’s tips for porting games should give developers a lot of help.

For starters, the developer cited a key component of any optimization system: baking the app’s lighting. This essentially means lighting is a static feature within an environment rather than an intensive dynamic system that sucks up processing power. The less Quest has to remember, the more it can focus on things that really matter.

Other tips were very much along the same lines. Szauer suggested developers merge objects in a room. Dead and Buried, for example, features 915 objects on Rift but just two in the Quest version which, yes, will mean you can pick up everything in a room, but it will give Quest a much easier time letting you walk around in it.

Another major factor is texture compression. Szauer showed examples of where texture qualities on characters and environments had been lowered ever so slightly. The difference to you and me is hardly noticeable but, as Szauer said: “Where we can’t really tell, the GPU can most certainly tell.

“This is kind of a trend you see in all the assets,” he continued. “Less textures, fewer polygons, preferably just one material so the whole thing can just render in one draw call.”

Games like Moss, Superhot and Robo Recall will likely also be calling upon these tricks for their announced ports for Quest. We’re going to be really interested to see how they turn out.

You can see Szauer’s full talk below. Hes’ got plenty more tips. As for Quest, it’s out next spring for $399.

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OC5: Turtle Rock Games Is Developing Face Your Fears 2 For Quest

OC5: Turtle Rock Games Is Developing Face Your Fears 2 For Quest

At last year’s Oculus Connect, VP of Content Jason Rubin revealed that Gear VR’s Face Your Fears, a game with several scary showcases for the platform, was one of the company’s “biggest success stories” yet. Yesterday, we found out that a sequel is on the way.

Face Your Fears 2 was somewhat quietly announced during yesterday’s Connect 5 keynote, being shown in a demo reel for Oculus’ new standalone VR headset, Quest. Since then Turtle Rock Studios, the makers of the original game, have confirmed that they’re working on the new iteration. It’s even on display at Connect this year with its own spooky booth, as seen in the pictures below.

The footage on-stage had a crow fly at the user’s face, which didn’t look pleasant at all, but that’s kind of Face Your Fear’s objective. The original game featured relatively short sequences designed to play on people’s fears in often cruel ways, selling expansions on the Oculus Store. It made for a great way to showcase the power of VR, even on three degrees of freedom (3DOF) headsets like Gear VR and Oculus Go.

It looks like Face Your Fears 2 is shaping up to be a launch title for Oculus Quest next spring. No word yet on if it will also coming to Gear and Go.

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Oculus Shows off Colored Quest Headsets at Connect

Oculus Connect, the company’s annual developer conference, kicked off yesterday with the surprise announcement of a new high-end standalone VR headset. Dubbed Oculus Quest, the headset is being shown off at Connect in an array of colors outside of the initially advertised matte black.

A purple and orange variant were seen in a special arena-scale demo of Dead and Buried, which is being positioned as an out-of-home offering.

Image captured by Road to VR

There’s currently no word from Oculus whether the colorful variants will be offered to consumers or businesses when the headset launches in Spring 2019, although it’s clear at very least the company is toying with the idea.

If the colored Quests do come to market though, this will be the company’s first ever color option for any of their headsets, as both Rift and Oculus Go respectively come in black and light grey.

Want to learn more about Quest? Check out our hands-on with Quest for a deep dive into everything we know about the headset.

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OC5: Ready At Dawn, Insomniac And More Are Experimenting With Oculus Quest

OC5: Ready At Dawn, Insomniac And More Are Experimenting With Oculus Quest

Oculus Quest, Facebook’s new standalone VR headset, is promising over 50 games for launch next year, and a list of developers shown at this week’s Oculus Connect conference gives us some idea of what’s on the way.

Hugo Barra, Facebook’s VP of VR, revealed a look at a handful of developers that have been experimenting with Quest and its six-degrees of freedom (6DOF) tracking over the past year. On-screen behind Barra was a list (seen above) that included Lone Echo (and Lone Echo II!) developer Ready at Dawn Studios, Rock Band VR creator Harmonix, and Dragon Front studio High Voltage Software.

There were also some developers with already-confirmed Quest games, like the Superhot team and Polyarc, the developer of Moss. Other VR staples include Arizona Sunshine‘s Vertigo Games, Sprint Vector‘s Survios, and Wilson’s Heart‘s Twisted Pixel.

Note that this doesn’t necessarily confirm these developers will definitely have Quest games ready for launch. Barra described these team’s work as “exploring what’s possible and what they can build on Oculus Quest.” Still, practically every developer on the list has at least one Rift, Go or Gear game that we’d love to see ported to Quest (Echo VR please), so we’ll keep a close eye on them.

Barra’s words also led into a video that revealed yet more developers that have been playing around with the device, including Insomniac, the studio behind the upcoming Stormland (or, for most people, those guys that just made that great Spider-Man game) and Tender Claws, the makers of the ever-excellent Virtual-Virtual Reality.

Quest is arriving in spring 2019 for $399. Expect full impressions of our hands-on time later today.

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OC5: Oculus Quest Uses Snapdragon 835 Processor

OC5: Oculus Quest Uses Snapdragon 835 Processor

Oculus had a lot to say about its new standalone VR headset, Quest, at the opening keynote for Oculus Connect 5 yesterday, but one thing it didn’t really mention was the processor powering the device. We now know it’s a Snapdragon 835.

Oculus confirmed as much following the kit’s reveal in San Jose. The 835 isn’t the latest processor from Qualcomm (it’s used in Samsung’s Galaxy S8 but was replaced with the newer 845 in this year’s Galaxy S9), but it is a step up from the 821 found in Oculus’ other, lower-cost standalone, Oculus Go. It’s also used in other standalone devices like Google and Lenovo’s Mirage Solo.

Go, though, is still able to run a wide range of Gear VR apps given that its older hardware is entirely dedicated to VR performance and not being partially applied elsewhere as it would on a smartphone. We can expect the same to be true of the 835; it won’t be as strictly powerful as an S9 but all of its horsepower will be going on VR alone. That might be one of the key reasons why Oculus is going to be able to get games like The Climb and Robo Recall onto the device. Still, don’t expect these games to make it to Rift unscathed in some way, be it visual downgrades or reduced enemy numbers, and we doubt more intense games like Lone Echo will be able to make their way over.

We also know Quest offers 1600 x 1440 resolution per eye, which is basically the same as Go, and it sports built-in audio too. It’s also got full six degrees of freedom (6DOF) control using the new Oculus Insight inside-out tracking system.

Quest is going to be launching in the spring of next year for $399. We’ve been hands-on with it at Connect this year so expect a full rundown of the experience later today.

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OC5: Echo Combat Release Date Finally Announced

OC5: Echo Combat Release Date Finally Announced

The long wait for the full launch of Ready at Dawn’s Echo Combat is nearly at an end.

During its Connect developer conference, Oculus today announced that the highly-anticipated expansion to Echo VR would be arriving on November 15th following multiple beta testing periods that began this summer. Echo Combat, which complements the existing Echo Arena, was first announced at Oculus Connect 4 last year.

The game builds upon the zero gravity traversal that was established in both Arena and Ready at Dawn’s single-player experience, Lone Echo. As the name suggests, though, this one ups the action by having players gun each other down. It’s unlike anything else you’ve played in VR (except for Downward Spiral) and it’s thoroughly addictive.

Echo Combat will launch exclusively on the Oculus Rift. We went hands-on with the game just ahead of OC5, so look for our latest impressions soon.

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OC5: Oculus Go ‘Beating Expectations’, Rift ‘Performing Well’

OC5: Oculus Go ‘Beating Expectations’, Rift ‘Performing Well’

Oculus yet again declined to share sales figures for its Oculus Rift and Go headsets this month.

Speaking to UploadVR ahead of today’s Oculus Connect 5 developer conference, the company’s Nate Mitchell avoided providing specific numbers for both devices, instead insisting that both were “performing really well.”

“Go is beating our expectations on I think every front,” Mitchell said. “It’s great. Rift continues to perform really well, especially at the $399 price point.”

It’s difficult to tell what ‘really well’ means in the VR market given that Oculus hasn’t provided any sales information for Rift since its launch back in 2016. The company’s silence on the matter has only fuelled speculation (and numerous estimated analyst projections) that PC VR headsets sales have been slow. Meanwhile, we do know that Sony’s PlayStation VR (PSVR) headset sold three million units as of August 2018.

Rift’s main rival, HTC’s Vive, hasn’t shared any sales data either. That said, monthly Steam Hardware Survey reports do at least suggest Rift is the most popular VR headset on the platform, narrowly edging out Vive over the past few months.

The standalone Go, meanwhile, was only introduced in May 2018 but designed as a low-cost ($199), accessible entry point into the VR market that anyone could pick up. Again, though, without knowing what Oculus’ internal expectations for the device are, it’s difficult to gauge how well it’s really performing.

“We do think that one of the continued big growth drivers is content, so you’ll continue to see that investment as we build a world-class content library that appeals to a wide audience of gamers,” Mitchell said, adding that Oculus’ focus now was to expand the Go ecosystem in order to attract more people to the device.

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OC5: Titanfall Dev’s Rift Exclusive A No-Show But Working ‘Full Steam Ahead’

OC5: Titanfall Dev’s Rift Exclusive A No-Show But Working ‘Full Steam Ahead’

Last year’s Oculus Connect keynote speech closed out with the surprising revelation that Titanfall developer Respawn Entertainment was working on an Oculus Rift exclusive for launch in 2019. Sadly, the mysterious project is a no-show at this year’s Connect.

Oculus’ Nate Mitchell confirmed to UploadVR that the game wasn’t being shown this year, but did reassure that it was still making progress. “We’re still working on it full steam ahead,” he said, “but nothing to share at OC5.”

It’s a shame given that last year’s tease really didn’t tell us much about the project other than that it will likely be a shooter of some kind. That’s an exciting prospect given that Respawn is comprised of developers that popularized the Call of Duty series before forming a new studio and creating the critically-acclaimed Titanfall series. The team was acquired by publisher EA late last year, although Oculus reassured this wouldn’t impact the existing deal.

We do know that the game won’t be set in the Titanfall universe, nor will it be the Star Wars game Respawn is currently working on with EA. We’ve got our fingers crossed that it will still hit sometime in 2019?

Instead of showing off the latest with Respawn, Oculus elected to reveal another big exclusive this year in Lone Echo II. Judging by the trailer, we can’t really say we blame them.

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OC5: 4K Oculus Half Dome Prototype Would Be ‘Straightforward’

OC5: 4K Oculus Half Dome Prototype Would Be ‘Straightforward’

According to Oculus’ Michael Abrash, fitting the company’s new Half Dome prototype with 4K displays would be “straightforward”.

Abrash said as much during his keynote speech at Oculus Connect 5 today. He explained that the current Half Dome prototype, which made its debut at F8 earlier this year, has a resolution “roughly” the same as the Rift. He later added that “4K panels that would provide 30 pixels per degree over a 140 degree field of view have already been shown publicly, and using one in Half Dome would be straightforward.”

4K resolution panels will be essential to giving us clearer VR experiences in the future, further eliminating the screen door effect (SDE) seen in current headsets.

As Abrash alludes to in the quote, Half Dome also sports a 140 degree field of view and even varifocal displays that adapt to where the user is looking to accurately produce focal depth in VR. We were hoping we might be able to get a first look at the device at Connect this year though Oculus is focusing on its new standalone headset, Quest. Earlier in the day, Facebook’s Hugo Barra noted that Quest completed Oculus’ first generation of devices, lending more evidence to the idea that Half Dome will eventually materialize as Rift 2.

When we’ll actually see that happen remains unclear although, according to Abrash, it could be a little sooner than we think.

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