Hands-On with Oculus Quest – The Way VR Was Meant To Be

Modern virtual reality (VR) has been making promises for five years. Since the initial reveal of a duct-taped Oculus Rift through the development kits and up until the consumer launch, we’ve all been promised that the technology will eventually offer truly revolutionary experiences. It’s gotten closer to this Holy Grail, step-by-step, but it’s never been quite enough. Two years ago Oculus revisited that promise in the form of the Santa Cruz prototype, and today, it has come good: accelerating VR hardware in its goal of reaching mass market adoption through ease of use, so that we can all eventually experience something groundbreaking.

Oculus Quest (OC5)Santa Cruz, or Oculus Quest as it is now known, is an elegant piece of hardware design. It’s a recognition of the fact that everything we’ve seen so far has been good, but still falls quite short of one-size-fits-all. The Samsung Gear VR, the Oculus Rift and even the Oculus Go have changed the technology industry forever, but VR is still yet to change society: Oculus Quest takes all of the technological, market penetration and form factor lessons learned over the last five years and repackages them into something believable. Quite simply, Oculus Quest could have what it takes for VR to push beyond the novelty and cash-in on that promise.

Originally unveiled as a slightly fragile prototype back at Oculus Connect 3 in 2016, the device has come a long way in two years. The level of comfort offered is actually better than Oculus Rift despite including all the processing hardware on-board and, while we’re yet to get any official statements regarding field of view (FoV), it does upon initial (limited and controlled) testing appear to offer a slight improvement. The tracking of the head-mounted display (HMD) still occasionally suffers on erratic movement (sharp 180 turns or diagonal upwards swings) but for the most part it performs just as well as the Oculus Rift itself.

A slight issue that appears to have become part of the Oculus Quest since last year is controller tracking. Face Your Fears 2 – a horror experience from Turtle Rock Studios – didn’t rely on swift arm movement and so the predictive tracking worked seamlessly, however Project Tennis Scramble – a colourful tennis experience – required much faster movement often seeing your racket disappear from the field at the worst possible time. Whether this is a hardware issue or the software remains to be seen, but given the quality of the demonstrations seen when the Santa Cruz controllers were initially revealed last year it’s more than likely to be the latter.

Oculus Quest - Hero / Lifestyle ImageTechnical specifications of the Oculus Quest, such as processing power, GPU clock rate, battery life and storage capacity, have not yet been revealed. It’s not likely that such information will come to light any time soon, but the fact that it uses USB-C for charge and houses a much more efficient focal adjustment is good news right from the start.

So what does this mean for the Oculus hardware family? Oculus Go will continue to be the entry level device, but will the Oculus Rift represent the high-end? Will we see the minimum PC specification for Oculus Rift experiences increasing above and beyond that of Oculus Quest? Or will we see the Oculus Rift receiving a price-drop and being positioned as the awkward middle child? Only time will tell, but the next six-or-so months as we await the Oculus Quest launch will undoubtedly be very exciting.

OC5: Up Close Photos Of The Oculus Quest Controllers

OC5: Up Close Photos Of The Oculus Quest Controllers

We’re still chasing around demos at Oculus Connect 5 that show us what Oculus Quest will be capable of when it launches early next year, but in the meantime we were able to take some close up photos of the controllers which are being shown with the new headset.

The controllers share the same basic buttons and thumbsticks as Oculus Touch, except that the tracking ring has been flipped to a new position so it can be seen more easily by the headset’s outward-facing cameras.

The controllers are being shown with games like Superhot and multiplayer tennis during OC5, and we’ll have hands-on reports as soon as we can gather together our thoughts. Oculus Quest doesn’t launch until early next year but, at $400 with more than 50 games at launch, it is likely to hit a sweet spot between price and capabilities that will see a number of great PC games ported to standalone VR.

The key to Oculus Quest’ success is going to be the quality of these controllers. At first glance, they look a lot like a more evolved Oculus Touch controller, but the proof will be in how often the headset loses tracking given the new inside-out configuration.

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Oculus Quest Features Multi-Room Guardian and Arena-Scale Tracking Using Oculus Insight

While the announcement of Oculus Quest was certainly eye catching, with the standalone headset set to launch in Spring 2019 for $399 USD, it was the tech making it all possible that made it all the more impressive. That technology was Oculus Insight, the inside-out tracking solution which sets it apart for Oculus Rift and Oculus Go.

Oculus Insight

Oculus Insight uses four ultra wide-angle external sensors and computer vision algorithms to track and map the area in real time whilst also tracking the Oculus Touch controllers. The technology looks for edges, corners, and any other distinct feature in the environment to generate a point map of the users location, creating an estimate every millisecond of where their head is.

And thanks to the way Oculus Insight works it means that Oculus Quest has ‘arena-scale’ tracking, allowing for gameplay in much larger environments than at home. During Oculus Connect 5 this week this function is being put to the test in a 4,000 sq ft arena with guests able to play Dead & Buried Arena.

All this tracking also works for co-location multiplayer, as Oculus explains: “Oculus Insight can build and store a “spatial map” of any environment. It can retrieve this map and use camera data to “see” where it’s located. In the current demo, we created a master map of the entire space and made the map accessible to multiple devices in the same room over the network. That way, the devices know where they are in relation to one another, allowing them to co-locate each other.

Oculus Quest - Front

The system also employs Oculus Rift’s Guardian tech, which stops users walking into walls, or punching furniture, bringing up a virtual wall to notify them. Naturally this has been taken further to offer a ‘Multi-Room Guardian’ which remembers the layout of rooms for quick and easy use when taking round a friends then coming back home. What Oculus hasn’t quite detailed is how the scanning works, whether its completely automatic or if its manually operated.

How well this all works is another matter. With four sensors the controller tracking should be better than rivals Vive Focus and Lenovo Mirage Solo which only use two forward facing cameras. When VRFocus finds out we’ll let you know.

Up Close With Oculus Quest

Oculus Quest (formerly Santa Cruz) has been officially revealed, launching Spring 2019 for $400. We’ve got our first up close look at the newly refined headset.

Update (3:00 PM PT): In a previous version of this article, it was stated that Oculus Quest and Oculus Go shared the same resolution. This is incorrect, and has been corrected in the body of the article.

Upon entering the press room at Oculus Connect this morning, three display stands stood off to the side of the room. Each under glass, the Oculus Go and Oculus Rift flanked the third display stand which was covered by a black cloth: the international tech conference signal for “we’re about to reveal something special.”

As Oculus Quest was revealed, the cloth came off and we got our first up close look at the new high-end standalone headset from Oculus.

Photo by Road to VR

Of course, we’ve seen Santa Cruz before (the prototype that Quest is based on), but careful inspection of Quest shows a number of changes, some obvious and some subtle.

First and foremost, this is the first time the company has shown the finished controllers, which now include thumbsticks and buttons rather than a trackpad. Oculus is straight up calling these ‘Touch’ controllers (even though they’re a little different from the desktop version), since they have all the same inputs, including the ‘hand triggers’ (for grabbing), which work so well on the Rift version of the controllers.

Photo by Road to VR

Oculus says the move from trackpads to thumbsticks and buttons was based on overwhelming developer feedback; developers wanted a common input paradigm between Rift and Quest in order to make it easier to make games work on both platforms.

The design of the headset has also been polished to be ready for consumers, now with a similar cloth exterior to the Rift, some more subtle curves, and improved audio (with speakers hidden in the headband), which is said to have more bass than before.

Photo by Road to VR

We also get a look at the final ports, buttons, and adjustments on the headset, and can spot a power button, USB-C port for charging, and 3.5mm headphone jack if you want to use your own headphones.

On the bottom of the headset there’s an IPD adjustment slider (which changes the spacing between the lenses) and volume buttons. And it appears that there is a microphone on the front top of the headset, possibly for noise-canceling against another mic hidden on the bottom.

Photo by Road to VR

Oculus confirmed that Quest is using the same lenses as Oculus Go, which they say are their best to date. Although it’s using a 1,600 × 1,440 resolution per-eye, which is different from the LCD display used in Go, which has a 1,280 × 1,440 per-eye resolution. Despite this, we’re expecting more or less the same ~100 degree field of view, although we’re awaiting confirmation on those details.

We’ll be going hands-on with Quest soon to see how it fares when put to the test in a live setting.

The post Up Close With Oculus Quest appeared first on Road to VR.

Oculus Quest Supports “Arena-scale” Tracking and Multi-room Guardian

Oculus today offered up some details on the ‘Insight’ tracking system of their new Quest headset. The inside-out tracking goes “beyond roomscale,” according to Oculus, enabling large-scale experiences that let players physically move around large spaces. Additionally, Oculus Quest is equipped with the familiar Guardian system to keep you from bumping into your surroundings, now upgraded to support multiple rooms.

Oculus Quest uses four wide-angle cameras to not only track the Touch controllers, but also to track the environment around the user in order to understand where the headset is located in space.

This ‘inside-out’ tracking, which Oculus calls ‘Insight’, means that users don’t need to rely on external sensors or trackers, freeing them to move around large scale spaces rather than being constrained to a room-scale tracking volume. As such, Oculus says that the headset can support “arena-scale” tracking.

At Oculus Connect the company is showing a multiplayer VR FPS arena for Dead and Buried that occupies several thousand square feet, allowing players to have a VR laser tag-like experience where they are physically moving around a large space with real objects for cover, all while battling in VR. In this early stage, it sounds like this kind of large-scale tracked experience is still experimental, but something the company is hoping to expand going upon forward.

SEE ALSO
Oculus Announces Quest, The High-end Standalone Headset Starting at $400

For consumers in their home, Oculus says that Quest will support a multi-room Guardian system. Oculus Rift users will be familiar with Guardian, which allows them to trace an outline of their physical space in order to set a safe boundary for their movements in virtual reality. When approaching the edge of the boundary, the Guardian system shows itself as a virtual wall that looks like a blue grid, preventing you from running into a wall or punching your computer monitor (usually).

Since Oculus Quest offers ostensibly unconstrained movement via inside-out tracking, Oculus has announced a multi-room Guardian system. The company says that this will allow users to set up Guardian spaces in multiple rooms, and Quest will remember those setups and automatically identify which room the user is in to show them the right Guardian boundary.

It remains to be seen how well this will work, as it’s surely challenging to reliably identify rooms in various lighting conditions and when objects could move from one session to the next. We’ll be going hands-on with Quest soon to bring you more details on how it all works.

The post Oculus Quest Supports “Arena-scale” Tracking and Multi-room Guardian appeared first on Road to VR.

Oculus Quest Supports “Arena-scale” Tracking and Multi-room Guardian

Oculus today offered up some details on the ‘Insight’ tracking system of their new Quest headset. The inside-out tracking goes “beyond roomscale,” according to Oculus, enabling large-scale experiences that let players physically move around large spaces. Additionally, Oculus Quest is equipped with the familiar Guardian system to keep you from bumping into your surroundings, now upgraded to support multiple rooms.

Oculus Quest uses four wide-angle cameras to not only track the Touch controllers, but also to track the environment around the user in order to understand where the headset is located in space.

This ‘inside-out’ tracking, which Oculus calls ‘Insight’, means that users don’t need to rely on external sensors or trackers, freeing them to move around large scale spaces rather than being constrained to a room-scale tracking volume. As such, Oculus says that the headset can support “arena-scale” tracking.

At Oculus Connect the company is showing a multiplayer VR FPS arena for Dead and Buried that occupies several thousand square feet, allowing players to have a VR laser tag-like experience where they are physically moving around a large space with real objects for cover, all while battling in VR. In this early stage, it sounds like this kind of large-scale tracked experience is still experimental, but something the company is hoping to expand going upon forward.

SEE ALSO
Oculus Announces Quest, The High-end Standalone Headset Starting at $400

For consumers in their home, Oculus says that Quest will support a multi-room Guardian system. Oculus Rift users will be familiar with Guardian, which allows them to trace an outline of their physical space in order to set a safe boundary for their movements in virtual reality. When approaching the edge of the boundary, the Guardian system shows itself as a virtual wall that looks like a blue grid, preventing you from running into a wall or punching your computer monitor (usually).

Since Oculus Quest offers ostensibly unconstrained movement via inside-out tracking, Oculus has announced a multi-room Guardian system. The company says that this will allow users to set up Guardian spaces in multiple rooms, and Quest will remember those setups and automatically identify which room the user is in to show them the right Guardian boundary.

It remains to be seen how well this will work, as it’s surely challenging to reliably identify rooms in various lighting conditions and when objects could move from one session to the next. We’ll be going hands-on with Quest soon to bring you more details on how it all works.

The post Oculus Quest Supports “Arena-scale” Tracking and Multi-room Guardian appeared first on Road to VR.

OC5: Oculus Quest Will Launch With Over 50 Titles In 2019

OC5: Oculus Quest Will Launch With Over 50 Titles In 2019

Today at Oculus Connect 5 Facebook announced that the Santa Cruz prototype is now officially known as Oculus Quest and that it will be launching in Spring 2019 with over 50 different titles for $399. While the full list of releases won’t be confirmed until next year, we already have a bit of insight into what to expect.

Here at OC5 in San Jose Facebook is hosting an “arena-scale” demo of Dead and Buried that will allow users to run around freely in a large space within a shared multiplayer environment. At the show they’re also demoing Tennis Scramble, a VR tennis title that looks a lot like Wii Tennis, as well as Face Your Fears.

In addition to those that we will have the chance to try here today, Oculus Quest will also launch with several ports of other Rift titles such as Superhot, Robo Recall, The Climb, and Moss. But that still leaves over 40 other titles that we don’t know about yet.

The sizzle reel that they showed during the OC5 keynote didn’t show much actual gameplay footage, more like concept ideas, but it certainly showed what looked like a sword fighting game of some kind (maybe even Raw Data?) and we’re hoping to see Beat Saber make an appearance. At one point the actor has giant fists on her hands that look a lot like The Hulk, so hopefully that means some version of Marvel Powers United VR on Quest too.

What other titles do you hope to see on Oculus Quest? We put together a wish list if you want to see our picks, but we’d love to know your thoughts too down in the comments below!

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‘Robo Recall’, ‘The Climb’, ‘Moss’, and More Coming to Oculus Quest

Oculus today announced ‘Quest’, their new high-end standalone VR headset. The company is promising that some of the top Rift titles will be ported to the headset, including Robo Recall, Moss, The Climb, and Dead and Buried.

On stage today at Oculus Connect 5, Facebook CEO Mark Zuckerberg said that Oculus is focusing on creating a self-sustaining ecosystem so that VR developers can thrive on their platform. Part of achieving that, Zuckerberg said, is making sure that the company’s various efforts across mobile and PC VR are working toward that common goal.

Toward that end, Zuckerberg said that the new Oculus Quest headset will run some of Rift’s current top titles. On stage he mentioned Robo RecallMoss, The Climb, Dead and Buried, ‘and more’.

SEE ALSO
Oculus Announces Quest, The High-end Standalone Headset Starting at $400

He also announced that there are some 50 launch titles planned for the Oculus Quest launch which is set for Spring.

It’s surprising to hear that games like Robo Recall and The Climb will be coming to Santa Cruz, given that they are graphically intense games built on engines that usually power high-end PC titles. It’s very likely that the graphics will have to be toned down for these titles to run on Quest, given its mobile graphics processor, but it’s still great to know that the investments put into these high-end titles will be able to be enjoyed by mobile VR players too.

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Oculus Announces Quest, The High-end Standalone Headset Starting at $400

Oculus today introduced Quest, the consumer version of the ‘Project Santa Cruz’ headset that the company first revealed way back in 2016. The headset is high-end standalone, meaning it doesn’t rely on a PC, but still manages to include the positional head and hand tracking that makes high-end headsets so immersive.

First introduced back in 2016 as Project Santa Cruz, the Quest brings full head and hand tracking to world of standalone headsets, something not yet available in similar offerings like the Lenovo Mirage Solo or Vive Focus (which both offer positional head tracking but not positional hand tracking).

Revealed today by Facebook CEO Mark Zuckerberg, Quest took a premier spot in today’s Oculus Connect keynote.

To boot, the headset and Touch controller combo is said to start at $400 for the 64 GB model, and launch in Spring 2019.

The Quest is said to include “the same best-of-class optics as Oculus Go with a display resolution of 1,600 × 1,440 per eye, while incorporating a lens spacing adjustment to help maximize visual comfort.” Built-in audio, similar to Oculus Go’s, will also be included, although it’s said to include “deeper bass.”

The company is calling the 6DOF optical tracking system ‘Oculus Insight’, the system that powers inside-out tracking, Guardian, and Touch controller tracking. Using four “ultra wide-angle sensors” combined with computer vision algorithms, the setup is entirely wireless and doesn’t rely on external sensors.


This story is breaking. Check back for more details as they come.

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