Pimax announced Pimax Crystal QLED, a $1899 dual-mode VR headset the company claims will have the highest angular resolution on the consumer market.
Crystal will feature dual 2880×2720 LCD panels with Mini LED backlighting and a quantum dot layer. While traditional small LCD panels use a single backlight behind the entire display, Mini LED instead uses thousands of tiny LED elements, delivering contrast levels close to OLED – though with the tradeoff of some blooming. The quantum dot layer should deliver an extremely wide color range, which Pimax claims surpasses even OLED. The maximum refresh rate is 160 Hz.
Crystal’s lenses are made from glass rather than the plastic used in most other headsets, which Pimax says increases brightness and reduces both glare & aberration. The default lenses have a horizontal field of view of 110°, roughly the same as the Valve Index. This is a departure from Pimax’s core brand of ultra wide field of view VR. But Crystal’s unique feature is it will come with a different pair of 120° field of view lenses that can be swapped in, so you can choose between clarity and immersion.
Back in October Pimax announced another standalone headset, Reality 12K QLED, which it said will ship in Q4 2022 for $2399. Reality will also uses QLED panels but promises a much wider 200 degree field of view and onboard body tracking. This begs the question: what kind of buyer is willing to pay $1900 but not $2400 for a significantly wider field of view? Pimax’s response is that Crystal’s focus is on achieving maximum visual clarity, and that it doesn’t require a monster GPU like Reality.
Other than the lenses and displays Crystal and Reality are very similar headsets. Both have four cameras on the front edges for inside-out tracking of the headset and its Touch-like controllers – or your hands freely – as well as internal cameras to track your eyes and face. The eye tracking is said to power automatic lens separation adjustment and dynamic foveated rendering. Both headsets also use the same Snapdragon XR2 processor as Meta’s Quest 2. An extra cooling fan and dynamic foveated rendering mean they should outperform Quest 2, but this may be negated by the higher resolution and wider field of view it needs to render.
Also like Reality, Crystal supports two separate PC VR modes. The standard method sends frames over your home Wi-Fi network similar to Oculus Air Link or Virtual Desktop. The high fidelity mode uses a DisplayPort cable or dedicated WiGig transmitter for a much higher bandwidth connection. The cable is included but the WiGig transmitter will be sold separately.
Pimax sees Crystal as competing with Varjo Aero. As Pimax points out, the $1990 Aero has the same resolution but doesn’t come with tracking, controllers, or audio – and doesn’t have a wireless or standalone mode.
The company will likely struggle to obtain compelling content for its standalone mode store, however. Reality was announced with two standalone games: Ragnarok and Hyperstacks. Crystal is being announced with three more: BRINK Traveler, cyubeVR, and BoomBox. None of these are exactly system sellers and it’s likely these headsets will be primarily used in PC mode, but Pimax is still asking interested developers to reach out.
Pimax claims Crystal QLED will start shipping in Q3 2022, between July and September. We should, however, note Pimax has in the past missed its shipping targets, and the ongoing global supply chain uncertainties have led to delays across the tech industry.
At Display Week 2022 TCL presented the most compact LCD panel for VR we’ve seen yet.
The primary driver of the size and bulk of today’s VR headsets is the optical design, a function of both the size of the display and the lenses used to magnify it over a relatively wide field of view. Valve’s Index uses 3.5 inch panels, while HP’s slightly more compact Reverb G2 uses 2.9 inch panels. HTC’s Vive Flow, the most compact headset available in the west, uses 2.1 inch displays.
TCL presented two new LCD panels at Display Week. Both have a refresh rate of 120 Hz.
The first is also 2.1 inches, like Vive Flow’s, but whereas Flow’s displays are 1600×1600 TCL’s new display is 2280×2280 thanks to having a density of 1512 pixels per inch. Flow reaches only 75 Hz, but it’s unclear whether this is a limitation of the panels or just a product design decision. This new panel was shown integrated into a fully standalone prototype headset to demonstrate just how compact a standalone with Flow-sized displays could be:
The second has slightly lower resolution, 2160×2160, but is smaller than any VR LCD we’ve seen to date at just 1.77 inches. To achieve this it actually has an even higher density, 1764 pixels per inch. Of course, there are even smaller OLED microdisplays available, but those tend to be significantly more expensive.
Neither new TCL panel is higher resolution or more dense than the stunning 3K panel JDI and Innolux also presented at Display Week. But both TCL panels are smaller, so could theoretically be used in extremely compact headsets.
Quest 2 and Neo 3 Link have the same chip, the same amount of RAM, the same resolution, the same type of display, and the same lens separation control mechanism. Both have four tracking cameras mounted in identical positions.
Here’s how they both compare to HTC’s Vive Focus 3 on a spec sheet:
Quest 2
Neo 3 Link
Vive Focus 3
Display per eye
1832×1920 LCD
1832×1920 LCD
2448×2448 LCD
Refresh Rate
60 Hz / 72 Hz / 80 Hz
/ 90 Hz / 120 Hz
90 Hz
90 Hz
Lens Separation
3-Stage (58mm / 63mm / 68mm)
3-Stage (58mm / 63mm / 69mm)
Granular 58mm-70mm
Chip
Snapdragon XR2
Snapdragon XR2
Snapdragon XR2
RAM
6 GB
6 GB
8 GB
Cameras
4
4
4
Hand Tracking
Yes
No
Yes
Price & Storage
€349 (128 GB)
€449 (256 GB)
€449
(256 GB)
€1404*
(128 GB + microSD)
* includes 2 year business license, extended warranty, and support
The Differences
Storage Pricing
Quest 2 is available in two models, one with 128 GB of storage for €349 and another with 256 GB of storage for €449.
Neo 3 Link only comes in one model: 256 GB for the same €449 price as a 256 GB Quest 2.
Weight Balance & Included Strap
While Neo 3 Link is priced the same as the €449 Quest 2, that doesn’t mean they offer the same hardware value out of the box.
Quest 2 comes with a soft strap which doesn’t offer any counterbalance to the headset’s front-heavy weight. Meta will sell you an “Elite Strap” accessory for €49, or an Elite Strap with an extra battery built in for €109.
Neo 3 Link comes with this “elite” style of strap, and the battery is built into the rear. This gives it superior weight balance, and therefore comfort, without any extra costs.
Wired PC VR Connection
Neo 3 Link and Quest 2 are both standalone (essentially VR consoles) but also support PC-based VR if you have a gaming PC, letting you play the VR content on Steam and elsewhere.
Both headsets let you do this wirelessly over your home Wi-Fi network. But Wi-Fi has considerably less bandwidth than display cables meaning the video stream has to be compressed, reducing the quality and adding a small amount of latency. Further, problems like network congestion and signal degradation can cause stutters and hitches.
Quest’s wired PC VR support works via USB. This avoids the problems of wireless but it’s still a compressed video stream, since even USB 3.0 has considerably less bandwidth than display cables. It also can introduce new issues, as not all motherboard USB controllers can handle this kind of use case.
Pico Neo 3 Link’s wired PC VR mode uses DisplayPort, with a 5 meter cable included in the box. Just like PC-only headsets such as Valve’s Index this delivers an uncompressed video stream with no extra latency and no USB issues. The Neo 3 is both a standalone headset and a “real” PC VR headset, in one product.
Controller-Free Hand Tracking
Both headsets have extremely similar controllers; with a thumbstick, two buttons, index trigger, grip trigger, and menu button, tracked by a ring with infrared LEDs under the IR-transparent plastic.
But Quest 2 also supports controller-free hand tracking. In games such as Hand Physics Lab, ForeVR Darts, Unplugged, Cubism, Waltz of the Wizard and Vacation Simulator you don’t need to pick up controllers at all.
The hand tracking quality isn’t perfect, but it’s a unique experience that lets you use the full dexterity of your fingers instead of being restricted to buttons, triggers, and sticks. And in social VR it can let you express yourself in new ways.
Max Refresh Rate
Pico Neo 3 Link’s display refresh rate is 90 Hz, meaning 90 frames per second are displayed.
Quest 2 gives developers five choices of refresh rate: 60 Hz, 72 Hz, 80 Hz, 90 Hz, and 120 Hz. On the Quest Store and App Lab, 60 Hz is only allowed for 360 degree video content, not apps, virtual environments or games.
That 120 Hz mode isn’t practical for most games to reach as it only gives 8 milliseconds for each frame to be rendered. But titles like Eleven Table Tennis use it to give extra responsiveness and lower latency than is possible on Pico or HTC standalones.
HTC’s Vive Focus 3 standalone headset now has beta support for OpenXR content.
OpenXR is the open standard API for VR and AR development. It was developed by Khronos, the same non-profit industry consortium managing OpenGL. OpenXR includes all the major companies in the space such as Meta, Sony, Valve, Microsoft, HTC, NVIDIA, and AMD – but notably not Apple. It officially released in 2019.
The promise of OpenXR is to let developers build apps that can run on any headset without having to specifically add support by integrating proprietary SDKs. Developers still need to compile separate builds for different operating systems, but all current standalone VR headsets use Android.
Last year Meta deprecated its proprietary Oculus SDK in favor of OpenXR, so Vive Focus 3’s support for OpenXR should make it easier for Quest apps to be ported. HTC still only markets the headset to businesses though – the $1299 price includes a two year business license, extended warranty, and priority support.
There are still barriers to releasing VR apps to other stores however. Platform level APIs like friend invites, parties, leaderboards, cloud saves, and avatars still differ. Porting involves a lot more work than the ideal of OpenXR may suggest.
Medal of Honor: Above and Beyond is releasing later this week on December 11th for PC VR headsets via SteamVR and the Oculus PC client. You can play the game easily on an Oculus Quest if you’ve got a powerful VR gaming PC, but there’s no firm news on a Quest-native port just yet.
Unedited gameplay footage is not allowed to be shared just yet — the preview and review guidelines were very clear that any footage must be edited into a video preview to be shared. Since the review itself is fast-approaching I’m just focusing my efforts on that video instead.
My entire time with Medal of Honor: Above and Beyond has been on an Oculus Quest 2. I’ve tried it using both Oculus Link and using Virtual Desktop and I can say without a doubt I prefer it with Virtual Desktop.
If you want to play Medal of Honor: Above and Beyond on Quest you have two options: Oculus Link or Virtual Desktop. Oculus Link should have less latency, which means you won’t perceive any delay at all between what you’re doing and what you see in the headset, but you’ve got a cord dangling from your head. Virtual Desktop on the other hand is a fully wireless way of connecting to your PC, however depending on your Wi-Fi signal and router quality you may perceive a small amount of latency.
For me personally, I prefer Virtual Desktop every single time. Guy Godin’s software is incredible and it allows me to access both my SteamVR and Oculus PC Store libraries, at once, without ever needing to connect my Quest to my PC with an actual cord.
To be frank, playing PC VR games wirelessly is extremely liberating. The visual fidelity is far beyond what a standalone headset such as the Quest is capable of, so being able to experience high-end VR, such as Medal of Honor and other PC-exclusive games, from the ease of access found within a wireless standalone device, feels like magic.
After playing games like Onward, Contractors, Solaris, and more on Quest natively, I didn’t want to go back to a wired experience — especially with Medal of Honor VR’s multiplayer — so I simply didn’t and it works great.
Granted, I’ve got a strong home network and a very good connection speed. Things download very quickly for me and that’s a major factor when considering how playable a VR game would be for you over a streamed wireless connection. But if your internet is up to snuff, this is absolutely the best way to enjoy Medal of Honor VR. I did not notice any added latency, at least not that I know of, was able to get in the top 3 of most multiplayer matches, and had no trouble playing through a lot of the campaign as well.
Do you plan on playing Medal of Honor: Above and Beyond and if so, would you do it wirelessly using an Oculus Quest and Virtual Desktop? Let us know down in the comments below!
NVIDIA is acquiring UK-based chip design firm Arm for $40 billion.
Once the deal goes through, NVIDIA will control the fabric of the core technology of standalone VR & AR headsets. Arm will become a division of NVIDIA, but its headquarters will remain in the UK.
In the PC sphere, Intel & AMD design their CPUs and sell them as products to builders & PC vendors. They use the x86 instruction set architecture (ISA) developed by Intel- which it licenses to AMD for free because AMD developed x86-64, the 64 bit extension.
Arm’s business model is different — it developed the ARM ISA, and designs ARM CPU & GPU cores. It licenses the ISA & its cores to other companies- like Qualcomm, Samsung, Huawei, MediaTek, and NVIDIA itself for its chip lines like Tegra (used in the Nintendo Switch).
Almost every smartphone uses either a Qualcomm, Apple, MediaTek, Samsung or Huawei SoC- all of which use the ARM ISA. Samsung uses ARM core designs “as is”, whereas Apple uses the ARM ISA but designs its CPU cores in-house.
Facebook uses Qualcomm chipsets in its Oculus Quest line, as do other standalone headsets like Pico Neo 2. Qualcomm’s licenses Arm’s CPU core designs, but heavily customizes them.
NVIDIA says it will “continue Arm’s open-licensing model and customer neutrality”, as well as investing in Arm’s R&D in the UK.
Facebook will stop selling Oculus Go this year as the company sharpens its focus on fully positionally tracked VR headsets like Oculus Quest.
Oculus Go entered the market in 2018 as Facebook’s first standalone VR headset. Priced at $199 and pitched as a media viewer, Go transitioned VR developers supporting Facebook’s products from the earlier Gear VR phone-powered headsets to the more robust (and more expensive) Oculus Quest which started shipping in 2019.
Ending The 3DOF Era
While Oculus Go combined the benefits of standalone VR with one of the lowest prices for an all-in system we’ve ever seen — dropping to $149 this year before its retirement — the headset also severely limited input options and could only track the rotation of your head, aka 3DOF. Both Oculus Quest and the PC-powered Rift fully track head position, aka 6DOF. While Quest sells for $399 and is heavier than Go, the addition of 6DOF tracking for both head and hand movement is a considerable upgrade for both comfort and overall experience. The feature is necessary to play VR’s most popular titles, including those from Beat Games, Sanzaru Games and Ready At Dawn — the first three VR-focused game studios Facebook acquired over the last few months.
“You’ve told us loud and clear that 6DOF feels like the future of VR,” a prepared statement from Facebook explains. “That’s why we’re going all-in, and we won’t be shipping any more 3DOF VR products. We’ll end sales of Oculus Go headsets this year as we double down on improving our offerings for Quest and Rift.”
Facebook removed Go from its business program in January and an editorial we published last month suggested Facebook’s next Quest should try to combine the lower weight of Go with the feature set of Quest and the visuals of a high-end Rift. Late last year, Facebook retired its Rooms social service for Go while only announcing support for its upcoming Horizon social networking service on the Rift and Quest.
With the latest confirmation today, Facebook says it will stop accepting new Oculus Go apps and app updates for its store on December 4, 2020, and won’t add any more new apps to the store after December 18, 2020.
“If you own an Oculus Go headset, you’ll still be able to use it even after sales of Oculus Go end. We’ll also continue to maintain the system software with bug fixes and security patches through 2022,” a statement from Facebook explains.
Facebook’s Oculus developer documentation website leaked the code name for a future headset, with a new controller, and the existence of a ‘First Access’ program for some developers.
The text showed up on several pages of the developer documentation, with the following message. It was first spotted in a screenshot posted to reddit. UploadVR verified the pages that contained this message and took screenshots:
Oculus Codenames
Oculus headsets in development have been given public code names since early 2014, when the company revealed Crystal Cove which would go on to become Development Kit 2.
The names are chosen from California coastal beaches and cities, or the ocean itself in the case of Go:
Crystal Cove became the Oculus Rift Development Kit 2
Crescent Bay became the Oculus Rift
Half-Moon became the Oculus Touch controllers
Pacific became Oculus Go
Project Santa Cruz was the project to bring a Rift-like experience to standalone
Monarch was the name for early Santa Cruz prototypes (before even OC3)
Monterey was the codename for the Oculus Quest
Del Mar: Oculus Quest’s Successor?
One of the pages the message showed up on was the instructions for Screenshots and Video Capture using the Oculus mobile operating system. This indicates that Del Mar is either a headset or peripheral for the mobile Oculus ecosystem, rather than the PC-based Rift ecosystem.
ovrControllerCaps_ModelOculusTouch = 0x00004000, //< Oculus Touch Controller For Oculus Quest
ovrControllerCaps_ModelOculusJedi = 0x0000C000, //< Oculus Jedi Controller For Oculus Del Mar
UploadVR found that Google Search had archived the Del Rey message on the documentation for Haptics, indicating that the Jedi controller has haptic feedback, like the Quest’s Touch controllers.
Being in the Mobile SDK and being categorized as a headset indicates that this is a standalone, Android-based headset.
Today during the introduction video for the Facebook: Game Developers Showcase, Chris Pruett, Director of Content Ecosystem, Oculus, revealed an interesting stat regarding just how popular the Oculus Quest has been since its release in May of 2019.
“We look at the folks that turned on their devices around Christmas [in 2019] and 90% of those people are brand new to Oculus,” says Pruett. “They’ve never owned an Oculus headset before.”
These are big numbers that speak towards not only the popularity and apparent success of the Oculus Quest, but also to the growing popularity of VR as a whole. For example, Sony just recently announced that PSVR sales have surpassed 5 million units total. This is still the only major VR headset on the market with concrete sales figures.
The 2020 plan for Quest is relatively cloudy in comparison to the PC-based Rift platform, though. For Rift we know big exclusive titles like Lone Echo 2 and Medal of Honor: Above and Beyond are coming soon, but the Quest’s software roadmap is less definitive, relying mostly on ports of existing PC VR games such as Onward and Echo VR.
The Oculus Quest standalone VR headset is an incredible device that’s redefining what VR means. The $400 all-in-one released in May 2019 with some great games like Superhot VR and Beat Saber working with complete wireless freedom. Just set up your guardian boundaries wherever you are and start playing.
By the end of the year, though, software updates enabled any high-quality USB 3 cable connected to a compatible computer to run PC VR games like Boneworks and Asgard’s Wrath. Facebook also added experimental controller-free hand tracking.
In 2019, Facebook shipped official earbuds and a carrying case for the headset, too, but beyond that the headset still suffers from a relatively brief battery life (a few hours depending on what you’re doing) that requires owners ensure the device is fully charged before using or your play session may be cut short before you meant it to be. The Quest is also extraordinarily front-heavy — putting both battery and processor at the front of the device — and this can make it unwearable for some.
In 2020 and 2021, we expect Facebook to hit the accelerator and take its standalone platform to new heights. We’re hoping for some kind of a Quest Pro, for instance, that could feature better weight balance and use newer processors that could take the standalone back to the 90 frames per second roots of the original Rift. But such a high-end standalone wouldn’t help people who already invested in the existing Quest and aren’t ready to upgrade to an entirely new device after just a year or two.
Here’s what we’d like to see Facebook do to upgrade the existing Quest experience:
Wireless Oculus Link
Facebook’s technical guide John Carmack (who is now only working part-time on VR) suggested at the Oculus Connect 6 developer conference late in 2019 the company might be able to create a dongle that sticks into a port on your nearby VR-ready PC and creates a dedicated wireless link to your Quest.
Facebook already proved out part of the technology stack required to pull this off with the existing USB 3-based Oculus Link. Through a complex hand off of technologies that sees the headset send tracking data over to the PC, and the PC draw frames to match your position, Facebook is able to effectively “remote” render content for the Quest.
Some sideloaded software, like Guy Godin’s Virtual Desktop, does this kind of remote rendering wirelessly already. The problem is that there’s often a delay (aka latency) between your movements and the time it takes for the matching visuals to reach your eyes. Existing solutions like Virtual Desktop also split network traffic with everything else happening on your router and aren’t optimized for a dedicated wireless VR link. While some people have the stomach for inconsistent performance, a dedicated add-on for your PC (maybe it plugs in to a USB 3 port just like Oculus Link?) could solve a lot of these issues. You’d end up using your PC’s connection to the Internet to access Rift games.
We also know, by the way, Facebook is researching a range of wireless technologies that might be necessary for the future of VR and AR.
Likelihood: Based on Carmack’s comments we have high confidence Facebook is working on this and may succeed in getting it ready for home use.
App Upgrades And Oculus Share
The Oculus mobile app on Android and iOS should be able to wirelessly download videos and images from the Quest. The Oculus PC app should also be able to download videos and images from Quest as well, but it should also be able to upload any compatible software package to the headset that you want.
That’s a lot of change but, as often as we use SideQuest, the process of sideloading content onto Quest and downloading videos from the headset could go more quickly and take fewer steps with official support from Facebook.
Facebook wants to ensure that when the average consumer buys a Quest and goes to purchase software from its built-in store, that those people are safe to purchase something that’s fun, works great and feels like a fair exchange for their $15 or $30. They hope that fostering this trusting relationship between buyers and sellers will make enough money for developers that they are motivated to keep building VR software.
At the same time, Facebook is casting a wide net to developers. Every Quest is essentially a development kit, signing up to be a developer is free, and they want it to be incredibly easy to make your own software for a VR headset. This is true even if Facebook doesn’t want to accept anything except the most polished and compelling products to its storefront.
These two competing realities of Quest’s ecosystem encourage people who aren’t developers to essentially pose as one in order to get the access they need to sideload experimental software. These are friends of actual developers, journalists, hobbyists, and willing testers who will gladly accept an experimental piece of software onto their system even if it might cause problems, require a factory reset afterward, or even make them sick.
Facebook won’t win love from developers or its most enthusiastic Quest owners by making the process any harder or restrictive than it already is. Can Quest still allow hobbyists and friends to share experimental builds that are unapproved by Facebook and distributed without asking everyone to sign up as developers?
We hope so.
Likelihood: Facebook representatives are “actively thinking about” easier ways to access and distribute applications outside of the Oculus Store. We hope they’re serious and these changes don’t sit behind Facebook’s walls forever.
Smarter Guardians And Direct Multiplayer
Having experienced Ironlights and Eleven Table Tennis over a shared Wi-Fi connection between two Quests with almost no latency, there’s something very special about being in the same room as a friend or family member for multiplayer.
But why should we have to connect to a Wi-Fi network at all? Ironlights and Eleven should direct connect to one another wherever you are — even away from a Wi-Fi router — to enjoy a duel or a game of table tennis. There’s a list of games that could benefit from this sort of two-player support, like Arizona Sunshine, Eleven, Ironlights, Sports Scramble, and Elven Assassin, but what’s more important is the future games and software which might be designed around this kind of same-location multiplayer support.
There’s also a class of games we’re calling “Arena-scale” — games like Space Pirate Arena — that need the location of two Quests synced up to work and Facebook’s being cautious about what it allows with its standalone headset in settings like this. It is understandable, because putting on a VR headset in 2020 means blindfolding yourself to the real world and establishing a “safe” space where objects shouldn’t move and other people shouldn’t enter. That’s because of the nature of the current tracking technology. We’ve seen toddlers, for instance, narrowly escape the violent swing of a parent playing Beat Saber because the little one didn’t understand their parent couldn’t see them. Headsets should see those kinds of things coming and warn the person in VR about it.
Broadly speaking, then, recognizing more details about your environment — like the location of your couch or chairs, the presence of people outside VR or even the location of other VR headsets — could be used to make your time in an Oculus Quest a generally safer and more enjoyable experience. And we’d like to see the games that could be developed with those kinds of upgrades to Quest’s tracking, guardian settings, and multiplayer support.
Likelihood: We don’t know how far Facebook will take its Guardian system on Quest but we do expect upgrades to it over time.
Comfort Upgrades
VR Power is an extraordinary accessory that’s unfortunately supply constrained just like Oculus Quest right now. In our recent review, the battery pack attaches to the strap behind your head and then runs a short wire over the top of your head to the Quest’s charging port. This dramatically extends the battery life of the headset while simultaneously operating as a counterweight that relieves pressure from the face.
While we’re perfectly happy with VR Power — and it made Quest usable for a staffer who found the headset unwearable before — it is a bummer this add-on doesn’t pass through the wired Oculus Link signal to the headset. According to Rebuff Reality, the creator of the VR Power accessory, the pack isn’t made to pass through any data over its connection. That means you have to disconnect VR Power and connect your PC over a wire to download videos recorded on the headset, and to upload non-store approved software packages to the device. So could a Facebook-made accessory that balances weight and extends battery life take the extra step and also pass through PC data? It would be cool, but the Wireless Oculus Link and App Upgrades outlined above seem so likely, and would be such an improvement, that there may not be need for an official alternative to VR Power capable of passing data over a wire from a PC.
What we would like to see, however, is something more like the “Frankenquest” some owners have also made that don’t necessarily extend battery life but do balance the headset’s weight across the head better. Valve Index-like off-ear audio and better balance is a separate issue from battery life, but one we’d like to see officially addressed somehow.
Likelihood: Facebook officially endorsing modifying the Quest’s built-in strap after purchase doesn’t seem likely. That said, extending battery life and providing better balance to the Quest should be a priority for Facebook as it would make the headset usable to a wider range of people and for longer periods of time. Since VR Power works just fine, we’d love to see Facebook endorse the product if they don’t develop their own, or perhaps offer future Quests with an upgraded strap or facial interface option that better balances weight and the way it fits the face.