[HN Gopher] Meta is raising the price of the Quest 2 to 400 USD
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       Meta is raising the price of the Quest 2 to 400 USD
        
       Author : aero-glide2
       Score  : 140 points
       Date   : 2022-07-26 17:12 UTC (5 hours ago)
        
 (HTM) web link (www.oculus.com)
 (TXT) w3m dump (www.oculus.com)
        
       | baggy_trough wrote:
       | I wouldn't use one for free right now. There just isn't a
       | compelling experience there yet.
        
         | joshlemer wrote:
         | There's honestly just hardly even any games on it at all. And
         | all of the games are really expensive. I like how on the
         | Nintendo Switch there are big budget games but also thousands
         | of games for like $2
        
           | [deleted]
        
           | balls187 wrote:
           | Have you tried wireless streaming VR games from a PC?
        
             | spywaregorilla wrote:
             | There's not much of note on steam either. It's pretty much
             | the same games in the top 10 every month.
        
           | ParanoidShroom wrote:
           | I guess that will change if they get ads in games right. The
           | problem is real, a lot of games are really not worth the
           | money
        
           | andybak wrote:
           | "Hardly any games" seems like an exaggeration. Are you
           | including AppLab and SideQuest or just counting the main
           | store? Even so...
           | 
           | Also bear in mind that Meta have been _extremely_ aggressive
           | in restricting access to the main store. Unless you 're a big
           | name dev, can show strong sales on other VR platforms or you
           | have good contacts with someone inside Meta then it's very
           | hard to get in.
        
       | blitz_skull wrote:
       | Lol if you have to spell out how "positive" and "undeniable" your
       | product is, there's a very solid chance it's neither.
        
       | trixie_ wrote:
       | It's a strange move given Facebook changed their name to promote
       | VR and the Quest is their flagship device. Also surprised that
       | after mass producing this device for almost 2 years their
       | manufacturing and supply chain costs aren't dialed in enough to
       | maintain the current price. The message here is that VR is
       | 'failing'. I hope it's not, but that's the message with this
       | backwards move.
        
         | whywhywhywhy wrote:
         | I can't shake the feeling this is more the canary in the coal
         | mine that by this time next year you'll be paying more for PS5,
         | Xbox, Switch iPhones etc even if the tech inside is exactly
         | what's on sale today.
        
           | weberer wrote:
           | Obviously, since inflation right now is hovering around 10%.
        
           | satsuma wrote:
           | new games are starting to retail at $70 usd compared to $60
           | previously... that was the canary and this is the lightheaded
           | feeling of carbon monoxide poisoning
        
             | lscdlscd wrote:
             | Games have been 60 since around 2005. People were paying
             | $90 in 2022 USD for the original Halo, which makes $70
             | easier to stomach
        
             | tester89 wrote:
             | To be fair, games have cost that much since like 2008.
             | Inflation in most developed countries has been much higher
             | 16 % ofter that decade and a half. In the US the CPI has
             | risen by 36 % over that period, so the real price of games
             | is still lower than it was.
        
         | ilaksh wrote:
         | It doesn't mean VR is failing. It's because the entire global
         | economy is in a massive downturn hurting profits of all
         | companies and Meta decided they should not subsidize the
         | headset cost anymore.
        
           | arbitrary_name wrote:
           | People keep saying this but i really don't see it: we have
           | only one quarter of reduced GDP growth, unemployment is near
           | record lows, corporate profits are strong or merely stung by
           | supply chain issues.
           | 
           | Where is this giant recession?
           | 
           | Equity prices are not representative of economic performance,
           | and needed to be corrected anyway...
        
         | azinman2 wrote:
         | We don't know how much their BOM increased. They likely were
         | either losing money or not much margin, and with the market
         | going downward they probably couldn't afford to offset it as
         | much anymore.
        
           | noncoml wrote:
           | Imagine where Uber would be today if they wanted to stop
           | losing money so early in the game.
        
             | azinman2 wrote:
             | Early? They've been selling in the market for over 6 years
             | now.
        
               | noncoml wrote:
               | Yeah early as in early in market domination.
        
               | spywaregorilla wrote:
               | And they're still losing money with no path towards
               | profitability or market domination?
        
           | rcoveson wrote:
           | They could switch from UTF-8 to UTF-16 to decrease their BOM
           | by 33%.
        
         | colinmhayes wrote:
         | I suspect the quest 3 is more expensive to produce than the 2
         | so they're raising prices now so that they can price the 3 the
         | same as the 2 on launch. They may also want people to wait for
         | the 3 because they feel it'll do a better job of showcasing vr
         | potential.
        
           | ilaksh wrote:
           | I heard the Quest 3 or Quest Pro will be almost twice as much
           | as Quest 2.
        
           | onlyrealcuzzo wrote:
           | Isn't this cutting off your nose to spite your face?
        
             | dougmwne wrote:
             | I think not really. Quest 2 is not feature complete because
             | it lacks core social features like color passthrough
             | cameras, eye tracking and facial expression tracking. I'm
             | guessing Meta thinks those features are so critical to
             | their Metaverse experience that they are willing to forgo
             | sales in the short term.
        
               | rblatz wrote:
               | I just read a thread from 2021 on reddit yesterday where
               | an Oculus employee said that they wouldn't be adding
               | color passthrough cameras, and that the current cameras
               | worked on ir and likely would for a while. I'll see if I
               | can dig it up, but it seems like color passthrough isn't
               | going to be on the menu for the 3.
        
             | was_a_dev wrote:
             | Usually, but Meta already has a timeline for VR into the
             | end of the decade.
             | 
             | They want users to continually be on their latest
             | experience to achieve an eventual platform monopoly
        
         | [deleted]
        
         | namelessoracle wrote:
         | They were taking massive losses on Quest 2. So this is a sign
         | that the VR division is needing to tighten some belts on the
         | losses, or that manufacturers have raised prices that this is
         | required for them to maintain same Loss ratios and there wasn't
         | stomach to take even further hits.
         | 
         | Given the stated focus of the company (to the point of renaming
         | to highlight VR focus) I would imagine it's the supply side of
         | the equation.
         | 
         | Also another callout is that I believe Quest 2's have been
         | getting passive upgrades, with newer models having more base
         | storage and other small enhancements.
         | 
         | Another callout is that its common wisdom that advertising is
         | first to be cut during recession, so this might be pre-emptive
         | belt tightening sense their projections show its not palatable
         | anymore to take the same level of loss.
        
           | terafo wrote:
           | And there was an issue with massive recall of Quest 2
           | headsets last year, it surely did hit their bottom line.
        
         | agloeregrets wrote:
         | "Current price" Seemed to be purely invented to move units. The
         | hardware margins had to be very large negative numbers. They
         | were losing $2.5B/Quarter for the last two years. To put it in
         | context, the specs of a base Quest 2 are actually somewhat
         | similar to Microsoft's $1000 Surface Pro X or a Galaxy S20 but
         | adding the motion controllers and the specific ground-up custom
         | OS.
        
           | zlsa wrote:
           | > specific ground-up custom OS
           | 
           | There are no doubt huge changes made, but Quest 2 runs
           | Android underneath.
        
             | terafo wrote:
             | They were building a custom OS for VR/AR, but development
             | of it was slashed earlier this year.
        
             | agloeregrets wrote:
             | Sorry yeah absolutely, I intended to frame it as they have
             | effectively thrown out pretty much all of the Android UI/UX
             | along with building an app store from scratch.
        
             | Firmwarrior wrote:
             | To be fair, this isn't like Amazon's "fire OS" where they
             | just added a launcher app and randomly broke some APIs on
             | accident. It's a pretty substantial addition to/departure
             | from stock Android
        
       | emadabdulrahim wrote:
       | I feel like an old grumpy man saying this, but I hate the idea of
       | wearing a device on my face to literally hijack one of the
       | precious senses one has. I'm sure over time I'll look back and
       | laugh at myself for thinking that way.
        
         | aleksiy123 wrote:
         | screens and headphones are already hijacking your senses?
        
         | bredren wrote:
         | I'm not sure you'll laugh at yourself, so much as new
         | information on what is possible might change your mind.
         | 
         | The hijacking of senses was a major concern for the Apple
         | design group at the earliest stages of their headset design.
         | 
         | Reporting from The Information goes into some depth on Apple's
         | headset external screen display (to show the current expression
         | of the wearer) and what sounds like a uniquely high quality
         | pass through of the environment so you can see and interact
         | with people in the room.
         | 
         | It apparently also deals with occlusion problems that are
         | unsolved in the pass-through experiences of in-market headsets.
         | 
         | It sounds all quite magic, and apparently the work is going in
         | to create that sense. TI's reporting says accomplishing these
         | goals is why the device has fallen behind.
        
         | agentdrtran wrote:
         | it's really fun but I don't see the use case of staying in it
         | all day
        
         | striking wrote:
         | And you don't hijack your other senses? Listening to music,
         | smelling perfumes, etc. are all kind of doing that. Obviously
         | this is a novel and heavyweight way of messing with your vision
         | and proprioception, but I'm sure you've watched a movie before.
         | 
         | Besides, it's really tiring after just a couple hours, I don't
         | think there's any risk of getting "stuck in VR".
        
         | lern_too_spel wrote:
         | Not just one. Typically, today's VR systems substitute inputs
         | for both vision and hearing, which is enough to disconnect most
         | people from what is going on around them. Headphones by
         | themselves or looking at a screen that you can easily look away
         | from aren't remotely the same.
        
         | mhh__ wrote:
         | As opposed to staring at a screen desperately trying to mimic
         | what a VR headset can do much better anyway?
        
           | nomel wrote:
           | "So, to look left, you grab this thing, move your hand left.
           | To look up you move it forward! It's not 3d, but don't worry,
           | you'll get used to figuring out how far away things are
           | eventually."
           | 
           | "Grandpa, this is stupid".
        
         | vlunkr wrote:
         | I've been railing against VR for years, because I'm really
         | picky about video games, but I was converted. It's really worth
         | a try. It's not a replacement for current video games, nor do I
         | see myself wearing one for hours at a time to hang out in some
         | corporate dystopia (which seems to be what Meta wants), but
         | there are some really cool and unique experiences. I think VR
         | game design is still pretty immature, but in a way I find that
         | refreshing. most of these games are simple enough that any
         | casual player can pick them up, which hasn't really been the
         | case since the Wii came out ages ago.
        
         | rootusrootus wrote:
         | Eh, I can take it off, so the idea does not bother me. But that
         | first time I put a Quest 2 on my head (was the first VR headset
         | I've ever even tried), I was giggling just for the demos alone.
         | It's marvelous, even with the awful resolution. There is
         | clearly so much potential there. More resolution, less mass, I
         | look forward to it.
        
         | rgovostes wrote:
         | Do you ever wear headphones?
        
           | emadabdulrahim wrote:
           | I do, but I'm not entirely deaf when I wear them. I can hear
           | my surroundings easily if I wanted to. Is there a mode in
           | those VR headsets where one can see what's in front of them
           | without taking them off? I'm ignorant about the tech of VR.
        
             | nomel wrote:
             | > where one can see what's in front of them without taking
             | them off
             | 
             | For quest, you double tap anywhere on the headset (it
             | detects the physical tap) to enable passthrough mode. The
             | game goes away, but you can see. Some games let you see
             | through, but that's limited to games where having something
             | float in front of you in your real room makes sense, rather
             | than being somewhere else.
        
             | rg111 wrote:
             | That becomes AR then, I guess?
        
               | agloeregrets wrote:
               | I've seen the mix of VR and Ar called XR, or Extended
               | Reality. That is what Quest Pro is.
        
             | ehsanu1 wrote:
             | There is "passthrough", where cameras on the Oculus are
             | relayed to the screens within, and it seems to be capable
             | of mixing that with the virtual world too:
             | https://developer.oculus.com/blog/mixed-reality-with-
             | passthr...
             | 
             | Also, there's a lot of innovation happening in display tech
             | for AR too which will be even better, since you'll just see
             | the real world more or less directly.
        
             | rngname22 wrote:
             | It's called passthrough-AR, it's a feature on some VR
             | devices, current limitations are that its sometimes
             | monoscopic not stereoscopic or has fucky depth perception
             | (and some devices have black and white passthrough), but as
             | technology advances there is no reason all VR devices won't
             | have near full fidelity passthrough. AR and VR devices
             | eventually merge and become one device.
        
             | agloeregrets wrote:
             | Quest has black and white passthrough. Next-gen's model
             | (Project Cambria) has full color pass-through cameras that
             | supposedly feel realistic enough. Current passthrough is
             | good enough that I can walk through my house headset-on.
        
             | libraryatnight wrote:
             | Someone correct me if I'm misremembering, but with my
             | nephews Quest it shows you your surroundings and has you
             | draw a perimeter to designate a safe play space, and if you
             | step out of it you see your surroundings.
        
               | rjh29 wrote:
               | You can also double-tap the headset to show your
               | surroundings at any time.
        
         | [deleted]
        
         | ilaksh wrote:
         | The next version of Quest 2 will probably have color
         | passthrough video and be much less uncomfortable and heavy.
         | 
         | Right now I can only tolerate it to enable playing table tennis
         | but it is too uncomfortable for working.
         | 
         | Next Quest might change that.
         | 
         | The direction they are going in the next five years or so is
         | truly comfortable goggles or even normal glasses that do
         | augmented reality with high field of view.
         | 
         | So it will not restrict your vision of the normal world any
         | more than you request.
         | 
         | There are also improvements coming in terms of eye tracking and
         | realistic avatars as well as better room scanning and pose
         | detection. This will mean that quite realistic virtual places
         | start to become comfortable and easy to access.
         | 
         | Try to imagine that instead of going to a physical coffeeshop,
         | workplace or friend's home, you will have the option of just
         | putting on the glasses and get a representation that truly is
         | close to the real thing. Eye contact and facial expression
         | tracking and projection will be a big part of it.
         | 
         | You could even map this virtual coffee shop or what to a
         | specific room in your house, or just one wall.
         | 
         | Or don't have a virtual place at all and just have a giant
         | virtual monitor. Or four of them. Put it on a wall so it does
         | not restrict your view of anything.
         | 
         | The bulky headsets are just a starting point.
        
         | bena wrote:
         | The very real cost of wearing a 1lb. weight in front of your
         | face cannot be ignored either.
        
         | [deleted]
        
       | 908087 wrote:
        
       | sillysaurusx wrote:
       | I'm shocked that there aren't more multiplayer VR experiences.
       | Yes, sure, there's Pavlov and VR Chat. But unless you have a
       | friend who's into VR Chat, it's remarkably difficult to find a
       | game that can immerse two different people at the same time.
       | 
       | It felt a bit ironic that mini golf was one of the most fun
       | multiplayer party games.
       | 
       | My wife was like "You should bring over your quest 2!" to our new
       | house -- she already has an Index and some other high end
       | headset. I asked "But why?" and we couldn't think of a good
       | reason.
       | 
       | Maybe the epitome of VR is always going to be a bunch of friends
       | sitting around watching one person play it, but it felt like
       | there could be something more. Something like a Star Trek bridge
       | experience or... something.
        
         | wyldfire wrote:
         | That one "Keep talking and nobody explodes" game was pretty fun
         | just as a regular planar projection game. I can see it being
         | more fun in VR (and I think they have a VR edition)
         | 
         | [1] https://keeptalkinggame.com/
        
         | f0e4c2f7 wrote:
         | Pokerstars is pretty good as a social experience. Eleven table
         | tennis can be fun too.
        
         | danparsonson wrote:
         | May I humbly recommend Phasmophobia - I haven't played it in VR
         | (I don't have the gear) but it's primarily built for that
         | setup, and even played without it is extremely compelling.
        
         | tjs8rj wrote:
         | Gorilla tag is a great game, has over a million players.
         | Movement is entirely by moving your arms and is really
         | intuitive + immersive. Lots of games and many concurrent users
        
         | xd1936 wrote:
         | Spending hours in Echo VR[1] playing Zero-G Frisbee was partly
         | what got me through the pandemic. My friends and sister would
         | hang out in the lobby and just talk while throwing the frisbee
         | around, or play competitive games together, and it felt like
         | really radical and transformational gaming experience. I can't
         | recommend it enough. It's even free-to-play.
         | 
         | 1. https://www.oculus.com/experiences/quest/2215004568539258
        
         | Ancalagon wrote:
         | Absolutely it should be. An VRMMORPG will definitely be the way
         | of the future for these consoles
        
         | AceJohnny2 wrote:
         | Tangentially, there's Acron [1], which is an interesting mixed-
         | mode multiplayer game, where the one VR player is the defender,
         | and iOS/Android players are the attackers trying to steal from
         | the defender.
         | 
         | It's a pretty fun party game, (though beginners get confused
         | easily). I hope the concept gets expanded.
         | 
         | [1] https://www.resolutiongames.com/acron
        
         | skazazes wrote:
         | If you have any interest in flight simulators, VTOL VR is a
         | fantastic multiplayer VR flight sim with large multiplayer
         | lobbies. It strikes a good balance between arcade and realism
         | too and is incredibly immersive. Unfortunately (maybe not?) its
         | on steam VR so you will need a PC to handle the rendering but
         | can stream it to a quest using link
        
         | kart23 wrote:
         | there's a decent amount if you're into sim-type games. vtol vr
         | looks awesome, elite dangerous can get you that star trek-like
         | experience, plus various racing games.
        
         | corytheboyd wrote:
         | My friends and I got a lot of fun nights out of taking turns in
         | beat saber, especially after mods. Not saying you're wrong,
         | just a fun anecdote.
        
         | abledon wrote:
         | This one looks like its going to take the cake:
         | 
         | Blade and Sorcery: https://www.youtube.com/watch?v=Q_ZDQnOCTVI
         | 
         | If they open it up a bit as a base platform for creators to
         | make their own mods/rpgs, wow.
        
         | daviding wrote:
         | > Something like a Star Trek bridge experience or... something.
         | 
         | https://en.wikipedia.org/wiki/Star_Trek:_Bridge_Crew
         | 
         | It's not great, but it exists and is a multi-player VR game.
         | Fun with three other friends and I think it's cross platform
         | (although do check).
        
           | dmix wrote:
           | Looks like a fun thing you do once and never play again
           | https://www.youtube.com/watch?v=JwBk3LnIcRo
        
         | tezzer wrote:
         | I play Walkabout Mini Golf weekly with a group of far-flung
         | friends. The courses are interesting, the physics feel right,
         | and the audio is good enough it feels like we're standing
         | around a course having drinks and goofing off. It saved my
         | pandemic, and has been a great way to keep in touch with folks
         | on a regular basis.
         | 
         | [1] https://www.mightycoconut.com/minigolf
        
           | fredsmith219 wrote:
           | That is exactly what I do. It's a great experience.
        
           | jedberg wrote:
           | My brother and I do the same. We live 500 miles away from
           | each other, but in mini-golf it feels like we're just hanging
           | out.
        
         | phkahler wrote:
         | >> It felt a bit ironic that mini golf was one of the most fun
         | multiplayer party games.
         | 
         | Echo VR.
        
         | andybak wrote:
         | As someone who has little interest in multiplayer, I've always
         | had the opposite impression - there's _too many_ multiplayer VR
         | titles.
        
         | intrasight wrote:
         | It's early days. The same was true of the web in the early
         | days.
        
           | criddell wrote:
           | The first VR headset I tried was over 30 years ago (I played
           | Dactyl Nightmare). It was just before the release of NCSA
           | Mosaic.
        
         | MetaWhirledPeas wrote:
         | > I'm shocked that there aren't more multiplayer VR
         | experiences.
         | 
         | Interesting, I had the opposite experience. While browsing the
         | Quest's store I kept feeling railroaded into multiplayer
         | experiences. Huh.
         | 
         | One _huge_ issue, however, is with local  "multiplayer". If
         | you've ever tried to observe someone playing Beat Saber on the
         | Quest 2 you'll know what kind of letdown it is: the video
         | stream is delayed, which completely destroys the ability to
         | enjoy watching someone else play. It's impossible to get
         | "pumped up" when someone is doing well. They reaaaally need to
         | release some sort of dongle set to get low-latency observer
         | streaming to the TV.
         | 
         | Additionally, watching someone else's VR POV on a standard flat
         | TV can be pretty nauseating. It would be great if there was
         | also a way to add motion stability to the TV feed.
        
           | [deleted]
        
         | atomicnumber3 wrote:
         | I have a Vive and have played a decent number of hours in VR,
         | and overall like it quite a lot. It's really amazing how
         | readily our brain will "adopt" two floating hands as your own
         | body. I'm bullish on the future of VR gaming.
         | 
         | But I do think there's a big hurdle, and that's our inner ear.
         | Teleport-based controls are jank but it seems really difficult
         | to prevent motion sickness when using any kind of movement that
         | translates the camera in 3d space.
         | 
         | I tried to play Subnautica in VR, and literally only made it
         | about 10 seconds before I had to pull the headset off and sit
         | on the cool tile floor for a bit.
         | 
         | I figured - well, maybe I shouldn't be surprised a sea game
         | gives me motion sickness. And it's not even built for VR
         | anyway.
         | 
         | So I tried - I can't remember the name, but it's a game where
         | you fly around building a base in space. Sounded like an
         | awesome idea.
         | 
         | I forced myself to play for about 5-10 minutes despite feeling
         | ill almost immediately, and regretted it immensely when I did
         | finally bail out.
         | 
         | It seems like this happens to a decent number of people? And
         | why teleport movement is so common?
         | 
         | FWIW I don't get _particularly_ bad motion sickness in other,
         | traditional settings. Being a passenger in a car on a windy
         | road will definitely mess me up, but I don 't get seasickness,
         | for instance, and also don't mind roller coasters at all.
        
           | shagie wrote:
           | > So I tried - I can't remember the name, but it's a game
           | where you fly around building a base in space. Sounded like
           | an awesome idea.
           | 
           | Probably Space Engineers.
           | 
           | > I forced myself to play for about 5-10 minutes despite
           | feeling ill almost immediately, and regretted it immensely
           | when I did finally bail out.
           | 
           | I don't think that that is uncommon. I recently experienced a
           | bit of that while playing Mechwarrior 5 without VR and not
           | being too mindful of torso / walk centering while in first
           | person and it got to me after a few missions.
           | 
           | The combination of a first person view _without_ having the
           | corresponding actual motion is what got to me.
           | 
           | As to its commonality and differences...
           | 
           | A comparative study of cybersickness during exposure to
           | virtual reality and "classic" motion sickness: are they
           | different? https://doi.org/10.1152/japplphysiol.00338.2018
        
           | sjsdaiuasgdia wrote:
           | Was the space game Adr1ft? One of my favorite VR experiences,
           | and the only one where I was willing to take motion sickness
           | medication to finish the game.
        
           | MetaWhirledPeas wrote:
           | My experience is the same. I thought it would be no problem
           | considering my extensive history with FPS gaming, but my
           | early attempts at joystick navigation within VR were pretty
           | stomach-churning. I'm hoping I can grow accustomed to it, but
           | I doubt we could ever ask this of the more casual crowd. The
           | masses will need to be fed simpler VR-centric games rather
           | than the many hoped-for FPS conversions and sequels.
        
           | tiahura wrote:
           | This.
           | 
           | For the good of humanity, I plead with Meta, Valve, Neuralink
           | and whoever it was that just beat Neualink, to join forces to
           | defeat the scourge of mankind - motion sickness!
           | 
           | Please!
        
           | cardanome wrote:
           | You can develop a bit of a tolerance to it over time.
           | 
           | Personally, I used to get instantly motion sick and now I can
           | stomach games where I walk around freely, at least for half a
           | hour or so. Actual flying or swimming wont ever be in the
           | cards though, I fear.
           | 
           | So yeah, if you develop a game, you absolute need to offer
           | teleport style controls or some people will not be able to
           | play it. I guess this is also a hurdle with just adopting
           | existing games/genre to VR as they often rely on fast dynamic
           | movement which would make people puke in VR.
        
           | amerkhalid wrote:
           | Same here, I can definitely handle games in which objects
           | move towards you like Beat Saber or Thrill of Fight.
           | 
           | However, if I am moving through environment, I end up
           | becoming motion sick very quickly. In some games like The
           | Climb, I am actually okay with it. Because anytime I fall and
           | forget to close my eyes, I will end up becoming motion sick.
           | It sort of make me try harder to not make a mistake.
           | 
           | On other hand, I am tired of games that are rated comfortable
           | but have too much motion. Like Until You Fall, love it but
           | cannot play for too long no matter what settings I use.
           | 
           | Also another issue is far too many VR videos have camera
           | pans, zooms, and other motions that make me sick. I have
           | stopped watching VR videos because of this. Videos should
           | have comfort ratings too.
           | 
           | Really wonder if people who get motion sick is minority or
           | people who are making VR experiences are minority but they
           | somehow don't experience any motion sickness. Hence, they are
           | into VR.
        
             | joemi wrote:
             | I'm not sure if this is what you were getting at with your
             | last paragraph or not, but I wouldn't be surprised if
             | people who get motion sickness from VR are less likely to
             | want to be VR devs. And that would likely influence the
             | type of content being made.
             | 
             | That's my case at least. I was so thrilled that VR was
             | finally becoming somewhat practical now and I wanted to get
             | into VR dev. I got an Oculus Go when they came out as a
             | cheap test, and discovered that I get sick when my
             | viewpoint moves in VR. That pretty much killed my desire to
             | invest more time or money into VR development.
        
           | munk-a wrote:
           | Subnautica is beautiful and immersive... and it's also a game
           | that (in non-VR mode) makes my SO sick in mere moments.
           | Maneuvering in 2D space using WASD is definitely a learned
           | skill that many millennials take to easily after growing up
           | on GoldenEye and the like - maneuvering in 3D space is a
           | whole different ball game and feels intensely unnatural. As
           | another good example Space Engineers and Hardspace:
           | Shipbreaker are quite fun games but can really quickly
           | disorientate me - in the later the stage is small enough that
           | I can usually use landmarking to reorient myself - in the
           | former it's just chaos whenever you're exploring low gravity.
        
           | rjh29 wrote:
           | There are some techniques. Vignetting the borders of the
           | screen when moving/turning seems to help for some people.
           | 
           | I've noticed newer games increasingly have free movement as
           | an option, or no teleport at all, so I think for a lot of
           | people it is possible to get used to it if you play enough.
           | Some percentage will never get used to it though, which
           | sucks.
        
             | Firmwarrior wrote:
             | The VR enthusiast/dev community has gotten caught in a
             | death spiral when it comes to simulation sickness.. They
             | encourage each other to "get your VR legs" and
             | play/demand/make nausea-inducing games, and it just chases
             | away all the normal human beings who don't want to spend
             | months gently training their bodies to become immune to it
             | 
             | (FYI, the way it works is you play until you start to feel
             | a hint of nausea, and stop for an hour or more. If you try
             | to fight through it, you'll just condition yourself to feel
             | sick when you even look at/think about a VR headset)
        
               | spywaregorilla wrote:
               | I fought through boneworks, which is stick based movement
               | and heavy physics climbing and falling and, worst of all,
               | jumping. I got sick a bunch. I did get over it. But by
               | the time I did it was just more and more apparent that it
               | was a screen in front of my face. You can't both feel
               | like you're there and have no nausea while jumping on a
               | button press.
        
               | mgdlbp wrote:
               | I wonder if becoming used to disagreement between the eye
               | and inner ear in other situations transfers to easier
               | adaptation to VR.
               | 
               | When I was little, I'd often attempt to read while in
               | moving vehicles, which quickly and reliably brought on
               | severe motion sickness. I can longer remember the last
               | time that's happened. Cured by repeated exposure? Simply
               | growing up? Maybe because of both at once, involving
               | neuroplasticity somehow.
               | 
               | I've only experienced VR through brief tech demos, so I
               | guess I'll get the datum when the time comes.
               | 
               | PS: A search for online anecdotes finds contradictory
               | accounts from people reporting _acquiring_ motion
               | sickness in such situations as adults
        
               | rightbyte wrote:
               | I got this feeling my parents were bad drivers and did
               | not let go off the gas in cornering. Me and my brother
               | felt ill on all trips. But we both feel fine traveling by
               | car today. Dunno why really, though.
        
               | cstejerean wrote:
               | For me it's the opposite. When I was younger I had no
               | problems reading in a moving vehicle. I can no longer do
               | that without getting motion sick. Not sure what changed.
               | 
               | Anecdotally it feels potentially related to caffeine
               | intake or something else during the day. Because I
               | noticed it tends to be fine in the morning and a problem
               | in the afternoon. Or maybe it's related to spending 8
               | hours a day staring at a screen for work.
        
               | adastra22 wrote:
               | When it comes to nausea, it's once and done for me. Wtf
               | would I ever put myself through that again, for a game?
               | I'd rather go outside, thanks.
        
               | agentwiggles wrote:
               | I want to love VR, but I can't help but agree. I can't
               | think of a time a walk through the neighborhood woods has
               | made me nauseous :)
        
               | belval wrote:
               | I get where you are coming from but:
               | 
               | > I'd rather go outside, thanks
               | 
               | It's not like VR isn't actually awesome once you get
               | everything to work reasonably well. I can't just "go
               | outside" and storm the beach of Normandy, or "go outside"
               | and throw fireball/duel with swords in medieval settings.
               | The appeal of VR is that it's something else entirely,
               | it's not a video game replacement, I can't play Pavlov
               | for more than 1-2 hours but when I do play it, after a
               | while I forget that I'm in a game. I am under MG40 fire
               | with my squad in Normandy and I hear the bullets fly
               | right next to me I get the rush that I only get in
               | paintball.
               | 
               | And I say all of that as someone who used their Quest 2
               | for about 45 minutes the day they received it and spent
               | the next 24 hours feeling dizzy.
        
               | adastra22 wrote:
               | That doesn't sound appealing to me. To each their own, I
               | guess!
        
           | game-of-throws wrote:
           | From what I know, inner ear stimulation (to manipulate
           | perception of balance) is non-invasive, relatively simple,
           | and well understood. But I haven't seen anyone try combining
           | it with VR yet.
           | 
           | https://en.wikipedia.org/wiki/Galvanic_vestibular_stimulatio.
           | ..
        
             | Gigachad wrote:
             | This would probably result in you actually falling over.
        
         | psyc wrote:
         | I play mini golf, regular golf, and poker with my brother in
         | law, who's 2000 miles away.
        
         | vlunkr wrote:
         | Probably because relatively few people have access two VR
         | headsets at the moment.
        
         | ilaksh wrote:
         | Eleven Table Tennis, Golf+, Demeo
        
       | lekevicius wrote:
       | I've always felt they did Xbox / PlayStation strategy, selling
       | headset below cost and earning on game store fees.
       | 
       | Perhaps the math is not working out?
        
         | msbarnett wrote:
         | > Perhaps the math is not working out?
         | 
         | Bad sign for a company betting it all on "the metaverse".
        
         | Damogran6 wrote:
         | Literally everything is $20+ on their store, with very little
         | demo-like content. The software isn't worth $20+...
        
         | colinmhayes wrote:
         | They're losing 3 billion a quarter on their vr business.
         | Earnings this week, I suspect that number will be even higher.
         | They're doing the Uber strategy right now, pay customers to use
         | your product hoping to lock them in.
        
       | caslon wrote:
       | It should be noted that they got rid of their cheapest Quest 2;
       | the 64GB, which was initially at the $299 price point.
        
       | vlunkr wrote:
       | That's a significant increase. Can any game historians here tell
       | us if a price hike this large has ever happened before? It's not
       | a good look for something that seemed to be gaining a lot of
       | traction.
        
         | sidibe wrote:
         | It seems to be a very popular product that they were selling at
         | a loss. I think I'd still get one for $400, it is much more
         | useful and fun than most much more expensive AR/VR products
         | right now
        
         | onlyrealcuzzo wrote:
         | Price at Launch:
         | 
         | PS1 -> PS2 -> PS3
         | 
         | $299 -> $299 -> $499-$599
        
           | vlunkr wrote:
           | Those are each distinct consoles.
        
       | ChildOfChaos wrote:
       | I still have a quest 1.
       | 
       | I use it daily for fitness. I really love it, it's changed my
       | life, and the exercise I get from it really makes me feel good,
       | particularly someone that spends most of my weeks inside and
       | working at a computer.
       | 
       | I've not enjoyed any other form of exercise but I really love
       | this when combined with some of the fitness options such as
       | FitXR.
       | 
       | It's a real shame this has gone up so much, wow it's a large
       | increase, not even a small one, however this was the price of the
       | Quest 1, the Quest 2 featured a price drop due to some cutbacks
       | they made with the hardware, but it's still disappointing to see
       | them do this, particularly with it being such a large raise in
       | price.
       | 
       | I'm hoping my headset holds out until the Q3 or perhaps other
       | options start coming on the market, perhaps from Apple. I don't
       | care about VR gaming without a fitness element at the moment, as
       | the games are a bit boring / not so fun for me, but for fitness
       | it has been great.
        
       | chpmrc wrote:
       | If anyone is looking for a great VR multiplayer game with
       | original mechanics, I _highly_ recommend Hyper Dash:
       | https://www.oculus.com/experiences/quest/3070239359662935/
        
       | kringo wrote:
       | What, why? Running out of money or cost-cutting?
        
         | terafo wrote:
         | Cost-cutting, ever since meta started loosing users they
         | started cutting R&D.
        
           | kringo wrote:
           | They were throwing money at the problem, everything has to
           | come down at the end lol
        
       | m1gu3l wrote:
       | As much as some of y'all want to pretend it is a flex to "not
       | give meta/fb more money" it really isn't.
        
       | permo-w wrote:
       | is this a direct response to the Digital Markets Act? they're
       | gonna be legally required to open up the devices in a year or
       | two, so that's future potential tracking/ad revenue down by a
       | double digit %, which was subsidising the cost of the devices in
       | the first place
        
       | iwebdevfromhome wrote:
       | Too bad, I wish more people have the opportunity to play a game
       | changing experience like Half-life Alyx. If I have to describe
       | it, it's like playing Mario 64 for the first time back in the
       | day.
        
         | spywaregorilla wrote:
         | As someone who thought Alyx was really underwhelming, what
         | makes you say that? The only thing I thought Alyx did well was
         | the pick up system and the healing station. The healing had a
         | cool physicality to it. But there was basically nothing else in
         | the game that achieved that. Alyx would have been just as good
         | on the wii imo.
        
       | dougmwne wrote:
       | I assume that Meta is done subsidizing the sales of the Quest.
       | They have likely sold about 10 million units at a loss. I wonder
       | if they have decided that the Quest is not yet the feature
       | complete product that will run whatever they want the metaverse
       | to be. Quest was basically an experiment and it seems they have
       | learned what they need to.
       | 
       | Their next headset, the Quest Pro, will have eye and face
       | tracking cameras with the specific purpose to drive social
       | avatars and make VR social more natural. Meta's interest was
       | always social and while the Quest might be great for gaming, that
       | is not the addressable market they are going for.
       | 
       | And yeah, I realize that most people here are going to be a hard
       | no on Meta owning their face data, but strategically this is what
       | they are going for.
        
         | [deleted]
        
         | namelessoracle wrote:
         | Alternatively, they are projecting reduction in advertising
         | revenue due to recession and feel they cant take the hit the
         | same way anymore but would have continued if everything else
         | remained the same.
        
           | permo-w wrote:
           | or due to the Digital Markets Act
        
           | nomel wrote:
           | And, perhaps they're trying to soften the blow for the
           | increased price of their newer headsets, which rumors say is
           | in early stages of production.
        
         | tootie wrote:
         | We bought one in the pandemic frenzy and played with it a ton.
         | Family of four and we all found something fun. We fought over
         | turns playing it for a few months, but now it spends most of
         | its time on the cradle. It's still mostly a gimmick with barely
         | a handful of interesting experiences. The Quest 2 is
         | inexpensive, self-contained, has decent power and battery life
         | with good hand tracking. There's not a lot of major technical
         | barriers left to overcome. There just aren't enough clever
         | ideas to make it worth strapping to my head.
        
       | [deleted]
        
       | andybak wrote:
       | I would like to declare a new internet law:
       | 
       | "VR will have become mainstream when someone posts a VR-related
       | link to HN and the resultant discussion is about the article
       | itself rather than VR in general"
        
         | kranke155 wrote:
         | VR will never become mainstream. I've been working in VR since
         | 2015 and I don't use it daily. I don't know a single person who
         | uses it daily.
         | 
         | Maybe if you're mildly autistic or remarkably introspective it
         | works for you. For most people it's a fundamentally alienating
         | experience, like taking LSD but with none of the joy.
         | 
         | VR is fundamentally an industrial technology, good for training
         | and other purposes. For entertainment or home use it's
         | purposeless. Ask anyone (non techy) who has one. They don't use
         | it.
         | 
         | The focus on VR is how I know Zuckerberg has no idea what he's
         | doing. VR is never going to work, not in its current
         | incarnation. It just demonstrated that he has no idea how
         | normal people work, and that he's decided (for some reason) to
         | completely ignore whatever data they have, which would show him
         | that people just don't use it.
        
           | paintman252 wrote:
           | AR will absolutely become mainstream
        
           | ilaksh wrote:
           | I do table tennis in VR almost every day. There's also a very
           | good Golf simulation.
        
           | mhh__ wrote:
           | VR is extremely purposeful in my simracing rig
        
           | extortionist wrote:
           | I have one and use it probably a few times a week. It's
           | become a necessity for flight sims for me, I no longer play
           | them outside VR.
           | 
           | Flight sims aren't terribly mainstream, sure, but I wouldn't
           | be surprised if there's enough of a crowd between flight and
           | racing sims who are willing to spend small fortunes on
           | peripherals to keep VR going at some scale.
           | 
           | For gaming generally, there's a lot of friction that'll have
           | to be removed before mainstream success is a possibility, I
           | think--reducing the weight of headsets, reducing the cost,
           | solving motion sickness, improving the game selection,
           | improving situational awareness with the real world, reducing
           | the setup effort, etc.
           | 
           | A lot of current games aren't worth the effort of dealing
           | with all that, at least not once the novelty of VR wears off.
        
           | sidibe wrote:
           | I was pretty skeptical but for a few months I use VR every
           | day for a quick midday workout to wake me up (thrill of the
           | fight and pistol whip). Can't believe how much it can get
           | your heart rate up with just head and hands monitored. I
           | definitely think if they start monitoring your feet it'll be
           | used for a lot of exercise
        
           | fleddr wrote:
           | I once took our team from work to a VR center, as none had
           | tried VR before. Circumstances were top notch: Valve, super
           | high-end PC, large rooms, wide selection of games, all
           | possible accessories.
           | 
           | We all had fun and that's it. Nobody ever talked about it
           | again nor did anybody purchase a VR device themselves. It was
           | more like a one-time ride in a theme park. Mind you, these
           | are tech people with a good income. If here the hit rate was
           | zero, that's quite telling.
           | 
           | I think VR will at one point have a true mass appeal, and
           | when it does, it will change everything. Personally, I hope
           | that moment is far away. This "let's add even more options to
           | never leave the house" trend is backfiring.
        
             | andybak wrote:
             | > This "let's add even more options to never leave the
             | house" trend is backfiring.
             | 
             | People who don't want to leave the house already have
             | plenty of options.
             | 
             | People that love the outdoors or being sociable probably
             | aren't going to swayed either.
             | 
             | I don't think VR will change much in either direction for
             | most people. Personally I like a mix of things. I value
             | staying indoors and experiencing media that is rewarding. I
             | like getting out in nature when the climate permits. And
             | I'm not a total hermit. I don't think VR change things for
             | me or others. Digital crack already exists.
        
           | andybak wrote:
           | See my other comment:
           | https://news.ycombinator.com/item?id=32241770
           | 
           | I think you're overstating things but I agree to some extent.
           | It's a niche product but there's more niches than just
           | "industrial". There's still a lot of interest from the arts
           | and creative sectors for example.
        
             | kranke155 wrote:
             | I agree. The only true sustained usage I've seen it is
             | industrial training which is why I mentioned it. But yes
             | there are other uses for it.
             | 
             | It's mind boggling to me why or how Zuckerberg decided to
             | invest so much on it. I wonder if it's just a screen for
             | the stock price not to collapse as he loses DAUs, and
             | certainly young people, to TikTok and other apps. Because
             | otherwise it doesn't make a lick of sense to me.
        
               | andybak wrote:
               | I'm torn between "thanks for investing billions in a
               | medium I love" vs "I hope the whole field doesn't get
               | dragged when disillusionment sets in among Meta stock
               | holders"
        
           | agloeregrets wrote:
           | Supposedly the fitness hook is rather successful.
        
             | MichaelCollins wrote:
             | If it's like most other fitness products, it sells well but
             | gets abandoned in the closet before very long.
        
           | nomel wrote:
           | > VR will never become mainstream.
           | 
           | But XR will. It's clearly the future of general purpose
           | display tech.
        
           | dieselgate wrote:
           | Thanks for the seemingly well informed opinion. I, too, would
           | like to see VR labeled more as a "tool" rather than "the
           | future(!) of {education|recreation|work|etc}"
        
             | Firmwarrior wrote:
             | I've been big on VR since the Oculus kickstarter days, and
             | I have to admit that I don't play it every day.. but that's
             | just because there aren't any polished high-end multiplayer
             | games for it yet*. All my friends are on WoW, Fortnite, and
             | League of Legends, and old pancake games with friends are
             | more fun than VR indie games with randos
             | 
             | You should check out Half Life: Alyx to get a glimpse of
             | what VR could be someday. It's a super-polished, super-fun
             | game, and even just standing around in it doing nothing is
             | mindblowing compared to any non-VR game
             | 
             | * There are some good multiplayer action games, but so far
             | as I know they all require you to "get your VR legs" which
             | is a non-starter for me
        
               | dieselgate wrote:
               | I appreciate the suggestion, had never heard of Alyx
               | before seeing this thread. I'm admittedly quite reticent
               | to use VR in my personal time but mostly because I don't
               | play many video games (and have never "happened upon" any
               | VR exposure thus far) - small amounts of time gaming is
               | often something on the N64. The technology is immensely
               | impressive, though, and hope the games gain polish over
               | time!
        
           | permo-w wrote:
           | people almost certainly said this exact thing about computers
           | and the internet. that does not necessarily mean that VR will
           | go the way they did, but it does show that just because it
           | seems this way now does not mean it will be this way forever.
           | 
           | facebook and Zuckerberg may be unethical monopolistic robber
           | barons, but unlike some of the other big players in the
           | industry, they're not incompetent, and they never have been
           | 
           | I would guess that they believe the VR industry is awaiting a
           | critical mass of adoption where, like computers, then the
           | internet, then social media, it will suddenly go from being a
           | techy niche to a viable alternative platform for society.
           | presumably they're gambling that the negative anecdata you're
           | reporting will reduce as the UX improves, and I personally
           | think they're probably right
        
           | jedberg wrote:
           | > I don't know a single person who uses it daily.
           | 
           | I know a bunch of people who use it daily. They are all using
           | Immersed[0] for work (disclosure, I'm an investor, but I
           | invested because of the love their early customers had for
           | the platform). Basically, you get a bunch of virtual monitors
           | in VR.
           | 
           | It's way cheaper and much more portable than dragging five
           | massive screens around, and the isolation is the point -- you
           | can focus better when you have the headset on and headphones
           | in.
           | 
           | But you're right, that is a niche, and not the social product
           | Meta is hoping for.
           | 
           | [0] https://immersed.com
        
             | arrakeen wrote:
             | to someone who is prone to headaches with poor eyesight and
             | long eyelashes (smudges the lenses), the idea of working in
             | VR all day is at best delusional and at worst
             | discriminatory
        
       | ourcat wrote:
       | I assume this is to cover any losses from them soon making it
       | possible to use the Quest without a Facebook account? ie: The
       | data they will not be able to sell.
        
       | digdugdirk wrote:
       | Is VR broken out on the Meta balance sheets in a way that we can
       | track profit/loss/expenditures that are associated to VR
       | specifically? Anyone at Meta with a vague idea of how much of the
       | company is working on VR specifically?
       | 
       | It seems odd, like the "vision" is "VR Everything", but the
       | reality is more "We bought Quest and don't know what else to do".
       | Does anyone have any insight on how it feels inside the org?
        
         | pavlov wrote:
         | Yes, Meta reports the AR/VR unit separately as Reality Labs. It
         | lost $3 billion in Q1 this year, and about $10 billion in 2021.
         | 
         | The number of employees working in this pillar exceeds 10,000,
         | I believe. For the past years Meta has been building the entire
         | stack: chips, novel controllers like wrist neural interaction,
         | a new operating system... But the ambition level has been
         | somewhat reduced recently. The new OS project (XROS) was
         | scrapped last winter, for example.
        
       | ryanmcbride wrote:
       | Not surprising unfortunately. When it first came out with its
       | lower price I was pretty sure they were taking some losses in
       | order to lower the barrier of entry to VR. VR has become way more
       | established in the last few years, to the point that having a
       | headset is no longer a conversation piece, so they can raise the
       | entry barrier a little bit now that a lot of people already got
       | through.
        
       | m00dy wrote:
       | I am playing Population One on Quest2 and it is an amazing
       | experience. So much worthy than 400usd.
        
       | asciimov wrote:
       | Well that's one way to kill platform adoption momentum.
       | 
       | My biggest problem with VR is I've never been able to use it.
       | I've been to One Microsoft store about 3 years ago that had some
       | VR setup, but they refused to let me try it out.
       | 
       | I don't understand why Meta doesn't have these to try out in
       | stores. I'm not gonna buy something I can't see, touch, and try
       | first.
        
         | HatchedLake721 wrote:
         | You can return it if you don't like it, what's the problem?
        
           | asciimov wrote:
           | I prefer to have an idea what I am getting into before I drop
           | money on a big ticket item.
        
         | [deleted]
        
         | par wrote:
         | I also have never tried it, and i actually work for meta.
        
       | alkonaut wrote:
       | So they no longer feel they need to subsidize it because there
       | are no competitors in the segment and they sold enough to
       | maintain the ecosystem?
        
       | belval wrote:
       | As someone who owns a Quest 2 yet never actually bought a Quest 2
       | game (I use it for PCVR with AirLink) I think this makes sense.
       | While I don't have numbers, a Quest 2 is roughly equivalent to a
       | very expensive phone (beefy CPU + lots of RAM + high-res screen)
       | that comes with two controllers. Even at 400USD they are probably
       | still far from breaking even.
        
       | noncoml wrote:
       | I don't understand.. I thought Silicone Valley's playbook was to
       | give everything away for free until you people are hooked up or
       | you drive everyone else out of the market, and then raise the
       | prices as much as you want given you are a monopoly.
       | 
       | How is this going to help them capture the market?
        
       | desireco42 wrote:
       | This is how inflation looks like, instead of being cheaper, it is
       | getting more expensive.
       | 
       | I am early adopter, had Oculus for a long time... Very few things
       | to do with it unfortunatelly.
        
         | babyshake wrote:
         | I'm wondering how much of this is inflation vs. supply chain
         | constraints. I can't think of the last time I saw an
         | electronics product like this with a substantial price increase
         | so long after it has been released. The only comparable
         | examples all involves supply crunches.
        
       | doublerabbit wrote:
       | $400 for a headset and EAC to VRChat.
       | 
       | the metaverse isn't exactly achieving much success.
        
       | jjcon wrote:
       | Worth noting that this really only equates to a $50 increase on
       | the base model compared to release since it was originally
       | released as a 64GB set and now only 128GB is sold.
        
         | epicide wrote:
         | The 128GB model was selling for $300 before this hike.
         | 
         | Source: looking at a Best Buy listing right now for it (no
         | sales or anything like that mentioned).
        
       | unicornmama wrote:
       | All they need is a few more decades and billions of cash to burn
       | to turn this into a viable mass-market conusmer product.
       | 
       | Most new technologies fail. Except for some reason techies won't
       | let VR just die.
        
       | nanna wrote:
       | Am I the only one who struggles to take the name 'Meta'
       | seriously, and still calls Zuckerberg's empire Facebook? Its a
       | name that straddles pretentiousness and inanity ('That is sooo
       | meta.') too acutely, and I resent them adopting a name of a
       | broader movement of engineering for themselves. Or rather
       | stealing it from https://meta.is/ .
        
         | MichaelCollins wrote:
         | It's a flagrant attempt at reputation laundering. As far as I'm
         | concerned, "Meta" is Facebook, "Alphabet" is Google, and
         | "Xfinity" is Comcast.
        
         | [deleted]
        
         | KerrAvon wrote:
         | Not at all.
         | 
         | Slightly tangential, but I still see news headlines use
         | "Facebook" where it technically should be "Meta". I assume this
         | is because only techies know what Meta is; everybody knows what
         | Facebook is.
        
           | akavi wrote:
           | It's been 7 years since Google rebranded and everyone still
           | calls it Google.
        
             | elwell wrote:
             | Google (company) didn't rebrand. They are now part of
             | Alphabet (conglomerate).
             | 
             | Facebook (company) is now called Meta (company) and
             | continues work on Facebook (product).
        
               | akavi wrote:
               | And I make both those distinctions exactly never in my
               | personal life.
        
         | dieselgate wrote:
         | You're not the only one although I think it's cool (albeit
         | contrary to personal preferences) to see comments on this
         | thread from people who have positive VR experiences
        
         | rootusrootus wrote:
         | I'll probably call it facebook forever. But I don't know if
         | it's because the new name is Meta. I call Alphabet Google.
        
           | dom96 wrote:
           | Does Google even want you to call them Alphabet though?
           | Facebook's rebrand is far more intentional than Google's
        
         | cheeze wrote:
         | Yeah - it's pretty poor branding IMO
         | 
         | It's not Meta. It's Facebook. Meta feels like... an SNL skit or
         | something.
        
         | LordDragonfang wrote:
         | That has pretty much been the consensus opinion since the name
         | change, so no, you are not the only one.
         | 
         | The only people who I see consistently calling Zuckerberg's
         | empire "Meta" are financial types that care about name of the
         | company granting shares and on the stock ticker, and reporters
         | who have to do copy editing.
        
       | zhoujianfu wrote:
       | Noooo!! Why?!!!?! Arrrrrgh!!
        
       | throwaway092832 wrote:
       | Not worth it, as somehow who owns the quest 2.
       | 
       | The runtime performance is garbage with frequent hitches in frame
       | rate. The in-game resolution is poor with many games having
       | extremely low texture quality and "jaggies" which could be solved
       | with some sort of anti-aliasing.
       | 
       | There are also barely any games worth to play in VR, the
       | ecosystem just isn't there yet to warrant a VR purchase,
       | especially at this price.
       | 
       | VR experience is greatly improved if you can render it on your PC
       | and stream it to a VR headset so you can get consistent frame
       | rate and 120hz.
       | 
       | I play beat saber which the quest 2 cannot reliably render
       | without performance drops. You can fix this if you render it on a
       | PC though.
       | 
       | Now that the market rate went up, I will probably sell it to a
       | pay pig. My graphics card is still up 200% over what I paid for
       | it 4 years ago.
       | 
       | EDIT: You need to place the headset in some faraday box, as it
       | will still stay on even when turned off sometimes. It maps your
       | entire house to know exactly where the safe play zones are. It's
       | incredibly creepy, but also convenient, since you don't need to
       | redraw the play area.
        
         | jandrese wrote:
         | I have a Quest 2 and I've not noticed framerate hitches with
         | Beat Saber.
         | 
         | But I do a fair bit of wireless streaming off of PC (but not
         | Beat Saber), and one of the things that surprises me is that it
         | seems like battery life is worse when streaming from PC than
         | when the Quest 2 is doing its own rendering. In any case the
         | battery life does leave a bit to be desired. I expect the Quest
         | 3 to be not much faster, but to have a significantly more
         | efficient processor so it lasts more than an hour or two.
         | 
         | My final note is that if you're going to stream wireless is the
         | way to go. I was worried it would have noticeable latency or
         | hitching but the experience has been basically perfect. You do
         | need a fast modern 5Ghz WiFi router and the PC on Ethernet
         | however. Dealing with cables that have fragile USB connectors
         | on the end while you are blindly swinging your arms around is
         | not worth it.
        
           | AnIdiotOnTheNet wrote:
           | Eh, I still use a Rift I bought off a friend, which requires
           | a USB3 and HDMI for itself plus 3x USB3 for the base
           | stations. While this is a tragically more complicated setup
           | than I'd like, and getting all three base stations to behave
           | was painful, I can't say that the cables themselves have
           | really given me any trouble.
        
       | yonaguska wrote:
       | As much as I wanted to get into VR, Meta taking over the Quest
       | has thankfully saved me countless sunken dollars and hours.
        
         | roody15 wrote:
         | Lol exactly. Really wanted to play Half Life / Alex but not
         | about to give Meta any money ... absolutely not going to use a
         | facebook account to use a VR device.
        
           | Jalad wrote:
           | To be fair, if you want to play Alyx you can also use the
           | Valve Index. So no Meta involved
        
             | shahar2k wrote:
             | or an HP reverb G2, or HTC vive or one of dozens of other
             | non meta vr sets...
             | 
             | that said a cheap quest 2 second hand with virtual desktop
             | makes for probably the best wireless experience / dollar
             | you can have
        
               | Schinken_ wrote:
               | To add to that: Even though the Pico brand is now owned
               | by Bytedance (TikTok) I really enjoy their Pico Neo 3
               | (it's a hardware equivalent to the Quest 2, actually due
               | to active cooling it has a bit more performance
               | headroom).
               | 
               | The wireless streaming works great. There is no account
               | setup whatsoever. Null, nada, nichts. You can just boot
               | up the HMD and you're good to go.
        
             | giobox wrote:
             | At typically more than 2x the cost. I've played Alyx on
             | both, the Index is absolutely not a 2x better experience.
             | 
             | I'm no fan of their corporate parent either, but the value
             | proposition on Quest 2 for general purpose PC VR gaming
             | (especially prior to this price increase) was remarkable
             | given size of subsidy Meta were prepared to make on price.
        
               | jsheard wrote:
               | It's a bit baffling that the Index is still as expensive
               | as it is, it's three years old and has never gone on sale
               | even once nevermind had a permanent price cut. In a
               | vacuum it's worth what people are willing to pay, but
               | Valve are a software company selling hardware to promote
               | their ecosystem, which they're ceding to the much more
               | affordable Oculus ecosystem by keeping the premium price.
               | 
               | It's still a nice headset but it's showing it's age, the
               | Quest 2 has higher resolution screens and the ability to
               | stream PC VR wirelessly is a killer feature which the
               | Index doesn't support.
        
               | indiv0 wrote:
               | No only that, but it's perpetually out of stock in most
               | regions as well.
        
               | MikusR wrote:
               | It was 3x the cost now only 2.5x.
        
           | pathartl wrote:
           | Alyx is probably one of the greatest gaming experiences I've
           | had... but I was also able to borrow a Vive from a friend to
           | play it. I'm a Half-Life nut so I would have bought a headset
           | anyway, but I'm glad I haven't bought a Quest.
        
             | duffyjp wrote:
             | How much do you have to move around to play Alyx? I have an
             | old Oculus Rift gathering dust, but my gaming PC is in a
             | super cramped room.
        
               | pathartl wrote:
               | It has two modes. To play comfortably you need probably a
               | 6x6x10ft area.
        
             | YellowTech wrote:
             | You can use a Oculus Account (not connected to facebook)
             | and then use Virtual Desktop to stream the game from
             | SteamVR over Wifi. If you have a Wifi 6 router it's the
             | best PC VR experience you can have (wireless, no base
             | stations, really high resolution, very low latency) and
             | besides the Quest 2 and Virtual Desktop you are not giving
             | any money to Meta. If you are worried about battery life, I
             | already player with a battery bank in small backpack
             | without any problems! Absolutely awesome.
        
               | rblatz wrote:
               | You don't even need Virtual Desktop, the Quest 2 supports
               | wireless VR natively.
        
             | spywaregorilla wrote:
             | I've ranted about this several time on hn but Alyx was a
             | huge disappointment to me. I did it on an index. The
             | fakeness and heavy hand holding of the combat pulled out
             | any sense of immersion for me.
        
             | echelon wrote:
             | The immersiveness is fantastic, but movement feels like
             | trying to use a 1970's pong controller while something is
             | strapped to your head.
             | 
             | I want standard joystick-based movement. I suppose too many
             | get motion sickness, or that joysticks are ergonomically
             | awkward to place onto motion controllers while maintaining
             | the "pointing" and "picking up" metaphors.
             | 
             | VR's "aim and teleport" mechanic is the worst, though. It
             | ruins the entire experience for me. I just want to walk in
             | a direction - easy with a game controller. But instead you
             | have to aim, judge distance, and click. It's so weird and
             | feels gross.
        
               | Spoom wrote:
               | As others have said, true movement and turning is an
               | option in a good number of games. Having tried it myself,
               | I won't do it again. I had a headache that lasted several
               | hours as a result. Honestly, I was surprised how much it
               | affected me, given that I've never had any form of motion
               | sickness before or since. My brain _did not like_ the
               | perception of movement disconnected from sensing that
               | movement.
               | 
               | Now, when omnidirectional treadmills become a thing so I
               | can literally walk / run places in games, I'm onboard.
        
               | papito wrote:
               | Alyx "smooth motion" is in settings - _game_ settings,
               | not Oculus or anything, and yes, you have to be careful.
               | Sometimes I can barely maintain my footing if something
               | happens too fast.
        
               | SpikeMeister wrote:
               | There's smooth movement and smooth turning options for
               | most games, including Alyx.
        
               | mepian wrote:
               | The game asks you whether you want standard joystick-
               | based movement when you start it.
        
               | [deleted]
        
               | pathartl wrote:
               | I get terrible motion sickness so I opted for
               | teleportation. I still get sick in a playthrough. The
               | part where you free the vort in the square was the first
               | time I started really feeling sick, but that's because
               | you have to take an elevator.
               | 
               | After like 3 playthroughs I've gotten the teleporting
               | movement down and it's pretty much second nature. Outside
               | of the game I found myself holding out my hand and
               | flicking to try to pick things up IRL
        
           | break_the_bank wrote:
           | They dropped the requirement to have a Facebook account for
           | Meta Quest 2 a few weeks ago.
        
             | Schinken_ wrote:
             | Yes, from a Facebook Account to a Meta Account...
        
               | jdgoesmarching wrote:
               | Don't worry, they renamed the tables and everything!
        
             | amluto wrote:
             | By requiring a Meta account as I recall. Not much of an
             | improvement.
        
               | LadyCailin wrote:
               | Presumably this would mean if you're banned on Facebook,
               | that wouldn't lock you out of your device. That was one
               | of the bigger sticking points at least.
        
               | reaperducer wrote:
               | If Meta is anything like Google (and it is), we're not
               | far off from getting locked out of Facebook bricking your
               | VR gear.
               | 
               | HN is lousy with stories about people getting tagged by
               | faulty "AI" in one Google program and getting blitzed out
               | of all the others.
               | 
               | The risk is too high that Meta will follow suit one day
               | soon.
        
               | munk-a wrote:
               | Personally, I never want Meta to leverage my game usage
               | on Facebook or any of their other platforms. I like Steam
               | being an independent platform that has no motivation to
               | share my information with socials - I really don't want
               | random relatives asking me about my gaming habits.
               | 
               | The fact that it was made by Facebook was worrying - the
               | fact that it required a Facebook account made it a non-
               | starter.
               | 
               | For the same reason, while I do enjoy the occasional
               | twitch stream - some of my favorite streamers have moved
               | to FB... thus I have stopped watching them because I
               | don't like making it easy for socials to track and
               | broadcast my every waking moment.
        
               | 14 wrote:
               | My kid one time had some sort of name calling swearing
               | match on the PS4 which was tied into my email and my
               | credit card and all my games. I found out because all of
               | a sudden I had a 30 day suspension on the account and
               | could not play any of my downloaded games properly. Not a
               | big fan of digital games and threat of being locked out
               | temporarily or possible permanently for one wrong move.
        
             | _jal wrote:
             | "Let me hold your wallet".
             | 
             | "No way!"
             | 
             | "OK, then just let me hold everything that's in it."
        
           | [deleted]
        
         | SCUSKU wrote:
         | Couldn't agree more. Two or so years ago I was thinking about
         | getting into VR, but once I saw the Quest required Facebook
         | login, I said no thanks.
        
         | FractalHQ wrote:
         | I bought two recently for my parents and they don't use them. I
         | tried to use them but there are no real VR games to play. All
         | of the games are arcade-style mini games with 20 year-old
         | graphics. They get boring after a couple minutes. Huge
         | disappointment!
         | 
         | Around 10 years ago I gave up on VR and decided to wait for the
         | VR game market to grow. It was a huge bummer to learn that
         | nothing has changed after all this time.
         | 
         | I think it will take another decade or two for hardware power
         | and costs to catch up to modern game engines.
         | 
         | For me, the only VR experience worth experiencing right now is
         | probably a $1000 Valve Index with Half-Life Alyx running on my
         | $4000 PC.
        
           | notjustanymike wrote:
           | With an Index, don't miss out on Into the Radius, and VTOL
           | VR. Or get a wheel and try Project Cars 2 or iRacing.
        
           | rblatz wrote:
           | I'm not surprised that a casual level gaming device didn't
           | meet the expectations of someone with a $4,000 gaming rig.
           | You aren't the target market for this device.
        
           | ilaksh wrote:
           | Eleven Table Tennis VR -- very realistic table tennis
           | 
           | Golf+ -- fairly realistic Golf and also TopGolf setup.
           | 
           | Demeo -- like a really casual HeroQuest that you can jump
           | into at any time (multiplayer, automatic).
           | 
           | Ancient Dungeon -- procedurally generated roguelike.
           | 
           | The Walking Dead Saints and Sinners -- really good zombie
           | game
        
         | dmix wrote:
         | You're missing out, Quest 2 was one of the best purchases I've
         | made in the last year.
         | 
         | I also don't think VR is good enough to be worth investing $1k+
         | into a VR headset like Vive. $300 seemed like a very high
         | return on investment for what I got. Not sure about $400 since
         | I already have one but I'd _probably_ still do it.
         | 
         | I also made a fake, empty Facebook account to use the Oculus
         | store, so I don't feel like it's a privacy invasion.
        
           | FractalHQ wrote:
           | My Quest 2 runs glorified arcade games with 20 year-old
           | graphics. What games are you playing that you enjoy for more
           | than 5 minutes? Beat saber and VR-Chat bore me to death.
        
             | arbitrary_name wrote:
             | Population One is awesome, great first person shooter in
             | VR.
        
             | ilaksh wrote:
             | Eleven Table Tennis
             | 
             | There is also Golf+ plus I am way more into table tennis.
        
             | nickthegreek wrote:
             | I logged hundreds of hours in Demeo. Also enjoyed Puzzling
             | Places and walkabout golf.
        
             | BudaDude wrote:
             | - Blade and Sorcery
             | 
             | - Star Wars Vader Immortal, is so good I can only compare
             | it to a Disneyland ride.
             | 
             | - Walking Dead: Saints and Sinners
        
             | rblatz wrote:
             | Demeo and Echo Arena are great if you have friends that
             | also have a Quest 2 you can play with. I'm past the age
             | where I want want to risk the enjoyment of my limited
             | gaming time to the random match maker gods.
        
               | phkahler wrote:
               | Assume you mean Echo VR. Fantastic game! I agree that
               | playing with random people can be a downer, so I've
               | "friended" several people who are competent players and
               | not annoying. One likes to play private matches with 10
               | known "adults" and it's amazing.
               | 
               | It's not all about graphics, it's about gameplay,
               | cooperation, competition and good sportsmanship with some
               | friendly ribbing. I've got more than 2K matches in and
               | still play a couple times a week until the battery dies.
        
               | rblatz wrote:
               | Ha I guess you are right, not sure when they rebranded it
               | from Echo Arena to Echo VR.
        
           | hasbot wrote:
           | I bought a Quest 2 last winter, used it a lot for the first
           | two weeks, and then it sat unused for nearly a month. Thanks
           | to Amazon's lengthy return policy during Christmas I got a
           | full refund. Like with 3D in movies, I didn't find 3D in
           | games compelling. I really expected to like Beat Saber but
           | the music didn't appeal to me and so many of the custom songs
           | were just so poorly done.
        
           | Robotbeat wrote:
           | I bought the Quest 1 for $500, and I thought it was a good
           | buy even then. $400 for the Quest 2 is still a steal,
           | honestly.
           | 
           | And I have a PC that can handle VR games (and you can use the
           | Quest 1 or 2 as basically a PC VR headset if you want). But
           | it's just so much less hassle to use the native Quest.
           | 
           | The main use of the Quest is still to play beatsaber tho LOL.
        
           | parkingrift wrote:
           | >I also made a fake, empty Facebook account to use the Oculus
           | store, so I don't feel like it's a privacy invasion.
           | 
           | You're kidding yourself with that. You gave Facebook literal
           | eyes into your home through an internet connected device. If
           | you don't think Facebook know who you are I have some coins
           | I'd like to sell you.
        
             | permo-w wrote:
             | also last time I tried, facebook demanded ID to sign up an
             | account
        
             | onepremise wrote:
             | Not to mention they can now Id you based off your retina
             | scan. They can also profile your house and products you use
             | in your house. Facebook is reckless with data. Just read up
             | on the Cambridge Analytica scandal. They were even sharing
             | facebook messenger conversations with third party data
             | consumers.
        
               | weego wrote:
               | _they can now Id you based off your retina scan_
               | 
               | There's enough wrong with FB/Meta to not need to go into
               | conspiracies
        
               | nickthegreek wrote:
               | The quest 2 does not have an inward facing camera
               | pointing at your iris.
        
               | johndough wrote:
               | The quest 3 might have eye tracking and face tracking.
               | 
               | "One of the things I'm really excited about for future
               | versions is getting eye tracking and face tracking in" -
               | Mark Zuckerberg https://uploadvr.com/zuckerberg-
               | quest-3-4-eye-face-tracking/
               | 
               | Here is their tech demo for full eye and face tracking
               | for virtual avatars:
               | 
               | https://www.youtube.com/watch?v=86-tHA8F-zU
        
               | jokowueu wrote:
               | What does that have to do with the quest 2 ?
        
               | johndough wrote:
               | The comment I responded to just happened to be the one
               | which made me wonder how far off the dystopian future was
               | where mega corporations are scanning people's eyes, which
               | is why I went and searched the internet for information
               | and found that that future is actually very close. This
               | made me a bit worried. Therefore I mentioned that piece
               | of information here, hoping that it might reach someone
               | in a position to change that future.
        
             | PaulsWallet wrote:
             | I talked to someone who used to be at Facebook's reality
             | lab and they said they have very VERY strict controls on
             | user data and no one just has remote access through Oculus
             | cameras including devs but reputation is hard to shake when
             | tied to a company like Facebook.
        
               | johannes1234321 wrote:
               | That developers not having access is likely. Still there
               | certainly is different data analytics running over it to
               | identify what works and what ads to sell where. Also
               | there mere fact that the data exists can lead to some
               | (ab)use sometime in future. Even if I were to trust Mark
               | Zuckerberg (which I don't, but for arguemnt's sake) this
               | won't give me trust in a successor.
        
               | parkingrift wrote:
               | Oh I'm sure they do. I'm sure Facebook cares deeply about
               | your data and they absolutely would not ever lose it or
               | accidentally give it away.
               | 
               | They definitely don't see the VR devices as a gateway to
               | another frontier on data collection. That's why they paid
               | billions for Oculus and then spent billions to sell the
               | Quest devices at a loss.
               | 
               | Ignore the fact that one of basic features of the Quest
               | is to scan your room and build a play area. Just give FB
               | a burner account and you're set they definitely won't be
               | able to tie that data together it's not like they built
               | their entire business around doing that.
        
               | PaulsWallet wrote:
               | This is such a weirdly aggressive comment. I'm not saying
               | you have to trust Facebook but there are much better ways
               | to shake Oculus users down for money than risk getting
               | caught watching people on the toilet through their VR
               | cameras.
        
           | AnIdiotOnTheNet wrote:
           | For me it isn't even so much about the privacy invasion or
           | having to have a Facebook account, it's being locked into one
           | store. PCVR doesn't have that problem.
        
             | nickthegreek wrote:
             | You can play any of your steam vr games on the quest 2.
        
               | AnIdiotOnTheNet wrote:
               | Sure, with some hackery. I'd rather pay for something
               | that doesn't require me to work around it like that. Why
               | pay for this in-headset computer if I'm not using it?
        
               | nickthegreek wrote:
               | no hackery required. it works wireless as well.
        
               | AnIdiotOnTheNet wrote:
               | You're correct, it used to require hackery, not it
               | appears it is an included beta feature.
        
               | AuryGlenz wrote:
               | It was always supported natively over USB.
        
         | JeremyNT wrote:
         | Facebook/Meta has some really great advertising and branding,
         | but there are now good alternatives out there too even if they
         | aren't as well known. I have the HP Reverb 2 which is a pretty
         | interesting device in its own right.
         | 
         | Which is to say, you can definitely still throw away your time
         | and money on this fad without supporting Facebook/Meta :)
        
         | whywhywhywhy wrote:
         | VR wouldn't even be a thing anymore without their efforts.
         | 
         | PC Tower VR is a dead end where the complexity and hardware
         | costs will never take it the customer base size that justifies
         | developing non-indie content.
         | 
         | I don't think Valve would have even bothered building Index
         | without the Oculus threat.
        
           | MichaelCollins wrote:
           | > _VR wouldn't even be a thing anymore without their
           | efforts._
           | 
           | As long as Facebook owns it, it may as well not be a thing to
           | me. Facebook "saving" VR is a utterly pyrrhic victory. If
           | facebook owns it then it wasn't worth saving.
        
             | hparadiz wrote:
             | Same. I don't trust Zuck with the ecosystem so I'll just
             | sit it out. I might get an Index one day.
        
           | upupandup wrote:
           | What?! You give Meta way too much credit
        
           | kangalioo wrote:
           | What complexity and hardware costs are you referring to? You
           | need to have a decent graphics card, which most PC gamers do,
           | and connecting the headset is just plugging in the cables
           | into the PC (HDMI and USB for ours)
        
             | AndrewOMartin wrote:
             | There are a lot of us tech enthusiasts who just have one
             | laptop for business/research, zero or one not-current-gen
             | games consoles and maybe a sorry looking ancient desktop.
             | This makes the Quest an attractive and unique new treat to
             | drop a couple hundred GBP on, obviously less so now.
        
             | terafo wrote:
             | Tracking stations are a real struggle with Index. Headsets
             | that don't track position of the head are uncomfortable.
        
           | Macha wrote:
           | I mean, so far the three titles I would call "non-Indie",
           | those being Fallout VR, Skyrim VR and HL: Alyx, are PC VR
           | exclusives.
           | 
           | Stuff like Beat Saber and VRChat which are the most succesful
           | VR games, predate the Quest, and are probaby helped that beat
           | saber only needs the motion controls part of VR - were it not
           | for facebook using it to sell the Quest nowadays, we would
           | have had a switch port by now I feel.
           | 
           | And VRchat doesn't even require VR, it also has a regular
           | desktop client.
        
             | ben_w wrote:
             | While VRChat supports regular desktops, if it was only on
             | desktops then I suspect it would be seen as a Second Life
             | clone.
             | 
             | (From what I read, Second Life only runs on VR as a janky
             | 3rd party hack, not an official release. But my info may be
             | out of date).
        
           | Dracophoenix wrote:
           | Valve partnered with HTC on the Vive. While HTC has now
           | decided to pivot away from consumer/enthusiast VR headsets,
           | Valve never gave up.
        
           | parkingrift wrote:
           | >VR wouldn't even be a thing anymore without their efforts.
           | 
           | A headset with multiple cameras on it, connected to the
           | internet, scanning my surroundings, and phoning home to
           | Meta/Facebook. Hard for me to imagine a more dystopian future
           | for VR than the one envisioned by Zuck. I'd rather VR not be
           | a thing than for Meta/Facebook to dominate it.
        
           | mhh__ wrote:
           | I don't particularly care about that if I'm being honest.
           | 
           | I really don't think there's much room creatively for non-
           | indie VR games that fit on a standalone headset.
           | 
           | I'm sure there's something, but you can already do so much
           | with something like beatsaber or superhot that I don't feel
           | myself yearning for all that much more.
           | 
           | If we could use (say) AI techniques to create VR versions of
           | classic movies, that would be cool and I'd pay a pretty penny
           | for it, or even VR-specific works that actually explore the
           | implications of the medium (I could see tomorrow's equivalent
           | of black mirror's bandersnatch doing this), but I don't feel
           | like my VR headset is a wasted investment at the moment.
           | 
           | Even just for flight sims and simracing it's genuinely
           | fantastic. I'm probably never going to race at Le Mans at
           | night in the rain, I want to though, so my brain makes the
           | rest up for me when I put the headset on.
        
           | terafo wrote:
           | 5 millions PSVR sold beg to differ.
        
             | [deleted]
        
             | ceeplusplus wrote:
             | That's an estimated 1/3 of what Quest 2 sold [1]. And Sony
             | already has a huge install base of subsidized consoles to
             | sell into, whereas high end PCs required to run VR are a
             | rarity.
             | 
             | [1] https://uploadvr.com/quest-2-sold-almost-15-million-idc
        
               | terafo wrote:
               | I was disproving his point about VR being dead without
               | Oculus. Prior to Quest 2 launch they weren't even the
               | leader, 1.5 years after that launch they are basically
               | only game in town(not for long, PSVR2, next gen Valve
               | headset and Apple are coming soon). And VR-capable PCs
               | aren't that rare, you basically need performance of 1060
               | and half of Steam userbase have that.
        
           | rjh29 wrote:
           | I agree. Games are selling 10-20x more on the Quest compared
           | to the PC. It's making VR accessible and cheap for everyone.
           | And the market is open for someone else to release a cheap
           | headset if they like rather than requiring people to spend
           | thousands of dollars and have complicated setups.
        
             | amelius wrote:
             | > And the market is open for someone else to release a
             | cheap headset
             | 
             | Increasing difficult as most apps are on Meta's platform
             | now.
        
               | haroldl wrote:
               | Apple is big enough to make it happen and there are
               | plenty of iOS game devs out there to make it a success.
        
       | archildress wrote:
       | Sold my barely used Quest 2 a few weeks ago and had a real hard
       | time getting even $235 for it.
        
         | whywhywhywhy wrote:
         | Shocked anyone would buy a second hand headset at all tbqh.
         | Covid-era or not.
        
         | de6u99er wrote:
         | I believe the main issue is content. Not only us it more
         | difficult to create content for VR, it's at least twice as
         | expensive. VR will IMHO have the same fate as 3D TV"s had.
         | Fancy and interesting in the beginning, but too much of a
         | hassle on the long run.
         | 
         | Did I get it right?
        
           | rjh29 wrote:
           | I agree that content creation is difficult and there is a
           | lack of longer experiences, but OTOH people are willing to
           | pay more per hour of content for these experiences -
           | comparable to movies - and there are also plenty of
           | multiplayer/roguelike games for those who want more hours per
           | dollar.
           | 
           | The proof is in the pudding - the Quest has sold a lot and
           | there are many games in the store already.
        
           | intrasight wrote:
           | 3D is still TV - with only a small improvement.
           | 
           | VR isn't a small improvement on something you already have.
           | It's a whole new thing. I, for one, expect it to be as
           | revolutionary as the WWW - which also lacked for content in
           | the early days.
        
         | zlsa wrote:
         | That's not surprising considering the brand-new price is $299,
         | and refurb units are semi-regularly available for $250.
        
           | archildress wrote:
           | Yeah, it's not a super steep discount; I wound up getting
           | $235 for it. Sales tax would've been about another $30 here
           | so it was about $100 off sticker price with probably 10 hours
           | of play.
        
         | nickthegreek wrote:
         | Only got $150 for mine last week after dodging scammers on fb
         | marketplace. Wished I woulda waited!
        
       | jdlyga wrote:
       | I view the Oculus Quest in the same category as 3D TV right now.
       | Yes, it's REALLY COOL. But 3D TV was also really cool, especially
       | watching Pixar movies which I did all the time when I had one. It
       | has potential, but it's just not there beyond some initial great
       | stuff.
        
         | par wrote:
         | i dont think 3d tv was ever "really cool".
        
         | smoldesu wrote:
         | I think you're making a bit of a WiiU-to-Switch comparison
         | here. 3D TV's limitations were overtly prohibitive: not only
         | were the units much more expensive than standard TVs, but they
         | also required additional hardware/headsets. Then there's the
         | problem with resolution and color accuracy, display shimmering,
         | bad viewing angles... 3D TV was never meant to be anything
         | besides a slick demo at your local Best Buy.
         | 
         | VR I'm skeptical of, but most of the sticking points I can
         | imagine have been fixed. For $400 you can get a fully-featured
         | plug-and-play headset. That's less than most iPads! That
         | headset will have controllers, inside-out tracking, 6DOF, video
         | passthrough, wireless/standalone capabilities... Meta/Facebook
         | certainly isn't a saint, but the Quest is amazing from a
         | hardware standpoint. Even with the new price bump, these
         | devices still feel oddly undervalued. I bought my Quest 1 a few
         | years ago for the same price, and don't regret it at all.
        
       | causi wrote:
       | The fuck? It's a two year old electronics product. They should be
       | dropping the price, not raising it.
        
       | drumhead wrote:
       | The "metaverse" is swiftly fading into the distance now.
        
         | andybak wrote:
         | Is "VR" and "metaverse" synonomous by your definition?
         | 
         | I've always been cold on the metaverse hype whilst at the same
         | time remaining a big fan of VR.
         | 
         | However, I don't think VR is about to become mass market in the
         | way some people hype it - and I don't think it _needs_ to. It
         | can remain a healthy niche and things would probably work out
         | better that way.
        
       | kypro wrote:
       | Lots of commenters here saying they're surprised by this move,
       | but isn't the Quest 2 a loss leader for Meta? If I had to guess
       | this move is probably to reduce the loss they're taking on each
       | unit sold. The reason they're doing it now is probably because of
       | the digital ad slow down and investor fears around Meta's
       | metaverse cashburn.
        
         | bredren wrote:
         | It has to be. When I ordered a few months ago the device
         | arrived the next day. I couldn't believe it.
         | 
         | Even though the hardware is somewhat aged and the platform
         | still has bugs the overall quality, delivery and onboarding
         | experience was good. The accessories to flesh out the kit were
         | also inexpensive. The whole thing feels underpriced, however
         | average people are definitely not ready to put on a headset.
         | 
         | This is MUCH different from the flip-phone to smartphone
         | transition. Pricing has to be low because there's major
         | adoption friction to overcome.
         | 
         | I've said it before, but I loathe facebook and can not support
         | Meta or its aims until it splits off a company that can not and
         | will not use data built from Facebook / Instagram or any other
         | entity connected to FB.
         | 
         | The only thing that gave me solace in adding data to my shadow
         | profile was that I knew the purchase was costing them much more
         | than was sustainable.
        
       | mark_l_watson wrote:
       | It seems strange to raise the price of something that has been on
       | the market for a while, right?
       | 
       | I do love my Quest 2.
        
         | balls187 wrote:
         | What do you love about it?
         | 
         | I have a Quest 2, and it still seems very niche for me.
        
           | rjh29 wrote:
           | I like Beat Saber (play daily), Walkabout Golf (feels like
           | minigolf, can play with friends anywhere in the world) and
           | Resident Evil 4 (a classic game excellently ported into
           | immersive VR).
           | 
           | Also the price. Before the Quest I'd have needed to buy a
           | gaming PC and expensive headset like the Vive or Index. And
           | it's wireless and doesn't need any sensor units placed around
           | you. The tracking works great and it tells you when you're
           | about to leave a safe area. It can even do hand tracking so
           | you don't need controllers.
        
             | balls187 wrote:
             | RE4 VR worth getting?
        
           | jjcon wrote:
           | Everyone in my family has a quest 2 - we go VR mini golfing
           | and VR fishing together all the time. It is a great way to
           | keep connected with friends and family that live far away.
        
           | mark_l_watson wrote:
           | I do the Thai Chi lessons everyday. I find the ping pong game
           | is a great way to unwind, a 5 minute game is enough. I
           | enjoyed the Star Wars Vader Immortal series. I use my quest
           | for about 1 hour a week, so I am not a heavy user - but I do
           | enjoy it. BTW, I worked in the VR field about 25 years ago
           | for SAIC and Disney.
        
             | balls187 wrote:
             | I too enjoy the VR experience, and to me, it scratches a
             | similar itch as going to a high-end arcade and playing
             | Mechwarrior. Fun to do occasionally, but not how I spend a
             | majority of my entertainment hours.
             | 
             | > BTW, I worked in the VR field about 25 years ago for SAIC
             | and Disney.
             | 
             | Nice. I remember my first VR experience was about 30 years
             | ago at the local kids science center.
        
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