[HN Gopher] Meta announces its Quest 3 VR headset
       ___________________________________________________________________
        
       Meta announces its Quest 3 VR headset
        
       Author : mfiguiere
       Score  : 247 points
       Date   : 2023-06-01 14:19 UTC (8 hours ago)
        
 (HTM) web link (www.theverge.com)
 (TXT) w3m dump (www.theverge.com)
        
       | dougmwne wrote:
       | I'm not sure how major of an upgrade this will be. From a gaming
       | perspective, 2x the GPU will help. The Quest 2 graphics are
       | pretty basic but they get the job done. The MR seems like it's a
       | solution searching for a problem.
       | 
       | I'm waiting for a headset that I can use during travel in place
       | of an external monitor, but I don't think this is it yet.
        
         | curiousllama wrote:
         | External monitors is more of the Quest Pro schtick. If you look
         | at the marketing materials, Quest 2/3 is all games while Quest
         | Pro is all work stuff.
         | 
         | I'm actually excited for the MR use cases - I love playing
         | board games online+phone with friends. Would be super cool if I
         | could see them/the board in a more real way.
        
       | explorer83 wrote:
       | I can't help but hate that OLED has been replaced by LCD. I
       | actually sold my Quest 2 and kept the 1 just because of this
       | despite the 2 being better in virtually every other metric. I
       | guess I'll have to wait and see how the 3 LCD compares. Note: I
       | primarily use the Quest for streaming from my PC and low graphic
       | games so I could live with the other tradeoffs. I would paid more
       | for an OLED version of the 2 or 3 so I would eat the cost.
        
       | DueDilligence wrote:
       | [dead]
        
       | MikusR wrote:
       | "But that's not all! In an upcoming software update, we're
       | updating the Quest 2 and Quest Pro GPU and CPU. Quest 2 and Pro
       | will see an up-to 26% CPU performance increase with an up-to 19%
       | GPU speed increase for Quest 2 and 11% for Quest Pro."
        
       | shrubble wrote:
       | Am I the only one who thought of the GrubHub ad music
       | (https://www.youtube.com/watch?v=G-T3qKl6y-c) when watching the
       | linked video?
        
       | MikusR wrote:
       | "But that's not all! In an upcoming software update, we're
       | updating the Quest 2 and Quest Pro GPU and CPU. Quest 2 and Pro
       | will see an up-to 26% CPU performance increase with an up-to 19%
       | GPU speed increase for Quest 2 and 11% for Quest Pro."
        
       | kapsteur wrote:
       | Meta seem desperate, for announcing this device, 4 days before
       | Apple will reveal their product
        
       | curiousllama wrote:
       | Apparently, Meta sold as many Quest 2s as Microsoft sold Xbox
       | Series X/S consoles (~20 million).
       | 
       | The metaverse is nonsense, and the Quest Pro flopped. But
       | apparently the main Quest devices are pretty compelling toys.
       | 
       | I wonder if this is a high point, or if they'll maintain the
       | momentum. Also interested to see if they can ever really build
       | out + monetize their game library .
       | 
       | https://en.m.wikipedia.org/wiki/List_of_best-selling_game_co...
        
         | bombcar wrote:
         | It's so strange to me - so many devices sold yet I don't hear
         | much about them at all. I hear about Xboxes somewhat, but maybe
         | that's because I got one mainly as a Blu-ray player.
        
           | fastball wrote:
           | I hear about Beatsaber way more than I hear about anything
           | Xbox exclusive.
        
           | JansjoFromIkea wrote:
           | The metaverse stuff (both the stuff directly attributable to
           | meta and the way the NFT people grabbed onto the term) made
           | it all mildly embarrassing to the masses and killed the
           | pretty significant uptake they had.
           | 
           | Quest 2 had an extremely strong first few months. I'd be
           | interested in seeing how spread out the sales have been
        
           | [deleted]
        
         | georgeecollins wrote:
         | The thing about the Quest is two things matter for VR: - Ease
         | of setup. Quest has always been great about this. - Content /
         | library. Again, Quest has typically had the most content and
         | titles.
         | 
         | I am excited for the Quest 3, more than anything from Apple. I
         | spent hundreds of hours with the Quest 2. Most people didn't
         | spend that much time with it, but there is an audience for this
         | and I am one of them.
        
         | Diederich wrote:
         | Yeah the Quest 2 was amazing, my first VR headset. I got my
         | wife one, and she enjoyed messing around with it so much I
         | ended up getting one, and we often play games together in VR.
         | 
         | Mostly though we use it for various workout apps.
        
           | yangikan wrote:
           | What are your favorite workout apps?
        
             | Diederich wrote:
             | My wife uses Supernatural almost exclusively, and I use
             | Beat Saber.
        
             | curiousllama wrote:
             | Honestly Beat Saber burns calories like nobody's business.
             | 
             | Boxing games are great too. I literally need to pause and
             | rest when I'm playing Thrill of the Fight, but it never
             | feels like a "workout," just like I'm doing a thing and
             | it's physically hard.
             | 
             | Heard good things about Fit XR, but I think it's a
             | subscription, which sucks.
        
               | arecurrence wrote:
               | Thrill of the Fight has the highest average calorie burn
               | in VR right now.
        
               | kapperchino wrote:
               | Thrill of the fight is brutal lol, I just take all the
               | time during rounds and still get exhausted by the end.
        
               | seanmcdirmid wrote:
               | Thrill of the fight requires lots of space though. Beat
               | Saber and Fit XR (and most other rythym games) can be
               | done in place.
        
               | Sohcahtoa82 wrote:
               | I thought about getting a boxing game for VR, but I worry
               | about injuring my elbow by punching forward and hitting
               | nothing and having all the momentum get absorbed by the
               | limit of my elbow joint.
               | 
               | Do you just avoid punching directly forward, or do you
               | pull your punches, or what?
        
               | seanmcdirmid wrote:
               | It is basically shadow boxing, which requires its own
               | techniques to avoid injury, because ya, no bouncing off
               | of something to stop or even return your energy:
               | 
               | https://en.wikipedia.org/wiki/Shadowboxing
        
               | xk_id wrote:
               | Can't really understand why thrill of the fight (which
               | has the best engine of the boxing games) only lets you
               | play against realistic, male characters. It would be tons
               | more fun if you could play against fantasy characters and
               | even politically incorrect ones. Everyone i talked to
               | seemed to agree. Once another studio fills this niche,
               | and provided that their engine is just as good, i think
               | TotF will be sidelined.
        
             | wccrawford wrote:
             | Besides what the other person said, I subscribed to
             | Supernatural for a while, and I thought it was doing good
             | things for me, but it just seems like too much money
             | monthly for what they provide. But it could be right for
             | some.
        
               | Diederich wrote:
               | My wife uses Supernatural almost every day, and while
               | it's a bummer to be subscription, she really enjoys the
               | new content that keeps coming in.
        
               | seanmcdirmid wrote:
               | FitXR is only $10/month, and it has been my go to for a
               | few years now. It was even cheaper when they just sold
               | the app without a subscription, I have the option to
               | revert to that as well if I stop buying the subscription
               | (an option not available anymore).
        
           | wccrawford wrote:
           | It's my third headset, and yeah, it's amazing. My HTC Vive
           | and Oculus Rift both just sit in a box somewhere. I just took
           | the Vive lighthouses off my walls last week because it's
           | obvious I'm not going to use it again.
           | 
           | If the Quest 3 can do every thing the 2 can do with better
           | optics and controls, I'm 100% sold on it. They didn't mention
           | linking it to the computer, but I have to assume that'll
           | still be a thing.
        
         | eatsyourtacos wrote:
         | Quest 2 + virtual desktop to wirelessly stream from the PC is
         | perfection.
         | 
         | My son uses the quest 2 daily to play Blade & Sorcery.
         | 
         | Not being locked down by cables is basically a requirement to
         | me now.. I was in from the very first DK1 but once I got a
         | Quest2 the cable free reigns supreme, even though I'm giving up
         | a little bit of tracking compromise (cameras on device vs the
         | steam/vive room tracking).
        
       | wkat4242 wrote:
       | Still no word on the GTA: San Andreas port despite it being
       | announced 2 years ago by Zuckerberg himself :'(
       | 
       | I was hoping for some news during this gaming showcase.
        
       | cjwilliams wrote:
       | I think an underappreciated hurdle is how silly headsets look. I
       | don't want to embody/identify as someone with a computer strapped
       | over my eyes like a blindfold. It's a bad, even dystopian image.
       | Personally, I think a helmet would be much more appealing form
       | factor, and you have the digital astronaut/crusader allusions.
        
         | seanmcdirmid wrote:
         | You never take your quest out in public. Being "stylish" would
         | be a waste since no one is going to see it outside of your
         | home.
        
       | seydor wrote:
       | > In July 2022, Meta raised the price of the entry-level Quest 2
       | from $299 to $399, citing a rise in the costs to manufacture and
       | ship the device. It said on Thursday it will lower the price of
       | that headset back down to $299 beginning June 4.
       | 
       | That's interesting, are prices coming down now?
        
         | n1b0m wrote:
         | Isn't it just because a new model is going to be released?
        
       | irrational wrote:
       | How do they expect VR/Metaverse to ever take off with such
       | expensive hardware? It is understandable that laptops, desktops,
       | phones cost a lot since the demand is high and people will pay a
       | premium. But, there is little to no demand for VR headsets. Maybe
       | if somehow they ever made the metaverse a must have thing, they
       | could charge $500 for a headset, but right now? They should be
       | digging into their deep coffers and giving the things away.
        
         | a-priori wrote:
         | I assume they're trying to take the same approach most game
         | consoles take (Nintendo is an exception here from what I
         | understand) where they sell the hardware at a loss, and make
         | their profit on licensing on game publishers. Here that'd be
         | monetizing the "metaverse" to make their money. It's the razor
         | and blades business model.
         | 
         | It's a whole other thing whether this will actually work out
         | for them, because it depends on there being a captive market
         | for the profitable half of the business model (the "metaverse"
         | content).
        
           | sublinear wrote:
           | > Nintendo is an exception here from what I understand
           | 
           | Tangential, but they're an exception because the only games
           | worth a damn on their consoles are always just a few first-
           | party releases and they keep it that way intentionally.
           | Nintendo is a bully with few friends.
        
         | loeg wrote:
         | > It is understandable that laptops, desktops, phones cost a
         | lot since the demand is high and people will pay a premium.
         | 
         | This is sort of historical revisionism. PCs and laptops were
         | historically expensive, limited use devices and they've become
         | relatively more inexpensive over time due to a huge increase in
         | supply.
        
           | leoedin wrote:
           | Yeah, the reality is literally the opposite. Low volume
           | products have to cost a lot since fixed costs dominate. High
           | volume consumer products have razor thin margins. They cost a
           | lot because the processes to build them cost a lot, not
           | because someone's making fat profit on each one. (Perhaps
           | with the exception of Apple, who have enough of a software
           | moat that they don't need to cut their margins so thin).
        
         | ttul wrote:
         | Losing close to $4B per year, it's safe to say they are already
         | giving away the hardware.
        
           | irrational wrote:
           | Not at $500 a pop. The question is, do they want to sell
           | hardware or do they want to sell the metaverse?
        
           | Firmwarrior wrote:
           | Pretty wild that someone has the audacity to claim that $500
           | is expensive in this case. It's basically a high end tablet
           | with a lot of low-volume custom parts. I wouldn't be
           | surprised if they'd need to charge $1000 with no loss in
           | sales to break even on just the headset's hardware+firmware
           | (never mind the "metaverse" stuff they're dumping money into)
        
             | Zemtomo wrote:
             | Even if it is not a success in any business context of
             | meta, they still sold millions of it.
             | 
             | Economy of scale is definitely a thing here.
        
               | Firmwarrior wrote:
               | hmm, I didn't realize they'd sold around 20 million of
               | these things
               | 
               | You aren't going to get iPhone/Samsung Galaxy-level scale
               | effects out of that kind of volume, but it's enough that
               | they might be able to break even within 50% over public
               | BOM estimates
        
           | laweijfmvo wrote:
           | Reality Labs is losing a lot more than $4B
        
           | loeg wrote:
           | I believe it's losing $4B per quarter, not per year. And it's
           | getting worse:
           | 
           | > We continue to expect Reality Labs operating losses to
           | increase year-over-year in 2023.
           | 
           | https://investor.fb.com/investor-news/press-release-
           | details/...
        
       | dottjt wrote:
       | Having eagerly bought the Quest 2 as a first-time VR enthusiast,
       | I don't think I'll be buying the Quest 3, or any other headset
       | for a while.
       | 
       | The problem is the software. There just isn't enough high quality
       | software of it being released.
       | 
       | It kind of reminds me of the Xbox. It's like, this capable
       | platform. But it just has no games that I'm interested in, as
       | opposed to the Playstation or Nintendo.
        
       | system16 wrote:
       | Weird trailer. None of those games looked all that appealing, and
       | more time was spent showing a person wearing the headset and
       | making exaggerated gestures than the actual software or
       | experience.
       | 
       | I'm not sure who this was for but it did nothing to make me
       | interested in their headset and just confirmed what I already
       | assumed about it.
        
         | laweijfmvo wrote:
         | > I'm not sure who this was for
         | 
         | Probably rushed to get something out before Apple. But given
         | their Super Bowl ad two years ago, even with all the time in
         | the world to prepare I wouldn't expect much.
        
         | Teslazar wrote:
         | I've never liked the English language trailers they use. The
         | Japanese ones are pretty cool and worth checking out. Here are
         | a couple examples:
         | 
         | https://www.youtube.com/watch?v=o-Lp3rRjtfk
         | 
         | https://www.youtube.com/watch?v=Rv0nAHRtBDw
        
       | danpalmer wrote:
       | I'm surprised that more isn't done to sell these. I'm a tech
       | enthusiast with disposable income, but the last headset I tried
       | was an old Oculus one about a decade ago. I could see the promise
       | of the tech but need convincing that it's come far enough for me
       | to buy one.
       | 
       | And yet... trying these out just doesn't seem to be a thing
       | anywhere. I can walk into any tech store and see a non-working
       | unit in a glass case, or if I'm lucky pick up a slightly sticky
       | broken controller, but I can't try one out for 5 minutes to see
       | if I like it.
       | 
       | I'd bet that Apple's headset will be announced with a store
       | experience to go along with it. I'm sure it'll be by appointment
       | only to begin with as they'll have many more people wanting to
       | try it than who will want to buy, but I'm sure there will be a
       | way to experience them before buying. The Apple Watch was
       | effectively a new product category where people needed a new
       | level of persuasion, and Apple had fitting appointments that were
       | very well done, and Apple Stores have always been known for being
       | primarily focused on using the products, even letting you try
       | AirPods, so I can't imagine these will be stuck in a glass case.
        
         | _fat_santa wrote:
         | With most technology these days you know what you are getting,
         | you don't have to go play with the new iPhone in the store to
         | see how good it is, you just know. But with VR it's different
         | in that it's still pretty new (in the context of everyday
         | consumers) so being able to try it out before you buy is
         | crucial.
        
           | danpalmer wrote:
           | Exactly, at the beginning of a tech cycle the public need
           | convincing that it's even a product category they need.
           | Currently I'm not seeing much from Meta or others to sell to
           | the masses, only to those who are already convinced they need
           | a headset.
        
           | porbelm wrote:
           | Yeah, like toy and electronics stores had console demo
           | stations out so the kids could line up and try different
           | games.
        
         | jlmorton wrote:
         | Well, they've sold 20 million Quest headsets [1]. This compares
         | with ~38 million PS5s, and ~18.5 million Xbox Series X/S.
         | 
         | That's multiple generations of headsets, but given they iterate
         | quicker than consoles, that still seems a somewhat fair
         | comparison.
         | 
         | [1] https://en.wikipedia.org/wiki/List_of_best-
         | selling_game_cons...
        
           | danpalmer wrote:
           | That's a fair point, but I still feel like the sales pitch is
           | lackluster. I only know 1 person with one of these (or who
           | talks about it), despite being surrounded by high earning
           | tech workers.
           | 
           | On the other hand when I think back to the Apple Watch
           | launch, despite early models not selling that well compared
           | to other Apple devices I remember plenty of friends having
           | them.
        
             | pantalaimon wrote:
             | There aren't just that many exciting games for the
             | platform. There are a hand full of impressive titles, but
             | they tend to be short and eventually get boring.
             | 
             | There are just so much more constraints to get an immersive
             | experience right.
        
               | philjohn wrote:
               | Which is why I tend to use my Quest 2, and now Quest Pro
               | using Oculus Link for Sim Racing - it's a game changer,
               | and very sticky.
               | 
               | For untethered, I tend to stick to fitness apps, which is
               | a surprisingly fun way of staying in shape, and beats the
               | boredom of the gym.
        
             | chaostheory wrote:
             | My guess as to why there aren't more in-store demo units is
             | because of the need for space and staff onsite for a smooth
             | demo. Unlike Apple, meta only has one storefront. The issue
             | of cleanliness also calls for the need for onsite staff
             | 
             | The best they could do is subsidize the cost which they
             | have done multiple times in the past. The lowest price for
             | a Quest 2 that I've seen is $229
        
               | nomel wrote:
               | > The issue of cleanliness also calls for the need for
               | onsite staff
               | 
               | I'm not sure why this is being downvoted.
               | 
               | As anyone who actually tried to demo a quest 2/pro knows,
               | this was absolutely true, and still is true [1].
               | 
               | During covid, there were no in-store demos that I could
               | find for the Pro or Quest 2, in my city of millions. One
               | large chain advertised demos, but it was by appointment,
               | and not one within 100 miles actually went through with
               | it.
               | 
               | Now, with COVID restrictions gone, the locations are far
               | between, and require assisted demos, because you can't
               | really leave a VR headset tethered to a counter and not
               | have something break.
               | 
               | The only reliable way to try was to buy it and return it.
               | See all of the subreddits for how widespread this
               | behavior was.
               | 
               | I think the real issue is that HL: Alyx is an extreme
               | outlier in quality, in VR gaming, which isn't good.
        
           | thiht wrote:
           | That number seems astonishingly high. I'd be curious to see
           | info on the demographics who buy these headsets (compared to
           | PS5 for example).
        
             | rootusrootus wrote:
             | People with kids, I'd guess. I bought a Quest 2 a couple
             | years ago as a toy, as much for myself as for the kids, but
             | they've dominated usage of it. Which is fine, because I
             | didn't find anything that was a huge draw for me. But they
             | fight over the damn thing every day, and use it almost as
             | much as they use the Xbox.
        
               | spaceman_2020 wrote:
               | It's strange because somehow, all the kids I know don't
               | even know what the Quest is, but can rattle off all the
               | upcoming titles for PS5 and XBox and Switch.
        
               | rootusrootus wrote:
               | I could see that. I don't think any of the neighbor kids
               | knew anything about VR until they came over to visit and
               | got to see our Quest. But they get hooked, and it's
               | becoming a regular thing for them to ask to come over and
               | play on the VR while our kids play on the Xbox instead. I
               | guess it's a failure of marketing.
        
               | chaostheory wrote:
               | That's because meta's marketing campaigns are both
               | terrible and targeted towards adults. Children are the
               | largest demographic who just get it. They don't need to
               | be coaxed into trying the Quest 2 and its isolating form
               | factor doesn't intimidate children as it does most
               | adults. They're also the most consistently active user
               | group. It reminds me of who the NES was most popular with
        
               | Firmwarrior wrote:
               | Man, that's interesting.. maybe Graybeard Palmer Luckey
               | will finally get the recognition he deserves once those
               | kids are all powerful adults ~30 years from now
        
               | ezconnect wrote:
               | Are they allowed to play on it for as long as they like
               | or did you set a time limit?
        
           | slantaclaus wrote:
           | Why must people continue to use the term "headsets"? You
           | sound like you're 80 years old
        
             | andybak wrote:
             | Sorry. What do you call them?
        
             | nomel wrote:
             | These aren't HMDs, if that's what you're thinking. They're
             | fully integrated systems.
        
             | wkat4242 wrote:
             | What else? Goggles perhaps? That sounds more grandpa to me
             | than headset.
        
             | haste410 wrote:
             | What else would you call it? The official announcement of
             | it calls it a headset.
        
           | jjfoooo4 wrote:
           | It's more impressive than many people think, but in context:
           | 
           | - The PS5 sales have been notoriously hampered by supply
           | constraints
           | 
           | - The XBox numbers are considered to be a major
           | disappointment [1]
           | 
           | - The Quest continues to be crushed by the Nintendo Switch,
           | which counted selling 18m unites in a year to be a
           | disappointing result of supply constraints [2]
           | 
           | [1] https://kotaku.com/xbox-series-x-s-sales-microsoft-next-
           | gen-...
           | 
           | [2] https://www.cnbc.com/2023/05/09/nintendo-full-year-
           | earnings-...
        
             | wkat4242 wrote:
             | Everyone who wants a PS5 can buy one now though. The
             | constraints are long over.
        
               | ezconnect wrote:
               | Used PS5s are also common now.
        
               | katbyte wrote:
               | That's a pretty recent development as of this year
        
             | oarsinsync wrote:
             | Meanwhile the PS4 shipped over 110m units.
        
           | jlundberg wrote:
           | The problem for Quest is not units sold, but retention.
        
             | mathgeek wrote:
             | The industry metric that's most applicable is tie ratio (or
             | attachment rate, which is related but specific to
             | individual software titles).
        
         | wkat4242 wrote:
         | Here in Barcelona there is a display area at the local FNAC in
         | the city center where you could try them out. The display area
         | is still there (including huge marketing wallpaper) but the
         | attendants are gone so perhaps it didn't work out. There was
         | always a queue while they were doing it though.
         | 
         | I think part of the problem was it was during the end of the
         | pandemic and perhaps people were feeling bad about sharing a
         | headset, though they were rubbing it down with alcohol in
         | between.
         | 
         | But considering the area is still there: Perhaps they are not
         | doing demos all day. I'm not there very often.
        
         | nonstopdev wrote:
         | Anytime I look, the game library is sub par. I am a pretty
         | regular console gamer and own different platforms. I would love
         | to have one but anytime I look at to games, the list is years
         | old and looks like like a dead ecosystem.
         | 
         | Also, if you want to play games on Steam, you need a PC capable
         | of running them so if I am dumping a few thousand into a PC as
         | well, would rather get the higher rated Steam headset for a few
         | hundred more than the Meta.
         | 
         | Lastly, I don't trust Facebook at all. I think the recent
         | update was the first you didn't need an account but some people
         | I talk to like me are sketched out of a device staring at your
         | face and expressions and wasn't rated too high for privacy.
        
         | MadcapJake wrote:
         | I think there's significant fear that the first time experience
         | can be a little jarring and will just scare people away. That
         | said, given the right support from a retailer, this could be a
         | huge boon.
        
         | ilaksh wrote:
         | For one thing it's not being released until September. Also,
         | they did so a lot of hands on demos of Meta Quest Pro when it
         | came out some time ago.
        
         | koheripbal wrote:
         | Games sell game controllers, not the other way around.
         | 
         | When a sufficiently good experience is available for VR, which
         | isn't usable without VR, then VR headsets will sell.
         | 
         | I've tried all the VR apps and games, and they all underwhelm.
        
           | chaostheory wrote:
           | What have you tried?
        
           | RajT88 wrote:
           | You need to play Demeo.
           | 
           | They have a Non-VR version now so people without headsets can
           | get in on the fun, but it's just not the same.
        
             | Kiro wrote:
             | What makes Demeo great? I'm considering getting it.
        
               | RajT88 wrote:
               | If you have ever played D&D with miniatures, it's like
               | that, only the miniatures are glowy and sparkling and
               | animated, and the board is very detailed. You pick the
               | pieces up with your VR controllers and move them around.
               | 
               | Except you can zoom in to stick your face super close-up
               | to the action to see it going down.
               | 
               | When you zoom out, you are, indeed, in someone's
               | basement. When it's not your turn you can enjoy all the
               | geeky easter eggs sitting around the basement.
               | 
               | It sounds cool like this, but I can assure you it's
               | cooler than that. I first played it non-VR and enjoyed
               | the game, and then played a game the second time in VR
               | and literally said aloud, "Holy Shit!".
        
           | melvinmelih wrote:
           | I'm still waiting for a good immersive VR game that I can
           | just play while sitting on a couch... all those games that
           | require me to move my entire body all the time get exhausting
           | really fast.
        
             | neomoto wrote:
             | Try Trover Saves The Universe from Rick & Morty's authors
        
             | philjohn wrote:
             | More games have sit down modes now. Walking Dead Saints and
             | Sinners, as well as I Expect you to Die (fun puzzler) are
             | two examples off the top of my head.
        
           | poisonarena wrote:
           | Into the Radius is that game I think.. It is like Stalker
           | Shadows of Chernobyl in VR .. I just think lots of people
           | don't know about it. But its the game
        
           | danpalmer wrote:
           | I see your point but I think both need to happen. My guess is
           | that the best VR games will only show their real appeal when
           | played, because people don't have a great frame of reference
           | otherwise.
           | 
           | I can look at a PS5 game and decide to buy a PS5, because I
           | know what controller based consoles are like, I know the
           | types of games, I know what I like. I can't do any of that
           | with a VR game because I don't know what sort of headset I
           | like, how it feels, what's important in a VR game that isn't
           | in others and vice-versa.
        
           | danielmarkbruce wrote:
           | aka, there is no killer app in VR.
        
           | arecurrence wrote:
           | Some games give me that experience:
           | 
           | 1. Thrill of the Fight. Boxing standing up throwing fists and
           | blocking with precision just doesn't exist with controllers.
           | 
           | 2. Blaston believe it or not. I really enjoyed hiding behind
           | barriers dodging shots and leaping out to grab power ups.
           | 
           | 3. The table tennis game. Swinging my arm like a real paddle
           | was so realistic and the shots are just not reproducible with
           | such precision.
           | 
           | 4. Golf with the cut down iron shaft. Again, the fidelity of
           | the shots just isn't possible otherwise. You can get the same
           | thing at some sports bars but it costs way more :)
        
             | ChuckNorris89 wrote:
             | Try "In Death: Unchained". You'll be blown away. By far the
             | best game on the Quest IMHO. It's exactly the kind of game
             | I wish for as a kid.
        
               | andybak wrote:
               | I second this. I never tire of this game.
        
             | judah wrote:
             | Thrill of the Fight is such an amazing game.
             | 
             | It's fun but it's also an intense workout, especially if
             | you crank up the difficulty level. I've purchased fitness
             | games for the Quest, and while I enjoy them, they don't
             | give the same intensity of workout that Thrill of the Fight
             | does.
             | 
             | I hope they'll make a v2 of this excellent game.
        
               | golemiprague wrote:
               | [dead]
        
               | jnsie wrote:
               | Thrill of the Fight is _brutal_. Never thought I would
               | sweat so much in a VR headset. It 's a great game and an
               | intense workout.
        
               | arecurrence wrote:
               | They are making a v2! You can follow progress and add
               | suggestions on their subreddit. I'm hoping that the apple
               | headset is a target device for them as I think it would
               | be an excellent pairing.
        
           | yowlingcat wrote:
           | There is a killer app for VR which isn't usable without VR,
           | it's just NSFW.
        
             | wkat4242 wrote:
             | To be honest the way this is being eschewed is stupid. It's
             | holding back the tech. Oculus bans it from its store,
             | Sidequest had it for a while but caved in due to stupid
             | pressure from payment providers and their deal with oculus.
             | 
             | Yet it's a perfectly valid usecase and one where VR adds
             | value. Despite current tech not making perfect use of what
             | VR offers (no 6DOF for example). There are also motion-
             | synced peripherals available to add an extra factor to it.
             | It's a booming industry.
             | 
             | Meta are shooting themselves in the foot by ignoring it.
             | There's a big urban myth that VHS won over betamax because
             | Betamax limited the types of movies available for its
             | system. While I believe the story is BS, it was a component
             | of betamax's failure and there is undeniably a huge market
             | for it.
        
           | fbrchps wrote:
           | I largely agree with you, however Superhot is the closest
           | thing I've experienced to the "can't do it outside VR" games.
           | I did previously play the browser version of the same game,
           | and it was fantastic still, but there's something different
           | about moving around in space like that.
           | 
           | HL:Alyx got close to the "only in VR" sort of mechanics, but
           | change 2-3 big set pieces, and it could very much be done on
           | a 2D screen.
        
             | spaceman_2020 wrote:
             | I tried Alyx and it was just not fun. Not for the game or
             | anything, but I was really just uncomfortable being in a
             | virtual reality environment where I was hunting/being-
             | hunted by aliens. That's really not my idea of a good time
             | - more like a nightmare.
             | 
             | VR needs some less intense and some more fun, low-stress
             | gaming experiences to draw in the casuals like me.
        
               | chaostheory wrote:
               | > VR needs some less intense and some more fun, low-
               | stress gaming experiences to draw in the casuals like me.
               | 
               | You're in luck because those types of titles form the
               | majority of VR titles today. The more common complaint is
               | the lack of AAA content like Alyx which is due to the
               | lack of users
        
               | wkat4242 wrote:
               | I think it's amazing. I played through about 5 times now.
               | And a lot of the user-generated content too.
               | 
               | But I feel like there's a lot more for people like you.
               | Moss, Beat Saber, Red Matter etc.
        
               | namuol wrote:
               | IMO this is true for all "games", not just VR.
               | 
               | The industry is surprisingly conservative in terms of
               | content/genre outside of indie studios. It's basically
               | Hollywood.
        
             | l33tman wrote:
             | Well, it doesn't only have to be "only in VR" mechanics, it
             | also has to be a really really fun game compared to almost
             | all the other games you could at the moment purchase and
             | play on your normal PC with a normal monitor and no extra
             | $1000 investment in hardware..
             | 
             | I've tested VR sporadically ever since the first Oculus
             | Rift came out, and I just get a headache after 15 minutes
             | and that kind of has ruined it for me forever I guess as I
             | now associate VR with motion sickness, bad ergonomics etc.
             | That's very personal of course, I know there are others who
             | can run around in VR fine for a whole day without these
             | reactions.
             | 
             | Anyway... the game has to be outrageously good for me at
             | least to use a VR version instead of just sitting on my
             | chair staring on the screen with a cup of tea next to me.
        
               | thinkmassive wrote:
               | Weird to say the barrier to entry is "an extra $1000"
               | when the headline is exactly half that, which is similar
               | to the cost of a console or decent GPU.
               | 
               | Edit: and the Quest 2 will be reduced to $300 in a couple
               | days from now
        
               | seanmcdirmid wrote:
               | It was $300 before Facebook raised its price. Completely
               | worth it.
               | 
               | I will buy the Quest 3 as soon as it is released, but
               | just for my stack of fitness games that are in my daily
               | routine.
        
               | wkat4242 wrote:
               | You can get back into it. I get motion sick too with some
               | stupid games (like X-Plane that has this really annoying
               | opposite movement when it's loading, GRR). But just do it
               | slowly and don't keep going the moment you get even a
               | hint of sickness. Soon you'll be running aroudn with no
               | issue.
        
           | JeremyNT wrote:
           | I think vehicle sims are the best case for these things. They
           | really do play better in vr.
           | 
           | Yet even so, of course you can still use a monitor, and of
           | course that's good enough.
           | 
           | It's hard to imagine what a vr exclusive that couldn't be
           | enjoyable on a monitor or TV might actually look like.
        
           | [deleted]
        
           | kitsunesoba wrote:
           | For me Beat Saber is that game. With mods and community-made
           | songs/beatmaps which can be quite intense and it's how I get
           | in some cardio on a regular schedule (~1h30m on a two-days-
           | on-one-day-off cycle).
           | 
           | Currently I do this with a Quest 2 attached to a Vive Deluxe
           | Audio headstrap with 3D printed adapters and a counterweight
           | on the back to take pressure off my face (a setup dubbed
           | "frankenquest"). It works well enough but there's a _lot_ of
           | room for improvement.
        
             | moffkalast wrote:
             | Tried Beat Saber once in a VR lab type thing, it's really
             | hit and miss.
        
               | Sohcahtoa82 wrote:
               | With some practice, you get fewer misses. :-D
        
               | moffkalast wrote:
               | Feels more like Half Life Alyx would be the killer app
               | for VR instead, but I'm not sure what the replayability
               | is. Maybe with a VR gmod based on it or something?
        
               | Sohcahtoa82 wrote:
               | HL:A showed what a AAA FPS is in VR.
               | 
               | I wouldn't call it a killer app simply because these
               | days, FPS is all about multiplayer, and a FPS multiplayer
               | in VR is just...meh? It doesn't really work.
               | 
               | Really, any sort of action-packed combat is just not
               | going to work in VR. Jumping behind cover works fine
               | outside VR because the medium acknowledges the
               | limitation. But in VR, trying to jump behind cover
               | doesn't work when you have to worry about being next to
               | the edge of your play space. VR tries to immerse you, but
               | that immersion is limited when you can't touch your
               | surroundings. Being crouched behind cover and peeking
               | over it to shoot feels unnatural and immersion-breaking
               | when you can't lean against the wall you're hiding
               | behind.
               | 
               | Even as a VR supporter and owner of a Valve Index (And
               | the HTC Vive before that), I don't know what the killer
               | app for VR would be. To be honest, I'm not sure I'd even
               | EXPECT there to be a true single "killer app" for VR, but
               | rather, a collection of apps that work incredibly well in
               | VR, or don't work without VR. Beat Saber comes up a lot,
               | and it's fun, but I wouldn't call it the "killer app".
               | It's just an example of something that only works in VR.
        
               | seanmcdirmid wrote:
               | Beat Saber is the most successful successor to DDR. DDR
               | worked without VR obviously, but requires an expensive
               | and easy to break input device. Also, downstairs
               | neighbors are less likely to complain when you are
               | playing BeatSaber vs DDR.
        
               | pantalaimon wrote:
               | Super Hot manages to pull off immersive combat in VR like
               | to other game, it's absolutely fantastic - but it only
               | works for this particular type of game mechanic.
        
               | Sohcahtoa82 wrote:
               | SUPER
               | 
               | HOT
               | 
               | SUPER
               | 
               | HOT
               | 
               | SUPER
               | 
               | HOT
               | 
               | Yeah, SUPER HOT VR was amazing. It really makes you feel
               | like you're in a kick-ass slow-mo action scene.
        
               | philote wrote:
               | I played Alyx some and it was neat, but I didn't get
               | terribly far into it as it wasn't very compelling for me.
               | Maybe because I've never played the other Half Life
               | games?
        
               | Sohcahtoa82 wrote:
               | Absolutely. To truly appreciate Alyx, you need to know a
               | few things about the Half-Life universe.
        
             | crashingintoyou wrote:
             | > For me Beat Saber is that game. With mods and community-
             | made songs/beatmaps which can be quite intense
             | 
             | Some people seemed hesitant to trust Meta due to it's
             | Facebook account requirement (now removed), but for me
             | their behaviour with Beat Saber is one reason that I'm
             | kinda hesitant to trust them going forward.
             | 
             | e.g. Beat Saber has an update appear and all your mods stop
             | functioning for a bit until verified to work with the new
             | release. (From what I recall on the Quest version trying to
             | mod results in some warning messages that stuff like this
             | might result in your account getting banned, though I've
             | never heard of them actually doing this to Beat Saber
             | players). i.e. it's annoying and cumbersome to do, needs to
             | be repeated for each update, and you're threatened with
             | having your account banned (though I suspect that they'll
             | continue to not follow through with those threats).
             | 
             | They'd also previously promised they were gonna add custom
             | level support on Quest (e.g.
             | https://twitter.com/BeatSaber/status/1182645623683727360)
             | but despite tweaking stuff like this multiple times in 2019
             | that support never materialized.
             | 
             | Net result is that I'm mostly a Synth Riders player and
             | tend to advise people purchasing a headset to avoid Beat
             | Saber when looking for rhythm games.
             | 
             | (Synth Riders, Audio Trip, Boombox all allow custom songs
             | out of the box and Pistol Whip finally has that scheduled
             | for release this month - https://twitter.com/PistolWhipVR/s
             | tatus/1664037754550771717)
        
               | kitsunesoba wrote:
               | This is why even though I'm using a Quest 2, I don't
               | bother with the Quest-native Beat Saber and instead play
               | the Windows/Steam version through PC link. Well that, and
               | the Quest version will chug on some maps that are a bit
               | too much for the Quest 2's midrange smartphone SoC to
               | handle, while my PC tower doesn't even break a sweat.
               | 
               | On Windows there's several utilities to keep your Beat
               | Saber version and mods frozen. The utility I use,
               | BSManager[0], also symlinks your beatmaps folder so it's
               | shared between versions, making it easy to switch between
               | arbitrary versions at will.
               | 
               | With that setup I play one version for extended periods
               | and only upgrade when custom maps start using frills from
               | newer versions. I'm currently playing on 1.27.0 even
               | though the current version of Beat Saber is up to 1.30.0.
               | 
               | [0]: https://github.com/Zagrios/bs-manager
        
             | Analemma_ wrote:
             | One issue is that Beat Saber is a waste of money if you
             | don't get the custom songs/mods/etc. This is easy if you're
             | playing on a PC, it's a one-click thing which has wink-wink
             | tacit endorsement from the devs. It can be done on Oculus
             | devices too, but it involves a convoluted jailbreak that
             | regular users won't bother with, and without that Beat
             | Saber runs out of appeal pretty quick.
        
               | andybak wrote:
               | I only played stock for a long time
               | 
               | You're exaggerating.
        
               | phh wrote:
               | > which has wink-wink tacit endorsement from the devs.
               | 
               | Is that true? A kinda competitor to Beat Saber is Synth
               | Riders, and it's not wink-wink, there is official support
               | for custom songs (and mods I think? I'm not sure). And
               | when I get back to Beat Saber (because I like both Beat
               | Saber and Synth Riders' game play), I feel like I'm
               | owning an iPhone: a beautiful object but I can't actually
               | do what I want with it
        
               | kitsunesoba wrote:
               | Yeah I agree. The first-party maps have been getting
               | better since Beat Games started hiring from the community
               | mapmaker talent pool, but prior to that the stock maps
               | felt kinda clunky and lacked flow.
               | 
               | Also while the variety in stock maps is better than its
               | ever been, it still doesn't hold a candle to the
               | thousands of community maps.
        
               | Kiro wrote:
               | I think the included songs are the best and I have bought
               | many packs.
        
             | fknorangesite wrote:
             | > For me Beat Saber is that game.
             | 
             | Yeah, Star Wars Squadrons was what sold me a VR headset. No
             | regrets.
        
               | ReDeiPirati wrote:
               | I didn't hear good things about that game... is it that
               | good in VR?
        
               | wlesieutre wrote:
               | I think some people set their expectations like it's a
               | $60 + battlepasses live service game instead of a $40
               | game that got a complete release and had no plans for
               | future content.
               | 
               | If you're looking for a long-lived multiplayer game,
               | probably not. If you're just excited to sit in an X-Wing
               | cockpit and blow up some TIE fighters then it's really
               | great in VR.
        
               | vel0city wrote:
               | If you ever wanted to feel like you're flying in an
               | X-Wing, it's pretty incredible. I play for a couple hours
               | at a time with a basic joystick, a Lenovo Explorer
               | headset, and an Nvidia 1070. I'd like a bit stronger of a
               | graphics card but it's still very clear and sharp. All
               | the control screens in the cockpit are quite large and
               | easy to understand, not a lot of tiny numbers to squint
               | at.
        
             | kmkemp wrote:
             | I think the experience just isn't mainstream enough. I
             | think there are a lot of people that would drop $200-$300
             | to get a beat sabre experience if they were aware of the
             | option. Is there any reason it should be less compelling
             | than the "Wii as exercise" craze, for example?
        
               | YurgenJurgensen wrote:
               | The Wii was heavily marketed as a family entertainment
               | system. A 'Family Computer', if you will. It's even in
               | the name. People were buying it because it's something
               | your grandmother could play alongside your five year old
               | son. VR is still marketed as ages 13 and up, gives some
               | people nausea and can only be used by one person at a
               | time. There's also extra hygiene concerns that make them
               | awkward to use at parties as you have the extra step of
               | wiping the headset down between users. The controllers
               | are also pretty intimidating for new users because you
               | can't see them. I was showing PSVR2 to my dad and told
               | him "Push R2 to select" before realising that if you
               | didn't know where the R2 button was already, you had no
               | hope of finding it because you're physically incapable of
               | seeing the controller.
               | 
               | It's a long way from the ultra-casual Wii experience.
        
               | spaceman_2020 wrote:
               | VR just seems too intense. I legitimately don't want to
               | immerse myself in a new world. I'm perfectly fine sitting
               | in front of the TV for an hour and mashing buttons from a
               | distance and walking away after I'm done.
        
               | riversflow wrote:
               | > you have the extra step of wiping the headset down
               | between users
               | 
               | You wipe it down? Is that normal?
        
               | Clubber wrote:
               | For germaphobes. If you have people at a party, the
               | higher likelihood one will be.
               | 
               | I'm old; I ate dirt, swam in lakes and drank from a
               | garden hose! My immune system is superman.
        
               | riversflow wrote:
               | Huh. Wild. I'm unaware that I have ever even associated
               | with anyone even close to that level of germaphobe.
        
               | oarsinsync wrote:
               | People that are that level of germaphobe tend to avoid
               | people that are obviously the opposite way. It's easier
               | than explaining and getting them to do it your way
               | (because there's no meeting in the middle in these
               | scenarios, it's either clean enough, or it's not)
        
               | nirvdrum wrote:
               | In case you didn't know, the PSVR2 has a button on the
               | front right side that switches the display to that of a
               | camera coming out the front face of the unit so you can
               | see around. It's a huge improvement over the previous
               | generation. However, the resolution isn't great. While
               | you certainly can see the controller, you wouldn't be
               | able to read the "R2" imprint on it.
        
               | vrc wrote:
               | Fun fact about wiping the headset down --- there's a
               | study at Yale to determine whether the Oculus mask can be
               | sufficiently sanitized for safe use in pediatric cancer
               | wings (a high bar) because of it's form factor and
               | immersive experience. Turns out it absolutely cannot.
               | Sanitizing that mask is practically impossible.
        
               | EatingWithForks wrote:
               | Yeah I highly doubt you could sanitize to medical needs
               | levels but the casual user should be fine.
        
               | seanmcdirmid wrote:
               | Is this with or without a silicon cover on the foam face
               | guard? Silicon has worked really well for me from a
               | cleanliness perspective.
        
             | Taylor_OD wrote:
             | I think the issue is that Beat Saber has been the answer
             | for the last four years and if you are not into rhythm
             | games then... It's kind of a hard sell.
        
         | amelius wrote:
         | You can buy a unit and return it if you don't like it.
         | 
         | In fact, that's a good way of actually telling Meta that you
         | are not happy with it. Not buying doesn't tell them much.
        
           | coffeebeqn wrote:
           | That's what I did. It's cool but to own it I'll wait one or
           | two generations. Maybe I'm picky as a PC gamer but it was
           | kind of a blurry, ghosting, unfocused experience no matter
           | what I did.
        
             | [deleted]
        
         | squeaky-clean wrote:
         | It used to be easier before Covid. I was able to try both the
         | Quest and Vive in a Best Buy in 2019.
        
         | segh wrote:
         | Agree. I have a Quest 2, and two friends have since purchased
         | them after trying mine out. If potential customers could just
         | demo the damn thing, many of them would convert into sales.
         | There is very much a "wow factor" after trying it out, even if
         | many users do eventually get bored.
        
         | crazygringo wrote:
         | I agree but I understand why it's not happening. It takes money
         | and experts to set up and maintain headsets in dedicated test
         | areas, resetting them, maintaining hygiene since these touch
         | your hair so hair products seep into the strap and people's
         | faces sweat into the goggle frames, etc.
         | 
         | Apple will be able to do that easily in its own stores. But
         | it's a lot harder for Meta to get Best Buy and other retailers
         | to do it -- not only will they have to pay them a lot of money,
         | but they just won't be able to ensure the quality.
        
           | sempron64 wrote:
           | I wonder if the apple vr headset is just a way to get people
           | to visit their stores and buy something else
        
             | [deleted]
        
             | chasd00 wrote:
             | the stores are always so crowded i'd much rather try out
             | the headset somewhere else.
        
           | danpalmer wrote:
           | Absolutely, this is definitely hard, especially for Meta as
           | they don't have an existing network of stores. But it still
           | seems like a big miss that they've seemingly not even tried
           | to make this a thing.
           | 
           | Maybe they should have partnered retailers, maybe they should
           | have pop-up demo spaces, maybe they should be giving these
           | things away to places like libraries or other public venues.
           | They could also define what a good sales experience looks
           | like, provide disposable or reusable pieces for contact, and
           | so on. There is all sorts they could be doing!
        
           | et-al wrote:
           | Before the pandemic, Microsoft had retail stores were you
           | could demo the Oculus Rift.
           | 
           | However with physical retail generally on the decline, who
           | would be the partner now? Best Buy isn't doing that great.
        
           | pavon wrote:
           | What is funny is that Meta did go through all the expense of
           | setting this up with Best Buy for the Meta Quest Pro, and
           | nobody even realized it was an option because they advertised
           | it so poorly[1].
           | 
           | [1] https://arstechnica.com/gaming/2022/10/meta-quest-pro-
           | hands-...
        
             | crazygringo wrote:
             | Ha, thanks -- that article is a perfect example of how bad
             | the experience was at Best Buy, basically exactly what you
             | would expect:
             | 
             | > _I had to search the aisles until I found a lonely Quest
             | display in an unloved back corner of the store..._
             | 
             | > _There was no special room or specific area set aside for
             | the Quest demo at the store. Instead, the demo staffer
             | awkwardly guided me to a small section of bare carpet..._
             | 
             | > _To make matters worse, about 15 minutes into my demo...
             | interrupted by an abrupt "powering down" message when the
             | headset ran out of charge. The demo staffer apologized,
             | saying the unit "was at zero percent when I got it" and
             | hadn't been plugged in for very long before our demo._
             | 
             | > _The staffer running my demo told me that the Quest Pro
             | is "more for business"... Unfortunately, without a linked
             | computer or any linked 2D apps in the headset, I was only
             | able to try out the (very unresponsive) stock web browser.
             | And without a Bluetooth mouse or keyboard, scrolling and
             | typing was not a natural experience._
        
         | phkahler wrote:
         | Quest 2 has been fun for me, but only because a handful of
         | game. My kid played beatsaber for a while. I played paintball -
         | a mini game inside recroom. And I still play a team sport
         | called Echo VR which is shutting down in August.
         | 
         | We've tried a few others but nothing else really stood out. If
         | there is a compelling sequel to Echo I hope I don't need to
         | upgrade hardware and will just quit.
        
         | SheinhardtWigCo wrote:
         | > And yet... trying these out just doesn't seem to be a thing
         | anywhere.
         | 
         | If the experience of using them was actually marketable, it
         | would be more of a thing.
        
         | Stevvo wrote:
         | Hygiene is a problem. These things are not really comfortable,
         | so put one on and you will inevitably start sweating into the
         | facial interface. Safety is another issue; casually putting a
         | headset on a member of the public led to a lot of injuries when
         | it was tried in the past.
        
           | wkat4242 wrote:
           | They come with a silcone "condom" for the facial cushion now
           | which is easily washed :) Unlike real condoms these are
           | reusable.
           | 
           | It wasn't the most glorious solution for their allergy
           | problem IMO. But it does have auxiliary benefits.
        
         | Scalene2 wrote:
         | This is an edge that Apple may have.
        
           | coffeebeqn wrote:
           | If it's glasses instead of a helmet - that's already going to
           | remove a lot of friction to put it on and test it
        
         | jon-wood wrote:
         | I have no idea how you'd do this at scale, but you're not
         | wrong. I bought a Quest 1 around when they were released after
         | trying a friend's headset, I'd been on the fence before that,
         | but afterwards I was totally sold.
        
           | [deleted]
        
         | Ologn wrote:
         | In December 2016 I tried a demo of an HTC Vive at a Microsoft
         | Store (remember those?), and a few days later did a demo of an
         | Oculus Rift at a Best Buy. The demo at the Microsoft Store was
         | well set up - they had an associate handling the demo, an area
         | set aside to do the demo, a speaker, and a display to show
         | observers what was being shown in the VR set. The Best Buy demo
         | was not as put together but was still OK.
         | 
         | Not sure why they seemed to be demoing it more then than now.
        
         | xyproto wrote:
         | If they had a store where everyone could try out headsets they
         | would probably have to invent some sort of one-time forhead
         | cover.
        
           | prpl wrote:
           | Have you been in an arcade recently? These already exist
        
       | [deleted]
        
       | jclardy wrote:
       | I have a Quest 2 and use it occasionally, I have basically
       | relegated it to only gaming. The displays are just too low
       | resolution to try productivity, not to mention passthrough being
       | barely usable to find something on your desk. So this seems like
       | it should improve on the issues I had with the first gen with
       | higher resolution displays, color passthrough, and improved
       | performance.
       | 
       | I am a bit confused on the placement of this device in comparison
       | to the Quest Pro now though, does this have better resolution?
       | Processor? Passthrough?
       | 
       | Definitely an interesting month for the VR/AR world with Apple's
       | announcement coming next week.
        
         | zer0zzz wrote:
         | I don't think you can compare the quest2 to the displays and
         | optics this thing probably has. I have a quest pro and the
         | display and optics are like night and day compared to the 2.
         | The problem I see is the application stack is terrible on the
         | quest platform.
        
       | benxh wrote:
       | How does one go about becoming a distributor of Quest products in
       | countries which arent served at all by Meta? Considering I can
       | leverage existing infrastructure and network connections to bring
       | it to market?
        
       | tmpz22 wrote:
       | The overwhelming positivity of the youtube comment section is
       | suspect for me
        
         | jackbrookes wrote:
         | There's a small but passionate group of VR enthusiasts, more so
         | than most other consumer tech categories in my experience
        
           | epolanski wrote:
           | This, VR enthusiasts like some of my colleagues are waiting
           | vividly for better visors.
        
       | Wowfunhappy wrote:
       | I have a Valve Index. Should I be looking at these as an upgrade,
       | or still not yet? (I don't care about wireless that much.)
        
       | bemmu wrote:
       | Also announced here: https://www.meta.com/us/en/quest/quest-3/
        
         | candiddevmike wrote:
         | $499.99, no hardware details yet?
        
           | bemmu wrote:
           | Most curious about FOV and resolution.
        
           | bhouston wrote:
           | I believe it is a "Snapdragon XR2"-based headset. So you can
           | look up the specs on that I guess.
        
       | questime wrote:
       | [flagged]
        
       | kgwgk wrote:
       | More comments here: https://news.ycombinator.com/item?id=36151355
        
         | dang wrote:
         | We've merged that thread hither. Thanks!
        
       | IceWreck wrote:
       | The games are nice but noone mentions the fitness apps. I use my
       | quest 2 for cardio/workout and some of those apps get my heart
       | rate up faster than running or other forms of exercise.
        
         | enw wrote:
         | How do you prevent the straps and padding from getting nasty
         | with sweat?
        
           | IceWreck wrote:
           | You wipe them clean after use. Most 3rd party "elite" straps
           | come with a special cloth to wipe them which I think is
           | similar to the one you use to wipe your glasses.
        
       | _annum wrote:
       | Apple's strategy suddenly became clear to me while watching the
       | Quest 3 promo video: they are delivering a platform, xrOS - an
       | operating system - and not simply a high-spec VR headset.
       | 
       | The strength of the ecosystem will encourage it to be smoothly
       | integrated into daily use, as opposed to being an awkward gaming
       | device you pick up when you want to mess around in VR.
       | 
       | We'll see. Exciting times, the surprise announcement makes me
       | optimistic for the quality of Apple's offering - Zuckerberg is
       | worried.
        
         | jensensbutton wrote:
         | I think Zuckerberg is excited. Apple will only expand the
         | market. I think it will be strictly beneficial to Quest
         | regardless of what the blog/tech comparisons say.
        
           | rchaud wrote:
           | Apple expanded the market for smartphones, Blackberry
           | couldn't take advantage. I see similarities here.
           | 
           | Zuckerberg should have gone with AR to begin with, VR is too
           | much of a shift for people to context switch easily.
        
             | onlyrealcuzzo wrote:
             | I see similarities, but I also see one of either:
             | 
             | 1) Apple makes a VR headset, and it's OUTSTANDING, but it
             | costs $1000, and that's just too much money for the average
             | iPhone user for something they aren't going to use very
             | often.
             | 
             | 2) Apple makes a VR headset, and it's about the same as the
             | Quest, and it costs about the same as the Quest, and it
             | doesn't get that much traction because the average iPhone
             | user isn't going to use it very often regardless of price,
             | and the ones who would probably already have a Quest or
             | Vive or what-have-you.
        
               | wkat4242 wrote:
               | Apple's VR headset will be OUTSTANDING for sure, but it
               | is most likely going to cost much more like $3000. This
               | is what all the rumours are hinting at.
               | 
               | They seem to be aiming it mainly at business, makes sense
               | at this price point. But Apple is notoriously bad at feel
               | for the business market (federated apple IDs still don't
               | allow UPNs that are different from Emails which basically
               | breaks it for 90% of enterprises!). They are also not
               | great at business software at all and they basically have
               | no foothold. All they do for business is the mac pro that
               | suits some niche markets which they update every few
               | years and then they sell obsolete hardware for the
               | original price in the intermediate years. And some
               | general Mac/iOS hardware but other people supply most of
               | the productivity software.
               | 
               | I really wonder how they will make this thing a success.
               | But yeah Apple is great at creating hype and that hype
               | will hopefully kickstart the metaverse dreams a bit
               | again.
        
           | phh wrote:
           | That's especially true since they won't actual compete since
           | they'll be 5 times the price of the other. The Quest will be
           | the demo for the Apple VR headset, and the Apple VR headset
           | will give VR hype that will boost Quest. If they weren't just
           | FAANG amplifying FAANG, I'd be happy to see such a win-win.
        
             | Clubber wrote:
             | I'm pretty sure Netflix is out of the club. I can see why
             | no one wants to remove it from the acronym. It's probably
             | ok now that Facebook is now Meta.
        
               | kfarr wrote:
               | So now it's Meta, Apple, Google and Amazon? Although
               | Google is now Alphabet so that bad joke doesn't work
               | either
        
               | Clubber wrote:
               | MAAA. I suppose Microsoft deserves to be in the club.
               | MAMAA.
        
       | naillo wrote:
       | Wonder if this was released at this particular moment to time it
       | with apples upcoming AR device.
        
       | whoevercares wrote:
       | I want to play Diablo IV there!
        
       | nonrepeating wrote:
       | Has anyone here built a business around the Quest 2? A game or
       | app, or custom development? I actually love the device, but I'm
       | not sure how easy the ecosystem is for developers, nor how much
       | traction the device has (or could have) as a non-game app
       | platform.
        
         | ngokevin wrote:
         | Yeah. It's extremely difficult to impossible without existing
         | connections, being an incumbent VR app, popping off
         | independently, or being an established game development studio.
         | Even harder if it's a non-game as Quest 2 is treated like a
         | console.
         | 
         | You can put your marbles in, but your fate will depend on Meta
         | opening the gates for you, and that's a risky proposition.
         | 
         | They have their own sideloading channel, App Lab, but it's
         | where apps go to die. Very few will rise up to the official
         | store.
        
         | karamanolev wrote:
         | My intuition based on previous Facebook-based business is that
         | depending on anything by Meta makes for a very risky
         | proposition - it might be doing great at any one moment and be
         | completely shut down or just made non-viable the next.
        
           | smoldesu wrote:
           | This is not really true? The Oculus Quest lets you sideload
           | whatever apps you want. If Facebook spurns you and deletes
           | all your dev account data, you can still build, deploy, test,
           | sell and distribute your app or game without them.
           | 
           | If Apple's headset looks anything like their phones, it will
           | probably be the more fragile platform to depend on.
        
             | nonrepeating wrote:
             | Sideloading an app is not a sustainable way to distribute a
             | commercial app. It's even more fragile than the official
             | route, and it's a lot to ask of an end user, not to mention
             | the sketchy feel to it.
        
               | smoldesu wrote:
               | Tell that to the hundreds of developers using sideloading
               | to distribute thousands of successful apps on Quest:
               | https://sidequestvr.com/
               | 
               | Or to the thousands of Mac developers who sideload their
               | app without the App Store.
               | 
               | Or to the tens of thousands of Windows developers who
               | distribute apps through freestanding MSI and EXE files...
        
           | nonrepeating wrote:
           | This is what I was afraid to hear, thanks for sharing this.
           | My guess is that if you want to build on their platform,
           | you'll have to kiss the ring of social networking, which is
           | something I'm not too interested in.
        
       | mt_ wrote:
       | Can we use one of these without a Facebook account?
        
       | bryanlarsen wrote:
       | I wonder if Quest 2 sales have tanked enough that they don't mind
       | Osborne'ing themselves.
        
         | smoldesu wrote:
         | Did they tank? Judging from what I've seen it looks like
         | they're shipping ~5 million units a year:
         | 
         | https://www.theverge.com/2021/11/16/22785469/meta-oculus-que...
         | 
         | https://www.uploadvr.com/quest-2-sold-almost-15-million-idc/
         | 
         | https://www.uploadvr.com/meta-sold-20-million-quests/
        
           | geerlingguy wrote:
           | When they planned on restructuring around an entire new
           | "metaverse" that would require hundreds of millions of these
           | things in the wild (at minimum), a few million a year isn't
           | anything amazing.
        
             | [deleted]
        
           | bryanlarsen wrote:
           | Yes, the Quest 2 was very popular for about a year after
           | launch. But how many have they sold in 2023? I suspect it's a
           | lot less.
        
             | poopbutt7 wrote:
             | - q1 2023: 520k
             | 
             | - q4 2022: 1.13M
             | 
             | - q3 2022: 471k
             | 
             | - https://arinsider.co/2023/05/01/how-many-vr-headsets-did-
             | met...
             | 
             | -https://arinsider.co/2023/02/06/how-many-vr-headsets-did
             | ---m...
             | 
             | -https://arinsider.co/2022/10/31/how-many-vr-headsets-did-
             | met...
        
       | BSEdlMMldESB wrote:
       | Nintendo should be worried...
       | 
       | then again, they tried something like this already. but it never
       | took off.
       | 
       | virtual boy (iirc?) I was still a kid... the technology has come
       | a long way, they should be already working on doing something in
       | this space... again.
        
         | squeaky-clean wrote:
         | They did in 2019
         | 
         | https://arstechnica.com/gaming/2019/03/nintendos-first-vr-pr...
        
         | rimunroe wrote:
         | The VirtualBoy was famously a disaster for Nintendo. They
         | slashed its price from $180 to $100 within a year of release,
         | and I got one brand new from Toys R' Us later in the year for
         | $30. I actually still have it, though I no longer have the
         | stand or the eye shield.
        
         | silveira wrote:
         | They did a shy little experiment with Nintendo Labo VR, it has
         | also a little integration with Zelda Breath of the Wild and
         | Mario Odyssey. I would expect Nintendo to be the last player
         | into VR because 1) the association with Virtual Boy 2)
         | Nintendo's long history of only jumping into a technology after
         | it is well established.
        
       | danpalmer wrote:
       | I'm surprised that more isn't done to sell these. I'm a tech
       | enthusiast with disposable income, but the last headset I tried
       | was an old Oculus one about a decade ago. I could see the promise
       | of the tech but need convincing that it's come far enough for me
       | to buy one.
       | 
       | And yet... trying these out just doesn't seem to be a thing
       | anywhere. I can walk into any tech store and see a non-working
       | unit in a glass case, or if I'm lucky pick up a slightly sticky
       | broken controller, but I can't try one out for 5 minutes to see
       | if I like it.
       | 
       | I'd bet that Apple's headset will be announced with a store
       | experience to go along with it. I'm sure it'll be by appointment
       | only to begin with as they'll have many more people wanting to
       | try it than who will want to buy, but I'm sure there will be a
       | way to experience them before buying. The Apple Watch was
       | effectively a new product category where people needed a new
       | level of persuasion, and Apple had fitting appointments that were
       | very well done, and Apple Stores have always been known for being
       | primarily focused on using the products, even letting you try
       | AirPods, so I can't imagine these will be stuck in a glass case.
        
         | anonred wrote:
         | You can try Quest headsets at retail stores like Best Buy.
        
           | danpalmer wrote:
           | In the UK I've never seen a store with one to try, even
           | though most seem to stock them, and I've gone out of my way
           | to look for one because I'm quite keen to buy one.
        
       | LarsDu88 wrote:
       | I've been solodevving a VR game on the side since half-life alyx
       | came out. Honestly the pace of hardware advancement is a bit
       | demoralizing as my game is effectively tuned for Quest1 graphics
        
       | GreedClarifies wrote:
       | Meta is moving the state of the art in headsets. It's great to
       | see that the 15-20 billion per year isn't completely wasted.
       | 
       | However, its still a headset and so far the vast populace hasn't
       | been interested in putting a headset on for hours. Clearly Meta
       | is betting this is a "at the margins" issue, that by making the
       | headset slimmer, cooler, and lighter that more people will start
       | using them. I'm not sure, my guess is that the form base form
       | factor is an issue.
       | 
       | Second, there is no user experience that is shockingly compelling
       | yet. I have hope that generative AI can help here, but it looks
       | like we are still a little ways off.
       | 
       | I think Mark knew he had to get away from Apple as they are a
       | horrific partner, and he needed a platform, but the technology is
       | too far off. He's using billions to jam a round peg into a square
       | hole (IMO).
        
         | JohnFen wrote:
         | > I'm not sure, my guess is that the form base form factor is
         | an issue.
         | 
         | It is for me. Having to wear a headset is a _huge_ ask, no
         | matter how slim and light it is. I 'd do it for a compelling
         | enough reason, but nothing in the VR space is anywhere near
         | compelling enough for me (yet).
         | 
         | But I won't buy one from Facebook, no matter how awesome it may
         | be.
        
         | seydor wrote:
         | Hm he has a custom version of Android now with its own app
         | store with millions of users. Wondering what one could do with
         | it...
        
         | krger wrote:
         | >I think Mark knew he had to get away from Apple as they are a
         | horrific partner
         | 
         | Facebook is the company that almost single-handedly gutted the
         | media industry over the past ten years with such smash hits as
         | "just post all of your news stories directly on Facebook" and
         | "pivot to video based on these absolutely fabricated numbers!"
         | so I suppose he does indeed have some insight on what makes a
         | horrific partner.
        
         | ilaksh wrote:
         | If you think there is nothing compelling then maybe you have
         | never tried Demo, Eleven Labs, or anything in this device which
         | hasn't been released yet.
        
         | mvdtnz wrote:
         | > so far the vast populace hasn't been interested in putting a
         | headset on for hours
         | 
         | It doesn't have to be "for hours" to sell a headset. I am happy
         | to play games for 45-90 minutes at a time and I spend a lot on
         | my gaming setup to do so.
        
       | skymast wrote:
       | Porn is really amazing on the Quest. I look forward to seeing
       | what Apple can do with it.
        
         | thomastjeffery wrote:
         | The next step - that I'm frankly surprised is taking this long
         | - is "light field" video.
         | 
         | Instead of being a fixed tripod, you can be _in_ the space. You
         | can move a foot or two in every direction, and you can rotate
         | your head without overlapping each eye 's perspective.
         | 
         | This demo from a 2020 paper is incredible:
         | https://augmentedperception.github.io/deepviewvideo/
        
       | steve_adams_86 wrote:
       | I'm sure I sound like an old man yelling at clouds but I don't
       | get why there's such a push for these platforms.
       | 
       | I got an email from Apple about their event this month, and it
       | said "Code New Worlds", which in my mind seems to confirm they're
       | actually going ahead with an AR/VR device. Why?
       | 
       | Where is the market? How many of these things sell? What do
       | people actually do with them?
       | 
       | I like the idea of an AR experience for enabling better work
       | environments, even as a programmer, but my sense is that these
       | technologies are very far in the future still. These will be toys
       | for a while yet.
       | 
       | So what's the motivation to get into this space? What is the
       | opportunity that Apple sees, for example?
       | 
       | Part of me is optimistic that there's some incredible application
       | around the corner and it'll be an exciting moment in the digital
       | space. The other part of me feels like we're really grasping
       | here, and it's just a toy (albeit a pretty cool one).
        
         | rngname22 wrote:
         | I mean, have you ever tried one? That seems to be missing from
         | your post.
         | 
         | Some people think stereoscopic depth in visual mediums is more
         | entertaining or interesting than flat images. The same way some
         | people preferred color television over black and white when it
         | became available.
         | 
         | Adding a z-axis (depth) is a higher resolution, higher
         | bandwidth signal.
        
           | steve_adams_86 wrote:
           | Absolutely, and I do love the higher bandwidth signal. It
           | seems to have a seriously limited practicality at this point,
           | though. I watched a movie and that was neat, even though it's
           | flat it was kind of nice to have it be so... Immersive, I
           | guess. Sound cancelling and vision cancelling at the same
           | time is pretty cool.
           | 
           | The games are very novel but something like tears of the
           | kingdom is far more engaging and gratifying for me. Maybe
           | that's because I grew up with flat games and it's where my
           | brain is most comfortable.
           | 
           | So, I don't really watch tv or movies (maybe once every two
           | months at most), I don't game much unless with my kids
           | (doesn't work in VR/AR), and otherwise I'm not sure what kind
           | of individual activities I could get up to where it would be
           | useful in its current state. Or even a moderately more
           | advanced state perhaps. A big snag for me is that you can't
           | really do it with people.
        
             | rngname22 wrote:
             | Watching a 2D film on a stereo 3D VR device sorta makes
             | sense that it's not super interesting. Other than being
             | able to resize the screen and reposition it, you're not
             | getting much.
             | 
             | The games are crappy right now, I agree.
             | 
             | I think few die-hard VR or AR enthusiasts would argue that
             | the content and use cases have a long way to go. Most games
             | are either more akin to going to a paintball course or
             | playing DDR than they are similar to sitting down to play a
             | classic video game. Which is a fun experience but clearly
             | isn't gaming.
             | 
             | And the blockbuster 2D game ports to VR are few and far
             | between, and it's not fun playing Skyrim for the 50th time
             | just because now it's stereo 3D.
             | 
             | For me, I've found that stereo video recorded on high end
             | stereoscopic 180 degree camera setups is really compelling.
             | For example video recorded using ZCam K2 Pro. The only
             | studios really using that tech extensively currently are
             | for adult video. For me the best of those experiences feels
             | like the future, the next big medium. If it were possible
             | to combine 6 degrees of freedom with stereo video, I am
             | convinced it'd be immediately successful, but I still think
             | 3 degree of freedom stereo video that's possible today is
             | far superior to flat video.
             | 
             | I can envision future Hollywood or Netflix productions
             | where you feel like you're watching from an invisible drone
             | floating right there in the scene, with full depth and a
             | sense of real scale. It will take new artistic direction,
             | things like panning the camera become nausea-inducing for
             | some viewers but incredibly presence-inducing for others
             | (if moved slowly enough and with a gimbal). Cuts feel
             | different, too many fast cuts too quickly are much more
             | difficult to visually process in stereo than on a laptop
             | screen. But on the other hand, some editing effects like a
             | dissolve are incredibly trippy and a new type of experience
             | in VR. Seeing double vision where both scenes have depth is
             | really interesting. Anyway, it's closer to watching a play
             | in a theater or being at Sleep No More than watching a TV
             | show.
             | 
             | The bottleneck right now is content and production costs,
             | that's about it.
        
               | steve_adams_86 wrote:
               | > Watching a 2D film on a stereo 3D VR device sorta makes
               | sense that it's not super interesting
               | 
               | Yeah it wasn't life changing by any means, but pretty
               | nice in a way. Like if I was single, I might actually
               | skip the TV and just do that? I'm not certain. I liked
               | that it forced me to be focused on it. I've got the ADHD
               | pretty bad apparently, so sitting and watching a movie is
               | kind of like trying to put a cat in a box. My brain
               | insists on doing ANYTHING ELSE and grabs into virtually
               | any other activity or thought or whatever, but in a VR
               | headset or a theatre somehow that isn't the case.
               | 
               | The idea of watching movies or shows as though you were
               | actually there is spectacular. I think we'll get there
               | too, but I expect it's a while away from where we are. AI
               | will likely play a huge role in stitching multiple camera
               | angles together and filling in the gaps, and that
               | technology arrived a lot sooner than I expected, so...
               | Maybe the integration of production and presentation
               | technologies will follow suit. Frankly, I'm old enough
               | that things simply move faster than I'm used to now. I
               | have to reassess my priors for how quickly things can
               | happen.
               | 
               | What you're saying about stereo video sounds totally
               | compelling. And not surprising it's popular in the adult
               | industry. Sort of a side note I guess, but when I see
               | what's possible with AI and imagine what's around the
               | corner with these technologies... Good luck to all the 20
               | year olds with raging hormones and a little disposable
               | income. If porn addiction is a thing now, just wait.
               | Maybe we're what, 10 years away from generating personal
               | porn with a personally designed digital partner?
               | 
               | I digress though. We'll get there when we get there and
               | deal with it when we do. I'm glad my boys might miss the
               | worst of it in their most hormonal years.
        
           | bombcar wrote:
           | You'd think they'd have some demo units you could try, but
           | every single one I've ever seen has been locked up like Fort
           | Knox.
        
         | hendersoon wrote:
         | It's an entirely new category. When you're an Apple or
         | Facebook, there isn't much further you can go with mobile
         | phones or violating users' privacy respectively, so you need to
         | explore new markets to expand.
         | 
         | IMO AR is the truly useful application of the technology, but
         | the hardware needs to be basically goggles that can stay on
         | your head all day and we're nowhere near that. VR is primarily
         | useful for videogames and porn. Lots of money in gaming and
         | porn, but not widely applicable like a HUD visible at all
         | times.
        
           | steve_adams_86 wrote:
           | I'm with you on AR being truly useful. If that ball could be
           | knocked out of the park, the implications for countless
           | activities would be huge.
           | 
           | Imagine you wanted to build a geodesic greenhouse and your
           | vision could be populated with the pieces you need next,
           | where they go, hardware you need, where parts were last seen,
           | etc. My brain would benefit so much from being kept on track
           | like that.
        
         | Lammy wrote:
         | They want to surveil what you see so they can sell it back to
         | you as ads
        
         | meroes wrote:
         | I absolutely must have one to display on my bookcase
        
         | jiggyjace wrote:
         | Personal computers were considered just toys with very little
         | real-world value for a long time too. And you might be limiting
         | your thinking with VR/AR. Do you or anyone you know use face
         | filters? That's AR. Lots of the rising generation are already
         | stoked in VR/AR. Also Meta Quest 2 has sold 15 million
         | headsets, that's hardly something to scoff at.
        
           | steve_adams_86 wrote:
           | Ah, 15 million is more than I would have guessed. I'm
           | admittedly out of the loop on this stuff.
           | 
           | I had a feeling the rising generation is into this, though I
           | would have been too. I suppose what I wonder is if something
           | that appeases that enthusiasm and anticipation can actually
           | be developed. But perhaps for kids and young adults it
           | doesn't need to be amazing -- it just needs to be more
           | immersive than a TV.
           | 
           | My son has a Quest 2 and never uses it, and we got it used in
           | great condition for $250 CAD. That left me feeling like these
           | things are failing to thrive, but it's very anecdotal.
        
         | cloogshicer wrote:
         | I think the tech is not there yet, but imagine you could do
         | everything you can do with a smartphone, but without holding a
         | physical device, except maybe for input. Your entire vision is
         | the screen. Virtual objects are seamlessly embedded into the
         | environment. It's unobtrusive and ubiquitous.
         | 
         | I think that is the endgame for AR. And I think it'll be the
         | next major platform, replacing smartphones.
        
           | rcarr wrote:
           | It won't replace smartphones for a long, long time because it
           | just isn't feasible to pack enough battery power into a pair
           | of glasses to run the screens plus do all the processing work
           | without making the headset super heavy and/or dorky looking.
           | What will most likely happen, is you will have your phone in
           | your pocket doing all the work which will then relay the
           | video to the glasses which just decode and display it, first
           | via cable (already products available on the market that do
           | this) and then in a few years it will be wireless.
        
             | erksa wrote:
             | It's been very interesting to discuss the potential future
             | of VR/AR with software pros and hardware pros. Us software
             | people seemingly tends to "ignore" the real limitations of
             | current battery/power-delivery/power-draw(?) technology.
             | 
             | We've seen massive improvements over the years, but when
             | talking about the size/weight of glasses it definitely
             | seems like the next "frontier" for the battery challenges.
        
               | rcarr wrote:
               | Yeah, according to google a pair of raybans weighs 40
               | grams and a pair of xreal air weight twice as much at
               | 79g. I'm a massive fan of the latter but already that
               | weight is noticeable on your face as being heavier than a
               | standard pair of glasses and this is a device which has
               | no battery. All the power comes from a cable connected to
               | whatever device you're using. I can wear a pair all day
               | but I don't think you could go too much heavier before it
               | starts getting uncomfortable for prolonged use. I think
               | it's going to be a massive struggle to get these down to
               | a decent weight with battery. Viture's solution to this
               | is a neckband containing the battery and the brains - I
               | could definitely see this kind of solution becoming
               | commonplace.
               | 
               | https://xreal.com
               | 
               | https://www.viture.com/
        
         | ozgung wrote:
         | > So what's the motivation to get into this space? What is the
         | opportunity that Apple sees, for example?
         | 
         | I think for Apple, it's just another new personal computing
         | platform. Just like personal media devices, phones, tablets,
         | TVs, smartwatches etc. They may not necessarily see a big
         | opportunity. They simply cannot afford to ignore a new
         | computing platform.
        
         | capableweb wrote:
         | > I like the idea of an AR experience for enabling better work
         | environments
         | 
         | Same here, but I don't think the ecosystem/market is ready for
         | serious work, it's all too brittle and the UX isn't nearly
         | there yet. So I'm waiting.
         | 
         | > Where is the market? How many of these things sell? What do
         | people actually do with them?
         | 
         | But I do own a HP Reverb G2, mainly for playing simulation
         | games like flight simulators, and racing simulators. Once you
         | get used to having a spatial understanding of the environment
         | because of virtual reality, it's near impossible to go back to
         | using traditional monitors against. The immersion is 100x
         | better and your skill increases as well, just with a VR headset
         | (in the genres I play).
         | 
         | But outside of simulation gaming, I have 0 use cases for VR,
         | it's basically a fun toy at this time. But I think probably in
         | the future there will be more use cases, but remains to be
         | seen.
        
           | tjungblut wrote:
           | Yep, for me its also just flight and race sim. Even though I
           | don't really tend to use it very often anymore. It's
           | cumbersome to wire up and especially in the summer the G2
           | gets very hot - plus the added heat of the PC driving this
           | beast!
        
         | iakov wrote:
         | I guess the market isn't there because most of the devices
         | kinda suck. They are bulky and ugly, glasses compatibility is
         | not 100%, some people still get vertigo. Those devices are not
         | attractive to the buyers at all IMO.
         | 
         | I'm kinda curious about the Apple VR headset - I expect it to
         | be marketed more towards creative professional audience and
         | less towards gamers. The few VR games I've tried have been
         | unimpressive, but maybe there is some future for this tech in
         | other areas?
        
           | fastball wrote:
           | I've heard that vertigo is mostly a solved problem, you just
           | need to make sure the VR system is properly calibrated for
           | your face, e.g. the distance of your eyes and such. That
           | makes sharing such a system much harder than sharing other
           | devices, which might explain why they haven't caught on
           | nearly as fast as people expected. You can buy one
           | PlayStation for the whole family but need to buy every member
           | their own Quest.
        
             | [deleted]
        
         | figassis wrote:
         | My fear of buying any of these is the lock in. I expect them to
         | be like my TV. I plug in my streaming service, PS, xbox or any
         | other input and it transforms my world. But now I have to
         | choose if I want VR for my PS games or if I want to enter
         | Meta's new game collection. By I already know what games I
         | like, I don't want to adopt new ones because of my VR platform
         | choice. If I want it all I need to pay $400 x 3? No. They can
         | keep their ecosystems.
        
         | shultays wrote:
         | Probably the first company that creates somewhat usable AR will
         | secure a good share of future market
        
           | samstave wrote:
           | With how quickly AI has taken over image creation, it will
           | soon be able to create AR/VR in real time...
           | 
           | But if its able to "watch" a bunch of say, mechanics, do
           | their work and learn from that - then it will be able to put
           | pertinent AR info on screen for people to see.
           | 
           | I think whomever does a good job on an AI backed AR system is
           | going to own a chunk of that space for a good amount of
           | profit to come.
        
         | rcarr wrote:
         | I'm super sceptical about VR for anything outside of "dock"
         | games like car racing and spaceship simulators and still am. I
         | have however, got a pair of Xreal "AR" glasses that are
         | basically a pair of sunglasses that allow you to have a 120"
         | projector monitor (or set of monitors) wherever you want and
         | they are absolutely awesome and I can definitely see that kind
         | of product becoming the new normal. The ergonomics, price
         | ($399), flexibility to take wherever you want and productivity
         | are just so much better than traditional monitors and
         | televisions.
         | 
         | It is absolutely amazing to just plug in a pair to your
         | phone/tablet/computer laid down in bed and watch a film
         | projected on to your ceiling. People are hooking them up to
         | Steam Decks and they also say it's amazing just being able to
         | play whatever game they want, wherever they want, on a massive
         | screen. Going to be a game changer for anyone who spends a lot
         | of time travelling or commuting on public transport but will
         | definitely filter into the general office and home spaces as
         | well. Will save both companies and consumers a substantial
         | amount of money.
         | 
         | These glasses have been such a game changer for me that I now
         | have ordered a Steam Deck and, depending on how well I get on
         | with SteamOS and Linux, may end up selling my Macbook Pro which
         | would be the first time I've not had an Apple computer since
         | around 2008/9 (save for a few years when I was super poor and
         | couldn't afford one).
        
           | samstave wrote:
           | I think I really want a pair of these - is there any place
           | one can try them out?
        
             | rcarr wrote:
             | Depends where you're based I'm guessing, I'm from the UK
             | and had to order them via the Amazon US website. For what
             | it's worth I've never had any issues returning anything to
             | Amazon, even stuff from the US (although the few times I've
             | had to do that I've bought the US stuff via the UK website
             | rather than the US one so don't know if it would be
             | different).
        
               | samstave wrote:
               | Ironically, one of the reasons I want this is that I have
               | (4) USB-based AOC monitors. Two of them showed up with
               | broken screens, and this is the only problem I have ever
               | had returning anything to Amazon - but thats because its
               | AOC thats refusing to honor a replacement and amazon
               | claims since its a 3rd party its out of their hands.
               | 
               | Once I canceled my PRIME account, and then amazon charged
               | me the $99 after I canceled.
               | 
               | I called them, demanded a refund AND a $25 inconvenience
               | fee for me having to go through the process to get my
               | refund... and they paid it!
        
               | rcarr wrote:
               | Monitors are a pain in the arse. I bought a 65 inch tv
               | last year to use as a monitor that I'm now selling and
               | it's difficult to shift. You can't really ship it because
               | the risk of it being damaged is high so no-one will give
               | you a reasonable quote with insurance. So I'm going to
               | have to sell it to someone locally, probably at a super
               | low price. Looking forward to never having this problem
               | ever again with this new tech. Between projectors and
               | these glasses I think TVs are going to become obsolete
               | tech within the next two decades. It's only a matter of
               | time until someone makes an app that allows you and all
               | your mates to watch whatever you want on your own
               | individual glasses but in sync with each other. And for
               | the people who want a permanent glasses off experience at
               | home I think laser projectors are going to come down in
               | price and become commonplace. TVs are going to go the way
               | of the dodo.
        
               | samstave wrote:
               | Imagine when you have a UX for large screen throws in
               | glasses which can be synced/networked whereby you can
               | throw up the "wife - yes! IA M COOKING channel to her to
               | prove you're chopping what she asked! GEESH!?
               | 
               | vs - swiping back over to the gaming channel with your
               | buddies and be like _" Ill revive you in two seconds,
               | bitch, GEESH - ill be there as soon as I am done with my
               | status report on vegetable cuts Management is
               | demanding!"_
        
           | abeppu wrote:
           | What kind of tasks do you feel the Xreal "monitor" is good
           | for? I looked at this product recently, but it seems like the
           | resolution is basically 2x1920x1080 for the space + the
           | screen. If you're used to using 1-2 4k monitors to look at
           | e.g. multiple panes of text + graphs, this seems like it
           | would be a big step backwards, like using a 10 year-old TV as
           | a monitor. But some people seem to love it so maybe I'm
           | missing something.
        
             | rcarr wrote:
             | Anything you want, but of course it's all subjective. You
             | can have up to three monitors if you're using the Nebula
             | app, so that's three 1080p monitors. You can't see them all
             | simultaneously though, you have to tilt your head to reveal
             | the left and right monitors similar to how you would with
             | real life monitors except for you don't have them in your
             | peripheral vision. It's definitely not as crisp as a 4k
             | monitor but I think some of the lack of resolution can be
             | made up for by the sheer size of the screen. I am also
             | willing to trade the lack of crispness for complete
             | elimination of neck and shoulder ache from hunching and
             | also the ability to have this anywhere I want. I'm planning
             | on backpacking and doing the digital nomad thing
             | indefinitely so this is really ideal.
             | 
             | One thing that has been surprising is that I thought eye
             | strain might be a problem but I've not really had any
             | discomfort and I've actually gone back to using light mode
             | in the day time and dark mode at night time which is
             | something I thought I'd never do having been using dark
             | mode for everything for years.
        
           | [deleted]
        
         | lsaferite wrote:
         | My teenager plays the Quest 2 daily. Sample size of one
         | (sorta), but he plays with all of his friends. He's in our
         | living-room for a few sessions each day. And, FWIW, it seems
         | like an intense cardio workout for him each time, which I like.
        
           | samstave wrote:
           | This is funny to me....
           | 
           | Back in the mid 1980s I started my gaming journey... I would
           | sit and play games for hours and my 2400 baud modem helped me
           | dominate in Populous, got me connected to BBSs to play games,
           | got me on PCLink (the precursor to AOL), and got me grounded
           | for a month for running up a $926 long distance phone bill
           | for calling into BBSs in San Jose from Tahoe...
           | 
           | My dad yelled at me and told me "I was wasting my life
           | sitting in front of the computer all day"
           | 
           | Years later after I made a pretty cool career in computers,
           | including doing game testing at intel, designing datacenters
           | for NAMCO and Lucas etc... my dad apologized for saying that
           | to me...
           | 
           | So its funny that your kid is getting his cardio in VR! We
           | are living in the future!
        
             | lsaferite wrote:
             | I guess it helps that I too started computers early. My
             | first being a Commodore 64 and basically every system in
             | between then and now. So, I'm more inclined to let my kids
             | use technology than my parents (who were very welcoming of
             | tech) were. I still force them to go outside and eat dirt,
             | like I had to as a kid (J/k on the dirt bit).
        
               | samstave wrote:
               | Ha! I ate dirt in the 70s as a toddler! and spiders!
               | 
               | Eating dirt actually helps build the gut-biome. and it
               | helps kids stay healthy through fortifying the immune
               | system (this is why all the 'hand-sanitizers' are
               | actually worse for human health)
               | 
               | But I was lucky - I grew up within 500 feet of Lake
               | Tahoe, and would just walk out the door, go up Ward
               | Creeek to the backside of Alpine Meadows, setup booby
               | traps for hikers (trip wires... it was the 1980s..)
               | 
               | But I coerced my dad to buy a machine for his "business"
               | and then I took over the machine and played tons of games
               | - but would also be 'kicked out of the house until
               | dinner' at times and just explore the forest, swim in the
               | lake, or steal boats.
               | 
               | Again, this was like 1986 and I stole a bunch of boats
               | because my dad was a big general contractor who built and
               | cared for a crap-load of lake front properties with boat-
               | houses, and I knew where my dads clients were all the
               | time, so I could steal their boats for joy rides... and
               | for some of the houses I had the keys.
               | 
               | It was a common thing in Tahoe in the 1980s to break into
               | vacation homes and throw "keggers"
        
       | wortelefant wrote:
       | After we got used to multitask screen input in our lifes for
       | years, VR is a huge bet that we somehow prefer single-focus-
       | session in an environment controlled by someone else. No more
       | checking messages in between, no more friendly distractions, and
       | the VR companies have full control what we see during a session,
       | including ads. This kind of hyperfocus is rare in most use cases,
       | especially at work. I wonder how their UX reasearch justified the
       | effort.
        
         | jayd16 wrote:
         | Have you even used one? It has multitasking and notifications
         | and all that. It's mostly just Android.
        
           | wortelefant wrote:
           | My previous company built VR learning apps (among other
           | things). Immersive learning for trainees, but customers
           | preferred implementations where trainees were prevented from
           | doing anything else. That was not possible before
        
             | jayd16 wrote:
             | I really don't think whatever terrible experience your
             | employer straps you into for training will have much
             | bearing on the consumer UX of these headsets.
        
           | wkat4242 wrote:
           | In fact it _is_ Android.
        
         | Scalene2 wrote:
         | The Quest line of headsets support multiple applications open
         | and usable at once. So does every headset that uses a PC.
        
           | wortelefant wrote:
           | but it is still a controlled environment, the amount of
           | context switching with a vr headset is limited to a) digital
           | content / applications and b) only to the extend that the VR
           | headset manufacturer allows.
           | 
           | Consider how meta originally marketed it in a business
           | setting - would the "virtual office" application allow you to
           | check your private messages in between? This can be built in
           | of course, but currently it looks like an afterthought at
           | best.
           | 
           | I talked to some trainers in a company about VR trainings (my
           | previous company produced such a course). Some trainers were
           | interested in VR because it "keeps trainees from looking at
           | their damn phones"
        
         | shock-value wrote:
         | VR covers your entire field of view, so not sure why you'd
         | claim that it precludes multitasking, even if the current
         | iterations aren't yet geared toward that.
        
           | wortelefant wrote:
           | Multitasking as in, checking stuff on your phone in between,
           | looking out of the window or at your cat etc
        
           | Scalene2 wrote:
           | Lots of that field of view on most headsets is covered with a
           | black abyss.
        
             | shock-value wrote:
             | I think the companies pursuing VR see that as a momentary
             | technical deficiency, not an inherent limitation of VR
             | generally. So to characterize their efforts as a long-term
             | "bet" against multitasking seems silly to me.
        
         | lyu07282 wrote:
         | it's true but this seems mostly a software limitation,
         | especially with quest pro / 3 which are true mixed reality
         | headsets they could have you seamlessly blend in and out from
         | reality. Other devices could also be integrated, like a
         | virtual, mirrored version of your phone you could seamlessly
         | use while exploring a foreign planet in No Man's Sky, you could
         | mirror mail, discord or browser windows into the virtual world
         | or get notifications synced from your phone and desktop, take
         | voice or video (in avatar form) calls though your phone etc.
         | 
         | To extremely varying degrees some of this is already somewhat
         | possible, but at the end of the day the Quest is just a low to
         | mid-range phone running a proprietary nailed-shut android OS
         | that's barely hold together by duct-tape. So Meta can't do much
         | with the foundation they built, just like a tablet device its
         | just a toy you aren't supposed to do anything real with it.
         | Some of that is also the reason why Carmack left [1].
         | 
         | [1] https://www.gamesindustry.biz/john-carmack-leaves-meta-
         | criti...
        
       | TekMol wrote:
       | All use cases in the video are games.
       | 
       | I think that is the reason why I don't feel anything towards VR
       | headsets. While I am totally into technology, I'm just not
       | interested in games.
       | 
       | Actually, I am not interested in entertainment at all.
       | 
       | I wonder what makes people different, so that some are very much
       | into entertainment and some are not?
        
         | eb0la wrote:
         | There are a lot of use cases in B2B with VR but they are not
         | easy to sell.
         | 
         | I remember a long time ago Silicon Graphics used to build
         | Reality Centers. Their best sales pitch was some Oil company
         | was building an Oil rig and using VR they could find - from
         | blueprints - some valves were installed too high and that saved
         | them a lot of money.
         | 
         | I worked for a company that had a software to scan train
         | tunnels for inspection. It was cheaper and quicker than sending
         | technicians there, but the interface -built on PowerBI was a
         | pain. VR could be much better...
         | 
         | ... but you need an easy way to build that App.
         | 
         | (btw if someone knows about it, just drop me message)
        
         | nologic01 wrote:
         | Are movies entertainment? There are movies that would probably
         | count as the best hours of your life.
         | 
         | Dont get distracted by labels. Human talent gets expressed in
         | many ways.
         | 
         | The important skill is to filter the crap.
        
         | kypro wrote:
         | Out of interest do you have strong interests elsewhere? Or is
         | it just entertainment?
        
           | TekMol wrote:
           | Yeah, strong interests in a lot of stuff!
        
         | Symmetry wrote:
         | SimulaVR markets themselves as a productivity VR headset.
         | Essentially, have as many terminals and other windows as you
         | want floating in the air around you while still having the pass
         | through cameras to see around them. The review copies are just
         | being made now, though. Not really out yet. It is supposed to
         | fit my huge noggin unlike almost every other headset, though,
         | so I certainly preordered.
         | 
         | https://simulavr.com/
        
           | wkat4242 wrote:
           | Is it coming out at some point soon? They've been working on
           | it for so long.
           | 
           | I wish they would focus more on software rather than making
           | us all wait for their super expensive hardware. And yeah I
           | know it's a whole PC you're buying. But I don't really buy
           | expensive PCs in a form factor that has yet to prove its
           | usability.
        
             | Symmetry wrote:
             | They're promising they'll ship by the end of the year at
             | the latest. Again, I pre-ordered but I'm also thinking that
             | if the PC thing sucks at least I'll finally have a plugin
             | VR headset that actually fits my head. Go ahead and wait
             | for the reviews to come in before making a decision if
             | you're not in my boat.
        
               | wkat4242 wrote:
               | I won't buy it either way. I simply can't afford it :)
               | With wages as they are here in Southern Europe it's a
               | non-starter. But I hope their paradigm works out so I can
               | get it from another company or maybe someone ports it to
               | the Oculus Quest. Freely placing windows in space instead
               | of "desktops" or "screens" makes much more sense in VR.
        
         | RajT88 wrote:
         | One day, there will be a VR desktop environment with floating
         | windows that I can use.
         | 
         | People have been playing with it - but it's got a ways to go
         | still. I would love working in VR with many, many floating
         | windows all around, instead of contained within the 2 viewing
         | panes in front of me IRL.
        
           | epolanski wrote:
           | I just cannot possibly imagine the user experience of that be
           | any better than flat screens.
        
           | hirundo wrote:
           | I bought the new HTC Vive XR Elite last month for just this
           | use case. I had never tried VR before so I really didn't have
           | a feel for whether it would work. It did not. There was so
           | much glare and blurriness that I had to scale the font to
           | huge headline size to read without strain. I returned the
           | system. I'm more than willing to try again if there's a
           | chance it might work.
           | 
           | In real life I do not have issues with motion sickness or
           | claustrophobia. Both of these hit me when wearing the
           | headset, particularly the claustrophobia. The nausea was mild
           | but definite.
           | 
           | Even so it was an extraordinary experience, and I may be more
           | excited about the potential of AR than before.
        
           | YurgenJurgensen wrote:
           | My experience with trying to play flat games or watch movies
           | in VR is that it shows up the imperfections in the system a
           | lot more than tailored experiences. Until they have some eye-
           | tracking mechanically adaptive optics, there'll always be
           | some imperfections in the system, and a high-contrast
           | perfectly flat rectangle full of text right in front of your
           | face shows off those imperfections far more than a full 3D
           | environment full of naturalistic objects.
        
           | ilaksh wrote:
           | Floating windows are cool but VR operating systems will be
           | much more interesting when they start integrating 3d tactile
           | widgets and mixed reality. For example, to access your disk
           | it could look like a shelf you pull down from above or
           | something which renders each directory as nested boxes.
           | 
           | Or a collection of retro games could display in mixed reality
           | as if it were real boxed games on a shelf along your real
           | wall.
           | 
           | Or it could be integrated with a smart home control system so
           | you could just point at a light to turn it on.
        
             | RajT88 wrote:
             | I could see Microsoft making this.
             | 
             | ...And then mothballing it, because they couldn't figure
             | out how to make mountains of money off it.
        
               | jsmith45 wrote:
               | >> Or a collection of retro games could display in mixed
               | reality as if it were real boxed games on a shelf along
               | your real wall.
               | 
               | > I could see Microsoft making this.
               | 
               | The first quoted part is actually similar to part of the
               | old Microsoft BOB concept. Indeed some Later version of
               | Packard Bell Navigator (which was basically a Bob clone)
               | literally had general programs presented as box software
               | sitting on a shelf.
        
             | YurgenJurgensen wrote:
             | I'm honestly surprised there isn't already a VR frontend
             | for Steam that works just like your second example. Valve
             | love upselling on virtual items like profile pictures,
             | backgrounds, trading cards, emotes, so a virtual bedroom
             | full of virtual consoles and virtual doodads that you can
             | show off to other users seems like it'd pay for itself. And
             | they already have a VR team.
        
               | RajT88 wrote:
               | A VRChat-like social area like this on Steam would get a
               | lot of my free time.
        
               | hparadiz wrote:
               | We need either VRC or something like VRC with in-world
               | item management, avatar/world creation, and full support
               | for adult content. Anything less is just wasting time.
        
         | ilaksh wrote:
         | Have you tried Eleven Table Tennis in VR or any of the other
         | sports titles?
        
         | toomuchtodo wrote:
         | Adult content is a huge market for this imho.
        
           | delecti wrote:
           | A big barrier is that Meta isn't going to allow Pornhub (or
           | whoever) to publish on their Oculus app store.
        
             | wkat4242 wrote:
             | It's stupid. It's a huge market, one where VR tech adds
             | huge value. There's a huge sprawling ecosystem with content
             | and "peripherals" that are motion synced.
             | 
             | Pretending it doesn't exist doesn't help their metaverse
             | ambitions nor their bottom line.
             | 
             | The urban legend is that Betamax eschewing NSFW content
             | lead to their demise in favour of VHS and while that is not
             | entirely true there is certainly some worth to that story.
        
             | numpad0 wrote:
             | One of open secrets not spoken in English is there's the
             | DMM video player, which is...
             | 
             | 1: https://www.dmm.com/digital/vr/-/howto/oculusquest/
        
             | Sohcahtoa82 wrote:
             | You don't need a dedicated porn app, just a VR video
             | player.
             | 
             | For PCVR users, there's DeoVR.
             | 
             | Download the videos from PornHub/xvideos/etc., then play in
             | DeoVR.
        
               | wkat4242 wrote:
               | On the quest there's also SLR. Google it, as I don't want
               | to link directly to it here. They provide a player as
               | well as a library of suitable content you can stream.
               | They're basically the pornhub for VR.
               | 
               | Only issue is that only a small subset of content is
               | streamable for free.
        
         | thetrustworthy wrote:
         | What do you consider entertainment? Do you not do any
         | activities or consume any media that entertains you?
        
           | TekMol wrote:
           | Our exchange here entertains me :)
           | 
           | But I wouldn't call Hacker News part of the entertainment
           | industry.
        
             | zepolen wrote:
             | I find your comments entertaining.
        
               | automatic6131 wrote:
               | "the man who didn't understand fun"
               | 
               | I guess I'm one step closer to understand how the phrase
               | "play-to-earn" was ever born without being stopped by an
               | interlocuter.
        
         | koheripbal wrote:
         | The problem is two fold because the VR video games are boring.
        
         | criddell wrote:
         | > I am not interested in entertainment at all
         | 
         | This makes no sense to me. You don't enjoy music? Movies?
         | Books? Dance? Sports? Plays? Museums of any kind?
         | 
         | Have you always been that way? When I was very young I could
         | entertain myself for hours in my backyard looking at shadows
         | and insects.
        
           | coffeebeqn wrote:
           | The coolest thing I saw on the Quest was a 3D YouTube video -
           | it was something educational ish about the universe maybe.
           | Very immersive but they only had a few good ones
        
           | GuestHNUser wrote:
           | I feel the same way as the parent. Just about everything
           | touted in the entertainment industry fails to hold my
           | attention or generate any desire. I haven't felt the urge to
           | watch a movie, play a game, or really engage with much
           | marketed media in a while. Don't mistake me for being
           | depressed too, I am quite happy.
           | 
           | I get a lot of fulfillment in life from fairly mundane
           | things: work, socializing, exercise, reading about whatever
           | niche I am interested in the moment. I don't think it's
           | abnormal either.
        
           | TekMol wrote:
           | When I watch a movie, I do enjoy it. But there are so much
           | way more interesting and exciting things to do than to watch
           | a movie. So I rarely watch one.
           | 
           | Books? Loooooove books. But they are usually about the real
           | world. Science, biographies, theories ... I wouldn't call
           | them "entertainment".
           | 
           | Never been much into dancing.
           | 
           | Doing sport is super awesome. But is that really counted as
           | "entertainment"? Or do you mean watching sports? I find
           | watching sports pretty boring.
           | 
           | Plays - whats that?
           | 
           | Museums? Hell yeah! But I never heard someone call museums
           | part of the entertainment industry.
        
             | BSEdlMMldESB wrote:
             | > Plays - whats that?
             | 
             | it's like a movie but with real people in real time. you
             | may have heard about something called 'theater'
        
               | JohnFen wrote:
               | Live theater is my favorite by a longshot. Beats the hell
               | out of what the movie industry has been churning out.
        
               | TekMol wrote:
               | Yeah, theater is good.
               | 
               | But I like other things more. Like watching people in a
               | cafe. Gives you more opportunity to join the action :)
        
               | younggeorge wrote:
               | And then the people you talk to end up talking about
               | movies and video games and you lose interest because
               | you're only living interested in the real world.
        
               | [deleted]
        
               | [deleted]
        
               | p_j_w wrote:
               | Video games and movies are part of the real world.
        
             | milkytron wrote:
             | I think your preferred entertainment is still
             | entertainment, it's just not the typical entertainment that
             | many people partake in.
             | 
             | The google definition of entertainment: the action of
             | providing or being provided with amusement or enjoyment.
             | 
             | So reading, museums, and whatever you do for enjoyment is
             | still entertainment.
        
               | yccs27 wrote:
               | The crucial difference here is between "entertainment" as
               | a general concept and "entertainment" as products of the
               | entertainment industry.
        
             | holoduke wrote:
             | Life should be all about entertainment. You are missing
             | something essential I believe.
        
               | wepple wrote:
               | I disagree. Life is about finding meaning, and for many
               | entertainment is meaningless; distracting yourself until
               | you die.
        
               | throwaway675309 wrote:
               | Every pursuit is a distraction until you die. There is no
               | intrinsic meaning to life, you just do whatever you can
               | to keep a steady release of dopamine in your brain. For
               | some people that's watching television, for other people
               | it's Family, for others it might be practicing musical
               | instrument, the list goes on and on but it's purely
               | subjective.
        
             | zmmmmm wrote:
             | > Doing sport is super awesome.
             | 
             | There are a lot of good VR sport apps. I am part of a VR
             | cricket league which I play in every morning before
             | breakfast. It's awesome!
        
             | ydnaclementine wrote:
             | > When I watch a movie, I do enjoy it. But there are so
             | much way more interesting and exciting things to do than to
             | watch a movie. So I rarely watch one.
             | 
             | I used to think this, turns out I was watching bad movies.
             | Use time as a filter and watch old movies by directors that
             | are still talked about (Kubrick, Tarkovsky, etc)
        
             | TulliusCicero wrote:
             | > Doing sport is super awesome. But is that really counted
             | as "entertainment"? Or do you mean watching sports? I find
             | watching sports pretty boring.
             | 
             | Well, there are some good fitness-oriented VR games around.
             | Beat Saber is rad, that's the main one people know about,
             | and there's a bunch of other ones too.
        
         | lm28469 wrote:
         | Lots of people are complete shut ins and/or tech fanatics.
         | People with a life outside of computers aren't really
         | interested in VR, it's a nice gimmick for a dinner at a
         | friend's place but that's about it. I'd go even as far as to
         | say even full blown basement dwellers aren't so interested in
         | VR
         | 
         | I was really into it ~10 years ago when I was a shut in nerd,
         | back then they were announcing the revolution, fast forward 10
         | years and literally nothing changed, it's still a gimmick for
         | 99.9% of people.
        
         | jdironman wrote:
         | Not necessarily true. There are some "productivity" apps, as
         | well as streaming (does anyone use that though?), and also
         | exercise apps (admittedly probably falls under the game
         | categeory). And, honestly, I don't see this changing until
         | inputs change. Things like coding, spreadsheets, writing, all
         | generally require a keyboard and mouse. At minimum a keyboard.
         | Maybe GPT powered headset that can really understand you and
         | has the ability manipulate things / OS level access might
         | eventually come about.
        
         | valine wrote:
         | Its hard to make other use cases work when text is barely
         | readable. The resolution just isn't there for productivity
         | apps.
         | 
         | I'd be surprised if Apple doesn't lean into that angle with
         | their new headset. Pixel density on phones was a problem before
         | the iPhone 4, and they sold the heck out of the retina display.
         | If Apple can make small text readable in VR they'll enable a
         | whole world of new VR applications.
        
           | olah_1 wrote:
           | > text is barely readable.
           | 
           | I understand what you're saying, and I agree, but it's like
           | saying a party is boring because there are no books.
           | 
           | The whole "meta" concept is that you're socializing in VR and
           | it feels as if you're talking to your friend directly. I'm
           | sure the resolution has improved in the new model, but even
           | still, super sharp text isn't as important as you'd think to
           | make the fundamental social use cases work
        
             | theptip wrote:
             | Socializing is one thing you do in the Metaverse. Working
             | is probably the bigger one though.
             | 
             | Lots of people don't grok this but the endgame for VR/AR is
             | replacing every monitor in every office and home. Probably
             | ditto TVs when every person owns a headset.
             | 
             | It's going to be a massive game-changer (and a rapid
             | transition) when VR gets good enough to work in.
             | 
             | The question is just whether this is a 5-year timeline or
             | 50. Mark is obviously betting he can get traction in the
             | 5-10 year timeframe.
        
               | anotherman554 wrote:
               | Why would anyone want to work with a helmet on their head
               | at all times like this? It's like saying the endgame for
               | computers is all communications will be over video phones
               | like on the jetsons. It sounds like a cool scifi concept
               | until you realize even if the technology is there people
               | would often rather not be seen on camera when they talk.
        
               | numpad0 wrote:
               | VR headsets are just more compact than laptops, let alone
               | desktops. If you _could_ just replace workstations with a
               | headset, though it will not likely happen in near terms,
               | that'll be nice.
        
               | valine wrote:
               | VR hardware is chock full of compromises right now. VR's
               | final form factor will probably look more like goggles or
               | glasses.
        
               | theptip wrote:
               | First, note I said VR/AR, so not everyone needs a
               | headset. Many workloads will work in AR, though the black
               | pixel problem means these will be much harder to crack
               | and so will probably arrive later.
               | 
               | But I think once the VR headsets get miniaturized a bit
               | more (give it a generation or three) people will laugh
               | when they think about the current models, just like we do
               | about cell phones vs. the first satellite phones that
               | were bigger than your head. At some point these will be
               | as light as a pair of plastic sunglasses or goggles.
               | 
               | There is nothing forcing you to use VR for something like
               | a call, where you don't currently need a monitor. But I
               | think we'll see a tipping point where the face tracking
               | gets across the canny valley and people stop saying "you
               | need to meet someone in person to really connect". At
               | that point VR calls substitute for in-person meetings,
               | not VCs on a screen.
               | 
               | Consider the move to remote work; if we can get a virtual
               | meeting room to feel like whiteboarding in person,
               | including gaze and expression detection, then you could
               | bounce between meeting room with your distributed team
               | and perfect immersive dev setup without leaving your
               | seat.
               | 
               | For the median worker using a monitor I think the
               | requirements to beat monitors are just good enough
               | resolution for spreadsheets/email (we may be there next
               | gen?), comfort (currently the crux), and a decent story
               | on input passthrough (your physical keyboard rendered in
               | VR? Something else? Seems tractable, we just haven't
               | standardized any options.)
        
               | gtop3 wrote:
               | I see three assumptions in your paragraph that need to be
               | true in order for the technology to work. I'm ordering
               | them by how likely I think they are to come true in the
               | next decade.
               | 
               | * Headsets will have good enough resolution and be
               | generally comfortable enough to replace monitors for
               | office space.
               | 
               | * There is a solution to the pass through input problem
               | that is acceptable for the average office worker. I don't
               | think there is a solution of the passthrough problem that
               | beats a keyboard/mouse, or even a laptop in a cafe. I
               | think it's more likely the average office worker will
               | accept a worse form of text input given the right
               | conditions.
               | 
               | * It's possible to project a 3d image of myself while
               | wearing a headset that doesn't include the headset and
               | passes the uncanny valley. The uncanny valley is wide,
               | and even AAA video games haven't cleared it yet.
        
               | theptip wrote:
               | That seems like a good list. For 1, I expect to update
               | substantially (either for or against) after seeing how
               | much of a jump Apple's headset is. I view this one as
               | inevitable unless something crazy like a complete end to
               | progress on SoC density.
               | 
               | For 2, there are demos already; Immersed (and maybe Meta
               | natively?) has a mode where it recognizes your keyboard
               | (like 2 specific models, prototype) and positions the
               | keyboard in VR. Not good enough for hunt and peck but if
               | you touchtype this works. The Quest 3 seems to have
               | better passthrough so again, this generation will provide
               | a good steer. This one seems pretty easy though.
               | 
               | For 3, if we can do deepfakes we can do 3d photorealistic
               | avatars. Can't be more than 5-10 years away to render a
               | face in real-time. Unreal already has some crazy tech
               | with MetaHuman that would work here already I suspect,
               | given enough compute.
        
               | JohnFen wrote:
               | > Lots of people don't grok this but the endgame for
               | VR/AR is replacing every monitor in every office and home
               | 
               | It's very, very hard to see how VR/AR would be a good
               | replacement for monitors in general, even if it was
               | perfect.
        
               | theptip wrote:
               | I find it helpful to invert the perspective; let's assume
               | we have perfect VR/AR; what would monitors be good for
               | when you can call up arbitrary number of windows anywhere
               | in your visual field?
               | 
               | There are maybe some information-radiator type use cases.
               | Probably things like big screens at live events / shows.
               | 
               | But for individual users, I think anything a monitor can
               | do, an endgame AR display can do, and more flexibly.
               | 
               | Why would you (personally, I'm interested in your
               | viewpoint) want a monitor if you had a perfect AR display
               | that you could dismiss into thin air when you didn't need
               | it, or conjure up a 6-screen dev environment when you did
               | need it? You could put your keyboard and mouse down at
               | any comfortable chair and be as productive as your
               | current dev setup with your optimal monitor count.
               | 
               | (My claim was even stronger than yours, I don't think
               | they need to be perfect to be better, but since you
               | volunteered it, let's explore that extreme.)
               | 
               | I'm assuming "perfect" is something completely
               | unnoticeable like lightweight glasses or contacts BTW,
               | and I think there is a bunch of good stuff before
               | perfect.
        
               | JohnFen wrote:
               | > I'm assuming "perfect" is something completely
               | unnoticeable like lightweight glasses or contacts BTW,
               | and I think there is a bunch of good stuff before perfect
               | 
               | If that's the case, and if your perception of your real
               | environment is in no way hindered, then I agree --
               | monitors wouldn't have an advantage.
               | 
               | Short of that, though, I would strongly prefer monitors
               | over VR.
               | 
               | > you can call up arbitrary number of windows anywhere in
               | your visual field?
               | 
               | This is not something I personally would want to do. I
               | want my computer/user interface to be constrained to a
               | specific part of my visual field. Even if it's all in VR,
               | that's how I would use it anyway.
        
               | zmmmmm wrote:
               | I'll be interested to see if views on this have shifted
               | this time next week after Apple's announcement.
               | 
               | For my part, I think the notion of putting down giant
               | expensive phyiscal rectangles that are geolocked to one
               | physical position just to use computers is going to seem
               | like a quaint artefact of history in a few years.
        
         | jayd16 wrote:
         | What did you really expect for this sort of venue? B2B clips
         | would muddy the consumer announcement.
        
         | eppp wrote:
         | If VR headsets had the resolution to be giant virtual monitors
         | then that seems like a really cool use case.
        
           | qbasic_forever wrote:
           | They already do have enough resolution to do real work. The
           | problem is that for a lot of folks it is physically straining
           | and taxing to be in a VR headset for hours and hours
           | straight. A small portion of people just physically cannot do
           | anything in VR without getting violently sick.
        
       | kypro wrote:
       | Looks great to be honest. The worst thing about the Quest 2 was
       | the size and crappy pass-through.
       | 
       | Will be interesting to see how Apple's headset compares.
        
       | endisneigh wrote:
       | I personally have 4 quests and the only use case I use somewhat
       | regularly is shapesxr. Everything else is decent but not really
       | compelling. Have spent about 200 on games
        
       | MBCook wrote:
       | Pre-announcing something? Days before an expected Apple
       | announcement in the same market?
       | 
       | Someone is getting nervous.
        
         | wccrawford wrote:
         | Sadly, it seems like all announcements get announcements now. I
         | can't even draw conclusions about it, other than that the
         | marketing people have really got their hooks in.
        
           | MBCook wrote:
           | They don't appear to have said anything other than it's
           | coming and better than the Meta Quest 2 (duh).
           | 
           | I hate the trend of pre-announcements too. It's one of the
           | things I like about Apple (though the rumor mill does it for
           | them).
           | 
           | Even worse is the trend of announcing announcements. It's
           | been in politics for a while ("Today candidate Smith
           | announced he will announce he's running for President on the
           | 12th."), but we're starting to see it with announcements for
           | when details will be given about upcoming games, which is
           | basically the same thing.
        
             | [deleted]
        
       | vyrotek wrote:
       | Me and my kids are excited for it. We've had our Quest2 for a few
       | years and really enjoy it despite a few Meta-related annoyances.
       | One thing I really wished for was better was the passthrough and
       | I hope this delivers. There are a lot of cool game tech demos out
       | there held back by current passthrough quality. Local multiplayer
       | passthrough VR just sounds like a lot of fun.
        
       | rvz wrote:
       | Another surprise front-running tactic from Meta to derail Apple's
       | headset announcement; just like what Microsoft did to Google 3
       | months ago.
       | 
       | Given they decided to announce this earlier they must have looked
       | at the Apple XR spec leaks and will undercut Apple's efforts to
       | attempt to sell their headset. The first new form factor of an
       | Apple product is the worst one to buy (Unless you are a
       | collector)
       | 
       | Meta is clearly far ahead in AI, XR and vision research than
       | Apple is. But then the goal is obvious and it is the AR glasses.
       | Either way, the death of Meta Platforms Inc. (Formerly Facebook)
       | has been greatly exaggerated here.
       | 
       | We'll see about Apple's headset but the leaks only show that the
       | hardware and the price is very underwhelming. The most important
       | thing to look out for is the software. But no doubt that Apple
       | will try to justify the high price at the last minute.
        
         | Zemtomo wrote:
         | It's use cases not software.
         | 
         | Gaming with headsets is sweaty but fun and Sony is the best
         | company for that (PS5).
         | 
         | For business who will style themselves and than will use a
         | headset like this?
         | 
         | As usual I'm very very curious about the anouncment.
         | 
         | I can see are/vr in the long-term for being cheap enough that
         | you buy one for a main unique purpose like building your house
         | and potentially for the regular online game session but not as
         | something which will change our environment.
        
           | JohnFen wrote:
           | This. Currently, the only markets I see for AR/VR are
           | hardcore games and certain niche applications. I don't see
           | widespread mainstream adoption in its current form factor.
        
         | mjamesaustin wrote:
         | Quest 2 screens are 773 ppi. The leaks say Apple's will be
         | 4000.
         | 
         | I'm not sure how that comes across as underwhelming to you - it
         | seems to me like Apple (unsurprisingly) is going for the high
         | end market with specs to match.
        
         | seydor wrote:
         | > what Microsoft did to Google 3 months ago.
         | 
         | And what Meta did to openAI with Llamas
        
         | system16 wrote:
         | > just like what Microsoft did to Google 3 months ago.
         | 
         | Except MS actually did steal Google's thunder. This trailer did
         | nothing but confirm how boring Meta seems and just made me more
         | curious about what Apple's offering will look like.
        
       | Simulacra wrote:
       | I still think they need to come down considerably on the weight.
       | Until it is as light as wearing sunglasses, I think it's going to
       | cause fatigue, especially for children.
        
         | Ancapistani wrote:
         | It's not a solution to drive adoption, but if fatigue due to
         | the weight is an issue for today, one solution is to add more
         | weight on the other side of your head.
         | 
         | I bought some head-mounted night vision gear a couple of years
         | ago, and found that even a single PVS-14 (easily <1/2 the
         | weight of a Quest 2) mounted in front of your eye is heavy
         | enough to cause neck strain after an hour or two, especially if
         | you're moving around a lot. A properly fitted helmet with a
         | chin strap helped keep it in place, but the neck fatigue
         | remained. I added a small sandbag on the back of my helmet to
         | offset the weight of the optic, and the problem was almost
         | entirely resolved.
         | 
         | With my Quest 2, I replaced the OEM strap with a "comfort head
         | strap" From KIWI design. I then found a USB-C power bank that
         | weighs about the same as the Quest headset, and 3D printed a
         | holder for it to attach to the hard plastic frame of the head
         | strap in the middle of the back. Not only has that resolved my
         | neck fatigue issues, but the battery pack means that I can use
         | the Quest 2 all day if I wanted without having to recharge, and
         | without being wired to an electrical outlet.
        
       | pavlov wrote:
       | Meta hopes that this could be their Windows 3.0 moment.
       | 
       | With desktop GUIs, Apple created the market and built a beautiful
       | product that was also expensive and closed (the Mac II).
       | 
       | Microsoft's cheap GUI environment seemed like a pointless also-
       | ran for years, until suddenly the software and hardware stars
       | aligned and it was good enough to power 95% of apps that people
       | wanted, for a fraction of what Apple charged.
       | 
       | Of course we haven't yet seen what Apple Reality Pro actually
       | does. Looking forward to it!
        
       | amelius wrote:
       | I'll buy one when it matches the resolution on my monitor (which
       | isn't even ridiculously high).
        
         | zmmmmm wrote:
         | Apple's will next week. The whole next gen of these headsets
         | will probably hit that mark due to hi-res micro OLED displays
         | that are coming to market now.
        
       | adamwong246 wrote:
       | [flagged]
        
       | nathants wrote:
       | the competition for vr is a 27" 1440p 240hz monitor.
       | 
       | perhaps someday vr will be competitive, but not today.
        
       | martythemaniak wrote:
       | During the pandemic I would hang out on calls with a few buddies
       | that got the Q2 or had the Q1. We played some games, but by far
       | my favourite was a cheap Google Streetview browser app called
       | "Wander". We would get on a call (the audio was crystal clear on
       | the Q2s, but not on the Q1s) and go as a group in the app. We
       | would "walk" around different places and talk about a mix of the
       | place and general chit chat. Sometimes a person would show others
       | where they grew up, or spent some time living, share interesting
       | tidbits about that places. Other times, we'd play a game where
       | one person would select a place on the map and the others would
       | try to guess where in the world they were.
       | 
       | Anyway, I didn't care much for VR games and I wouldn't be
       | surprised if mainstream use of VR is not games. Meetings are way
       | better than Zoom/Meet whatever, watching movies on planes and
       | such is way better than on a phone or tablet, with better
       | resolution working would be viable and passthrough would enable
       | things like redesigning your home in a way that's simply not
       | possible with any other screen. There's tons of great non-gaming
       | use cases for VR that's significantly better than any other
       | platform.
        
       | ubermonkey wrote:
       | I still don't understand why I would want one of these. There's
       | no killer app that makes any sense to me.
       | 
       | I mean, I absolutely do not want one from Facebook, or anything
       | else from Zuck, but even if a company not founded on advertising
       | revenue offered one I don't know why I'd want it.
        
         | iamjake648 wrote:
         | I pretty much only use it for games with friends. Some of the
         | Mini Golf, Ping Pong and Chess games are pretty good.
        
         | chasebank wrote:
         | I don't want one either but I'd imagine porn is 'killer app'.
        
           | Ancapistani wrote:
           | Sorta.
           | 
           | It's surely a popular use case, but I don't think it's going
           | to be enough for it to spur adoption the way it allegedly did
           | for VHS / home video. There are a couple of big issues with
           | it.
           | 
           | The biggest right now is probably lack of standardization in
           | terms of video quality and features. It's difficult to find
           | _any_ VR content that maximizes the capability of even the
           | Quest 2, much less porn. There 's lots of stuff out there
           | that's listed as "8K" and such, but is actually either badly
           | upsampled lower-resolution video, or has been compressed so
           | much by the streaming provider as to be unrecognizable.
           | Likewise, most outlets tag content as "VR" but don't
           | distinguish between 2D content that's been "split" into two
           | video streams, 2D SBS (side-by-side), 3D SBS, etc. This isn't
           | an insurmountable issue; at some point we'll likely see
           | headsets become popular enough that it will be profitable for
           | a company to move into the space and offer consistently high-
           | quality content.
           | 
           | The other issue is hardware-related: the apparent pixel
           | density just isn't high enough yet for comfortable use long-
           | term. I like my Quest 2. It's the first headset I've had that
           | doesn't suffer from bad "screen door". The resolution is
           | still too low to use it effectively for anything text-based,
           | which is a shame because I _really_ want to use it to
           | interact with a virtual desktop for terminal-based
           | development work.
        
           | rchaud wrote:
           | It's not. VR Porn exists, but most porn users are not
           | "enthusiasts" that will buy things to enhance their "hobby".
           | 
           | On the same token, you have people that will drop thousands
           | of $$ on cam girls, none of whom are camming in VR.
           | 
           | People will pay for porn, just not the type that was thought
           | up in a brainstorming session by a bunch of computer vision
           | nerds.
        
         | pirate787 wrote:
         | I play about 4 days a week, the game Population One is awesome.
         | I'll buy Quest 3 as soon as its available.
        
         | seydor wrote:
         | Pretty much the only app I use is the Wander app (Google Street
         | View browser). I don't see the appeal of games but for static
         | stuff i d say it has a lot of use cases (Architecture etc)
        
         | CatWChainsaw wrote:
         | I don't want one of these because I want to be _invested_ in
         | games, not _immersed_. The first time a Gloom Spawn jumped out
         | at me in TotK was bad enough and that was _without_ a headset
         | putting me in the position of actually having my life-force
         | drained from me by shrieky-hydra-hands.
        
           | lsaferite wrote:
           | Oh man, that dang Gloom Spawn startled me pretty bad the
           | first few times I saw it and caused a hilarious (to
           | observers) scene. One type of game I won't play in VR is a
           | horror game. TBF, I won't play them at all, but any game that
           | has scary bits won't be played in VR.
        
             | CatWChainsaw wrote:
             | I imagine many onlookers would be able to tell who is
             | playing a horror VR game based on the presence of a nearby
             | change of clothes.
        
       | dom96 wrote:
       | Hopefully this one has better speakers. The speakers in the Quest
       | 2 were actually worse than in Quest 1. I don't mean from a sound
       | quality perspective, but from a usability perspective: they
       | literally tickle my skin and I wonder if there is something about
       | my head shape that makes this happen or if everyone experiences
       | it and just lives with it, it's super horrible and distracting.
        
       | ChrisLTD wrote:
       | My biggest complaint about my OG Quest is the weight against my
       | face, so the 3rd gen being thinner and lighter is great news.
       | 
       | As a side note, I miss the Oculus branding. Meta Quest never
       | sounds right to my ears.
        
         | danpalmer wrote:
         | Agreed, the Oculus brand always felt great to me and seemed to
         | have a lot of goodwill from early adopters. "Meta Quest" never
         | parses right for me, neither do any other "Meta <brand>" names
         | as I hear terms with "meta" at the beginning too much.
         | 
         | I wonder if "Quest, by Meta" would work better in branding.
        
       | MrJagil wrote:
       | I think they missed the mark with that trailer.
       | 
       | They promote it like it's a skateboard: cool tricks, fast paced,
       | hip and happy. I don't think that's why you want a VR headset at
       | all, it's actually the opposite: immersion, sinking into a
       | another world, it's concious dreaming.
       | 
       | The D&D pitch could be perfect. I'd love to play a VR/AR d&d
       | game. But in the video, the first thing he does is take off the
       | headset and smile? It makes no sense. He should be totally
       | enraptured, not happy to take it off.
       | 
       | It's like they don't _get_ their own product.
        
         | _trackno5 wrote:
         | I disagree with you. That trailer makes it a lot more appealing
         | to a broader audience.
         | 
         | It gave me strong vibes of Nintendo's ads for the Switch and
         | Wii.
         | 
         | Even if they can sell VR as a fully immersive experience, I
         | doubt that would be something that drives more sales than a
         | bunch of people smiling after they've experience what the
         | headset offers.
         | 
         | If Meta wants this thing to be big, they can't just capture
         | people that want fully immersive experiences.
        
           | system16 wrote:
           | If that was the intent, I think they failed miserably.
           | Nothing in that trailer looked even a fraction as fun or high
           | quality as a Nintendo experience. In fact it just reaffirmed
           | why I'd much rather play Mario or Zelda on Switch for a
           | fraction of the price.
        
             | giobox wrote:
             | > In fact it just reaffirmed why I'd much rather play Mario
             | or Zelda on Switch for a fraction of the price
             | 
             | No debate from me the Nintendo games are vastly better and
             | I'd take a Switch before a Quest almost any day of the
             | year, but I think it's important to point out pricing is
             | closer than your comment indicates - an OLED switch is 349,
             | a quest 2 is 399 in the US and still competitive as a
             | headset if you are looking for one. Obviously there is also
             | the non-OLED switch, but I think point remains they aren't
             | miles apart in pricing.
        
             | _trackno5 wrote:
             | That's cool, but don't conflate the fact this doesn't
             | appeal to you with it not appealing to the general
             | population.
        
           | dragontamer wrote:
           | > It gave me strong vibes of Nintendo's ads for the Switch
           | and Wii.
           | 
           | Nintendo doesn't make fully immersive games. They make fun
           | games with often cartoon graphics and logic.
           | 
           | Which happens to be how people play "immersive" games anyway.
           | The number of glitched GTA5 videos I've seen proves that its
           | not really about immersion as much as it is about seeing if
           | the physics engine of GTA5 can handle a car hopping across
           | the skyscrapers or not.
           | 
           | Nintendo's entire pitch is: "Here's something we found fun",
           | and it works. Because its not very clear that anyone else is
           | focusing on ya know, fun things.
        
             | giobox wrote:
             | You are using a very narrow definition of "immersive" here
             | - personally I don't think graphical realism is necessary
             | to provide immersive experiences. Sure it can help, but its
             | a very shallow way to think about gaming broadly.
             | 
             | People spend literally weeks of game time deeply immersed
             | in both of the Zelda titles, as the obvious example.
        
               | dragontamer wrote:
               | I'm not talking about graphical realism.
               | 
               | I'm talking about shoving fire breathing blocks together
               | with fans in the most recent Zelda game (so that you can
               | build your own flying tank or platform). Its designed for
               | fun and play, not immersion.
               | 
               | If anything, VR's issue is that instead of trying to be
               | fun, they're trying to be immersive. No. You know why
               | Beat Saber is one of the best games on VR? Because its
               | fun.
               | 
               | I don't think the Beat Saber blocks realistically
               | represent anything. The scoring system is pretty
               | arbitrary (wider swings for more points as opposed to
               | timing), etc. etc. But it works and is fun. That's the
               | important bit.
        
           | rvnx wrote:
           | Considering the dozens of billions of USD already spent,
           | instead of playing half-way, Facebook could have considered
           | to have a fully immersive experience by choosing the same
           | path as Neuralink; connecting directly within the brain, or
           | in some areas nearby (like one company that Neuralink
           | allegedly tried to purchase).
           | 
           | If it is possible to read your mind, then it will be possible
           | to inject game and ads at some point.
           | 
           | Facebook could open a gigantic business model: "we are
           | directly in the brain of our users, our users are happy and
           | are connected to the Matrix (Meta), you will not find better
           | ad placement than here".
        
             | codersfocus wrote:
             | You aren't thinking deeply enough if you think ads is what
             | they'd do. Electrically connected chips can just zap the
             | pleasure center, conditioning you to a level beyond the
             | word brainwashing.
             | 
             | I think people talk too much about AI apocalypse and too
             | little about neuralink. Neuralink will be the death of
             | humanity in principle, eviscerating whatever hopes of
             | freewill we hoped we had.
             | 
             | Imagine your employer programming the chip to give you
             | pleasure when you work. Imagine autocratic nations
             | implanting it into every newborn, and algorithmically
             | controlling the nation's thoughts --- leaving propaganda as
             | a laughable, feeble relic of the past.
        
               | Arrath wrote:
               | The Warrior's bland acronym, MMI, obscures the true
               | horror of this monstrosity. Its inventors promise a new
               | era of genius, but meanwhile unscrupulous power brokers
               | use its forcible installation to violate the sanctity of
               | unwilling human minds. They are creating their own
               | private army of demons.
        
               | JohnFen wrote:
               | > Neuralink will be the death of humanity in principle,
               | eviscerating whatever hopes of freewill we hoped we had.
               | 
               | Neuralink is a thing that will never achieve any sort of
               | mass-market appeal, though, so I'm not nervous.
        
               | Clubber wrote:
               | >Neuralink is a thing that will never achieve any sort of
               | mass-market appeal, though, so I'm not nervous.
               | 
               | The only way I see it happening is if not having it
               | becomes a significant competitive disadvantage in the
               | workplace. If it could also stimulate parts of the
               | pleasure center, perhaps that too.
        
               | JohnFen wrote:
               | If we reach a point where having brain surgery in order
               | to avoid a competitive disadvantage in the workplace is a
               | common thing, then I really do need to stop and get off
               | of this planet. Things are already dystopic enough as it
               | is.
        
         | svnt wrote:
         | I think it is just a challenge to market the experience.
         | Immersion doesn't look like immersion from the outside -- all
         | you know is you can't see most of the actor's face.
         | 
         | You also can't accurately show what the user is experiencing
         | because your advertising surface is typically not a VR device.
         | 
         | If someone can't crack it then I guess the method will just
         | involve grinding away at getting more users each generation so
         | you can map their ad onto your own experience.
        
         | spywaregorilla wrote:
         | I think it's very interesting to just compare it to a wii ad.
         | 
         | https://www.youtube.com/watch?v=NTsF_v66HhI
         | 
         | I think it comes off as a lot more immersive. Look at the woman
         | bowling. The ad really makes it feel like she is bowling and
         | throwing the ball that is 1:1 with the screen (more than the
         | actual game tbh). Compare it to the images of the guy jerking
         | his arms around the one minute mark. The bit of the japanese
         | dudes just stepping back and helping themselves to lemonade in
         | t he background is funny and smart as hell.
         | 
         | We don't see what the VR guy is doing. He is alone while doing
         | it. The content they do show is clearly fake, like the dnd.
         | 
         | High fidelity motion tracking has a lot of disadvantages tbh.
         | Like wii bowling. You can't waggle the ball in front of you. It
         | more or less just detects your swing. It does feel your toss
         | is... "real" because if you don't do it the intended way it
         | just doesn't work and if you do it right, it works great. See
         | the number of VR games that try to implement awful "throwing"
         | mechanics where it's just you releasing an attachment to the
         | ball and letting the physics do the rest. Hard problem.
        
         | yodsanklai wrote:
         | They also don't do a good job marketing their metaverse.
        
         | mvdtnz wrote:
         | I think you're making an assumption that what you want from VR
         | is what everyone wants. For me the last thing I need is total
         | escapism or "conscious dreaming". The coolest thing I have done
         | on VR is Superhot, an action game. And my main use case would
         | be sim racing.
         | 
         | > He should be totally enraptured, not happy to take it off.
         | 
         | Most gamers don't want to make gaming their whole life. I want
         | to have fun for 45-90 minutes and walk away.
        
       | reptos wrote:
       | [flagged]
        
       | [deleted]
        
       | sledgehammers wrote:
       | I can't even imagine what kind of dystopian societal destruction
       | they are still capable of.
        
         | adamwong246 wrote:
         | The power of this tech to distort reality is scary but what
         | really chills me to my core is the how easy it was. To see so
         | many trying to escape reality itself is pretty bad but that
         | they would so willingly hand over the reins to _Facebook_?!
         | Yikes.
        
           | mustacheemperor wrote:
           | I just want to play resident evil in VR because it is fun,
           | sorry if that's existentially horrifying for you but it seems
           | to me like an overreaction to the present state of the
           | technology.
        
       | suyash wrote:
       | same old bulky headset, similar price point. Where is the
       | innovation?
        
         | SCdF wrote:
         | It's smaller, they claim 40% in the title of the video linked
        
       | slily wrote:
       | I've been hoping that Valve or another manufacturer would release
       | an untethered headset, but I might pick one up if that doesn't
       | happen soon. I'm not a fan of the Facebook/Meta ecosystem, but I
       | stopped using and never upgraded from my Rift due to space issues
       | which are worsened by tethering and sensor placement
       | requirements, and getting tangled up in the wire when turning and
       | moving around.
       | 
       | How (in)convenient is streaming to it from a PC/Steam? How about
       | from a different room, is it very sensitive to signal strength?
       | Is the added latency noticeable?
        
       | segasaturn wrote:
       | I find it interesting just how quickly the interest in VR/AR,
       | NFTs and the Metaverse dried up. 1 year ago this announcement
       | would have made waves around the tech and gadget space, now its
       | an in-other-news story.
        
         | jclardy wrote:
         | To be fair, this is a pretty lackluster "announcement". They
         | basically said "hey, here is some new hardware that is a bit
         | better than last years model"...and forgot to say "hey, here
         | are a bunch of new ways this will actually improve your life".
         | 
         | Better resolution...great. Am I actually going to be able to
         | read text comfortably for extended periods to do work within
         | the headset? Better passthrough...cool, but does that enable
         | any new mixed reality setups? Can I use other devices around me
         | or sip my coffee without taking the headset off?
         | 
         | I expect next week we will see a lot more interesting
         | experiences from Apple's announcement.
        
         | JohnFen wrote:
         | That's the thing about hype: it eventually evaporates, leaving
         | just disappointment.
        
         | yodsanklai wrote:
         | Well, now it's all about AI... people seriously believe ChatGPT
         | may exterminate human life.
        
           | slushh wrote:
           | When ChatGPT generates 3d worlds, interest will come back.
        
       | ChikkaChiChi wrote:
       | Link to press release: https://about.fb.com/news/2023/06/meta-
       | quest-3-coming-this-f...
       | 
       | * 40% slimmer optic profile (without foam) * full color
       | passthrough for AR
        
         | coffeebeqn wrote:
         | Is this just the Quest Pro rebranded?
        
       | benguild wrote:
       | Just in time to get rekt
        
       | sergiotapia wrote:
       | I own both the Quest 2 and the Pico 4. The Pico is significantly
       | better across the board. Better screens, much lighter, better
       | controls, runs cooler. I can easily use it until the battery runs
       | out whereas the Quest 2 would give me headaches because of the
       | neck strain. It's too heavy!
       | 
       | Things I would love to know is:
       | 
       | - How does it compare to the Pico 4? - Screen specs - FOV specs -
       | Pass-through, is it better than the Pico 4's?
        
       | erikpukinskis wrote:
       | Wow, no eye tracking.
       | 
       | My prediction is that eye contact will be the "killer app" of VR.
       | I keep waiting for someone to release an affordable headset that
       | would let you make eye contact with your family/colleagues.
       | 
       | But here we are, 4 generations in and Meta isn't doing it.
       | 
       | Kinda bizarre, but the future can wait I guess. Hopefully the
       | Quest Pro will prove out the use case at least for the business
       | market.
        
         | zmmmmm wrote:
         | Indeed, it's an odd move, because they've gone all in on mixed
         | reality which must have pushed the cost up considerably, but
         | left out the one piece of hardware that was actually essential
         | for their "metaverse" vision to really succeed. That means
         | it'll be years now before there's even a viable piece of
         | hardware for it.
         | 
         | It honestly feels like Zuckerberg is chasing Apple here (which
         | is a weird thing to say when Apple hasn't even released
         | anything). He doesn't want to lose the race to true AR. But at
         | the same time they have absolutely failed to release anything
         | at all compelling in the mixed reality space for the Quest Pro.
         | It all feels very unfocused / uncoordinated.
         | 
         | I think they would have been far better off dropping mixed
         | reality, putting basic eye tracking in and selling it at $399.
        
       | turnsout wrote:
       | This looks like a great improvement over the Quest 2! It will be
       | interesting to see Apple's headset in comparison. Beyond the
       | obvious price difference, I'm guessing Apple will focus more on
       | personal communication (FaceTime) and productivity (floating iPad
       | apps). Will it be a hard sell when the Quest 3 is pretty good?
       | Guess we'll find out...
        
         | ilaksh wrote:
         | The thing that matters is a huge portion of the existing mobile
         | apps will work.
         | 
         | That seems like a massive oversight by Meta to not work on
         | supporting Android apps. Since it's actually similar to Android
         | under the hood I believe.
        
       | AceJohnny2 wrote:
       | > Meta has officially announced its Quest 3 VR headset _in a post
       | on Mark Zuckerberg's Instagram._
       | 
       | The future is weird.
        
       | turtlebits wrote:
       | I like my Quest 1 for fitness games, but what bothers me most is
       | the low resolution/screen door effect. No mention of any spec
       | improvements in that area. Looks like the official announcement
       | only mentions "higher resolution".
        
         | ilaksh wrote:
         | Quest 2 improved the visuals and Quest 3 improves it more. That
         | has not been a secret.
        
       | jandrese wrote:
       | The primary advantage of the Quest 2 was the price, so I hope
       | they don't discontinue it given that the Quest 3 is apparently
       | $200 more expensive. It is still likely to have the biggest
       | disadvantage of the Quest 2, which was the mandatory
       | Facebook/Meta/Horizon Worlds stuff and the absolute headache that
       | came from their account migration/connection shenanigans.
        
         | loeg wrote:
         | > It is still likely to have the biggest disadvantage of the
         | Quest 2, which was the mandatory Facebook/Meta/Horizon Worlds
         | stuff and the absolute headache that came from their account
         | migration/connection shenanigans.
         | 
         | The Facebook account thing ended in August 2022.
         | https://about.fb.com/news/2022/07/meta-accounts-and-horizon-...
        
           | kstrauser wrote:
           | You still have to have a Meta account, which to many people
           | (including me) is essentially the same thing. No thanks.
        
             | pavlov wrote:
             | There's no real name requirement for a Meta account, so
             | it's not at all the same thing. You can tie it to a
             | throwaway email and use a fake name.
        
               | RistrettoMike wrote:
               | And I'm sure you'll be able to pay for games & apps using
               | a totally anonymous payment method, right?
        
               | pavlov wrote:
               | Sideload your apps, or use WebXR apps in the browser.
        
               | jandrese wrote:
               | One of the nice things about the Quest is you can still
               | tether it to your computer, and it does the tethering
               | over Wifi so there are no pesky cables in the way. App
               | support for Quest controllers on the PC side is sometimes
               | spotty, but I've had pretty decent luck. This is where
               | being cheap is a real advantage, lots of developers
               | include Quest support because they are so popular. There
               | are advantages to being on the most common system. I've
               | gotten a bunch of VR games out of Humble Bundles that are
               | installed on Steam and stream to the Quest 2 no problem.
        
               | ArchOversight wrote:
               | Not entirely accurate. Facebook has locked me out of my
               | pseudonym account and is requiring I upload a government
               | ID to gain entry again.
               | 
               | Thankfully it was not used for anything other than
               | chatting with people in certain communities and I have
               | other Facebook accounts that are also pseudonyms, but
               | Facebook can and will sometimes require verification of
               | an account.
        
               | lsaferite wrote:
               | Are you talking about a Meta account or a Facebook
               | account?
        
               | pavlov wrote:
               | Yes, for Facebook accounts they require a real name.
               | 
               | That's not the case for Meta accounts which are a
               | completely separate thing. I agree it's confusing.
        
               | JohnFen wrote:
               | But it's still the same company. No thanks. Facebook
               | cannot be trusted.
        
             | loeg wrote:
             | This is a different set of goalposts than the claim I was
             | responding to.
        
           | jandrese wrote:
           | The account management is still breathtakingly complex and
           | confusing. The switchover in August '22 was a nightmare. I'm
           | sure there are still people who are locked out of their
           | headsets because they couldn't figure it out. And this is on
           | top of the mess they created when they forced the Facebook
           | account integration.
           | 
           | It's worse than the Mojang->Microsoft account mess, and
           | that's saying something.
        
         | darknoon wrote:
         | They did a price drop on it, seems like it will stick around
         | until they can make the Quest 3 a more consumer-friendly price.
        
       | ralusek wrote:
       | Announcing it now, with no specs and no release date, and only a
       | promise of discussing it more in September...clearly meant to
       | draw attention away from whatever Apple announces next week.
       | 
       | As far as VR goes in general, HN is extremely crotchety. I love
       | VR. I love games in VR. I love sculpting in VR. I love hanging in
       | VR. But what I'm really excited about, as someone with a tendency
       | to change seating locations constantly throughout the day, is
       | working in VR. I want a multi-monitor setup in bed. I want one on
       | the couch. I want one on an airplane, in an Uber, etc.
       | 
       | I was hopeful with the Oculus Pro, but I've heard that the
       | resolution just isn't there, for programming tasks it feels like
       | you're reading text on a 720p CRT.
       | 
       | I have high hopes for this space, and am very excited to hear
       | more about this, as well as what Apple announces. What I don't
       | have high hopes for are the responses to my VR enthusiasm. I
       | understand that you would never strap something Facebook makes to
       | your head, or that you just don't like the one or two gimmick
       | games you tried, that's okay.
        
       | phh wrote:
       | It basically doesn't say anything about what's new (besides color
       | passthrough), that's rather annoying.
       | 
       | I love my Meta Quest 2, and I'll blindly buy Quest 3 as soon as
       | available. It's an awesome game console, and the games' quality
       | is very consistent (I also do PC VR, and even though PC VR has
       | some neat stuff, it's much more effort. I usually can do PC VR
       | only 1 hour in a row because any frame jitter gives nausea, while
       | Quest manages 1 frame drops per hour).
       | 
       | That being said, I'm expecting to be let down: - No more Carmack.
       | I'm pretty confident he helped push quality forward, and quality
       | is really what puts Quest 2 ahead of its league. You must really
       | have 0 head tracking issue and 0 frame drop. - the design with
       | camera islands screams at "designers wanted a say", but they
       | forgot practical use. Quest 2 was smooth, which makes it easy to
       | put into a bag and out, and camera' lenses were kinda protected.
       | Here you've got the worst part of all. If my smartphones are any
       | reference, the ones with islands are scratched within 6 months.
       | My Quest 2 is 2 years old and looks to be able to sustain 5 years
       | without a hitch. I'm not optimistic about Quest 3.
        
         | ChuckNorris89 wrote:
         | _> I love my Meta Quest 2, and I'll blindly buy Quest 3 as soon
         | as available_
         | 
         | As another happy Quest 2 owner, please wait for some reviews
         | before puling the trigger. It seems most of the Quest 3
         | improvements come on the AR side, which I honestly don't care
         | for, as I just want escapism out of my apartment in the form of
         | immersive VR games.
         | 
         | Also, the Quest 2 will be getting extra performance via a SW
         | update, so don't throw it away just yet:
         | 
         |  _" In an upcoming software update, we're updating the Quest 2
         | and Quest Pro GPU and CPU. Quest 2 and Pro will see an up-to
         | 26% CPU performance increase with an up-to 19% GPU speed
         | increase for Quest 2 and 11% for Quest Pro."_[1]
         | 
         | I'm honestly impressed how much graphic performance they can
         | squeeze out of that old-ish smartphone SOC. Wish all SW
         | companies would put in such efort in continuous performance
         | optimizations, especially on the PC side (the Electron Windows
         | 11 weather app uses 500MB RAM lol)
         | 
         | [1] https://about.fb.com/news/2023/06/meta-quest-3-coming-
         | this-f...
        
           | seanmcdirmid wrote:
           | The Quest 3 looks slimmer and lighter in weight, that might
           | be a big win in itself if it is just as good as the Quest 2
           | (and doesn't regress like the Pro).
        
           | phh wrote:
           | Yup I completely agree with you. Quest 2 is an awesome game
           | console because of the immersion. I expect AR to be as
           | gimmick as it has been on smartphones (though I'll probably
           | find a game or two that will be fun for few hours), but
           | passthrough is a useful feature. My expectations on Quest 3
           | is exclusively better performance, to have a wider range of
           | games.
           | 
           | I perfectly agree that the amount and quality games that can
           | be squeezed on Quest 2's GPU is freaking awesome, but still
           | PCs have better games, and I'm not just speaking of graphics.
           | For instance "open world" games like Derail Valley doesn't
           | seem possible when I see performance of Synthriderz on long
           | "experiences". It looks like loading anything that isn't
           | already in RAM is painful (which is weird for a unified
           | memory architecture, but anyway)
        
             | potatoman22 wrote:
             | If the AR on this headset is good, it could become the
             | primary AR platform for devs/commercial use. If it's $500,
             | that'd make it 7 times cheaper than the hololens.
        
               | ChuckNorris89 wrote:
               | Meh, commercial customers already had AR headsets and
               | even at more expensive pinpoints those were still
               | justifiable for business as they're tax write-offs
               | anyway.
               | 
               | Also, I doubt Meta have a damn about commercial users as
               | commercial users don't drive sales. Meta makes money on
               | the Quest by selling you games on the Quest store.
               | Commercial customers don't buy any games. The Quest 2 for
               | business is 2x more expensive for commercial users.
        
         | coffeebeqn wrote:
         | My first thought was - wait this sounds exactly like Quest Pro
         | but a $1000 cheapwr
        
       | mikae1 wrote:
       | Would never strap anything under Meta control to my face, but
       | would love to see a deGoogled/deFacebooked Android rom for an
       | affordable headset like this one.
        
         | smoldesu wrote:
         | Carmack pushed for this on the Oculus Go while he worked at
         | Meta: https://www.theverge.com/2021/9/27/22696030/oculus-go-
         | root-a...
         | 
         | It's extremely unlikely they would do this for the Quest
         | ecosystem, but it would be the ultimate act of goodwill towards
         | the community. Who knows though, I think they still officially
         | support sideloading so technically anything is possible.
        
       | jedberg wrote:
       | If Apple announces at VR/AR headset that looks comparable to the
       | Quest, I think the choice is a no-brainer if you care about
       | privacy. And if you're already in the Apple ecosystem, I can only
       | assume that my Apple headset would work seamlessly with my
       | Mac/iPhone/iWatch/iPad.
        
         | satysin wrote:
         | Perhaps but I think it is quite unlikely the Apple headset is
         | going to be anywhere close to $499. $1499 is more likely.
         | Knowing Apple it will be higher than my guesstimate but we will
         | know soon enough I guess.
         | 
         | As for this new Meta Quest headset. There is nothing Meta make
         | I would touch with a 10 foot pole for personal use. I don't use
         | Facebook or Instagram or WhatsApp and I don't plan to change
         | that anytime soon.
         | 
         | Hell I have all of Meta's known domains blocked at both the
         | network and browser level so I don't stumble onto something.
         | 
         | Meta, to me, is toxic.
        
         | justinsaccount wrote:
         | What if valve released a standalone VR headset? For me that
         | would be the no-brainer.. a (most likely) open platform + large
         | library.
        
           | jedberg wrote:
           | That would be great for gaming, but my main use case is
           | productivity. I want to drop my monitors and just use an A/R
           | headset. A man can dream....
        
         | layer8 wrote:
         | Based on current rumors, the Apple headset will have better
         | display tech, but no controllers (only hand gestures), a
         | separate battery, limited software, and a much, much higher
         | price. For casual game-oriented use, the Quest will be the
         | better choice for most.
        
       | anttiharju wrote:
       | I think I'll get back into Beat Saber with this, loved the game
       | on CV1 but the cables were a nuisance so ended up selling the
       | goggles.
        
         | bhouston wrote:
         | BTW the main Beat Saber guy left Meta recently
         | https://twitter.com/JaroslavBeck/status/1659245376300302336
        
           | nightski wrote:
           | Not sure why that would matter. The team is still there.
           | Everyone moves on at some point in their career.
        
       | ZitchDog wrote:
       | Eye tracking is hardly mentioned in this press release but I
       | think is a Huge Deal. Will allow foveated rendering (huge
       | optimization) as well as increased emotional connection in face
       | to face experiences.
       | 
       | "The eyes are the window to the soul."
       | 
       | edit: My mistake, I misread the PR, quest 3 does not have eye
       | tracking. Boo.
        
         | modeless wrote:
         | Eye tracking isn't mentioned at all. I don't think it has eye
         | tracking.
        
         | dougmwne wrote:
         | No eye tracking based on all the leaks, which appear to have
         | been 100% accurate.
        
         | herculity275 wrote:
         | The Bloomberg report seemed to imply that this one won't have
         | eye tracking.
        
       | dogma1138 wrote:
       | Did they solved the problem of needing a Facebook account to use
       | it and when you create one just for it they ban it for violating
       | the TOS and you're left with an expensive paperweight?
        
         | pavlov wrote:
         | Yes. There's a new account type called a Meta account which
         | doesn't require a real name and isn't tied to a Facebook
         | account.
         | 
         | This gets asked a dozen times in every comment thread about the
         | Quest. Maybe a bot should automatically post this information
         | at the top of the comments to avoid the noise.
        
         | [deleted]
        
       | spywaregorilla wrote:
       | You gotta wonder how many generations of hardware can they got
       | through before people stop feeling like its reasonable to point
       | at beat saber (2018) as an example of the platform being good.
        
       | aimor wrote:
       | "Meta said that starting June 4th, the Quest 2 will drop its
       | price by $100 to $299.99 for the 128GB version"
       | 
       | Ah, what a deal. The same price it was 1 year ago.
       | 
       | https://twitter.com/metaquestvr/status/1551975828442910720
        
         | Rebelgecko wrote:
         | In the meantime there's been inflation, the CPU and GPU are
         | getting clocked up, and I believe the other SKU of the Quest 2
         | is the cheapest its ever been
        
           | rchaud wrote:
           | Not cheap enough considering the competition are light-years
           | ahead in terms of brand recognition.
           | 
           | They've lost $15b already, it's shocking that they're trying
           | to break even on hardware instead of subsidizing adoption.
        
             | seanmcdirmid wrote:
             | > Not cheap enough considering the competition are light-
             | years ahead in terms of brand recognition.
             | 
             | Nobody is really competing with Meta in the unwired VR
             | space.
        
         | wilg wrote:
         | That price is gonna look amazing in a week when Apple announces
         | their weird expensive thing.
        
           | wahnfrieden wrote:
           | 773 ppi vs >4000 ppi
        
             | smoldesu wrote:
             | Also internal battery vs external battery. There will be a
             | lot of interesting comparisons to be made once both
             | products hit shelves.
        
             | wilg wrote:
             | One dollar per ppi
        
               | CharlesHorsey wrote:
               | One inch-dollar per pixel
        
         | pavlov wrote:
         | Considering 10% inflation in the meantime, that's actually a
         | standard tech price drop.
        
           | travisporter wrote:
           | According to this website it's really only a $7-8 difference.
           | 
           | https://data.bls.gov/cgi-
           | bin/cpicalc.pl?cost1=300&year1=2022...
        
         | TulliusCicero wrote:
         | It launched at 299 for the 64GB version, not the 128GB version.
         | 
         | Plus, there's actually been quite a bit of inflation since
         | then.
        
       | baal80spam wrote:
       | I'm pretty sure timing of this announcement is not accidental,
       | it's basically the last chance before WWDC.
        
       | epolanski wrote:
       | Does that thing still requires a facebook account to be used?
       | 
       | IIRC there was a famous article here some time ago, how some folk
       | got banned on facebook and got locked out of his Oculus.
        
         | yomlica8 wrote:
         | Last I heard it requires a Meta account now. Which is a totally
         | different thing because it has a different name.
        
           | zapt02 wrote:
           | It is different in the sense that you can sign up for it
           | without having a Facebook account and actually not have them
           | connected at all. It's good enough for me. What was not good
           | enough was having your Messenger friends randomly inside your
           | VR headset, and that has been fixed.
        
           | epolanski wrote:
           | Then I think I'm not interested.
           | 
           | If I need to have a Meta account to enjoy this, it can stay
           | on a shelf.
        
             | cglong wrote:
             | Out of curiosity, why? AFAIK, Oculus has always required an
             | account of some kind. The Meta account is separate from
             | your facebook.com one, so it doesn't seem any riskier than
             | an Oculus Account of yore.
        
               | numpad0 wrote:
               | The backend is still centered around your legal full
               | name. They allow display names to be displayed, but
               | people are getting their legal name still tied and
               | occasionally shown on that meta Meta account.
        
               | cglong wrote:
               | I personally bet the old Oculus Accounts were also
               | correlated to a user's Facebook/Instagram/etc. accounts
               | using metadata such as IP address. I guess making it
               | explicit using Meta Accounts does give them more leniency
               | with data linking though.
        
             | Janicc wrote:
             | I'm sure you adhere to those same principles when being
             | forced to use steam for steamvr aswell.
        
               | epolanski wrote:
               | Steam isn't in the business of violating my privacy and
               | shoving me ads.
        
               | charcircuit wrote:
               | Everytime you open Steam it literally has a popup window
               | of an ad
        
             | ryandrake wrote:
             | Same here. I have an O.G. Oculus Rift that's essentially a
             | brick on my shelf now, because I won't create a Meta
             | account. It was bad enough I had to create an Oculus
             | account, but this is a bridge too far.
             | 
             | You should not need to have an account on a server
             | somewhere in order to use what is essentially a computer
             | peripheral. I would not use a mouse or monitor that
             | required an online account.
             | 
             | I understand the Quest is different, and a bit more than a
             | peripheral, so an account _maybe maybe maybe_ is justified.
             | But I won 't buy one of them either because Meta.
        
         | Teslazar wrote:
         | There were two potential concerns about accounts and one of
         | them has been resolved:
         | 
         | 1. Requiring an FB account resulted in users who were banned on
         | FB not being able to use their Quests. This has been resolved
         | since users only need a Meta account now.
         | 
         | 2. Concerns about having any account with Meta. I doubt this
         | will ever change since they're selling the headsets at such a
         | low price and obviously want to make some money selling users
         | software/games.
        
       | DueDilligence wrote:
       | [dead]
        
       | bilsbie wrote:
       | How's the privacy with this? Do you need a Facebook login?
        
         | jayd16 wrote:
         | You can make a one off meta account but the purchases would be
         | associated with that account. You could do side loaded things
         | though, no problem.
        
         | Rebelgecko wrote:
         | You used to but fortunately they've walked back on that. You
         | still need a login but it's separate from a FB account
        
         | pavlov wrote:
         | No. You do need a Meta account which isn't tied to your real
         | identity.
        
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