OCULUS RIFT, QUEST AND QUEST 2: THREE GENERATIONS OF VIRTUAL HEADSETS TO THE TEST

2020 is a pivotal year for the gaming world. The arrival of PS5 and Xbox Series X lays the foundations for the next generation of games, we will have to wait to see the features of the new consoles fully exploited, but the technological advancement compared to the past is there for all to see. Among many TFLOPs and very fast SSDs, however, we have forgotten about virtual reality . Sony is continuing to support PSVR, a viewer that has had the great merit of lowering the cost of accessing this world, but which is born outdated by the models available for PC and which does not yet have an heir. Microsoft, on the other hand, is carrying out the Mixed Reality project on computers, while on Xbox there are no indications of the arrival of a compatible viewer.

Even on PC, virtual worlds have suffered a setback. In 2016, the year of arrival of Oculus Rift, all hardware manufacturers focused strongly on VR, from GPUs to peripherals the " VR Ready " logo was practically everywhere, but today it is not even shown on the sales packs of video cards .

A strange choice, above all because compared to 2016 practically everything has changed, the viewers cost less and the availability of games, although not enormous, has increased and can count on masterpieces such as Half Life: Alyx . Today, Oculus is leading the development of VR on PC, thanks above all to the funds of a giant like Facebook: after the acquisition of Oculus in 2014, Mark Zuckerberg's company is focusing heavily on virtual reality to create an alternative business, but not without connections, to the social world.

To understand how much the world of virtual reality on PC has changed, we compared three very different viewers, Oculus Rift, Oculus Quest and Quest 2, of the products that marked these first years of the life of VR on computers.

A design in continuous involution

There is a gulf between the build quality seen on Oculus Rift, Quest and Quest 2. It could not be otherwise, just look at the list price of the three viewers to understand where Oculus has cut production costs. The Rift cost 699 euros when it was launched in 2016, but to have it in Italy you had to shell out around 750 euros , as it was shipped directly from the United States. To this it was then necessary to add an additional economic outlay for the Oculus Touch controllers and for the motion detection sensors, necessary to have a virtual Room Scale experience, which allowed you to move in space. Also not to be underestimated was the price of a PC at the height of VR, in 2016 the power of the GPU was far from the current one.

Already from the economic aspect it is possible to understand why, in the period of maximum push of the technological world towards a greater diffusion of virtual reality, this did not meet the favor of the mass public . Too high the prices, configuration for use in uncomfortable Room Scale mode and high hardware demands have stopped the propulsive impulse of VR, which after a period of high hype has almost ended up in oblivion.

Having an Oculus Rift in your hands, however, allows you to observe the work done at the time: the viewer was covered with fabric, even the sales pack conveyed a distinct feeling of exclusivity, it almost seemed to have a luxury prototype in your hands .

After the Rift, the VR in Oculus sauce has undergone a split. On the one hand, the Rift S arrived, designed to work in tandem with a PC, on the other hand, the Quest range was born, designed to work without the need for external hardware and above all without the need for connection cables. It took three years to see the successors of the Rift, obviously if we exclude Oculus Go, released in 2018 but no longer on sale.

Rift S and Quest both arrived in 2019 and brought in dowryan important lowering in the price (449 euros), a higher resolution but above all a tracking system of the controllers and the integrated movement, which does not require external sensors.

In a single shot some of the limitations seen with the first model were gone, it was no longer necessary to equip a special space to play with VR, it was simply an area free from obstacles, the Oculus Touch controllers were included in the price and also the resolution. higher allowed a better view of the contents.

All this without particular limits to the build quality, with the use of good quality materials and a fabric cover still present in the case of the Quest. Having not tried the Rift S we cannot express ourselves on this model, but the first Quest was well done on the constructive front.

Today, with the Quest 2, the cost reduction process decided by Facebook and Oculus has come to fruition, bringing the price of the headset to just 349 euros. A decidedly accessible figure, but which required the use of materials of a much lower quality than in the past, starting from the rigid plastic of the body (goodbye fabric) to the elastic support for the head, less comfortable than that of the Quest and above all with a tendency to let go during use, it is no coincidence that a higher quality support is sold separately. The adjustment of the intrapupillary distance has also been limited and can now be set to only three positions.

During use we had no problems in this respect, the more difficult it is instead to adjust the elastic head support , it is difficult to find a position that allows the best sharpness of the images and just lower the head to see the viewer move from the chosen setting. .

In short, the cost of Oculus virtual viewers has dropped a lot but the price to pay is lower build quality and less effective head support . Despite this, reaching the 349 euro list price allows the Quest 2 to become much more competitive on the market, especially if you look at the technical aspects, which offer good visual quality and the ability to play from a PC even without the need for cables.

Constant technical evolution

The involution of the Facebook viewers in the build quality is clear, however this has allowed us to concentrate all the resources on the visual experience, again in the name of compromise, but in any case significantly improved over time. To simplify, we will analyze what are the fundamental technical elements for a virtual viewer, namely the type of panel, resolution, field of view and refresh rate. The panel factor is central to best represent virtual worlds, from this point of view a step backwards has been taken, since Rift and Quest use an OLED screen, while the Quest 2 has an LCD.. Translated into practice, the Quest 2 has a lower contrast than the other models and a less deep black. OLED screens can turn off pixels completely to represent black, with the Quest 2's LCD display instead the darker areas are represented as gray.

 

Where the Quest 2 beats the previous versions is instead in the resolution. The Rift uses two 1080x1200 AMOLED screens manufactured by Samsung, for a total of 2160x1200 pixels. The rendering of this solution is excellent in terms of contrast, but the pixel grid remains clearly visible during use, diminishing the sense of immersion during the game. Oculus Quest instead uses two OLED panels of 1600x1440 each, for a total of 3200x2880 pixels, while the Quest 2 uses a single LCD panel capable of generating 1832x1920 pixels per eye, therefore 3840x3664 pixels.

In this context, the Quest 2 wins hands down against its predecessors, the pixel grid has become almost invisible to view , for a truly excellent definition and graphic cleanliness. We remind you that this test was carried out exclusively with the viewers connected to the PC, to exploit the maximum possible graphic potential, and we must admit that the games we tested, from Half Life: Alyx to Vader Immortal, enjoy a much higher definition on the latest model. Another strong point of the Quest 2 is the refresh rate, of 90 Hz , the same as the Rift, against the 72 Hz of the Quest. A high refresh rate is important for better comfort during use, thus avoiding unpleasant inconveniences, such as motion sickness.

In our case, after more than a year of using virtual reality, we noticed a progressive decrease in the feeling of discomfort that can affect during the use of VR, now completely disappeared. Using a Quest 2 at 90 Hz we never experienced any problems, even after an hour and a half of continuous use , we never went further simply because a little break every now and then is necessary in order not to detach too much from reality. Too bad for the slightly lower field of view compared to the Quest and the Rift, however, nothing that can ruin the visual experience.

Ultimately, even on the video quality front, the Quest 2 has to deal with some small compromises, if it had had an OLED screen we would have been faced with an even more interesting product, but already in this way it allows high-quality virtual experiences at a price. which seemed impossible until a few years ago.

Wireless VR from PC for 349 euros

Rift owners should switch to Quest 2 without a second thought. Net of the limitations we have described so far, one of the greatest advantages of this version is the ability to connect wirelessly to the PC . You got it right, what until a few years ago required an expensive accessory and a state-of-the-art network equipment is now possible at a cost of only 349 euros.

Before explaining this function better talk about the evolution brought by Quest and Quest 2 in this field. The Rift needed an HDMI connection and a USB 3.0 connection to the PC to work, the two Quests, on the other hand, were designed as stand alone viewers, with a catalog partly shared with the PC one, but for example, without a computer they cannot be exploited. titles on Steam.Facebook has therefore created Oculus Link , a connection cable based on USB Type C to connect the Quests to the computer, which can thus be used as a replacement for the Rift and Rift S.

It should be noted that the Rift range will no longer be produced , replaced right from that Quest, which will remain the only one that can also be used on PC. Having only one connection cable is already a nice advantage, the only limits are the cost (€ 99, but there are also cheaper third-party cables compatible) and the maximum refresh rate of 72 Hz in the first Quest, while the Quest 2 it also recently manages 90 Hz, a functionality reached with the end of the beta of the Oculus Link project.

 

Where Facebook and Oculus do not arrive, however, the international community and developers take care of it. Right from here comes the Virtual Desktop program , which can be purchased directly from the Oculus store for about € 30.

This software was designed to stream the PC desktop directly into the viewer, a useful but incomplete solution, because it does not allow screen sharing while playing. This is where SideQuest comes into play , an alternative store designed for independent developers. To use it you need to activate developer mode on Quest or Quest 2, it works on both models; from here you can then download a patch for Virtual Desktop that allows game streaming.

The result is simply exceptional, just think that, through this method, it was possible to unlock the 90 Hz from the PC even before the arrival of the function on Oculus Link. Playing Half Life: Alyx free from cables is an experience that must be tried, also because the wireless transmission quality is so high that it is indistinguishable from the result obtainable with Oculus Link , all using a simple 5 GHz connection, without even the need for Wi-Fi 6. This possibility alone has given us made to forget in one fell swoop the compromises that the Quest 2 had to make in terms of design and specifications.

The Facebook question

At the end of this test that lasted almost a year, between one viewer and another, it is also right to talk about an aspect that has not convinced everyone: to use a Quest 2 you need a Facebook account , without it it is not even possible to finish the first. viewer configuration. Anyone who creates a new Oculus account today will have no problems, just use your Facebook profile to log in and everything is ready to use. Those who already had an Oculus account are obliged to link it to their Facebook profile.

This has led to some serious problems, just look at the thread dedicated to technical support on the Oculus website to understand it. The biggest difficulty derives from the choice, imposed by Facebook, to make the two accounts inseparable, once merged, it is no longer possible to divide them, except by deleting the Oculus account. If you accidentally log into the Oculus site with your Facebook account without first merging it with your Oculus account, the system creates a new Oculus account, thus blocking the next merge.

This is exactly what happen to us during the trial, which prevented us from using the Quest 2 for several days after the headset was delivered.

A problem that should be easily solved by technical assistance, it was enough to delete the new Oculus account created by mistake, thus freeing the Facebook profile used during the test, but that Oculus customer care was unable to solve in a short time. In the end, through a small trick, we were able to use the viewer anyway without merging the two accounts, but Facebook needs to improve a lot in this field, negative experiences in the support phase can change the perception of the product and in general of the brand, we need a greater speed in replying, especially if such a simple problem prevents the use of a product.

The mandatory nature of a Facebook profile also poses other dilemmas, especially for those who have made purchases on the Oculus store before this novelty. If one day they wanted to delete their Facebook profile they would lose all purchases made on Oculus, for example, because this account would also be deleted. In short, in our opinion Facebook should be more flexiblein this field, a flexibility which, however, still seems very far away.

  globalmarketingguide   bloomersweb   techbizcenter   marketing2business   upticktechnology

 

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