Skip to content
View in the app

A better way to browse. Learn more.

The AVSIM Community

A full-screen app on your home screen with push notifications, badges and more.

To install this app on iOS and iPadOS
  1. Tap the Share icon in Safari
  2. Scroll the menu and tap Add to Home Screen.
  3. Tap Add in the top-right corner.
To install this app on Android
  1. Tap the 3-dot menu (⋮) in the top-right corner of the browser.
  2. Tap Add to Home screen or Install app.
  3. Confirm by tapping Install.

Oculus Reveals the Surprising Future of the Oculus Quest

Featured Replies

Some, who purchased the Rift S might feel a bit misled/cheated.....

https://arstechnica.com/gaming/2019/09/oculus-quests-secret-trick-it-can-double-as-a-wired-pc-vr-headset/

SAN JOSE, Calif.—At Wednesday's Oculus Connect conference, the virtual reality company took the wraps off a secret that it had apparently hidden in its recent high-quality Oculus Quest headset all along. The $400 device has been marketed as a standalone wireless VR system, but thanks to an incoming "Oculus Link" update, coming in November, it will soon double as a wired-PC option.

Should you have a lengthy USB Type-C cable handy, you can expect to plug a Quest VR headset into a compatible "gaming"-caliber PC, then use that computer to power whatever VR games and software you want to run, as if it were the PC's Oculus Rift system. It's an official alternative to using the Quest's built-in hardware, which revolves around a Snapdragon 835 system-on-chip (SoC) like the ones used in the Google Pixel 2 smartphone.

Since Quest already has an array of inside-out tracking cameras, this PC use case won't require additional cameras or sensors. You should expect to plug a Quest into a compatible PC, run a room-calibration test, and be on your way—just like with certain Windows Mixed Reality headsets and this year's Oculus Rift S.

Facebook CEO Mark Zuckerberg took the Oculus Connect stage to confirm that the update will work with most any USB Type-C cable, though Oculus itself will release a longer cord suitable for the full-room movement you might expect from Quest's wireless default use case.

If your only PC-VR experience came with the original Oculus Rift, you'll likely appreciate the Quest's 2880×1600 combined resolution (up from the first Rift's 2560×1440 count). Just remember, the Quest's OLED panel has a lower maximum refresh rate than other PC-VR options, running at 72Hz (as opposed to most headsets' 90Hz maximum, let alone the Valve Index's 120Hz and 144Hz modes).

To be clear, the Quest still defaults as a wireless, all-in-one VR option; despite its smartphone-caliber hardware, it handles fully 3D worlds and high-speed action quite well, and this PC bonus is in no way required. But while major Oculus VR games have made their way to Quest's limited marketplace, some of those Quest ports are a bit rough (the otherwise stupendous Moss comes to mind); other impressive games, particularly Brass Tactics, may never appear as native Quest apps.

Thus, today's news means you can conceivably dive into the entire Oculus marketplace of games and apps with one headset, as opposed to needing to own a Quest and a Rift. What's more, platforms like SteamVR already support Oculus Rift. Today's news may very well mean that Quest owners just got a path to playing Valve's upcoming "2019" VR game.

One more thing: Hand tracking in Quest

Shortly after unveiling this November 2019 Quest update, Zuckerberg announced a new feature coming to Oculus Quest in "early 2020": hand tracking. A brief demo video showed both skeletal analysis as seen through Quest's array of cameras and in-game hand and finger tracking. Zuckerberg told Oculus Connect attendees that they can expect to test this feature on the show floor later today, and we'll report back with exactly how this built-in hand tracking system works in its preview state.

Oculus did not announce hand tracking support for other VR hardware, particularly the Oculus Rift S. We'll use our demo time later today to find out whether we should expect the feature in any other Oculus products.

We are all connected..... To each other, biologically...... To the Earth, chemically...... To the rest of the Universe atomically.
 
Devons rig
Intel Core i5 13600K @ 5.1GHz / G.SKILL Trident Z5 RGB Series Ram 64GB / GIGABYTE GeForce RTX 4070 Ti GAMING OC 12G Graphics Card / Sound Blaster Z / Meta Quest 2 VR Headset / Klipsch® Promedia 2.1 Computer Speakers / ASUS ROG SWIFT PG279Q ‑ 27" IPS LED Monitor ‑ QHD / 1x Samsung SSD 850 EVO 500GB / 2x Samsung SSD 860 EVO 1TB /  1x Samsung - 970 EVO Plus 2TB NVMe /  1x Samsung 980 NVMe 1TB / 2 other regular hd's with up to 10 terabyte capacity / Windows 11 Pro 64-bit / Gigabyte Z790 Aorus Elite AX Motherboard LGA 1700 DDR5

I feel kindof cheated. I really hope they can make the hand tracking work in the S, if they don´t this could probably be the electronic device with the shortest life ever.

On a more positive note, the hand tracking for simming could be amazing, you can use a hardware yoke and the possibility of turning knobs and press buttons with your real hands.

Cheers

Carlos

Edited by chass32

NLR Motion Platform V3, Intel Core i9-9900K OC @ 5Ghz, Gigabyte Gaming OC 11GB RTX 2080ti, Gigabyte Z390 Aorus Ultra. Thermaltake Water 3.0 Riing LED RGB 360. Corsair Vengeance RGB Pro DDR4 3000 PC4-24000 32GB 4x8GB CL15. Lexar Professional NM700 M.2 2280 PCIe Gen3x4 NVMe 1TB SSD. Toughpower iRGB Plus 80 Plus Platinum 850W Full Modular. Thermaltake View32 TG USB 3.0 RGB. Oculus Rift S. Qled Samsung 65Q7FN.

  • Author

 

We are all connected..... To each other, biologically...... To the Earth, chemically...... To the rest of the Universe atomically.
 
Devons rig
Intel Core i5 13600K @ 5.1GHz / G.SKILL Trident Z5 RGB Series Ram 64GB / GIGABYTE GeForce RTX 4070 Ti GAMING OC 12G Graphics Card / Sound Blaster Z / Meta Quest 2 VR Headset / Klipsch® Promedia 2.1 Computer Speakers / ASUS ROG SWIFT PG279Q ‑ 27" IPS LED Monitor ‑ QHD / 1x Samsung SSD 850 EVO 500GB / 2x Samsung SSD 860 EVO 1TB /  1x Samsung - 970 EVO Plus 2TB NVMe /  1x Samsung 980 NVMe 1TB / 2 other regular hd's with up to 10 terabyte capacity / Windows 11 Pro 64-bit / Gigabyte Z790 Aorus Elite AX Motherboard LGA 1700 DDR5

Good news... For those that were going to buy a Rift S! ☺️

"Society has become so fake that the truth actually bothers people".

However I read some comments from people having tried both, and they say the image quality of Rift S is significantly better than the Quest, in terms of definition and SDE.

"Society has become so fake that the truth actually bothers people".

I have a CV1 and it works very well for me.  I am considering upgrading to the Rift S.  The OLED screens, adjustable IPD, etc. of the Quest is appealing.  However, I am concerned about the 72 hz refresh rate.  Would someone with a better understanding of this performance factor explain the possible impact compared to 90 hz?  Image judder, studder, smearing, lag?

Thanks

Danny

Danny

33 minutes ago, DannyR said:

I have a CV1 and it works very well for me.  I am considering upgrading to the Rift S.  The OLED screens, adjustable IPD, etc. of the Quest is appealing.  However, I am concerned about the 72 hz refresh rate.  Would someone with a better understanding of this performance factor explain the possible impact compared to 90 hz?  Image judder, studder, smearing, lag?

Thanks

Danny

I don't have experience with the Oculus but can tell you that the difference between 45-60-90hz in my Reverb is HUGH.

5 hours ago, simba_nl said:

I don't have experience with the Oculus but can tell you that the difference between 45-60-90hz in my Reverb is HUGH.

HUGH?  In what way?  Please describe the impacts.  

Danny

Danny

I 'upgraded' to the S from the CV-1.  After a week of trying it, I decided it was not worth the $400 and I returned it.  The CV-1 still works fine, and the money to go to the S was not worth it for me.  I was expecting much better visuals, but that was not the case.  Others will disagree.  But, when I shell out $400 , I expect a real upgrade.  The 'S' is only marginally better.  my 2c...

the Reverb, however....sounding more and more compelling.  

rgds, JB

9800x3d, ASUS TUF x870, 64GB G.Skill DDR5, MSI Ventus 4080, HP Reverb G2 VR, FlyVirtual.net, Private Pilot SEL rating, subLogic FlightSim 1983 & every release since

 

2 hours ago, DannyR said:

HUGH?  In what way?  Please describe the impacts.  

Danny

90Hz = crystal clear, very sharp images and no SDE and complete stutter free. Only Aerofly and Flyinside can give me 90hz and 90 fps for a perfect VR sim experience. My system is not capable to achieve these high performance in P3D or Xplane11 (i5-9600K - 32Gb Titan-X) I can run the Reverb also on 60hz but is not helping with these sims and is much less sharp including visible SDE. Whatever headset you choose, always go for at least 90Hz.

  • 3 weeks later...
On 9/25/2019 at 12:36 PM, chass32 said:

I feel kindof cheated. I really hope they can make the hand tracking work in the S, if they don´t this could probably be the electronic device with the shortest life ever.

On a more positive note, the hand tracking for simming could be amazing, you can use a hardware yoke and the possibility of turning knobs and press buttons with your real hands.

Cheers

Carlos

It is a great time to be a quest owner...and yes hand tracking would be amazing...but I wouldn't write off the rift s so quickly. I was planning on doing a separate set up with the Oculus rift s and a PC because the quest didn't have any flying sims other than Ultrawings...which I'm actually having fun with. I can't wait to experience DCS in VR...anyway...then Oculus launched the Oculus "link" for quest, which would allow me to play my PCVR simulators (Flyinside, Aerofly, Flyinside etc) on the quest...but I am not sure it will be as good as the Rift s setup.

If you look at the "link" launch video they talk about rendering images differently by lowering the quality of the surrounding area and focusing on the center for high resolution. That might be ok is most VR games but not sure about in a simulator. Here is the part of the video where they explain it: 

 

Edited by Flybynumbers

The quest + oculus link might not be the answer for simming. Check out this part of the video where they explain the way the link will be rendering images:

 

Edited by n4gix
Removed rediculously long quote!

On 10/15/2019 at 3:44 PM, Flybynumbers said:

It is a great time to be a quest owner...and yes hand tracking would be amazing...but I wouldn't write off the rift s so quickly. I was planning on doing a separate set up with the Oculus rift s and a PC because the quest didn't have any flying sims other than Ultrawings...which I'm actually having fun with. I can't wait to experience DCS in VR...anyway...then Oculus launched the Oculus "link" for quest, which would allow me to play my PCVR simulators (Flyinside, Aerofly, Flyinside etc) on the quest...but I am not sure it will be as good as the Rift s setup.

If you look at the "link" launch video they talk about rendering images differently by lowering the quality of the surrounding area and focusing on the center for high resolution. That might be ok is most VR games but not sure about in a simulator. Here is the part of the video where they explain it: 

 

Yep, you´re right. I was a little carried away by the news, but after some time reading the pros and cons it seems that the Rift S is still the best option for Flight simulators ( I mean vs a quest)

And the hand tracking (according to several reviewers that had the chance to try it) is still in its infancy but as it gets better and better it will be a must have for any simulation in VR. But that won´t be till next VR gen... probably.

Cheers

Carlos

 

 

NLR Motion Platform V3, Intel Core i9-9900K OC @ 5Ghz, Gigabyte Gaming OC 11GB RTX 2080ti, Gigabyte Z390 Aorus Ultra. Thermaltake Water 3.0 Riing LED RGB 360. Corsair Vengeance RGB Pro DDR4 3000 PC4-24000 32GB 4x8GB CL15. Lexar Professional NM700 M.2 2280 PCIe Gen3x4 NVMe 1TB SSD. Toughpower iRGB Plus 80 Plus Platinum 850W Full Modular. Thermaltake View32 TG USB 3.0 RGB. Oculus Rift S. Qled Samsung 65Q7FN.

Archived

This topic is now archived and is closed to further replies.

Account

Navigation

Search

Search

Configure browser push notifications

Chrome (Android)
  1. Tap the lock icon next to the address bar.
  2. Tap Permissions → Notifications.
  3. Adjust your preference.
Chrome (Desktop)
  1. Click the padlock icon in the address bar.
  2. Select Site settings.
  3. Find Notifications and adjust your preference.