when it connects to a p.c what powers the display (powers as in creates graphics, not supplies current)
The PC. with USB-C USB 3.0 cable It act as normal PCVR headset.
when it connects to a p.c what powers the display (powers as in creates graphics, not supplies current)
when it connects to a p.c what powers the display (powers as in creates graphics, not supplies current)
If i get a Rift S instead, 1-3 wont be an issue. But due to choosing a Quest, i'm able to enjoy true wireless VR.
- I never though Quest would be this uncomfortable. I stupidly believe Oculus would have tons of experience making VR headsets, so they wont make this kind of mistake
- I though the high-res OLED, as high-res as Samsung Odyssey+, will have good enough SDE (nope, SDE in quest is more visible than samsung odyssey+, heck... its more visible than PSVR)
- I though the FOV will be about as big as PSVR. Nope, its was waaay narrower
- I though God rays were no longer an issue as samsung Odyssey+ also use fresnel lenses. Nopenopenope. God rays is very bad in Quest
The reason the Odyssey+ has less SDE is that they purposely blur the image a bit with their optics. So you get less SDE at the expense of a slightly blurrier image.
Regards,
SB
Seems to me that the quest is a rift with a standalone mode and eye adjustment
is that a fair assessment ?
Seems to me that the quest is a rift with a standalone mode and eye adjustment
is that a fair assessment ?
yes, but its more like...
Quest is a less comfortable rift with a standalone mode and eye adjustment.
don't be like me thinking "eh, comfort? surely it wont be too bad! Oculus have YEARS of experience"
Yeah the launch rift was really bad.Another niggle, while the resolution is noticeably better then the launch Rift, I think the optics are worse. That said I think the optics are still better than anything other than the Valve Index. While the Odyssey+ optics reduce SDE, the blur they use to achieve that is something I dislik
SDE on Quest is slighty more noticeable than PSVR, but it highly compensated by the huge increase in resolution.
https://uploadvr.com/facebook-2019-revenue-oculus-quest/During Facebook Q4 2019 earnings call, CFO David Wehner revealed that ‘Other’ revenue growth from Q4 2018 was driven by the company’s room scale standalone VR headset, Oculus Quest.
“Other revenue was $346 million, up 26%. Year-over-year growth was driven by sales of Oculus Quest.”
Additionally, CEO Mark Zuckerberg stated that Quest sales “are stronger than we expected” — a statement he has not made about any other Oculus headset.
https://www.roadtovr.com/facebook-mark-zuckerberg-christmas-5m-sales-oculus-quest/In Facebook’s quarterly earnings call yesterday, company CEO Mark Zuckerberg revealed that the Oculus Store had sold nearly $5 million worth of content on Christmas Day alone.
Zuckerberg says in the Q4 2019 earnings call that the Christmas Day boom was an “outlier day,” although it represents what he calls “real volume by any measure” and that it shows the progress the ecosystem is making.
I don't understand what this really means, but here it is. On the surface it sounds positive but of course we don't know the real numbers and it could be a pr/invester spin to some extent.
https://uploadvr.com/facebook-2019-revenue-oculus-quest/
edit. there seems to be more golden nuggets
https://www.roadtovr.com/facebook-mark-zuckerberg-christmas-5m-sales-oculus-quest/
Finally got around to configuring oculus link to use higher resolution. I feel like it makes visible difference to resolution used and hence also the screen door effect is less. i.e. less large areas of same color where it's super easy to spot screen door effect. I might be mistaken/plasebo/... as I didn't try to quantify this in any other way than how the picture quality to me looks like subjectively.
The configuration can be done with .../Oculus/Support/OculusDebugTool.exe. Go to oculus link sub section and use Low for distortion curvature and 2912 for encode resolution width. Works great with my 1080ti.
Starting this week, I’m moving to a "Consulting CTO” position with Oculus.
I will still have a voice in the development work, but it will only be consuming a modest slice of my time.
As for what I am going to be doing with the rest of my time: When I think back over everything I have done across games, aerospace, and VR, I have always felt that I had at least a vague “line of sight” to the solutions, even if they were unconventional or unproven. I have sometimes wondered how I would fare with a problem where the solution really isn’t in sight. I decided that I should give it a try before I get too old.
I’m going to work on artificial general intelligence (AGI).