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Comment by Baeocystin

6 years ago

>I've talked with quite a number of people who have bought VR systems, and I have yet to find one who uses it with the sort of frequency that people use their gaming consoles, PCs, laptops, or phones to play games. Maybe this wave of innovation will eventually take face-mounted VR from "novelty" to "daily driver", but it doesn't sound like it's here yet.

I pretty much fully agree with your assessment, with the caveat that I've seen a lot of folks really getting in to their Oculus Quests in a way that never happened for the tethered unit. I'm certain many would spend even more time using it if there was a larger software library.

(And yes, the success of the Quest genuinely surprised me, too. Having now gotten to play with one, I have to say tetherless with good controllers is the biggest single improvement in VR since the first modern headset.)

Yeah, I got to try the Quest as well, and it's what the experience should be like. No cables, no beacons, no markers, no nothing.

But the resolution and framerate is too weak right now. Needs 8K in 60fps, so it's just a matter of time.

  • As someone else pointed out the framerate is already way past 60Hz.

    But is resolution that important? If had to list the areas where VR needed improvement it would be fairly low down my list. I'd put comfort and FOV higher and improving the screen door effect would also probably trump resolution.

    But I think none of these things are deal-breakers. Content is king as they say. Previous new media have not been held back by quality issues. Early consoles didn't suddenly leap into mass adoption when the graphics improved. Cinema didn't mature when film stock got better. It was content and people's awareness that changed.

  • Hopefully more than 60fps :) It's currently 72fps, and the Index is 120/144, which sounds close to ideal. I've been pretty happy with the Quest's 72 for now though.