Oculus Quest review – No Strings Attached

With the increased competition from HTC and Microsoft, it was up to pioneers Oculus to spearhead the way into the next step for Virtual Reality, I believe they’ve done more than a serviceable job with the new Oculus Quest, released in late May. Starting at £399 for the 64GB model and £499 for the 128GB, it’s safe to say that it’s more than affordable for the average consumer in respect to the alternatives of having both the PC and headset, but how does it perform?

The headset itself is sleek and beautifully crafted, the matte black finish on the front giving a very smooth feel to the device, with 4 cameras on the front as there are no external sensors with this offering, as well as the tried and tested stretch mechanism, it’s a good looking piece of equipment for sure. A tough fabric protects the users face and eyes from the plastic casing and I found this to be very comfortable, even during extended sessions. Controller wise the Quest is very similar to previous Oculus iterations, the main difference I could spot was the sensor loop having been moved from the underside of the controller to now sitting on top. I feel as though this gives a good balance to the controller and much less risk of getting a finger or knuckle caught inside during intense moments. The now capacitive buttons and triggers also allow for a little extra immersion, however, I have yet to find a practical use for this in any of the applications I used, maybe future titles will capitalise on this and give us some new and interesting ways to interact with the game worlds they create.

With load times for games being less than 10 seconds and the OS booting in less than 5, there is no worry that the mobile chipset powering the device is sufficient, apps run smoothly and even during hectic or power-hungry segments in games such as Robo-Recall or Beat Sabre, I was unable to notice any slowdown or frame rate drops. The only difference I could see was the slightly lower resolution as compared to the beefier, PC-powered counterpart, but this is to be expected and when immersed will not take away from the experiences on offer. There is still, however, a graininess to the screen that plagues all of the Oculus devices, while at a decent resolution, the graphical fidelity of some sections suffers, mostly when visualising objects at a distance. Despite this, I was very impressed with the performance of the console and unless you are a stickler for having the best possible graphics, the Oculus Quest is a very tantalising choice.

The user experience is also a very simple one. From setting play boundaries to loading an app, all it takes is the press of a button. Nothing is hidden behind menus or button combinations. The whole experience is laid very bare for all to see. A truly easy and enjoyable way to pick up and play.

While the claim of being a completely wireless experience holds true for the Quest, a drawback to this is then having to be concerned with the battery, while okay for a quick session, any wishes for extended play will be quickly diminished. On average, I was able to pull around 2 hours on a single charge for the headset, which is considerably less than its main portable competitor, the Nintendo Switch. While this can be boosted with the use of an external battery pack, if you are looking to use the system for a social setting then you may come into some difficulty. The charge time to fully charged is around an hour. For me, this is the main drawback of the system and something that I pray is addressed in future iterations of the system. The AA battery run controllers however will easily run for around 12 hours.

The worth of a console lies very heavily in the choice of titles available, to which the Quest delivers in heaps, boasting a launch lineup of 50+ titles there will be enough to keep even the most dedicated of players occupied for a while to come. Standouts include the tried and tested Robo-Recall, Beat Sabre and Super-Hot, the latter I can only describe my experience of playing on the Quest as INCREDIBLE! The wireless nature if the device allows for a more deep and in-depth view into the virtual world than I have experienced prior. Other offerings, like the ultra-immersive ‘Vader Immortal: A Star Wars VR Series – Episode 1’, left me aching for more sabre-swinging, force-wielding action, truly a must-play for fans of Star Wars and story-driven games alike. The Quest is littered with so many gems that it started to feel like the console is worth its weight in precious stones. I found the system to have more than enough memory for my needs, using the 64GB model, with every application owned being installed (around 18), the system was not full and had more than enough space for many more games. This is fantastic as consumers will have a variety of applications available at any one time.

As well as this you are more than welcome to take advantage of the video streaming capabilities, with streaming available to Facebook direct from the headset. If you wish to see gameplay on a TV, however, you will require some extra equipment, either a Chromecast to a TV or using a mobile device and the Oculus app. Both are easy to set up and with minimal visual lag, it’s a great way to share screens.

Overall the console offers a big step in the right direction, while still being essentially a first-generation VR console, the freedom on offer greatly surpasses any limitations to graphical fidelity or play time due to battery size. The wide array of applications will give even the pickiest of gamers something to enjoy. I can wholeheartedly recommend the Oculus Quest to anyone looking for an easy and relatively cheap VR experience, no strings attached.

8/10

Oculus Quest Has Arrived … And It’s A Game Changer

For too long now we have been waiting for a new innovation to launch VR into the mainstream, and let’s be honest, many of us were starting to give up hope.

Most people that have trialled the current crop of hardware will have had positive, enjoyable experiences, agreeing that the technology shows much potential, but are yet to be fully convinced. Why is that? What is putting them off from actually forking out on a headset?

Although cost will be a factor for a lot of consumers, others say that for a platform that is supposed to fully immerse the user in a virtual world, and give them a sense of freedom, it can often feel, well, restrictive. Because even when you can’t see anything from the real world when wearing the headset, you can’t shake the feeling that you’re going to accidentally trip over that wire you know is sticking out of your head.

Perhaps they’re lacking a PC with the right system requirements, or they’re not too keen on the idea of having additional external sensors placed around the room to prevent tracking problems. These are some of the main issues that VR hardware manufacturers have been struggling to overcome … until now.

 

All Together Now

Enter the brand new Quest headset from Oculus ­- arguably VR’s best chance yet of appealing to the masses. It’s an all-in-one system, so it doesn’t need to be played through a PC or other machine, and it’s all wireless.

It also comes with four wide-angle cameras built in as part of the new Insight tracking feature – no need for those extra sensors any more – while its six degrees of freedom means it can track your movements in – you guessed it – six directions: up, down, left, right, forwards and backwards. Because it automatically senses the space you’re in and adapts to it, the headset can be used in rooms of varying sizes with minimal setup.

Even so, some users will still feel a bit uneasy moving around too much in case they get too close to a real-world surface or object, which is why the Quest comes equipped with the same Guardian system as the Rift. This enables the wearer to draw out a boundary so they can avoid accidentally punching a wall or stubbing a toe on the sofa.

If you are planning on using it across a number of spaces then the Quest is capable of remembering the Guardian layouts for multiple rooms and recognising when you’ve moved from one to the other, eliminating the need to retrace the grid every time you boot up the system again.

 

A Touch of Class

Also similar to what came with the Rift are the new Touch controllers, although they’ve been moderated slightly with the Quest. Those familiar with the Rift design will notice that the tracking strips have moved from below the hands to above them. This is so it can be more easily picked up by the head-mounted cameras, and the effect on the accuracy of the tracking is extremely impressive.

This might be a standalone system, but that hasn’t resulted in efficiency being heavily sacrificed. The Quest really makes the most of its built-in Qualcomm Snapdragon 835, a chip that’s actually been around for a while and can be found in smartphones such as the Samsung Galaxy S8.

Despite its chip being a few years old now, the new headset is more than capable of running popular VR titles like Beat Saber and Robo Recall without a hitch, and you can be confident that the tech won’t let you down when lining up that winning serve on Sports Scramble – a new sports package that could just become the new Wii Sports if enough people get the chance to try it.

However, these games aren’t the most demanding in terms of performance. It remains to be seen how the system fares when it’s really put through its paces, and you can expect some of the real top-spec titles, which would probably be too much for the Quest to handle, to head to the PC-backed Rift instead. Still, its capabilities for a mobile device represent a real leap forward.

And the price for all this? The Quest comes with an RRP of £399, which is the same as the new Rift S headset from Oculus – an improved and upgraded version of the original Rift – released on the same day (May 21st). The Rift S may be a preferable option for those with a high-end PC, but for those who don’t and have been waiting for the right piece of kit to come along and give them the ideal entry into the world of VR, the Quest may just have everything they need.

Facebook’s New Voice Assistant To Be Supported By Oculus

Following the success of Amazon’s Alexa and Apple’s Siri, Facebook has announced that they are (finally) creating a voice assistant to rival the above-mentioned services. The company syas they have been working on the new initiative since as early as 2018, but news of the voice assistant only broke out after a report from CNBC a few weeks ago. A Facebook spokesperson later confirmed the news with a statement in a Reuters report, claiming:

“We are working to develop voice and AI assistant technologies that may work across our family of AR/VR products including Portal, Oculus and future products.”

 

Initial Support for Portal and Oculus

The voice assistant will be implemented across Facebook’s entire AR/VR product lineup, most notably Portal and Oculus. They’ve also made an effort to indicate that the voice assistant may be used in upcoming new products in the near future, although we still have no idea what those products may be. As far as supported applications outside of Facebook and its products, it’s anyone’s guess. While it’s very possible that we may see Facebook provide their voice technology to others, it’s still too soon for speculation.

 

Voice Assistant Capabilities

With very little information released, ideas about how Facebook will implement the AI assistant are all but confirmed. Since it will be a part of various key Facebook products and they are comparing it squarely with the top voice assistants of today, we can hazard a guess as to how it’ll work and what it’ll do.

The company’s Portal video chat smart speaker could greatly benefit from an AI assistant, although the market is already rather saturated. Amazon and Google are several steps ahead of Facebook when it comes to AI assistants, holding 67% and 30% of the market share in the U.S. respectively. Have Google and Apple got too significant a head start in the AI assistant race for Facebook to force their way in? Only time will tell.

 

Not Facebook’s First Rodeo

The new voice assistant won’t be Facebook’s first attempt at an AI assistant for the Oculus. Since Facebook acquired Oculus back in 2013, they’ve been experimenting with different technologies such as their 2015 AI assistant for Facebook’s Messenger called M (remember that?). The idea was to help users with intuitive and smart suggestions, but it never took off and Facebook eventually had to scrap the project.

In March 2017 we saw an ‘Oculus Voice’ service appear on Oculus devices. Although basic, the service did enable users to perform simple voice searches from Oculus Home, as well as navigate through games and applications. Alexa and similar voice assistants were on a superior level at the time, and Oculus’ initial voice assistant seemed limited in its abilities by comparison. The new and upcoming voice assistant promises vast improvements that make it a viable competitor.

 

Meet The Team Working On The Project

The development team behind the assistant is operating out of Redmond, Washington, under direction from Ira Synder, the general manager at Facebook Reality Labs. Synder, who previously spent over a decade at Microsoft, is also director of a project called Facebook Assistant, which is probably closely related to Oculus’ Assistant.

Since we have no official statement confirming the name of their new AI assistant, Facebook Assistant might be an internal codename for the project, or it may end up being the actual name of the end product.

 

What The Future Holds

Considering the rate of progress in the voice powered assistant space, our imagination may be the limiting factor when guessing what Facebook will be able to offer with theirs. As Regina Dugan, former VP at Facebook pointed out, it’s possible that Facebook will one day develop a brain-computer interface.

What’s your take on Facebook’s new voice assistant? Do you use an AI assistant at all? If so, would you consider switching to Facebook’s alternative once it hits the market? Let us know, we’d love to hear your opinion.