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Oculus hasn’t changed the interface it established with its first-generation Touch: you’ll still get a pair of plastic remotes with a grip button and a trigger, two face buttons, and an analog stick on each one. The controllers, on the other hand, feel as good as ever. The Quest 2 controllers (left) versus the original Quest. And unlike the charger and cheap headphones that ship with smartphones, people definitely won’t have these accessories floating around their home already. But it’s a little frustrating that Oculus isn’t including the improved strap and earbuds by default, since new headset owners won’t necessarily realize how much better their experience could be. The Quest 2 is ridiculously cheap by VR headset standards, even with its handful of upgrades. Instead, Logitech is selling custom-length wired earbuds and over-ear headphones for $50 and $100, respectively. Wired ones need their long cords pinned behind the straps, and Oculus apparently isn’t planning wireless earbud support anytime soon - Quest 2 team lead Prabhu Parthasarathy says latency is too big an issue. It’s that the sound is audible to anybody in the same room, and none of my headphones work well with the headset. The problem isn’t the sound quality the Quest 2 has reasonable audio, although I find it a little thin. Oculus sadly hasn’t changed my least favorite Quest feature: its use of small, directed speakers instead of headphones or earbuds. But text is notably less grainy, and in turn, the whole experience feels more polished. Even with the update, the Quest 2 screen isn’t transformationally different from the Quest’s. Resolution isn’t the only factor that matters - the Valve Index has the old Rift’s resolution, but its larger field of view and higher refresh rate make the screen expansive and crisp.
#Pure pc zestawy upgrade
The Quest 2’s screen resolution has leapfrogged most other VR headsets, offering 1832 x 1920 pixels per eye compared to the original’s 1440 x 1600 Oculus also promises to upgrade the suboptimal 72Hz refresh rate to 90Hz after launch. Battery life is similar to the Quest, clocking between two and 2.5 hours for a gaming session. The headset remains chunky, but at 503 grams compared to the Quest’s 571, it’s only a little heavier than the relatively lightweight original Oculus Rift. The Quest 2 uses Qualcomm’s Snapdragon XR2 chipset instead of a Snapdragon 835, hypothetically letting it run better-looking games (although the Quest 2’s current library is heavily optimized for the original headset, and neither device approaches a PC’s power) while taking advantage of XR2-specific optimization for things like tracking cameras and VR screen resolution. Its base model has 64GB of storage, just like the Quest for $399, you can get a greatly expanded 256GB. The headset features 6GB of memory instead of 4GB. You won’t get big new features from the Quest 2, but it includes some significant iterative upgrades. Worthwhile upgrades, not big new features It’s also provoked some of the biggest questions yet about VR’s future. Oculus - a company owned by social giant Facebook - has done some of its best work so far.
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Even with current-generation VR’s inherent awkwardness, it feels like a final product rather than an early-adopter experiment. The Quest 2 is everything I liked about the original Quest at launch but with the benefit of a stronger ecosystem that’s developed over the past year.
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It’s also dropped the starting price from $399 to $299, making the Quest 2 one of the lowest-priced headsets on the market. Oculus has kept that standalone Quest design with the same feature set, while improving its screen, reducing its weight, and - with one noteworthy caveat - making it more comfortable.
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#Pure pc zestawy update
The Quest 2 is a self-contained headset that’s shipping on October 13th, and it’s an update to Oculus’ 2019 Quest. I’ve spent the last couple of weeks with Oculus’ new Quest 2 headset, though, and that’s very close to changing. But it did expose a simple problem: I really couldn’t recommend a headset that was friendly enough for most people to buy. As someone who writes about virtual reality and has been stuck at home just like many people during the 2020 pandemic, I’ve gotten asked one question over and over: if virtual reality is so great and actual reality is so dangerous, why isn’t everybody turning to VR? This isn’t a totally fair framing, since VR usage has spiked by some measures.