The Quest 3 automatically identifies walls, ceilings, and furniture and will give you a virtual representation of those objects in-headset thanks to the new depth sensor. Plus, if you run the additional spaces room setup, you can define couches, tables, and other objects that can be used in virtual space. The headset can even help create safe room-scale boundaries to keep you from running into furniture. This effect was nearly identical to how it's presented on the PSVR 2 and felt great to use. This time around, the Quest 3 includes a depth sensor and cameras with 10x the resolution of the Quest 2, offering automatic room mapping that just requires you to look around as it recreates your room in virtual reality. ![]() This is far more convincing than previous efforts because the objects cast shadows on the ground, hide behind objects in the room, and look far more realistic, thanks to improvements in lighting quality and external camera quality.īut none of this would be particularly fun if the Quest 3's room setup was as tedious as with previous headsets. The mixed reality games I've played so far were convincing because the camera quality finally matched the quality of the objects the Quest 3 rendered. In the new First Steps experience on the Quest 3, players will be blasting little aliens that appear to jump through the walls and ceiling of the room. In fact, the mixed reality games I've played so far were convincing because the camera quality finally matches the quality of the objects the Quest 3 rendered. That doesn't mean it's bad by any means, but I know people will be surprised at the quality improvement over other Quest headsets. They're not Apple Vision Pro-level quality, but at 1/7th the price of that product, I wouldn't expect them to be. The moment you put the headset on, you'll be treated to a view of the room around you using these new, significantly improved cameras. I'm still waiting on some more face pads and head strap replacements, so expect more updates when I have those in hand and can test them. I've used them already and they're super plush and soft. That's important for throwing things in VR, as it makes the effort feel much more natural.Įven VR Cover is in on the action and has made a set of cloth face pad covers so you can share your headset with friends without worrying about sweat ruining the experience. Plus, like the best Quest 2 hand straps, these add a handy knuckle strap that lets you completely let go of the controller without dropping it. Unlike some other Quest 3 controller grips, these have an additional cut-out on the handle to prevent the grips from covering the LED tracking lights on the controller. I'd also thoroughly recommend the AMVR Quest 3 controller grips, which add a handy knuckle strap and comfortable, soft-touch silicone padding to the controller. Instead, just grab a 4-pack of rechargeable AA batteries from Amazon. It's definitely larger and only charges the headset - not the controllers - but these controllers have a battery life of a few months on a single AA battery so it's really not necessary to do that. Instead, I'd recommend the Kiwi Design RGB Dock. Yes, despite being 40% thinner, the Quest 3 actually weighs just a little bit more than the Quest 2. ![]() The new cloth straps certainly look similar to the old ones but offer more support thanks to a split overhead strap design.īut while they come in some trendy and attractive new colors and materials, this cloth strap did little to alleviate the pressure on my face from the heavy Quest 3. The Quest 3 is quite heavy despite its thinner design, and the cloth straps did little to alleviate the pressure on my face.įor this (and other reasons), Meta kept the cloth strap concept alive as it's the simplest way to use a headset, particularly if only one person in a household is using it. Sure, putting a headset on and grabbing controllers is just as many steps as grabbing your PS5 controller, turning on the TV, and sitting on the couch, but there's something about the human experience that makes a VR headset feel like more effort. You'll hear the term "friction" a lot in reference to VR, and it's particularly important because VR is inherently less convenient to use than traditional mediums. That doesn't mean the virtual reality experience is worse because of it - far from it, actually - but it does mean that Meta was able to take the experience to the next level by using mixed reality as a tool to reduce friction. (Image credit: Nicholas Sutrich / Android Central)įirst and foremost, the Meta Quest 3 is designed as a mixed-reality headset.
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