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OC6 Announcements

nalex66
MVP
MVP
Just watching the live stream... so far:
  • Quest Link to use your Quest as a tethered PCVR headset, releasing in November
  • Hand tracking without controllers or gloves, launching on Quest (and Rift?) in early 2020
  • Facebook Horizon: metaverse-like shared world(?) launching next year
  • AR glasses under development at Facebook Reality Labs
  • Passthrough+ (stereocorrect view) releasing on Quest next week, and Passthrough on Demand later this year
  • Go apps updating to Quest, free for Quest users
  • New enterprise-level services for business use of VR
  • Half Dome 2 and 3 prototypes, and more future tech presented by Abrash
Awesome stuff!

DK2, CV1, Go, Quest, Quest 2, Quest 3.


Try my game: Cyclops Island Demo
182 REPLIES 182

Zenbane
MVP
MVP

Once Quest owners confirm the sub-par PCVR experience, then all Rift-S owners can go back to feeling like they are still part of the PC Master Race. Until then... let the premature hyperbole flow freely!
😛

JakemanOculus
Heroic Explorer
For me personally, Rift S is worth it because of it's new head mount system.  The Quest uses the old-style headmount, same as the vanilla Rift, which immediately puts my head to sleep so it's unusable.

nalex66
MVP
MVP

MowTin said:


nalex66 said:

The tracking is quite good, but the panels are running at 72 Hz. There will still be some latency and compression to fit the data over USB 3, so we don't yet know what quality level this will run at. Virtual Desktop streaming noticeably reduced the resolution, and this solution may do the same. Hopefully there will be more info soon.


But if it's a cable why would it need to stream? 

I googled and it says USB 3.0 can handle 640 Mbps. You only need 15 Mbps for 4K video. Correct me if I'm wrong.


I saw someone saying that the video stream for Quest resolution and frame rate was 12.5 Gbps without compression (I can’t vouch for that number). The Oculus rep I quoted from Reddit did talk about new compression methods. Apparently there was also an afternoon session at OC6 that went into more detail; they’re doing the compression around the edges of the frame to minimize image artifacts. 

Interestingly, since this is a USB feed rather than a direct video signal, it solves the problem of laptops not having DP, HDMI, or a video port that connects directly to the discrete GPU. Presumably, any laptop that’s powerful enough to run the Rift games should work. 

DK2, CV1, Go, Quest, Quest 2, Quest 3.


Try my game: Cyclops Island Demo

TomCgcmfc
MVP
MVP

Zenbane said:


Once Quest owners confirm the sub-par PCVR experience, then all Rift-S owners can go back to feeling like they are still part of the PC Master Race. Until then... let the premature hyperbole flow freely!
😛


Ya, I cannot imagine 72hz pcvr being as good as my 90hz Rift cv1.  Maybe there will be a Quest firmare update to allow higher refresh rates?
i9 13900K water cooled, RTX4090, Z790 MB w/wifi6e, 32Gb 6400 ram, 2x2TB SSD, 1000W PSU, Win 11, QPro, Q3, w/Link and Air Link, Vive Pro1 with Etsy lens mod and Index Controllers

Anonymous
Not applicable

MowTin said:


nalex66 said:

The tracking is quite good, but the panels are running at 72 Hz. There will still be some latency and compression to fit the data over USB 3, so we don't yet know what quality level this will run at. Virtual Desktop streaming noticeably reduced the resolution, and this solution may do the same. Hopefully there will be more info soon.


But if it's a cable why would it need to stream? 

I googled and it says USB 3.0 can handle 640 Mbps. You only need 15 Mbps for 4K video. Correct me if I'm wrong.



From my understanding, it's a USB-C Optical cable, and it's rated at 5GHz...not sure what that equals in Mbps. All I know is my USB-C port is good for 10Gbps. I don't think you'll have any latency issues whatsoever while tethered. Even over 5GHz wifi, the latency's pretty low, and for the most part, unnoticeable...except for Beat Saber.

What I am interested in though...once the Quest is recognized by Oculus Home, I'm wondering if it'll finally work through Virtual Desktop to keep it wireless. Maybe that's why Oculus didn't want Virtual Desktop to run SteamVR, when they could have the official version run Oculus Home instead. I'm also hoping that maybe they open up the possibility to use the external sensors while being tethered, like the Vive Cosmos is supposed to be able to do down the road. Except you wouldn't need an adapter for the headset, and can use the same controllers in either mode. It sounds like a no-brainer.

Anonymous
Not applicable

Zenbane said:


dburne said:


Xeropal said:

So much stuff for Quest but nothing for Rift S? The heck? I just bought the Oculus Rift S and these guys are not going to hype me for anything? 

Careful...

Maybe we need a new thread - OC6 Non-Announcements LOL.
Don't want to "offend" anyone. Nah that probably would also.



You're still on that?

The difference is that Xeropal is making a valid point in regards to the lack of Rift-S news in comparison to Quest. All you did was say you were tuning out.

Xeropal asked a valid question, whereas you just tried to derail. And seem keen on continuing down that path.

No you are projecting, there was no attempt to derail this thread on my part. Not my style and never will be, and I certainly said more. Express disappointment sure, I admit to that. Last I checked that was ok to do.  I am sure a moderator will let me know if it was not.  At least I do have a Rift S and I have been supporting Oculus all along through ups and downs, on a few forums when many have moved on to other headsets. Using mine daily and having a blast with it.

I am somewhat enticed by the Quest and it's future capabilities, that hand tracking along with the new Link is looking pretty good. Will be curious to see how it does in games like flight simulators.
I know previously with my Rift CV1, for a while I actually ran the headset usb, headset hdmi, and two sensors all through one Virtual Link C-Port and it worked just fine.

Guess I will be picking up a Quest here soon.

Anonymous
Not applicable

MowTin said:


nalex66 said:

Some more information about Oculus Link from an Oculus rep on Reddit:
  • Our cable is capable of providing charge to the headset if the USB port supports ample power
  • The USB cable [that comes with Quest] is a usb 2, you will need a usb 3 compatible cable.
  • Unknown sources {ie SteamVR, non-Oculus apps} will be supported with Oculus Link.
  • You
    can also use a USB C to A cable, we have not evaluated all
    configurations but most quality USB 3 cables and ports should work.
  • [Oculus'
    own Link cable is] 5 meters in length and super thin and more flexible
    than the off the shelf cables we were able to find.
  • USB C is a connector type, USB 3 is the spec.
  • We are still evaluating hardware compatibility but most USB 3 ports should work.
  • We designed a custom cable with an ergonomic support to make it comfortable and help keep the cable out of your way.
  • No
    it’s a regular USB 3 connection. Most ports should work. Our cable is C
    to C but there are some third party A to C’s we’ve seen work as well.
    We don’t require you to use our cable.
  • We
    invented some compression techniques as well as added a bunch of tweaks
    and improvements into the rendering pipeline as well as transport to
    make this all work. It’s not just a direct video feed. We have a blog
    post coming out that will explain under the hood.
  • We currently are working on evaluating system requirements for Oculus Link. More details will be available closer to launch.
  • We
    had to invent a few techniques to make this experience reach an
    acceptable latency and visual threshold. The team put in so much amazing
    effort!
  • It’s
    a custom fiber optic USB 3 cable we designed specifically for VR.
    However at launch you can use most high performance USB 3 cables.



Wow, so is the Quest a better buy than the Rift-S? 

The Quest has a higher resolution but it's using the bigger OLED pixels. I don't know about the tracking differences.

Maybe better for "future proofing" lol.

Digikid1
Consultant
"[Oculus'
own Link cable is] 5 meters in length and super thin and more flexible
than the off the shelf cables we were able to find."
Now that raises red flags for me.

Anonymous
Not applicable
I wonder what they are going to do later though - all this research into HD3 now? Half of what was shown off for that seems really on the cutting edge and no where in sight any time soon. Looks like Rift S 2 will be the future headset instead of a CV2.

Also all this talk about Rift S not getting hands tracking and bla bla bla - stop that. Yes they said Quest is getting it - but doesn't mean Rift S isn't getting either. It'll come - and work just as good if not better.

Looks like I guess right about the Quest getting a Link cable:) I guess now that Quest can do some what a Rift S can do if not better - what does that mean for Rift S though as a product? That seems a bit overlapping - does that mean Rift S 2 will have a slightly higher graphic budget in the future for a bit more leap in hardware?

TomCgcmfc
MVP
MVP

Digikid1 said:

"[Oculus'
own Link cable is] 5 meters in length and super thin and more flexible
than the off the shelf cables we were able to find."
Now that raises red flags for me.


Maybe thinner because it is not actually supplying any power to the headset?
i9 13900K water cooled, RTX4090, Z790 MB w/wifi6e, 32Gb 6400 ram, 2x2TB SSD, 1000W PSU, Win 11, QPro, Q3, w/Link and Air Link, Vive Pro1 with Etsy lens mod and Index Controllers