For what it's worth the Quest has a higher resolution than the Rift for current generation hardware. (1,440 by 1,600 pixels per eye) vs Rift S (1,280 by 1,440 pixels per eye)
In the past I had used a first or second gen rift and the screen door effect was very apparent. If you look for it you can see it on the Quest but its really minor and I don't notice it when I'm not looking for it. It is worlds better than the first stuff that was out there.
Yes, the PSVR has objectively the worst tracking, the worst screen resolution, and arguably the worst motion controllers, but it has stellar software support and really stable frame rates in everything I tried.
In the past I had used a first or second gen rift and the screen door effect was very apparent. If you look for it you can see it on the Quest but its really minor and I don't notice it when I'm not looking for it. It is worlds better than the first stuff that was out there.
The Rift S switched to a RGB LCD panel, and the screen door effect was greatly diminished as a result. I can easily tell the difference between the Quest and Rift S screens, at least for SDE, and the Rift S is better in that regard. It also has a higher refresh rate at 80 fps vs the Quest's 72/60 fps.
Hah! I have a simple solution to the screen door effect.
Don't wear your glasses! I could not fit my prescription glasses into the headset so I went without. It blurred things just enough that I had no idea what the SDE was until I looked it up. (Rift just before the Rift S was announced)
Here's my take as a Vive Pro launch adopter.
I like my VR, but it is very much enthusiast hardware. It's finicky, requires cajoling to get working on the reg and knowing which thing to turn off and on again.
If I was considering VR with kids in mind, I'd be going Quest, no contest. It "just works" far more than PC VR does, and furthermore, you can convert it into PC VR if you want to.
If you go Index, be prepared to be running IT support for your kids.
EDIT - SteamVR tracking can be affected by large glass windows (I have to pull the blinds in my VR space or the tracking goes bananas). I don't think that Quest suffers similarly with windows, though I suspect it has it's own lighting foibles.
EvilDead wrote:In the past I had used a first or second gen rift and the screen door effect was very apparent. If you look for it you can see it on the Quest but its really minor and I don't notice it when I'm not looking for it. It is worlds better than the first stuff that was out there.
The Rift S switched to a RGB LCD panel, and the screen door effect was greatly diminished as a result. I can easily tell the difference between the Quest and Rift S screens, at least for SDE, and the Rift S is better in that regard. It also has a higher refresh rate at 80 fps vs the Quest's 72/60 fps.
Sorry for the late reply but that is good to know. I knew the refresh rate was higher but the panels are different?
Also what do you mean by "72/60 fps"? I haven't heard of any limitation on Quest FPS.
Also what do you mean by "72/60 fps"? I haven't heard of any limitation on Quest FPS.
Oculus Quest apps run at 72 Hz by default. The Oculus Quest also supports a 60 Hz mode, but only media apps are permitted to use it and still be considered for distribution on the Oculus Store.
EvilDead wrote:Also what do you mean by "72/60 fps"? I haven't heard of any limitation on Quest FPS.
Oculus Quest apps run at 72 Hz by default. The Oculus Quest also supports a 60 Hz mode, but only media apps are permitted to use it and still be considered for distribution on the Oculus Store.
Ah, OK. So it's a feature and not a limitation. Thanks!
It was the FPS that was throwing me off because a game should be able to run at whatever FPS independently of the Hz.
I am sure it is usb c because of the bandwidth available. You can transfer audio/video/input/power over usb c but need seperate usb a cable for most/all of those
Anyone know of a good usb C female to A male adapter that would work with the quest? Most of the ones I’ve seen don’t support video transfer.
It's not transferring the visuals as a video signal, so any adapter should do. I use mine with one of the originally suggested alternative USB-A to USB-C cables just fine.
FYI, you no longer need a special USB cable. Oculus link will now even work with USB 2 cables including the cable that ships with it.
You don't need a USB C port or 3.1, just get a long USB-A to USB-C cable.
Pages