Help me buy and set up a VR system

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.

I’ve heard that the PSVR has the worst screen door effect, and for all of the problems I had with it, that wasn’t one of them.

If the other systems are better than PSVR, then I know I wont have a problem with that part.

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.

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.

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.

Kurrelgyre wrote:
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.

Thanks to everyone for the help.

We went with the Oculus Quest with a Link cable, with the HTC vive Audio strap and a pleather facemask thingie for comfort and sanitation.

It’s possible that my current rig (core i7, GTX970, 16GB RAM) might be able to push enough pixels through the Link Cable to make desktop VR also work. If not, we at least have the standalone experience sewn up.

EDIT:

16GB, not 1GB.

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.

Kurrelgyre wrote:
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.

Well, that was annoying.

My quest came yesterday, and seems to work, as a stand-alone. Which would be fine if the quest library wasn’t so limited. That’s why we bought the link cable too.

I didn’t realize the oculus link cable was USB C on both ends. I thought I just needed usb 3.0 ports. I found an adapter, but it won’t be here until Monday.

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.

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

doubtingthomas396 wrote:

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.

Kurrelgyre wrote:
doubtingthomas396 wrote:

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.

Unfortunately, I need a USB 3.1 port, and I only have a USB 3.0 port on my PC.

I think I have a spare PCIe slot, so I’m shopping for usb 3.1 cards to tide me over until I can find another ASUS RoG desktop with the appropriate ports and specs on Microcenter (they mostly seem to have Powerspec, which is their house brand, or Dell, which I’ve had aversions to ever since I bought a “gaming laptop” from them and the “dedicated graphics card” turned out to work less well for gaming than the integrated HD graphics chip on the motherboard.)

EvilDead wrote:

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.

EvilDead wrote:
EvilDead wrote:

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.

I’ve heard that they support the non-fiber cables, but I thought that it still needed a USB 3.1 port of some kind. When I plug the Quest into my usb3.0 port, Windows can’t install it and the oculus application never recognizes the device has been plugged in.

UPDATE

We got it working with my USB 3.0 ports and a C to A adapter.

The trick was that you have to turn the headset on before you plug it in, which the instructions did not specify (I thought plugging the system
In would initiate a boot)

We tried both the included USB2.0 cable and the oculus link cable, and the link cable gives much better visual quality. The 2.0 cable flickers.

It’s not 100% reliable, though. After a session of using it in one USB port, we unplugged for a while to charge the headset (usb 3.0 type a doesn’t have the juice to charge and run at the same time) then plugged it back in and it kept losing the connection u til we swapped to a different port. Hopefully, restarting the PC fixes it, because we are now out of usb 3.0 ports to try if the same problem happens again.

The next step is to try and play oculus games from Steam instead of the Oculus store, because there are some oculus games on Steam that are not in the oculus store for some reason. That’s a project for this weekend.

Finally, I’m glad my wife and kids like it, because the VR makes me feel kind of woozy after I finish playing (not during, oddly enough, but after taking the headset off it felt like my actual eyeballs were lagging and it was making me a little dizzy). Given that I already have vestibular problems. I’ll probably forgo using the headset and just enjoy supervising the kids.