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Zuckerberg Confirms Meta Quest 3 VR Headset Will Have Full Colour Mixed Reality

From what people are saying, it's a small increase. Like only a 20% jump in power.

Thing is they are talking about features, but Zucker won't give us specs yet, and he's a guy that usually loudly boasts about his vision.

Makes you wonder. Will he go with better specs to keep the price below his promised $500, which may mean more losses, or will he cut the specs to go for $300-$400.
 
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Beechos

Member
Is there any tech on the horizon that would allow vr outdoors? There can be some great vr/ar paintballesque skirmish potential.
 

mckmas8808

Banned
Thing is they are talking about features, but Zucker won't give us specs yet, and he's a guy that usually loudly boasts about his vision.

Makes you wonder. Will he go with better specs to keep the price below his promised $500, which may mean more losses, or will he cut the specs to go for $300-$400.

I think $400 is the new floor for any VR device's price. We won't be seeing $300 for a while on a new device. Unless the headset has like 64GBs of HDD space lol
 

ZehDon

Member
I think Meta are about to run into a wall, wherein people with the Quest 2 won't be upgrading to the Quest 3 this early. It's too expensive. I know I certainly won't be. That's part of the problem with the early tech cycle - it advances so quickly that people get left behind after their buy in. Consoles space themselves out roughly 6-8 years, which is plenty of time to get your money's worth, and for developers to settle in. Quest 2 won't be three years old when the Quest 3 launches. At these prices, releasing this year, I suspect Quest 3 will be a sales disappointment.
 

mckmas8808

Banned
Despite whatever you might feel, right now Meta is the best bet for getting real developers to VR, not Sony, PSVR 2 has some niche shovelware lineup right now.

It's going to take mass acceptance for VR to grow.

Are you talking about software devs? Or video game devs?
 

mckmas8808

Banned
Yes.

Realistically both.

It's a standalone SKU that just works, vs having to buy a still kind of rare machine PLUS more hardware that is STUCK to a WIRE.

If what you say is true, then VR is doomed because Facebook doesn't know what they are doing (when it comes to gaming). Considering this is GAF, I'm only viewing this through the lens of being a gamer. Facebook totally sucks in this arena.
 

poppabk

Cheeks Spread for Digital Only Future
Is there any tech on the horizon that would allow vr outdoors? There can be some great vr/ar paintballesque skirmish potential.
The problem with outdoor use is the tracking and the fact that light is focused onto the screens meaning they can burn in seconds in direct sunlight. You can mod a quest 2 to overcome the first problem already, but I am guessing at some point they will add auto darkening to the lenses to protect the screen and on the cameras to allow for tracking.
 

ResurrectedContrarian

Suffers with mild autism
Depends on the user. For gamers the functionality of these headsets is this....

MetaQuest 2 and 3 = Nintendo Switch

PSVR2 = PS5

PCVR = PC Gaming


Nobody expects to use their PS5 on the go like a Switch.

I still adore and play the Switch despite also owning a PS5, and the MetaQuest is dual purpose as an absolutely great device to use for PCVR, so I don't know where this breakdown fits into reality.
 
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Yes.

Realistically both.

It's a standalone SKU that just works, vs having to buy a still kind of rare machine PLUS more hardware that is STUCK to a WIRE.

Standalone SKU with shovelware content that everyone has mostly started ignoring at this point. It's stuck to PS1 levels of visual fidelity, I don't see people wanting to keep in that ecosystem when there's better options on the market for actual games.
 

jigglet

Banned
"Full Color"? Fire whoever came up with that shit.

These marketing guys are usually very good at coming up with new terms - microled's and turbo-trunklets or whatnot. "Full colour"? I'm sure it's technologically mind blowing but christ man it sounds (and is) something we've had since the 1950's.

Why not call it "god spectrum rendering" or some shit.
 
If what you say is true, then VR is doomed because Facebook doesn't know what they are doing (when it comes to gaming). Considering this is GAF, I'm only viewing this through the lens of being a gamer. Facebook totally sucks in this arena.

They are bad, and have the best selling VR game of all time.

Zucker got lucky quite a few times, but I think his luck is running out if he doesn't change his current strategy with Quest 3.

But he's so obsessed with this vision of his that he's letting his opportunities pass him.

I think $400 is the new floor for any VR device's price. We won't be seeing $300 for a while on a new device. Unless the headset has like 64GBs of HDD space lol

I think Quest 3 will have a shoddy entry-level version like the Quest @ that barely anyone buys.

But for proper VR, kind of yeah, $400 is the floor outside sales and holidays likely.
 

mckmas8808

Banned
They are bad, and have the best selling VR game of all time.

Zucker got lucky quite a few times, but I think his luck is running out if he doesn't change his current strategy with Quest 3.

But he's so obsessed with this vision of his that he's letting his opportunities pass him.

Zucker is like the coach that took over a team that lost in the championship round the previous year and took full credit for that same team winning a championship the next year. But then 4 years later they are losing more games than they win and people start to wonder what happened and how that coach lost his touch.

Not realizing that the 1st championship wasn't one he earned, but got on the backs of the previous coach's making.
 
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nemiroff

Gold Member
The problem with fixed foveated rendering is that your eyes move.
VR headsets are inherently already blurry before FFR is applied, hence why FFR is used in the first place. Eye tracking won't much fix that.

And in that context, the Q3 actually have an advantage when it comes to lenses; pancake lenses. Surprised so few have mentioned this, it could be a bigger game changer in some ways than eyetracking
 
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CrustyBritches

Gold Member
Weird obsession with foveated rendering ITT.

I mean, it's nice for saving a little bit of resources, so I sometimes use the hack on PC that lets you force it into any game, if I'm worried about a game rendering full resolution. But it's not a user feature so much as an optimization.

There are plenty of compromises they have to weigh when putting out an actual all-in-one headset that is affordable. There's no inherent reason that foveated rendering is more important than actually being wireless so that you can enjoy free VR spatial movement. It's like anything Sony added to their headset is suddenly considered necessary even though Sony has massive compromises of their own that directly affect the user. Waaaay more actual users will be bothered by a physical cord than by having one less option for improving game optimization.
When it comes down to it, it's not a Quest vs PSVR choice anyway. PSVR 2 is what you get because you have a PS5. Quest is for standalone and/or PCVR players. PSVR2 could never satisfy somebody looking for standalone capability. Additionally, it has no onboard speakers, no wireless, no color passthrough, no pancake lenses, and no official PCVR support. At this point, going by rumors, it even has lower resolution than Quest 3. It's just a PS wall-garden tethered headset. Which is fine, but it's not a Quest.
 
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Crayon

Member
VR headsets are inherently already blurry before FFR is applied, hence why FFR is used in the first place. Eye tracking won't much fix that.

Ototh, the Q3 have a contextual advantage when it comes to lenses; pancake lenses.

Haha yeah. Maybe someone else will take up up on this one.
 
Can anyone give me an example of a good gaming use case for mixed reality?
Because I don't get it.
me neither
Extending your monitor space for home office, okay, simulating your to be build house or just the living room with new furniture, okay, eventually have repair how tos or assembly instructions for machines, okay, not essential imho, not for me, but use for games? The entire point is to move to football stadiums, futuristic or famous real race tracks, alien worlds, jungles, catacombs with evil waiting for you and NOT be in your normal routine live and escaping your actual limits.
AR gimmick games were a joke and no one came up with good ideas ever.
I mean sure, my maybe preteen old self would have been crazy about the idea of a virtual figure being in my home, exactly the age where VR in general is not necessarily recommended due to maybe fucking with your eye development or something, but as a serious game, with something beyond meeting Mickey Mouse or Mario (or some Pokemon or Minecraft block if I were born later) with AI powered chat functionality as a novelty? Which is not much of a gamey game anymore, but what Meta is maybe wanting to create. Chatting with real people that can look over your shoulder when you cook in your kitchen but also add star x y and z to your home instead of just a poster, maybe as a talkative companion. Even more fake, more shallow relationships what social media anyway already destroyed.
 

midnightAI

Member
VR headsets are inherently already blurry before FFR is applied, hence why FFR is used in the first place. Eye tracking won't much fix that.

And in that context, the Q3 actually have an advantage when it comes to lenses; pancake lenses. Surprised so few have mentioned this, it could be a bigger game changer in some ways than eyetracking
But why use pancake lenses if you are just going to blur the edges using FFR?

All Fresnel lenses are not made equal, some have blurring worse than others, but one of the major issues with Fresnel is good ray's, something Sony has appeared to have solved ( https://arstechnica.com/gaming/2022...od-to-fix-god-rays-in-vr-headsets-like-psvr2/ ). In an ideal world pancake+ETFR is the solution, but then you are back up to really expensive headsets again, and pancake lenses have their own issues. Anyway, this thread is about Quest 3 not PSVR2, just thought I'd mention that.
 
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HAYA8U5A

Member
While watching research videos I don't see any benefit in being able to see my own d........ dwellings
Awkward Bbc GIF by Top Coppers
 

nemiroff

Gold Member
But why use pancake lenses if you are just going to blur the edges using FFR?

You most likely wouldn't. But f.ex. if the DK1 had FFR available, you'd would save A LOT of processing power, because its sweet spot was tiny...It's all about using the correct techniques for each device and configuration. And at this stage in history the user hopefully shouldn't have to worry about any of it. So there's no point using this for a spec war (not saying you are).
 
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SLB1904

Banned
VR headsets are inherently already blurry before FFR is applied, hence why FFR is used in the first place. Eye tracking won't much fix that.

And in that context, the Q3 actually have an advantage when it comes to lenses; pancake lenses. Surprised so few have mentioned this, it could be a bigger game changer in some ways than eyetracking
What you even talking.
None of that is true. Absolutely nothing.
 

nemiroff

Gold Member
What you even talking.
None of that is true. Absolutely nothing.
Ok, explain please. Even my Reverb G2 has peripheral blurring even though is much improved from my DK1. Which is why FFR is very useful. Even the PSVR1 used it AFAIK(? I swear I saw Sony talk about it during some techtalk)
 
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midnightAI

Member
What you even talking.
None of that is true. Absolutely nothing.
Well, some of it kinda is, Fresnel lenses do have some blur around the edges but that does depend on the lens, high quality ones suffer less than cheap ones. They do suffer from chromatic aberration also to varying degrees but most lenses suffer from this due to the different light wavelengths.

The biggie is god ray's (crepuscular rays), that is inherent with Fresnel lenses (something Sony seems to have solved with a light absorption layer.

Pancake lenses have their own issues though, mainly to do with how light travels through them which means the light becomes dim so you have to increase the brightness meaning more power usage.
 
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SLB1904

Banned
Ok, explain please.
Vr headset are inherently blurry.

No they are not. The lower the resolution the blurrier it gets is not anything different than any display.

Fixed fove rendering will have the middle of the picture sharp while blurrier around the edge. Fove + eyetracking allows dev to render a smaller area compared to fixed while dynamic with the moving of the eyes saving a lot more processing power.

About the difference between the type of lens



Now you know why no one is making a big deal about the lenses
 

nemiroff

Gold Member
Vr headset are inherently blurry.

No they are not.

VR has been my hobby for 40 years. I've bought ALL the Oculus devkits, Valve headsets and now a Reverb G2. And here you are telling me that no headset has blurry peripherals.. It's almost like I've walked into bizarro world.
 

SLB1904

Banned
VR has been my hobby for 40 years. I've bought ALL the Oculus devkits, Valve headsets and now a Reverb G2. And here you are telling me that no headset has blurry peripherals.. It's almost like I've walked into bizarro world.
Learn how to read first
 

nemiroff

Gold Member
Learn how to read first

Trying to sway me with an asshole attitude and ludicrous notions doesn't work that well. You were obviously not here to argue in good faith when you're unable to write a post without inserting insults. So off to my ignore list with you.
 
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SLB1904

Banned
Trying to sway me with an asshole attitude and ludicrous notions doesn't work that well. You were obviously not here to argue in good faith when you're unable to write a post without inserting insults. So off to my ignore list with you.
Bye
 
Quest becoming a dust collector with barely any late support is precisely why VR is dead, at least for the near future.

Apple may be able to have some gimmicks to excite people, but it will have many of the same problems that made people run from VR.

What consumers Apple gets won't sell much, because it's too expensive to front load sales fast enough before word of mouth regarding disinterest spreads after people try it for a week or two.

Quest 2 being the only gen2 headset to sell over 1 million headsets already tells you the markets been on life support since 2020. Facebook just got 7's at the casino out of pure luck, and only pure luck.

Now it's being tossed, so now what?

I'd be impressed if PSVR two sells more than 2 million in 3 years. People have no interest in VR right now, the public brought BeatSaber and CREED rise, and nothing else. 16% drop last year.

People who are optimistic aren't looking at the entire market, and they have invested too much money to be realistic about how bad things are.

No one is buying software, almost all the PSVR two and Quest 3 devs are bringing you mostly the same software no one wanted. While raising the price of entry.

That strategy will surely save VR guys.
 

midnightAI

Member
Ok, explain please. Even my Reverb G2 has peripheral blurring even though is much improved from my DK1. Which is why FFR is very useful. Even the PSVR1 used it AFAIK(? I swear I saw Sony talk about it during some techtalk)
Correct, PSVR 1 games generally used FFR

But FFR isnt due to the edges being blurred on Fresnel lenses, it is there to improve performance. FFR would be used no matter which lenses they used on Quest or PSVR due to the hardware not being all that powerful.
 

nemiroff

Gold Member
Correct, PSVR 1 games generally used FFR

But FFR isnt due to the edges being blurred on Fresnel lenses, it is there to improve performance. FFR would be used no matter which lenses they used on Quest or PSVR due to the hardware not being all that powerful.
I respectfully disagree as I've done my own direct hands on experiments with FFR in OpenXR and tuned it to the natural blurring. But no biggie. I do appreciate your reply.
 
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Rudius

Member
Eye-tracked foveated rendering would give a 2x performance boost to the new SoC with no degradation of imagine quality for the user. It is what is allowing the PSVR2 to have games like Resident Evil 8 and Gran Turismo 7 with no compromises. For gamers, eye-tracking is much more important than color passthrough.
 

midnightAI

Member
I respectfully disagree as I've done my own direct hands on experiments with FFR in OpenXR and tuned it to the natural blurring. But no biggie. I do appreciate your reply.
As a developer though I don't care about the shortfalls of the lenses, I do however care about performance and if I can gain 50% performance by using FFR then I'll use it. FFR was created to gain performance, that's all.

That's why I personally think Quest 3 will not benefit quite as much as it should be using pancake lenses as it will still need FFR in the majority of cases simply because the processor inside Quest 3 wont be strong enough (well, for anything other than simpler games of course). That's not a knock against the Quest 3, PS5 isn't strong enough to do games like GT7 without foveated rendering also.
 
Zucker is like the coach that took over a team that lost in the championship round the previous year and took full credit for that same team winning a championship the next year. But then 4 years later they are losing more games than they win and people start to wonder what happened and how that coach lost his touch.

Not realizing that the 1st championship wasn't one he earned, but got on the backs of the previous coach's making.

More that he was using the previous coaches training, but then decided it worked too well, so made up his own he refused to give up, which he can switch back to anytime. But won't.
 
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mckmas8808

Banned
More that he was using the previous coaches training, butt hen decided it worked to well so made up his own he refused to give up, which he can switch back to anytime. But won't.

The "but won't" part is what kills me. It's been proven to be a winner and he just won't do it!
 
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