What SURPRISED me MOST about the Quest Pro?

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Quest Pro SURPRISE: I thought the idea of the Quest Pro would be the most UNIMMERSIVE thing ever... and then I got to testing it... Let's talk about my surprise with the Meta Quest Pro!

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Meta Quest Pro
CLAIMS FROM THE COMPANY:
-Meta Quest Pro unlocks new perspectives in work, creativity, and collaboration.
-Multitask with ease with multiple resizable screens so you can organize tasks, work on new ideas or message with your friends
-World class counter balanced ergonomics and our sleekest design let you wear the headset for longer in premium comfort.
-High resolution mixed reality passthrough uses full-color sensors to let you see and engage with the physical world around you, even as you connect, work and play in virtual spaces.
-Share your true emotions and reactions with real time natural avatar expressions. Meta Avatars translate your natural facial expressions into VR so you can bring your true personality to meetings and gatherings with friends.
-Meta Quest Touch Pro Controllers translate instinctive hand gestures and detailed finger actions directly into VR with self-tracking cameras and precision controls. Multi-point, advanced haptics make virtual interactions feel entirely real.
-See VR through a whole new lens. Pancake lenses, increased pixel density, local dimming and quantum dot technology combine to deliver striking visual clarity playing games, connecting with friends, reading or multitasking,
Do more in VR, faster with powerful hardware including 256GB storage, 12GB RAM, 10 advanced VR/MR sensors, spatial audio and more.

0:00 Quest Pro Surprise
0:30 FIRST Time Trying Them
0:59 Included Light Blockers
1:49 Why YOU Might NEED the Blockers
2:22 SURPRISE
2:53 It's Just NOT Necessary
3:30 Quest 2 Was DIFFERENT
3:55 Do YOU Use Them??
4:28 DON'T BUY the Full Light Blocker
4:47 Tell Me YOUR Thoughts
5:12 See the FULL DEEP DIVE

If you like VR, AR, XR or gamer focused Tech you've found the right channel! We keep you up to date on major VR news especially concerning the PSVR 2, Oculus or Meta Quest 2, and major PC VR headsets. Hang out and subscribe for daily videos all focused on making your VR gaming or content creation the best possible experience it can be!

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My CURRENT QUEST 2 Setup:
PrettyGood3D Off Ear Speakers: UNAVAILABLE :(
*Any above Amazon links are Amazon Affiliate Links, if you purchase here the channel will receive about 1%, thank you!

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JayBratt channel: Quest 2 - VR - PSVR - PCVR

#vr #questpro #explorewithquest
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Hey Jay, just wanted to update you regarding the IR illuminator. They DO work with the controllers! The headset passthrough remains black but the controllers work fine. I've spent a couple hours tonight in Half Life Alyx playing in the pitch dark and the controller and head tracking were fine.

For anyone who is able to play in the dark that would be my recommendation. There is a lot to be said for not having to wear a facial interface. No lens fogging or getting hot, no FOV limitations, it's the optimal way to play in my mind!

kevinbrook
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This video is really well done. The editing, timing, and content limiting is like *chefs kiss*.

I would like to know about how the heating does, nobody has covered it. Also, specifically how much heat is generated after 4+ hours of use while connected to an external battery. Thanks for your time. You're killing it, I subscribed. Cheers.

pastelthedevil
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Your content for the Quest Pro has been awesome Jay! I love my Quest Pro and have largely felt like a lot reviewers just aren't getting the device or understanding its potential. Meta's decision not to add a facial interface is clearly a bold move to try and nudge people to experience VR and MR in a different way.

Many reviewers have said the headset doesn't seem to have an identity and that Meta don't know what they are doing with the device, but they are dead wrong imo. Meta know EXACTLY what they want this headset to be and the direction they are going, and they are confident enough to release the headset and just let people figure it out for themselves in a trial and error manner knowing that people will 'get it' eventually.

All the steps they are taking are to reduce 'friction' barriers to entry that slow or prevent mainstream adoption.

They have being doing this for years. Everyone bulked when they introduced inside out tracking, claiming it was a cheap cost cutting exercise and could never be as good as sensors and lighthouse tracking. How dead wrong they were, I would never go back to base stations now, they are antiquated and so limiting, tying you to a single room in your house.

Then Meta understood that they needed to sever the reliance on a PC, so they brought out standalone headsets, again to cries of derision from many experts and consumers who said what we needed was a Rift Pro not a race to the bottom with a mobile phone powered headset incapable of decent experiences.

Again, Meta have been proven correct and standalone has transformed the the VR market and allowed for much greater adoption.

They knew that wireless PCVR was the future so they have been perfecting that, for wired PCVR they have switched to USB-C, which enthusiasts hate because of the compression and latency it adds, but Meta are improving it all the time, and with my 3090 setup it looks and runs better thany any other headset I've used for PCVR, destroying my Vive Pro 2 (which cost only £100 less than the Quest Pro) and even my Reverb G2, with more edge to edge clarity, better brightness and colours and a big FOV improvement.

Against, the reason for no display port is to reduced friction. Imagine how frustrating it would be to have to take a facial interface and pull out that displayport cable on your headset several times a day if you want to hop back and forth between standalone and tethered. People would just end up keeping it tethered and VR would stop growing and expanding because of it, that friction being a barrier to mainstream adoption.

Now they doing the same with the facial interface. They know that without one, the headset feels easier and more natural to take on and off multiple times during the day, and that keeping you partially in the real world is essential to making VR/MR social, they want you to still be able to communicate with people in your real space so that VR/MR truly becomes part of our daily lives, rather than remains just a niche way to play games cut off from the real world.

Hoenstly, I think in 20 years Meta and Zuck will be looked back on as visionaries for developing this tech and being a good decade ahead of its critics.

I read articles and reviews from sites like Ars Technica and it amazes me that they even review tech as they just don't seem to get the vision or where this is going at all.

I'm glad you see the potential and seeing all the benefits that are coming with this new design. I can't wait to see this headset develop over the next 12 months.

kevinbrook
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I love that the facial interface is unnecessary for this. I hate the pressure on my face with vr headsets

LipnoxVR
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I have the quest pro. I agree with your points, but I actually like the light blockers for VR/PC VR - even though it isn’t perfect, just helps me feel more immersed. But, in a darker area/room - I almost feel completely immersed, maybe a slight gap when headset is tilted down covering my nose more.

Eddy-ovtx
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I got the pro and I don't think I would ever use any blockers. I'm perfectly happy the way it is

tonydigital
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I have a feeling you guys updated your color correction or got a new camera

ErrorRaffyline
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"I might need a bigger nose" Well yeah, the made it for the CEO first. lol

adelmohamed
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Same here bro, haven't touched the light blockers since day 1.
Absolutely love the open design.

BolusTube
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Thanks for all that. I've taken your advice and played games/sims all day with my QP/rtx3090 using Air Link, without the included light blockers. I also adjusted IPD to 70mm based on the QP fitting guide program (after enabling eye tracking). My IPD is actually 69.0mm measured btw. I cannot believe how well this all works! Also a lot more comfortable as a glasses wearer. Many thanks mate and cheers.

tomc
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Don't love the price, but nice video.

amac_aviation
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When it was first announced I thought the Quest Pro was interesting but I was content to wait for the Quest 3. With each video you drop I find myself wanting a Quest Pro a little more.

AssassinVR
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Is this your daily driver now? Are you gonna make the switch from the q2 to the qp?

jyveturkey
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Btw, thanks to your amazing videos, I canceled my pre order for the VR face cover insert - $50 is def WAY too expensive. Light blockers do just fine for me, until a cheaper 3rd party solution is out.

Eddy-ovtx
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If it were me, Id probably not use it 70% of the time, but for the times where I want that boost in immersion (HL Alex, FNAF VR, Bonelab, etc.) I'd get a 3rd parts one with a better nose blocker, and probably cheaper.

Cubedex
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I have quest pro as well and find the same as you! Really surprising.

Did you notice If you have the included light blockers on it blocks charging too? Must be intentional?

jonathancarewick
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As someone who has always thought since that Oculus CV1's best features was the nose gap, I can't say I'm surprised by your findings.

First thing I do with any headset I get is rip out the nose flaps. Lol.

TrevorJones
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I have noticed the same thing. I was bummed waiting for the full light blockers but even totally open it is still really immersive. I don’t notice things around me.

uidzero
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Try tucking the light blockers behind the tension band

Canarious
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At this point it is not a hardware problem. People would look pass some of the HW issues if the QP delivered on real enterprise integration. What surprises me is the lack of videos around the effective use of a keyboard. For real workspaces outside of multi-user virtual whiteboarding, keyboard entry should be an ergonomic priority. I would order a Quest Pro today if Zuck spoke, and illustrated deeply about how virtual workspaces could include multi-monitor/keyboard setup which could surpass your office desk. Outside of experience based apps, being able to plug my Quest Pro into my laptop, fire up multi-monitors and get to work in VScode or in Figma, etc... would be the game changer if this device is really meant for enterprise. Meta needs the MTV moment to attract users just like MTV attracted droves of people to cable. I think outside of experience/game apps, the virtual workspace needs to fine-tune and mirror at least the current form factor of the analog office space, then introduce the other benefits of virtual collaboration.

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