Oculus Quest first impressions
- easy to setup
- headset is unpleasantly heavy/tight; this is a significant problem
- the tracking, and the Guardian system, work great (i'm actually surprised by how well the Guardian works, given that you don't have to install any beacons to help the Quest map out your room).
- The controllers are great (i've read some complaints about them online so we'll see how i feel after using them more though)
- Passthru mode works great. It is also useful for quickly looking at the real world without taking off your headset. It's also fun in itself for some reason.
- the calibration screen with the green lines shows that this headset is capable of crisp, high-contrast lines, but for some reason most of the games don't feel that way -- they feel like you are in a moderate-rez moderate-contrast slightly fuzzy CGI world. My theory is that this may arise from a combination of the effective reduction in resolution to account for the distortion applied for 3d rendering, anti-aliasing, and possibly some issue stemming from underpowered processor? All i want is to feel like i'm in the 1982 movie Tron; a crisp Spectre or Battlezone-like game with contrast like a vector display (wireframes or flat-shaded convex polygons would be fine), is that too much to ask?
- the sound is somewhat spatial, but not extremely so
- blacks are acceptably black
- noticable resolution limits and screen-door effect when watching Youtube VR 360 videos
- close-up things feel very 3d but for some reason when Youtube VR 360 videos in large outdoor spaces it doesn't feel like you're really looking at a large mountain or whatever in 3d -- i don't know what's missing
- i'm worried about linking my account to Facebook. I'm worried about choosing the wrong screenname (should i choose my real name or a pseudonym? What exactly is this going to be used for?). The combination of these worries prevents me from buying games b/c i'm afraid i may decide i made the wrong choice and that i should start over and create a new Oculus account, in which case i'd lose the money i spent on the games in this account.
- the game Echo is awesome but a little motion-sickness-inducing
- i've read that vr motion sickness usually goes away after you become acclimatized to VR over a period of weeks, but that the thing to do is NOT to try to keep going when you feel bad, but rather to end your VR session immediately upon the first twinge of potential motion sickness, so that's what i've been doing.
- webxr (used to be called webvr) amazes me -- try Rovr run -- it's amazing that this sort of environment can be part of the WWW now!
I haven't tried the Link yet, but i'm excited to do so soon.
Links
Lists of VR worlds
80s aesthestics
Vector displays (also called vector monitors)
These were CRTs which directly displayed lines instead of pixels. The sharpness and contrast of lines was very high compared to raster displays, although this difference is very hard to photography or film. They also had characteristic artifacts such as a 'glow' and afterimage, and bright spots at line intersections. Early oscilloscopes used these. They were also found in various arcade video games (such as Tempest, Asteroids, Lunar Lander, Atari Battlezone, and Star Wars, and the home Vectrex system, which interestingly also had innovative 3-D Imager and Light Pen peripherals). They tended to be monochrome green or blue, but later on color versions were developed (e.g. as used by the aforementioned Tempest and Star Wars games). These games were typically drawn in wireframe.
Oculus apps i've heard of but not tried yet, links i want to read
Bigscreen
Rec room
VR chat
the lab
https://news.ycombinator.com/item?id=22989501