Low-resolution spherical imagery and video is just not that impressive, and that's all you get with 3DoF. Contrast with the presence and immersion you get with even the cheapest 6DoF headsets, and it's not even the same technology category.
So, now we have a bunch of people walking around thinking they "tried VR" because they had a Gear or a Go or a Cardboard, but they didn't get what the big deal was about.
I believe the Go was a good step to get many people into VR in the first place. I know it pulled me in. But now is a good time to move on.
Sidenote, Quest will be mixing between AR and VR [1]. Maybe it'll take a hardware revision to really bring it to the fore, but the future of AR/VR are quite blurred. [1]: https://tech.fb.com/the-future-of-work-and-the-next-computin...
This comes with all the high end VR HMD limitations like compute tethering, physical footprint, & mobility issues - but it will have early productivity applications.
The blurring of AR/VR/XR/EtcR will be felt less where hardware formats are lightweight low cost like Quest or xyzGlasses
[1] https://www.roadtovr.com/qualcomm-snapdragon-xr2-5g-announce...
Why Apple? Think about the level of software-hardware integration for the camera in the past few generations of iPhones. Imagine that expertise being channeled into an ultra-low latency, 90fps passthrough pipeline combined with exhaustive research on optical distortion, perceptual FOV, etc, and then layering the existing SLAM of ARKit on top of it, advanced by another generation or two.
Apple may well realize the original Magic Leap concept videos before Magic Leap does.
[1] https://www.bloomberg.com/news/articles/2020-06-19/apple-tea...
There is no denying that the Quest is light year ahead.
But the content is a bit lacking right now...
But it's not jaw dropping.
It's like para para or dance dance revolution, but a bit more imersive.
Superhot is the absolute best IMO. If you're open to homebrew, VRigade on SideQuest is my favorite game on the platform, hands down.
Beatsaber and Superhot are cool games, but they aren't 460€ cool.
With an appropriate USB-C cable[1], Quest has access to the Steam and Oculus PC library too :D
[1] As I’m sure most people on HN already know, there are many different types of USB-C cable, each supporting different subsets of USB-C’s potential functionality...
One of the first games I tried with the Quest was "The Exorcist" which was pretty creepy and really showcases the immersiveness of VR. You really feel like you're there in that game, which was not always a good thing.
Unpopular opinion, but personally I don't really like Beat Saber (yes, partially because I suck at it). It feels too casual and very repetitive, which I don't feel demonstrates VR's potential. Too much like fruit ninja but for VR.
Outside of games (you can use Oculus for more than games!), I'd also check out Immersed VR. I don't think it's there yet, but the idea has a lot of potential. Very innovative app.
If you are into puzzle-light exploration in a beautiful space, I would highly recommend Fujii as a hidden gem. The only drawback is that it's pretty short.
Not really "content", but if you are interested in productivity apps, Immersed or BigScreen are among the options for streaming your desktop to your headset, depending on what platform you're on. They can also be used for online VR screensharing. (Disclosure: I have a small stake in Immersed.)
The various streaming apps (Netflix, Amazon Prime Video, Youtube, etc.) are not exactly novel, but I like being able to watch stuff without being in front of the computer. (I finally have the screen on the ceiling that I've always wanted.)
I think the problem is also content quality.
While most Quest games are already mini games. The Sidequest stuff is even a level lower, most of the stuff there just amount to interesting experiments.
of course 6dof is better than 3dof - that's obvious - but that is also a question of how expensive computing power is. Quest is simply the next iteration of Go - so obviously they'll sunset Go at some point.
The way you sound it seems like you think you split the atom or something.
Early 3DOF mobile VR was an attempt at getting more users, without actually thinking about the user experience. Early mobile VR advertisements (for Gear VR or Daydream), had people using 3DOF VR headsets like they were standalone 6DOF headsets with full hand-tracking. People walking around their hands in front of the HMD, etc. Marketers knew how the device should work, it actually wouldn't be insane to say the device that people want is 3-5 years out and not release 3DOF hardware
The first time people are very impressed with VR, but it is just too much effort for regular use. Even in games like Elite, which has really good VR support, I returned to my flat screen after a while. Nice to find you coffee mug, be able to find your phone... I have "see-through" mapped to a button, but you still feel caged.