Bunch of VR related announcements and rumors over the last couple days.
Quest Platform
Playstation VR2
XR3
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Additional rambling thoughts
Quest Platform
- Quest3 won't launch til late 2023 (rumor), so Quest2 will remain Metfaceulus's primary platform for another 18 months or so. If that's true, I think this is super smart. As long as they have the dominant platform, it's smart to stretch out release cycles to be longer, and try to stabilize their platforms a bit.
- They're trying to design their own silicon for Quest3, rather than rely on XR3 (rumor). They want something that can handle more robust graphics workloads.
- Cambria will launch this year (not a rumor). No real news there, but Carmack has reassured people that:
An important point here is that the "project Cambria" product will *NOT* replace Quest 2, it will be sold alongside it. Quest 2 will have a long life.
Playstation VR2
- Sony announced specs for PSVR2. Of course it has higher res screens. Also has a much higher fov (110 degrees) and eye tracking for foveated rendering, along with inside-out tracking.
- Of course PSVR2 is going to dominate Quest in terms of graphics.
- PSVR2 is still a wired headset. It's hard to believe anyone is going to release a tethered headset in 2022, especially one that is otherwise really high-end.
- If Sony is smart, they'll have a wireless dongle that they can announce at launch... even if it's not available yet, and even if it costs a fortune. They really need to be able to claim that they're not completely locked into a wired solution.
XR3
- XR3 is supposed to be ready by end of 2022 (rumor). Of course we can expect it to be more powerful across the board, but especially in gpu power.
- I expect XR3 will support Wireless 6E, which should be able to better handle wireless video transfer for VR.
- imo, wired headset manufacturers should all be preparing XR3-based wireless modules for their wired headsets. It doesn't have to run mobile games, just pack in enough compute for inside-out tracking, make sure it has massive wireless bandwidth, very low-latency video decoding, and a battery. Work with Guy Godin for software support. You can still sell a basic wired-headset if you want a cheaper option, as long as it has an optional wireless module available.
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Additional rambling thoughts
- I'm fascinated to see how the competition plays out between PSVR2 and Quest2, where PSVR2 is a strangely lob-sided product that mixes very advanced features into an old-style wired package. Can far superior graphics really make up the difference for the tether? PSVR2 will be a much more expensive ecosystem to get into, since the Quest2 costs less than the base PS5 alone. Quest is selling very well, and PSVR1 sold very well, so it seems likely that PSVR2 will be a big success.
- I do think an optimal VR product might include a separate compute module that runs games and broadcasts them wirelessly to the headset. Of course you can already do that with a gaming PC and Virtual Desktop, but that's an expensive and complex solution. Something like a PSVR + wireless capabilities would be ideal. A console-like platform that games can be perfectly optimized for, with easy setup, and near-PC graphics power, sold for the price of an xbox or playstation. DecaGear was rumored to be working on something like that, although it sounds like their plans have been shaken-up a bit.
- We'll have to wait and see what Quest3 looks like. Of course it'll have substantially improved graphics, but I doubt it'll compete with PSVR2.
- Every new headset seems to be boasting about 4k screens. Those screens are not much higher res than the Quest2. PSVR2 is confirmed to have 2x 2000×2040 screens, compared to Quest2's 2x 1832×1920, for example. I honestly don't think we need higher-res screens right now. If I run Virtual Desktop games on the highest resolution settings, I'm really blown away by how crisp the current screens are. The bottleneck right now is the rendering power... most Quest2 users have never seen the current screens maxed-out. imo, higher res screens are my lowest priority improvements for VR right now. I'd WAAAY rather see an emphasis on higher FOVs, for example (although you'd need higher res to properly support expanded fov).
- There are additional big players that have not yet entered the market. Apple, of course, has the potential to dramatically shake up the VR/AR ecosystem in ways that are difficult to predict right now. Google is also rumored to be developing an AR os. Microsoft has 2 platforms that appear to be going nowhere, but still exist (hololense and WMR). If PSVR2 is successful, it seems like xbox may be forced to get into VR as well. Valve is still rumored to be working on their Deckard Steam headset. Lots of smaller players as well, and who knows whether one of them may emerge as a giant? (Vive, Deca, Pimax, etc.) The industry will likely be big enough for multiple competitors to be successful, so we'll see how it plays out.
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