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Re:Introducing Oculus Quest, Our First 6DOF All-In-One VR Sy... by GaryNumanVevo on Wednesday September 26, 2018 @01:40PM (#18078371)
Agree, I've used the Vive quite a bit and setting up my PC etc, is definitely a huge barrier to entry. IMO standalone VR is the way to go because it's more readily available, and the lower fidelity graphics forces designers to focus on usable UX that's simple instead of pushing the best absolute graphics.
Re:Introducing Oculus Quest, Our First 6DOF All-In-One VR Sy... by zamalek on Wednesday September 26, 2018 @07:14PM (#18081056)
6dof was a major holdout for these standalone units: VR without 6dof is an entirely different experience - I don't think the "VR" moniker is at all appropriate (you don't experience "presence"). This is a much needed jump and should do well for showing people what "real VR" feels like.

The only gripe I have with this is that, I assume, the controllers would stop working outside of camera FOV. It sounds like minor gripe, but it typically becomes frustrating for someone who is used to full-fidelity room-scale.

Re:Introducing Oculus Quest, Our First 6DOF All-In-One VR Sy... by whywhywhywhy on Wednesday September 26, 2018 @10:58PM (#18081835)
Can't overstate enough how important 6DOF headset and hands are to VR. When I got my Rift setup the 3D depth effect is cool but really what makes VR is being able to pick up and hold an object and directly interact with objects using your hands.

For anyone interested check out videos of people using Oculus Medium, something as insanely complicated and fiddly as 3D sculpting becomes instantly natural when you interact with both hands in 3D instead of a mouse or pen in 2D.

Re:Introducing Oculus Quest, Our First 6DOF All-In-One VR Sy... by colordrops on Wednesday September 26, 2018 @11:35PM (#18081981)
The hand controllers should have inertial movement sensors and gyros so they should be able to hang outside of the cameras view for a bit and be ok.