After a slow start, 2019 rounded out to be an undeniably strong year for consumer VR, setting up a springboard into a big 2020. Here’s an overview of the major happenings in VR over the last year, and a glimpse of what will come in 2020.

5 Major New Headsets and What They Mean for the Market

2019 started out slow as the industry waited with bated breath for the launch of the latest wave of headsets, but things started heating up once they finally hit the market. Here’s a look at the biggest headset launches of 2019 and what they’ve meant to the industry so far.

Oculus Quest
Image courtesy Oculus

Oculus Quest is surely the most important headset to launch in 2019. We called it the “first great standalone VR headset” in our review, thanks to a reasonable $400 price point, full 6DOF tracking (which allows it to play games functionally on par with high-end VR headsets) and no PC required.

As a standalone VR headset built on smartphone hardware, Quest can’t compete in the graphics department against high-end PC VR headsets, but there’s no question that it’s the class leader in ease-of-use (a place where tethered headsets are still struggling). And if you happen to have a gaming PC anyway, Quest also doubles as a PC VR headset.

The headset’s ease-of-use, solid game library, and reasonable price has pushed it to become Oculus’ best rated headset on Amazon thus far. On multiple occasions, Facebook has signaled that it’s been pleased with Quest’s sales traction, and the headset appears to be hogging most of the company’s VR focus.

Oculus Rift S
Image courtesy Oculus

Oculus also launched Rift S in 2019, its second-ever tethered VR headset. In our review we found the headset to be a good choice for newcomers but a difficult pick for VR vets due to a handful of downgrades compared to the original Rift, but it was clear from the start that Facebook’s ultimate goal with the headset was to improve ease-of-use (by moving away from external tracking sensors) and cut costs.

On those fronts, Rift S seems to have largely succeeded; its $400 launch price was half of the launch price of the original Rift with Touch controllers, and we certainly haven’t been missing the external sensors of the original since getting our hands on Rift S. Thanks to the backing of a strong content library, Rift S packs a lot of value, making it easy to recommend as the best entry-level headset for PC VR.

Valve Index
Image courtesy Valve

After tons of speculation, Valve finally jumped into the VR headset space with its own first-party hardware in 2019. While the company had originally collaborated with HTC to create the Vive, this time around Valve opted to handle everything on their own.

In our review we called Index “the enthusiast’s choice” thanks to category-leading visuals, ergonomics, and audio, as well as solid controllers. And while it’s a lovely headset once you’re inside, there’s no denying the significant $1,000 price tag and sub-par ease-of-use due to external tracking sensors and last-gen boundary setup.

Still, Index is a hugely important headset because it acts as a high bar that future headsets can strive toward and demonstrates the continued existence of an enthusiast class of VR consumers who are willing to pay for a high-end VR experience. But it’s also made for an awkward relationship between Valve and HTC who are now positioned more as competitors than partners.

Vive Cosmos
Image courtesy HTC

In 2019 HTC launched Vive Cosmos, its first true successor to the original Vive headset. Like Facebook with Rift S, HTC opted to make its latest headset easier to use by ditching external tracking sensors for inside-out tracking.

In our review we called Cosmos “a decent headset up against stiff competition.” Indeed, worst-in-class tracking and iffy ergonomics has left Cosmos overshadowed by the considerably less expensive Rift S and the more expensive but higher-fidelity Index. And while HTC had positioned Cosmos as a move toward a more user-friendly headset, the device’s awkward reliance on Steam (despite a Viveport front-end) arguably takes it a step back in user-experience compared to the original Vive.

All in all, Cosmos’ flaws caused it to tank in online customer reviews out of the gate, and if the headset is selling well even against its competition we certainly haven’t seen much evidence of it.

HP Reverb
Image courtesy HP

While Microsoft and its other VR partners seem to have largely abandoned the Windows VR platform, HP surprised us in 2019 with the launch of Reverb, its second VR headset. While it’s still stuck with Windows VR (and the worst-in-class controllers that come standard with such headsets), Reverb leads in pixel density, making it a compelling choice for simulator enthusiasts who tend to value resolution above other specs.

In our review we liked the headset’s ergonomic design and high density displays but found some other display artifacts which limited immersion. While our unit didn’t exhibit any problems, HP struggled with regular reports of serious hardware issues at launch, though later in the year the company claimed to have sorted things out.

While Reverb’s launch in 2019 shows that HP is seriously committed to PC VR, it hasn’t done much to alleviate the feeling that Microsoft is knowingly allowing the Windows VR platform to wither away.

Big VR Game Launches and Growing Developer Success

Since the first consumer VR headsets hit the market in 2016, developers have been steadily honing in on what makes a great (and successful) VR game. While it’s been a painfully slow process for developers and consumers alike, 2019 saw the launch of games which have objectively moved the needle forward in VR game design and set new records for developer success. Here’s a look at the most important moments in VR gaming in 2019.

Beat Saber’s Full Release and Developer Acquisition by Facebook
Image courtesy Beat Games

It wasn’t long after Beat Saber’s early access launch in 2018 that it was a clear success for its small indie developer Beat Games. Later that year the game launched on PSVR where it remains one of the best rated games on the platform. In 2019, Beat Games added new music & features and brought feature-parity to all versions of the game, culminating in a full launch out of early access alongside the launch of Quest on May 21st, 2019.

Even before the game launched on Quest, it reached a huge milestone as the first VR title—as far as we know—to have sold 1 million copies. This staggering success caught the attention of Facebook, leading to the surprise acquisition of Beat Games. This was likely primarily a defensive move in order to keep platform competitors from getting their hands on what is surely Quest’s most important game. But there’s an offensive element too: Facebook seems keen to accelerate the game’s adoption of new Oculus platform technologies aimed at driving user engagement.

Asgard’s Wrath Delivers the First Great VR RPG
Image courtesy Oculus

Purportedly VR’s largest game production yet released, Asgard’s Wrath capitalized on the longstanding desire for a meaty VR-native RPG. Players were treated to some 30 hours of content and a game which has been called a “must buy” by many. We thought enough of the title that we gave it our 2019 Game of the Year Award for the Oculus Rift.

The Oculus Studios-backed title appears to have been a success, but it also sets a very high bar for third-party (and mostly indie) developers to follow.

Stormland’s Innovative Open World and Developer Acquisition by Sony
Image courtesy Insomniac Games

Developed by veteran game and VR studio Insomniac Games, Stormland raised the bar in VR open-world game design with an innovative take on locomotion which offers players a sense of large scale freedom rarely seen elsewhere in VR. The game successfully combines a handful of different locomotion schemes and integrates them with satisfying combat for a core gameplay loop that’s easy to love.

We expect VR game design concepts from Stormland to proliferate into VR titles in 2020 and beyond. For its contributions we gave the title our 2019 Design Award for Excellence in Locomotion.

While Facebook scooped up Beat Saber’s Beat Games, Sony acquired Stormland’s Insomniac Games in 2019. Though the company probably bought the studio primarily for its success in the non-VR space, it was a strategic blow to Oculus nonetheless.

Blood & Truth Proves PSVR is Still Going Strong
Image courtesy SIE London Studio

Blood & Truth was PSVR’s biggest game to launch in 2019 and managed to delight players with an action-packed narrative full of interesting moments. Blood & Truth is an impressively crafted experience that is not only expertly designed around the limitations of the aging PSVR, but even manages to raise the technical bar for character rendering and performances on any VR platform, even against much more powerful PC hardware.

Blood & Truth proved itself a worthy candidate for our 2019 Game of the Year Award for PlayStation VR. Sony too must have been happy with the game, which was created by its first-party PlayStation London Studio, as the group is already spinning up a team for its next VR exclusive title.

Boneworks Shows Demand for Hardcore VR Games
Image courtesy Stress Level Zero

Boneworks was unapologetically built for hardcore VR veterans which came out in droves to support the launch of the game, pushing it to more than 100,000 units sold in its first week on just one platform.

By making nearly everything in the game physical and interactive, Boneworks delivers on player’s expectations of agency in a way that often goes far beyond its contemporaries. In the game, just about every object, enemy, and weapon is physically interactive, leading to moments where novel ideas—like, say, using a coffee mug as a melee weapon—actually work. While the heavy emphasis on physics can be frustrating and wonky at times, it’s hard not to feel a sense of added embodiment when your ideas about what’s possible in the game world are satisfied in a realistic fashion.

For its part, Boneworks is a flag in the ground which represents perhaps the most interactive physics sandbox seen in VR to date, and a proof point that glimpses the immersive benefits which come from more realistic virtual interactions—something we expect to see developers expand on into 2020 and beyond.

The developer’s strong vision and superb attempt at showing ‘what VR should be’ led us to giving Boneworks our 2019 Design Award for Excellence in Indie Development.

Star Wars: Vader Immortal Successfully Brings Big IP Into VR
Image courtesy ILMxLAB

While the number of great VR games is steadily growing, only a small handful of titles so far have been based on major franchises, and of those that are, even fewer still have actually been made from the ground-up for VR.

Star Wars: Vader Immortal is a shining example of bringing a massively popular intellectual property into VR in a way that feels authentic and enjoyable. It’s key to have major franchises jumping into the VR landscape to pique the interest of mainstream consumers who may not be interested in VR as a technology unto itself; it’s even more important that the execution of big IP in VR is done well so that new users don’t get a bad taste from their first experience.

On that note, Vader Immortal—which was released in three parts over the course of 2019—hits all the right notes. It’s engaging and easy to play, thanks to a focus on narrative and immersion, rather than raw gameplay, making it a great first-time VR experience; it’s also one of the most visually impressive games available on Quest. So it’s no wonder why we gave the game our 2019 Game of the Year Award for Quest.

Superhot VR Earned $2 Million in One Holiday Week
Image courtesy SUPERHOT team

Having been originally released in 2017, Superhot VR is, by now, an ‘old’ VR game. But that hasn’t stopped it from paying dividends to its developer which announced in 2019 that the VR version of the game earned the studio more revenue than the original PC version upon which it was based.

And things don’t seem to be slowing down for Superhot VR. Surely bolstered by the launch of Quest in early 2019, the studio announced that the game had earned $2 million in revenue in a single week during the 2019 holiday.

While only a small handful of indie VR studios so far have found this sort of ongoing success, Superhot VR shows that, for projects of the right scope, there’s considerable (and growing) developer opportunity in VR.

Peering Into 2020

So, 2019 was a big year for VR in many ways, but what does 2020 hold? Here’s a few reason why we think 2020 will be VR’s biggest year yet.

Oculus Quest 2
Image courtesy Oculus

There’s no doubt that Facebook has been happy with the traction of its latest standalone VR headset, Oculus Quest. The company is moving quickly to build out the headset’s software features—like adding hand-tracking and PC support with Oculus Link—and it’s all but certain that Quest 2 is already in the works. The big question is when.

While Oculus’ history with the Rift would suggest that it would be several years from one headset to the next, VR as a market is much more defined today than it was back in 2016 when the first headsets hit the market. With the resources Facebook is pouring into Quest, we doubt there will be a similar three year span (like with Rift to Rift S) until the next Quest headset.

There’s reason to believe that Quest 2 will be announced in 2020. The biggest, perhaps, is that the current headset is based on a fairly old Snapdragon 835 processor which puts a pretty hard limit on what can be done with the headset by both Facebook and third-party developers. Moving to a more advanced hardware platform like, say, Qualcomm’s recently announced Snapdragon XR2, would open the door to substantial improvements. Of course, that’ll only happen if the price is right; Quest’s reasonable $400 price point is a big part of its appeal.

Oculus Rift 2
VR headset prototypes from Facebook Reality Labs | Image courtesy Oculus

And then there’s Oculus Rift 2. Facebook launched its second PC headset, Rift S in early 2019, but it was a bit of a side-grade and cost-down to the original Rift rather than a true successor. In 2019 Facebook showed some very impressive prototype VR headsets with major advances in optics and form-factor, but has yet to announce Rift 2.

The prototype tech seems like it will form the foundation of Rift 2, but there’s a bigger question on our mind: will Quest 2 and Rift 2 be the same headset? This would be an ambitious move, but there’s already some hints that it’s the direction Facebook is headed.

One of the biggest clues so far is Oculus Link. The feature (still in beta), allows Quest to plug into a PC to play games from the Rift library. In a way, the feature calls into question why someone would even consider buying the Rift S over Quest if both cost the same.

Along with cross-buy between many Quest and Rift apps, Facebook is trying to unify its VR userbase to make a broader audience for developers. If every customer that owned an Oculus headset could play both standalone Quest content and PC-powered Rift content, that’s a huge win for the ecosystem.

Alternatively, rather than combining Quest 2 and Rift 2, Oculus could keep Quest as its lower-end product line while positioning Rift 2 as a piercer but higher-fidelity headset to compete for against Valve’s Index in the VR enthusiast space.

All Eyes on Half-Life: Alyx
Image courtesy Valve

There’s no doubt that the Half-Life: Alyx, the upcoming made-for-VR game from legendary developer Valve, is the most anticipated VR title of 2020. And it will have ramifications beyond the existing VR market; many mainstream gaming and tech publications which rarely (or effectively never) cover VR will be picking up the requisite headsets and hardware to take a good close look at the game when it launches. Half-Life: Alyx will be the biggest opportunity to date for VR to show mainstream gamers why it’s worthy of their attention.

Big Oculus Games on the Horizon
Image courtesy Ready at Dawn

After a string of not-so-great titles from Oculus Studios, Facebook’s first-party VR publisher, between 2017 and mid-2019, Asgard’s Wrath and Stormland ended the year as wins for the Oculus content library.

Oculus Studios also has placed big bets on several highly anticipated games set to launch in 2020: Medal of Honor: Above and BeyondLone Echo II, and Phantom: Covert Ops. It remains to be seen whether these games will become key additions to the Oculus content lineup or go down in history as flops, but the outcome is important because Facebook is effectively the only company in town that’s funding big VR titles from third-party studios.

Beyond games, Facebook is also set to launch its brand new social VR platform, Facebook Horizon in 2020. Despite being one of the world’s leading social media companies, Facebook’s social VR strategy has been chaotic at best, but it looks like the company is finally trying to consolidate its efforts into a platform that’s more universally available across its biggest headsets in 2020.

Facebook Horizon | Image courtesy Facebook

Facebook Horizon will be the only first-party social VR application of its kind, and it has the potential to seriously shake up the social VR space which is currently dominated by third-party VR apps.

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What were your personal ‘most important moments’ in VR for 2019 and what are you looking forward to most in 2020? Drop us a line below!

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  • Xron

    I doubt we will see Quest 2 this year, well… maybe during holiday season…. but I kind of doubt it aswell..
    Ps5 and xbox x series will come during that time and people will decide between those 2 for their kids and there won’t be much $ left to spend for quest 2.
    Lets hope we can get some hardware from Oculus by 2021.

  • Kyokushin

    HP Reverb is beating all of these headsets (controllers imo are good, tracking also, image quality – the most important factor in device what we are watching is amazing, its also light and comfortable), unfortunately the marketing of Microsoft and HP sucks and its poorly advertised as every product sold by HP or MS.

    MS lost tablet war, lost cellphone war, lost cloud war and now will loose VR war, even if they have the best platform.

    • MW

      Image quality-yes. Tracking? Do you know what you talking about:)? Tracking in HP headset is the worst in the market. Practically not suitable for gaming (the biggest VR market). Also, it is almost impossible to buy. That’s why it’s not on this list.

      • Kyokushin

        yes i know, i am using these controllers in daily gaming without the issues.

    • Doesnt beat the Index nor it controllers and sound either :3

    • Microsoft lost the “cloud war” Microsoft has all the major government contracts, especially in in defense. Microsoft dominates on the business/government level in cloud technology.

  • sjefdeklerk

    Interesting you guys didnt mention pimax, which are slated to release their 8k+ and 8k-X this year. People at VRdays who tested the headsets seemed to like them, so who knows, they could be good. Then again, they seem to have used the same lenses and their customer support has been a mess last year. And to make things worse they have attracted Kevin who possibly is the worst business man in the USA, to mess things up. So it’s a bit of a wild card. But who knows …

    • Blaexe

      Probably because the customer base is insignificant – and it doesn’t look like that is about to change. The article says:

      Here’s an overview of the major happenings in VR over the last year

      • sjefdeklerk

        Well that’s also because their previous products just haven’t been too good. However it does seem they’ve now improved quite a few aspects, so the 8k-X really COULD be a very interesting headset for enthusiasts. But like said, it’s a wild card and that’s probably why Ben didn’t mention it. Looking forward to the CES reviews though.

        • Blaexe

          The 8KX package is like…$1,900. It will also have an insignificant user base.

          • sjefdeklerk

            Well a lot of people by now have base stations and controllers, so those people are looking at $1300. Still, sure, a lot of money, but I do think people underestimate what people are willing to pay for GOOD VR. However, whether it’s going to be good VR, that’s still to be seen of course …

          • Blaexe

            And you overestimate how many people will buy a Pimax headset…there are not even enough headsets out there to get listed on the Steam Survey:

            The Pimax sub is not growing – 200 people within half a year. Switching back all the support to China is also not exactly a good sign.

          • sjefdeklerk

            Well that’s not true. Only with the number of headsets sold in their kickstarter they would easily show up. And then there’s the pimax 4k (older model) and the models after that + everything sold outside the KS. The reason they don’t show up is that they either show up as Vive or Oculus, in stead of their own business ID. Yeah, dumb move, but hey, it’s pimax, they do things like that :)

          • Blaexe

            The Steam Hardware doesn’t count “sold headsets”, it counts “active headsets”. I linked to an official statement from Kevin Henderson, how can this be “not true”?

          • sjefdeklerk

            Steam stats say that the number of users using a VR headset just surpassed 1% of total Steam users in August , Steam users are oscillating between 14 and 15 million if not higher, so we can hypotize that if just 1% is 150.000 , then a simple 1% of the VR users should be 1.500 , and Pimax sold more than 6.000 units just counting backers and before starting to ship retail market…
            And that’s just the KS, they’ve sold much much more with the pimax 4k (older model) and the models outside the KS. Besides, even Kevin himself said it’s not a priority with Valve to have Pimax listed. Yeah, sure, dumb decision, but hey, that’s Kevin, not the brightest bulb on the Christmas tree

          • Blaexe

            It’s not on Pimax to “fix” this, he clearly says they don’t have enough users for Valve to bother.

          • sjefdeklerk

            Where did he say this exactly? Do you have a link? I have never seen him say such thing

          • Blaexe

            I literally linked to it just a few comments earlier…

          • sjefdeklerk

            Thanks. Ok, he never said it like that on the forum, claimed it was something that needed fixing with Valve. But oh well, that’s kevin

          • Immersive Computing

            I considered Pimax but have read too many stories of poor QA, cracked casings and people having problems getting warranty support or refunds.

            Perhaps I should have more confidence now Pimax is sold through Amazon…still very interested in trying their large FOV headset for myself.

      • victor

        the customer base base is not the point , the point is that pimax are pushing the technology forward faster than both oculus and vive put together with high res and wide fov

        • Blaexe

          Of course it is the point. No user base = no impact on the market = might as well not exist. This article is about major happenings – as I said already.

          • victor

            Can you even read? The title is “With New Headsets & Big Games in 2019, VR is Poised for an Even Better 2020″ ! Not market share crap

        • I don’t know if pushing it forward is exactly the right way to put it. Every time I hear of someone who’s used the Pimax they always say it just looks like a regular headset with the edges stretched to fit a wider field of view, not actual images out 200 degrees. that and they continue again and again to push back final shipping dates to make revisions. You have to ship the product some time.

    • Pimax goes bye-bye this year, book it.

  • Blaexe

    A new Rift that goes in parallel with the Rift S is possible, but a new Quest? Definitely not.

  • Adam Broadhurst

    The expected release of PSVR2 is what will really give VR a need boost,although it wont come until 2021/2022.
    PSVR already has a decent line up of games on very limited hardware.
    Rumours about PSVR2 suggest a much better experience is coming and along with Sonys weight behind big exlusive vr content.

  • MosBen

    Unless there’s industry scuttlebutt that isn’t public, there’s about zero chance that a Quest 2 is announced or released in 2020. Facebook just had a really successful holiday season in which their product sold out and is backordered, and that was 8 months after launch, so most of the sales to VR enthusiasts, like myself had already happened earlier in the year. And forget about there being any competing products, there aren’t even any competing products in this space that have even been announced yet. There’s simply no incentive for Facebook to release a new device when their current device is selling well and getting cheaper to produce.

    Best case scenario is that at CES someone like Samsung announces a competing product to Quest. Maybe it competes on the Quest’s $400 price, or maybe they try to get an edge technologically, using the Snapdragon 845, 855, or XR. Either way, Facebook responds by cutting the price of the Quest to $300-$350 and/or putting out a bundle with a bunch of games included. And then MAYBE at CES 2021 they announce a Quest 2 (or something like it).

    Regardless of when it comes, here’s what I want from a Quest 2:
    1) Improved tracking
    2) Wider FOV (ideally in the 150 range)
    3) higher resolution screen at 120 hz
    4) better controllers/ergonomics
    5) Longer battery life
    6) Increased graphical fidelity

    • ComfyWolf

      Along with all those I want SteamVR support without needing to stream or link to my pc, but that ain’t gonna happen, just a dream.

      • MosBen

        Yeah, that would be useful, but definitely not part of their business plan. Also, I was focused on hardware, but Facebook NEEDS to add the ability to have multiple accounts on a single device for families that share one or two Quests. Indeed, that should have been a feature at launch.

    • Mei Ling

      Those features you’ve listed are a constant for the technology meaning they are just technical specifications that will automatically be improved as time goes by. The true standout features of a next generation device from Facebook will consist of more advanced engineering and novel features i.e. eye tracking and foveated rendering, 3d facial and environment scanning and digital reconstruction, varifocal lenses, wireless streaming etc.

      Exciting times ahead!

      • Thats gonna be years away.

        Gonna have to enjoy the new headsets of today like Index.

      • MosBen

        Those are all cool things, and I expect that they will make their way into consumer VR, and then consumer mobile VR, eventually, I suspect that they’re too far away for a device that would release in the next couple years. Maybe in the Quest 3.

        • Mei Ling

          What is certain is that Facebook Reality Labs are doing very, very heavy R&D in order to develop all those technologies I’ve listed and then some (to stay ahead of any potential competition). This process will take a while but they’re fully aware of this which would mean a “next generation” device will not come anytime soon; at least before 2022.

          Meanwhile as they dig deeper into research and development I firmly believe that they see a product refresh as the best possible course of action (of the original Quest) which most likely will consist of an improved form factor and an improved SoC, thus, giving them much more time to further develop and integrate these technologies into a product that would be worthy of the “next generation” moniker in their eyes.

    • Agree with you. But there are rumors on a Quest+ or Quest Pro, actually

      • MosBen

        That’s very interesting. With the Quest having had such a good holiday season it seems questionable to me that they’d potentially split their user base so soon, but crazier things have happened.

    • Adil H

      You didn’t mention the varifocal that is an important factor for immersion

      • MosBen

        I don’t really expect that in Quest 2, but perhaps in Quest 3.

    • shadow9d9

      More important than any of those is lighter and less front heavy.

      • MosBen

        I would certainly like that, though being self-contained it’s going to be hard to make it a ton less heavy. They could break the compute and battery components out into a box that clips on your hip, and I’ve been a proponent of that, but it doesn’t seem to be extremely popular. That said, if Oculus is moving towards a unified product line, with the same headset being able to run off a PC or as a self-contained device, maybe it makes sense to sell a headset, a mobile compute unit with integrated cell phone parts and a battery, and a Link cable to tether the headset to a PC. That way you could upgrade individual components as necessary. When a new headset comes out with a wider FOV, new display tech, wireless, etc., you could keep your compute unit and just get the new headset. Or when you wanted to upgrade your mobile compute unit, you could keep your existing headset.

        • shadow9d9

          Perhaps balance it better between the front and back or add a counterweight option.

          • MosBen

            Yeah, I’ve seen people talk about moving the battery to the back of the head, but I imagine that comes with its own challenges.

          • Put the batt in the back, simple.

    • Agreed.

  • bud01

    That graphic work at the top of the girl on the outlines of the rings of Saturn is really fantastic, good job artist or team that made that love it.

  • Everyone else: Facebook Horizons

    Me: Rec Room with Arms

  • JesuSaveSouls

    Jesus is my Lord and Savior.He saved my life and soul.Jesus also is God’s only Son and mankind’s sole hope. To add He too delivered me from alcoholism and suicide.

    • BRietzl

      Seems to be a really immersive VR game – so immersive that you forgot drinking or killing yourself! Where can you get it from?

      • ButtHurtBob

        Don’t have to get it, we’re already in it.

  • hi my name is caesar amit CaesarVR 2013, we are the first vr stor in the world,come vivit us :)

  • I don’t believe in a Rift 2 in 2020. Quest may see a Pro version

  • Nikolai Dragnes

    I find it probable there will be a Vive Pro with better screen resolution in 2020.

  • Warp

    Eye tracking for Quest 2 makes total sense, considering the potential savings in rendering costs. Body and expression tracking could also easily get in there using the extra camera capability of the Snapdragon XR2… they’ve been developing that stuff for some time, and getting it working for Horizons would make a lot of sense. Exciting stuff :)

    I do wonder if we’ll ever see cameras built into the controllers for their own inside-out tracking enhancements, or if that would be too power hungry.

  • al k

    While the article is supposed to be about the future of VR in 2020, I found it lacked in actually talking About anything else than gaming. While gamers have been the bulk of the VR community since 2016, The takeover by Facebook and the success of the Quest are signs that things are about to change.
    I would be curious to see the numbers of non-gamers who but I would be curious to see the numbers of non-gamers who bought a quest over the holidays.
    VR has an incredible potential as a social platform and also as storytelling (VR movies) and everything art based ( creative apps ).
    The last game I bought was Myst for Mac in the mid 90s. And here I am with an oculus quest. People like me are the future of VR and time will prove me right.
    Not only have I started gaming, enjoying the Beat saber and super hot as much as everybody else, but I’m Expecting to be using my quest for everything that I want to use it for, Including art creation with apps like tilt brush, immersive documentary titles like “travelling while black” and eventually music creation capabilities when apps show up with those capabilities.
    Also, For now, the VR community seems to be comprised mostly of “men in their mid 30s And children” as one other user mentioned to me in a conversation while using Bigscreen.
    But demographics will change and they have already started to change, starting with this 54-year-old.

  • Poised for an even better 2020? Ha! There’s nothing remotely exciting this year, as far as hardware is concerned. I lost my enthusiasm for VR in 2019 – the plethora of mid-range fresnel/LCD headsets was more than I could take.