John Carmack doesn’t mince words. The legendary developer, who for several years held the role of Oculus CTO but now maintains a less formal “consulting CTO” arrangement, says that his keynote presentation at last year’s Facebook Connect conference foreshadowed some of the announcements that can be expected at the event next week. But the announcements won’t come without some personal reservations as “many of the challenges and pain points for me still remain unresolved,” he says.

In anticipation of next week’s Facebook Connect (formerly Oculus Connect) conference, where Carmack will deliver another unscripted keynote, he said this week that he rewatched last year’s keynote.

“There is definitely some foreshadowing of things to be announced next week,” he said on Twitter. “But many of the challenges and pain points for me still remain unresolved.”

SEE ALSO
Oculus Connect Rebranded to Facebook Connect, to be Hosted Online September 16th

Likely to the chagrin of Facebook’s PR folks, Carmack over the years has managed to speak bluntly about Oculus in a way that most other employees never do. His famously unscripted keynotes often cover a wide range of topics, and his session at Oculus Connect 6 last year was no exception. In addition to talking about where he thought the company was doing well and things he was proud of, he also spoke of missed opportunities, mistakes, and things that could be done better both in hardware and software.

With the talk clocking in at one and a half hours, there’s no clear way to pin down what he might consider “foreshadowing” of announcements to pain points which he considers “unresolved.” A summary of his keynote, however, at least clues us in to what we might hear about next week.

“Friction”

Image courtesy Oculus

Carmack opened his presentation talking about how “friction is such a dominant force” in retention of VR users. He said the company learned through the launch of Go, Quest, and Rift S that making headsets easier to use (by making them standalone and/or including inside-out tracking) meant that users would use their headsets much more regularly than compared to Gear VR and the original Rift, both of which had greater friction in usage.

“There’s also quite a bit of headroom for us to where we say ‘we still have all these friction points with Quest, and there’s still all the quality and things we can do to improve it’,” he said. “So we can expect future headsets to continue to take those ratcheting steps up as a more and more retentive platform.”

SEE ALSO
Quest Suddenly 'Out of Stock' Globally Ahead of Facebook Connect, Fueling Rumors of Quest 2

While Rift S was an improvement over the original Rift in retention, Carmack confirmed that “Quest is by far our most retentive hardware,” solidifying the company’s primary focus on Quest.

Future Headsets

When it comes to future VR headsets, Carmack laid out what he called a “decision tree for new headsets.” Though he didn’t make any announcements, he specifically said “you can maybe infer some possible directions that things could go.”

Hardware Architectures
‘Santa Cruz’, an early Quest prototype, had a split architecture with power and compute on the rear of the headset

On that front he talked about several possible headset architectures like the current Quest ‘all-in-one’ standalone or a ‘split architecture’ where battery and compute is in the back of the headstrap or even in a ‘computing puck’ in your pocket, but he stressed that each of choices decisions comes with tradeoffs about performance, battery life, and manufacturability.

Displays
A teardown of Valve’s Index headset reveals the complex mechanism necessary for an IPD adjustment with split displays. | Image courtesy GamerToTheEnd

On displays, Carmack waxed about the pros and cons of LCD vs. OLED and split displays vs. single displays including differences in manufacturability, pixel density, IPD adjustment support, and display properties like contrast ratio and brightness. He pointed out that the company has flip-flopped between these options across its headsets: Rift CV1 with split OLED displays, Go with a single LCD display, Quest with split OLED displays, and Rift S with a single LCD display.

He roughly concluded that LCDs typically are less expensive, brighter, and offer greater pixel density, while OLEDs have lower latency, better contrast, but suffer from limited brightness. Carmack noted that OLEDs have the potential to be curved which could be beneficial for VR displays, though he said the ideal would be a “bowl shape” display which he hadn’t seen prototyped.

As for resolution, spoke to the idea that a VR headset ‘should be the best screen in the house’. For that, he suggested, the company should move its total display density into the 4K realm, so that (after splitting per-eye and accounting for field of view) a headset could roughly approach the quality of a 1080p TV.

Diffusers

He also talked about the potential for using diffusers, thin films which can be applied to a display to help hide the ‘screen door effect’. The company has experimented with several options, he said, but has yet to ship one in a headset. That could change though, he alluded.

Refresh Rate

He also talked about 120Hz being an ideal refresh rate for media playback in a VR headset for its ability to perfectly divide easily between 24Hz (cinema framerate) 30Hz (TV frame rate) and 60Hz (web video framerate). While driving games at such a high framerate on a mobile chipset is “really tough to imagine,” he suggested that a mobile headset could have more than enough power to run media content at 120Hz.

Chipset

As for the processor used in Quest, Carmack said that many wondered why the company chose an older Snapdragon 835 chip rather than something newer. He suggested that this older and more mature chipset was a better choice while the company was spinning up its expertise in this area. Now that the team is more experienced, he said, “I think it’s likely we will be closer to the state of the art [chipset] in [future headsets].”

Oculus Link Upgrades

Image courtesy Oculus

A meaningful portion of his presentation talked about Oculus Link being a “first step,” for PC tethering functionality on Quest. He confirmed the company would naturally want to move from a tethered Oculus Link experience to a wireless experience down the road. There’s significant room for improving the Link experience, in both quality and latency, but that may require a deeper collaboration with Qualcomm (which makes the chips in headset), Carmack said.

Carmack also spoke about the software experience of Link itself. At the outset, the company has opted to simply treat a Quest plugged into a PC pretty much like a Rift—the headset sees everything a Rift would see, dashboard and all.

SEE ALSO
The Most Interesting Thing About Quest Tethering is What it Says About Next-gen Oculus Headsets

But a more integrated approach might be desirable, he said, one where the user’s PC VR library would simply be listed inside the native Quest library interface. That way, users could plug Quest into their PC and use the headset’s own interface to seamlessly choose between standalone applications and PC-based applications. Carmack noted that such a “highly designed experience” could be even less frictional than the current approach which treats the standalone Quest and PC experiences as completely separate. “There’s a chance we’ll shift toward running [Link games] directly [through the Quest interface],” he said.

Video as a First Class Experience in VR

Carmack reiterated several times his belief that VR should be a “universal platform” capable of doing many things well, not just gaming. To that end, he has committed much of his time to demonstrating best practices for displaying high quality video and photos in VR. “There’s a trillion dollars worth of content made for [non-VR] screens,” he said, suggesting that bringing that content into the headset is a low-hanging fruit. “[A] VR [headset] should be the best screen in the house.”

He decried the poor user experience of immersive video on Oculus headsets, saying that there’s great immersive video content out there that isn’t getting its due because of a fragmented experience. One key issue, he said, is that much immersive video content is locked inside individual apps which are simple wrappers around a video, each requiring their own installation, unique interface, and often long loading times because of a reliance on a game-engine like Unity. A better experience, he said, would be if video content was accessible through a simple, high quality native Quest interface.

Oculus TV on Quest has become more deeply integrated into the OS ‘shell’ | Image courtesy Oculus

While the immersive video experience is still very fragmented on Quest, the company has made some strides toward Carmack’s vision via the Oculus TV app which lets users browse some immersive videos, and even Quill artwork, from a native Quest interface.

He also talked about the need to bring the smartphone experience into VR. “Hopefully people will be spending large amounts of time in VR and their phones are important. We need to find some way to surface that stuff in [VR].”

– – — – –

And that’s just the highlights! If you want to see Carmack’s full Oculus Connect 6 presentation, you can check it out here. Let us know what you think is being foreshadowed and what you expect to see next week at Facebook Connect.

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  • kontis

    Yeah, these Silicon Valley overlords know extremely well how badly friction discourages users from doing things.

    That’s why side loading is full of it.

    • Ad

      The SideQuest CEO creeps me out. He keeps talking about Facebook making Sidequest obsolete like they’re friendly partners in this when clearly they are enabling beta keys and such and will kill SQ off. He also says that facebook confirmed that sideloading would always be allowed, which is false. All Facebook said that “Sideloading apps will still be possible after January 1, 2023 – whether you are using a PC VR headset or Oculus Quest using Oculus Link.”

  • mepy

    Will we see a high resolution (2K – 4K) Oculus headset anytime soon? The GPUs can handle it now so why the wait?

    • xyzs

      I really hope the upcoming Quest will be at least 1600×1600 RGB screens.
      And that they will put a diffuser on top of them because with current Quest, the screen door effect is absolutely disgusting and puts me out of the immersion.

      Since the price will apparently be lower than current quest, I do not have big hopes about hardware though. I think they made a refresh because the current Quest is too expensive to produce (OLED, fabric shell, other old design decisions that they want to get rid of…).
      I think that the new model is not going to be called Quest 2 but Quest-s since they have to maintain a perfect compatibility between both headsets, version 2 statement is absolutely not justified. I think that they will use a snapdragon 845 or so to boost a few percent the perfs/watt but that it.
      For the Quest 2, based on Half-dome prototype 3, we will wait another year at least.
      They might get rid of Rift-s, because one of the topic is decision, decision, standalone OR PCVR, a poor guy will probably have the responsibility to annonce that they will shrink their line up.
      I think that this year Connect will be more about putting facebook in the middle of the equation and how they can socialise VR than for gamer with tech good surprises in any case.

      • xyzs

        wrong for the name
        wrong for the chip

    • Ad

      What GPUs support it? PC ones? They don’t care about that. The Quest can barely hit native resolution.

      • mepy

        There is no good reason there shouldn’t be an Oculus Pro.

        • Ad

          I don’t think they have any interest in it, and if there was I think the Rift S would also be out of stock.

    • dk

      on a mobile system like the pico headset ….they don’t want to put it in because it’s more expensive and the gpu is weak and eye tracking is not there yet and it’s expensive …..and they r not that interested in desktop vr because the market is not as big and it’s less convenient so the retention is bigger with the quest

  • Till Eulenspiegel

    The processors should be moved to the controllers. It will reduced the weight dramatically and there will be no heat in the headset – making it it extremely comfortable to use. The controllers are already wireless, with the compute units in them, they only need to stream the video to the headset like the Wii U gamepad.

    • Andrew Jakobs

      Are you really serious? Where do you think the batteries for powering the processors need to be? in the controllers? And you really think it’s possible to stream video at 90hz from the controllers to the headset?

      • Till Eulenspiegel

        It just makes the controller slightly heavier with processor and batteries. It’s better for the controller to be heavier than the headset – comfort on the face is paramount.

        Nintendo can streamed flawless 60hz to their Wii U gamepad 8 years ago, the Vive wireless adapter can do 90hz 4 years ago. The tech is already there.

        • WMR already has short battery life on the controllers from using visible light for tracking. I only got 2 hours from brand new set of alkaline batteries, and many rechargeable did not supply sufficient power for haptics (I’d get low battery warning within minutes).

          Any weight and bulk added to controller is not great.

          https://uploads.disquscdn.com/images/ddb76a242944f64843a70c3aa771b951375a9b9cf1eddea3e76217f013d1f5ed.jpg

          • dk

            how much mah …and how many volts ….it should be much better then that

        • dk

          it doesn’t need to stream video ….3-4000 mah battery and snapdragon 835 or cheaper equivalent can do the tracking locally in the controller but it would need to be synced with the other controller and headset which can be done

        • Andrew Jakobs

          The Gamepad has a resolution of 854×480….. And the Vive wireless adapter is still $300+, yeah the tech might be here, but it’s all down to costs..
          Putting the processingpower in the controllers and streaming it to the headset is just not an option, your head is much better suited to bare the extra weight of the processor and battery as it is much easier to get the weight distributed over the head (if one would not go for the ‘dive goggles’ approach..

    • dk

      it will happen some day …the antilatency system already does something like that but not quite …the headset is not tracking the controllers ….trackers with cameras can be installed on any controller or headset or anything but the sensor looks at ir lights in the ground and a pc is doing the processing i think https://www.youtube.com/channel/UC1heSeNRS_i1c3krxVO1QQg

  • Ad

    Prediction: new Quest, LCD, maybe higher resolution (serves no purpose because neither the on board graphics or link can actually handle that), a defuser is more than possible but in the O+ it made far off things look fuzzy, a 120hz display is possible but most likely the OS will choose the refresh rate used rather than the user or it will usually be in ASW like the PSVR. The chip will probably be an 845 or a 7XXG just to pad out the experience rather than provide any exclusive software. Link will likely get some more software integration, especially if they can make using SteamVR harder, but wireless is just not realistic at all. It would either add cost and require an extra chip or it will be below the standards necessary for a mass market consumer. It’s possible that there could be a 2K 120hz display in the device, but only if they are really really focused on content delivery and it isn’t compatible with a lower price point so it seems really unlikely. It would have to make huge compromises elsewhere and immersive video really doesn’t feel like that strong of a use case even if Apple believes in it. Carmack’s comments on this seem pretty hostile to anyone but Facebook hosting video so that could indicate they do want to focus on that content. Phone integration is a smart idea but I’d be surprised if anything substantial happens. That seems like a “pain point” that won’t change.

    • dsadas

      you are stupid if you think they are going to use a cpu 13% weaker than 845, dispite the fact that they are going to go for 90hz.

    • Blaexe

      You underestimate Facebook.

    • Index diffuser works very well, showing it can be done right

      Ilya Zegars’s teardown revealed this ‘thin crystal glass’

      Image : iiya Zegar (GamerToTheEnd) https://uploads.disquscdn.com/images/2b4e26204b90cde42fd6e638fecae7562910f6f2ee5715ce8b844b792d83cc3a.jpg

    • IcedForce

      Add to this that Facebook just updated Oculus Terms of Service with few “funny” things. The first “fun” is in the notification email:

      For example, we explain how we collect information about your physical features and dimensions, such as your estimated hand size when you enable hand tracking.

      Maybe that is why they sell Quest on loss because the real product isn’t the HMD or even the service.
      The actual terms of service are even “funnier”:
      Under “Information Automatically Collected About You When You Use Our Services”:

      Information collected in or through cookies, local storage, pixels and similar technologies

      Oculus Store now officially spies on you, good job.

      Certain identifiers that may be unique to you. These identifiers
      include device and other identifiers, such as those from games and apps
      you use.

      Cool some Facebook database does include not only the data but it as so it can be traced to you

      Information about your environment, physical movements and dimensions when you use an XR device. For example, when you set up the Oculus Guardian System to alert you when you approach a boundary, we receive information about the play area that you have defined;

      Not only do they collect what they can from the movement of the HMD, they also collect data from the environment.
      And how they use all of this:

      Blablabla about providing the services

      Blablabla about developing the services

      And

      To Market to You. We use the information that we collect to send you promotional messages and content and otherwise market to you on and off our Services.

      And you can only opt-out for receiving marketing emails.
      And sugar on the top the next section about sharing the collected data:

      Sharing Within Related Companies

      Service Providers

      Other Parties in Connection With Certain Business Transactions

      Only way to opt-out is to not have an account or run the program and only way to opt-out is to stop using and demand data removal (which they still refuse to do completely because reasons).
      Mostly these are old things added when Oculus became Facebook but they have fine tuned some of their examples (they are still examples, not the only usecases just an examples of ones).
      But welcome to the Facebook Family, where privacy is shared and no matter if you bought few hundred worth of hardware, you are still the real product (the HMD is just your investment for your production enjoyment).
      Everybody knows this and don’t take me completely serious, I have two halves of coconut and I like to bang them together

    • Andrew Jakobs

      The displays in the current Quest are already capable of 90Hz, and the soc is also capable of delivering it, but at the cost ofcourse of having to lower the graphics even more, that’s why it’s set at 72hz. As far is I know the reason they don’t enable the 90Hz is due to them having certified the headset at 72hz and for 90hz it needs to be recertified appearantly (at least in the US), and having a new headset on the horizon it probably doesn’t make any sense for them to recertify the old one (ofcourse it would be nice for present owners)
      And in regard to wireless, the current 3rd party option which uses the wifi is already working pretty good, with an improved wifichip which also supports newer wifi-standards and with native support through software it might make the wifi link option really a viable option, IF the user has the router which supports the newer wifi-standards ofcourse.

      • Ad

        Sure, I was basically focused on whether they would actually have a 120hz screen or not, and while I know the current display can based on what Carmack said, I would be very surprised if the new Quest isn’t LCD. Even if just so reporters will say “omg, the new quest is so much clearer, they’re really advancing the technology so fast.” Fore wireless I think the bottleneck is the chip that’s decoding the stream, and we’ll see if they did something with that but I don’t think they would make wireless link official since it sounds like a pain point in practice for the mass market.

      • Rupert Jung

        That’s a shame because Oculus Link / VR Desktop could have been made great use of this.

    • xyzs

      Lol just just copied my post basically ?

  • No mention of eye tracking or fovated rendering. So much effort is WASTED in VR headsets with display surface the user isn’t looking at. It would massively reduce processing power requirements and even interface cable data. Higher resolution screens with the same processing power, if not much less. How is this falling off the dialog?? It should be the first and last thing discussed for VR hardware.

    Any what is up with this Tobii company?? Do they have a death grip on eye tracking patents? Just 5 years ago there was talk of a hardware maker that could do eye tracking for less then $10 a headset. On this very website! And then *THEY* disappear and Tobii appears, demanding hundreds of dollars for each and every installation. Suddenly you can’t get an eye tracking headset for less then $1000.

    Who are these jerks? Could somebody get to the bottom of this??

    • MeowMix

      Carmack has stated previously: ‘I (Carmack) work on the now of VR, and Abrash works on the future of VR’.

      Dynamic foveated rendering, eye tracking algorithms, varifocal displays – that’s Abrash’s department. Perhaps Abrash will give another Connect talk

    • Blaexe

      Even Tobiis eye tracking tech is far from good enough. The eye tracking we need doesn’t exist yet.

    • xyzs

      We are all waiting for the eye tracking. This combined to foveated rendering + the new ai based antialiasing/upscale FRL is doing + latest XR2 chips could lead to a great Quest 2 =)

    • AJ_74

      You’re projecting. Nobody cares about eye tracking or fovEated rendering. What the vast majority of gamers want is comfort, clarity, FoV, and the ability to play AAA games in VR without need to flail their arms about.

      • ComfyWolf

        Of course regular people don’t care about it, that doesn’t mean it’s not important. Foveated rendering will lead to better performance, which means more comfortable experiences. But most people don’t even know what foveated rendering is, so they won’t know how much of an impact it’s having on their experience. People usually only care about surface level things, while not paying attention to all of the important details that still affect their experience.

  • Also wi-fi Oculus Link…

    • Andrew Jakobs

      I just hope they went with a better Wifi chip in the new Quest and will provide ‘native’ support for Wifi instead of people having to resort to a third party app (which already works pretty good). AND I just hope they have USB-C DP link now instead of streaming, but in that regard it’s a shame the virtualink is dead..

      • Merlin

        Qualcomm stated that WIFI 6 Chips have “VR-Class” low latency. A Wifi 6 chip is pretty cheap. I think it would be a good option for Facebook to make Wifi-Link exclusive to wifi6. it’s the new standard and will very likely be adopted by most routers companies during the next year.

        • Andrew Jakobs

          Problem is, most people will not buy a new router, so making is exclusive to wifi6 is not really an option. If there were already a lot of routers which have wifi6 it would. Ofcourse it should be made clear that for the best performance one should have a wifi6 router..
          I do hope the new Quest will have Wifi6 too.

          • y_m_o

            No need to buy a new router. My card does wifi6. Pretty cheap at £30. Wouldnt this be a better option?

            https://smile.amazon.co.uk/gp/product/B07Y82HZV1/ref=ppx_yo_dt_b_asin_title_o07_s00?ie=UTF8&psc=1

          • Andrew Jakobs

            Yeah you could buy an extra card for it, but most people won’t, and with many laptops/nucs available. But we’ll see what will happen.. I already had to buy an extra USB controller card to get the vive Pro working in my computer as I had too few USB ports available (and before you say HUB, there are only so many resources per USB-controller available, Yeah, you can connect a 7 HUB port to your PC, but it doesn’t mean you still can connect so many extra USB devices to it due to the controller itself not having enough resources). And with that in the box and the 2 slot GPU there isn’t really much room for yet another card with the large antenna’s sticking out the back.

  • LANFEUST DAYTONA

    Quest 2 will be a “super compromised heasdset ” with the use
    of a single LCD panel (RGB 90/120Hz HDR) and 3 position lenses for IPD
    adjustment. The conception should be very minimalist to save money for a
    better SoC (at least 855), greater memory and 90hz tracking cameras (for good Hand tracking). https://www.qualcomm.com/products/snapdragon-855-plus-mobile-platform

    • dk

      the ipd is 3 positions …but with a large sweet spot your ipd being close to one of the 3 ipd positions will be fine…the base model being $300 could mean the soc could be 845 …there is no grantee it will be better then that also the apps need to run well on the old 835 model too although u could lower resolution or other settings for stuff to run on the old model

      • LANFEUST DAYTONA

        My ipd is about 66mm and i think it is not so great if first position is from 56 to 60mm, 2nd from 61 to 65mm and 3rd from 66 to 70mm but will see…
        The reason why I mention the Snapdragon 855, it’s because it’s a 7nm SoC compare to the 10nm 845.

      • Andrew Jakobs

        I don’t think there will be a different SOC in the $400 version, the only difference will be the amount of storage.. It’s the same with the current Quest.

        • dk

          yes I know it’s the same as far as we know ….but 64gb and 256gb sounds like quite a bit of a different class ….so if they drop the rifts and the $400 quest has an optional dp pc connection or good usb connection …they could shake up the line of products a bit

          ……….but yeah most likely it will be just different storage option

  • Dave

    I’m hoping for big things in FC. The first consumer headset from Oculus was the CV1. But since then we’ve not progressed in VR quality. The Rift S went sideways and the mobile devices don’t drive my VR jucies at all. I’ve already bought the HP Reverb G2 and I fear 1000’s of people are moving away from the Oculus platform while they dither with experiemental mobile headsets.

  • johann jensson

    a VR headset ‘should be the best screen in the house’

    Well… duh! A bit late, because i’m back to flat gaming, but at least they learn.

    • Andrew McEvoy

      Have fun mate :) We’ll be here when you come back.

      • johann jensson

        Could be a while, but thx!

    • Andrew Jakobs

      but VR is just a completely different experience than flat gaming. Even with the lower fidelity it’s much more immersive than flat gaming ever can be.. There are a lot of games I just don’t like playing on a flat screen anymore and I’ll just take the lower graphics settings for my VR headset for granted. The immersion is what makes me like the game, not the graphics.

      • johann jensson

        As an artist, i get immersed through my eyes. If a game has bad graphics or cr@ppy lighting, it’s either boring or immersion breaking to me. That’s why i gave up on VR, for now. I tried a modded Skyrim and FO4 with photorealistic ENBs on 21:9 screen the last days, and it’s way more immersive than SkyrimVR and FO4VR (that couldn’t even offer basic ambient occlusion – we don’t live in the 90’s anymore…). But to each their own.

    • Charles

      Yeah, and an LCD screen will NEVER be the “best screen in the house”. Especially not the bare-minimum contrast ones VR always has.

    • dk

      what headset did u have ….the angular resolution of stuff like the reverb is quite a lot better but still not that close to 20/20 vision
      ….and obviously there r other considerations besides the resolution

  • bud01

    Can we just skip to Nurolink ?

    :-)

  • Andrew Jakobs

    Well, I hope they have looked at Neo Pico 2 for the controllers in regard to tracking, THAT’s just the way forward for tracking the controllers and getting rid of the current problems of not being able to track the controllers outside the range of the camera’s. The other way ofcourse is putting camera’s in the controllers and let it do it’s inside out tracking itself, but I don’t think that’s really cost efficient.
    Next ofcourse is getting the displays better, and for me the biggest problem I have with most current headsets is not the resolution itself, but the awful fresnellenses, the godrays and circles are really the biggest problem, I’ll take current resolution displays with ‘clear’lenses over higher resolution displays and fresnellenses.
    And what people need to keep in mind, for companies as Facebook it isn’t having the best possible headset on the market, but having the best possible headset for a very low price on the market which is what they are going for. It’s perfectly possible to create the best possible headset with currentday technology, except the price will be very high. Only a very small amount of businesses would buy such headsets, so it’s not really feasible for most companies to try to design a headset like that now. It’s all about getting the tech going and getting it out on the shelf for affordable prices, while the GPU’s are catching up to actually drive those headsets. At this moment it’ll take a few years before GPU’s at mainstream prices (which is max $200) to drive 4k@90hz/120hz per eye displays.
    And yes we’re all VR enthousiasts, but most should keep in mind that highend VR is still a very small market, much smaller as highend GPU enthousiasts (the people who buy the upcoming RTX3090’s)..

    • Agree about Fresnel lenses, it’s the best current solution to support the widest range of users, but for media consumption and even some VR application it’s less than ideal.

      I’ve been enjoying the Venice VR festival this week, but had to stop 1/3rd through one bright/high contrast experience as the Fresnel lens rings and glare were ruining my session, as some have joked on the past, a ‘cataract simulator’…

  • Charles

    Strange to mention and stress so much that LCD is brighter than OLED – when all ambient light is blocked out as in VR, brightness only matters insofar as it affects CONTRAST. LCD contrast is horrible compared to OLED, and the LCD used so far in VR is the BARE-MINIMUM contrast ratio of 600 or 700 to 1. So much for “best screen in the house”…

    • benz145

      Brightness also matters a lot for things like flicker and low-persistence. A brighter display typically means more flexibility to do the little tricks needed to make the image look good in VR.

      • Charles

        Hmm. I hadn’t heard of that connection. But I do know that the OLED screens used in VR are low-persistence, and I’ve never seen or heard of any issues with flicker on the several OLED headsets I’ve owned. I think flicker has a lot more to do with refresh rate. So maybe there’s a connection, but OLED is bright enough that I don’t think brightness is an issue at all.

  • fuyou2

    FACEBOOK ACCOUNT REQUIRED!!!!! FACE BOOK ARE CUNTS…

    • EliteForceCinema

      And you’re trying to say you want Oculus to go out of business for good and get all of their employees to go bankrupt and homeless because you think Oculus is owned by Facebook and that you think Facebook is bad? Cause it sounds like you are!

  • Ryan McClelland

    That is an excel summary of the talk, which I just watched on Youtube.

    • benz145

      Thanks! Left a few of the smaller bits out, but glad you felt it covered things well.

  • ski n

    I hope Oculus brings some of the expected innovations. At least I made my own wishlist prior to the event: https://medium.com/@raymondmeester/my-wishlist-for-oculus-quest-2-4d96d69f66d4

  • Charles

    Maybe the Index display would be brighter if it were allowed to be set to it’s maximum backlight brightness, but maybe it’s permanently set to a medium backlight brightness to avoid having black look like medium-gray. My work laptop’s LCD screen gets extremely bright on its maximum backlight setting, but then a solid black background looks medium-gray.

    • Valve updated the headset last year to allow a maximum brightness of 160%, I’ve not seen measurement but it seems to be closer to Vive Pro (reported at 143 nits) but not as bright as Vive original.

      • Charles

        Interesting.