Upcoming Quest Features

Oculus has announced several other features that are in the works. Here’s some we’re looking forward to.

Native Interface for Oculus Link & Air Link

Oculus Link & Air Link allow you to use your Quest headset like a PC VR headset. As it stands, that means the computer basically treats headset like an Oculus Rift, so you see and interact with the Rift PC interface once your start using Link. This is a bit jarring since it’s very different from the Quest interface (and means you don’t have access to the usual Quest menu for things like media capture, sharing, social actions, and settings adjustments.

Luckily Oculus has stated that its working on a native interface for Link which will merge things together more seamlessly. The feature hasn’t been fully detailed yet, but we expect that activating Link in the future will keep the user in the usual Quest interface, while a separate ‘Link Library’ will be presented alongside their usual Quest apps.

Passthrough API for AR on Quest

With the passthrough background, in some ways Quest can already act like an AR headset. But that capability is soon to get a big boost with the newly announced Passthrough API.

The Passthrough API will allow developers to make their own AR applications on Quest for the first time. More details here.

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Are there any great features missing from Quest and Quest 2 that you’d like to see? Let us know in the comments below.

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  • BCC Dude

    I wonder if handtracking can ever be treated as a separate input. Right now they replace each other, but some tasks just feel more immersive and satisfying through handtracking, while controllers are suited for more complex games.

  • Elbek Daniyarov

    audio thru USB C or better bluetooth headset audio capability (which doesn’t lag) for those multiple users who have broken 3.5mm jacks (and getting mono audio) after yanking headphone cords

  • Yeah, voice commands–that I can’t even get in my country (UK).

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  • xyzs

    Now my Christmas list for Quest2 > Quest 3 new features:

    Basically the Haldome v3 +
    -OLED RGB
    -Eye tracking
    -Larger FOV

    -A standard AND a premium Quest, so that low budget AND enthusiasts can be happy together.

  • JakeDunnegan

    Great article, though I find the opening line a bit…disconcerting. “Since its launch in 2019 Oculus Quest has represented a major shift in Facebook’s VR strategy by moving away from the PC.”

    Thing is, mentioned almost immediately following that sentence, and what is probably no doubt one of the driving factors of the Quest 2 growth – is exactly that capability to be used on Steam.

    By connecting with the cable or Airlink, Quest 2 has the largest library available in VR today. That has to be one of the biggest factors to Quest 2’s success, particularly in lieu of the fact of the Facebook account requirement no doubt holds back their even more thorough adoption by the VR buying public.

    So, I don’t know that Facebook is necessarily “moving away from the PC”. If anything, with the adoption of Airlink, they’ve proven that the PC is still the best environment for VR, and now that it can be done wirelessly, they’ve stumbled across a legit winner.

    • Blaexe

      Only a pretty small minority of Quest users use it to play PCVR. It’s not really an important part to drive sales – it being standalone is though. That’s the main reason.

      • JakeDunnegan

        Not sure how you gather that. I haven’t seen any articles or data to back your opinion.

        On the other hand, on this very site, they massage the numbers from Steam’s own monthly reports, and 32.5% of the almost 3M VR users are on the Quest2 (just under 62% use one of the Oculus products).

        That’s a million Quest 2 users using Steam in July 2021.. What good is that, if they’re not using it with their PC? As of Feb 2021, it was estimated that a total of about ~2-3M Quest 2 units have been sold.

        If we assume they’re up to 3M now, then that’s at least a third of Quest 2 users are using it for PC – that we KNOW of. There are still games units that are likely not account for, AND that doesn’t even count units that use the cable and only connect to the Oculus store – and face it, the Oculus store and the PC have a LOT more games than just the Quest 2 by itself.

        Additionally, there are actually more Quest 2 users on Steam than there are all the other Oculus headsets combined! I imagine many of those Quest 2 users are like me – they moved from the Rift and Rift 2, over to the Quest 2, particularly since all the other 3 sets (Quest, Rift S and Rift) all have seen declines in use on Steam since the Quest 2 came out.

        For reference:

        https://www.roadtovr.com/steam-survey-vr-headsets-on-steam-data-july-2021/

        If you have a Quest 2 and you aren’t using it to connect with your PC, you are missing out on a STUPID amount of games available, and nearly all of the AAA games that are available for the VR, with a few exceptions.

        • Blaexe

          We know that around 4m Quest 2 have been sold in the US & Canada only. We can assume (based on facebooks revenue distribution) that at least 6m Quest 2 have been sold worldwide – the estimations go up to about 8m.

          That makes less than 20% of Quest 2 owners using it for PCVR.

          If you have a Quest 2 and you aren’t using it to connect with your PC

          Most Quest 2 owners don’t even have a PC. People inside the PCVR bubble tend to forget how small the PC crowd is compared to the non-PC crowd.

          • JakeDunnegan

            Links? We don’t know any of that stuff.

            The Quest 2 library on its own makes it little more than a gimmick. You’re stuck with a few good games, like Beat Saber, Star Wars at Galaxies Edge, and a couple others.

            Even most of Oculus’ store (some of them published by Oculus) AAA games can’t make it to the Quest 2, like Asgard’s Wrath. Boneworks, Blade & Sorcery, Lone Echo, Stormland, Arizona Sunshine – and on and on. You’re S.O.L.

            Additionally, even on Steam, the 1M connected users doesn’t take into account using Virtual Desktop, and we’re not even 100% sure if it accounts for the new Airlink functionality. Or people that just aren’t using it all that much – which is also common with VR.

            Why would Facebook have pushed out the Airlink (after discovering how much people were using Virtual Desktop)? For free, no less – if they were “moving away from PC” and/or if only a tiny fraction even used it?

          • Blaexe

            https://uploadvr.com/oculus-quest-2-facial-interfaces-four-million/

            https://www.reddit.com/r/OculusQuest/comments/ot4eza/guy_godin_developer_of_virtual_desktop_given_that/

            https://www.reddit.com/r/OculusQuest/comments/o9obkj/evercore_analyst_estimates_8_million_oculus_quest/

            https://s21.q4cdn.com/399680738/files/doc_financials/2021/q2/Q2-2021_Earnings-Presentation.pdf

            And yes, the Steam survey does count Virtual Desktop and AirLink.

            15% of Quest 2 users with Link are significantly enough for Facebook to care, but it’s not the big argument you want it to be.

            Sooner or later you will have to accept that the VR world doesn’t revolve around PCVR anymore.

          • JakeDunnegan

            Didn’t see your response earlier. And thanks for the links.

            I guess we’ll have to agree to disagree, mostly on that last word of your post. ;) I think the dream is to have a completely stand-alone headset – or heck, pair of glasses, or even smaller. The smaller the better, for sure. But, we aren’t there yet, and with the worldwide chip shortage, it’s not going to happen anytime within the next two years, if not more like 4-5.

            In the meantime, I think quite accidentally, Facebook/Oculus has stumbled across a good method for “having your cake and eating it too” – which is to stream games to the headset. (Obviously borrowing from Virtual Desktop’s idea…)

            Plus, as more people get used to the tech (airlink has only been available in beta format since April) and realize they can access thousands of games by way of Steam, as opposed to being limited to the few hundred on the Oculus store, even more people will adopt it.

            At least, that’s my prediction, and so far, the numbers prove it. (Quest 2 & overall Oculus steam numbers are increasing and all other numbers on for Oculus sets on Steam are declining).

      • TheWarrior19xx

        No they’re not minority, a lot of people buying it because of the ability to connect it to pc

        I have a quest 2 and bought it mainly because of Oculus link and the airlink to use it with PCVR games and also development on unity and unreal engine 4

        If it doesn’t connect to pc I wouldn’t even think about it in the first place

        • Blaexe

          Going by the best guess based on the numbers we have, around 15% to 20% of Quest owners use it for PCVR. A small minority, as I said.

        • JakeDunnegan

          That’s my reason as well. As purely stand-alone, to me, it’s worthless in its current state. The Rift S is far superior for my uses, but due to Airlink, I actually went out and bought TWO Quest 2s. One for myself and one for my kids to use.

          Oh yeah, that $300 price tag is pretty sweet too, particularly since it’s able to co-opt the horsepower from the PC.

        • ViRGiN

          One day I hope to be disconnected from reality as you are, but not just yet.

    • Göran Carl Heintz

      Don’t think this is accurate regarding steam vr. Should be a quite small percentage.

    • ViRGiN

      Nobody cares about shovelware library. Few gems doesn’t make it a legitimate platform – 99% is just indie crap that nobody wants to play, and ALL stats prove this. Most people are focused for YEARS among the very same MOBILE games running on PC. Fuck PCVR

  • ViRGiN

    That can’t be! Vive/Index owners already called Quest as an abandoned product, while they have never ever received any substantial update.
    PCVR is D E A D