Interesting to see some of the comments. For the record, what I'm saying is based on the information Meta has provided, so it's not a case of being jealous or that it's not games focused - happens to be based on facts. I'm sure it will do well in the market sector it's aimed at and as stated in the video, I hope to see some of that technology make it over to a more games-focused Quest 3. But, if you have ordered one, great, awesome, good for you. I'd love to know what you will be using it for?
Quest Pro Is for me, I am autistic, ADHD, Bipolar and PTSD, I live in VR and use technology instead of medication, VRchat, Beat Saber, SkyrimVR are all part of my actual medical records (in real life I am non functioning in public) it does have a USB C for charging and I will just stick a 26800 mah on my waste and charge it via that. Augmented reality is a dream come true, sadly I will have to save up for 6 months plus to get hold of one. I currently daily drive an index and have a Q2 as a backup because I need to be in VR every day for my mental health.
@@Quebber Great to see that technology is providing you fundamental change and help in your day to day life. Stories like yours provide real proof that there is massive gains for some way beyond what perhaps even those who developed the technology imagined. I wish you continued success with VR/AR and please keep in contact as to your progress and thoughts of the Quest Pro.
@@BitsBytesBobs I am going to try to get in touch with the Meta team behind the Quest Pro see if they would like to donate a Quest Pro for a worthy cause, as in Me :D, Not really as cheeky as it sounds because I live VR and use both it and (hopefully) AR to show how technology can be an alternative to the standard treatments for PTSD and Autism, did you know that sleeping in VR can help with insomnia, I know many people who sleep in VRChat to "reset" there brain after working nights or dealing with insomnia related illness. If I do get any kind of info or even to test one out I'll let you know.
@@Quebber Keep me posted. It seems to me that this part of VR/AR is much ignored or certainly not given the attention it deserves within the media. Let's hope that Meta see your cause as the worthy one it is. Keep me informed as to how you get along, as I find these uses of technology incredible and enlightening. Fingers crossed.
Just to let you know, but John Carmack said that if you turn off the pro features (I'm guessing he just means eye and face tracking) you'll get more time out of the battery than you would from the quest 2. The 1-2 hour time seems to only be if you're messing about in meeting with the full face-gurning active... which isn't ideal because you'd want to really use the full feature set for longer than that, but at least it's not as bad as we first thought. In terms of charging time, I've heard folks who were at the hands-on events say that some reps were saying charging to full was about 2 hours. Edit: As for my own thoughts: once I found out the battery wasn't as limited for the headset or controllers as initial reports made out, I plonked down the money for it. Mostly because: a) I hate fresnel and I'm desperate to move onto pancake. Fresnel artifacting is the main reason I don't watch movies or the like in my headset just now. b) I could do with more comfort. My custom setup is already pretty nice but not having to have the headset glued to my face would be much more pleasant c) I desperately want those new self-tracking controllers I'm aware I could've picked up the pico for pancake lenses or bought the controllers on their own to pair with my Q2 but I want the benefits of both and I'm not patient enough to wait a year :P I think the eye and face tracking was a mistake. I love eye-tracking as a tech and think it's vital to future VR, but it's too early. The tracking is the main reason the headset is so expensive and seems to be a major reason behind the short stated battery life as well. Once tech has come along that lowers the power draw and manufacturing expenses down I think eye-tracking at the very least should be a base feature in all headsets (along with automatically set IPD and individual lense diopters :P ) but again... we're not there yet and I think that's where the pro is suffering. I hear the eye and face tracking data isn't even available across PCVR connection so it's incredibly limited right now. Even if they add PCVR eye and face tracking later, there'll be next to no support because most devs won't want to spend time on features that are still entirely restricted to a super niche subset of the VR community :P
I've preordered it. I don't look at it as expensive as I see it really as three headsets in one and I've spent almost as much with the last two generations, as I needed two headsets (one standalone one PCVR) to do what I wanted to do and combined they cost nearly as much as this. 2019 I spend £1000 on Quest 1 & accessories, plus a Rift S, in 2020/21 I spent just over £1200 on a Quest 2 with all the accessories and a Reverb G2. The Quest Pro should comfortably replace both of those for only £300 or so pounds more than the last generation, plus it does mixed reality, eye and face tracking too, in what is easily the sleekest, coolest form factor we've seen. Whilst I agree it's not ideally sorted for PCVR, the resolution is lower than I'd like, I'd rather a display port, and there is no 120 Hz refresh rate, I'm not sure in practice how much these factors will actually matter. I bought a Vive Pro 2 with base stations and Index Controllers and I hands down preferred the Quest 2 over it PCVR, despite only have a USB-C connection, and despite the lower resolution. It turns out, in practice, display resolution doesn't mean a lot for the overall experience if the lenses are so bad that you can't actually view that clarity in the image. The glare and godrays in the Vive Pro 2, coupled with the fact they had slanted the lenses and pulled them further apart to give a wider horizontal field of view meant that there was too little binocular overlap and thereofore a huge amount of clarity was lost. The Quest 2 simply looked better overall, despite the rather drab colours in comparison. I bought a Reverb G2, which I love for seated PCVR, especially Microsoft Flight Simulator, and pretty much hate for everything else. The tracking is poor and the controllers are so uninspired, no capacitive sensor, barely registerable haptics, cheap feeling buttons that I just don't want to use them. The Valve Index is ancient at this point, and the Varjo Aero is £2700 once controllers and base stations are factored in, and it can't do standalone or mixed reality. So, for me the Quest Pro will still be the best overall headset, despite its limitations. Thankfully they offer a 30 day returns policy so if I don;t like it I'll just return it and stick with my Quest 2 and G2 for a while longer, but I'm itching to experience mixed reality.
Pre-ordered already. Sold my OQ2 three months ago… so I was looking forward to BETTER GRAPHICS on a Quest device (I already have the Index). I know it’s not a huge improvement, but the OQ2 had washed out colors which really annoyed me (compared to OQ1, Samsung Odyssey, Index and HP Reverb g2). So for me, I’m buying it just for the better screen and controllers - ah… also super important: COMFORT - seems much better with less strain on the neck - and yes.. I bought the full light blocker also.
Good to see your videos again, always enjoyable. This headset certainly isn't for me! Neither surprisingly is PSVR2. This device is ludicrously priced and over speced in areas not required, whilst being horribly under speced in other (run/batter time as you correctly highlight). As for PSVR2, I was hugely disappointed to hear that there would be zero backwards compatibility. Sony shooting their own foot off on that one! Given the architecture the system is based on is PC based and PS4 compatibility is already there for PS5, it's just plain dumb. Yes there are issues/barriers to overcome in moving from the move controllers to inside out tracking etc, but Sony should have welcomed the challenge and used it as a loss leader to obtain a greater share of the VR market to pipe software into more homes: simply threw money at developers in order to make compatibility happen. I have found myself using the Quest 2 an awful lot, and I seriously like being untethered, especially for fitness based games, for rhythm games etc. I think it is hard to go back to being tethered afterwards, so for me the lack of backwards compatibility is the second nail in the Sony VR coffin. Quest 3 for me!
Thanks, Christopher. The Quest Pro isn't for me either. I like the idea of it and I'm sure if I had the money and not stupid heating/electricity bills, like we all do, to worry about, then I may have gone for it. But, I will be patient and the Quest 3 is for me. Like you, I've been using the Quest 2 a lot more than I thought I would. More so now that games have moved away from the stick figure graphics, to graphics that I would have only expected on my Valve Index, which has been gathering dust for over a year now. The PSVR2 is something I will likely buy, but I have concerns. They have to make it below $500. Just have to. If not cheaper than that, or inline with the Quest 2/3. As that is the expectation now for consumer headsets. I'm sure, with some software emulation, they could have put together some form of compatibility for the old PSVR, which I thought was ahead of its time and given the technical issues they faced, the result was impressive. I think Sony is signalling, much like a lot of tech companies, that we're entering the true age of VR/AR and they need to put their flag in the ground and show their technical intent moving forward. I heard people saying that VR was dead and it would kill Sony, when they released the PSVR. Whilst not an enormous success and was derided, it lead the way for cheaper VR.
All these European chaps be like "aw yeh quest pro more like quest shit innit" I REALLLLY need a headset to work in because I live in my car and only have 1 monitor in a horribly non ergo position. I'm totally fine with plugging in my headset sure that's fine. Who really runs these things just off of batteries anyway LMFAO. I agree, the price tag is f*****, but the sensors should OBVIOUSLY be the new standard if you can have slam full body tracking and face tracking without any additional sensors, AND stereoscopic 3D pass-through (as opposed to mono on pico). It opens up an unbelievable amount more use cases. You can still play games on it.
I can't justify spending $1500 on it. When PSVR 2 and Quest 3 are out next year. Given I already own a Valve Index and a Quest 2. There is no point in owning something that a Tilt 5 can do for a fraction of the cost and aimed at gaming. Soooo, I guess not salty then.
@@BitsBytesBobs Valve Index and Quest 2 with accessories cost well over £1500 combined and you'd get a better standalone and PCVR experience with this, plus mixed reality too. A PS5 + PSVR2 and Quest 3 will also likely cost more combined than this. The PSVR 2 will likely have some great exclusive games however so I can understand the purchase if you're really into VR gaming and not so much in anything non gaming related.
@@kevinbrook7033 the quest pro is more for AR/VR for work rather than any gaming. It would let in too much light for immersive VR because of its design to stand away from the face more, even with the enclosed pads at the side. As a business headset it makes a lot of sense and is far more appealing that the other alternatives from Microsoft and Magic Leap.
They sell a full facial interface or you can play in the dark with an infrared illuminator. That's what I used to do with my Rift S, I'd take the facial interface out to boost the FOV.
Are you looking forward to the Meta Quest Pro, or the PSVR 2, or maybe the Quest 3? Which one are you going to get and why?
Interesting to see some of the comments. For the record, what I'm saying is based on the information Meta has provided, so it's not a case of being jealous or that it's not games focused - happens to be based on facts. I'm sure it will do well in the market sector it's aimed at and as stated in the video, I hope to see some of that technology make it over to a more games-focused Quest 3. But, if you have ordered one, great, awesome, good for you. I'd love to know what you will be using it for?
Quest Pro Is for me, I am autistic, ADHD, Bipolar and PTSD, I live in VR and use technology instead of medication, VRchat, Beat Saber, SkyrimVR are all part of my actual medical records (in real life I am non functioning in public) it does have a USB C for charging and I will just stick a 26800 mah on my waste and charge it via that.
Augmented reality is a dream come true, sadly I will have to save up for 6 months plus to get hold of one. I currently daily drive an index and have a Q2 as a backup because I need to be in VR every day for my mental health.
@@Quebber Great to see that technology is providing you fundamental change and help in your day to day life. Stories like yours provide real proof that there is massive gains for some way beyond what perhaps even those who developed the technology imagined. I wish you continued success with VR/AR and please keep in contact as to your progress and thoughts of the Quest Pro.
@@BitsBytesBobs I am going to try to get in touch with the Meta team behind the Quest Pro see if they would like to donate a Quest Pro for a worthy cause, as in Me :D, Not really as cheeky as it sounds because I live VR and use both it and (hopefully) AR to show how technology can be an alternative to the standard treatments for PTSD and Autism, did you know that sleeping in VR can help with insomnia, I know many people who sleep in VRChat to "reset" there brain after working nights or dealing with insomnia related illness. If I do get any kind of info or even to test one out I'll let you know.
@@Quebber Keep me posted. It seems to me that this part of VR/AR is much ignored or certainly not given the attention it deserves within the media. Let's hope that Meta see your cause as the worthy one it is. Keep me informed as to how you get along, as I find these uses of technology incredible and enlightening. Fingers crossed.
Just to let you know, but John Carmack said that if you turn off the pro features (I'm guessing he just means eye and face tracking) you'll get more time out of the battery than you would from the quest 2. The 1-2 hour time seems to only be if you're messing about in meeting with the full face-gurning active... which isn't ideal because you'd want to really use the full feature set for longer than that, but at least it's not as bad as we first thought.
In terms of charging time, I've heard folks who were at the hands-on events say that some reps were saying charging to full was about 2 hours.
Edit: As for my own thoughts: once I found out the battery wasn't as limited for the headset or controllers as initial reports made out, I plonked down the money for it.
Mostly because:
a) I hate fresnel and I'm desperate to move onto pancake. Fresnel artifacting is the main reason I don't watch movies or the like in my headset just now.
b) I could do with more comfort. My custom setup is already pretty nice but not having to have the headset glued to my face would be much more pleasant
c) I desperately want those new self-tracking controllers
I'm aware I could've picked up the pico for pancake lenses or bought the controllers on their own to pair with my Q2 but I want the benefits of both and I'm not patient enough to wait a year :P
I think the eye and face tracking was a mistake. I love eye-tracking as a tech and think it's vital to future VR, but it's too early. The tracking is the main reason the headset is so expensive and seems to be a major reason behind the short stated battery life as well. Once tech has come along that lowers the power draw and manufacturing expenses down I think eye-tracking at the very least should be a base feature in all headsets (along with automatically set IPD and individual lense diopters :P ) but again... we're not there yet and I think that's where the pro is suffering.
I hear the eye and face tracking data isn't even available across PCVR connection so it's incredibly limited right now. Even if they add PCVR eye and face tracking later, there'll be next to no support because most devs won't want to spend time on features that are still entirely restricted to a super niche subset of the VR community :P
I've preordered it. I don't look at it as expensive as I see it really as three headsets in one and I've spent almost as much with the last two generations, as I needed two headsets (one standalone one PCVR) to do what I wanted to do and combined they cost nearly as much as this. 2019 I spend £1000 on Quest 1 & accessories, plus a Rift S, in 2020/21 I spent just over £1200 on a Quest 2 with all the accessories and a Reverb G2.
The Quest Pro should comfortably replace both of those for only £300 or so pounds more than the last generation, plus it does mixed reality, eye and face tracking too, in what is easily the sleekest, coolest form factor we've seen.
Whilst I agree it's not ideally sorted for PCVR, the resolution is lower than I'd like, I'd rather a display port, and there is no 120 Hz refresh rate, I'm not sure in practice how much these factors will actually matter.
I bought a Vive Pro 2 with base stations and Index Controllers and I hands down preferred the Quest 2 over it PCVR, despite only have a USB-C connection, and despite the lower resolution. It turns out, in practice, display resolution doesn't mean a lot for the overall experience if the lenses are so bad that you can't actually view that clarity in the image. The glare and godrays in the Vive Pro 2, coupled with the fact they had slanted the lenses and pulled them further apart to give a wider horizontal field of view meant that there was too little binocular overlap and thereofore a huge amount of clarity was lost. The Quest 2 simply looked better overall, despite the rather drab colours in comparison.
I bought a Reverb G2, which I love for seated PCVR, especially Microsoft Flight Simulator, and pretty much hate for everything else. The tracking is poor and the controllers are so uninspired, no capacitive sensor, barely registerable haptics, cheap feeling buttons that I just don't want to use them.
The Valve Index is ancient at this point, and the Varjo Aero is £2700 once controllers and base stations are factored in, and it can't do standalone or mixed reality.
So, for me the Quest Pro will still be the best overall headset, despite its limitations. Thankfully they offer a 30 day returns policy so if I don;t like it I'll just return it and stick with my Quest 2 and G2 for a while longer, but I'm itching to experience mixed reality.
Preordered mine! Finally a headset that’s focused on productivity rather than gaming.
Good 4 u! I just did it with you
Be interesting to see what you think.
@@BitsBytesBobs I’ll let you know, I’m not afraid to return it if it sucks!
Pre-ordered already. Sold my OQ2 three months ago… so I was looking forward to BETTER GRAPHICS on a Quest device (I already have the Index). I know it’s not a huge improvement, but the OQ2 had washed out colors which really annoyed me (compared to OQ1, Samsung Odyssey, Index and HP Reverb g2). So for me, I’m buying it just for the better screen and controllers - ah… also super important: COMFORT - seems much better with less strain on the neck - and yes.. I bought the full light blocker also.
Good to see your videos again, always enjoyable. This headset certainly isn't for me! Neither surprisingly is PSVR2. This device is ludicrously priced and over speced in areas not required, whilst being horribly under speced in other (run/batter time as you correctly highlight). As for PSVR2, I was hugely disappointed to hear that there would be zero backwards compatibility. Sony shooting their own foot off on that one! Given the architecture the system is based on is PC based and PS4 compatibility is already there for PS5, it's just plain dumb. Yes there are issues/barriers to overcome in moving from the move controllers to inside out tracking etc, but Sony should have welcomed the challenge and used it as a loss leader to obtain a greater share of the VR market to pipe software into more homes: simply threw money at developers in order to make compatibility happen.
I have found myself using the Quest 2 an awful lot, and I seriously like being untethered, especially for fitness based games, for rhythm games etc. I think it is hard to go back to being tethered afterwards, so for me the lack of backwards compatibility is the second nail in the Sony VR coffin.
Quest 3 for me!
Thanks, Christopher. The Quest Pro isn't for me either. I like the idea of it and I'm sure if I had the money and not stupid heating/electricity bills, like we all do, to worry about, then I may have gone for it. But, I will be patient and the Quest 3 is for me. Like you, I've been using the Quest 2 a lot more than I thought I would. More so now that games have moved away from the stick figure graphics, to graphics that I would have only expected on my Valve Index, which has been gathering dust for over a year now. The PSVR2 is something I will likely buy, but I have concerns. They have to make it below $500. Just have to. If not cheaper than that, or inline with the Quest 2/3. As that is the expectation now for consumer headsets. I'm sure, with some software emulation, they could have put together some form of compatibility for the old PSVR, which I thought was ahead of its time and given the technical issues they faced, the result was impressive. I think Sony is signalling, much like a lot of tech companies, that we're entering the true age of VR/AR and they need to put their flag in the ground and show their technical intent moving forward. I heard people saying that VR was dead and it would kill Sony, when they released the PSVR. Whilst not an enormous success and was derided, it lead the way for cheaper VR.
@@BitsBytesBobs - I'm nodding like a nodding dog.
Just to state a fact, you cannot get 2 hours from Quest2 for any heavy Quality VR game.
You can with the elite strap with battery.
I agree, battery time is such an important aspect to keep us in
All these European chaps be like "aw yeh quest pro more like quest shit innit" I REALLLLY need a headset to work in because I live in my car and only have 1 monitor in a horribly non ergo position. I'm totally fine with plugging in my headset sure that's fine. Who really runs these things just off of batteries anyway LMFAO. I agree, the price tag is f*****, but the sensors should OBVIOUSLY be the new standard if you can have slam full body tracking and face tracking without any additional sensors, AND stereoscopic 3D pass-through (as opposed to mono on pico). It opens up an unbelievable amount more use cases. You can still play games on it.
Or here in America “But…but…me GAMES” 😂
I never said it was crap! I just said it's not for gaming or a quest 3 replacement. Plus the battery is an issue.
Can you plug in a usb c while using it? It would be better if they just made it tethered
It’s absolutely for me! Pre ordered!
Awesome. What will you be using it for?
Its not for me? I want it! Reverse phycology marketing haha
Your just salty because of the price.
I can't justify spending $1500 on it. When PSVR 2 and Quest 3 are out next year. Given I already own a Valve Index and a Quest 2. There is no point in owning something that a Tilt 5 can do for a fraction of the cost and aimed at gaming. Soooo, I guess not salty then.
@@BitsBytesBobs Valve Index and Quest 2 with accessories cost well over £1500 combined and you'd get a better standalone and PCVR experience with this, plus mixed reality too. A PS5 + PSVR2 and Quest 3 will also likely cost more combined than this. The PSVR 2 will likely have some great exclusive games however so I can understand the purchase if you're really into VR gaming and not so much in anything non gaming related.
@@kevinbrook7033 the quest pro is more for AR/VR for work rather than any gaming. It would let in too much light for immersive VR because of its design to stand away from the face more, even with the enclosed pads at the side. As a business headset it makes a lot of sense and is far more appealing that the other alternatives from Microsoft and Magic Leap.
They sell a full facial interface or you can play in the dark with an infrared illuminator. That's what I used to do with my Rift S, I'd take the facial interface out to boost the FOV.
It is for me. How dare you judge me you noob
You shall be judged haha!
@@BitsBytesBobs Haha let the challenge begin 😆