Oculus Quest Review


If you’ve been willing to buy expensive VR hardware, and the powerful PC to match, fully immersive, high-performing VR experiences have been available for a few years now. But unless you’ve got an endless entertainment budget and lots of space, that VR dream has been out of reach for most of us.

Luckily, Oculus is on a mission to bring VR to more people, which means the Quest sits in a highly-coveted sweet spot. That’s because it’s got performance to rival PC-powered virtual reality, but it’s a standalone device. There are no wires and no pricey additional equipment requirements – the Quest could become a VR game-changer.

The most noticeable difference is that, unlike the Go’s ‘orientation only’ movement system, the Quest delivers six degrees of freedom (6DOF) tracking. This is thanks to two motion controllers, which look like the older Oculus Touch with some minor design tweaks, as well as sensors located on the sides of the headset.

This means you can walk around anywhere without a wire holding you back and your movements are translated into VR. The Quest opens up possibilities for walking around, bending, crouching, and generally not being wary of tripping over wires whatever you do within a virtual environment.

Facebook, which owns Oculus, shows no sign of slowing down when it comes to VR. The Go launched last year, the Quest is with us now and soon the Rift S PC-powered headset will be launched as well.

So where will the Quest fit in the Oculus line-up? Could this be the headset that makes VR truly mainstream? Or will it still be too much of a risky investment? We put it to the test to find out.

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