Meta Quest Pro price reveal

It has 2 hour battery life... Enjoy.
Thats not a big problem for me personally. The Quest 2 has a 2 hour battery life but a lot of people mod it and add a battery pack. My Quest has 2 anker battery packs for me to switch and charge while I play. I can play all day while switching between battery packs.

The real worry for me is the controllers that have no replacable battery, once they die you need to wait for them to charge.
 
Last edited:
I've tried working in normal VR with a virtual room full of screens [...] you need AR for productivity.
Two monitors are imho already the reasonable ceiling for my work with a shortcut button on my mouse to switch between the two main programm parts on the main screen, but the stereotypical stock broker depiction with 6+ monitors sounds like a headache inducing horror scenario. Maybe I am just dumb but a "room full of screens" sounds exhausting first and foremost, the opposite of productivity, especially long term.
 
Two monitors are imho already the reasonable ceiling for my work with a shortcut button on my mouse to switch between the two main programm parts on the main screen, but the stereotypical stock broker depiction with 6+ monitors sounds like a headache inducing horror scenario. Maybe I am just dumb but a "room full of screens" sounds exhausting first and foremost, the opposite of productivity, especially long term.
Not for me... I like the idea of "main engineering" (...Star Trek TNG) and having a spatial arrangement for what I'm doing. It's fine to swipe between 6 or 8 virtual desktops as I currently do in software, but physically turning my head to see different things is more natural when I've tried it. It gives more a spatial sense to my work.

I'm sure it also depends on the nature of the job. In my case it's software engineering, and there are so many things I need / want to keep open (server monitoring, code editors, application view, some spec or document for reference, a Slack screen, etc).
 
Being that it's the entire content of your post, I presumed you thought it mattered - unless your post doesn't matter?

What are you talking about? You quoted me telling me to stop replying to a guy comparing psvr2 and quest pro
John Carmack disagrees. If you know better than John Carmack, please, post your white paper and enjoy millions of job offers. PSVR2 requires a tether for audio visual data transfer from the console doing the actual work - PS5 - which is why it requires both the tether and the PS5. The headset is not wireless and contains no hardware for rendering or processing games. That you even tried to present this as fact is fucking laughable. And my Quest 2 lasts about 5 hours under full load, and I can extend it to eight with an alternative headband. And no one is doing marathoning 5 hour VR sessions.

The same John Carmack who said a closed architecture of a console is twice as powerful as the PC equivalent?

You keep bringing up that PSVR2 tied to a console is somehow a negative. Graphics, physics and response time matter the most in VR to give a fluid and comfortable experience, of course you know this as you say later on in your post
Comparing the Quest Pro to the Quest 2 in terms of comfort? Because the Quest Pro uses the PSVR halo design. My PSVR is still the most comfortable VR headset I own - by far. This is a simple extrapolation from known variables.
Comfort? Who mentioned that?

Quest Pro has a longer battery life than the Quest 2, so it'll exceed five hours under full load. And no one - not me, nor anyone at Meta - pretends that the Quest's "clocks run higher than a PS5". What are you on about?

No according to the people who made the quest pro it won't. And what does quest 2 have to do with anything?
No, my post was correcting a deeply unintelligent comparison between a game console VR peripheral and a standalone self-contained enterprise VR headset. And even then, I said it's features don't justify the cost.
So we can't compare headsets now because reasons? Even when people say they prefer the wireless experience, we now have to separate VR in to wired and wireless models to compare them in a vacuum?

Then why are you on console? Come join PCVR with myself and many others. Playing my Quest 2 over AirLink using my gaming pc - i9 10900k, Gigabyte RTX 3090 OC, 64GB RAM - will eclipse anything a console can do this generation. Half-Life: Alyx at full settings, locked native 90FPS, with 200% super-sampling? Now that's pushing boundaries.
Hold on a second. Earlier in the post you were saying how the PSVR2 needs a PS5 to be good, now you're saying quest 2 -which is nothing to do with the comparison between PSVR2 and Quest pro, is a better headset because it's tied to a PC? You also mention Carmack, who said that consoles are twice as powerful as the equivalent PC because of the variation of spec within the PC space. On top of that, what did your rig cost? $2500? Plus the cost of the Quest pro headset comes to roughly $4000, would you agree? A PSVR2 and PS5 will come to ~$1200 worst case scenario.

And while it's yet to be seen, i am confident that a single headset designed for a console which is designed specifically for VR with software developed in conjunction with Unreal 5, which itself was designed with PS5 in mind, will outshine the PC offerings until their next generation of headsets launched. At worst, it will give the PC a run for its money.

With all that said, I do feel like we're arguing around one another, while both agreeing on the same basic points. So let's move on.
 
Oh for fuck sake
yes yes I think.
The same way is inferior to psvr2 in almost every way
Donald Trump GIF by reactionseditor
 
The same way is inferior to psvr2 in almost every way
I really don't think these are in competition. The main focus of this high-end "pro" variation on the Quest is the business and productivity market, where gaming is secondary and PSVR has no presence or intentions at all.

Even if we're talking about gaming alone, it's a very peculiar niche of people who would buy this expensive headset, and I assume they'd be dedicated PC gamers, so consoles don't matter much.
 
I really don't think these are in competition. The main focus of this high-end "pro" variation on the Quest is the business and productivity market, where gaming is secondary and PSVR has no presence or intentions at all.
I didn't say otherwise or disagree with you.
It's pretty obvious what's the focus of the pro is.
I'm just baffled by this nonsense oled is shitty for vr. Don't know where this nonsense came from lol.
 
What is going on in this thread, first foveated rendering isnt a big deal, now LCD is better than OLED?

LCD was better than OLED for VR in the past, not sure how that is today with new OLED tech and different pixel structures.
but the pixel structure of OLED was an issue for a long time I think, edges of objects looked less sharp and artifacty on OLED headsets compared to LCD headsets
 
Last edited:
LCD was better than OLED for VR in the past, not sure how that is today with new OLED tech and different pixel structures.
but the pixel structure of OLED was an issue for a long time I think, edges of objects looked less sharp and artifacty on OLED headsets compared to LCD headsets
Lcd was never better. One the complaints Oculus had was when they changed from oled to lcd. Lcd is terrible for blacks. Even if you have an argument with today's lcds, it wasn't definitely a thing in the past.
 
Lcd was never better. One the complaints Oculus had was when they changed from oled to lcd. Lcd is terrible for blacks. Even if you have an argument with today's lcds, it wasn't definitely a thing in the past.

I definitely saw articles a few years ago about why OLED VR headsets have bad edge clarity and edge artifacts. a shared subpixel and a weird pixel structure in general were the issues I think.
 
Last edited:
I definitely saw articles a few years ago about why OLED VR headsets have bad edge clarity and edge artifacts. a shared subpixel and a weird pixel structure in general were the issues I think.
Conclusion
OLED displays offer several advantages over LED technology for virtual reality headsets. These benefits include deeper blacks and contrast levels, higher refresh rates, and lower power consumption. As the technology matures, it is likely that all VR headsets will feature OLED displays, as the disparity between OLED and LED is skewed towards OLED. The reason why OLED is not seen in more virtual reality headsets comes down to price point and technology maturity.

Quick Google search
 

"The reason why OLED is not seen in more virtual reality headsets comes down to price point and technology maturity."

basically what I said. the pixel structure was shit and made the image look worse than LCD.

Pentile = OLED, RGB = LCD
lcd-rgb-vs-oled-pentile.jpg



OLED in past headsets had a shared green subpixel and a weird ass pixel structure as you can see down there

rgb-vs-pentile.jpg
 
Last edited:
LCD was better than OLED for VR in the past, not sure how that is today with new OLED tech and different pixel structures.
but the pixel structure of OLED was an issue for a long time I think, edges of objects looked less sharp and artifacty on OLED headsets compared to LCD headsets
That was a loooong time ago now, the issue with OLED was the screen door effect was more noticeable versus LCD. But even PSVR 1 the screen door effect is marginal due to how they arranged the subpixels and thats with relatively low resolution. Newer OLED's with higher resolution the screen door is pretty much gone (its gone completely from PSVR2). LCD on the other hand has many more negatives, the black levels arent great which is due to backlighting, contrast is better on OLED, LCD's have ghosting due to high persistence. The only thing LCD's really have going for them is cost.
 
Everything from insinuating John Carmack doesn't know what he's talking about, to straight up lying about what you said in your owns posts in this very thread. What a terrible post from a terrible poster. I won't engage with you again. Best of luck out there.
Imagine thinking foveated rendering isn't a big deal and then trying to take the high ground.

You can keep the luck, you're going to need it more than me
 
That was a loooong time ago now, the issue with OLED was the screen door effect was more noticeable versus LCD. But even PSVR 1 the screen door effect is marginal due to how they arranged the subpixels and thats with relatively low resolution. Newer OLED's with higher resolution the screen door is pretty much gone (its gone completely from PSVR2). LCD on the other hand has many more negatives, the black levels arent great which is due to backlighting, contrast is better on OLED, LCD's have ghosting due to high persistence. The only thing LCD's really have going for them is cost.

long time ago, as in 2018, the Vive Pro still used a Pentile pixel structure, which was pretty bad.

and the PSVR1 also had a Pentile pixel grid which means not every pixel has all subpixels available (see my post above)
PSVR1 in general was pretty terribe tbh.
 
long time ago, as in 2018, the Vive Pro still used a Pentile pixel structure, which was pretty bad.

and the PSVR1 also had a Pentile pixel grid which means not every pixel has all subpixels available (see my post above)
PSVR1 in general was pretty terribe tbh.
erm, were did you get that from? PSVR 1 is RGB stripe

PSVR is not terrible at all, especially for the resolution
 
Last edited:
people are slapping an "enterprise" on consumer level technology. This shares same specs as Q2 and costs 4x as much. They're just no longer selling their devices at a loss. This is a quest 2.5
 
One thing I hated about the Rift CV1 was the black smear the OLED had, and to get rid of it you needed to avoid true black (which means no pixels off). That was really bad for me. I don't know if current OLED tech has the same problem tho.

and the PSVR1 also had a Pentile pixel grid

It was RGB
 
Last edited:
Imagine thinking you know more than John Carmack and trying to tell people that PSVR2 doesn't need a tether, and then expect anyone to want to converse with you.
You do know that Carmack works for Meta dont you? I'm pretty certain other headset manufacturers with eye tracking/foveated rendering would have tested these things. (His claim is also that there wont be massive gains over fixed foveated rendering, and that is correct other that fixed foveated rendering is crap unless you are looking straight ahead at all times)
 
That was a loooong time ago now, the issue with OLED was the screen door effect was more noticeable versus LCD. But even PSVR 1 the screen door effect is marginal due to how they arranged the subpixels and thats with relatively low resolution. Newer OLED's with higher resolution the screen door is pretty much gone (its gone completely from PSVR2). LCD on the other hand has many more negatives, the black levels arent great which is due to backlighting, contrast is better on OLED, LCD's have ghosting due to high persistence. The only thing LCD's really have going for them is cost.
None on us have used the headset yet so I'm not sure how anyone here can he sure of this.
 
You do know that Carmack works for Meta dont you? I'm pretty certain other headset manufacturers with eye tracking/foveated rendering would have tested these things. (His claim is also that there wont be massive gains over fixed foveated rendering, and that is correct other that fixed foveated rendering is crap unless you are looking straight ahead at all times)
If you watched his presentation you'd know he basically dunked on his own company for the first 10 minutes. Carmack is painfully honest in technical matters with exactly zero fucks givens, and has been for 30 years. When your post requires John Carmack to either: a) be lying, b) not know what he's talking about, or c) misunderstand his own work, then you seriously need to step back.

On topic, PSVR1 had fixed foveated rendering, now it seems that the additional processing required for eye-tracked foveated rendering eats up the marginal gains the technique brings. The main benefit to this approach is actually different than what many others, including myself, thought it was. The gain is not performance, but rather just the ability to look around the screen and have it all be at full resolution. Now, that's still a great step - much better than the straight-ahead-at-all-times I'm forced to do on my Quest 2, no question - but it means that we won't be getting large performance improvements, which would allow more limited hardware to punch well above its weight. Carmack comments that the shift from Fresnel to pancake lenses in Quest Pro removes a lot of the edge blurring - which creates a problem, because the Fresnel lenses actually masked the impact of the fixed foveated rendering edge blur. PSVR2 uses improved Fresnel lenses, meaning the edges of the display are still going to be blurred, limiting the area you can look around in anyway. This is worth considering and talking about.
 
Last edited:
If you watched his presentation you'd know he basically dunked on his own company for the first 10 minutes. Carmack is painfully honest in technical matters with exactly zero fucks givens, and has been for 30 years. When your post requires John Carmack to either: a) be lying, b) not know what he's talking about, or c) misunderstand his own work, then you seriously need to step back.

On topic, PSVR1 had fixed foveated rendering, now it seems that the additional processing required for eye-tracked foveated rendering eats up the marginal gains the technique brings. The main benefit to this approach is actually different than what many others, including myself, thought it was. The gain is not performance, but rather just the ability to look around the screen and have it all be at full resolution. Now, that's still a great step - much better than the straight-ahead-at-all-times I'm forced to do on my Quest 2, no question - but it means that we won't be getting large performance improvements, which would allow more limited hardware to punch well above its weight. Carmack comments that the shift from Fresnel to pancake lenses in Quest Pro removes a lot of the edge blurring - which creates a problem, because the Fresnel lenses actually masked the impact of the fixed foveated rendering edge blur. PSVR2 uses improved Fresnel lenses, meaning the edges of the display are still going to be blurred, limiting the area you can look around in anyway. This is worth considering and talking about.
I was skeptical of foveated rendering and everyone laughed at me.
 
Last edited:
So, not only do you know you're wrong, but you're also too simple to admit it. This type of attitude lowers the quality of this entire discussion board.

I was wrong about the impact of eye-tracked foveated rendering: I thought it would give huge improvements. Nothing wrong with admitting you're wrong when presented with new information. Best of luck, kid.
 
If you watched his presentation you'd know he basically dunked on his own company for the first 10 minutes. Carmack is painfully honest in technical matters with exactly zero fucks givens, and has been for 30 years. When your post requires John Carmack to either: a) be lying, b) not know what he's talking about, or c) misunderstand his own work, then you seriously need to step back.

On topic, PSVR1 had fixed foveated rendering, now it seems that the additional processing required for eye-tracked foveated rendering eats up the marginal gains the technique brings. The main benefit to this approach is actually different than what many others, including myself, thought it was. The gain is not performance, but rather just the ability to look around the screen and have it all be at full resolution. Now, that's still a great step - much better than the straight-ahead-at-all-times I'm forced to do on my Quest 2, no question - but it means that we won't be getting large performance improvements, which would allow more limited hardware to punch well above its weight. Carmack comments that the shift from Fresnel to pancake lenses in Quest Pro removes a lot of the edge blurring - which creates a problem, because the Fresnel lenses actually masked the impact of the fixed foveated rendering edge blur. PSVR2 uses improved Fresnel lenses, meaning the edges of the display are still going to be blurred, limiting the area you can look around in anyway. This is worth considering and talking about.
I never said he was lying, in fact as I mentioned, he's saying no massive performance improvement over FFR, which as I said is correct (there is some because you can really go to town lowering everything in your peripheral vision).

All headsets have fixed foveated rendering, its done in software, but you really cant compare FFR to proper foveated rendering (other than performance gains).
At GDC 2022, Unity showed there was a 2.5x gain using FFR and up to 3.6x gain using eye tracking + foveated rendering
 
I never said he was lying...
Actually:
You do know that Carmack works for Meta dont you?...
You certainly insinuated he was being dishonest in his comments. If that wasn't your intention, I'd recommend wording this less accusationally.

... At GDC 2022, Unity showed there was a 2.5x gain using FFR and up to 3.6x gain using eye tracking + foveated rendering
If Carmack is being dishonest because he works at Meta, would Unity also be dishonest because its trying to sell its own engine? That's the problem with that kind of assumption: to applies to everyone unfavourably.

On topic, I'd need to see Unity's GDC video to comment, frankly. Do you have a link? Unity is positioning a ~70% performance improvement from the improved eye tracking. Carmack is commenting that the necessary machine learning processing, performed on the main processor, to identify where the eye is looking fast enough for foveated rendering to work in close to real time eats up a good chunk of the performance improvement. Was Unity's metric just for the rendering, or all inclusive (motion to photon)?
 
Last edited:
So, not only do you know you're wrong, but you're also too simple to admit it. This type of attitude lowers the quality of this entire discussion board.

I honestly stopped trying to figure out what point you were trying to make about 4 posts ago. It felt like i was being trolled with what you were saying
Nothing wrong with admitting you're wrong when presented with new information.
Tell that the off topic board of this forum
Best of luck, kid.
Kid?

Stephen Merchant Reaction GIF
 
Thats not a big problem for me personally. The Quest 2 has a 2 hour battery life but a lot of people mod it and add a battery pack. My Quest has 2 anker battery packs for me to switch and charge while I play. I can play all day while switching between battery packs.

The real worry for me is the controllers that have no replacable battery, once they die you need to wait for them to charge.
This is $1500.
 
Top Bottom