The Quest is surprisingly light at 1.3 pounds. While that weight is, of course,
front-loaded into a plastic box you strap to your face, the harness distributes it
fairly comfortably. The hook-and-loop fasteners of the straps aren’t quite as
easy to adjust as the ratcheting wheel found on the back of the Rift S and the
Sony PlayStation VR, but they’re secure and comfortable once you get a proper
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your forehead and nose.
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headset, its graphical capabilities still can’t reach the levels of performance and
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Quest packs a Qualcomm Snapdragon 835 VR processor, a big step up from the
Go’s Snapdragon 821. Its OLED display provides 1,440 by 1,600 resolution to
each eye, as high as the HTC Vive Pro and higher than both the Go and the Rift
S (1,280 by 1,440), though at a slightly lower refresh rate than the Vive Pro and
Rift S (72Hz to 90Hz and 80Hz, respectively).
The headset has its own battery that must be charged with the included USB-C
adapter. According to Oculus, the battery can last two to three hours on a
charge. This is unimpressive and unsurprising; the Oculus Go also has a peak
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and recharge it every few hours can help reduce eye and neck strain.
GUARDIAN KEEPS YOU SAFE
The Quest’s cameras and 6DOF motion tracking support whole-room VR, with
Oculus’ updated Guardian feature to help keep things safe. Guardian was
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virtual walls around your play area, which you drew by holding an Oculus
Touch controller in view of the Rift’s external sensors and slowly dragging it
along the boundary you wanted to create. Guardian on the Quest is quicker and
easier to set up and much more useful, thanks to the headset’s cameras.
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headset on and relying on the monochrome view of its cameras to determine
where you want to be able to move. Instead of physically tracing the space by
walking a controller around it, you simply point the controller at a spot on the
ground like you’re holding a laser pointer and paint the edges. It takes just a few
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