If it’s standalone i hope they have a way to use it as pcvr. But actually pcvr. Not this usb heavily compressed dogshit that other standalone headsets offer, like Meta.
Having had a Quest 2 and now having a Quest 3: The stand alone experience on the 3 is barely different from using PCVR for the same apps that are available on both. VRchat is the only one I can even notice a difference in, but it’s also the only one I play where all the visuals are created by the players and has no consistency. Someone could have a 2D PNG as an avatar and it works everywhere for everyone, while another could have a super photo realistic, super high polycount dragon model that brings even the most powerful PC to its knees.
For my Quest 2, if I play PCVR over USB I get 0 compression? I only notice compression when using air link, virtual desktop, or Steam link.
The original leaks and speculation for Deckard were that it’s a regular PCVR headset for use wireless or wired. And that standalone was something extra to buy, that mounted to the back of the head strap and connected to the HMD.
The quest 2 headsets most definitely are using compression. They literally have to. There’s no way you can pump that much data through usb c, given the quest’s usb controller specs.
Does the quest 2 let you use steamvr supersampling in pc link mode?
Huh super interesting, this just made me look it up. USB does in fact use compression, but how much will depend on the bitrate set in the Oculus Link app.
I don’t VR that much, but I remember using wired USB with Oculus Link without tinkering, and I couldn’t tell that it was compressed, ever. Like crystal clear output, no signs of artifacting or anything.
Which is wild to me, since DisplayPort over USB-C is a thing. I just looked and it’s capable of 4k@60Hz with 24bit color and no compression. So I guess it’s just a limitation of the Quest 2’s XR2 chip.
After a quick search it looks like Quest 2 over USB can use Steam VR’s super sampling. Since it’s baked into SteamVR, it seems like basically all connection methods can use it.
Thanks for the heads up, I would have never guessed it uses compression!
I believe that the compression is hard to see in certain scenarios. But i just want that sweet sweet uncompressed raw signal source lol. I wanna use my PC to the fullest extent for VR graphics.
Luckily I think the rumors are that index 2 will be real PCVR but also wireless. So hopefully that means we can have actual displayport or hdmi uncompressed.
If it’s standalone i hope they have a way to use it as pcvr. But actually pcvr. Not this usb heavily compressed dogshit that other standalone headsets offer, like Meta.
Having had a Quest 2 and now having a Quest 3: The stand alone experience on the 3 is barely different from using PCVR for the same apps that are available on both. VRchat is the only one I can even notice a difference in, but it’s also the only one I play where all the visuals are created by the players and has no consistency. Someone could have a 2D PNG as an avatar and it works everywhere for everyone, while another could have a super photo realistic, super high polycount dragon model that brings even the most powerful PC to its knees.
For my Quest 2, if I play PCVR over USB I get 0 compression? I only notice compression when using air link, virtual desktop, or Steam link.
The original leaks and speculation for Deckard were that it’s a regular PCVR headset for use wireless or wired. And that standalone was something extra to buy, that mounted to the back of the head strap and connected to the HMD.
The quest 2 headsets most definitely are using compression. They literally have to. There’s no way you can pump that much data through usb c, given the quest’s usb controller specs.
Does the quest 2 let you use steamvr supersampling in pc link mode?
The current USB C standard can push 20Gbps. That’s a little faster than the displayport used for the Index (17Gbps).
The quest controller can’t do 20gb/s. It’s the Quest hardware limitation. It is compressed.
I think meta claimed around 5Gbps but real-world people saw around 2 - 2.5Gbps for quest 2.
Yea. That’s abysmal lol.
Huh super interesting, this just made me look it up. USB does in fact use compression, but how much will depend on the bitrate set in the Oculus Link app.
I don’t VR that much, but I remember using wired USB with Oculus Link without tinkering, and I couldn’t tell that it was compressed, ever. Like crystal clear output, no signs of artifacting or anything.
Which is wild to me, since DisplayPort over USB-C is a thing. I just looked and it’s capable of 4k@60Hz with 24bit color and no compression. So I guess it’s just a limitation of the Quest 2’s XR2 chip.
After a quick search it looks like Quest 2 over USB can use Steam VR’s super sampling. Since it’s baked into SteamVR, it seems like basically all connection methods can use it.
Thanks for the heads up, I would have never guessed it uses compression!
I believe that the compression is hard to see in certain scenarios. But i just want that sweet sweet uncompressed raw signal source lol. I wanna use my PC to the fullest extent for VR graphics.
Agreed!
Luckily I think the rumors are that index 2 will be real PCVR but also wireless. So hopefully that means we can have actual displayport or hdmi uncompressed.