Style:256GB Oculus Quest 2 is our most advanced all-in-one VR system yet. Every detail has been engineered to make virtual worlds adapt to your movements, letting you explore awe-inspiring games and experiences with unparalleled freedom. No PC or console required. Get the most out of each moment with blazing-fast performance and next-generation graphics. Stay focused with a stunning display that features 50% more pixels than the original Quest. Or take a break from the action and grab front-row seats to live concerts, exclusive events and more. The redesigned Touch controllers feature improved ergonomics and intuitive controls that transport your gestures, motions and actions directly into VR. You can even connect your VR headset to a gaming-compatible computer with an Oculus Link cable to access hundreds of PC VR games and experiences. Quest 2 also lets you bring your friends into the action. With live casting, you can share your VR experience with people around you. Or meet up with friends in virtual worlds to battle in multiplayer competitions or just spend some time together. With Oculus Quest 2, there’s no end in sight to what you can play, create and discover in virtual reality.
A**R
replace all the words Oculus with Facebook to be an accurate description
its a FACEBOOK NOT OCULUS product you HAVE TO HAVE IT SIGNED INTO FACEBOOK TO USE IT
C**3
Facebook wants your info
I guess I should have realized that being controlled by Facebook means I have to register and then allow access to my phone's info to Facebook. I quit facebook a while ago, and I have no wish to go back and even less to give them access to any information on my phone. I was looking forward to the product and am sending it back tomorrow.
F**Y
NOT "All-In-One" - PHONE REQUIRED!
"Advanced All-In-One Virtual Reality Headset" - HAHA! Lies right off the bat requiring you to pair your phone (and its associated data) to this device, so that it captures virtually everything you do to a Facebook account.Even if you have a burner FB account and phone ready for this, they'll still be able to associate your real Facebook account, as well as those of your roommates' and/or family, via the wi-fi network you log in with.
A**I
NO to exposing my kid to Facebook and social media nightmares!
Got this for my 13 year old as BD gift, just to learn it requires a Facebook account. Exposing my kid to social media jungle! HELL NO. Returning this garbage back just because of this. Will never buy this brand again in a million years with these odd requirements. This is the last thing my family needs!Oculus and Zuckerberg can kiss my business goodbye!!
T**L
5 star product 1 star experience
This is a fantastic product but Facebook forcing me to participate in their social network to use a VR product makes a 5 star product a 1 star experience.
V**R
Facebook can ban you for any reason, and this becomes a paperweight.
I didn't think it was a big deal to require facebook to use this, but I didn't think they'd prevent accounts that are banned from even using it. My account happens to be in good standing, but there are many, many reports of others getting their accounts banned due to looking like a fake account to the algorithm. Rather than having fun with this, I fear every minute I'll get banned too.
A**E
Amazon removed my 1-star review!
Had a much deserved 1-star review of the Quest 2 due to the inability of getting Oculus/FB customer support to fix the Facebook "merge" operation they conducted when registering the device. Funny thing was, it appears that someone out there doesn't like those bad reviews and reported it as a violating of "Amazon Review Standards".Say what? I gave a legitimate review. Anyway, here's another richly deserved 1-start for the Quest 2. Fact is, Facebook (who own Oculus) have badly mismanaged the rollout of this product. It's sad, really, because it could have been a great device given the specs. The registration and TOA for this product need to be redone before I would advise anyone to buy it. Also, I would be careful with the purchase of all Oculus devices until the clean up their poor customer support operations.
M**R
Not too shabby, but... some things to consider
UPDATE: 10/20/2020 - Oculus Rift CV1, S, Quest, and now, Quest 2 owner here. Each iteration has been an improvement from the previous one. Some step-ups were more obvious than others, and depending on how you value your dollar, the upgrades might not always measure up to your expectations. However, at this price point there shouldn’t be much of ANYTHING standing in your way of buying it... especially if you are new to VR or have an older model and are merely looking for the best visual experience in a wireless setup. The Quest 2 reigns supreme in this category.Pros:• Resolution - amazing clarity! Upping the pixel density once again has just made it that much easier for me to suspend my disbelief. This time, though, the jump is grand! At 1832 x 1920 per eye, this is by far the best reason of snagging up an Oculus Quest 2! The color is vivid and lines are crisp. When we're talking VR, LCD offers a cleaner image over OLED. Who'd a thunk, right? You have to remember, the lenses are magnifying the screen, so how the individual pixels are arranged do make a difference. And the LCD layout is more compact than an OLED. Yes, you do loose a little contrast having “brighter blacks” from the required backlighting on the LCD, but he trade off means not having to deal with those pesky god-rays or that screen door effect.• Refresh Rate - very smooth, even at the default 72Hz! In the beta settings there's a 90Hz option... potentially putting this wireless version back up to where we’d expect to see only the tethered units.• Tracking - right on par with the Quest 1 and very close to the Rift S. There’s no beating Constellation Tracking like we had on the CV1, but they’ve come a long way to make Inside-Out Tracking work amazingly well. The accelerometers in the hand controllers pick up where the cameras’ FOV leaves off - giving us a perceived tracking on the far outside and behind the head. Because we are relying on algorithms essentially "guessing" where the controllers are in these extreme regions, you may notice a twitch or two while pulled back with your bow or aiming a tightly shouldered sub machine gun. I should also touch on hand tracking (pun very much so intended, lol). Here, you can ditch the controllers and use your hands to manipulate your environment. There aren't a lot of supported titles yet, but that will likely change over time. Naturally, you loose the accelerometer-aided tracking you get with the controllers, but the cameras do track the hands and each finger individually ...so long as you're able to keep them within the cam's FOV.• Guardian - This feature received a nice upgrade as well. The pass-though feature kicks in to present the outside world to the viewer when one steps outside a user-defined boundary. This time, however, the b&w video feed is aligned more accurately than before and it is far less grainy. Setup of the boundary is VERY simple and if the room changes (ie. furniture moves or heaps of dirty laundry find their way inside the boundary, the device displays the new obstacles as soon as you put the headset on and ya verify guardian boundary.• Controllers - they have a more robust and girthy feel... much like the ones that were included with the earlier CV1 and developer models. I never had any issues with my battery covers being loose like others reportedly had on previous models. But, there’s no question these covers aren’t going anywhere for those of you with concerns. It's funny how people get used to something being one way and hate change... because when the S and Quest came out, everyone hated how small and flimsy the new controllers felt. Here, they go back to the original size and ya got a whole new group upset at how large these feel, haha.• Comfort - Significantly lighter than its predecessors. The head strap isn’t as easy to adjust as the others, but the elastic straps are thick and seem to keep the headset in place well enough. The padding that rests against your face is soft and cushioning, but I can’t really say it’s as rugged as the Quest 1. Time will tell how it will hold up.• Purchases - Oculus Home purchases crossover seamlessly from Quest 1 to Quest 2.• Link cable - plugging into one’s high-end gaming PC opens this thing up to surpassing the Rift S in clarity and allows the same sharing of content.• Audio - We can use our own headphones. The 3.5mm headphone jack gives us the option to enhance what’s being output through its standard amplifier. So get yourself a nice pair of Sony, Bose, or Sanheisers... really any of ‘em are better than the factory option and will slide easily over the elastic straps.Cons:• Audio - it suffices, but it’s no secret that there’s PLENTY of room for improvement here. I believe I’m picking up a slightly better bass response, but there’s a definite tin-can shrillness snuck somewhere in the mid to high end frequencies. It’s very off-putting. Not sure if this is title based, hardware, or speaker placement. The Rift S and Quest 1 suffered through this early on too, so I would not be surprised if we see a firmware upgrade soon.• IPD - glad to see the inter pupillary distance settings are still mechanical. BUT sadly, they limit the user to only three variations (58, 63, and 68mm). This is probably ample enough for most users, but there may be those who fall between the cracks and may notice regions of the screen that aren’t as refined. IPD is where the Rift S completely fell short (software adjustment moved the displayed image, not the lenses), so Quest 2 is still WAY better than that. I absolutely loved the way Quest 1 handled this adjustment (having its gradual slider on the outside), but the additional linkage would equate to a higher cost. My IPD is 65mm, so I fall between the 63 and 68 notches. My brain/eyes seem to adjust to the variance just fine and I have yet to get a headache from it. It is a good idea to speak with your optometrist. They may provide you with your exact IPD number. Know that most will tell you that ± a millimeter or two won't cause any harm. If you are taking your own IPD measurements, then the margin of error will likely fluctuate that much anyway. And, if you are just trying what “feels right” then you can throw precision completely out the window. The latter is what most people were doing anyway, so the three settings encompass most everyone right from the get-go. If you’re getting headaches, this could be the cause, but there are other factors to consider… could be the refresh rate, the FOV, spacing between eyes and lens, peripheral vision, or even how hard your brain is working to focus on distant objects that really aren’t distant. If you get headaches watching 3D movies, then VR headsets will probably give you headaches too.• Glasses wearers - the included spacer helps, but depending on your frames and lenses, there’s still a chance for rubbing. The contact will scratch both the oculus lenses and my coated polycarbonate Rx lenses. Seeking 3rd party solutions in this area is a priority for me.UPDATE: I found these silicone spacer things that snap on to the oculus lenses and work great. No scratches now!• Color - I’m an adult that takes care of their equipment, but even so I sweat during physically intense gameplay. It’s true that no matter the color, sweat saturated fabric and foam portions of the headset will get nasty and require periodic cleaning and disinfecting. But I imagine the light stuff is eventually gonna’ start to discolor... clean or not. If you have filthy children/teens, or simply don’t practice good hygiene yourself, the light grey might not be a good friend to you.• Facebook - yeah, ya gotta’ link a Facebook account to the headset. To be fair, it does say so in the description... ya’ll read that BEFORE making your purchase, right? If any of us still think anonymity exists anywhere within the digital landscape of the internet, then I think we’d do well re-read the user agreements on all our connected devices, lol. Yeah, it ain’t great, and I’m by no means a fan of this move, but what are our alternatives?UPDATE: As of late, I’m hearing that if fb renders your social media account invalid, it essentially bricks all our Oculus headsets. That is pretty messed up if there’s no other workaround. I’d be upset too! I mean, if I purchased the hardware and all the games... to be denied it’s use due to some outside influences, should equate to a refund of monies spent at the very least! Personally, I have had no issues. Hopefully tech support hears the cry of the people and they fix this quickly. At least we’re free from paid subscriptions with this thing... for now anyway.• Purchases - As mentioned earlier, Oculus Home purchases crossover seamlessly from Quest 1 to Quest 2. Now, when moving from Rift S to the Quest, whether or not that requires the end user to purchase the title a second time, is left up to the producer. What is frustrating is having all purchases linked to one single account. Of the three headsets we have in the household, each needs linked to a separate fb account if we wish to play with/against one another in multiplayer modes. Thus, forcing us to purchase the same title THREE times in order to make “in-home multiplayer” happen.UPDATE: This now appears to be title related as one game I own, “Walkabout Mini Golf” let’s me play against one another simultaneously on all three my headsets... This is legit... I can see my daughter and her friend on the same putting green I’m playing on and we can all run around the map while waiting our turn.The moot:• Cooling fan - when playing processor-heavy titles, the cooling fan will kick on and there’s no disguising it. Yup, that is a fan I hear. But whatever, good airflow in an enclosed system makes a sound... albeit, it is NOT loud by any stretch of the word. Again, it’s merely a small trade-off for having more processing power strapped to your face.• The mic? Everyone seems to be able to hear me just fine when I talk. Granted, it’s no RØDE or Sennheiser, but I didn’t expect it to be. It accepts all the sound waves I spew at it just fine. The only time I hear something weird is when someone doesn’t have their mic/headphone levels set correctly... giving us that robotic reverb, annoying feedback, or just cuts out. But that is the case with any headset. You weren’t planning on using it for voice-over work or laying down vocal tracks on your next single, right? Any of you who can tell a major difference in mics... idk what to say. If we’re completely honest, none of these headsets have “amazing audio” hardware, so... take it as you will and let’s get back to focusing on the meat and potatoes.• Direct sunlight can burn the screen and/or harm the cameras (is that any real surprise though?). The lenses are just magnifying glasses…. Think of how those ants felt when ya burnt them under the summer sun. For shame. Again, go to the Oculus site and read up on the product you purchased for details, but the gist of it is, “using it outside at noon is a bad idea”.• Doesn’t function in complete darkness or very well in extremely dim light. Theses aren’t IR cameras, they’re optical cameras and require light for the sensors to detect… well, light. So I turn a light on and I’m good to go. The Quest 2 now indicates when it’s too dark with a popup letting you know. Tracking gets finicky in oversaturated rooms, or those with too many windows and/or mirrors. Some lighting emits a specific frequency (as with SOME crappy fluorescent and lower-end LED lighting) if the pulses happen to phase up to your devices, you may notice some “glitching”.• Battery life - It is as described. Because of the increased performance, it doesn't last as long as the Quest 1. External battery options are available. OR, you can always get a long USB-C cord and plug it in while you play. No, it ain’t cordless at that point, but it gets me by if I’m not ready to be done.A little prelude (at the end of the review):My first experience with an actual VR headset was in the 90’s in the VFX1. With a resolution of somewhere around 240² per eye, 256 colors at a time, awful tracking/movement latency, and a frame rate that had us calling it the “tunnel-vision migraine machine”, ANY of today’s headsets are like a dream come true in comparison. These early devices were a novel concept but limited to a handful of playable games like Descent, Quake, and some flight simulator whose title escapes me. Ok, sure... until you’d succumb to the headache or crashed DOS… whichever came first, lol.So, although we may be able to pick these current products apart to find their flaws, I’m still thrilled to be able to use any of these devices. They are exponentially more capable and affordable than their pre-2015 predecessors... heck, even our lowest-end cell phone VR rigs have more processing power than the PCs we were tethered to back then. Depending on one’s level of entitlement, expectation, and/or brand loyalty, you can draw your own conclusions. I’ve given you mine.
TrustPilot
1 个月前
2 周前