Quest 3 preview

I can't even get airlink to work at all on Quest Pro currently. Meta seem to break it fairly frequently which is a big problem for all their headsets. Wired link works great though.
 
They can't easily increase the display size and or the pixel density whilst focusing on delivering standalone content... Its a trade off.

Right now its an iterative choice of Q3, MQP, Crystal, Somnium (maybe tbd) plus whatever else gets announced or you go PSVR2.

Personally I'd say if you're in the market for a Q3 why not pickup a MQP at £700 now?
 
They can't easily increase the display size and or the pixel density whilst focusing on delivering standalone content... Its a trade off.

Right now its an iterative choice of Q3, MQP, Crystal, Somnium (maybe tbd) plus whatever else gets announced or you go PSVR2.

Personally I'd say if you're in the market for a Q3 why not pickup a MQP at £700 now?

I'm going to buy a Q3, a few months ago I did think about a QP but decided to just wait until the Q3's release.
 
Pro pancake lenses are an incredible improvement over Q2. There is no sweet spot because the entire lens is the sweet spot. Hopefully the Q3 lenses will be the same.

Also the Q3 FOV being similar to Q2 is a disappointment and makes me suspicious that they are using a single panel again. The most annoying thing about the Q2 FOV is you could see the panel edges if your IPD was wide enough.
 
It’s always one dropped frame every few seconds. I’m 100% sure it’s related to video compression as the only thing that reduces it is lowering bitrate, video stream resolution and especially refresh rate.
Tried different cables (all passing test with 3+ Gbps) and fresh windows install.
This happened on my previous system 3080/5800x and it happens on my laptop 3080 16GB/5800H.
Tried literally everything and nothing removed dropped single frames completely and all I could do is reduce the interval of it happening.
Next time you use your Quest for pcvr enable osd using debug tool and check for dropped frames yourself.
Like I said it’s always single frame

Sorry, late reply. Just for your information I am running a 6900XT with a 5800x. Of all the ways to connect to the Quest 2, Link cable is probably the worst for me. Oh, yes, a few more important details, I am using 90Hz refresh rate and have the resolution slider at one below max level with a 300mbps encode bitrate in the debug tool. Saying all this because yesterday I decided to do a few tests myself on dropped frames etc. I played Eleven Table Tennis, Pistol Whip, Against Demo and Asgard's Wrath.

I choose Eleven Table Tennis because it's a game I am good at and it's one where any dropped frames or latency issues would destroy your game. Even if you couldn't actually see the dropped frames, they would still completely throw off your timing and cause missed shots etc. To make this test even harder, I played against a friend who was playing on Valve Index.

I picked Pistol whip and Against Demo for the same reasons, they are rhythm games where timing and quick reflexes are important. Dropped frames would ruin the flow. Against is a game sort of like Beat Saber.

And I picked Asgard's Wrath as it is still one of the most graphically demanding games in VR.

Turned on debug tool and played the games. My results, were as I expected. The only dropped frames I got in the first three games were when the games were loading. Once I got into the game and started playing, no frame drops. Anytime I changed a level or loaded a new table or switched areas in Against, I got some frame drops. But, those happen on all headsets.

Next I tried Asgard's Wrath. First I played with the settings I have been using to play the game all along. Same as above really. Outside the loading screens and moving between areas, there were no frame drops. Dialogue boxes caused loads of frame drops as it loads an animation for each character you are talking to. That's the biggest problem with the game, so much mini loading of stuff.

Anyway, after that I pushed up the graphic settings until I started noticing the frame drops, that was at around 25% headroom left. However, no matter what I tried I couldn't get it to drop a single frame regularly. Anytime the utilisation spiked and lots of frames would be dropped.

Which leads me to your Quest 2 problems. A single dropped frame every few seconds. That sounds like something in the background causing the problem. Could it be a hardware monitor program? Could be anything from Nvidia/steam overlay, Msi Afterburner, Corsair ICue, FPSVR, the performance overlay in the debug tool itself. I would turn off everything that monitors hardware on your computer. Another thing that has caused issues is Steam checking for downloads, make sure you disable the option to allow downloads while playing games. You probably have this done already, but turn off the Microsoft/xbox game bar.

Two other things to try is disable hardware scheduling and set the priority of the Oculus_x64.exe to realtime.

If none of those things work and you say you have had this issue on two previous PC's, then maybe you just have a faulty Quest 2.
 
Sorry, late reply. Just for your information I am running a 6900XT with a 5800x. Of all the ways to connect to the Quest 2, Link cable is probably the worst for me. Oh, yes, a few more important details, I am using 90Hz refresh rate and have the resolution slider at one below max level with a 300mbps encode bitrate in the debug tool. Saying all this because yesterday I decided to do a few tests myself on dropped frames etc. I played Eleven Table Tennis, Pistol Whip, Against Demo and Asgard's Wrath.

I choose Eleven Table Tennis because it's a game I am good at and it's one where any dropped frames or latency issues would destroy your game. Even if you couldn't actually see the dropped frames, they would still completely throw off your timing and cause missed shots etc. To make this test even harder, I played against a friend who was playing on Valve Index.

I picked Pistol whip and Against Demo for the same reasons, they are rhythm games where timing and quick reflexes are important. Dropped frames would ruin the flow. Against is a game sort of like Beat Saber.

And I picked Asgard's Wrath as it is still one of the most graphically demanding games in VR.

Turned on debug tool and played the games. My results, were as I expected. The only dropped frames I got in the first three games were when the games were loading. Once I got into the game and started playing, no frame drops. Anytime I changed a level or loaded a new table or switched areas in Against, I got some frame drops. But, those happen on all headsets.

Next I tried Asgard's Wrath. First I played with the settings I have been using to play the game all along. Same as above really. Outside the loading screens and moving between areas, there were no frame drops. Dialogue boxes caused loads of frame drops as it loads an animation for each character you are talking to. That's the biggest problem with the game, so much mini loading of stuff.

Anyway, after that I pushed up the graphic settings until I started noticing the frame drops, that was at around 25% headroom left. However, no matter what I tried I couldn't get it to drop a single frame regularly. Anytime the utilisation spiked and lots of frames would be dropped.

Which leads me to your Quest 2 problems. A single dropped frame every few seconds. That sounds like something in the background causing the problem. Could it be a hardware monitor program? Could be anything from Nvidia/steam overlay, Msi Afterburner, Corsair ICue, FPSVR, the performance overlay in the debug tool itself. I would turn off everything that monitors hardware on your computer. Another thing that has caused issues is Steam checking for downloads, make sure you disable the option to allow downloads while playing games. You probably have this done already, but turn off the Microsoft/xbox game bar.

Two other things to try is disable hardware scheduling and set the priority of the Oculus_x64.exe to realtime.

If none of those things work and you say you have had this issue on two previous PC's, then maybe you just have a faulty Quest 2.
I guess I will restore my quest to factory settings as I haven't tried that yet, it is running android after all.
 
I notice that the Quest 3 has 4 forward facing cameras...wonder if two could be used to implement some kind of 3d video/photo capture like the apple vision has??
 
I notice that the Quest 3 has 4 forward facing cameras...wonder if two could be used to implement some kind of 3d video/photo capture like the apple vision has??

Quest 3 has 2 forward facing colour cameras so it could do 3D video and photos if Meta enables it. Quest Pro can record colour Passthrough games for instance. Won't be as high quality as the Apple VR though.
 
Sorry, late reply. Just for your information I am running a 6900XT with a 5800x. Of all the ways to connect to the Quest 2, Link cable is probably the worst for me. Oh, yes, a few more important details, I am using 90Hz refresh rate and have the resolution slider at one below max level with a 300mbps encode bitrate in the debug tool. Saying all this because yesterday I decided to do a few tests myself on dropped frames etc. I played Eleven Table Tennis, Pistol Whip, Against Demo and Asgard's Wrath.

I choose Eleven Table Tennis because it's a game I am good at and it's one where any dropped frames or latency issues would destroy your game. Even if you couldn't actually see the dropped frames, they would still completely throw off your timing and cause missed shots etc. To make this test even harder, I played against a friend who was playing on Valve Index.

I picked Pistol whip and Against Demo for the same reasons, they are rhythm games where timing and quick reflexes are important. Dropped frames would ruin the flow. Against is a game sort of like Beat Saber.

And I picked Asgard's Wrath as it is still one of the most graphically demanding games in VR.

Turned on debug tool and played the games. My results, were as I expected. The only dropped frames I got in the first three games were when the games were loading. Once I got into the game and started playing, no frame drops. Anytime I changed a level or loaded a new table or switched areas in Against, I got some frame drops. But, those happen on all headsets.

Next I tried Asgard's Wrath. First I played with the settings I have been using to play the game all along. Same as above really. Outside the loading screens and moving between areas, there were no frame drops. Dialogue boxes caused loads of frame drops as it loads an animation for each character you are talking to. That's the biggest problem with the game, so much mini loading of stuff.

Anyway, after that I pushed up the graphic settings until I started noticing the frame drops, that was at around 25% headroom left. However, no matter what I tried I couldn't get it to drop a single frame regularly. Anytime the utilisation spiked and lots of frames would be dropped.

Which leads me to your Quest 2 problems. A single dropped frame every few seconds. That sounds like something in the background causing the problem. Could it be a hardware monitor program? Could be anything from Nvidia/steam overlay, Msi Afterburner, Corsair ICue, FPSVR, the performance overlay in the debug tool itself. I would turn off everything that monitors hardware on your computer. Another thing that has caused issues is Steam checking for downloads, make sure you disable the option to allow downloads while playing games. You probably have this done already, but turn off the Microsoft/xbox game bar.

Two other things to try is disable hardware scheduling and set the priority of the Oculus_x64.exe to realtime.

If none of those things work and you say you have had this issue on two previous PC's, then maybe you just have a faulty Quest 2.
So tried everything now.
Fresh windows installation, quest wiped and set up as new, freshly installed quest windows app as well as game and it’s still dropping frames in bonelab.
GPU utilisation sitting at around 30%.
 
Supposedly 30% higher resolution than Quest 2, but I'm not sure how much better it will be clarity wise than Pro. It may well have a single panel again which wastes pixels.
 
Supposedly 30% higher resolution than Quest 2, but I'm not sure how much better it will be clarity wise than Pro. It may well have a single panel again which wastes pixels.

To be honest, I am a little bit disappointed with the way Quest 3 is turning out. I really thought they would go all in. I wasn't expecting all the features that the Pro has, but I really thought it would have the same screens and lenses. Now it seems it's not even dual screen, but that detail seems to change with every new leak. Not sure about the new controllers either.

I have been putting money by to get a headset this year and it was going to be the Quest 3. Today I saw a second hand Quest Pro at a really good price and I nearly bought it. The Quest Pro has so many things that I want in my next headset. Great controllers, Decent FOV and really good display. I am not sure I will get any of those with the Quest 3.
 
As a PC headset I think the Pro is going to be better than the Quest 3. I have no confidence that the Q3 display as a whole (apart from a small bump in resolution) will be better.

Q3 will be a better performing stand-alone headset but the controllers have worse tracking than the Pro and it doesn't ship with a charging dock or a decent headstrap. By the time you've added pro controllers, charging dock and a decent headstrap you're probably exceeding Pro pricing.

What I would love is a Pro2 with the Q3 processor, higher resolution MiniLED with more dimming zones and a depth sensor - something that could take the wind out of Apple's sails.
 
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As a PC headset I think the Pro is going to be better than the Quest 3. I have no confidence that the Q3 display as a whole (apart from a small bump in resolution) will be better.

Q3 will be a better performing stand-alone headset but the controllers have worse tracking than the Pro and it doesn't ship with a charging dock or a decent headstrap. By the time you've added pro controllers, charging dock and a decent headstrap you're probably exceeding Pro pricing.

What I would love is a Pro2 with the Q3 processor, higher resolution MiniLED with more dimming zones and a depth sensor - something that could take the wind out of Apple's sails.

Better codec, better chip, could lead to better wireless pcvr.

As I've said, I'm probably not going for a Q3 on release anymore, but will wait for a bargain I guess.
 
As a PC headset I think the Pro is going to be better than the Quest 3. I have no confidence that the Q3 display as a whole (apart from a small bump in resolution) will be better.

Q3 will be a better performing stand-alone headset but the controllers have worse tracking than the Pro and it doesn't ship with a charging dock or a decent headstrap. By the time you've added pro controllers, charging dock and a decent headstrap you're probably exceeding Pro pricing.

What I would love is a Pro2 with the Q3 processor, higher resolution MiniLED with more dimming zones and a depth sensor - something that could take the wind out of Apple's sails

Nothing taking the wind out of Apple's sails because their investment in mobile chip processing leaves them... say 2-3 generations ahead of everyone else?

Oculus need to forget apple Apple and just concentrate on building a good, solid gaming headset and delve into social media and the metaverse later. Apple have leapfrogged them on that regard but luckily Apple want a mobile VR computer. But trying to continue to compete with them is silly as Meta I genuinely think don't stand a chance at present due to the strange flip-flop direction in VR they've pulled.

Their entire product line is now a mess. The Quest Pro is now trading blows with the Q3. How does their higher end headset have negatives (re processing power) versus their budget headset?
They should have just released both headsets in tandem with each other. A £1.5k Quest Pro and a £599 Quest 3 and a £399 Quest 2 as their product line with the QP being afar superior headset.

They're behind in audio, display contrast, motion controls, OS, software - its an uphill battle and they could do with ignoring apple and concentrating on building a truly good headset whcih meets specs.
I mean look at the eye tracking situation. They told us they can't do it for foveated rendering - BAM Sony do it on the PSVR2. Somehow they've cracked an impossible code - which apple are also promising to do on their headsets.

I loveed Oculus (OG CV1 owner) but their direction has been terrible since Zuk has decided to rear his face on every Oculus connect.
Their roots and strong points were gaming. They chased a metaverse dream which hasn't been realised and now stuck in no-mans land with a bunch of underpowered budget VR headsets in a product line which looks very messy with the price put into the wrong places.
 
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