Quest 3 ?

The rumours I’ve read about were for project Cambria, which as suggested above is supposedly coming this year.
Unfortunately there’s really not much in the way of detail been provided, apart from saying that it’ll be better and probably include eye tracking.
 
Project Cambria is alleged to have eye-tracking, and possibly facial tracking too. It also has (from leaked pictures) controllers without tracking rings that use cameras to track like the headset meaning that there are no occlusion spots for the controllers.
Also mooted are pancake lenses which are much more compact and have a shorter focal distance meaning the headset can be made smaller.
Presumably it'll have better screens too, possibly RGB OLED, and two individual screens for better IPD adjust and bigger FOV than the Quest 2.
It'll still be 100% Quest 2 compatible though.
 
As said above I think it seems Cambria is next, which isn’t really a Quest 3.

There has been nothing out of Oculus regarding a Quest3 other than them saying Quest 2 will have a long life… I think probably their focus for the quest will be to drive costs down to make it as accessible as possible, then they can leave Cambria to cater to those that want more and are willing to pay.

I imagine however that a Sony PSVR 2 (perhaps at the end of 2022/early 2023?) will start to significantly dent Quest 2 sales, so they will likely want to have a Quest 3 out before too long after that.
 
As said above I think it seems Cambria is next, which isn’t really a Quest 3.

There has been nothing out of Oculus regarding a Quest3 other than them saying Quest 2 will have a long life… I think probably their focus for the quest will be to drive costs down to make it as accessible as possible, then they can leave Cambria to cater to those that want more and are willing to pay.

I imagine however that a Sony PSVR 2 (perhaps at the end of 2022/early 2023?) will start to significantly dent Quest 2 sales, so they will likely want to have a Quest 3 out before too long after that.
Not sure if psvr 2 will affect Quest 2 sales....overall it's a much bigger investment needing the console alongside the headset
 
Intrigued at all these headset haptics and how comfortable they'll be in practice and if they'll actually add much to the immersion or be really off putting

My 2 cents worth...I was also intrigued by these and thought I'd give one a test. I went for the Subpac as I could use it for more than just VR and appeared to be more powerful than the competition. It's probably just as well I did that as I use it least in VR and prefer to use it for music and movies. I wholeheartedly recommend it if you're going that route.

It's comfortable to wear and it massively adds to the immersion in games although it's a bit of faff depending what type of game you're playing. If it's a seated game then it's brilliant and I wouldn't hesitate to put it on. In DCS I can feel the jet engine in my chest and the plane feels alive, in Battlefield the explosions and gunfire is felt...with some degree of power as well. My main gripe with it is the additional cables if you're looking to play a game which requires more dynamic movement. You then have to become far more conscious of the additional cable. This could just be a personal issue as I have a Frankenquest 2 with the Vive Deluxe Audio Strap so I'm not even used to having a headphone cable and now have 2 audio cables (1 line in, 1 headphone line out). It's also not something you want to be passing between people in a game like Beat Saber as it really needs to be dialled in to the individual user. The fit is important and it took me a good bit of time to dial in the fit to ensure good contact for the transducers.

Whilst it can be a faff with the cables in some games, it's one of the best enhancements to my audio and gaming experience in years. I've not let too many people try it out in games although anyone I've let listen to music with it on has had an involuntary screwface whenever the bass first kicks in. It is genuinely like having a subwoofer on your back. I'd be reluctant to go for something less versatile like the Bhaptics thing although I can appreciate that it offers a different experience in the limited games which supports it.

As a result of kids and neighbours I hadn't appreciated the bass poverty I'd accepted over the years although since getting the Subpac I'd gladly get a replacement or upgrade when the time comes.
 
My 2 cents worth...I was also intrigued by these and thought I'd give one a test. I went for the Subpac as I could use it for more than just VR and appeared to be more powerful than the competition. It's probably just as well I did that as I use it least in VR and prefer to use it for music and movies. I wholeheartedly recommend it if you're going that route.

It's comfortable to wear and it massively adds to the immersion in games although it's a bit of faff depending what type of game you're playing. If it's a seated game then it's brilliant and I wouldn't hesitate to put it on. In DCS I can feel the jet engine in my chest and the plane feels alive, in Battlefield the explosions and gunfire is felt...with some degree of power as well. My main gripe with it is the additional cables if you're looking to play a game which requires more dynamic movement. You then have to become far more conscious of the additional cable. This could just be a personal issue as I have a Frankenquest 2 with the Vive Deluxe Audio Strap so I'm not even used to having a headphone cable and now have 2 audio cables (1 line in, 1 headphone line out). It's also not something you want to be passing between people in a game like Beat Saber as it really needs to be dialled in to the individual user. The fit is important and it took me a good bit of time to dial in the fit to ensure good contact for the transducers.

Whilst it can be a faff with the cables in some games, it's one of the best enhancements to my audio and gaming experience in years. I've not let too many people try it out in games although anyone I've let listen to music with it on has had an involuntary screwface whenever the bass first kicks in. It is genuinely like having a subwoofer on your back. I'd be reluctant to go for something less versatile like the Bhaptics thing although I can appreciate that it offers a different experience in the limited games which supports it.

As a result of kids and neighbours I hadn't appreciated the bass poverty I'd accepted over the years although since getting the Subpac I'd gladly get a replacement or upgrade when the time comes.

Whilst not quite the same I had the Razer Nari Ultimate (w/haptic feedback) for 2d Gaming and its a marmite type of headset. I loved it feeling the explosions and rumbles on your head but some people hated it. Only reason I got rid was the battery life got worse it was fine at first but after about a year it would last 2 hours then need charging. Going back to normal headset after that took me a while to get used to it again as it was so flat.
 
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My 2 cents worth...I was also intrigued by these and thought I'd give one a test. I went for the Subpac as I could use it for more than just VR and appeared to be more powerful than the competition. It's probably just as well I did that as I use it least in VR and prefer to use it for music and movies. I wholeheartedly recommend it if you're going that route.

It's comfortable to wear and it massively adds to the immersion in games although it's a bit of faff depending what type of game you're playing. If it's a seated game then it's brilliant and I wouldn't hesitate to put it on. In DCS I can feel the jet engine in my chest and the plane feels alive, in Battlefield the explosions and gunfire is felt...with some degree of power as well. My main gripe with it is the additional cables if you're looking to play a game which requires more dynamic movement. You then have to become far more conscious of the additional cable. This could just be a personal issue as I have a Frankenquest 2 with the Vive Deluxe Audio Strap so I'm not even used to having a headphone cable and now have 2 audio cables (1 line in, 1 headphone line out). It's also not something you want to be passing between people in a game like Beat Saber as it really needs to be dialled in to the individual user. The fit is important and it took me a good bit of time to dial in the fit to ensure good contact for the transducers.

Whilst it can be a faff with the cables in some games, it's one of the best enhancements to my audio and gaming experience in years. I've not let too many people try it out in games although anyone I've let listen to music with it on has had an involuntary screwface whenever the bass first kicks in. It is genuinely like having a subwoofer on your back. I'd be reluctant to go for something less versatile like the Bhaptics thing although I can appreciate that it offers a different experience in the limited games which supports it.

As a result of kids and neighbours I hadn't appreciated the bass poverty I'd accepted over the years although since getting the Subpac I'd gladly get a replacement or upgrade when the time comes.
Very cool! I have definitely been looking into the subpac for a while and will probably eventually pull the trigger, heard nothing but great things and your recommendation has only added to it :)
 
Whilst not quite the same I had the Razer Nari Ultimate for 2d Gaming and its a marmite type of headset. I loved it feeling the explosions and rumbles on your head but some people hated it. Only reason I got rid was the battery life got worse it was fine at first but after about a year it would last 2 hours then need charging. Going back to normal headset after that took me a while to get used to it again as it was so flat.

That could be quite interesting.

Very cool! I have definitely been looking into the subpac for a while and will probably eventually pull the trigger, heard nothing but great things and your recommendation has only added to it :)

I think the new Subpac is due out in the next couple of months so it would be worth keeping your eye on the bay as I suspect there will be a few used ones heading that way when the new one starts shipping. At the moment, used ones aren't easy to come by and some people are charging way more than is reasonable but if you hold out they do still appear at a good price (£150-ish)...you just need to be quick.

I was on the fence about getting one for more than year and was struggling to justify the cash with no option to try one out first. It has absolutely been worth the money and fully lived up to my expectations. It really breathes new life into music, games and movies.

I've been isolating this week so it's been good to use whilst watching movies in Bigscreen on the Quest 2. That combo is pretty immersive.
 
I think it's worth noting the quest 2 is a mobile headset, and pcvr is going to become/stay a niche market. More and more oems are going to be going for standalone headsets and those are going to be driven by mobile chipset that sip power. Increasing resolution and FOV is going to require innovation on the silicon before that can happen. Most AIO headsets are running off the QC XR2 processor which iirc allows for 6 cameras: 4 for SLAM and 2 for eye tracking or otherwise. So the 4 cameras used for inside out tracking can alternate frames and perform other functions (eg hand tracking on the Q2) albeit with tradeoffs as the cameras you want for one function are not always ideal for another in terms of placement/FOV.

In short, it isn't a simple case of adding higher res screens and new lenses and eye tracking cameras and body tracking cameras etc. All of this has to run off a mobile chipset that is already being pushed to its maximum, with the Q2 SDK basically writing direct to metal.

Things like foveated rendering my help here, with eye tracking playing an obvious part here, but I suspect other routes may apply as well.

Who knows what is next, but I think it won't be launched on this gen of processor.
 
I had guessed we were going to see a Quest 2 (lite/pro) with upgraded lens and display,smaller etc, then the higher end pro-sumer Cambria, and possibly Quest 3 after that. But, its almost too late now for a Q2 Pro IMO at the very least it should have been announced. I reckon chip shortages/costs are making it unfeasable, the hardware is getting on a bit and really could do with CPU/GPU upgrades and by the time they do that its going to be too expensive and they may as well just sell the cambria unit.
 
I had guessed we were going to see a Quest 2 (lite/pro) with upgraded lens and display,smaller etc, then the higher end pro-sumer Cambria, and possibly Quest 3 after that. But, its almost too late now for a Q2 Pro IMO at the very least it should have been announced. I reckon chip shortages/costs are making it unfeasable, the hardware is getting on a bit and really could do with CPU/GPU upgrades and by the time they do that its going to be too expensive and they may as well just sell the cambria unit.

I'm not aware of a chip that beats the xr2 that has the same features tbh, so it'll be a while before we see anything that beats it on performance. That's why I think we won't see anything that increases FOV and res on the near term.

Better lenses maybe, but the Q2 actually has decent optics imo. Maybe improved displays, but it seems clear to me that they are putting an exorbitant amount of resource onto improving the software to unlock more functionality rather than into hardware.

I don't think the headsets make much, if any, margin (perhaps the accessories do though). This is about market share imo. In that context, a new headset doesn't make much sense. It's about getting developers on board and building an ecosystem, locking users in etc. PCVR is the past for all but the enthusiast, prosumer and enterprise use cases.
 
The Quest 2 XR2 chip is actually limited by thermal and battery life considerations. It's considerably downclocked from its maximum speed.

Carmack has hinted that the thermal limits were set very conservatively, and it's possible they could unlock a higher CPU clock rate. That coupled with the new Application Spacewarp technique that allows games to get more compute time by running games at half frame rate while the compositor runs at full frame-rate, we could see a big increase in game complexity without upping the hardware specs.

However I do think the next headset needs a wider FOV, as it's really annoying switching from my Index to have such a narrow field of view, with the edges of the panel visible, plus it really needs separate LCD panels so that wider IPDs can be supported.

I think the resolution is plenty good enough though. It's high enough that SDE is no longer an issue, and it makes the Quest 2 a great media viewing device.
 
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