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Meta’s newest VR headset is impressive. Here’s why you probably won’t buy it

  发表于 Oct 12, 2022 03:07:58 | 显示全部楼层 |阅读模式

Meta's newest virtual-reality headset, the Meta Quest Pro, is a slick, powerful device. It can display text and fine details in VR, making it possible to read even small type with ease. It can track your eyes and facial features, giving you a sense of connection with other people in virtual spaces: If you arch your eyebrows or they puff up their cheeks in real life, so too will the VR avatars. And it can be used as a mixed-reality headset, showing you a view of the world around you in color while letting you interact with digital objects whether you're painting on an ersatz easel or putting on a faux mini-golf course.

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But the black headset, which Meta unveiled on Tuesday during an online event, is probably not in your price range. At $1,500 ($1,499.99, to be precise), it costs nearly four times that of the company's cheapest Quest 2 headset. Its price, power, and potential are aimed more toward businesses think architects and designers with pockets deep enough to shell out for the headset, and some creative and die-hard VR users.

Buyers can pre-order the Quest Pro as of Tuesday, and it will ship out on October 25. It can be purchased online directly from Meta, and in the United States it can also be bought at Best Buy stores, via Best Buy's website, and through Amazon.

Meta's newest virtual-reality headset, the Meta Quest Pro, is a slick, powerful device. It can display text and fine details in VR, making it possible to read even small type with ease. It can track your eyes and facial features, giving you a sense of connection with other people in virtual spaces: If you arch your eyebrows or they puff up their cheeks in real life, so too will the VR avatars. And it can be used as a mixed-reality headset, showing you a view of the world around you in color while letting you interact with digital objects whether you're painting on an ersatz easel or putting on a faux mini-golf course.

But the black headset, which Meta unveiled on Tuesday during an online event, is probably not in your price range. At $1,500 ($1,499.99, to be precise), it costs nearly four times that of the company's cheapest Quest 2 headset. Its price, power, and potential are aimed more toward businesses think architects and designers with pockets deep enough to shell out for the headset, and some creative and die-hard VR users.

Buyers can pre-order the Quest Pro as of Tuesday, and it will ship out on October 25. It can be purchased online directly from Meta, and in the United States it can also be bought at Best Buy stores, via Best Buy's website, and through Amazon.

One of the most noteworthy new features on the Quest Pro is its ability to track the wearer's eyes and face something that may make people feel more present when interacting with other avatars in virtual spaces. To do this, the headset uses five infrared sensors to capture details like where you gaze and whether you sneer, smile, frown, or raise an eyebrow. This tracking is turned off by default; Meta also said that it's processing eye and face images on the headset and then deleting them, and that this will be the case even for developers who add this tracking to their apps.

I tried this new tracking out while playing around with a demo of a green-faced alien character, named Aura, that Meta is making available to developers so they can get a feel for how it works. With the Quest Pro on my head, I could smile, sneer, wink, scrunch up my eyes, wiggle my nose, and so on, while Aura did the same, in real time (munfortunately, there is no tongue tracking). The responsiveness and specificity of Aura's facial mimicry was impressive, even at this early stage.

This kind of tracking feels like a step in the direction of what Zuckerberg promised was coming after he was widely criticized online in August for a Facebook post featuring an image of his blocky, cartoon-like avatar in Meta's flagship social app, Horizon Worlds. Upon its release, Quest Pro users will be able to use it in that app and Horizon Workrooms, Meta said, as well as in several developers' apps such as painting app Painting VR and DJ app Tribe XR.

Updated hand controllers

The headset is also more of a mixed-reality headset than a VR headset, as it isn't meant to block out all ambient light all the time. This is a big departure from Meta's past focus on immersive VR, where your physical surroundings were typically more of an obstacle than an asset. Meta is including magnetic light-blocking panels that can pop on to the sides to cut out more light, and starting in late November, it will also sell a $50 accessory meant to fully block out ambient light.

Letting some surrounding light in is part of the company's effort to make headset wearers feel in touch with their physical surroundings. To build on this, the Quest Pro uses outward-facing cameras on the headset to let you see your surroundings in color (rather than black and white, as on the Quest 2), and continues Meta's recent push toward getting apps to interact with the real world.

This was on display during a demo in which I used Painting VR to paint on a virtual canvas, moving around a real-world space set up with a virtual brush and tool stand on one side of the canvas and a shelf of paint cans on the other. I could mix paints, grab brushes, and post my finished (and admittedly awful) painting on the actual wall behind me, all while seeing what was happening around me and getting advice from the app's creator.

The hand controllers that accompany the Quest Pro will also play an important role in both VR and mixed-reality apps, and they've been vastly improved over the ones that come with the Quest 2. Now, rather than relying on the headset to help determine where the controllers are in space, each controller includes three sensors to shoulder the load. This means they can track 360 degrees of motion, which should make for smoother and better hand and arm tracking in all kinds of apps. (Sadly, though, they still won't let you have legs in VR.)

A pressure sensor on each controller enables more precise motions than with the current Quest 2 controllers. I tried this out with a demo in which I was able to pick up and toss around a variety of small objects like a teacup, blocks, and a garden gnome. I found that if I picked up the teacup gently, particularly by the handle, I wouldn't harm it; if I grabbed it, however, I crushed it (I mostly crushed it).

The things the Quest Pro and these controllers can do without connecting to a powerful computer or setting up a slew of external sensors seemed impossibly far away when then-Facebook bought VR headset maker Oculus in 2014. At that time, most people didn't even consider VR a mass-market technology; eight years and billions of dollars later, we know and expect more. The headset may deliver technologically, but it will be up to Meta's customers to decide whether it's worth the price.

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