For the record, here is how Facebook/Oculus described their new device during the actual announcement, as reported by Gizmodo yesterday:
“This is it,” Mark Zuckerberg said to a crowd of developers and press at Facebook’s annual VR developers conference, Oculus Connect. “This is the all-in-one VR experience that we have been waiting for. It’s wireless, its got hand presence, 6 degrees of freedom, and it runs Rift-quality experiences.”And here is how Oculus' CTO described the Quest at the same conference, as reported by arstechnica:
In a wide-ranging and occasionally rambling unscripted talk at the Oculus Connect conference today, CTO John Carmack suggested the Oculus Quest headset was "in the neighborhood of power of an Xbox 360 or PS3."
That doesn't mean the Quest, which is powered by a Qualcomm Snapdragon 835 SoC, can generate VR scenes comparable to those seen in Xbox 360 or PS3 games, though. As Carmack pointed out, most games of that generation targeted a 1280x720 resolution at 30 frames per second. On Quest, the display target involves two 1280x1280 images per frame at 72fps. That's 8.5 times as many pixels per second, with additional high-end anti-aliasing effects needed for VR as well.
"It is not possible to take a game that was done at a high-quality level [on the Xbox 360 or PS3] and expect it to look good in VR," Carmack said.So... it's wireless, but needs a four-camera room-scale setup to work, and it aims to provide a Rift-quality experience, but can't because it just doesn't pack enough processing power. Also, count on it, Quest will cost significantly more than the Go, if only because of those cameras... and Oculus Go isn't exactly flying off shelves. Why does this exist, again?