VR Headset

meta-drops-quest-pro-price-to-$1,100-for-limited-time,-challenging-vive-xr-elite’s-major-selling-point

Meta Drops Quest Pro Price to $1,100 for Limited Time, Challenging Vive XR Elite’s Major Selling Point

It’s only been three months since Meta launched Quest Pro, pitching its next-gen mixed reality standalone to enterprise and prosumers with the hefty price tag of $1,500. In an unusual move by the company, Meta has quietly slashed the price of Quest Pro for a limited time, putting it more directly in competition with HTC’s recently revealed Vive XR Elite standalone headset.

Update (11AM ET): Sale timing has been revealed; the price drop is in effect for one week only in the US, and two weeks in the UK (dropping to £1,300). We’ve included this in the body of the article below.

Released in late October, Quest Pro essentially set the tone of the next generation of standalone VR hardware. Typically, Meta is consumer-forward, pricing its headsets below (or close to) $500, but Quest Pro represents a pivotal shift in Meta’s strategy.

Starting with Quest Pro, the company is using mixed reality as “a key part of the journey toward full augmented reality devices,” Chief Technology Officer and Reality Labs Chief Andrew Bosworth described in a year-end blogpost.

Quest Pro | Image courtesy Meta

With the sale, it seems the company is quietly gunning to retain its share of the budding MR headset marketplace by knocking the price of Quest Pro to match its largest competitor, Vive XR Elite, which HTC revealed earlier this month, couching it as its long-awaited return to the consumer VR space.

Vive XR Elite | Image courtesy HTC

Now, Meta’s Quest Pro is priced at $1,100, or $400 below its previous MSRP, challenging Vive XR Elite’s unique selling points in the process. According to CNET, the sale is happening for one week only in the US, and two weeks in the UK (dropping to £1,300).

Notably, these aren’t entirely analogous devices; some hardware quirks might act as key differentiators, although the undeniable overlap now puts them squarely in direct competition. Still, it’s pretty close.

Here’s a quick breakdown of the headset specs side-by-side:

Feature

Vive XR Elite

Quest Pro

Inside-out tracking wide FOV cameras (4), depth sensor (1) wide FOV cameras (4), no depth sensor
Passthrough single 16 MP RGB camera single RGB (MP?) camera
Resolution 1,920 × 1,920 per eye (LCD) 1,800 × 1,920 per eye (LCD)
Display Refresh 90 Hz 90 Hz
Eye-tracking Additional module required Onboard eye-tracking
Face-tracking Additional module required Onboard face-tracking
Chipset Qualcomm Snapdragon XR2 Qualcomm Snapdragon XR2+
Storage & Memory 128 GB / 12 GB 256 GB / 12 GB
FOV up to 110-degrees diagonal up to 96-degrees diagonal
Optics Pancake lens Pancake lens
IPD Adjustment manual, 54–73 mm range manual, 55-75 mm
Audio built-in open-ear audio built-in open-ear audio, 3.5mm audio port
Weight 625g (including battery), 273g in ‘glasses’ mode 722 g (including battery)
Controllers 6DOF motion controllers (2), hand-tracking 6DOF motion controllers (2), hand-tracking
Playtime on battery ~2 hours ~2 hours
Retail Price $1,099 $1,099 (MSRP $1,499)

A raw spec sheet doesn’t exactly tell the full story, although it’s clear HTC will need to play catchup if it intends on remaining competitive with Meta now that both headsets have achieved price parity, albeit temporarily. Vive XR Elite is still in pre-order, with a late February shipping window, while Quest Pro is available today, direct from Meta.

In Vive XR Elite’s favor is its convertibility: the traditional battery headstrap can be replaced with a glasses arm piece, which allows it to be used with an external powerbank for more casual content viewing, like watching a film in your own private theater whilst on a plane or train.

It’s a unique selling point, although the lack of 3.5mm sours this somewhat, as you’ll need to use Bluetooth headphones to watch anything if you want complete privacy in a public space. Still, the focus on every day, on-the-go use sets it apart from Quest Pro. On the flipside, Quest Pro however features both eye and face-tracking out of the box, something Vive XR Elite will gain in the future with the release of separate modules.

Hardware aside, Meta undoubtedly has a leg up with its content ecosystem, as all games designed for Quest 2 automatically support Quest Pro—that’s a lot of content out of the box in addition to the admittedly smallish drip of mixed reality experiences already on the Quest Store.

Meanwhile, HTC is still amassing games for its growing content library, which currently doesn’t boast any truly notable exclusives that might make you choose one headset over the other. Notably, HTC also openly refutes it will sell personal user data since it’s not a social media company—a clear shot across the bow at Meta’s spotty track record in user privacy and security.

“What’s the cost of your personal data? We’re not a social media company. Our business model doesn’t rely on advertising revenue, so it’s not something we’re doing. We want to build good hardware.” – @shen

Learn more: https://t.co/IC7JOWmfzE#VIVEXRElitehttps://t.co/GXJWQo0lrH

— HTC VIVE (@htcvive) January 19, 2023

The list of differences doesn’t end there. If you want to learn more about Quest Pro and Vive XR Elite, check out our in-depth hands-on articles with both headsets.

Meta Drops Quest Pro Price to $1,100 for Limited Time, Challenging Vive XR Elite’s Major Selling Point Read More »

hands-on:-pimax-crystal-touts-impressive-clarity,-but-suffers-from-a-(potentially-fixable)-flaw

Hands-on: Pimax Crystal Touts Impressive Clarity, But Suffers From a (potentially fixable) Flaw

At CES 2023 Pimax was showing off its latest high-resolution headset, the Pimax Crystal, which uses new lenses and new displays for what the company says is its clearest looking image yet. And while it’s definitely an improvement in many areas over the company’s headsets, there’s a key flaw that I hope the Pimax will be able to address.

Pimax Crystal employs new lenses and promises to be rid of glare and god rays that were apparent in prior Pimax headsets (and many others) which used Fresnel lenses. That, along with high-resolution displays, purported HDR capability, swappable lenses (to trade field-of-view for pixel density), and up to a 160Hz refresh rate. For a full breakdown of the headset’s spec, see our announcement article.

At CES 2023 I got to see the headset myself for the first time. Although the headset is technically capable of running in standalone mode, I saw it running as a PC VR headset with SteamVR Tracking.

Pimax Crystal (pictured without the SteamVR Tracking faceplate) | Photo by Road to VR

Naturally, the demo I was shown was running Half-Life: Alyx—arguably VR’s best looking game—to show off the detail the headset can reproduce with its 2,880 × 2,880 (8.3MP) per-eye displays. From the quick hands-on I got with Pimax Crystal, I could see this was a big step up in clarity over the company’s prior headsets, especially with regards to edge-to-edge clarity. The visual basics were solid too in terms of pupil swim, geometric distortion, and chromatic aberration. There was a little mura visible on this headset but nothing egregious as far as I could tell.

But there was one thing that immediately stood out to my eyes which otherwise foils a good looking image: blur during head movement. While the static image seen through the headset looks quite sharp, as soon as you start moving your head to look around the world you’ll see a lot of blur—that’s a problem for VR considering that your head is very frequently in motion.

Photo by Road to VR

My best guess is this is being caused by persistence blur; a display artifact that’s mostly solved on other headsets and is thus rarely seen anymore. Persistence blurring is is caused by the display staying lit for too long, such that as you turn your head the pixels remain lit even while their position becomes inaccurate (because they are ‘frozen’ in place each frame, until the next frame comes along and updates the position to account for your head movement). Most headsets employ a form of ‘low-persistence’ which counteracts this issue by illuminating the display for only a fraction of the time between frames, such that as you move your head the pixels aren’t ‘frozen’ in place, but are actually unlit, leaving your brain to fill in the gaps without seeing the pixels blur between frames.

The amount of blur I saw through Pimax Crystal I would say notably compromises what is otherwise an impressively clean image, though there’s a chance that Pimax could fix this issue, depending upon exactly what’s causing it.

For one, it’s possible that the headsets being shown at CES 2023 were still not fully tuned and that low-persistence hasn’t been properly tuned (or maybe isn’t even enabled yet). In that case it might be a matter of final tweaks before they get the correct display behavior which could reduce persistence blur.

Another factor could be the headset’s ‘HDR’ capability. While I don’t believe Pimax has shared any information on peak brightness, it’s possible that the display can’t do both low-persistence and HDR brightness at the same time (indeed this is a challenge because HDR needs high brightness while low-persistence needs pixels to be illuminated only for a minimal amount of time).

Curiously, I also noticed what appeared to be persistence blurring on pre-release versions of PSVR 2… which also purports to have an HDR display. For both PSVR 2 and Pimax Crystal, I’m hoping we’ll see improvements by the time the finished headsets are headed to customers.

And still there’s other possibilities—this might not be persistence blur at all, but simply slow pixel switching time causing some form of ghosting, which could be an inherent limitation of the display or maybe something that could be tweaked.

– – — – –

Ultimately I’m pretty impressed with the clarity and wide field-of-view of the Pimax Crystal, but the blur I’ve seen during head movement compromises the image in my book. My gut says this is probably a persistence blurring issue, though it could be something else. We’ll have to wait to see what Pimax says about this and if they’re able to make improvements by the time Crystal ships.

Photo by Road to VR

Speaking about Crystal shipping; the headset was originally planned for release in Q3 of 2022, but that date has slipped. Although the company hosted a ‘Pimax Crystal Launch Event‘ back in November, at CES 2023 Pimax said the first headsets will start being delivered at the end of this month, though the company also indicates that it won’t reach full production capacity until the middle of the year. Even when the first units do start shipping, key accessories and features, like the headset’s standalone mode—which makes up about half of its value proposition—aren’t expected to be available until unspecified points in the future.

Hands-on: Pimax Crystal Touts Impressive Clarity, But Suffers From a (potentially fixable) Flaw Read More »

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Vrgineers Announce Wireless Module for XTAL Ultrawide FOV Headset

Vrgineers, the team behind enterprise-focused wide-FOV VR headsets, announced at CES 2023 this week that it’s releasing a wireless version of its latest XTAL VR headset.

To realize the newest flavor of XTAL coming to enterprise, the company worked with IMRNext to create a belt-style Wi-Fi transmission module that includes what Vrgineers call “a powerful battery pack.”

Vrgineers XTAL natively runs 4K resolution per eye, making it a tough feat to transmit via Wi-Fi. To get around this, the companies developed a special mode running a compressed resolution of 2,560 × 1,440 at 70 Hz per eye, which is then transmitted via Wi-Fi 6E to a dedicated receiver plugged into the workstation.

A belt-worn solution is probably for the best, since the XTAL headset is already fairly bulky in size, although not terribly heavy at only 600g (~1.3lbs) without the headstrap. A prototype of the belt-worn transmitter is available at CES 2023, which is said to weigh 920 grams. The final version is slated to weight in nearly half that, which would nearly double the weight of the headset if the company opted to mount it to, say, the back of XTAL’s headstrap.

The receiver module, a proprietary Wi-Fi access point from IMRNext, connects to a single USB and Display Port from the GPU, and then converts the signal into Wi-Fi 6E and streams it directly to the on-belt module.

We’re here in Las Vegas, and will be visiting the Vrgineers/Somnium booth to gather our impressions.

Here’s a look at the latest ‘XTAL 3 Virtual Reality’ specs, which will remain the same with the new module, which is said to ship to pre-order customers in Q3 2023. There’s no public pricing available, so enterprise customers will need to reach out to [email protected] to order.

RESOLUTION

3840×2160 per eye

DISPLAYS

Two fast-switching 4K LCD displays for virtual reality

REFRESH RATE

75 Hz @ 4K per eye, 120 Hz @ QHD per eye

FIELD OF VIEW

180° horizontal, 90° vertical

ADVANCED FEATURES

Foveated Rendering, Timewarp

WEIGHT (without headstrap) 600 g / 21 oz
DIMENSIONS (headset only)

293x123x113 mm / 11.53×4.84×4.44 in

EYE TRACKING

Gaze analyses, heatmap visualization, running native 120 Hz (up to 210 Hz)

POSITIONAL TRACKING

Inside-out/ART/Optitrack/Polhemus/Vicon/Mosys or custom

IPD

Auto IPD – range 60-76 mm

HEADSET CONNECTIVITY

VirtualLink (5m / 16.40 ft) cable or DisplayPort 1.4 , USB 3.2 gen 2, Power 12V, 3A (5m / 16.40 ft)

OS

Microsoft Windows

SOFTWARE SUPPORT

Steam VR and OpenXR drivers

Unity, Unreal and other game engines plugins

C++ libraries (Direct X, OpenGL, Vulcan)

SIMULATORS SUPPORT

Lockheed Martin Prepar3D, DCS World, X-Plane 11, Bohemia Interactive Simulations (VBS3, VBS4), Microsoft Flight Simulator, Aero FS 2, FlyInside, and other custom integrations

Vrgineers Announce Wireless Module for XTAL Ultrawide FOV Headset Read More »

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Shiftall’s Slim & Light PC VR Headset MeganeX to Launch Early 2023, Priced at $1,700

MeganeX, the SteamVR-compatible headset from Panasonic’s Shiftall, made its big debut back at CES 2020, and after years of iterations shown at various trade shows, the company says it’s finally nearing launch.

Shiftall is set to sell two flavors of MeganeX, a consumer version priced at $1,699 and a Business Edition, the pricing of which is still to be determined.

MeganeX includes the option to use both inside-out roomscale tracking and SteamVR base stations (1.0 and 2.0), providing 2,560 × 2,560 per eye via two independent 1.3-inch micro OLED displays, which were built by Kopin. Owing to its slim profile are the headsets pancake lenses, which were created by parent company Panasonic.

Image courtesy Shiftall

Although it includes onboard processing thanks to a Snapdragon XR1, it cannot operate in standalone mode (re: only tethered PC VR). The wing-like attachable module seen above on the consumer version is for SteamVR base stations.

“These [two headsets] will deliver the world’s highest level of viewing experience and black expression that only OLED can provide,” the company says in a press statement. “A folding frame with built-in speakers makes it easy to carry around. It supports 6DoF and lets you enjoy a variety of SteamVR-enabled VR applications.”

The consumer version, which offers a wider IPD over the Business Edition at a range of 56-72mm, includes a glasses adapter to accommodate bespectacled users of all sorts. The Business Edition however includes built-in diopter adjustments for near-sighted users, supporting a range of up to -7D, which comes as an addition to the platform’s glasses adapter.

Both the consumer and enterprise version are said to go on sale around April or March of this year, with the consumer version set to launch direct on Shiftall’s website. Check out the specs for both versions below:

MeganeX Specs

Image courtesy Shiftall

We have boots on the ground at CES 2023 in Las Vegas this year, so check back for all the latest AR/VR news this week as we get knee deep in emerging tech on the tradeshow floor.

Shiftall’s Slim & Light PC VR Headset MeganeX to Launch Early 2023, Priced at $1,700 Read More »