Oculus Quest is the new generation of all-in-one VR headset released by Oculus, supporting 6DoF, with no need for a PC connection or additional positioning base stations. It also supports Guardian; when the user walks out of the positioning boundary while wearing the headset, real-world visuals will immediately display in the headset to prevent accidental mishaps.
The Oculus Quest features two Pentile OLED
screens, with a single-eye resolution of 1440x1600
and a refresh rate of 72Hz
, powered by a Qualcomm Snapdragon 835
processor based on the arm
architecture, which is the same as the flagship processors from two years ago (such as Xiaomi 6, Samsung S8).
Quest employs the Oculus Insight
(inside-out tracking) positioning solution, using four cameras located at the four corners of the headset panel for positional tracking.
The introduction of Oculus Insight during the release event: Oculus Insight VR Positional Tracking System (Sep 2018)
And a video of a user’s test of Quest’s tracking range abroad: Quest Distance Test.
The 64G storage version of Oculus Quest
is priced at $399, while the 128G version costs $499, with tax-excluded prices roughly around 3500; compared to HTC’s similar new product (HTC Vive Focus), it is significantly cheaper, and it offers even greater advantages over PC-Based VR since it does not require a high-performance host. I believe that 6DoF all-in-one VR devices must be the trend of the future!
Before the National Day holiday at OC6, Oculus announced two technologies: Oculus Link and finger tracking, both are impressive and promising.
The entire Quest device is about the same size as a 10.5
inch iPad, making it easy to carry in a small bag:

There’s no need to elaborate on the specifications of the Quest device; the main content of this article will focus on the environment setup, development documentation, debugging tools, and additional considerations when using UE to develop Quest projects, which will be updated continuously.