Supporting Oculus Quest

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SimLab
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Joined: Mon Jan 04, 2010 8:09 am

Supporting Oculus Quest

Post by SimLab » Mon Nov 04, 2019 12:54 pm

quest.png
quest.png (62.84 KiB) Viewed 113 times
Oculus Quest is the first stand alone (NO PC) needed VR set, with 6 degrees of freedom.

Which means you can use hands to grab things, and you can walk in the scene.
Which makes it perfect for VR training

Beta is now ready, so if you have an Oculus Quest and you are ready to start testing, here is the link to start the journey

Looking forward to hear your feedback

Following video was recorded from Oculus Quest training


Direct link to video

murratw
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Joined: Tue Mar 13, 2018 2:49 pm

Re: Supporting Oculus Quest

Post by murratw » Wed Nov 06, 2019 11:12 pm

IS there any limitation on model size / polygon count because of the quest hardware? Is the visualization quality reduced vs the PC headsets?

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SimLab
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Re: Supporting Oculus Quest

Post by SimLab » Thu Nov 07, 2019 9:48 am

The simple answers are there is a difference in sizes of models supported by oculus quest and in visual quality.

Even with that, the sizes of models and quality of visualization for Quest keeps it as a great option for VR training.

The example in the original post was run with Quest, Compare it to the following video from a pc using Rift S.


Direct link to video

The great thing you design the training once, and after that you determine how you want the user to run it.

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