The effect when I saw their avatar was a little uncanny eyes blinked oddly at times, smiles could seem like grimaces. In a demo in Horizon Workrooms, I was able to smile and blink while talking to another avatar who had face-tracking turned on in their Quest Pro. The tracking is mainly designed, at first, for avatar control. The Quest Pro's eye- and face-tracking are new for Meta and come with plenty of data privacy questions. Meta Face-tracking: A future of optional extras Trying out face tracking with the Quest Pro: I tried lots of expressions, and learned my limits. I started to think about this in an actual club or theater, and I could see it being surprisingly effective. A demo of the DJ app Tribe XR put me in front of a mixing board and turntables, but I could see the rest of the room and the people I was talking to. The mixed-reality features may sound gimmicky, but there could be legitimate value for designers laying 3D objects into real spaces or for performers using headsets in public. Another part of the Figment XR app, a free-building sandbox space with physics, allowed me to drop balls down ramps, or just bounce them off the floor. I drew curling rainbows in the air, reminding me of experiences I had on Magic Leap and HoloLens years ago. Figmin XR, another app demo, had me painting using a version of Tilt Brush, a popular VR painting app, optimized for mixed reality. I zoomed into my own home in New Jersey, and then popped into Google's Street View in VR. FigminĪnother app, Wooorld, opened up a 3D Google Earth map on the floor in front of me with landscapes popping up. No headset capture was available at my demo, but this image shows what to expect (it looked a lot better in-headset). The Quest Pro isn't ideal if you're looking for a personal enclosed theater effect instead, it seems better as a VR device that will let you see things around you at the same time.įigmin XR, a mixed reality app I demoed in the Quest Pro. Included silicone light-blockers are meant to make apps feel more traditionally VR-like, and a separately sold full-immersion attachment for $50 is meant to block still more light. It adds to the feel of an AR headset, as opposed to a VR one, even though the Quest Pro is technically a VR headset. The display is also meant to be sharper-looking both head-on and at angles, with higher pixel density and better color range.īecause I'm able to see things in my peripheral vision, the passthrough color camera display in the headset almost feels like an extension of the rest of the world. The display's better than the Quest 2's, with quantum dot LED-backlit LCD displays that have better local dimming (not OLED, but it gets closer to better black levels). The front lenses can be moved forward and back, and also adjusted to a wider range of eye distances ( interpupillary distance) than the Quest 2. The headset tightens in the back with a dial, similar to other AR/VR headsets, like the PlayStation VR 2 and Meta's own Elite strap for the Quest 2. The display's wider field of view and its new, slimmer pancake optics lenses make the front of the Quest Pro feel more like a visor, and it slips down over my face just as easily. Scott Stein/CNET Display: It almost feels like a window The Quest Pro's lenses are more adjustable, and the display feels more expansive.
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