![]() Meanwhile, the Quest Pro’s inward-facing sensors are there to track your eye and facial movements. Really, scene understanding feels like a critical piece of Meta’s attempt to integrate VR with the real world, and because it's built into the company’s presence platform, developers can also easily use related APIs to support the tech in their apps. For example, after I used the Painting VR app to create my very own Bob Ross, I was able to hang the painting on a wall in the room, so that anyone else who visited the space could see it too.īut it’s not just paintings either, because scene understanding allows the headset to do stuff like place a whiteboard on a wall for virtual work collaboration and even recognize stuff like a keyboard, so you can have multiple virtual screens set up in Meta’s Horizon Workrooms office app while still being able to bang away on physical keys. While it might seem simple, this has a huge impact. ![]() Scene understanding allows the Quest Pro’s exterior sensors to detect objects in the real world like walls, desks, tables, etc. And because Meta’s passthrough looks pretty sharp, it’s easy to see relatively small objects like keys on a keyboard (though not necessarily the letters printed on them).īut more importantly, the exterior cameras support what Meta calls scene understanding, which is part of the company’s presence platform. This makes it easier to switch between VR and meatspace without getting disorientated. ![]() The outward-facing sensors serve two main purposes: they support full-color passthrough (the beta version of this on the Quest 2 is only black-and-white) so you can easily see the world around you from inside the headset. The Quest Pro’s 10 sensors are split between five exterior cams and five inward facing ones. That said, if you want total immersion, there are side-mounted blinders that come in the box, in addition to optional full light blockers (though you’ll have to pay an extra $50 for those). This design allows you to peek at meatspace using your peripheral vision, which was an intentional choice by Meta: One of the company’s goals was to create something that lets you interact in both VR and IRL simultaneously. Putting on the headset is also dead simple, as it sits on your head more like a visor and less like a helmet. But instead of cramming a big power pack up front and making the whole headset unbalanced, Meta used a curved cell that’s integrated into the Quest Pro’s headband. Due to its increased horsepower, it needs a way bigger battery. The Quest Pro is also the first device to feature a Qualcomm Snapdragon XR2+ chip along with 12GB of RAM, 256GB of storage and a 90Hz refresh rate, which Meta says delivers 50 percent better performance than the Quest 2.īut to me, one of the best things about the Quest 2 is how comfortable it is. Update your settings here, then reload the page to see it.Ĭompared to the Quest 2, the Quest Pro is packing some major hardware upgrades including an all-new design, 10 sensors (both inward and outward facing) and completely revamped optics. The attainment of these goals is shown to hinge on the complementary relationship between functionality, context, and performance in game space design.This content is not available due to your privacy preferences. The game space design implications of flow prerequisites are examined against my approach and specific practices are highlighted which promote immersion in both narrative (transformation), and game space (spatial presence). In the second chapter I use Csikszentmihalyi’s notion of flow (Csikszentmihalyi 1991) as an analytical structure for examining the overlap between functionality, context, and performance in providing players with the components necessary for the desirable outcomes of flow. In the first part of the thesis I characterise the interaction model for video games as one in which game conveyance is served by functional, contextual, and performance design and these in turn can be seen in combination as components of design patterns in successful video games. In view of this challenge, I discuss an approach to game space design comprised of three overlapping design concerns - functionality, context, and performance, in order to provide a perspective which encapsulates several conventional theories of player experience. ![]() Video game space design presents numerous challenges, not only in creating game content which successfully conveys game concepts to players, but also in promoting engaging play which results in a positive player experience.
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