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  • Frank [he/him, he/him]
    ·
    2 years ago

    Severe hardware limitations. To make VR work you need to render two relatively high resolution images at the same time at very high framerates otherwise most people will puke and fall over and then continue puking.

    The HTC Vive, Index, and various other VR headset solutions do this by offloading all the heavy processing to a very powerful (for a consumer PC) computer and just having the headset consist of the displays, lenses, audio outputs, and sensors.

    The "Meta" Quest, however, is an "inside out" system. All the graphics processing hardware is packed in to the headset. This puts both space and weight at a huge premium, and greatly limits the available processing power. Facebook's solution to this problem is greatly limiting the graphical fidelity of the games and programs so the headset's hardware can run them at a good framerate.

    As a result the Quest hardware can't run things at nearly as high of a resolution or complexity as a headset with a powerful computer doing all the graphics processing, so they're stuck with avatars that look like that.