Hey guys, how's it going? So let's look at what John Carmack had to say during Facebook Connect and why perhaps you should wait before you go out and rush to purchase the Oculus Quest 2. Hello, Bonjour, Commencement and if you're here for the very first time to the channel, welcome to you. This is VR Essentials where we talk about the practical uses of virtual reality and welcome back to our regular subscribers. Very nice to see you again today. The last week a lot of things happened in the VR community with of course John Carmack's on-stripped speech during the Facebook Connect. I thought it might be useful to put something for you guys so that we could summarize all the different points, especially as to what he was talking about with the Quest 2 development and why perhaps you should wait before you go out and rush to purchase the Quest 2 itself. The first thing is the field of view is actually changed and it's more narrow when compared to the Oculus Quest 1 and the Oculus Quest 2 which is 90 degree field of view. With the Quest 2 depending on your IPD and how you regulate the eye settings within the headset, you actually have a reduced field of view and you'll see some black areas. Here's what John had to say. With Quest 2 it is a single LCD screen and the lenses move on top of it and they only move to three separate positions. We've got kind of a standard and narrow and a wide and in wide because it is just a single screen when you move them all the way out, you do wind up sacrificing some field of view. So the field of view pulls in a little bit where you've just got black at the edges. So what's your cake on that field of view? What do you think about that, the wider field of view? So there's definitely a lot of trade-offs involved with this and for most people Quest 2 does lose a little bit of field of view, a little bit more eye standoff and in the wider views you have some trim where it's off the edge of the screen. So the fact that Facebook have changed the technology that they're using for the display is going to cause a number of issues which I'll dive more into as the video goes along. So do keep watching. But first of all there will be more latency in the Oculus Quest 2 when compared to the Quest 1, here's what John had to say. There is a little bit more latency on Quest 2 than there is on Quest 1 because we have to wait a little while for the LCD to settle and before we flash the backlight. We're shipping it initially at 72. We'll sort this out and get Dart and Guardian dynamically adjust to the right frame rates for that. If you have a really cold headset like if you were left it out in your car overnight in a cold climate and you bring it in, you put it on. Even at the normal rates it's going to wind up having some ghosting and having some problems. I was super excited about this idea of dynamically firing off the retraces instead of always waiting for exactly whether it's 60, 72, 90, 120 or whatever. The idea that on PCs you have a lot of monitors that just let you run your frame when you want to and that is great for smoothness instead of getting into any of these lurchy steps where you just barely miss the frame rate that you're targeting for. You just run it out when you want and it is a almost pure win on a PC monitor but the difference is that that's full persistence display where the backlight is essentially always going or maybe it's PWing it. Some incredibly high rate for dimming but the difference is in virtual reality we just have this one blast of the backlight and I had hoped that it would be okay of just like writing it okay we miss 72 it's actually only 70 frames per second but our early experiments show that modifying this much dynamically leads to a visible flickering but I'm not sure I'm not convinced that this is the case yet this is one of these things where we need to get back into our laboratories and put on some really high in sensing equipment and run all of this because there's a lot of things that could be going wrong with this. So it appears that the Oculus Quest 2 is going to go through a lot of different experimentation as people will be using it in order to get things right. First of all John talks a lot about having so many different third parties within the headset so that every single component is basically broken down and before everything goes everywhere to your display there's a lot going on in there which they don't really have control on. And also the new technology is make it so that basically things will heat up much faster even though it does have a fan inside of the headset itself. The CPUs unfortunately while if you look at benchmarks we can run them at fully twice the speed that we're running them at right now for the way we're shipping Quest 2 but unfortunately that would mean that it takes four times the power when you get performance by cranking up the clock frequency you wind up in this quadratic power and thermal regime which winds up really being painful. And this is only going to be getting worse for us where the power and thermal on mobile. I mean we went through this really hard on Gear VR where we had all of these thermal problems and things were overheating and shutting down and it was one of our big complaints like a large fraction of users would wind up using it till it overheats. We got away from that on Quest especially where we had active cooling. We had a fan going there that could basically cool the entire thing running at pretty much peak clock rates. But with Quest 2 we're at a point where we have a fan and it adds a lot to the cooling capability but we are still not close to being able to run everything on the chip flat out. So we have to kind of carefully balance out the different things here. So if we take the Oculus GO as a good example as to what happened for the first six to seven months or so there is no issues whatsoever with the VR headset but then what we found is that when you're using certain apps for example old space or big screen or more intensive kind of VR experiences then the headset would actually overheat after about 45 to 50 minutes and it would just stop working altogether. There was one build where the fan was broken and it was on all the time and I was like I thought something was wrong with the audio circuit because it sounded like there was a whole lot of static coming through the audio system because it was just making this buzzing all the time and there's the trade off with fans where you can be small and fast or big and slow and heavy goes with the slow. It's kind of the helicopter versus jet engine, a way of moving air but there are limits to what we can do there. So it's very possible that we might start seeing the same kind of things happening with the Oculus Quest 2 where users of the six to seven months may have some issues and things were overheats especially if they're going to be using Oculus Link for example with Half-Life Alex or with Stormland all these Skyrim or all these big graphical intensive kind of games or even the Oculus Quest itself like for example Satan Sinners can be quite graphically intensive, VR chat, big screen, all these kind of experiences which can add to the heat inside of the VR headset as well. Light leaking is also an issue with the Oculus Quest 2 and Facebook have been very cheeky because they're a full thing you the consumer who have to purchase a light leaking or anti-light leaking kit on top of the actual price of the headset itself so that you don't have any light going inside of the headset whilst you're playing. Now to really like leaking occurs when you have a strong light position near where you are so perhaps behind you especially or if you're a position near a window and there's Derek sunlight coming into wherever you might be located it's also much more noticeable when you're playing games that are darker for example the Walking Dead Satan Sinners there's a lot of passages there whereas very dark or also for example if you're playing with the Oculus Link you might be playing things like Half-Life Alex which can get pretty dark as well. Comfort is another reason why perhaps you may want to postpone your decision in wishing to purchase an Oculus Quest 2 because everyone has been saying that it's just not comfortable and of course again Facebook are forcing you to have to purchase one of their accessories so effectively the price of the headset is not 299 it is 299 plus plus plus so you have the VAT and then you're going to have to purchase a head strap or something now just bear in mind that within the next few months there are going to be other manufacturers coming on board who are going to offer other solutions to the head strap also cases and all these kind of things which actually will be cheaper than the Oculus or sorry the Facebook branded products. Hi guys sorry I forgot to switch on autofocus and all my footage is completely blurry which is why I wasn't on camera and of course the last one is the fact that you need a Facebook login what does it mean I do go in depth into that so if you want to know a bit more go to link description below and click on the video where I speak about it but basically it means that all your data could be mined by Facebook answered parties including anything that is outside of your headset like your home or inside of your room as well as all the activities that you do or that you take part in within VR within the apps that are owned by Oculus probably or Facebook Horizon in the future and all these kind of things and this data could be used potentially to sway people's opinions across varieties of different topics and industry from government voting to advertisement for some products so what have you not so because of course Facebook is a social network so the privacy issue is a bit more sensitive or a lot more sensitive and people have to be a lot more cautious than for example the data being taken purely for product development reasons to make the headset better you're not getting at least something to be that horror will go another round hey you'll make you cry the pain will make me smile