Oculus Quest games

Ultrawings 2

Great game, improves on the first in many ways. Graphically it's a bit more detailed, the Quest version is much more like PC version of the first game, feeling much more solid than the old Quest version did, and includes all the little interactions like picking things up, tablet stuff, etc. Also feels like it has more variety, with missions on different times of day, etc.

The game-feel is spot-on.

One thing I appreciated is that they give you access to something like a real airplane almost immediately. You start out in a gyrocopter, but you earn a really decent airplane within 30 minutes or so. The first game has you spend alot more time on the gyrocopter thing, and then puts you in an experimental rocket plane, before giving you a standard plane... it's refreshing for the sequel to get you flying something expected so quickly.

Also, they add in some air combat missions, which is cool too.

[yt]YH6dF1bTNhI[/yt]
 
BONELAB
Sentenced to death, you embody an outcast escaping fate. Discovering a pathway to a hidden underground research facility. A series of challenging experiments and discoveries await. A road to the truth calls from the void.

Physics to the core
Boneworks' realistic physics systems fully improved and polished. Interact with the game world with consistent confidence.

Visceral VR combat
Using a variety of ranged, melee, and exotic physics weapons, engage enemy encounters with an entire armory at your disposal.
Be anyone you want
Custom avatar importing enables you to play through the game looking however you want, with physical stats to match.

Layered Narrative
After discovering an underground lab in MythOS city, you will have access to a variety of game locations including arenas, obstacle courses, tactical trials, sandboxes, experimental modes, and user generated levels. Collecting items, avatars, and clues from these locations enable you to progress through the mysterious story.

[yt]SZ4M6CukGM8[/yt]

https://store.steampowered.com/app/1592190/BONELAB/
https://www.oculus.com/experiences/quest/4215734068529064/

Could be coo especially being able to import your own character and the focus on mod support :D
Who knows with mods mebbe they live up to their teaser trailers for Boneworks where they focused heavily on the sandbox nature of the game instead only for it to come crashing to a halt cause you had to collect and deposit individual items to build out the sandbox !__!
 
Overall the showcase was a little bit disappointing.

Lots of sequels & expansions:
  • Walking dead
  • Red Matter
  • Espire
  • Moss
  • Resident Evil
  • Beat Saber

Stuff that doesn't really need to exist:
  • Among US VR
  • NFL Football whatever

A few standouts that look interesting:
  • Bonelab - The only thing to really get excited about
  • Ghostbusters
  • Ruinsmagus - some kind of japanese RPG?
  • Cities VR - Looks neat, but we already knew about this one, so no surprises.

------

What I would want to see:
  • Robo Recall 2 (the only sequel I care about)
  • A racing/driving sim
  • Mechwarrior
  • More mascot platformers. I'd kill to get something closer to Mario Galaxy in VR.
  • A star wars spaceship sim... maybe that one that came out last year? Could really use a quest port.


One big limitation for the Quest is it's lack of peripheral support. VR is great for driving & flying sims. There needs to be bluetooth driving wheels, or maybe someone could sell a little wifi USB-over-IP box? Or else you could do what this guy did, and just plug a wired HOTAS into the port on the Quest:
[yt]EhzlPJ2JMdE[/yt]


I spent a ton of time in UltraWings 2 this year. First time I've gotten 100% completion in any game in many years. Somehow learning to fly planes and helicopters just feels more productive to me than shooting zombies. I saw that there's a sailing game on Quest, I might try next, as I've always wanted to learn to sail.
[yt]avjcZV9ZyVE[/yt]
 
Last edited:
Productivity in VR

So awhile back, Zuck said that he sees the upcoming Cambria headset to compete against chromebooks. As a designer, I've never considered a chromebook to be a true productivity tool, as traditional design suites have never been web-based.

Recently though, my team has been transitioning to a design suite called Figma, which is a really remarkable piece of software, and it runs straight out of a browser. So I realized this week, that I could theoretically switch to a chromebook now... or potentially a VR headset.

So I'm experimenting with getting an actual work setup up and running in my Quest 2 headset. Of course this isn't going to be an ideal work solution, but I want to see how close I can get it, and how large the delta is until we get something really great for productivity.

The Quest 2 has a web browser built in. And it's a reasonably decent browser. And you can multi-task 3 browser windows side-by-side, like a 3-monitor workstation. You can change the sizes or aspect ratios of the each of the browsers, and you can make them very large if you want. It won't let you position them wherever you want though.

First I booted up Figma in the browser in my Quest 2, just to see if it would even load. Sure enough, it seems to load fine. So I'm simulating my typical workspace. I've got my design software in the middle browser, youtube playing music in a small window on the left side, and requirements documentation in the right-side browser. I've set the background to "pass-through", so I can see my real environment around me (although it's black-and-white and fuzzy)... so I can see my desk, and my hands, and 3 big monitors floating in the air. It's a pretty amazing vision of the future of computing really... that your computer could be a slim set of goggles you wear, and a mouse & keyboard. WAAAY better than a laptop, because you're not constrained to a tiny screen.

Ok, so let's talk about the delta between my current Quest2 setup and where it needs to get to actually be worth working on.

  1. Headset needs to be slimmer, lighter, more comfortable. Duh. Cambria is supposed to be a big improvement in those areas.
  2. HD color passthrough will be a MASSIVE improvement. To be able to see your environment clearly.
  3. Quest2 screen resolution is... nearly fine, but not good enough. Honestly it's closer than I expected though. I think another 50% resolution will be plenty. Until then, you kindof have to make your screens EXTRA big, to compensate for the low resolution. (I think Cambria screens are ~10% higher res... so we'll see how close that gets)
  4. Mouse support on Quest is... kindof bad. Seems to work intermittently, and cut out other times. Also the mousewheel doesn't work well for scrolling. Very intermittent. They really need to improve mouse support. I know it seems funny for me to say that mouse support is an important feature for a VR headset, but for productivity it really is.
  5. My design software (Figma) still runs a bit choppy, although it's close to good-enough. I expect a bit more cpu/gpu power would fix that.
  6. Need to have better options for positioning screens, running more screens, make it easy to arrange my work setup however I want.

Anyways, you can see that we're not quite there yet, but actually the gaps are not that big. Actually I think there's a reasonable chance that Cambria might actually be really great for productivity, for people who's work tools already work in a browser-based (chromebook) environment. Especially if they include support for Android apps too.

Honestly, I think if Cambria nails the 2D laptop/chromebook productivity use case, it's going to be WAAAAY more successful than people expect. It'll be the biggest tech product of recent history. And that's not even including any of it's potential for 3d stuffs.
 
Grid Legends VR came out yesterday.I see that youtubers are brutalizing this game over it's graphics. And alot of that is deserved, as it has alot of graphical problems. Actually I don't think its an entirely ugly game. Lots of things look pretty great actually.

But yeah, the textures are super muddy, and the lighting can be VERY flat. And the render resolution is pretty low. There also seems to be some texture-filtering issues... I expect those can be solved with a patch.

But I think the real problem is that the art design isn't a good fit for the Quest's graphics capabilities. I think they just took the absolute lowest details from the PC version and just slapped it in. Many assets just don't look good, and just weren't a good fit for the platform. Lot's of small detailed assets, like chain-link fences, etc., really just shouldn't be in the game. And the overall detail levels are VERY poorly optimized for the Quest. One level has you driving through an industrial area, and there are these fences that have small gaps you can see through, and there's loads of objects you can see through the gaps... but the gaps don't show clearly enough to really take advantage of it, and it would have been smarter to just have a solid fence and remove the objects behind it.

I keep thinking this game could have a much higher render-resolution if they had targeted an art-style more like Gran Turismo 4 or Forza Motorsport 2. Just keep the environment simple, and then put emphasis on higher quality rendering of that simpler environment.

All that being said, actually I think the game performs great, and plays very well. The physics feel mostly realistic but don't give me motion-sickness, the controls feel responsive and the driving feels smooth. I'm really enjoying the game.

I hope they do find a way to support driving wheels. That would really amplify the experience alot. ​Quest desperately needs peripheral support. I don't care if Meta manufactures their own bluetooth driving wheels, or if they find a way to support usb wheels. It's definitely needed. Driving wheels, Flight yokes & HOTUSs, PinSims, or any kind of peripheral. Quest needs to support that stuff. Maybe use a USB-over-ethernet dongle? Plug your USB peripherals into a little device that then sends the signal over wifi? Actually what I'd love to see them do, is support Wii-style dummy peripherals, that you click your Quest controllers into. Keep it cheap & low-tech.​

And hopefully they can optimize the graphics a bit. I also expect them to update the game for Quest 3 when that comes out... the additional GPU power should really make this game shine.

 
Those are PS2/Xbox era graphics... I think the notion of a racing sim on a headset is interesting, and I'm sure it plays (much) better than it looks, but with its looks this is certainly a tough sell. My experience with the Quest 2 standalone games has been that anything with a level larger than a few dozen meters / few hundred feet is going to look like it's twenty years old.

Imagine, though, if the current gen consoles could stream to a headset the way the PC can... Thát would be phenomenal!
 
Those are PS2/Xbox era graphics... I think the notion of a racing sim on a headset is interesting, and I'm sure it plays (much) better than it looks, but with its looks this is certainly a tough sell. My experience with the Quest 2 standalone games has been that anything with a level larger than a few dozen meters / few hundred feet is going to look like it's twenty years old.

Imagine, though, if the current gen consoles could stream to a headset the way the PC can... Thát would be phenomenal!

Sony should take note of that, 'cause I think there's some real potential if they ever decided to develop such a product.
 
I hope AV1 is able to step up the IQ game when it comes to wireless VR, the current codecs can honestly look like shit if in certain environments/color combinations.
 
I hope AV1 is able to step up the IQ game when it comes to wireless VR, the current codecs can honestly look like **** if in certain environments/color combinations.

Yup. Lots of amazing possibilities, especially for next-gen headsets like Quest 3. I'd love to see them get get AV1 fully supported for game streaming, but I'd also love to see hardware-accelerated upscaling options, both for native & streaming games.
 
Back
Top