I admit it: I’m a gadget freak. When the first Amazon Kindle was announced in Canada, I bought one. When the first Apple iPad was launched, I bought one. And when the Oculus Quest is finally officially released, I will be buying one.
I predict that the Oculus Quest will be phenomenally popular, and help to finally usher in the long-awaited consumer VR market everyone has been forecasting for years (and getting wrong). I also predict that any social VR platform that supports the Oculus Quest will get a boost as well. So far, for the top 12 most popular social VR platforms, it looks like this:
Will There Be a Version for the Oculus Quest?
|Yes||No||? (Status Uncertain or Rumoured)|
– Rec Room
– Somnium Space
– vTime XR
– Facebook Spaces*
– High Fidelity
– Oculus Home*
– Oculus Rooms*
*Obviously, there’s going to be something from Facebook/Oculus, but whether it will be a rebranding or extension of Facebook Spaces, Oculus Home, or Oculus Rooms, or something completely different, no one knows. And Facebook is keeping that a closely guarded secret for now.
While both High Fidelity and Sinespace have said that they will be supporting the Oculus Quest, I have as yet heard no official announcement from either of them. The same goes for AltspaceVR.
Today, VRChat launched their Quest Creator Program. And for the first time, we get some clear indications of what features will and won’t be allowed for VRChat worlds and avatars intended for Quest users.
It will be a dual-publishing model: publish once for PC users (i.e. Oculus Rift, HTC Vive, Windows Mixed Reality headsets), and publish a second time for Quest standalone headset users. If a creator publishes only for the Quest, their world(s) will only be visitable by users in the Quest. If the creator publishes only for the PC, Quest users will be unable to visit. Here’s a Venn diagram for those of you who like Venn diagrams:
Worlds published for both PC and Quest will have a cross-platform icon (the central symbol in the image above) in the VRChat Worlds Atlas. Users from both platforms can meet in cross-platform worlds. Quest-only worlds won’t show up for PC users, and vice versa. PC-only avatars will not display to Quest users (a default avatar will display instead).
Here’s some information from a newly-published guide to VRChat Quest Content Optimization:
While building worlds, you should try to keep polygon count low. You want to leave room for the user’s avatars as well. We recommend that you budget approximately 50,000 triangles for your world in total.
The same general rules apply for avatars that apply for worlds. Keep in mind that you may have 10 or more users in the same room, so you’ll want to budget your triangle usage pretty heavily. We recommend that you aim for 5,000 triangles for your avatar.
This will be a challenge for avatar authors that prefer to import characters from various platforms rather than create an avatar themselves. Decimation down to this level can be destructive, and you may need to look into techniques like retopologizing geometry to keep your polygon count low.
Quest worlds cannot use custom shaders or post-processing, and regular shaders and audio sources will be limited. Quest avatars also cannot make use of features such as dynamic bones, cloth, cameras, lights, and audio sources. Particles and shaders will be limited.
We can expect that similar restrictions will be in place for other social VR platforms for them to work on the reduced processing power and memory of the standalone Oculus Quest headset.
Oh, and in an interesting twist, Quest developers will soon be able to use the Oculus Go as a sort of testbed for their work. However, this is only an interim measure to allow for testing, and VRChat has no plans to actually release a version of VRChat for the Oculus Go:
Exciting times ahead!!