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`Exhibit 1
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`5/18/22, 1:05 PM
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`Oculus Quest Review – The First Great Standalone VR Headset
`Case 6:21-cv-00755-ADA Document 61-2 Filed 05/20/22 Page 2 of 14
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`By Ben Lang - May 21, 2019
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`After months of teasing, Oculus Quest starts shipping today. After testing the headset for several weeks, our Oculus Quest review is
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`here. Because it doesn’t rely on a PC, but still has full tracking capabilities, Oculus hopes that Quest can bring VR’s most immersive
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`experiences to a much wider crowd. Does Quest deliver? Read on to find out.
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`As usual, we’ll start with a review summary and then dig into the details further down.
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`Oculus Quest is Facebook’s first standalone headset that offers 6DOF tracking on both the head and hands. Practically, that means
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`that the headset has the same full tracking capabilities typically reserved for high-end VR headsets that are hooked up to a
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`computer or game console. Because Quest has full 6DOF tracking, it opens the door to significantly more immersive and interactive
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`Photo by Road to VR
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`https://www.roadtovr.com/oculus-quest-review-the-first-great-standalone-vr-headset/
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`1/8
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`Oculus Quest Review – The First Great Standalone VR Headset
`Oculus Quest Review Summary
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`5/18/22, 1:05 PM
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`Oculus Quest Review – The First Great Standalone VR Headset
`Case 6:21-cv-00755-ADA Document 61-2 Filed 05/20/22 Page 3 of 14
`content than on a headset like Oculus Go, which is only suitable for mostly static, seated experiences because it has more limited
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`tracking abilities.
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`Given that it’s a standalone, Quest’s biggest advantage is its low friction experience. When you put the headset on, you see a pass-
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`through video view of the world around you which makes it easy to pick up your controllers. From there, setting up your Guardian—
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`the boundary around you playspace—is as easy as pointing your controller at the ground and tracing an outline around the
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`available space, and then you’re good to go.
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`Quest’s menu is a bit clunky but functional, and feels snappy enough to not be annoying. From the menu you can search the Store
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`for new games, access your Library to launch apps, and do other things like adjust settings, launch a web browser, and more. It’s a
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`familiar experience for those who have used Oculus Go, as it’s largely the same interface.
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`Image courtesy Oculus
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`Visually speaking, Quest looks pretty similar to what you’d expect from an Oculus Rift, but with a bit more resolution (1,440 × 1,600
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`per-display vs. 1,080 × 1,200). That means slightly less screen door (the black space between pixels) and sub-pixels which are now
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`just about invisible. The lenses have also seen an upgrade over the Rift, which somewhat reduces reflections in high contrast scenes.
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`That said, the mobile processor in Quest simply can’t push the same quality image as a PC driven headset like the Rift, so in the end
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`you’ll see improved clarity through Quest, but things just aren’t going to look as pretty in most cases—expect ‘mobile’ graphics.
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`Photo by Road to VR
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`That said, the visuals are more than adequate to provide compelling VR experiences. Some games look and play effectively identical
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`to what you’d expect on PC. Beat Saber, for instance, looks nearly identical, runs smoothly, and feels great. This will be a little hit or
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`miss with many of the ports that are initially launching on Quest, like Robo Recall, which has had much of its luster baked down into
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`garish textures in order to get the game to run on the headset. Made-for-Quest games generally fare better graphically because
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`they were designed for Quest’s graphical limits in the first place.
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`Quest’s inside-out tracking is perhaps the most important element because it’s the hardest thing to get right. In my time with Quest,
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`I’ve been really impressed with the performance and robustness of the head and hand tracking—Quest is currently leading the
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`industry here. Headtracking is extremely solid with very little latency, and the controller tracking is surprisingly performant, even
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`when playing some of the most demanding games like Beat Saber.
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`https://www.roadtovr.com/oculus-quest-review-the-first-great-standalone-vr-headset/
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`2/8
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`5/18/22, 1:05 PM
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`Oculus Quest Review – The First Great Standalone VR Headset
`Case 6:21-cv-00755-ADA Document 61-2 Filed 05/20/22 Page 4 of 14
`There are two caveats to my praise of Quest’s tracking, although both are challenges faced by all inside-out tracking systems. Firstly,
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`environmental factors can cause tracking issues. I was frankly quite surprised with how well Quest handled tracking in my
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`apartment living room as well as it did. I have large windows around most of the room, and these look like massive bright lights
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`during the day to Quest’s cameras—something that can be very confusing to computer-vision tracking. But still, things worked very
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`well, and in hours of testing over many days I only saw the tracking drop out completely (the screen goes black and a message pops
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`up until tracking is found again) a handful of times; in those times it was only for a second or two at a time. The controller tracking,
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`on the other hand, would funk out briefly a little more often (perhaps due to passing in front of one of the bright windows), but it
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`was infrequent enough that it really didn’t bug me.
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`S E E A L S O
`
`Quest Store Surpasses $1 Billion in Content Revenue, Showing Major Growth
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`The second caveat is that Quest does have some blind spots to its tracking, though in general they don’t cause trouble unless a
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`game relies on a specific mechanic which frequently puts the controllers into the blind spots for extended periods. For
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`instance, Creed: Rise to Glory asks you to hold your hands up in front of your face like you are blocking in a boxing match, and this
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`would occasionally lead to the controller losing tracking for a few seconds at a time, which felt funky when one of my hands just
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`stuck there in the air as I tried to throw a punch (before eventually popping back into the proper position).
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`So, edge-cases in both environmental factors and specific game gestures can trip things up, but on the whole Quest’s tracking works
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`very well.
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`Quest effectively packs all of the features that make high-end VR great into an easier to use and more affordable package
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`(everything but high-end graphics). And that gives the headset huge potential, so long as there’s great content to back it up.
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`Photo by Road to VR
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`Quest has a launch lineup of 50-ish titles, including probably the most important game that could be on the headset at launch—
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`Beat Saber—and there’s a handful of other really strong entries, but the vast majority are ports and many of those are quite dated.
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`Oculus will need to push hard to keep Quest’s library growing with quality (and genuinely new) content if they want to capitalize on
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`its potential as an easy-to-use VR headset which has pretty much all the right stuff to deliver some really compelling experiences.
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`– – — – –
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`https://www.roadtovr.com/oculus-quest-review-the-first-great-standalone-vr-headset/
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`3/8
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`Oculus Quest In-depth Review
`Hardware & Display
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`5/18/22, 1:05 PM
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`Oculus Quest Review – The First Great Standalone VR Headset
`Case 6:21-cv-00755-ADA Document 61-2 Filed 05/20/22 Page 5 of 14
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`Quest is effectively a headset with a mid-range smartphone processor built inside. It’s running a Snapdragon 835 processor with
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`active cooling, and the headset is offered with 64GB and 128GB memory options (unfortunately with no memory expansion ports).
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`Photo by Road to VR
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`Clearly visible on the outside of the headset are four cameras around the visor’s bezel which are used to track the headset’s
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`movement via computer vision. The same cameras also see and track the controllers (which have invisible IR LEDs on them).
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`Very similar to Rift, Quest uses a pair of OLED displays, but with an upgraded resolution of 1,440 × 1,600 each (compared to 1,080 ×
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`1,200). Quest also uses single Fresnel lenses, though Oculus says they’re improved over those used in the original Rift (and are in
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`fact much closer, if not identical to the lenses used in Oculus Go). Quest has a field of view that’s almost identical to Rift, which we’d
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`guess to be around 100 degrees diagonally (though Oculus won’t provide an official FOV figure).
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`If you’ve never used a VR headset before, Quests visuals are pretty good and there’s no serious complaints, save for the usual lens
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`reflections (AKA god rays) and black smearing which are problems that every headset with Fresnel lenses and OLED displays runs up
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`against. The field of view is wide enough that the world feels convincingly around you, and everything works well enough to easily
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`make you forget which way you’re even facing in the real world (or even which room you’re in). If you have used another VR
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`headset, I’ll make some comparisons to try to demonstrate what’s improved (or not).
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`Photo by Road to VR
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`Quest offers a decent improvement in clarity over the Rift on a pure pixels-through-the-lens standpoint, but relative power
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`difference means this may not mean quite as much except in a handful of cases where Quest is able to match the Rift pixel for pixel
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`(like when playing back video or browsing the web). That said, the improved resolution directly translates to a sharper image,
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`though this is tempered in many cases by the fact that the default render resolution for Quest is lower than its total resolution for
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`performance reasons. The increased pixel density also means somewhat less screen door effect, and makes the sub-pixels just
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`about invisible, making for more cohesive colors.
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`One of the biggest improvements from Rift to Quest is the mura, which on Rift was really not great, but on Quest looks all but
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`eliminated. Mura is caused by inconsistencies in color and brightness from one pixel to the next, and usually shows itself mostly in
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`darker scenes. Black smear (where dark areas bleed into bright areas during head movement) is still an issue (as it is for most OLED
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`displays) and appears to be equally as bad as Rift.
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`https://www.roadtovr.com/oculus-quest-review-the-first-great-standalone-vr-headset/
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`4/8
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`5/18/22, 1:05 PM
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`Oculus Quest Review – The First Great Standalone VR Headset
`Case 6:21-cv-00755-ADA Document 61-2 Filed 05/20/22 Page 6 of 14
`S E E A L S O
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`HP Announces VR Headset Management Tool for Large-scale Deployments
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`Quest’s lenses have seen an upgrade over the Rift, though it isn’t drastic. Internal reflections (AKA god rays) appear somewhat
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`reduced, but are still annoying in high contrast scenes. The sweet spot also appears to be a little more favorable than the Rift,
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`though it’s difficult to quantify this in a meaningful way.
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`Photo by Road to VR
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`Quest has a hardware IPD adjustment which means you can adjust the distance between the lenses to make sure your eyes are best
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`aligned with the center of the lens (which is important for achieving maximum comfort and clarity). Oculus says that Quest’s IPD
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`adjustment goes from 58–72mm, and is “best” for users with an IPD between 56mm and 74mm.
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`During setup, there’s an IPD calibration screen which shows a green cross which attempts to help users set their ideal IPD setting.
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`Unfortunately there’s no digital readout of the IPD width inside the headset, so if you happen to know your IPD in millimeters, you
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`can’t just dial it in based on the number. The green cross does a pretty awful job of making it clear which IPD setting is best. Unless
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`this gets adjusted, I have a feeling many users are going to set their IPD wrong out of the gate, and may suffer reduced comfort
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`because of it. This also means that if one user fiddles with it before handing the headset to another there’s no quick way to return to
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`a known setting, which puts a slight damper on Quest’s potential for pass-and-play.
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`Quest’s inside-out tracking is the best that I’ve ever seen in a standalone headset, and notably it’s the only headset in its class that
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`offers fully-tracked controllers. Other consumer headsets like Oculus Go and the Lenovo Mirage Solo come with a single controller
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`that only tracks rotation, putting a significant limit to how interesting and dynamic VR gameplay can be.
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`Photo by Road to VR
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`In my time with Quest, I’ve been really impressed with the performance and robustness of the head and hand tracking—Quest is
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`currently leading the industry here. Headtracking is extremely solid with very little latency, and the controller tracking is surprisingly
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`performant, even when playing some of the most demanding games like Beat Saber.
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`There are two caveats to my praise of Quest’s tracking, though both are challenges faced by all inside-out tracking systems. Firstly,
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`environmental factors can cause tracking issues. I was frankly quite surprised with how well Quest handled tracking in my
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`https://www.roadtovr.com/oculus-quest-review-the-first-great-standalone-vr-headset/
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`5/8
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`Tracking
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`5/18/22, 1:05 PM
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`Oculus Quest Review – The First Great Standalone VR Headset
`Case 6:21-cv-00755-ADA Document 61-2 Filed 05/20/22 Page 7 of 14
`apartment living room as well as it did. I have large windows around most of the room, and to Quest’s cameras these look massive
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`bright lights covering the walls during the day—something that can be very confusing to computer-vision tracking. Still, in hours of
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`testing over many days, I only saw the tracking drop out completely—when the screen goes black and a message pops up until
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`tracking is found again—a handful of times, and in those moments it was only for a second or two at a time. The controller tracking,
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`on the other hand, would funk out briefly a little more often (perhaps due to passing in front of one of the bright windows), but it
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`was infrequent enough that it wasn’t a problem most of the time.
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`It would be nice however if Oculus were to provide a few tips to new users about what kinds of things in their environment could be
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`less than ideal for tracking. Big bright windows, mirrors, and moving objects (like ceiling fans) could pose problems, and it would be
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`helpful if Oculus would tell users: ‘If you’re tracking is having issues, try doing XYZ to improve it’.
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`For instance, if I was trying to play Beat Saber and the controllers felt a little less reliable than I expected, I would rotate myself 45
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`degrees and use the recenter button to change my forward direction in the hopes of avoiding whatever in the room was
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`bugging the tracking system. Most users probably aren’t going to really think about the ins-and-outs of the tracking system enough
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`to know to try something like this, let alone to close problematic blinds, turn off ceiling fans, and avoid other computer vision foes.
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`S E E A L S O
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`VR Cloud Gaming Service 'PlutoSphere' Launches on Quest in Beta
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`The second caveat for tracking is that Quest does have some blind spots in terms of where the cameras can actually see the
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`controllers, though in general they don’t cause trouble unless a game relies on a specific mechanic which frequently puts the
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`controllers into the blind spots and keeps them there for several seconds at a time. For instance, Creed: Rise to Glory asks you to
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`hold your hands up in front of your face like you are blocking a punch in real a boxing match, and this would occasionally lead to
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`the controller losing tracking for a few seconds at a time; it felt funky when one of my hands just stuck there in the air as I tried to
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`throw a punch (before eventually popping back into the proper position). Over time, developers will learn to avoid these blind spots
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`when making their Quest-native games, but in the near term you might bump into them here and there.
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`So, edge-cases in both environment factors and specific game gestures can trip things up, but on the whole Quest’s tracking works
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`very well.
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`Quest feels remarkably similar to the company’s first PC headset, the Oculus Rift. For those unfamiliar, that’s a compliment—the Rift
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`is a well-built and designed headset that easily holds up three years after its initial launch. Like Rift, Quest feels like a solidly built
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`device, and its fabric accents help it feel a little more human than a plastic box on your head. That said, it’s still a little bulky (as
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`pretty much any VR headset is these days), and at 571 grams weighs in heavier than the Rift’s 470 grams.
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`Photo by Road to VR
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`Despite 100 grams of additional weight, I’ve found Quest to be at least as comfortable as the Rift. Quest has a larger and more
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`flexible triangle opening in the rear straps which seems to find better purchase on the crown of my head than the Rift’s smaller and
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`stiffer opening can manage. Slightly more generous foam also seems to help relieve pressure on the face.
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`https://www.roadtovr.com/oculus-quest-review-the-first-great-standalone-vr-headset/
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`6/8
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`Design & Ergonomics
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`5/18/22, 1:05 PM
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`Oculus Quest Review – The First Great Standalone VR Headset
`Case 6:21-cv-00755-ADA Document 61-2 Filed 05/20/22 Page 8 of 14
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`Photo by Road to VR
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`Just like with the Rift though, Quest can be very comfortable, but adjusting it as such is not intuitive for new users. Out of the gate,
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`most people want to stick the headset on and then crank the side straps tight to create a vice-like grip between the visor and the
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`rear straps; this feels like a good fit, but 15 minutes later your face won’t be very happy. The key is actually to find the place where
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`the rear of the straps best grips the crown of your head, then use that grip as an anchor to adjust the top strap so that most of the
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`visor’s weight is ‘hanging’ from the top strap. At that point, you want to tighten the side straps only as much as you need to in order
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`to keep the headset stable on your face. This is far more comfortable for long-term play sessions.
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`Though Quest and Rift are quite similar in design, Quest drops the on-ear headphones in favor of some hidden sound holes in the
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`headband. While this means more sound leakage (ie: other people can hear what’s going on in the headset) and arguably less
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`immersive audio (because the sound is originating at the side of your ear instead of going straight into it), it does mean one less
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`thing to fiddle with when you put the headset on.
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`The audio is acceptable and gets reasonably loud, though anything with deep bass has a chance of bottoming out. Luckily, you can
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`use your own earbuds or headphones by plugging into either of the 3.5mm audio jacks on both sides of the headset. While Oculus
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`is considering an official earbud accessory which would use both jacks, the company has confirmed that both are wired fully for
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`stereo, so either side will work fine for any normal pair of stereo headphones.
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`Quest’s Touch controllers are a little different from Rift’s. For one, the tracking ring now goes over the top (to make it easier for the
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`headset’s cameras to see), and the shape has been adjusted a bit too. To my hands, Quest’s controllers are ever so slightly less
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`comfortable than the original Rift Touch controllers, but in the end they are equally functional and a very good controller design
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`with a quality feel to every button and stick. Like the Rift controllers, Quest’s controllers use a single AA battery.
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`Photo by Road to VR
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`This article may contain affiliate links. If you click an affiliate link and buy a product we may receive a small commission which helps support the publication. See here
`for more information.
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`https://www.roadtovr.com/oculus-quest-review-the-first-great-standalone-vr-headset/
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`7/8
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`Continue Reading on Page 2: Experience »
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`5/18/22, 1:05 PM
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`Oculus Quest Review – The First Great Standalone VR Headset
`Case 6:21-cv-00755-ADA Document 61-2 Filed 05/20/22 Page 9 of 14
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`https://www.roadtovr.com/oculus-quest-review-the-first-great-standalone-vr-headset/
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`8/8
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`5/18/22, 1:07 PM
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`Oculus Quest Review – The First Great Standalone VR Headset
`Case 6:21-cv-00755-ADA Document 61-2 Filed 05/20/22 Page 10 of 14
`
`By Ben Lang - May 21, 2019
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`It’s quick and easy to get Quest going out of the box. The Oculus app (available on iOS or Android) walks you through the setup
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`process which involves pairing the controllers and updating the headset’s firmware (if necessary). You can also use the app to
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`browse the Store, purchase and install games, and browse your game Library.
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`Photo by Road to VR
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`When you first put on Quest, you’ll see a pass-through video view of your room and you’ll be asked to set up a Guardian space (the
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`boundary around your playspace which keeps you from running into objects and walls). To do this you just point your controller at
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`the ground and trace a line around your playspace; it’s quick and simple compared to the procedure on Rift, which requires a back
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`and forth between your computer screen and several additional steps.
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`https://www.roadtovr.com/oculus-quest-review-the-first-great-standalone-vr-headset/2/
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`1/5
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`Oculus Quest Review – The First Great Standalone VR Headset
`Experience
`Setup, Companion App, & Passthrough
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`5/18/22, 1:07 PM
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`Oculus Quest Review – The First Great Standalone VR Headset
`Case 6:21-cv-00755-ADA Document 61-2 Filed 05/20/22 Page 11 of 14
`From this point forward, your Guardian boundary will be saved, and if you walk outside of it you’ll see the passthrough view. If the
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`room changes too much (like if objects are moved or lighting changes dramatically) the Guardian may be forgotten and need to be
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`reset.
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`Being able to see the passthrough video is really nice because it makes it easy to pick up your controllers after putting the headset
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`on so that you don’t have to fiddle with them or have them dangling from your wrists. However, it only activates if you put your
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`headset on when you’re outside of the playspace; I would personally prefer that any time you put the headset on from standby it
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`would default to the passthrough view (to make grabbing controllers easy) until you hit a button to confirm that you’re ready to hop
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`into VR.
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`S E E A L S O
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`Missing Apps & Account Issues on Quest Largely Fixed, But Linger for Some
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`Unfortunately there’s no quick-toggle function to enable passthrough when you just need to see outside of your headset for a few
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`seconds (like to talk to someone who needs your attention). You can activate it by pressing the Oculus menu button and then hitting
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`another button in the menu, but this takes a few seconds and thus loses a good portion of its utility as a way to quickly peek outside
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`of the headset.
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`It will be a while yet until we actually have access to the full Quest launch lineup, but the apps we have had access too so far have
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`been all generally pretty good, and include some of VR’s top content like Beat Saber, Superhot VR, Keep Talking and Nobody
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`Explodes, Virtual Virtual Reality, and more. Here’s the full launch lineup for Quest:
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`Image courtesy Beat Games
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`https://www.roadtovr.com/oculus-quest-review-the-first-great-standalone-vr-headset/2/
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`2/5
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`Content
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`5/18/22, 1:07 PM
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`Oculus Quest Review – The First Great Standalone VR Headset
`Case 6:21-cv-00755-ADA Document 61-2 Filed 05/20/22 Page 12 of 14
`1. Angry Birds VR: Isle of Pigs
`2. Apex Construct
`3. Apollo 11
`4. Bait!
`5. Ballista
`6. Beat Saber
`7. Bigscreen Beta
`8. Bogo
`9. Bonfire
`10. Box VR
`11. Creed
`12. Dance Central
`13. Dead and Buried 2
`14. Drop Dead: Duel Strike
`15. Electronauts
`16. Epic Roller Coasters
`17. Face Your Fears 2
`18. First Contact
`19. Fruit Ninja VR
`20. Guided Tai Chi
`21. I Expect You To Die
`22. Job Simulator
`23. Journey of the Gods
`24. Keep Talking And Nobody Explodes
`25. Moss
`26. National Geographic VR Explore
`27. Nature Treks
`28. Ocean Rift
`29. Oculus Browser
`30. Oculus Gallery
`31. Oculus TV
`32. Oculus Video
`33. Orbus VR
`34. PokerStars VR
`35. Racket Fury: Table Tennis
`36. Rec Room
`37. Robo Recall
`38. RUSH
`39. Shadow Point
`40. Skybox VR Video Player
`41. Space Pirate Trainer
`42. Sports Scramble
`43. SUPERHOT VR
`44. The Exorcist: Legion VR
`45. Thumper
`46. Tilt Brush
`47. Ultrawings
`48. Vader Immortal
`49. Virtual Desktop
`50. Virtual Virtual Reality
`51. VR Karts
`52. VRChat
`53. Wander
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`S E E A L S O
`
`High-flying Shooter 'STRIDE' Releases on PSVR Today
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`While most of these won’t be new to existing VR users, it’s really pretty amazing to have this kind of quality VR content on a headset
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`that’s relatively inexpensive, easy to use, and portable. Unlike Go, which launched with “more than 1,000 apps” (but hardly any of
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`note), Quest actually has a bunch of games that are worth recommending to those who’ve never played them, and a few exciting
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`new titles on the way (like Vader Immortal).
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`Existing VR users aren’t going to get as much bang for their buck out of the gate, considering how many of these are ports of older
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`games, so Oculus will have to keep up the pace of pushing out new Quest content to maximize the headset’s potential.
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`https://www.roadtovr.com/oculus-quest-review-the-first-great-standalone-vr-headset/2/
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`3/5
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`5/18/22, 1:07 PM
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`Oculus Quest Review – The First Great Standalone VR Headset
`Case 6:21-cv-00755-ADA Document 61-2 Filed 05/20/22 Page 13 of 14
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`When you take Quest off your head and set it down, it’ll automatically go to sleep after 15 seconds (this time is adjustable). It
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`generally wakes up surprisingly quickly (within two seconds or so), which makes it much more inviting for hopping into a quick VR
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`session than first-generation products which typically require launching software on your computer and potentially tweaking
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`sensors before playing. Even when Quest is in standby, it holds onto the current game state which means in most cases you’ll be
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`back up and playing in seconds right where you left off, even if you haven’t touched the headset in hours.
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`Photo by Road to VR
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`This synergizes well with content that offers short and fun sessions. Throughout my time testing Quest, I’ve played plenty of 15
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`minute Beat Saber sessions that I wouldn’t otherwise have chosen to do so on another headset because of the prep time involved.
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`And it’s that reduction in friction that will likely stand out to be one of Quest’s biggest improvements over what’s come before.
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`S E E A L S O
`
`Quest Store Surpasses $1 Billion in Content Revenue, Showing Major Growth
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`Though I haven’t had a chance to drain the headset in a single session, Oculus’ advisory of around 2 hours of battery life for gaming
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`with Quest feels about right. And while that might seem somewhat on the low side, I haven’t yet had any issue with it as my play
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`sessions for the available content have consistently been well under two hours at a time.
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`The battery fares pretty well in standby as well, dropping roughly 1% every two hours despite being ready to spring awake for some
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`game time.
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`Got more questions? We’ve got more answers. Drop us a line in the comments below.
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`Disclosure: Oculus provided Road to VR with a Quest headset.
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`https://www.roadtovr.com/oculus-quest-review-the-first-great-standalone-vr-headset/2/
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`Friction, Standby, & Battery Life
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`5/18/22, 1:07 PM
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`Oculus Quest Review – The First Great Standalone VR Headset
`Case 6:21-cv-00755-ADA Document 61-2 Filed 05/20/22 Page 14 of 14
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`https://www.roadtovr.com/oculus-quest-review-the-first-great-standalone-vr-headset/2/
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