Oculus Quest Tracking Handles ‘Beat Saber’ on Expert+ Difficulty

Past being an important VR sport, Beat Saber has inadvertently turned out to be a wonderful benchmark of controller monitoring efficiency, and thus an important check for the upcoming Oculus Quest standalone headset, the primary from the corporate to function inside-out monitoring. Having performed Beat Saber’s highest problem (Professional+) on Quest, I’m now assured that it’s as much as the duty.

With Quest launching in just some months, and probably the most profitable VR titles thus far—Beat Saber—confirmed as a launch title, the measure of another standalone VR headset within the close to future could be very prone to change into ‘Can it play Beat Saber‘?

It’s a tall order for any VR system, contemplating the excessive degree of monitoring efficiency essential to make Beat Saber not simply really feel good, however be actually playable all the best way as much as its most difficult Professional+ problem. PSVR’s monitoring simply barely makes the reduce, however seasoned Beat Saber gamers will instantly discover the added latency (and significantly smaller monitoring quantity) in comparison with the gold requirements of VR monitoring on the Rift and Vive.

Even then, Beat Saber gamers had been pushing the Vive controller monitoring to limits which Valve had not initially thought-about humanly doable, prompting the corporate to replace its monitoring code to account for the pace of high-level gamers.

So it will be no small feat for Oculus Quest, which makes use of an inside-out monitoring system, to have the ability to deal with Beat Saber at Professional+ problem. However once I tried the sport on Quest finally month’s GDC, I discovered that it’s positively as much as the duty.

The very first thing I seen when placing on the headset and firing up ‘POP/STARS’—essentially the most difficult Professional+ observe of the four-track choice offered within the GDC demo—is that the latency and accuracy feels a lot tighter than on PSVR, and far nearer to what I’d anticipate from the Rift or Vive. For reference, this video exhibits the notice sequence of the tune on Professional+ and the corresponding actions that the monitoring needed to sustain with:

[youtube https://www.youtube.com/watch?v=Mutnu5vukqA?feature=oembed&w=640&h=360]

Decrease latency and better accuracy means a greater alignment (in house and time) between your actual hand and your digital hand. With an excessive amount of latency, the swords in Beat Saber will really feel ‘floaty’, which might be particularly difficult when coping with strings of reverse notes (ie: a number of up/down arrows in a row). With out sufficient accuracy you’re susceptible to miss extra typically.

With latency and accuracy feeling excellent, one other huge query for Beat Saber on Quest is monitoring protection. Protection is a problem for inside-out monitoring as a result of such methods sometimes depend on line-of-sight between cameras on the headset and controllers in your palms, which may generally be blocked. Whereas Quest’s 4 cameras do certainly have some blind spots (notably behind the ahead place of the headset), the front-facing nature of Beat Saber by no means comes into battle with them. And in these events the place an arm would possibly briefly occlude the opposite controller the system appears to deal with it with out flaw.

Oculus Quest Monitoring Handles 'Beat Saber' on Professional+ Problem 7Quest has 4 cameras on the corners of the headset to trace the world across the consumer together with the controllers. | Picture courtesy Oculus

Consistency—how typically the monitoring works with none gross errors—is in fact important for high-level Beat Saber play, since you by no means wish to really feel just like the headset is inflicting you to make errors. Having finishing ‘POP/STARS’ with on Professional+ with a ~90% combo, I performed 4 extra instances (on completely different tracks). Throughout these 5 gamers there was just one occasion the place I missed a notice and felt prefer it was the system’s fault and never my very own. Estimating roughly 650 notes per Professional+ tune, that’s an error fee of ~zero.03%, which is beneath the 99.9% consistency threshold that I’d say any type of enter must not frustrate the consumer.

So Quest’s monitoring, for Beat Saber particularly, feels fairly darn good—a lot better than PSVR, and almost pretty much as good as I’d anticipate when enjoying Professional+ songs on Rift or Vive. In fact, sure environmental elements (issues like vibrant lights, mirrors, and so forth) could cause challenges for inside-out monitoring. Till now we have Quest in our palms to strive wherever and all over the place, we gained’t understand how strong it’s to different environments, however in the appropriate setting it achieves a surprisingly excessive bar for monitoring efficiency.

Graphically talking, Beat Saber on Quest has been visibly turned down just a few notches—every little thing is somewhat blockier and fewer shiny—but it surely’s in any other case the very same core gameplay, interface, and so forth.

[youtube https://www.youtube.com/watch?v=BUXPOqt4O2E?feature=oembed&w=640&h=360]

The power to deal with Beat Saber at Professional+ problem is excellent news for Quest, which appears to be main the pack in inside-out monitoring efficiency amongst any standalone headset we’ve seen to date.