The display isn't perfect: The fresnel lenses still create little halos of light at times, as in many VR headsets. That, plus the increased resolution, did a lot to melt away the headset on my face. I felt like I could see more of the playing area without being aware I had a headset on. The Focus 3's wider field of view feels more like looking through a scuba mask. The Quest 2's field of view, at about 90 degrees, feels more like looking through a large porthole. There's an expanded 120-degree field of view for the display, which I immediately appreciated when playing a preinstalled online shooter game, Hyper Dash (which felt like a lower-quality version of Population One). I already found the Oculus Quest 2's 1,832x1,920 pixels-per-eye resolution to be really good, but the Focus 3's moves into the territory of the PC-based HP Reverb G2, one of the best VR headsets around. The 2,448x2,448 pixels-per-eye resolution felt wonderfully pixel-free, and seemed to melt away when I was looking at the above-mentioned art app, or watching movie trailers via YouTube. ![]() The big advantage I saw in the Focus 3 was its larger-field-of-view, higher-res display. What the Focus 3 does better: Display and comfort The Vive Focus 3 uses cameras to track full-room movement, and is fully standalone just like the Oculus Quest 2. The Vive Focus 3 is built comfier, has a better display, and well, it's not tied to Facebook. But it's unclear whether Facebook's app ecosystem and hardware support are flexible enough. The Vive Focus 3 has the same Qualcomm Snapdragon XR 2 processor, but with fans and cooling that could potentially boost performance, according to HTC.įacebook's $300-and-up headset has a business version too, and a Quest Pro is in the works. ![]() HTC's newest stand-alone VR headset is, basically, a business-targeted Pro version of the Oculus Quest 2. Scratch one item off the checklist: In 2021, VR looks damn good. The HTC Vive Focus 3 to my eyes looks crystal clear and surprisingly sharp. Whatever concerns I used to have about the screen-door pixelated look of VR, that's over now. In the middle of an art gallery as I look across at the Mona Lisa hanging in a virtual Louvre, it occurs to me that VR displays aren't low-res anymore.
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