For the past several years, the virtual reality (VR) industry has been primarily operating in the entertainment space, but as the technology improves, other enterprise use cases have started to emerge. Among others, applications in the health care, corporate training, and manufacturing industries show us how to use the technology in powerful and innovative new ways.
Even though the technology has advanced, many VR headsets on the market have limitations that prevent widespread adoption and use on an enterprise scale. They may be complex to set up, too expensive, or lack features needed to make compelling experiences—as with anything, there are always trade-offs.
If VR is going to thrive in enterprise use cases, it needs hardware that can enable powerful experiences while making sense at scale. We believe the Oculus Quest is that device today. It pushes past traditional VR limitations and paves the way for future headsets to iterate on the quality-of-life improvements it makes.
Here are four features of the Oculus Quest that will change enterprise VR:
1. Robust, Wireless Tracking Expands the Realm of What’s Possible for a User to Experience
The Oculus Quest can wirelessly track the position and rotation of the user in space through four cameras on the headset, also known as inside-out tracking. Other VR headsets that can track both position and rotation are physically constrained by wires or require complex setups with several cameras pointed toward the user. Or if a headset boasted wireless capabilities, it could only track a user’s rotation, but not their position in space.
With the Oculus Quest, users are free to explore their environment without those limitations. You can encourage users to walk around objects to view them from any angle, approach a character across the room, or have them turn completely in a circle without becoming entangled in wires.
When constraints on a user’s movements are removed, developers are free to create more immersive experiences that are compelling to use and drive consumer adoption of VR.
2. It’s a Self-Contained Device That Can Be Demoed From Anywhere
All of the tracking, rendering, and processing of the Oculus Quest is built directly into the headset. This all-in-one nature of the Oculus Quest allows it to be used anywhere with no dedicated space or external hardware required. Weighing 571 grams, it’s easy to transport the headset and controllers anywhere, and using the Guardian system, users can define the boundaries of any physical space in a matter of seconds.
With no dedicated space required, costs are reduced and the barrier to use is lowered. Users don’t need to go to a specific place to experience VR; instead, high-quality VR can be brought directly to them.
The ability to take quality VR anywhere and demo in a place convenient for the user will lead to increased exposure to the technology. Companies can expand to more audiences, and the stigma that VR is an unapproachable, complicated piece of technology will be removed.
3. Low Cost Increases the Pool of Potential Customers
At $400, the Oculus Quest is the most affordable headset of its kind. High-end VR hardware such as the Valve Index or Pimax can run two to three times that cost, not including the powerful computer hardware required to run it. The price of the Quest includes all the hardware necessary for a complete VR experience—the headset, controllers, and a charging cable—no computer required.
The low price point makes developing for VR extremely affordable, encouraging more developers and companies to start innovating in an area previously closed off to them. Companies can invest in headsets as a tool for their employees, and more consumers than ever will be able to experience VR.
As the cost of high-quality VR hardware goes down, one of the primary barriers to its adoption will fall. Decreased costs will lead to the development of more VR applications and an increase in consumer reach.
4. Ease-of-Use Makes It Convenient for Consumers
Because the Oculus Quest is self-contained, the time needed to set it up is next to zero. There are no wires to hook up to computers and no external tracking cameras to calibrate. And now, with hand tracking, the Oculus Quest only requires the user to put on the headset to start experiencing VR.
With no setup or training required, more people can use it than ever before. Employees don’t need to rely on IT to ensure the system is properly configured, and VR is no longer reserved for the tech savvy or early adopters.
As consumers have more seamless experiences, VR becomes more approachable, and adoption will rise as the usefulness of the technology becomes more apparent.
We’re only beginning to see the ways in which the Oculus Quest can make VR more accessible in an enterprise setting. The improvements it makes to other headsets only lay the foundation for VR hardware that is more immersive, affordable, and user-friendly—features that remove limitations, increase adoption, and allow for more compelling experiences. We’re excited to see what the future holds.
Want to see what we can do in VR? Looking to innovate with virtual reality? Feel free to reach out to us at firstname.lastname@example.org.