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Meta Oculus Quest 2

When I close my eyes and think back to my earliest memories of "virtual reality," I think of those full body containers from the 90's in malls, the movie Hackers, and other wonky movies and tv shows (too many to list), the 90's was a weird time. We could easily go on for quite sometime about the history of VR/AR, who did what and when, but for our purposes now, we are going to focus on Facebook's ("Meta" - still not a fan of the new parent name) Oculus Quest 2. The other element we won't be going into is the numerous variants and other devices. Only reason for this is I wouldn't be able to speak intelligently on them and it would be pure speculation since I don't have first hand experience with them. With that being said, let's take a closer look at this mind bending tech.

Out of the box (fairly unique and minimalist packaging), you have your headset, and two controllers and an extremely brief setup guide. There are numerous after-market companies that have developed add-ons and upgrades for comfort, extending battery, or streaming, among other device enhancements. This device at first glance feels right out of the movie Ready Player One (the book is better). It has the futuristic appeal of Back to the Future Part II and has the sleek design to contour easily to your face and hands.

With this being the second iteration of the Oculus, the design and consumer adaptation to the device has advanced light years. A far stretch from my early memories of what VR was at the time. Some movies and tv shows from the 90's weren't too far off, but as technology has insurmountably advanced and at such an alarming rate, the Oculus Quest 2 is impressive. That being said, there are constant updates and upgrades happening fairly frequently. The Quest 2 can easily be pigeonholed as just another console gaming system (that you wear on your face), but this isn't the case. As more companies are embracing the relevance of remote work, with it comes the inclusion of VR meetings, team building exercises, and workflow operations. This is where we start to think about this "Metaverse" you keep hearing about. For now, I think the "metaverse" isn't the holistic approach or an all-inclusive term of the VR realm. This is just what Marky Mark and the funky bunch (Zuckerberg) are calling it. Think of metaverse as a branding tool to further expose consumers to Meta as a whole. Kind of a brilliant technique because now as Meta is essentially first-to-market with the VR realm and Meta being a part of the metaverse, the average consumer won't associate VR with anything but Meta devices. At least, until other companies are able to break the spell of indoctrination.

I digress. Without going into too much detail about all that, we can go ahead and remove our tinfoil hats. Back to brass tax. The Quest 2 is a really impressive piece of tech. I mean Zucky did buy Oculus for $2B (yes, that's a B, for billion). So you get what you pay for and it seems he has some of the best minds on development for Oculus. Not only as I mentioned before this is going to be a great tool for employers/employees but it also has some really great games. Most of which are pay-to-play, but there are demos to get a taste before you commit to purchasing. Outside of games, there are fully immersive apps for meditation, exercise, mental health, and exploring the world, oceans, and galaxies. Some are more breathtaking than others, but so far, I have not had a bad experience with anything I encountered.

It's not all rainbows and bunnies. There are cons to the device. The stock headstrap that comes with the device is okay at best for the average user. I would recommend the pro strap or going with another brand advanced strap. Depending on how much you end up using, go with something that will increase comfort. Kiwi Design makes a whole line specific to the Oculus Quest 2. Comfort is a huge element, and now that rumors of the Quest 3 are circulating, I truly hope they take weight of the headset into consideration. It's not very heavy, but after an extended period of time, it hurts the neck and face. The neck from the weight without having a counterweight in place, and the face because you have to tighten the headset a little tight to enjoy the full experience. If too loose, you lose focus, which can be troublesome if you are playing an active game like Beat Saber or FitXR boxing/HIIT especially.

Overall, I would say it is a great device for the average user, and may have tentative implications with how remote business is going. I would like to think if this is going to propel the business world into the future, I could see two way communication and translation services happening in real time. Here's looking at you Duolingo! That would be a pretty cool element, if not already in the works or already in Beta, and I am behind the curve (wouldn't be the first time). Dare I say in all reality (har har har), this is not only a gaming console, this could begin the revolution of our species. I know Zucky isn't everyone's favorite person, but the vision is promising (if it actually was his or he just slapped his name on it). I'd like to think with new tech and new iterations of this interesting realm, we as people would look first to how it can make things better. I think about what the Xbox Kinect wanted to do with the medical industry, now primarily being used for Ghost Adventures, Ha! The Oculus Quest 2 could easily be the bridge in the gap of virtual education and practical application in so many verticals. Only time will tell, but for right now, I gotta go kill me some zombies.