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submitted 1 year ago by MyOpinion@lemm.ee to c/questpro@lemmy.world

BREAKING: Meta reportedly isn't ordering new Quest Pro components, so production will end when the remaining components run out.

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submitted 1 year ago by MyOpinion@lemm.ee to c/questpro@lemmy.world

"He believes Meta abandoned the high end too soon and is pushing for VR to go mainstream too early..." I 100% agree with this. The Quest Pro is just now coming into its own.

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I love my Quest Pro and it just keeps getting better!

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submitted 1 year ago by lapbar@lemmy.world to c/questpro@lemmy.world

I unfortunately have a larger head. The QP at its loosest setting just fits me so it’s a bit tight. Has anyone done any mods that give a little more space? Like changing the forehead pad or something clever.

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submitted 1 year ago by Semi@lemmy.world to c/questpro@lemmy.world

Pavlov's recently released Update 29 migrates the game to UE5 and OpenXR. As a result, it is now compatible with OpenXR Toolkit's eye-tracked foveated rendering feature. I experienced some visual glitches at first when running it in 'Performance + Narrow' modes, but changing them to 'Quality + Wide' and relaunching the game fully resolved them, even while doing things like aiming with one eye closed. Some experimenting might yield more performance gains without resurfacing the glitches.

Instructions for OpenXR Toolkit are contained in the link above and more comprehensively written up than I could do, but if there's interest I may make a separate post explaining the process and what I've experienced in which apps, just to have some more useful information available here. Don't expect massive performance gains, but as I'm running QP at max resolution on a 2080ti, I'm happy to take what I can get lol.

Also, this update added cross play with PSVR so lobbies are significantly more active. If you haven't been playing for a while, now's a good time to give it another shot!

Meta Quest Pro

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General discussion about Meta's Quest Pro line of VR/MR headsets.

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