cryoburner :
Sakkura :
ikaz :
Why don't they offer a pass through mode on the quest ? That would make it more appealing that way you could have game/apps but have a tether option to your PC to play more demanding games. Not sure what the specs are on the quest but I'm a mid tear PC could push better frame rates than a mobile processor. That would at least get my attention.
You can't just "pass through" like it's no big deal. It takes a cutting-edge wireless connection, which adds a lot of cost, requires you to plug an adapter of some sort into the PC, and also adds weight on the headset and drains the battery much faster. It's much better to have a separate headset for PC gamers, and then optimize the standalone headset for actual standalone use.
No one said anything about having it use a "cutting edge wireless connection". None of the existing headsets require a wireless connection after all, and that certainly wouldn't be expected in a device costing around $400 or so. Adding the ability for it to receive a video feed over HDMI would cost very little, and the device undoubtedly already includes the components necessary for charging and communication over USB. Likewise, battery power wouldn't be a concern, and the only weight added would be for the cable when running tethered. There's no particularly good reason why such a standalone device couldn't be used tethered. In fact, it would probably offer a better wired experience than the Rift, if the tracking is on par, due to its higher resolution and lack of need for external sensors.
You're oversimplifying quite a lot. Cable connections to HMDs need to be a lot more robust than what you've got on your cell phone. You can't just have a standard connector on the side, or it'll get yanked out too easily and broken before long. A proper, robust cabling solution will definitely add weight and bulk, and I get the feeling they're already on thin margins with this device, as is. If the goal is to increase adoption (particularly among folks balking at the cost of high-end PC VR), then hitting a low price-point is a priority.
Secondly, there's a fair amount of software work to get such a unit properly functioning as a tethered display, and all of that must be tested and supported. This adds development costs and time to market.
I understand why you want a dual-purpose unit, but that's not what they managed to build. Maybe someone will, eventually. Perhaps even Oculus will do this. But VR is still quite young, and I agree with Oculus' priorities.
Truthfully, how many products are ever released in their ultimate incarnation? Among those, which were the 1.0 product? Usually, trying to put every single feature and refinement in the first version of your product is a recipe for disaster. Such products are usually late, overbudget, and often lacking quality in key areas.
In any product - even good ones - there's almost always room for improvement. The tried-and-true approach is to iterate. Prioritize the features, make sure to get the important stuff right, and release. Then, get market feedback and figure out what can be fixed, added, or improved in the next version. Repeat.