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As an early adopter of the Vive (didn't preorder but bought within the first few weeks) who also has a Quest 2, the "good-enough" part of your previous post is
by wolrah 3y ago
As an early adopter of the Vive (didn't preorder but bought within the first few weeks) who also has a Quest 2, the "good-enough" part of your previous post is definitely open to interpretation.
I will say I agree with using it wireless being the default recommendation, but there's a reason people still buy fiber optic USB-C cables.
If you have a good WiFi setup, which a lot of people do not (and a lot of people who think they should have good WiFi because they spent a lot of money on it still don't because they don't understand what they bought), it's perfectly fine for most games that don't depend on tight timing, but you can still tell when playing Beat Saber or similar. I noticed it most as input jank on the controllers, both compared to the Vive and native Quest apps.
IMO the right answer is a Quest-like standalone handset with a VirtualLink style input to allow uncompressed signals with predictable latency to flow between the two. Best of both worlds. Wired Quest now is effectively just using the USB port as a network interface rather than a display.