Oculus Quest Review
Virtual reality has a Goldilocks problem. On one side, you have tethered headsets that have all of the processing power and position tracking you need to create a really immersive virtual experience, but they're expensive and require awkward cables physically connecting you to a computer or game console. On the other side, you have mobile and standalone headsets that don't need any wires and cost much less than tethered headsets, but they only have a fraction of the graphical power and much more limited motion tracking. Oculus covers both of those bases with the Rift (and now the Rift S) for tethered VR, and the Oculus Go for standalone VR, and they both embody the typical limits of their categories.
Now there's the Oculus Quest, a standalone VR headset that embodies the best of both worlds. It doesn't require a separate computer like the Rift and Rift S do, but it also isn't limited to just orientation and motion sensing with a single controller like the Go or the Lenovo Mirage ...
The Oculus Quest VR headset combines a wire-free experience with six-degrees-of-freedom motion tracking and two controllers, all without the need for a separate computer to use it.
Full 6DOF motion tracking with dual controllers; Sharp display; No wires; Some excellent games are already available
Less powerful and has a slightly lower refresh rate than high-end tethered VR headsets