Unfortunately, this doesn't mean you can expect Xbox 360-like image quality on the Oculus Quest. While a console of that generation did 30fps at 1280 x 720, the Quest's display target involves 1280 x 1280 at 72fps. That's 8.5 time as many pixels per second, without accounting for additional anti-aliasing needed to make things look smooth.
Carmack added that game developers will need to adopt a different programming style than what's been typical on the PC, as the Quest has a power consumption of only about 5W.
Expecting Rift-level performance from a self-contained mobile headset like the quest isn't realistic, Carmack said, partly for simple electrical reasons. While a high-end gaming PC often draws up to 500 watts of power, Carmack said the Quest only uses about 5W, a tidbit that should be of benefit to the Quest's still unconfirmed battery-life statistics.
That relative lack of hardware power is going to require some developers to adopt "a different programming style that's been necessary on the PC," Carmack warned. "With a modern PC, you have so much extra power, you don't need to be a hotshot programmer to make a game people love. You don't really have that convenience on any mobile platform, really, but especially not on our platform."
Via: ARS Technica