The goal of Oculus Quest is to deliver Oculus Rift level graphics through headphones that do not require a phone, PC or external cables. To do this, Oculus needs the Oculus Quest to match the controls and the graphical power of the Oculus Rift. Oculus Quest has a similar configuration for the game as Oculus Rift in terms of drivers, but there are some small differences.
The sensors are in different places, with the Quest integrated in the device and the external Rift, but the result is the same. Both devices can track their movement in all directions.
The touch controllers are also a bit different, with the turn of the Quest where the sensors are compared to the Oculus Rift. Once again, the result is largely the same; Both devices can feel the movements of your hands and allow you to interact with the games.
The Oculus Quest configuration means that developers can port games to the device that were originally for Oculus Rift without having to check the user interface or reassignment buttons. It also means that the end-user experience is similar in the way they interact and play games.
The biggest obstacle for Oculus is making an unattached headset that can match the processing power of the Oculus Rift that can be connected to extremely powerful computers. In this sense, Oculus has done a good job, but advanced VR users or people with demanding eyes will be able to detect the difference between games in Oculus Rift and ports in Oculus Quest.
The internal hardware of Oculus Quest has not been fully disclosed at the time of publication, but it will be less than the Oculus Rifts powered by PC, but in practice, the difference was not noticeable.
In his tests with the device, collaborative editor Russell Holly played some games in Search that felt identical to his Rift brothers, including Superhot VR and Dead & Buried. This means that while Oculus Rift is technically capable of creating a better visual experience, Oculus Quest feels similar in everyday use, at least for some games.