Connect 2023

the-biggest-announcements-at-meta-connect-and-what-it-all-means-for-the-future-of-xr

The Biggest Announcements at Meta Connect and What it All Means for the Future of XR

Meta Connect 2023 has wrapped up, bringing with it a deluge of info from one of the XR industry’s biggest players. Here’s a look at the biggest announcements from Connect 2023, but more importantly, what it all means for the future of XR.

Last week marked the 10th annual Connect conference, and the first Connect conference after the Covid pandemic to have an in-person component. The event originally began as Oculus Connect in 2014. Having been around for every Connect conference, it’s amazing when I look around at just how much has changed and how quickly it all flew by. For those of you who have been reading and following along for just as long—I’m glad you’re still on this journey with us!

So here we are after 10 Connects. What were the big announcements and what does it all mean?

Meta Quest 3

Obviously, the single biggest announcement is the reveal and rapid release of Meta’s latest headset, Quest 3. You can check out the full announcement details and specs here and my hands-on preview with the headset here. The short and skinny is that Quest 3 is a big hardware improvement over Quest 2 (but still being held back by its software) and it will launch on October 10th starting at $500.

Quest 3 marks the complete dissolution of Oculus—the VR startup that Facebook bought back in 2014 to jump-start its entrance into XR. It’s the company’s first headset to launch following Facebook’s big rebrand to Meta, leaving behind no trace of the original and very well-regarded Oculus brand.

Apples and Oranges

On stage at Connect, Meta CEO Mark Zuckerberg called Quest 3 the “first mainstream mixed reality headset.” By “mainstream” I take it he meant ‘accessible to the mainstream’, given its price point. This was clearly in purposeful contrast to Apple’s upcoming Vision Pro which, to his point, is significantly less accessible given its $3,500 price tag. Though he didn’t mention Apple by name, his comments about accessibility, ‘no battery pack’, and ‘no tether’ were clearly aimed at Vision Pro.

Mixed Marketing

Meta is working hard to market Quest 3’s mixed reality capabilities, but for all the potential the feature has, there is no killer app for the technology. And yes, having the tech out there is critical to creating more opportunity for such a killer app to be created, but Meta is substantially treating its developers and customers as beta testers of this technology. The ‘market it and they will come’ approach that didn’t seem to pan out too well for Quest Pro.

Personally I worry about the newfangled feature being pushed so heavily by Meta that it will distract the body of VR developers who would otherwise better serve an existing customer base that’s largely starving for high-quality VR content.

Regardless of whether or not there’s a killer app for Quest 3’s improved mixed reality capabilities, there’s no doubt that the tech could be a major boon to the headset’s overall UX, which is in substantial need of a radical overhaul. I truly hope the company has mixed reality passthrough turned on as the default mode, so when people put on the headset they don’t feel immediately blind and disconnected from reality—or need to feel around to find their controllers. A gentle transition in and out of fully immersive experiences is a good idea, and one that’s well served with a high quality passthrough view.

Apple, on the other hand, has already established passthrough mixed reality as the default when putting on the headset, and for now even imagines it’s the mode users will spend most of their time in. Apple has baked this in from the ground-up, but Meta still has a long way to go to perfect it in their headsets.

Augments vs. Volumes

Image courtesy Meta

Several Connect announcements also showed us how Meta is already responding to the threat of Apple’s XR headset, despite the vast price difference between the offerings.

For one, Meta announced ‘Augments’, which are applets developers will be able to build that users can place in permanently anchored positions in their home in mixed reality. For instance, you could place a virtual clock on your wall and always see it there, or a virtual chessboard on your coffee table.

This is of course very similar to Apple’s concept of ‘Volumes’, and while Apple certainly didn’t invent the idea of having MR applets that live indefinitely in the space around you (nor Meta), it’s clear that the looming Vision Pro is forcing Meta to tighten its focus on this capability.

Meta says developers will be able to begin building ‘Augments’ on the Quest platform sometime next year, but it isn’t clear if that will happen before or after Apple launches Vision Pro.

Microgrestures

Augments aren’t the only way that Meta showed at Connect that it’s responding to Apple. The company also announced that its working on a system for detecting ‘microgestures’ for hand-tracking input—planned for initial release to developers next year—which look awfully similar to the subtle pinching gestures that are primarily used to control Vision Pro:

Again, neither Apple nor Meta can take credit for inventing this ‘microgesture’ input modality. Just like Apple, Meta has been researching this stuff for years, but there’s no doubt the sudden urgency to get the tech into the hands of developers is related to what Apple is soon bringing to market.

A Leg Up for Developers

Meta’s legless avatars have been the butt of many-a-joke. The company had avoided the issue of showing anyone’s legs because they are very difficult to track with an inside-out headset like Quest, and doing a simple estimation can result in stilted and awkward leg movements.

Image courtesy Meta

But now the company is finally adding leg estimation to its avatar models, and giving developers access to the same tech to incorporate it into their games and apps.

And it looks like the company isn’t just succumbing to the pressure of the legless avatar memes by spitting out the same kind of third-party leg IK solutions that are being used in many existing VR titles. Meta is calling its solution ‘generative legs’, and says the system leans on tracking of the user’s upper body to estimate plausibly realistic leg movements. A demo at Connect shows things looking pretty good:

It remains to be seen how flexible the system is (for instance, how will it look if a player is bowling or skiing, etc?).

Meta says the system can replicate common leg movements like “standing, walking, jumping, and more,” but also notes that there are limitations. Because the legs aren’t actually being tracked (just estimated) the generative legs model won’t be able to replicate one-off movements, like raising your knee toward your chest or twisting your feet at different angles.

Virtually You

The addition of legs coincides with another coming improvement to Meta’s avatar modeling, which the company is calling inside-out body tracking (IOBT).

While Meta’s headsets have always tracked the player’s head and hands using the headset and controllers, the rest of the torso (arms, shoulders, neck) was entirely estimated using mathematical modeling to figure out what position they should be in.

For the first time on Meta’s headsets, IOBT will actually track parts of the player’s upper body, allowing the company’s avatar model to incorporate more of the player’s real movements, rather than making guesses.

Specifically Meta says its new system can use the headset’s cameras to track wrist, elbows, shoulders, and torso positions, leading to more natural and accurate avatar poses. The IOBT capability can work with both controller tracking and controller-free hand-tracking.

Both capabilities will be rolled into Meta’s ‘Movement SDK’. The company says ‘generative legs’ will be coming to Quest 2, 3, and Pro, but the IOBT capability might end up being exclusive to Quest 3 (and maybe Pro) given the different camera placements that seem aimed toward making IOBT possible.

Calm Before the Storm, or Calmer Waters in General?

At Connect, Meta also shared the latest revenue milestone for the Quest store: more than $2 billion has been spent on games an apps. That means Meta has pocketed some $600 million from its store, while the remaining $1.4 billion has gone to developers.

That’s certainly nothing to sneeze at, and while many developers are finding success on the Quest store, the figure amounts to a slowdown in revenue momentum over the last 12 months, one which many developers have told me they’d been feeling.

The reason for the slowdown is likely a combination of Quest 2’s age (now three years old), the rather early announcement of Quest 3, a library of content that’s not quite meeting user’s expectations, and a still struggling retention rate driven by core UX issues.

Quest 3 is poised for a strong holiday season, but with its higher price point and missing killer app for the heavily marketed mixed reality feature, will it do as well as Quest 2’s breakout performance in 2021?

Continue on Page 2: What Wasn’t Announced »

The Biggest Announcements at Meta Connect and What it All Means for the Future of XR Read More »

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New Quest Dev Tools to Add Leg Estimation for More Convincing Avatars

Meta announced that it’s offering new developer tools for Quest headsets to make avatars more realistic. The company also unveiled a Quest 3-exclusive upper body tracking feature that supports a much wider range of body motion.

Announced at Connect 2023 late last week, Meta showed off some new features coming both to Quest 3 and the rest of the Quest platform.

On Quest 3, Meta says it will be able to use inside-out sensor data to optically track wrists, elbows, shoulders, and torso—or something the company is calling ‘Inside Out Body Tracking’ (IOBT). The Quest 3-exclusive feature also tracks where your legs are relative to your torso, making avatars capable of bending forward and peering over a cliff.

Image courtesy Meta

By using this upper body data to extrapolate lower body actions, the company says it can make avatars replicate more natural movements than traditional inverse kinematics (IK)-based methods.

The company also announced a feature called ‘Generative Legs’, which is headed to Quest 2/3/Pro in December. The developer tool is said to create more realistic leg movement using either three-point body tracking or the Quest 3-exclusive IOBT. It’s capable of recreating more natural standing and sitting poses, a more lifelike gait when walking, and also supports jumping, ducking and squatting.

Since it’s essentially guessing where your legs might naturally be in any given situation, Generative Legs won’t account for individual leg movement like a dedicated tracker might, such as a SteamVR tracking puck or Sony’s Mocapi motion capture device—that means your avatar can’t do karate or breakdance.

Still, it’s pretty impressive how much better the whole system is in comparison to standard IK. Granted, Quest users won’t be able to pull of the fancy footwork CEO Mark Zuckerberg did on the virtual stage at Connect 2022 last year, but it’s starting to look pretty close.

Check out Meta’s Generative Legs and the new Quest 3 upper body tracking feature in action in a Meta-built showcase app called Dodge Arcade:

New Quest Dev Tools to Add Leg Estimation for More Convincing Avatars Read More »

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Quest 3 Brings a Big Change to Controller Tracking Coverage

Meta Quest 3 brings with it new ‘Touch Plus’ controllers that do away with the tracking ring that’s been part of the company’s 6DOF consumer VR controllers ever since the original Rift. But that’s not the only change.

Editor’s Note: for some clarity in this article (and comments), let’s give some names to all the different 6DOF VR controllers the company has shipped over the years.

  • Rift CV1 controller: Touch v1
  • Rift S controller: Touch v2
  • Quest 1 controller: Touch v2
  • Quest 2 controller: Touch v3
  • Quest Pro controller: Touch Pro
  • Quest 3 controller: Touch Plus

6DOF consumer VR controllers from Meta have always had a ‘tracking ring’ as part of their design. The ring houses an array of infrared LEDs that cameras can detect, giving the system the ability to track the controllers in 3D space.

Image courtesy Meta

Quest 3 will be the first 6DOF consumer headset from the company to ship with controllers without a tracking ring; the company is calling new controllers ‘Touch Plus’.

Tracking Coverage

In a session at Meta Connect 2023, the company explained it has moved the IR LEDs from the tracking ring into the faceplate of the controller, while also adding a single IR LED at the bottom of the handle. This means the system has less consistently visible markers for tracking, but Meta believes its improved tracking algorithms are up to the challenge of tracking Touch Plus as well as Quest 2’s controllers.

Note that Touch Plus is different than the company’s Touch Pro controllers—which also don’t have a tracking ring—but instead use on-board cameras to track their own position in space. Meta confirmed that Touch Pro controllers are compatible with Quest 3, just like Quest 2.

Meta was clear to point out that the change in camera placements on Quest 3 means the controller tracking volume will be notably different than on Quest 2.

The company said Quest 3 has about the same amount of tracking volume, but it has strategically changed the shape of the tracking volume.

Notably, Quest 3’s cameras don’t capture above the head of the user nearly as well as Quest 2. But the tradeoff is that Quest 3 has more tracking coverage around the user’s torso (especially behind them), and more around the shoulders:

This graphic shows unique areas of tracking coverage that are present on one headset but not the other

Meta believes this is a worthwhile tradeoff because players don’t often hold their hands above their head for long periods of time, and because the headset can effectively estimate the position of the controllers when outside of the tracking area for short periods.

Haptics

Photo by Road to VR

As for haptic feedback, the company said that “haptics on the Touch Plus controller are certainly improved, but not quite to the level of Touch Pro,” and further explained that Touch Plus has a single haptic motor (a voice coil modulator), whereas Touch Pro controllers have additional haptic motors in both the trigger and thumbstick.

The company also reminded developers about its Meta Haptics Studio tool, which aims to make it easy to develop haptic effects that work across all of the company’s controllers, rather than needing to design the effects for the haptic hardware in each controller individually.

Trigger Force

Touch Plus also brings “one more little secret” that no other Touch controller has to date: a two-stage index trigger.

Meta explained that once a user fully pulls the trigger, any additional force can be read as a separate value—essentially a measure of how hard the trigger is being squeezed after being fully depressed.

What’s Missing From Touch Pro

Meta also said that Touch Plus won’t include some of the more niche features of Touch Pro, namely the ‘pinch’ sensor on the thumbpad, and the pressure-sensitive stylus nub that can be attached to the bottom and used to ‘draw’ on real surfaces.

Quest 3 Brings a Big Change to Controller Tracking Coverage Read More »

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Razer is Releasing Noise Cancelling Wireless Earbuds for Quest 3

Razer hasn’t exactly been all-in when it comes to making VR accessories, although there have been a few bits of VR kit over the years from the RGB-infused gaming hardware giant. This time around Razer says it’s releasing a Quest-branded model of its noise cancelling Hammerhead HyperSpeed earbuds.

Announced alongside pre-orders for Quest 3, the earbuds for Quest 3 and Quest 2 include a USB-C dongle for a low-latency 2.4GHz wireless connection in addition to Buetooth 5.2 support.

Image courtesy Meta

Initially released in late 2022, the company’s standard noise cancelling Hammerhead HyperSpeed earbuds support a wide range of devices, including PS5, PS4, PC, Mac, smartphones, tablets, and handheld gaming devices with Bluetooth audio capability or USB-C / USB-A port. You can already get them in two flavors, branded either for Xbox or PlayStation.

Razer says the earbuds are slated to release sometime later this year. There’s no pricing yet, although the standard Hammerhead HyperSpeed earbuds cost $150 MSRP. Considering this looks to be more of a brand licensing deal than the “Made for Meta” badging might suggest, you can probably bet on that pricing.

While we haven’t seen a list of supported USB-C headphones for Quest 3, Meta has certified a number of other earbuds, including the very similar wireless Anker Soundcore VR P10 earbuds, and wired USB-C Earbuds for Pixel, Samsung and OnePlus.

Razer is Releasing Noise Cancelling Wireless Earbuds for Quest 3 Read More »

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Xbox Cloud Gaming Coming to Quest 3 in December

Meta announced at Connect 2023 that Xbox Cloud Gaming is heading to Quest in December, meaning you’ll be able to play all of your favorite flatscreen games on offer through Xbox Game Pass Ultimate.

Meta’s full unveiling of Quest 3 yesterday came with a fair bit of news, including specs, price, pre-orders and shipping dates; long story short, you can get Meta’s $500 consumer mixed reality headset starting October 10th, with pre-orders now live.

Sometime in December, Meta says we’ll also get support for Xbox Cloud Gaming on Quest too, which users will be able to use on a virtual screen that can be adjusted and resized.

There’s no specific date yet for when to expect Xbox Cloud Gaming to the Quest platform. On stage, Meta CEO Mark Zuckerberg only mentioned that it’s “coming to Quest in December,” so it’s possible we’ll see even Quest 2 included in the list of supported hardware in addition to Quest 3 and (presumably) Quest Pro.

As it stands, there are a few standard caveats. Xbox Game Pass Ultimate subscription and a supported controller (sold separately) is required. Meta says in a blogpost that some streaming limitations may apply as well, including variable server availability and wait times, and geographical restrictions.


Want to know if Quest 3 is worth it? We haven’t gone in for our deep dive review yet, although we got a full hands-on with the headset right before Connect 2023 this week that goes into everything from confort to clarity.

Xbox Cloud Gaming Coming to Quest 3 in December Read More »

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Hands-on: ‘Assassin’s Creed Nexus VR’ Has an Interesting Take on VR Parkour Mechanics

Assassin’s Creed Nexus VR has been in the works seemingly for ages, but one major question has gone unanswered until now: just how does the game’s parkour work?

If you’ve played pretty much any existing Assassin’s Creed game, you’ll know that doing parkour is largely a matter of holding down a button, then pointing in the direction you want to go. If there’s a wall in front of you, your character will find hand-holds and start climbing. If you’re running across the rooftops and reach a ledge, your character will leap to a building across the street and find a hold. If there’s a series of pilings in front of you, you’ll hop up onto the first one and leap from one to the next.

I recently got a chance to check out a build of Assassin’s Creed Nexus VR for the first time on Quest 3, and I was really curious how parkour would work… and, well, it’s pretty much the same deal as the non-VR games, but there’s an interesting twist.

Basically anything that can be done with your legs—like leaping across rooftops or from platform to platform—is done with the kind of ‘automatic’ parkour approach found in the non-VR games. Hold a button and point in the direction you want to go.

But most things done with your hands—like grabbing ledges or climbing up walls—require you to reach out and actually grab the world like you’d expect from a VR climbing game.

I initially didn’t know how I’d feel about parkour being so automatic in a VR rendition of the game, but as I played Assassin’s Creed Nexus VR more I began to see promise.

The game is very clearly built upon the parkour systems and structures that are core to the franchise. And that means you can expect a pretty dense set of possible routes, comprised of many different things to climb, clamber, or bound across. The system that determines where you intend to go is pretty impressive and unrestrictive.

Coming to see the world as more than just the ground around you, and then moving fluidly through newly identified routes, is central to the fantasy that Assassin’s Creed games aim to deliver. Doing all of that locomotion in a VR-native way could easily lead to cognitive overload for the player, or require slowing down the game’s sense of momentum.

Striking a balance between ‘automatic’ moves, and those you have to do with your hands, could really be a good solution to keep the game interesting in VR without losing that signature sense of fluidity.

And you might be wondering… why haven’t I said anything about comfort? Well, in the short period that I got to actually do parkour in the game, I didn’t notice any overt comfort issues, which honestly kind of surprised me, especially as I was bobbing up and down while leaping from one piling to the next, or from one rooftop to another. The game wasn’t even using blinders in my demo.

But I’ll need a lot more time with the game to truly feel out how Assassin’s Creed parkour pans out in the VR context, both in gameplay and longer term comfort. But for now I’m certainly intrigued.

– – — – –

We’ll know more—like how the game’s combat and other major systems work—soon enough; Assassin’s Creed Nexus VR launches November 16th on Quest 2, 3, and Pro.

Hands-on: ‘Assassin’s Creed Nexus VR’ Has an Interesting Take on VR Parkour Mechanics Read More »

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Hands-on: Quest 3 is an Impressive Leap That’s Still Held Back by Software Struggles

Quest 3 is an impressive leap in hardware, especially in the visual department, but it continues Meta’s tradition of building great hardware that feels held back by its software.

Update (September 27th, 2023):  Fixed the link to the second page at the bottom of this page.

After months of teasing and leaks, Quest 3 is finally, officially, fully announced. Pre-orders start today at $500 and the headset ships on October 10th. While you can get the full specs and details right here, the overall summary is that the headset is an improvement over Quest 2 nearly across the board:

  • Better lenses
  • Better resolution
  • Better processor
  • Better audio
  • Better passthrough
  • Better controllers
  • Better form-factor

The improvements really add up. The biggest improvement is in the visuals, where Meta finally paired the impressive pancake optics from Quest Pro with a higher resolution display, resulting in a significantly sharper image than Quest 2 that has industry-leading clarity with regards to sweet spot, glare, and distortion.

Quest 3 has two LCD displays, giving it 4.6MP (2,064 × 2,208) resolution per-eye, compared to Quest 2 with 3.5MP (1,832 × 1,920) resolution per-eye. And even though that isn’t a massive leap in resolution, the upgraded lenses are so much sharper and it makes a huge difference compared to just the number of pixels.

Photo by Road to VR

Quest 3 also has an improved IPD (distance between your eyes) function and range. A dial on the headset gives it a continuous adjustment between 58–70mm. Given the eyebox of the optics, Meta officially says the headset is suitable for any IPD between 53–75mm. And because each eye has its own display, adjusting the IPD the the far edges doesn’t sacrifice any field-of-view.

Beyond the IPD upgrade, Quest 3 is the first Quest headset with an eye-relief adjustment, which allows you to move the lenses closer or further from your space. As a notched adjustment that can move between four different positions, it’s a little funky to adjust, but it’s a welcomed addition. Ostensibly this will make the headset more adjustable for glasses users, but as someone who tends to benefit from lower eye-relief, I hope that the nearest adjustment goes far enough.

Between the upgraded IPD adjustment and eye-relief, Quest 3 is the most adjustable Quest headset so far, which means more people can dial into the optimal optical position.

Quest 3 has a slightly modified rear strap, but it’s still a soft strap in the end. A deluxe strap and deluxe strap with battery will be available (Quest 2 deluxe straps are unfortunately not forward-compatible) | Image courtesy Meta

Holistically speaking, Quest 3 has the best display system of any headset on the market to date.

The only major things that haven’t improved over Quest 2 are the default headstrap, battery life, and weight, which are all about the same. The biggest benefit of the new optics is their performance, but their more compact form also means the weight of the headset sits a little closer to your face which makes it feel a little lighter and less bulky.

Powered Up

Photo by Road to VR

When Quest 3 is firing on all cylinders—including software that’s well-optimized for its performance envelope—you’ll wonder how you ever got by with the visuals afforded by Quest 2.

Take Red Matter 2, for instance, which was already one of the best-looking games on Quest 2. Developer Vertical Robot put together a demo app, which lets you instantly switch back and forth between the game’s Quest 2 visuals and newly enhanced Quest 3 visuals, and the difference is staggering. This video gives an idea but doesn’t quite show the full impact of the visual improvements that you feel in the headset itself:

Not only are textures significantly sharper, the extra processing power also allowed the developers to add high-resolution real-time shadows which make a big difference to how grounded the virtual world feels around you.

However, the exceptionally well-optimized Red Matter 2 is a rare exception compared most apps available on the platform. Walking Dead: Saints & Sinners, for instance, looks better on Quest 3… but still pretty rough with blotchy textures and shimmering aliased shadows.

And this was an example that Meta specifically showed to highlight Quest 3’s improved processing power…. And yes, the Walking Dead example shows that the developers used some of the extra power to put more enemies on screen. But the question here is, what good is a phone call if you are unable to speak what good is better optical performance if the textures aren’t matching them in the first place?

So while Quest 3 offers the potential for significantly improved visuals, the reality is that many apps on the platform won’t benefit as much from it as they could, especially in the near-term as developers continue to prioritize optimizing their games for Quest 2 because it will have the larger customer base for quite some time. Optimization (or lack thereof) is a systemic issue that is more complicated to address than just ‘throw more processing power at it’.

Quest 3 is the first headset to debut with Qualcomm’s Snapdragon XR2 Gen 2 chip, which claims up to 2.5 times the graphical performance of XR 2 Gen 1, and up to 50% better efficiency between identical workloads | Photo by Road to VR

But as we all know, graphics aren’t everything. Some of the most fun games on the Quest platform aren’t the best looking out there.

But when I say that software is holding back the headset, more than half of that sentiment is driven not by the visuals of apps and games, but by the headset’s overall UI/UX.

This applies to all Quest headsets, of course, but the platform’s obtuse and often buggy interface hasn’t seen the same kind of consistent improvements that the hardware itself has seen from Quest 1 to Quest 3—which is a shame. The friction between a player’s idea of wanting to do something in the headset and how seamless (or not) it is to put on the headset and do that thing is deeply connected to how often and how long they’ll actually enjoy using the headset.

Meta has given no indication that it even acknowledges the deficiency of the Quest UI/UX. With the release of Quest 3, on the interface specifically, it doesn’t seem like it will make any meaningful changes on that front. In terms of UX at least, there’s two general improvements:

Passthrough

Photo by Road to VR

Quest 3’s passthrough view is a big leap over the low-res black-and-white passthrough of Quest 2. Now with full color and higher resolution, passthrough on Quest 3 feels more like something you can use all the time (granted, I haven’t had enough time with the headset to tell if the passthrough latency is low enough to prevent motion discomfort over long periods, which was a problem for me on Quest Pro).

And while it isn’t clear to me if the software will enable passthrough by default (as it should), being able to easily see a reasonably high quality view outside of the headset is a notable UX improvement.

Not only does it make users feel less disconnected from their environment when putting on the headset (until they’re actually ready to be immersed in the content of their choice), it also makes it easier to glance at the real world without removing the headset entirely. That’s useful for talking to someone else in the room or looking to make sure a pet (or child) hasn’t walked into your playspace.

I was surprised to see that with the newly added depth sensor there’s still warping around your hands, but overall the passthrough image is much sharper and has better dynamic range. Unlike Quest Pro, I was able to at least roughly read the time and some notifications on my phone—an important part of not feeling completely disconnected from the world outside the headset.

This also opens the door to improving the flow of putting on the headset in the first place; if passthrough is enabled by default, Meta should encourage users to put on the headset first, then find their controllers (instead of awkwardly trying to fit the headset with controllers already in their hands). And when the session is over, hopefully they turn on passthrough and instruct people to put down their controllers first, then remove the headset. These are the kinds of UX details the company tends to miss entirely… but we’ll see.

Room Scanning

The other real UX improvement coming with Quest 3 could be automatic room scanning, which automatically creates a playspace boundary for users instead of making them create their own. I say “could be” because I didn’t have enough time in my hands-on with this feature to tell how quickly and reliably it works. More testing to come.

Similar to implementations we’ve seen on other headsets, the room scanning feature encourages users to look around their space, giving the headset time to build a map of the geometry in the room. With enough of the space scanned, a playspace boundary will be created. The same system can also be used to establish the position of walls, floors, and other geometry that can be used in mixed reality applications.

Paid Parking

Also worth mentioning is the optional (and fairly expensive) official Quest 3 dock. Keeping the headset and controllers powered, updated, and ready to go is a big challenge when it comes to VR friction. Having a dedicated place to put your headset and controllers that also charges them is definitely a boon to the UX.

Photo by Road to VR

This feels like something that should really be part of the package, but you’ll have to pay an extra $130 for the privilege. Hopefully we’ll see more affordable Quest 3 docks from third-parties in the near future.

Continue on Page 2: Marketing Reality »

Hands-on: Quest 3 is an Impressive Leap That’s Still Held Back by Software Struggles Read More »

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Quest Store Revenue Reaches $2 Billion, But Momentum Has Slowed Over the Last Year

Coming alongside the big Quest 3 info dump today at Connect 2023, Meta revealed that Quest Store games and apps have generated over $2 billion in revenue. While the store is still earning for developers, looking at revenue over time shows that things have cooled off over the last year.

Meta’s Head of Developer Relations Melissa Brown announced the figure on stage, further noting that 100+ new and upgraded titles are coming to the Quest Store before the year’s end, more than half of which will be brand new games and apps.

While $2 billion sounds like an impressive number—it certainly is for the XR industry at large—it pales in comparison to what Meta regularly spends on its Reality Labs division.

Quest 2 next to Quest 3 | Image courtesy Meta

Back in July, the company reported a quarterly loss just south of $4 billion in Q2 2023; Reality Labs’ revenue was down by 39% due to lower Quest 2 sales, making for the worst quarterly performance in the past two years.

With today’s announcement, it’s also clear at what rate content sales have cooled off since Quest 2 was launched in 2020. The company announced at Connect 2022 in October last year that it had topped $1.5 billion in Quest Store revenue, accounting for everything since the first Quest’s launch in 2019, meaning it’s only managed to generate $500 million in the past 12 months, putting a clear end to any kind of take-off ramp that might have appeared to be forming.

Moving forward, this will undoubtedly put more weight on Quest 3 to fill in where Quest 2 left off, as stockholders will no doubt expect the $500 headset to meet or beat its forebear’s relatively meteoric success. Quest 3 pack in much of the functionality of the $1,000 Quest Pro headset, including color passthrough sensors for mixed reality, and has a significantly sleeker profile and more powerful chipset than the now $300 Quest 2.

Will that be enough for first-time VR users to jump in? Enough for Quest 2 users to upgrade? Whatever the case, Meta is undoubtedly subsidizing its XR hardware to make software sales more attractive. And if it doesn’t keep pumping out first-party titles like Asgard’s Wrath 2, they’ll need at least keep those multi-million-dollar success stories coming, like Gorilla Tag’s $26 million in revenue high-swinging success story, or the other 40 Quest games that Meta said had posted revenues over $10 million.

– – — – –

Connect 2023 kicks off today, taking place September 27th and 28th at Meta’s Menlo Park headquarters. There’s been a ton of news already, so make sure to follow along by heading to our main page for all of the latest in Meta’s XR stuff.

Quest Store Revenue Reaches $2 Billion, But Momentum Has Slowed Over the Last Year Read More »

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Meta Will Bring ‘Augments’ to Quest 3, Persistent Mini-apps That Live in Your Room

Meta CEO Mark Zuckerberg announced today at Connect, the company’s annual XR developer conference, that it’s going to launch a set of mixed reality mini-apps on Quest 3 that you can stick anywhere in your house.

Relying on Quest 3’s room-mapping capabilities, the so-called ‘augments’ are due to launch sometime next year on Meta’s newly fully unveiled mixed reality headset, bringing what the company calls “interactive, spatially aware digital objects that come to life all around you.”

This includes simple objects, like a piece of art you can stick to your real-world wall, or something more involved like a weather app on your desk that alerts you before rain starts—all of it appearing right in place whenever you put on your headset.

Image courtesy Meta

Zuckerberg also noted that these sorts of ‘frames’ can contain things like Facebook videos, Instagram Reels, and other apps, but also portrait-shaped ‘portals’ that act as immediate links to VR games, like fitness app Supernatural.

Meta says it’s also going to launch branded augments like an iHeartRadio music player and Beat Saber trophiesostensibly all of the sort of stuff that Meta thinks you’d want to hang on your wall as you’re consuming traditional content through the headset.

We’ve seen some similar stuff from Magic Leap before it pivoted to enterprise, and Apple is sure to push many of the same augmented reality widgets with the launch of Apple Vision Pro. It’s going to be interesting to not only see what sort of brand deals the company can reel in, but how it goes toe-to-toe with Apple as it courts the more purely AR side things.

– – — – –

Connect 2023 kicks off today, taking place September 27th and 28th at Meta’s Menlo Park headquarters. There’s been a ton of news already, so make sure to follow along with Connect for all of the latest XR stuff from Meta.

Meta Will Bring ‘Augments’ to Quest 3, Persistent Mini-apps That Live in Your Room Read More »

lego-mixed-reality-game-coming-to-quest-3-december-7th

LEGO Mixed Reality Game Coming to Quest 3 December 7th

Meta announced at its Connect developer conference today that LEGO is releasing a mixed reality game for Quest 3, named LEGO Bricktales.

The blocky puzzle game essentially puts you in front of a number of diorama biomes, which were crafted brick by brick.

“Your journey will take you to the deepest jungle, sun-drenched deserts, a bustling city corner, a towering medieval castle, and tropical Caribbean islands,” Meta says in an announcement.

The objective is to help the minifigures of these worlds by solving puzzles and unlocking new skills throughout the story to further explore these worlds and uncover the many secrets and mysteries they contain.

LEGO Bricktales isn’t just puzzles and skills, Meta says on the game’s Quest Store page.

“From purely aesthetic creations, such as a market stand or music box, up to functional physics-based puzzles like building a crane or gyrocopter – each diorama offers a variety of construction spots with the freedom of intuitive brick-by-brick building. In each spot you are given a set of bricks and it’s up to you to figure out a unique build that will work. On top of specific puzzles and quests, there are additional builds in the amusement park so you can customize the rides to make them your own,” the description reads.

In addition to Quest 3, LEGO Bricktales will also support Quest 2 and Quest Pro when it launches, which is coming December 7th, 2023. The game is currently available for pre-order, priced at $30, which comes with an exclusive in-game outfit.

LEGO Mixed Reality Game Coming to Quest 3 December 7th Read More »

quest-3-accessories-revealed:-charging-dock,-deluxe-straps,-carrying-case-&-more

Quest 3 Accessories Revealed: Charging Dock, Deluxe Straps, Carrying Case & More

Meta announced at its annual developer conference today that Quest 3 is now available for pre-order starting at $500, shipping October 10th. The company also revealed a host of accessories which ought to help knock a few of those pesky paychecks from your bank account.

Note: Make sure to check out our detailed hands-on with Quest 3, diving into everything from comfort to clarity.

Here’s the full list of accessories announced today. You can find them all over at Meta’s website, and likely also through online retailers such as Amazon, Best Buy, Target and Walmart.

Quest 3 Charging Dock [$130]

Quest 3 Charging Dock | Image courtesy Meta

Product description:  Be ready to play and stay organized with an all-in-one wireless charging dock for the Meta Quest 3 headset and controllers. Includes rechargeable lithium-ion batteries for your controllers. The charging dock is also compatible with our other accessories including Elite Strap, Elite Strap with Battery, and Active Straps (sold separately).

Quest 3 Elite Strap [$70]

Quest 3 Elite Strap | Image courtesy Meta

Product description: Play in comfort with this adjustable, ergonomic head strap that easily adjusts to fit most head sizes with the turn of a dial. This lightweight strap takes pressure off your face and evenly distributes the weight for a more comfortable fit.

Quest 3 Elite Strap with Battery [$130]

Quest 3 Elite Battery Strap | Image courtesy Meta

Product description: Play in comfort and get up to 2 hours additional VR game playtimewith this adjustable ergonomic head strap that features a built-in, lithium-ion battery. Easily adjusts to fit most head sizes while distributing the weight for a more comfortable fit. Charge your headset and head strap battery simultaneously with a single charging cable. *Battery life may vary based on headset usage, configurations, and settings.

Quest 3 Carrying Case [$70]

Quest 3 Carrying Case | Image courtesy Meta

Product description: Take your headset and accessories on the go with style and complete protection. Designed for your Meta Quest 3 headset, Touch Plus controllers,

charging cable, adapter, headstrap (standard or Elite) and Active Straps. This genuine Meta Quest accessory ensures a perfect fit, durability, and convenience anywhere you take your gear.

Quest 3 Silicone Facial Interface [$40]:

Quest 3 Silicon Facial Interface | Image courtesy Meta

Product description:  Wipe away sweat and dirt easily and get right back to your next workout or gaming session. This soft, silicone facial interface provides a cleaner feel and comfortable fit on your face. Get a perfect fit and block out unwanted light from entering your Meta Quest 3.

Quest Active Straps for Touch Plus Controllers [$40]

Quest 3 Touch Plus Active Straps | Image courtesy Meta

Product description:  Play with confidence and intensity with these premium, adjustable straps that give extra grip and stability for your Meta Quest Touch Plus Controllers. Designed to comfortably fit most hand sizes, Active Straps provide added stability and effortless grip while you play, navigate and gesture in VR.

Quest 3 Facial Interface & Head Strap [$50]:

Created using images courtesy Meta

Product description: Express yourself in bold color and stay comfortable in Meta Quest 3. The fabric facial interface provides breathable cushioning while blocking out unwanted light. Color-matched, flexible head strap fully adjusts to fit most head sizes for added support. Available in Elemental Blue and Blood Orange.

VR Prescription Lenses for Quest 3 [$50]

Quest 3 Prescription Inserts | Image courtesy Meta

Product description: Experience a seamless viewing experience without the hassle of glasses. Lightweight and easy to install, these lenses are custom made by Zenni for your exact prescription. Designed in collaboration with Meta, these prescription lenses provide a perfect fit and high-quality visual experience in your Meta Quest 3.

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Razer is also making wireless earbuds for Quest 3, named ‘Razer Hammerhead HyperSpeed Earbuds for Meta Quest 3’.

Additionally, the company is still hawking its $80 Quest Link Cable, which has been confirmed to work with Quest 3.

Like Quest 2, Quest 3 can also optionally swap out their standard Touch controllers for Quest Touch Pro Controllers, priced at an eye-watering $300. This includes more accurate inside-out tracking that doesn’t require line of sight, as with all other Touch controllers from generations past.


Connect 2023 kicks off today, taking place September 27th and 28th at Meta’s Menlo Park headquarters. There’s been a ton of news already, so make sure to follow along with Connect for all of the latest XR stuff from Meta.

Quest 3 Accessories Revealed: Charging Dock, Deluxe Straps, Carrying Case & More Read More »

meta-says-quest-3-will-get-more-than-50-new-titles-by-the-end-of-the-year

Meta Says Quest 3 Will Get More Than 50 New Titles by the End of the Year

At Meta Connect 2023 today, among the avalanche of news we learned Quest 3 is shipping October 10th, accessories are raining from the sky, and there will be “another 50+ titles” coming by year’s end.

Meta says over 100 new and upgraded titles are coming to Quest 3 by year’s end, with over half of them brand new.

Many of those 100+ apps and games are getting some form of “MR features” too, Meta says, which ought to help fill out what so far seems to be a fairly shallow pool of mixed reality content currently. Mixed reality games announced today include multiplayer tabletop battle game BAM! from I-Illusions, a mixed reality mode for Ghostbusters: Rise of the Ghost Lord, Lego Bricktales and Meta’s First Encounters tutorial app for Quest 3 (we’ll be filling out this list as we learn more). Meta also showed MR modes for Stranger Things VR and Less Mills Body Combat.

Demeo Mixed Reality mode | Image courtesy Meta

While full-color passthrough allows for mixed reality games, Quest 3 is thankfully also backwards compatible with Quest 2’s entire library of over 500+ VR games and apps.

Granted, individual developers will need to push Quest 3-specific updates that overhaul things like texture quality and render resolution to get the most out of the Meta’s latest and greatest.

Its higher-resolution, independent displays and second-gen Snapdragon XR2 (see the full specs here) will also boost Quest 2 content out of the gate though, making what’s there a little sharper and clear, and a little less resource intensive too.

– – — – –

Connect 2023 kicks off today, taking place September 27th and 28th at Meta’s Menlo Park headquarters. There’s been a ton of news already, so make sure to follow along with Connect for all of the latest XR stuff from Meta.

Meta Says Quest 3 Will Get More Than 50 New Titles by the End of the Year Read More »