meta quest

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Meta Quest 3S is a disappointing half-step to Carmack’s low-cost VR vision


Significant visual and comfort compromises make last year’s Quest 3 a better VR investment.

Look at all those dots. Credit: Kyle Orland

It’s been just over two years now since soon-to-depart CTO John Carmack told a Meta Connect audience about his vision for a super low-end VR headset that came in at $250 and 250 grams. “We’re not building that headset today, but I keep trying,” Carmack said at the time with some exasperation.

On the pricing half of the equation, the recently released Quest 3S headset is nearly on target for Carmack’s hopes and dreams. Meta’s new $299 headset is a significant drop from the $499 Quest 3 and the cheapest price point for a Meta VR headset since the company raised the price of the aging Quest 2 to $400 back in the summer of 2022. When you account for a few years of inflation in there, the Quest 3S is close to the $250 headset Carmack envisioned.

A new button on the underside of the Quest 3S lets you transition to pass-through mode at any time.

Credit: Kyle Orland

A new button on the underside of the Quest 3S lets you transition to pass-through mode at any time. Credit: Kyle Orland

Unfortunately, Meta must still seriously tackle the “250 grams” part of Carmack’s vision. The 514g Quest 3S feels at least as unwieldy on your face as the 515g Quest 3, and both are still quite far from the “super light comforts” Carmack envisioned. Add in all the compromises Meta made so the Quest 3S could hit that lower price point, and you have a cheap, half-measure headset that we can only really recommend to the most price-conscious of VR consumers.

Meta Quest 2 Plus

iFixit’s recent teardown of the Quest 3S shows that the new headset is more than just a spiritual successor to the cheap and popular Quest 2. On the contrary, iFixit found the Quest 3S optical stack uses the exact same parts as the Quest 2, right down to the LCD panels and fresnel lenses.

In 2020, the 1832×1920 per-eye resolution offered by that visual stack represented a significant upgrade from what had come before, especially at such a low price point. Today, though, that dated display technology invites direct comparisons to the 2604×2208 per-eye display on last year’s Quest 3. With the displays sitting just inches from your eyes, that difference represents a very noticeable 20 percent drop in apparent clarity, down from 25 pixels per degree to a mere 20.

Going back to the 3S after a year spent in the Quest 3 is a bit like walking around in glasses that suddenly have a thin layer of Vaseline smeared on them. Everything looks quite a bit fuzzier, especially near the borders of the display, and edges of objects look distinctly more jagged than on the Quest 3. The difference is especially noticeable when trying to read small text in VR or make out fine details in the real world through the headset’s array of passthrough cameras.

It’s not quite a retreat to the days of the infamous “screen door effect” that plagued early Oculus-era headsets, but the distinct visual downgrade makes virtual reality experiences that much less convincing and engrossing on the 3S.

It’s the little things

The visual downgrades on the Quest 3S extend to the field of view, which narrows from 110 horizontal degrees on the Quest 3 to a mere 97 degrees on the 3S (the vertical field of view sees a smaller reduction from 97 degrees to 93 degrees). This difference isn’t as apparent as the drop in resolution between the two headsets, but it does lead to a few more “tunnel vision” moments at the margins. In a game like Beat Saber, for instance, I noticed many of my swings were rendered effectively invisible by the larger black void taking up much of my peripheral vision.

A comparative side view shows the reduced depth of the pancake lens housing on the Quest 3 (top) compared to the Quest 3S (bottom).

Credit: Kyle Orland

A comparative side view shows the reduced depth of the pancake lens housing on the Quest 3 (top) compared to the Quest 3S (bottom). Credit: Kyle Orland

Going back to the fresnel-lens-based Quest 2 visual stack also means doing without the thinner pancake lenses introduced on the Quest 3. The result is an eyebox on the 3S that extends about an inch farther from your face than on the Quest 3. That might not sound like much, but having the lens’ center of gravity farther from your face makes the headset feel a bit heavier and the fit a bit less secure as you move your head around in VR.

Then there are the compromises when it comes to fine-tuning the distance between the Quest 3S’ lenses. On the Quest 3, an adjustment wheel on the bottom of the headset lets you adjust this interpupillary distance (IPD) continuously, down to the millimeter precision. On the Quest 3S, you instead manually shift the lenses into three preset grooves that are a full 5 millimeters apart. If your face’s actual IPD falls in the middle of those 5 mm windows, the result can be the kind of eye strain and trouble focusing that we complained about in our original Quest 2 review.

Meta has also done away with quite a few Quest 3 creature comforts in an apparent effort to keep the Quest 3S price down. The lack of an external depth sensor, for instance, can make things like pass-through video and hand tracking feel a bit more wonky than on the Quest 3. The Quest 3S is missing a standard headphone jack, too, for those still using wired headphones. And the new headset also lacks any automatic face detection, adding the small annoyance of physically tapping the power button to return from sleep mode when you put it back on.

Spend the extra money

From the front, the external cameras are the easiest way to tell the difference between the Quest 3S (left) and the Quest 3.

From the front, the external cameras are the easiest way to tell the difference between the Quest 3S (left) and the Quest 3.

I’ve been comparing the Quest 3S to the Quest 3 because that’s the decision consumers considering a Meta headset will face today (if they can get over the need for a Meta account to use the headset in the first place). But Meta’s discontinuation of the aging Quest 2 means millions of current Quest 2 owners will soon be faced with the prospect of upgrading or abandoning Meta’s VR ecosystem for good, just as original Quest owners did last year.

For those current Quest 2 owners, the Quest 3S represents the cheapest way to maintain continued access to Meta’s library of VR games and apps. And that library continues to expand with everything from mind-bending indie games to quirky multiplayer arenas to single-player adventures like Batman: Arkham Shadow, which now comes free with every Quest 3 or 3S headset.

But the move from a Quest 2 to a Quest 3S is relatively small, considering the four-year gap between the similarly priced headsets. Yes, you’ll notice some significant improvements in the newer headset’s full-color pass-through cameras and the headset’s maximum frame rate (up from 90 Hz to 120 Hz). The 3S also offers a slightly more future-proofed Qualcomm XR Gen 2 processor (over the Quest 2’s original XR processor) and slightly more precise Touch Plus controllers (which are missing the annoying tracking ring on the original Quest 2 controllers).

All told, though, the Quest 3S is far from the generational upgrade from the Quest 2 you might hope for. For that kind of apparent jump, you’re much better off shelling out a bit more money for the full-fledged Quest 3. The improvements in form factor, field of view, IPD adjustment, and especially resolution make the higher-end set well worth the extra money. That’s especially true if you can manage to track down the now-discontinued 128GB Quest 3, which is currently being closed out for just $430 (compared to $500 for the new 528GB version).

If you simply want the cheapest way to access Meta’s library of virtual reality games, the Quest 3S certainly fills that hole in the market. If you want a more robust VR experience that’s likely to suffice further into the future, though, the extra investment in a Quest 3 headset is probably worth it.

Photo of Kyle Orland

Kyle Orland has been the Senior Gaming Editor at Ars Technica since 2012, writing primarily about the business, tech, and culture behind video games. He has journalism and computer science degrees from University of Maryland. He once wrote a whole book about Minesweeper.

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Meta debuts Horizon OS, with Asus, Lenovo, and Microsoft on board

Face Operating Systems —

Rivalry with Apple now mirrors the Android/iOS competition more than ever.

The Meta Quest Pro at a Best Buy demo station in October 2022.

Enlarge / The Meta Quest Pro at a Best Buy demo station in October 2022.

Meta will open up the operating system that runs on its Quest mixed reality headsets to other technology companies, it announced today.

What was previously simply called Quest software will be called Horizon OS, and the goal will be to move beyond the general-use Quest devices to more purpose-specific devices, according to an Instagram video from Meta CEO Mark Zuckerberg.

There will be headsets focused purely on watching TV and movies on virtual screens, with the emphasis on high-end OLED displays. There will also be headsets that are designed to be as light as possible at the expense of performance for productivity and exercise uses. And there will be gaming-oriented ones.

The announcement named three partners to start. Asus will produce a gaming headset under its Republic of Gamers (ROG) brand, Lenovo will make general purpose headsets with an emphasize on “productivity, learning, and entertainment,” and Xbox and Meta will team up to deliver a special edition of the Meta Quest that will come bundled with an Xbox controller and Xbox Cloud Gaming and Game Pass.

Users running Horizon OS devices from different manufacturers will be able to stay connected in the operating system’s social layer of “identities, avatars, social graphs, and friend groups” and will be able to enjoy shared virtual spaces together across devices.

The announcement comes after Meta became an early leader in the relatively small but interesting consumer mixed reality space but with diminishing returns on new devices as the market saturates.

Further, Apple recently entered the fray with its Vision Pro headset. The Vision Pro is not really a direct competitor to Meta’s Quest devices today—it’s far more expensive and loaded with higher-end tech—but it may only be the opening volley in a long competition between the companies.

Meta’s decision to make Horizon OS a more open platform for partner OEMs in the face of Apple’s usual focus on owning and integrating as much of the software, hardware, and services in its device as it can mirrors the smartphone market. There, Google’s Android (on which Horizon OS is based) runs on a variety of devices from a wide range of companies, while Apple’s iOS runs only on Apple’s own iPhones.

Meta also says it is working on a new spatial app framework to make it easier for developers with experience on mobile to start making mixed reality apps for Horizon OS and that it will start “removing the barriers between the Meta Horizon Store and App Lab, which lets any developer who meets basic technical and content requirements release software on the platform.”

Pricing, specs, and release dates have not been announced for any of the new devices. Zuckerberg admitted it’s “probably going to take a couple of years” for this ecosystem of hardware devices to roll out.

Meta debuts Horizon OS, with Asus, Lenovo, and Microsoft on board Read More »

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Meta’s Best-selling VR Headset Drops to $250 in Early Holiday Deal

It’s pretty unlikely we’ll see any deals this year on Meta’s latest and greatest VR standalone, Quest 3. Before the holiday season kicks into gear though, the company is dropping the price of Quest 2 to just $250.

Both variants are on sale from now until December 31st, dropping the 128GB version from $300 to $250, and the 256GB version from $350 to $300. It’s a limited-time deal though, so there’ no telling when the company will pull the plug.

Launched in 2020, that puts Quest 2 now at half the price of the new Quest 3, which sells for $500 for the 128GB version and $650 for the 512GB version.

Image courtesy Meta

Thankfully, with Quest 2 you can play every game on the Quest Store today. Granted, it doesn’t have the full-color mixed reality capabilities of Quest 3, but you can rest assured knowing that (at least for now) there are no Quest 3 exclusives to make you too envious. Check out the spec sheet below to get a better idea of how the headsets differ.

You can find the deal on Quest 2 over at Meta.com, but also participating retailers such as Amazon, Best Buy, and Target.

And what games can you play on Quest 2? Well, you don’t need a computer—just the headset—to play a host of popular VR titles such as hit rhythm game Beat Saber, battle royale shooter Population: One, Five Nights at Freddy’s: Help Wanted, Among Us VR, The Walking Dead: Saints & Sinners, NFL PRO ERA—the list of best-selling Quest titles goes on.

You can also hook the headset up to a VR-ready computer to play award-winning games such as Half-Life: Alyx, The Elder Scrolls V: Skyrim VR, Lone Echo, Hellblade: Senua’s Sacrifice VR, and moreMake sure your computer is capable first though since PC VR games can be really resource intensive.

So while Quest 2 has everything in the box to get up playing VR games, there are a few pain points that accessories can solve—many of which can be bought from third parties and not Meta itself if you’re looking to save a buck.

Check out the specs below, but also get a look at our Quest 3 review to learn more about what separates Meta’s consumer VR headsets.

Quest 3 vs. Quest 2 Specs

Quest 3 Quest 2
Resolution 2,064 × 2,208 (4.5MP) per-eye, LCD (2x) 1,832 × 1,920 (3.5MP) per-eye, LCD (1x)
Refresh Rate 90Hz, 120Hz (experimental) 60Hz, 72Hz, 80Hz, 90Hz, 120Hz
Optics Pancake non-Fresnel Single element Fresnel
Field-of-view (claimed) 110ºH × 96ºV 96ºH × 96ºV
Optical Adjustments Continuous IPD, stepped eye-relief (built in) Stepped IPD, stepped eye-relief (via included spacer)
IPD Adjustment Range 53–75mm 58mm, 63mm, 68mm
Processor Snapdragon XR2 Gen 2 Snapdragon XR2
RAM 8GB 6GB
Storage 128GB, 512GB 128GB, 256GB
Connectors USB-C, contact pads for optional dock charging USB-C
Weight 515g 503g
Battery Life 1.5-3 hours 2–3 hours
Headset Tracking Inside-out (no external beacons) Inside-out (no external beacons)
Controller Tracking Headset-tracked (headset line-of-sight needed) Headset-tracked (headset line-of-sight needed)
Expression Tracking none none
On-board cameras 6x external (18ppd RGB sensors 2x) 4x external
Input Touch Plus (AA battery 1x), hand-tracking, voice Touch v3 (AA battery 1x), hand-tracking, voice
Audio In-headstrap speakers, 3.5mm aux output In-headstrap speakers, 3.5mm aux output
Microphone Yes Yes
Pass-through view Yes (color) Yes (B&W)
MSRP $500 (128GB), $650 (512GB) $300 (128GB), $350 (256GB)

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I Tried to Play VR With Friends on Quest and it was a Nightmare (Again)

It feels like every time I try to get friends to have some fun in VR with me, the experience is somehow horribly painful. This time I kept a journal of the entire experience to catalogue the struggles seen by real Quest users every day.

The advent of Quest was supposed to streamline the usage of VR. But what was once friction of complicated hardware and requirements has been replaced with a mess of usability issues that make people not want to come back.

As much fun as I know it is to play VR with my friends, there’s a little part in the back of my mind that dreads it. I’m so used to telling my friends about some fun new VR game we can play together, only to have to drag them through a string of frustrating issues to finally reach the fun I had promised. It’s such a problem that I don’t ask my friends to play anything but the very best looking VR games with me, because the amount of struggle has to be offset by a great experience.

This week when I decided that the newly released Dungeons of Eternity looked good enough that I could convince my friends to give it a shot, that feeling of dread crept in again. I decided from the outset to keep journal of the experience because I knew there would be strife. There always is.

These Aren’t Novices

So let’s set the scene. I asked two of my good friends to play the game with me. Both are life-long hardcore gamers who own multiple consoles, have built their own PCs, and regularly seek out and play the latest non-VR games. Friend 1, let’s call him, has owned multiple PC VR headsets before getting Quest 2. On the other hand, Friend 2 got Quest 2 as their first VR headset.

Both have owned their Quest 2 for more than a year, but neither had used the headset in the last six months (after reading this journey you’ll understand why).

Imagine This, But Without Expert Guidance

And let’s be clear here. I’m a highly experience VR user and know the Quest headsets and their software inside and out. I knew there would be struggles for them, so I anticipated and offered to walk them through the process of getting everything set up. With me there, they skipped any amount of googling for solutions to the issues they encountered. No normal VR user gets the benefit of an expert holding their hand through the process. This is to say: the experience that you read here is the absolute best case scenario—and it was still a struggle.

I knew since they hadn’t used their Quests recently that the headsets would need to get plugged in charged, updated, and controller batteries replaced. I told them both from the outset to make sure this happened before our planned play session (had they not realized they needed their headsets updated, it would have meant our planned play session would have begun with at least 15 minutes of updates, restarts, and game installs). In anticipation of stumbles along the way, I got Friend 1 into voice chat to make the process as seamless as possible. Here’s how that went.

Put on his headset to update. Controllers weren’t working and neither was hand tracking.

Fix: I walked him through the process of using the ‘cursor’ and ‘up volume’ button as a mouse click (an input modality most people in my experience don’t know exists on the headset). I had an inkling that hand-tracking might be disabled on his headset, so I told him to go to Settings and enable it.

Didn’t know where to find settings.

Fix: Told him to “click on the clock” then hit Settings at the top right. Mind you, the Settings ‘button’ at the top right does not have any visual indication that it is in fact, a button. It easily could be mistaken for the label of the panel.

Didn’t know where to find hand-tracking option.

Fix: He wandered through multiple sections of the Settings until finding it

With hand-tracking enabled, it was easier to guide him to the Software Update section of the Settings and have him hit the ‘check for update’ button.

Headset updated and restarted, but controllers still weren’t working.

Fix: I guided him through the process of holding two buttons on the controller to make the power LED flash. Had to tell him where to find the LED on the upper ring of the controller (it’s invisible when not active). Concluded that batteries weren’t charged, so he replaced them.

Now he needed to install the game. He had already purchased it online but couldn’t find it in his headset.

Fix: I told him to find the Store search and pull up the game and click the install button.

As we were going through this process, Friend 1 asked me about Dungeons of Eternity: “is the multiplayer pretty seamless?” I told him I didn’t know because I hadn’t tried multiplayer yet. Drawing upon his past experiences of VR he responded, “I’m guessing the answer is no.”

Installed and Ready to Play, Right?

So we got through the process required just to get the game installed and ready to play. But the issues didn’t end there, and not just for Friend 1 but also for me.

I had the foresight to start a party call in the headset with both friends so we could be in constant communication if when things went wrong. If I hadn’t done this we would have ended up separated, communicating by text or phone while in the headset trying to get all of the following solved, and that would have been far worse.

But when I first sent the party call invite to both friends, Friend 2 joined and I could hear him for a few moments, but then I got dropped out of the call. Friend 1 said he never got a notification to join the call in the first place.

Ok, so I hung up the call and tried again. This time Friend 2 got in and we didn’t get dropped out, but Friend 2 still got no notification about the call. So I walked him through how to find the headset’s notification section, from which he was able to join the party call.

Ok so we’re talking. Now how to get my friends into the game with me? I opened the Quest menu and found my way to the party call where I was able to choose to bring the party to the game lobby. When I clicked the button to do so, both friends got a pop-up asking to travel to the game. “Awesome! Something is going to work!” I thought to myself.

Of course not. All three of us loaded into the game, but we weren’t connected together into a lobby. Ok, well at least we’re all in the game now, so let me try inviting them directly into the game instead of using the party travel system.

I opened the Quest menu, found the ‘invite’ button on the game panel, and when I clicked it, nothing appeared. I knew a list of friends should have appeared, but there was simply nothing. I backed out of the menu and tried again. Nothing appeared. This wasn’t even a blank page… just… air.

Attempting to invite my friends to the game. After the normal invite button was broken I searched for invite buttons elsewhere but didn’t find any | Note: While attempting to retrieve this video from my headset, the Gallery section of the Quest smartphone app bugged out and had to be force-quit before the video would appear.

At this point my friends were getting impatient just standing around in their uncomfortable headsets. So I tell them both to run through the tutorial separately, and we’d all meet up when that was done.

In the meantime, I tried going through the party call interface to pull up each friend’s Quest profile to see if I could invite them that way. This is very standard stuff for every other game platform… navigate to a friend’s profile and click an invite button. But I could only call or message them from there. I also went to the ‘People’ tab in the Quest menu to see if I could find them on my friends list and invite them that way. Nada.

Ok so I quit and relaunched the game. Upon trying the regular invite process again, the invite panel actually appeared!

Can We Play Yet?

They had finished their tutorials, so I sent them both an invite. And get this: it actually worked and they loaded into my lobby! Finally. Finally we’re going to play the game together.

If only.

I told them to drop out of our party chat so we could use in-game spatial audio. But they couldn’t hear me.

Eventually I saw an error pop up in the game, “attempt to login to voice chat timed out.”

Luckily I recalled that the first time I launched the game several days prior it had asked for permission to ‘record audio’. Since I had selected Solo Mode to play the game by myself, I didn’t initially understand why the game would want to ‘record audio’, so I reflexively denied the permission.

That meant when we tried to use in-game chat, it couldn’t connect me. Fixing this meant going into the Settings to find App Permissions, then toggle the microphone permission for the specific game.

Now you might think ‘oh that’s just user error you obviously should have accepted the permission in the first place.’

And yet… no. This was a contextless permission request that goes against every modern guideline. I had opened the game to play it solo, not even thinking of its multiplayer component at the time. The permission was requested after I selected ‘Solo Play’. Why would a game want to ‘record audio’ in a single player mode?

Not only was this the wrong time to ask for the permission, the permission itself is unclear. ‘Record audio’ is very different than ‘transmit your voice for multiplayer chat’. Had the permission asked with that added context, I might have better understood what it was asking and why, even though it had asked at the wrong time.

Ok so the permission is sorted out. Then I had to restart the game. Of course that meant I also had to re-invite them to my lobby. I braced myself for disappointment when I clicked the button for the invite menu… alas, it actually appeared.

Found the Fun

After all of that—maybe 20 or 30 minutes of trying to get it all to work—we were finally standing next to each other in VR and also able to hear one another.

Perhaps the most frustrating part of all of this is how much it hides the magic of VR.

Within minutes, maybe even less then one minute, from launching into a mission together we were laughing together and having an absolute blast just screwing around in the very first room of the very first tutorial mission. Multiplayer VR is magical like that, especially with good friends. But it can be so painful to get there.

And here’s the kicker. Even though we had a really fun time together, the repeated pain of finally getting to the fun burns into the subconscious like a scar that doesn’t go away. It had been more than six months since I was able to convince them to play a VR game together. The next time I ask them to play with me again, I won’t be surprised if they say ‘nah let’s play a flat gam’.

– – — – –

And last but not least, it’s important to point out here that I’m not just ripping on Quest. I’m not saying other VR platforms do social better. I’m saying Quest doesn’t do it well enough.


Am I alone in this or have you had your own nightmares trying to play VR with friends? Drop a line in the comments below.

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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 »

meta-unveils-quest-3-pre-orders,-release-date,-specs-&-more

Meta Unveils Quest 3 Pre-orders, Release Date, Specs & More

At Connect 2023 today, Meta released the long-awaited info drop for Quest 3, its first mixed reality headset for consumers, which includes specs, price, online pre-orders, launch date and more. Here’s the main bits:

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

Quest 3 is officially now available for pre-order, with shipping slated to start on October 10th, 2023. In the US, you’ll be able to find Quest 3 online through Meta as well as its official partners, including Amazon, Best Buy, Target, and Walmart.

The mixed reality headset is being offered in two variants, a 128GB version for $500, and a 512GB version for $650. Here are those prices in GBP, EUR, and JPY:

  • £479.99 GBP (128GB), £619.99 GBP (512GB)
  • €549.99 EUR (128GB), €699.99 EUR (512GB)
  • ¥74,800 JPY (128GB), ¥96,800 JPY (512GB)
Image courtesy Meta

Meta announced it’s bundling both variants of Quest 3 with Quest-exclusive sequel Asgard’s Wrath 2, valued at $60. On top of Asgard’s Wrath 2, which is due out sometime this winter, the 512GB version includes a six-month subscription to the PS Plus-style game service Meta Quest+, valued at $108.

Following the release of Quest Pro last year, which initially sold for $1,500 but was later reduced to $1,000, Quest 3 is the company’s first mixed reality headset created specifically with consumers in mind. It includes color passthrough sensors which allow the user to see the outside world, which is not only useful for switching between VR mode and checking out your surroundings, but also for playing AR games using your physically environment as a backdrop.

There are a ton more announcement on the way, so make sure to follow along with us for all of the latest XR news to come from Connect 2023.

Quest 3 Specs

Resolution

2,064 × 2,208 (4.5MP) per-eye, LCD (2x)

Refresh Rate

90Hz, 120Hz (experimental)

Optics

Pancake non-Fresnel

Field-of-view (claimed) 110ºH × 96ºV
Optical Adjustments

Continuous IPD, stepped eye-relief (built in)

IPD Adjustment Range 53–75mm
Processor

Snapdragon XR2 Gen 2

RAM 8GB
Storage 128GB, 512GB
Connectors

USB-C, contact pads for optional dock charging

Weight 515g
Battery Life 1.5-3 hours
Headset Tracking

Inside-out (no external beacons)

Controller Tracking

Headset-tracked (headset line-of-sight needed)

Expression Tracking none
Eye Tracking none
On-board cameras 6x external (18ppd RGB sensors 2x)
Input

Touch Plus (AA battery 1x), hand-tracking, voice

Audio

In-headstrap speakers, 3.5mm aux output

Microphone Yes
Pass-through view Yes (color)
MSRP

$500 (128GB), $650 (512GB)

– – — – –

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 Unveils Quest 3 Pre-orders, Release Date, Specs & More Read More »

meta-releases-anti-piracy-tools-for-quest-devs,-including-hardware-based-app-bans-&-more

Meta Releases Anti-piracy Tools for Quest Devs, Including Hardware-based App Bans & More

Meta announced it’s introducing new anti-piracy measures for Quest developers that the company says will protect VR apps from “unauthorized modifications and potential security breaches.”

Called the Platform Integrity Attestation API (Attestation API), Meta says its new system is designed to detect whether an app’s server is interacting with an untampered VR device, thereby ensuring whether an app is authentic or not.

The Attestation API includes things like secure device authentication, hardware-based app bans, protection of financial and enterprise app data, prevention of external data misuse, and other anti-piracy measures.

In a developer blogpost, Meta calls it “increasingly important to instill a consistent method for validating the integrity of apps in order to provide a secure and safe user experience for everyone.”

It remains to be seen what effects this will have on modding communities, since modders for Quest games such as Beat Saber may inadvertently run afoul of the new token system at the core of the Attestation API.

“Once integrated, the API will provide you with an ‘attestation token,’ which you can use to determine if an app running on a Meta device has been tampered with,” Meta says. “This token is cryptographically signed by the Attestation Server to reinforce the security and reliability of the attestation process.”

At the time of this writing, we have not yet received a response for comment from Meta on what effects it may have on those communities. We’ll update this piece when/if we do.

Meta is allowing developers to opt-in now for their Quest apps, which spans Quest 2, Quest Pro, and the upcoming Quest 3, which is slated to launch in late 2023. Meta has published documentation for both Unity and Native.

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Meta CTO Rebukes Report Claiming Cancellation of Quest Pro Line

According to a recent report from The Information, Meta is allegedly spinning down Quest Pro alongside a broader move to cancel the future ‘Pro’ line of XR hardware altogether. Meta CTO Andrew Bosworth says however, “don’t believe everything you read.”

Meta has reportedly stopped ordering new components for the Quest Pro from its suppliers, The Information maintains. While it’s thought Meta will continue selling its $1,000 Pro-branded mixed reality headset as long as there is enough stock, the report alleges the entire Pro line has been suspended, putting a second-generation Quest Pro distinctly out of the question.

Speaking in an Instagram Stories post yesterday, Bosworth rebukes the claim that a potential Quest Pro 2 has officially been cancelled for good, saying that his team is developing multiple prototypes in parallel for all of its projects. Notably, he doesn’t address whether it’s spinning down the current version of Quest Pro, however he implies that the report of Quest Pro 2’s demise was the result of a disgruntled employee whose project was cut.

Here’s Bosworth’s statement in full:

“I have to explain this every year. There is no Quest Pro 2 headset until we decide there is. What I mean by that is there are lots of prototype headsets—lots of them—all in development in parallel. Some of them, we say, “that’s not the right one,” and we shut it down. Some of them, we say, “that’s the right one,” and we spin it up. What you need to understand is, until it goes out the door, it doesn’t get the name. So, there might be a Quest Pro 2, there might not be. I’m not really telling you, but I will say don’t believe everything you read about what’s been stopped or started. A lot of times it comes from someone who’s unhappy their particular project got cut when there are other projects that did not get cut.”

Still, it’s clear there’s been some turbulence in how Quest Pro was handled from the get-go. Originally launched for $1,500 in October 2022, Meta decided only a few months later it would slash Quest Pro by $500, putting at its $1,000 price tag today. Meanwhile, Quest 2 has seen multiple price changes, ranging from $300 to $400 for the same 128GB variant.

Fluctuating prices aside, Quest Pro’s raison d’être has never really been clearly defined, as the company has nebulously pitched it to professionals as a would-be workstation. In practice, Quest Pro has been more of a developer kit for studios hoping to build consumer apps for the cheaper Quest 3, coming in Fall 2023 at $500. Meanwhile, Quest Pro users have reported a host of usability issues since launch, decidedly making it feel a little less ready for prime time than the company probably hoped.

Whatever the case, Quest Pro 2 would need a much clearer value proposition—provided whatever prototypes Meta has waiting in the wings also don’t also get cut.

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Meta Launches Monthly VR Game Subscription Service for Quest

Meta today announced a new VR game subscription service that will give you access to two hand-picked Quest games per month, priced at $8 per month, or $60 annually.

Called Meta Quest+, the subscription service will be available to Quest 2, Quest Pro and eventually Quest 3 users.

Similar to PlayStation’s PS Plus service, Meta is offering up two specific redeemable titles on the first of each month which you can download and keep for as long as you’re a paid member.

Meta says members can cancel at any time, which would mean you’d lose access to each game you redeemed, although the company says rejoining allows you to gain access to those previously redeemed titles.

The service is kicking off in July with Cloudhead Games’ physical action-rhythm FPS Pistol Whip and the nostalgia-fueled arcade adventure Pixel Ripped 1995 from ARVORE Immersive Experiences.

August is set to have Mighty Coconut’s highly-rated Walkabout Mini Golf and FPS roguelite MOTHERGUNSHIP: FORGE from Terrible Posture Games.

Meta Quest+ is set to cost $8 per month, or billed for $60 annually, a 37% savings over the monthly charge. You can learn more and also sign up here.

Meta says Quest+ titles are eligible for App Sharing across accounts, although if you happen to already own any of the games on offer monthly, you’ll just have to stick around to see whether something comes up that you don’t already own.

To sweeten the pot, the company is doing a deal for July that reduces the first month’s charge to $1, which is then followed by the regular $8 per month. That specific offer ends July 31st, 2023.

While Quest+ has been the subject of rumors for the past few months, it wasn’t clear which route the company would go—whether it would be a Viveport-style affair that allows you to pick from a pool of eligible games, or what they revealed today, a highly curated system like PS Plus. It’s an interesting route which could signal they’re expecting a substantial raise in new users in the coming months, as the company is set to launch its $500 Quest 3 headset September 27th, 2023, which has come along with a price reduction of Quest 2 to the original $300 price point.

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Meta to Reduce Quest’s Minimum Age Restriction to 10 Years

Meta announced it’s reducing age requirements for Quest users, bringing the previous 13+ minimum down to 10+. The company says the policy change will come alongside new parent-managed accounts for Quest 2 and the upcoming Quest 3, which the company says will help keep preteens safe.

As anyone who has dipped their toes into social VR apps such as Rec Room or VRChat can probably attest, young kids are broadly already using VR headsets. Now Meta is introducing a scheme that will allow 10, 11 and 12-year-olds to have their own parent-managed accounts for the first time.

Slated to launch later this year, Meta says in a blogpost that its new parent-managed Meta accounts will require preteens to get their parent’s approval to set up an account, giving adults control over what apps their preteens can download from the Meta app store.

Image courtesy Meta

These parent-managed accounts will include controls to manage things like screen time limits, privacy and safety settings, and access to specific types of content, which will specify whether apps have a social component.

Additionally, Meta says preteens won’t be served ads, and parents will be able to choose whether their child’s usage data will be shared with Meta. Parents will also be able to delete profiles, including all of the data associated with it, the company says.

That’s a fairly strong policy reversal. At the time of this writing, Meta’s Safety Center portal maintains that Meta VR headsets “are not toys” and that younger children have “greater risks of injury and adverse effects than older users.”

Notably, Meta’s own social VR app Meta Horizon Worlds is also retaining its 13+ age requirement in the US and Canada (18+ in Europe).

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The Best Thing About Apple Vision Pro? Meta Finally Has Big Competition

Meta has undeniably been the lone looming Goliath in a field of smaller Davids in the XR scene for years now. With Apple finally making its entrance into the market, Meta won’t be able to go at its own pace.

Apple’s new headset might be an absurd $3,500, putting it in a completely different class than Meta’s upcoming Quest 3 at $500, let alone the Quest 2 now at $300. But the pressure will still be on as comparisons are made between the experience Apple has crafted and what Meta offers.

After all, there’s no denying that while the Vision Pro is packed full of hardware, and has the benefit of Apple’s proprietary and powerful M2 chips, so much of what the headset is doing right is about the software experience rather than the fidelity that’s unlocked with the hardware.

Great Hardware, Struggling Software

The thing is, Meta’s headsets are plenty capable. Quest 2 is still a solid product that is in many ways still best in class and Quest 3 only promises to up the ante later this year with more power, higher resolution, improved lenses, and better passthrough AR. Meta’s hardware has always been quite impressive, even as far back as the original Oculus Rift CV1.

But on the software side the company has seriously struggled to make usability a priority. For all the lessons the company learned about the power of reducing friction in VR—by building a standalone headset that doesn’t need a computer or external tracking beacons—there has been seemingly little emphasis on making the same reduction in friction by creating a cohesive interface between Quest’s system interface, and Meta’s own first-party apps; let alone providing a set of clear and useful guidelines so that developers and users alike can benefit from a common user experience.

Lean on Me

Meta has leaned substantially on third-party developers to make using its headsets worthwhile to use. Game developers have done the painstaking work of refining how users should control their apps and interact with their worlds in entertaining ways. When you’re inside of a VR game, the developer is fully controlling the experience to make it cohesive and enjoyable, while sussing out the pitfalls that would turn off users—like bugs, convoluted menus, and inconsistent interactions.

If Meta’s headsets didn’t have games—but still did everything else they’re capable of—they would be dead in the water because of how painful it can be to use the headset outside of carefully crafted game experiences designed to entertain. On the other hand, Apple Vision Pro has a minimal emphasis on gaming (at least at the outset), but is spending significant effort to make everything else the headset does easy and consistent. By doing so, Apple is ensuring that the headset will be great for more than just gaming.

Despite the price difference between Vision Pro and Quest headsets, Meta is still going to have to stare this thing in the face and come to grips with what it could be doing better—for users, developers, and itself. The good news, at least, is that much of the room for improvement is in the software side of things.

The Vacuum

Until now, Meta has had no serious competition in this space. Its headsets—despite the criticisms I’ve laid out here—have consistently offered the best value in their class, with great hardware and a great game library, all at a very attractive price that others have largely been unable to match.

That’s made it hard for other headset makers to compete and left Meta little need to respond even if other companies do something better or innovative. It’s also meant that developers and users have very little leverage over what Meta decides to do—after all, where else are they going to go if they want an affordable standalone headset with the best library of content?

Meta has been able to create a vacuum in the consumer VR space which on the surface might look like success… but in reality, it has left Meta unfocused on what it needs to do to make its headsets appeal to a broader audience.

Better for Everyone

Now we have Apple in the game, ready to challenge Meta on hardware and the software experience. Price advantage is clearly in Meta’s favor, but it’s going to need to up its game, otherwise it risks losing not just customers, but more importantly developers, who might see greener grass on the other side—especially if they’re looking forward to a future where Apple’s headset comes down in price.

Apple’s entrance into the market might seem like a threat, but ultimately Meta now gets to sit back and examine all the hard work Apple has done over the years, then choose the best ideas to incorporate into its own offerings, while ignoring what it sees as missteps by Apple.

In the end, Apple’s headset is going to force Meta’s headsets to get better, faster. And that’s good for everyone, including Meta.

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Zuckerberg Gives His First Reaction to Apple’s Vision Pro

Meta founder and CEO Mark Zuckerberg hasn’t been shy about addressing the elephant in the room: with Apple Vision Pro, the Cupertino tech giant is officially entering a market that, up until now, Meta has basically owned. In a meeting with Meta employees, Zuckerberg thinks that while Apple Vision Pro “could be the vision of the future of computing […] it’s not the one that I want”

As reported by The Verge, Zuckerberg seems very confident in the company’s XR offerings, and is less impressed with Apple’s design tradeoffs. During a companywide meeting, Zuckerberg said that with Vision Pro, Appe has “no kind of magical solutions” and that they haven’t bypassed “any of the constraints on laws of physics that our teams haven’t already explored and thought of.” He calls that “the good news.”

Largely, Zuckerberg says Apple is making some telling design tradeoffs, as its higher resolution displays, advanced software, and external battery comes alongside a $3,500 price tag—or seven times more than Meta’s upcoming Quest 3 mixed reality standalone.

Photo by Road to VR

But it’s also about ethos. Zuckerberg says the companies’ respective headsets represent a divide in company philosophy, as Apple products are typically developed to appeal to high income consumers. “We innovate to make sure that our products are as accessible and affordable to everyone as possible, and that is a core part of what we do. And we have sold tens of millions of Quests,” he said.

“More importantly, our vision for the metaverse and presence is fundamentally social. It’s about people interacting in new ways and feeling closer in new ways,” Zuckerberg continued. “Our device is also about being active and doing things. By contrast, every demo that they showed was a person sitting on a couch by themself. I mean, that could be the vision of the future of computing, but like, it’s not the one that I want.”

The Meta chief echoed some of these statements on the Lex Fridman podcast where he spoke about his opinions on Apple Vision Pro, noting that Apple’s mixed reality headset offers a “certain level of validation for the category.” Because Vision Pro will cost so much though, Zuckerberg maintains Quest 3 will overall benefit as people inevitably gravitate to towards the cheaper, more consumer-friendly option.

Here’s Zuckerberg’s full statement, sourced from the companywide address:

Apple finally announced their headset, so I want to talk about that for a second. I was really curious to see what they were gonna ship. And obviously I haven’t seen it yet, so I’ll learn more as we get to play with it and see what happens and how people use it.

From what I’ve seen initially, I’d say the good news is that there’s no kind of magical solutions that they have to any of the constraints on laws of physics that our teams haven’t already explored and thought of. They went with a higher resolution display, and between that and all the technology they put in there to power it, it costs seven times more and now requires so much energy that now you need a battery and a wire attached to it to use it. They made that design trade-off and it might make sense for the cases that they’re going for.

But look, I think that their announcement really showcases the difference in the values and the vision that our companies bring to this in a way that I think is really important. We innovate to make sure that our products are as accessible and affordable to everyone as possible, and that is a core part of what we do. And we have sold tens of millions of Quests.

More importantly, our vision for the metaverse and presence is fundamentally social. It’s about people interacting in new ways and feeling closer in new ways. Our device is also about being active and doing things. By contrast, every demo that they showed was a person sitting on a couch by themself. I mean, that could be the vision of the future of computing, but like, it’s not the one that I want. There’s a real philosophical difference in terms of how we’re approaching this. And seeing what they put out there and how they’re going to compete just made me even more excited and in a lot of ways optimistic that what we’re doing matters and is going to succeed. But it’s going to be a fun journey.

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