Meta Quest 3 News & Reviews

quest-3-black-friday-sales-might-not-be-huge-but-here-they-are

Quest 3 Black Friday Sales Might Not Be Huge But Here They Are

We’re on the lookout for the best Meta Quest 3 Black Friday 2023 sales, and Cyber Monday too. Because the headset just launched last month, we don’t expect to see any major deals, however, there are a few offers worth looking at.

Updated – November 20th, 2023

The Best Meta Quest 3 Black Friday & Cyber Monday 2023 Sales

Image courtesy Meta
Meta Quest 3 (128GB)

The best Meta Quest 3 (128GB) Black Friday & Cyber Monday 2023 sale so far is $500 bundled with $15 store credit for Quest games, from Newegg.

That’s a $15 (3%) discount over what you’d normally pay ($15 worth of game credit that you’ll need to spend anyway). All Quest 3 purchases also include the upcoming game Asgard’s Wrath 2 (normally $60) until January 27th, 2024.

Or if you’re planning to buy an upgraded headstrap and case, you can get Quest 3 (128GB) for $600 from Costco along with an Elite Strap, carrying case, and $25 store credit for Quest games. That’s a $65 (10%) savings over what you’d normally pay ($500 for the headset, $70 for the headstrap, $70 for the case, and $25 of game credit).

Meta Quest 3 (512GB)

The best Meta Quest 3 (512GB) Black Friday & Cyber Monday 2023 sale so far is $650 bundled with $25 store credit for Quest games, from Newegg.

That’s a $25 (4%) discount over what you’d normally pay ($25 worth of game cred that you’ll need to spend anyway).

Meta Quest 3 Price Baseline

It’s important to keep in mind the base price of the headset so you can make an informed decision when purchasing. Without an special discount, the Quest 3 headsets cost the following:

  • Meta Quest 3 (128GB) – $500
  • Meta Quest 3 (512GB) – $650
Meta Quest 3 Specs
Resolution 2,064 × 2,208 (4.5MP) per-eye, LCD (2x)
Refresh Rate 72Hz, 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)
Eye-tracking none
Expression-tracking none
On-board cameras 6x external (18PPD RGB sensors 2x), 1x depth-sensor
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)
Meta Quest 3 Content Compatibility

Without being plugged into a computer, Quest 3 can only play games from the Meta Quest library. If you plug the headset into a computer, you’ll have access to everything in the Oculus PC and SteamVR libraries as well. That means that Quest 3 is compatible with the vast majority of top VR content out there, as long as you’ve got a powerful gaming PC to plug the headset into.

Quest 3 Black Friday & Cyber Monday 2023 Game Sales

Meta hasn’t published any Black Friday Quest game bundles or sales just yet, but they do almost every year so we expect to see them soon. Be sure to check back.

Quest 3 Black Friday Sales Might Not Be Huge But Here They Are Read More »

‘mobile-suit-gundam’-interactive-anime-vr-experience-coming-to-quest

‘Mobile Suit Gundam’ Interactive Anime VR Experience Coming to Quest

Meta Quest is getting an official Gundam VR experience, which its creators describe as a feature-length “immersive anime.”

Revealed at Anime NYC by Bandai Namco Filmwork and XR studio Atlas V (Gloom Eyes, BATTLESCAR), Mobile Suit Gundam: Silver Phantom is set to be much more than an interactive narrative experience, it seems.

“This is not a game, nor is it just a narrative experience—it’s an immersive adventure

that leverages the best of both worlds. The future of interactive anime in VR is coming,” said co-founder of Atlas V Pierre Zandrowicz.

“We’re taking a unique approach creating an interactive anime that brings the Gundam

universe to life in an unparalleled way. It’s a narrative journey, inviting you to step inside the story like never before,” said Kiichiro Inoue, Deputy General Manager at Bandai Namco Filmwork.

We’re still waiting for a full reveal—the trailer really only shows off the name and the fact that it’s coming to Quest at some point. There’s also no release window on the books.

The studios say we should however get a “special unveiling” of Mobile Suit Gundam: Silver Phantom at the Gundam Fan e-Festival starting November 23rd.

‘Mobile Suit Gundam’ Interactive Anime VR Experience Coming to Quest Read More »

quest-2-isn’t-worth-full-price-in-2023,-but-this-black-friday-deal-is-definitely-worth-a-look

Quest 2 isn’t Worth Full Price in 2023, but This Black Friday Deal is Definitely Worth a Look

We’re keeping an eye on the best Meta Quest 2 Black Friday & Cyber Monday 2023 deals, don’t blink or you might miss the best Quest 2 sale of the year! While we can’t recommend Quest 2 at its full price in 2023, a $100 discount is certainly worth considering if you’re looking for your first taste of VR.

Updated – November 19th, 2023

The Best Meta Quest 2 Black Friday & Cyber Monday 2023 Sales

Image courtesy Facebook
Meta Quest 2 (128GB)

The best Meta Quest 2 (128GB) Black Friday & Cyber Monday 2022 sale so far is $250 bundled with $50 store credit for Quest games.

That’s a $100 (33%) discount over what you’d normally pay ($50 off the headset and $50 worth of games).

If you’d rather get that $50 of store credit elsewhere, you can find the same deal with a $50 gift card to the respective retailer at Target and Newegg.

Or if you’re planning to buy an upgraded headstrap (which we suggest you do!), you can get Quest 2 (128GB) for $250 from Best Buy along with a free Elite Strap (normally $60).

Meta Quest 2 (256GB)

The best Meta Quest 2 (256GB) Black Friday & Cyber Monday 2022 sale so far is $300 bundled with $50 store credit for Quest games (find the option for the 256GB model when you hit ‘Add to Cart’).

That’s a $100 (29%) discount over what you’d normally pay ($50 off the headset and $50 worth of games).

If you’d rather get that $50 of store credit elsewhere, you can find the same deal with a $50 gift card to the respective retailer at Target and Newegg.

Or if you’re planning to buy an upgraded headstrap (which we suggest you do!), you can get Quest 2 (256GB) for $350 from Best Buy along with a free Elite Strap (normally $60).

Meta Quest 2 Price Baseline

It’s important to keep in mind the base price of the headset so you can make an informed decision when purchasing. Without an special discount, the Quest 2 headsets cost the following:

  • Meta Quest 2 (128GB) – $250
  • Meta Quest 2 (256GB) – $300
  • Meta Quest 2 (64GB) – discontinued (we don’t recommend this because the storage is so small)
Meta Quest 2 Specs
Resolution 1,832 × 1,920 (3.5MP) per-eye, LCD (1x)
Refresh Rate 60Hz, 72Hz, 80Hz, 90Hz, 120Hz
Optics Single element Fresnel
Field-of-view (claimed) 96ºH × 96ºV
Optical Adjustments Stepped IPD, stepped eye-relief (via included spacer)
IPD Adjustment Range 58mm, 63mm, 68mm
Processor Snapdragon XR2
RAM 6GB
Storage 64GB / 128GB / 256GB
Connectors USB-C
Weight 503g
Battery Life 2–3 hours
Headset Tracking Inside-out (no external beacons)
Controller Tracking Headset-tracked (headset line-of-sight needed)
Expression Tracking None
On-board cameras 4x external
Input Touch v3 (AA battery 1x), hand-tracking, voice
Audio In-headstrap speakers, 3.5mm aux output
Microphone Yes
Pass-through view Yes (B&W)
Meta Quest 2 Content Compatibility

Without being plugged into a computer, Quest 2 can only play games from the Meta Quest library. If you plug the headset into a computer, you’ll have access to everything in the Oculus PC and SteamVR libraries as well. That means that Quest 2 is compatible with the vast majority of top VR content out there, as long as you’ve got a powerful gaming PC to plug the headset into.

Quest 2 Black Friday & Cyber Monday 2023 Game Sales

Meta hasn’t published any Black Friday Quest game bundles or sales just yet, but they do almost every year so we expect to see them soon. Be sure to check back.

Quest 2 isn’t Worth Full Price in 2023, but This Black Friday Deal is Definitely Worth a Look Read More »

‘arizona-sunshine-2’-livestream-@11-am-et-today-to-show-off-campaign-gameplay,-co-op-&-more

‘Arizona Sunshine 2’ Livestream @11 AM ET Today to Show off Campaign Gameplay, Co-op & More

Vertigo Games is kicking off a livestream today in a special Arizona Sunshine 2 Gameplay Showcase that’s slated to reveal more about the studio’s next zombie-slaying adventure.

Arizona Sunshine 2 is nearly here, launching on PSVR 2, Quest and SteamVR headsets December 7th.

In the meantime, the studio promised we’d be seeing an eye-full during a special in-depth look at fresh campaign gameplay with developer commentary, all-new game details including co-op announcements, special guest appearances, never-before-seen co-op gameplay from highlighted creators, and more.

Vertigo Games will also be holding Q&A sessions across Reddit, including r/PSVR and r/OculusQuest, which should hopefully answer some of the top burning questions, such as whether we’ll see native Quest 3 footage before release, and how it might handle cross-play co-op.

The livestream kicking off today, November 17th at 8AM PT (local time here). You can tune in on YouTube and Steam.

‘Arizona Sunshine 2’ Livestream @11 AM ET Today to Show off Campaign Gameplay, Co-op & More Read More »

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Google’s VR Studio Owlchemy Labs Now Has Two Platinum-selling Titles

Owlchemy Labs, the Google-owned VR studio behind Job Simulator (2016), announced the game’s sequel Vacation Simulator (2019) just went platinum, having now topped over one million units sold.

The studio’s breakout title Job Simulator went platinum in early 2020, owing not only to its fun and approachable gameplay, but also for having been a launch title for HTC Vive, PSVR, and Oculus Touch in 2016.

A testament to the staying power of Job Simulator: it’s still on all major VR headsets, including new entrants such as Quest 3, PSVR 2, and Pico headsets. Since it initially went platinum in 2020, the studio says Job Simulator is now “multi-platinum”.

Building on that success, Vacation Simulator continues the original’s mad cap, object-oriented gameplay, this time letting players explore idyllic virtual destinations while taking on a variety of activities—of course viewed through the same distorted lens of a robot society in the future who have crudely reconstructed what the human-populated past must have looked like.

Founded in 2010 and acquired by Google in 2017, Owlchemy Labs is also behind the Emmy-nominated Rick and Morty: Virtual Rick-ality (2017) and their latest VR title Cosmonious High (2022), which includes more of the object-oriented fun of both Job & Vacation Simulator, but also emphasizes realistic character behavior.

To celebrate the news of now having multiple platinum-selling games, Owlchemy Labs launched updates to both Vacation Simulator and Cosmonious High for Quest 3, bringing enhanced visuals, such as real-time shadows and increased frame rate of 90fps.

Google’s VR Studio Owlchemy Labs Now Has Two Platinum-selling Titles Read More »

‘assassin’s-creed-nexus-vr’-review-–-aaa-without-the-polish

‘Assassin’s Creed Nexus VR’ Review – AAA Without the Polish

Easily the most recognized IP to launch in a VR game this year, Assassin’s Creed Nexus VR is quite anticipated and has a lot riding on it. But as we know, translating existing flatscreen games into VR is never an easy process. Did Ubisoft nail it? Read on to find out.

Assassin’s Creed Nexus VR Details:

Available On:  Quest 2, Quest 3, Quest Pro

Reviewed On: Quest 3

Release Date:  November 16th, 2023

Price: $40

Developer: Ubisoft

Gameplay

Assassin’s Creed Nexus VR manages to stay true to the core tenants of an Assassin’s Creed game. If you’ve played the franchise before you’ll feel at home with the game’s mix of parkour, stealth, and combat.

The systems feel largely similar too; enemies will keep an eye out for you and their alertness levels will change if hear something or previously saw you; and the flow of parkour feels just like you’d expect in terms of what the game considers a valid jump or handhold. Combat is the outlier though (more on that later).

The game’s underlying story structure is also similar—you’re a dude in the future who is using a VR system called the Animus to jump into a simulated version of the past. The game lens into the concept of VR in a neat way by showing that the main characters are meeting in VR itself, alongside a very cool touch of using the headset’s passthrough cameras to sometimes use a backdrop of your own home before you’re fully connected to the system (though I wish they would have reinforced this more narratively).

However, the game has you jumping between three different characters, story lines, and locations (four if you count the Animus meta-story), which predicably leads to a scattered story and no attachment to any of the characters. This only reinforces the game’s habit of basically just saying ‘go here and do this’, leaving you with little internal motivation or sometimes even an idea of what you’re doing and why.

As is par for the course with Assassin’s Creed games over the years, you will be constantly—and I mean constantly—guided around by objective markers. “Go here, do that” is what the game is constantly telling you, often with 2D pop-ups floating in front of your face telling you about your next objective or which one was just completed (sometimes even overlapping each other).

It’s makes for a very ‘flatscreen’ feel that can start to be distracting and annoying, especially early on when the game is also constantly popping up tutorial tips attached to your controllers, accompanied by a heavy haptic buzz to get your attention.

And also well known about the franchise, the only thing to do other than the main objectives is to find randomly scattered collectibles. Most are collectibles just to be found, but there’s also some points which are parkour challenges, shooting challenges, or historical markers. None of which I found fun enough to bother with after a handful of times.

Even an hour and a half into the game I still felt like I was in heavy tutorial mode. The game has a lot of systems to teach you (even after the explicit tutorial stages); I guess it’s gotta do that somehow, but it wasn’t until about two hours in that I felt like was really starting to have some fun. Things also got better as the game started to open up to larger spaces that acted as a better playground for your capabilities.

Parkour

Parkour generally works. And given that it seems largely adapted from the franchise’s existing third-person parkour system, I’m surprised it works as well as it does. While running, holding the A button initiates parkour, causing you to relatively fluidly jump from one obstacle to the next.

The variety of places where the game will you to jump to feels really good and it’s pretty great at inferring where you want to jump (it considers where you’re looking to do so). You get a reliable sense for what constitutes valid terrain which gives you that feeling that the rooftops are your playground.

The only place where this system stumbles is mantling. If your next jump is high enough that you can’t land on your feet, then you’ll need to grab the next hold with your hands and pull yourself up. When this works it’s a great way to get the player physically involved in the parkour without making them do too much.

But the game’s hand-holds (while plentifully and mostly predictable) feel finnicky and only work maybe 80% of the time that you expect them to when mantling.

That means that when you’re running from guards in a high speed chase, 20% of the time your next hand-mantle will fail leaving you to slide down with your face through a wall. As you can imagine, that really kills the momentum and immersion.

Stealth

It took a little while to click, but once I got a feel for the enemy behavior, stealth did start to feel pretty fun. Sneaking and trying to avert their gaze makes for a fun cat and mouse game, especially when you identify opportunities to sneak up behind a guard that no one else can see and use your hidden blade to quickly dispatch them—that’s one less pair of eyes you need to worry about.

You can drag dispatched bodies to hide them, which is fun in theory, but doing so makes you move so frustratingly slow that it often feels like a greater risk than the potential reward. You can also only grab bodies at specified points which felt cumbersome.

The game does a good job of giving you multiple ways to approach your target, whether that’s sneaking around on the ground, or sticking to the rooftops.

At any time you can use the Animus Scout view to look at the whole area from a birds-eye view, allowing you to tag guards, watch their patrol paths, and spot good routes for infiltration. I really liked the little detail that when you exit the Animus Scout view you remain looking in the same direction. That makes it seamless to decide on a route you want pursue from above, then translate that to what you’re doing on the ground.

Difficulty

The game not only includes different levels of difficulty, but thoughtfully lets you tune stealth and combat difficulty individually. The default stealth difficulty felt like a good combination of fair and fun. Unfortunately even at the highest combat difficulty, combat is a weak point of the game.

Combat

Of the three core gameplay systems—parkour, stealth, and combat—the latter feels the worst to me. It’s missing the kind of game-feel that you’d want from a AAA production (let alone much smaller studios that have delivered better VR combat). It’s not challenging and extremely easy to exploit (even on the hardest difficulty). You can basically just keep swinging and enemies will steadily die in front of you.

Functionally the game tries to approximate something like Until You Fall, which is a great choice as a model; Assassin’s Creed Nexus VR allows for blocking and parrying (largely gestural) which is fun, but it just doesn’t deliver the polish that makes Until You Fall work so well, nor does it achieve the visceral physics-based action that we see from something like Blade and Sorcery.

Ultimately combat has very little flow, especially when fighting multiple enemies.

And because combat isn’t particularly fun, being spotted and swarmed with guards often amounts to a feeling of annoyance (that you’ll now have to dispatch them all by brute force) instead of looking forward to the fight.

Assassin’s Creed Nexus VR uses a recharging health system which really undercuts what otherwise could have been great tension between stealth and combat. Because your health regenerates, you can simply limp away from a fight, wait until you’ve become hidden again, then just continue on your way and fight again when the time arises.

Had the game instead employed discrete hit points (ie: you can only get hit three times without healing before you die), then getting spotted and forced into combat could mean losing a crucial hit point or two. Then, if you get away and become hidden. The desire to truly remain stealthy is very high because with only one hit point there is a genuine desire not to fight—not because the combat isn’t that fun—but because there’s a real risk of death.

As far as I can see, this small tweak to the game’s health system would make it significantly more tense and fun as a stealth game. I know it’s unlikely, but I’d love to see it introduced in an update, perhaps as an alternate difficulty setting.

In the same way that Ubisoft wasn’t able to escape the flatscreen feeling of objective markers and pop-ups, the game’s menus are sluggish and use a weird combination of laser pointer and button presses, making them rather strange to navigate. Many common actions require you to hold down the A button for what feels like a good three seconds, even in cases where the outcome isn’t something that needs a ‘super confirmation’, like simply swapping from one objective to another.

And then there’s the game’s boot sequence. It takes a good one minute and thirty seconds to go from game launch to loading into your last level on Quest 3, and probably 75% of that time is because of painfully slow disclaimer pop-ups, logo pop-up, and of course the dreaded ‘Connect your Ubisoft account’ pop-up that comes up every single time the game freshly opens. This isn’t an issue if you set the headset down and put it to sleep without leaving the game, but if you do anything with your headset between sessions of the game, you’ll be greeted with that same sequence every time.

Yes, one minute and thirty seconds doesn’t sound like a long time, but when you’re stuck in your headset just watching slow logo animations, re-reading the same disclaimer, and re-dismissing the Ubisoft account thing you already told the game you don’t want, it’s really quite annoying—especially because this is all artificial waiting time that doesn’t need to be there.

Front a content standpoint, the game takes roughly 15 hours to finish the main story, or longer for those that want to find all the collectibles in each level. At any time you can jump back to previous levels to play them again and find more collectibles.

Immersion

Assassin’s Creed Nexus VR certainly feels like it’s based on systems that were built for the the third-person Assassin’s Creed games, which don’t feel like they were made for first-person scrutiny. Specifically NPCs are consistently janky with a look that’s deep in the uncanny valley, consistently terrible lip-sync, and often creepy or glitchy expressions.

You’ll also see two of the exact same NPC talking to each other, as a third copy of the same NPC walks down the street nearby.

For the size of the game and the number of NPCs and objects that are present at any given time, I’d say the game looks pretty impressive visually, even if it’s not the ‘best graphics’ we’ve seen from a standalone VR game.

Captured by Road to VR

In VR it’s rare to see such a large space that you can actually traverse in front of you, and that gives the game a unique feeling. This scale is emphasized by the Animus Scout view which lets you see the entire space at once from a birds-eye view, including NPCs strolling around even several streets away from you.

The game generally has the interaction systems that you want, but it’s just lacking VR-specific polish.

Assassin’s Creed Nexus VR does the old ‘magically invisible inventory’ thing where to ‘pick something up’ (like arrows or a smoke bomb) you grab the item then release, which just magically teleports it to your inventory.

The same thing happens with objective items, keys, etc. And when you need those objective items, they just appear on demand when you grip your hand. For instance, if you need to hand an objective item to another character who is holding out their hand, you reach your hand near their hand, then grab the air—and the object appears in your hand for you to give it to them.

I just don’t love this ‘point and click’-like interaction in VR; even asking the player to just stash items over their shoulder feels way more immersive and hands-on.

Speaking of immersive interactions: the hidden blade feels generally good. You pull it out by holding your trigger and flicking your wrist, which is very reliable and definitely gives you a sense of being a badass with this unique weapon. But the gratification of air assassinations (jumping down to stab from above) is really undercut by the fact that your arm janks out almost every time and looks like a broken twisted mess. This is indicative of the missing polish in many of the game’s interactions that are essential to fulfil the fantasy of being a master assassin.

The game also applies extreme auto-aim on projectiles (arrows and throwing knives). You almost don’t need to aim. It really undermines the satisfaction of sneaking around and getting stealthy kills. Meanwhile, throwing things with your hand is really difficult to aim correctly (like when you want to throw an object out a window to distract the guards, but you end up hitting the wall so they come inside to find you instead). At a minimum, I liked that the game allows you to retrieve arrows and throwing knives from fallen bodies.

There’s also some weird interaction polish issues, like reaching over my shoulder to pull out the bow in my main hand… but instead pulling out an arrow first… which means now I need to pass the arrow to my other hand, then reach back over my shoulder to get the bow. Moments like this ruin that master assassin fantasy when you’re about to make a quick and deft shot at an enemy before they can ring the alarm… but you’re caught fiddling with this jank that kills the moment.

The key things that define a AAA game is typically scope and polish. Assassin’s Creed Nexus VR has the scope and it has the kind of features and systems you want in a VR game—but it’s missing the polish. It just doesn’t have that game-feel that’s even more crucial in VR than flatscreen games. It’s difficult to explain why, but there’s just a diminished sense of satisfaction from many of the game’s mechanics. And it’s not that it does things poorly, but in almost every instance you can think of a VR game that’s done it better.

One immersive detail that’s a great touch however is the ability to whistle with a gesture. Pulling the trigger and holding the A button forms your fingers into a whistling pose, then holding your hand up to your mouth makes the whistle. As a tool, it’s useful to always have a way to attract guards toward you. As an immersive interaction, it feels natural.

And another place where the game deserves some props is lock-picking. It’s a simple but well executed and immersive mechanic. Pushing one hand forward and back selects the segment of the lock, while twisting the other hand finds the correct location. It’s clearly an adaptation of similar mechanics in flatscreen games—but hey, it works!

I would have liked to see this become a little more challenging at times, perhaps introducing ‘kill zones’ which would lead to a broken pick if you turned your cursor the wrong way. I liked that the game also sometimes gave you the option to pick-pocket a key from a guard (pretty challenging), allowing you to unlock most things in that area without lock-picking.

Comfort

I was surprised how comfortable the game’s parkour felt to me. I was able to play for an hour or more without discomfort and with minimal comfort settings.

For those who are more sensitive to this kind of movement, thankfully the game offers lots of options, including some that are unique or specific to the game. For instance, you can enable a ‘virtual nose’ option (which is thought to help with motion discomfort by giving your eyes a frame of reference they’re used to seeing), or a ‘fear of heights’ option which puts a grid around you when you’re up high to help with that kind of motion sensitivity.

Image courtesy Ubisoft

There’s also some parkour-specific accessibility options to try to make things a easier or more predictable. I wish these were a little more immersive though (like the option that shows an indicator for an upcoming hand-hold, which is a very glaring UI icon, whereas perhaps a glowing edge would have been a better option).

Image courtesy Ubisoft

Assassin’s Creed Nexus VR also supports teleport, but it’s rather iffy and very slow. I mean… I’m glad they at least tried to add it for people who couldn’t play a game with this much artificial locomotion, but I found that it slowed the game down to an unacceptable pace. I can’t imagine playing the whole game with teleport; if you do, it seems like it would take one and a half to two times as long to complete than without it.

‘Assassin’s Creed Nexus VR’ Review – AAA Without the Polish Read More »

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Meta’s $130 Elite Battery Strap for Quest 3 is Facing Major Reliability Issues

From flagship smartphones to VR headsets, first-party accessories tend to be pretty expensive. Along with the higher price tag though, consumers typically expect exceptional quality. After all, the product’s designers had a head start, so those day-one accessories should be, if not the best out there, at very least high quality. Meta sells an array of useful accessories to fit that description, although some of its most expensive first-party stuff—namely its Elite Strap—continues to face reliability issues even today, as many users of the Elite Strap with Battery for Quest 3 are reporting faulty units.

If you’re looking to use the headset long-term, ditching the default fabric strap is one of the biggest single ways to improve your overall comfort. Meta knows this, and if you’ve worn either a Quest 2 or Quest 3 with the stock strap for more than an hour, you probably know it too. Depending on your point of view, you might call it product modularity, planned obsolescence, or even exploitative accessorizing.

Since the release of Quest 2 in 2020, Meta has produced its own brand of aftermarket headstraps: Elite Strap and Elite Strap with Battery, the latter of which comes with an external battery on that back that adds around two hours of extra juice. Yes. They’re priced at an eye-blistering $70 and $130 respectively for Quest 3, and $10 bucks less for both for Quest 2 versions. They do improve ergonomics by a wide margin though, and the extra battery is nice too.

Quest 3 Elite Strap with Battery | Image courtesy Meta

Granted, you definitely don’t have to buy them—one look at Amazon shows Meta’s first-party stuff is usually well and above double the current asking price for third-party alternatives—but Meta is betting you’ll at least consider it before hitting the checkout button.

And that would be fine if they didn’t break a few months out of the box like early batches of the Quest 2 Elite Straps did, or refused to work at all, which is the case for many who currently own the Elite Strap with Battery for Quest 3. Again, a $130 accessory. To be fair, Meta issued a two-year extended warranty on its Elite Straps for Quest 2 because so many users were reporting excessive and unwarranted breakages of the plastic struts, but at this point the product line is starting to feel cursed.

Since its launch in October, many users across Reddit and Meta forums have reported the Quest 3’s Elite Strap with Battery isn’t working. The battery works for a bit, but then won’t charge the Quest 3 at all, rendering it essentially an expensive counterweight.

We conducted an informal poll, and 43 percent of respondents who had the strap for Quest 3 stated they’ve experienced similar charging issues, which suggests it’s not simply user error either, but rather some sort of manufacturer defect.

Image courtesy Meta

So what? The answer should be easy. Just send it back and get a new one, right? Well, Meta isn’t suggesting its customers do that.

“While we typically offer RMA (Return Merchandise Authorization) for defective units, replacing the strap may not necessarily resolve the problem. We are aware of the emerging issue where the Meta Quest 3 Elite Strap with Battery is not recognized by the headset or fails to charge,” Meta support told Road to VR. “Our engineering team is actively working on finding a solution for this issue. Once they have identified a resolution, we will contact you with an update.”

Some users report successfully going through the RMA process, only to have to go through it multiple times to receive a unit that actually works.

I’m on my 3rd one. First 2 failed after 1-2 days. 3rd one working so far.

— VR Lowdown (@VRLowdown) November 14, 2023

I would say you should think twice about buying it, but just today Meta took down availability of its Elite Strap with Battery for Quest 3 across all of its supported regions.

Image captured by Road to VR

While out of stock directly through Meta, you can still nab it from participating retailers though, like Best Buy and Target, both of which feature their fair share of 1-star user reviews citing that very issue.

For now, Meta hasn’t shared any further insight on what the problem exactly is, whether it be software or hardware related. Until the company addresses it though, we strongly advise you against buying the Elite Strap with Battery for Quest 3, as it could put a serious damper on the holidays.


We’re following this story as it develops. Check back soon for updates.

Meta’s $130 Elite Battery Strap for Quest 3 is Facing Major Reliability Issues Read More »

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PC VR Team Shooter ‘VAIL VR’ Comes to Quest via App Lab

VAIL VR, the multiplayer shooter for PC VR headsets, is now available on Quest via App Lab.

First released on Steam Early Access by indie studio AEXLAB, the 5v5 team shooter is now serving up cross-play support on Quest and PC VR headsets.

With the release of the Quest version, the game hopes to make a much-awaited resurgence; concurrent user numbers have faltered since it went live on Steam in November 2022, as the CS-style shooter never seemed to garner the sort of cult status among fans as Pavlov or Contractors.

Even on Quest, which boasts more regular users than PC VR, for any multiplayer game it’s an upward battle to attract a strong concurrent userbase. Priced at $20 on App Lab, that puts it at par with its direct competitors which already have significant footholds on the platform.

Whatever the case, we’re eager to see how Vail progresses and how it continues to differentiate itself across one of the toughest categories in VR.

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‘Pillow’ Mixed Reality App Wants You to Relax in Bed (and even play with a friend)

Pillow is a new mixed reality app for Quest that aims to help you relax right before bedtime, letting you do more than just count sheep.

Created by YouTuber and self-described Mad Scientist Lucas Rizzotto, Pillow comes with four unique experiences to help you unwind before nodding off—all of which are designed to be used laying down in bed. Experiences include:

  • Sky Fishing – fish for user-created voice messages from your ceiling in ponds that change every day
  • Bedtime Stories – craft immersive choose-your-own-adventure stories and play them
  • Stargazing – transform your ceiling into an interactive night sky, allowing you to interact with the stars and learn about them as constellations present interactive soundbaths
  • Meditations – rhythm-based breath-tracked meditations that let users transform their reality as they create worlds with their breath

Pillow also packs in a multiplayer mode that connects two players vertically, which sounds particularly useful for long-distance relationships, or anyone looking to hang out with someone in a new and interesting way.

You may remember Rizzotto from a number of crazy XR projects over the years, including a working marauder’s map from Harry Potter, a futuristic MR portal that connected to his friend during quarantine, and a sort of virtual memory palace that works like a real-life time machine.

You can find Pillow now available on Quest 2 and Quest 3, priced at $10.

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Teenage Mutant Ninja Turtles Co-op Adventure Comes to ‘Rec Room’ This Week

Social VR platform Rec Room is getting ready to launch another co-op game this week, this time taking you to the sewers with a Teenage Mutant Ninja Turtled-themed adventure.

Called ‘Trials of the Teenage Mutant Ninja Turtles’, you’ll soon be able to take on Foot Clan goons with friends or strangers, and even face off against the evil Shedder mano a mano.

The turtle-powered adventure is kicking off November 15th and is also coming along with a host of digital accessories, powerups and (of course) pizza.

Rec Room users will be able to buy avatar skins to look the part, so you can dress as Leonardo, Raphael, Donatello, Michelangelo, or even the infamous Shredder.

You can play ‘Trials of the Teenage Mutant Ninja Turtles’ and any other of Rec Room’s co-op adventures for free across all supported devices, including Quest, SteamVR headsets, iOS, Android, PlayStation, and Xbox.

Teenage Mutant Ninja Turtles Co-op Adventure Comes to ‘Rec Room’ This Week 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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Meta Wants Android Play Store Apps Officially on Quest but Google “didn’t want to”

There are relatively few 2D Android apps available on the Quest Store, which seems odd since the Quest hardware runs a modified version of Android. According to Meta CTO Andrew ‘Boz’ Bosworth, Google simply isn’t interested in bringing the full Play Store of apps to Quest.

“There’s nothing preventing Android developers who have an APK running on Android phones today from bringing that into VR,” Bosworth said in a recent AMA via Instragram. “They just need to ship the APK to us, and maybe they need to do some light modification depending on how the control scheme would work, but not necessarily much after that.”

So much is clear when it comes to publishing the app directly to the Quest Store, which is the case for apps such as Peacock, Pluto TV, WhatsApp, and Instagram. But what about the millions of apps on Google’s official Play Store?

“We don’t have a way of automatically ingesting those [APKs],” Bosworth continues. “We would love for Google to bring their Play Store of apps to VR. We’ve asked them. They don’t want to do it, so it’s kind of up to the developers to do that.”

While Google’s Play Store is chock-full of useful, oftentimes free apps, what Bosworth doesn’t mention in his AMA are some of the complications that would naturally arise from having the Play Store on Quest. Not only could it open up a host of hypothetical issues with how revenue is split, but also how developers might choose to publish their apps.

For non-subscription-based apps, Google takes a 30% revenue cut from developers, while Meta does the same for both the Quest Store and App Lab. But why would Meta want Google sneaking away revenue, or vice versa? It seems doubtful that two such prominent digital storefronts could coexist on a single device.

There’s also the matter of the Samsung-Google-Qualcomm partnership we heard about earlier this year, which is set to bring an Android-powered XR headset to market, suggesting that Google hasn’t given up on headsets despite having completely shelved both its Daydream VR platform and AR glasses Project Iris.

Whatever the case, Quest headsets are fundamentally Android devices, so enterprising users can thankfully sideload APKs fairly easily via the ever-useful SideQuest software. Granted, the onus is on the user to source the APK in the first place, but with no other way to listen to Spotify while browsing the web without needing to tether to a computer, or using a Netflix app that’s actually updated, it’s thankfully feasible.

If you’re interested in giving it a go, check out our guide on How and Why to Sideload Games on Quest, which takes you step-by-step on the process of getting both 2D and VR-native apps on your Quest headset, but also (if it isn’t apparent by now) why you’d want to do it in the first place.

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