These changes seemingly add up to an iterative update, except that Meta also has one more new feature: mixed reality. The Quest 3 features two color cameras similar to the Quest Pro, offering the kind of passthrough feed that was a major selling point for that headset. Meta is billing it as the “first mainstream headset built for mixed reality,” bringing what was previously a premium feature to the company’s midrange headset line.
What’s more, in my demo, Meta’s mixed reality seemed notably improved. From people who have tried the Apple Vision Pro (I haven’t), I hear the Quest 3 doesn’t nearly measure up — which is reasonable given that it costs a fraction of the price. But its passthrough seems noticeably less grainy than the Quest Pro’s and vastly better than the fuzzy black-and-white feed on the Quest 2. And the color balance seems far more natural, at least under the controlled environment in which I tried it. I could do things like check my phone through the passthrough feed, while the Quest Pro tended to wash it out to an unreadable blank. Qualcomm says the XR2 Gen 2 chip is capable of just 12 millisecond passthrough latency, on par with Apple’s Vision Pro, but it depends on the resolution of the images being sent by the headset’s cameras.
The Quest 3 also has a depth sensor that wasn’t included on the Quest 2 or the Quest Pro, which means it should be able to scan your physical surroundings with more accuracy, detecting where walls and objects are placed. Unlike with Meta’s earlier headsets, you don’t have to use your controller to trace a boundary for virtual reality mode. You can let the headset suggest one and manually modify it as necessary, similar to the PlayStation VR2’s setup process. Double-tapping your right temple will swap you from virtual to mixed reality and vice versa, making it easy to briefly dip out of a VR experience.
Once you’re in mixed reality, though… I’m still not sure how much there is to do.
Meta is long past the days of basic virtual reality tech demos. The company has consistently funded and acquired strong VR apps and games, from early Oculus Rift titles like Superhot and The Climb to the excellent Quest 2 port of Resident Evil 4 and indie breakout hit Beat Saber, which helped establish fitness as a major category for VR. (Meta bought Beat Saber’s studio and the developers of fitness app Supernatural over the protests of antitrust watchdogs.) It’s typically very good at giving VR demos: during my Quest 3 test, I tried out the upcoming Assassin’s Creed Nexus, which — despite controls that seemed clunky next to Sony’s so-close-to-great Horizon PlayStation VR2 climbing game — promises a full-fledged VR entry in a bestselling franchise.
I found little of that promise in the Quest 3’s mixed reality demos. The best one involved me and one other person putting on headsets and sitting at a coffee table, where we called up a virtual floating arena and steered tiny robots around punching each other. The passthrough video meant we could see our surroundings and each other, making it feel more like playing a board game than descending into a completely separate world. That’s neat — but the experience wasn’t something I’d do for more than a few minutes.
Other MR apps were simply frustrating. A Stranger Things game used the hand-tracking feature that all current Quest headsets support, letting me open portals and move bat creatures with hand gestures. But the game’s use of these gestures felt awkward and unreliable, and the experience was short and on-rails. I played a decent minigame about blasting cute fuzzy aliens to capture them, but it was mostly a slower rehash of a HoloLens demo I tried in 2015.
Don’t get me wrong: I’m happy Meta has streamlined the Quest 3 setup process with its new tech, and the Quest Pro had a few cool mixed reality apps, like a painting workshop, that could appear on the Quest 3. (This demo day seemed almost exclusively focused on games, which is a stark contrast to how Meta pitched the productivity-focused Quest Pro.) But compared to Meta’s proactive work pushing VR development forward, its MR demos made the medium still seem like a solution looking for a problem.
More mixed reality experiences are coming, including one based on Ghostbusters and some more complex-looking tabletop experiences. Meta also promises you’ll be able to watch streaming TV on a virtual screen, and it’s introducing MR widgets called “augments” that let you place persistent virtual objects around your real living space, including an iHeartRadio widget and a bobblehead of your Supernatural trainer. Combine that with the Quest Pro’s existing work-oriented MR apps, and Meta’s overall MR pitch seems similar to that of the Apple Vision Pro: a really big virtual screen that can substitute for your TV and monitor. I find myself left cold by this pitch, at least for the current generation of headsets — but I’ve heard enough people express interest in it that I’m willing to concede there could be a market.
Even so, while I haven’t tried the Quest 3 nearly long enough to render a judgment, I’m not confident it’s a viable substitute for your other screens just yet. As with most VR headsets, I spent my demo time struggling to find a comfortable fit — because no matter how well designed they are, current-gen devices are just unavoidably bulky. The Elite Strap might help with that, but this still isn’t something I want to wear all day for work or slip on to watch some TV during dinner.
Fortunately, the MR features don’t make the Quest 3 as pricey as the Quest Pro, which, even after a major price drop, costs about twice as much as the Quest 3. (One potential reason for that price difference: the Quest 3 doesn’t have eye tracking, a feature available on the Quest Pro and PSVR 2.) The Quest 3’s base 128GB model costs $200 more than the Quest 2, which sells for $299, and the new headset’s 512GB model will cost you $649. That’s not outlandishly pricey; it’s in the same cost ballpark as the PSVR 2 before the cost of a PlayStation 5.
I’m itching to try the Quest 3 outside of the confines of a demo space and see what developers can do with its upgraded specs for full VR. I’ll keep an open mind about its mixed reality features, too. But Meta seems to see MR as the future of the Quest lineup — and it hasn’t convinced me that’s a good thing.