Summary
When it comes to the future of the metaverse, Meta has a lot of questions that need to be answered. What are some ways that avatars may become more believable and useful than outfits that resemble cartoons? Would anybody ever want to do all of their job while wearing a virtual reality headset? And how might all of the applications that we use on a daily basis for work interact with whatever Meta’s metaverse dreams anticipate?
In spite of the fact that it seems to be capable of answering such questions, the new Quest Pro VR headgear, which costs $1,500 (AU$2,550, £1,500) and which I have been using at home for the last couple of days, does not provide any answers. In order to find out how to get to some of those answers, it need to be a tool or instrument.
Quest Pro Review
However, if you are seeking to get a new virtual reality headset, I would recommend that you wait or purchase a Quest 2 instead. The majority of consumers do not believe that the price increase of $1,100 for the Quest Pro is justified because of its most notable features, which include eye and facial tracking, enhanced mixed reality that can overlay virtual reality with color footage from its passthrough cameras, controllers with improved haptics, and a nicer display and face fit. Since the Quest Pro has a limited battery life, there is no way for it to remain on your head for a longer period of time before needing to be recharged.
On the other hand, I am now writing my review while wearing the headset and working with Immersed to project the virtual displays from my MacBook onto the Quest Pro. The desk I am now working at is a digital one. It is a little bit better now, but it is still not perfect. (This is the quick verdict.)
Without a doubt, the Quest Pro is a professional instrument. The Pro may prove to be a very useful bridging device for anybody who was contemplating purchasing a Quest 2 for the purposes of doing research or conducting business. Additionally, it is designed to be a device that is capable of adopting most of the features that the HoloLens 2 or Magic Leap 2 augmented reality headsets promise while operating as a complete virtual reality headset. Those who are seeking a headset that can do simulation and design with some augmented reality mixed in might use it as a tool. Face tracking-using virtual reality performers might also use it.
However, the majority of individuals utilize virtual reality for gaming. The Quest 2 is a piece of casual entertainment, and for a price of $400, it is capable of fulfilling that function. However, due to its price of $1,500, the Quest Pro is not something that is often purchased. It is a gadget that is obviously geared for enterprises and developers, as well as early adopters who have a lot of money to spend.
All of the demonstrations that I participated in at Meta’s Reality Labs Research facility were almost entirely centered on mixed reality, and I utilized the Quest Pro in all of them. When I’m at home, I’m using the Quest Pro as a virtual reality device a lot more than I am with the Quest 2 (and Pico’s new Pico 4 that is not available in the United States). I’m comparing how it feels to Quest 2.
I am currently working on this review, and I will be updating my opinions as I continue. Nevertheless, Quest Pro’s promise has not yet been fully realized in the applications and software that it now offers.
Design is mostly an improvement
On almost every front, the Quest Pro is more sophisticated than the Quest 2 in every way. A larger overall footprint is left by the wide-banded headset, which goes over my head like a visor, in comparison to the Quest 2 headset, which is fastened with elastic. On the other hand, its front is more compact, and the weight is spread more evenly. When I have a shiny front, it gives the impression that I have strange bug eyes. It is interesting to see that Meta has included a rubber cover for the front panel, which makes me question how scratch-prone it may be.
With the use of new lens optics, this headset has a more expansive field of vision, and the front of the headset has been reduced in size. The technology, which is also included on the new Pico 4 and under the name “pancake optics,” may possibly be included in the Quest 3. In comparison to Quest 2, the display resolution has been brought up. Despite the fact that it is not a significant boost, everything seems clear and bright. In comparison to Quest 2, the display has a considerably higher degree of contrast and blackness, and it has a brighter feel to it.
The fact that the Quest Pro headset does not have any sides makes it quite easy to use it over glasses, which is very convenient. However, there are both positive and negative aspects to this. The architecture of the Pro allows your peripheral vision to remain mostly unobstructed when you are in virtual reality. This means that it may occasionally assist me in recognizing when objects are around that I need to avoid (or, to keep an eye on my children, kind of). Even in a setting with adequate lighting, playing virtual reality games like this one is not quite as strangely disturbing as I had anticipated it would be. However, this headset does not provide enough light-blocking. Although the rubber snap-on light shields that are supplied in the package do block some of the side light, they do not assist with the open light flow that occurs at the bottom. Without first switching out my frames, I am unable to use my glasses because the light blockers also block them. Despite the fact that there is a complete light blocker that can be purchased separately, I have not yet tested it.
The headset may be adjusted in a variety of ways, including a dial on the rear that can be used to tighten it, another dial on the front that can be used to move the lenses closer or farther away from your head, and the ability to manually modify the lens width in order to compensate for eye distance (IPD), all of which enable a larger range than the Quest 2. On the other hand, unlike the HoloLens 2 and Pico 4, this headset does not have the ability to tilt up easily, which would make it easier to put it on or off. Sometimes I had the impression that the headset was a little bit of a squeeze when I tried to slide it over my spectacles. In addition, the auto-fit suggestions of the headset, which appeared prior to the introduction of Quest Pro-optimized applications, are peculiarly finicky and seem to demand that I move the headset higher up my face than I would desire.
A flip-up visor is something that the headset truly ought to have. In its current configuration, the design is rather difficult to turn on and off, which is one of the objectives of this gadget that is primarily focused on work.
The controllers include improved tracking, improved haptics, and are more compact.
The new controllers had a denser and more compact feel to them, and you could also purchase them separately for Quest 2 for the price of $300. As a result of the removal of the previous plastic rings that were on the Quest 2 controllers, the controllers now resemble miniature black pistol grips. It is possible for them to operate behind my back without losing tracking, and each one of them has its own set of cameras for room monitoring. This alone may be enough to justify the purchase for people who are performing in virtual reality.
The rumbling and tapping sensations are more distinct and in-depth, which is a clear indication that the haptics have improved. During my first demonstrations, I saw that applications such as Painting VR had a more realistic feel. The experience of drawing is improved with more nuanced input. I am finding that I am better able to distinguish touch with items. Responses in virtual reality games such as Beat Saber and Eleven Table Tennis are just a little bit more tactile, punchy, and lifelike.
When it comes to virtual reality, this is quite beneficial. Although I am not certain if the haptics are as rich as those found in the PlayStation VR 2, it seems that they are calibrated for actual work reasons rather than game objectives here. Not only do the triggers lack haptics, but they also lack any kind of force feedback. I really hope that they did, however.
Either the fact that these controllers seem heavier or the fact that I am concerned about dropping them makes it appear as if holding them requires a little bit more work. When I wear the wrist loop, I make sure to do so.
In addition, in order to power up, some controllers need their very own specialized charger. You have the option of using the charging dock or the cable that is included in the box with Meta. It’s a shame that they don’t utilize USB-C connection.
The launch of new applications: a restricted start
The operating system of the Quest Pro is identical to that of the Quest 2, and it is compatible with all of the same applications. Most of the time, it feels just like a Quest 2 game. You would, of course, want to locate applications that make the most of Quest Pro, but there aren’t too many of them available at the moment. It is possible that this may change, but the high price of the Quest Pro and the fact that it is expected to have limited appeal will undoubtedly restrict the number of applications that developers opt to update.
At the moment, the majority of optimal applications that I have discovered concentrate on either incorporating mixed reality by combining virtual reality with passthrough color cameras or using face tracking for avatars. One of the mixed-reality applications that shows promise is Quest Pro, which has the ability to depth-map a space and distinguish walls, floors, and furniture with more ease. Although the Quest 2 is capable of doing some of these things as well, the Pro is superior in terms of its capacity to make virtual reality seem to be a part of the actual environment, more akin to an augmented reality headset.
Eye and facial tracking: It is too soon to make a decision
It is not likely that I will make extensive use of the features of face tracking and eye tracking anytime soon. First of all, I am unable to understand how the face tracking software interprets my own facial expressions; only people who are watching you can truly understand this. In addition, what would the implications be for communication if I were the only one who could make my face move while others are unable to do so? Unless I’m performing in front of a large audience, I’d much prefer to be on equal ground.
Additionally, while the XR2 Plus processor in the Quest Pro has the potential to enhance speed, you should not anticipate improved visuals via the use of foveated rendering. This technique makes use of eye tracking to concentrate rendering on the area in where your eyes are gazing directly. Eye tracking is considered by Meta to be a drag on battery life, and it does not seem that foveated rendering is currently in the plans for many applications at this early stage. By default, the headset does not include eye tracking or facial tracking in its functionality. In spite of the fact that Meta believes that eye and face monitoring is the key to a new social cosmos, the fact of the matter is that very few people will have access to this technology at a reasonable price in the near future.
The truth is a mixed bag: not always remarkable, but occasionally it is
At times, I am able to get the sensation of virtual items being present in my home. While I am learning how to utilize a DJ setup with Tribe XR, the mixing board seems to be floating in the air in my home. The color passthrough cameras are plainly blurry and have a poor resolution, but they are sufficient to provide the impression that the experience is really taking place. The fact that I can see through the sides and bottom of the headset, which is my peripheral vision, somehow makes everything seem more genuine.
In comparison to what you would anticipate from a webcam, the passthrough color cameras are not very good. In fact, I am unable to even make out a television program when I use them since the picture is too faded into the background. My peripheral vision outside of the lenses, on the other hand, coincides with the perspective that I see via the lenses in an uncanny way. With my hands and arms visible outside of the headset, I am able to make out my hands while I write at this very moment. My line of sight does not seem to be able to go past the desk. This contributes to the mixed reality of having the sensation of being a window into the actual world.
However, at this moment in time, there are just a handful of applications that take advantage of mixed reality. Something peculiar takes place while I am in conventional virtual reality: I am able to see more of the actual world surrounding the lenses, yet it in some way continues to function. It is possible that this will be useful for fitness games such as Beat Saber and Eleven Table Tennis, as well as Supernatural, which are games that involve a lot of action. Even when playing games that are more immersive, such as Moss Book II or In Death Unchained, I don’t mind, and I like being involved in the experience. It is the amount of space that I am able to view below my headset that is the most surprising to me. The Quest Pro sits a little higher on the face than other headsets, which allows it to leave free regions below for face tracking with its bottom cameras.
Where can I find the box?
There are a few more features that come with the Quest Pro. In addition to the controllers and the headset, there is also a charging station that has magnetic pins that allow the headset and the controllers to be charged simultaneously via a single USB-C connection.
In addition to that, there is a separate charger for the controller (the controller has its own unique pin-based charge connection), two rubber light-blockers that are attached to the headset with magnets, and a rubber front cover for the headset’s visor (which, for some strange reason, cannot be worn while the headset is charging).
Additionally, there are two very small stylus tips that are able to be inserted into the bottoms of the controllers when the wrist straps are no longer in place. I am concerned that I may lose the stylus tips quickly since they are so small. The stylus tips are designed for writing and whiteboard applications such as Meta’s Horizon Workrooms.
Regrettably, there is no case included with this package. Like other virtual reality headsets, the Quest Pro is difficult to transport, and exposing the lenses to sunlight might cause the virtual reality display to get damaged. Due to this reason, I like to store my virtual reality headsets in bags or under covers, and I am unsure how I would ever be able to transport the Quest Pro (the Quest 2, on the other hand, is more compact and can be packed away with ease). On the other hand, the HoloLens 2 comes with a casing that is rather small. It is beneficial.
How long does the battery last?
Unknown, but most certainly lower than Quest 2.
Given that the Quest Pro has only been available for a few of days, it is difficult to determine how long the battery life will be. I discover that I am running low on charge just as I am beginning to feel like I need a break from the lengthy virtual reality session that I am now participating in. In the event that you are working for a lengthy period of time, Meta recommends that you keep the headset attached to your body. However, this defeats the purpose of a solo headset.
Up until this point, I’ve been getting around an hour or two. With regard to the controllers that can be recharged, it is more difficult to determine. With regard to them, Meta did not provide any specific estimations; nonetheless, it is quite probable that they will not have the same longevity as the Quest 2 controllers that are powered by AA batteries.
One may say that Quest Pro is a half-step
The Quest Pro will not be the world’s best virtual reality headset. It is moving too quickly over the terrain. Meta has stated that the Quest 3 will have a pricing that is comparable to that of the Quest 2. It is possible that it will be released the following year, and it will most likely include improved passthrough cameras and pancake lenses, much like the Pro.
How does the Quest Pro perform when used as a virtual reality headset? It might seem like a step up at times, but there are other moments when it doesn’t feel different enough.
And what about using it as a virtual reality headset? As of right now, it is difficult to determine since there is just a small selection of apps that enable mixed reality.
Despite the fact that I will continue to use the Quest Pro, while I complete writing my review in Immersed on this headset, I am getting the impression that I can see glimpses of Meta’s metaverse future in this gadget. Nevertheless, at this point in time, the Quest Pro is more comparable to a mixed reality development kit than it is to an upgraded virtual reality headset.
Meta Quest Pro review: Specs
Meta Quest Pro | |
---|---|
Chipset | Qualcomm Snapdragon XR2+ |
Display resolution | 1832 x 1920 per eye |
Storage | 256GB |
RAM | 12GB |
Battery life | 2-3 hours (rated) |
Size | 10.3 x 7.1 x 5.0 |
Weight | 1.59 pounds |