I spent a week working on Meta Quest 3 – We still have a long way to go

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Working on Quest 3

We still have a long way to go, but we’re definitely closer to the goal than ever before

The number of people working in computer-based jobs is vast and still growing. These individuals use personal computers, laptops, or employer-provided devices for their work. However, productivity is often limited by the number of screens available, their cost, inconvenience when traveling, privacy concerns with screens being visible to others, insufficient screen resolution, and the limitation of content being locked to a two-dimensional view on a flat screen.

Mixed Reality headsets seem to address many of these problems. For instance, Apple Vision Pro offers crystal-clear clarity with high resolution on all screens. Both Vision Pro and Quest 3 allow for multiple weightless screens to float in the air, positioned and sized as you desire (within certain limits).

You have full privacy with these headsets since only you can see the floating screens. You can also travel with them wherever you go. Additionally, you can isolate yourself in beautiful virtual environments or switch back to reality using the passthrough cameras on both headsets.

With these benefits in mind, why does working on a VR/AR headset still feel vague? Well, I believe I know the reason now. I spent one week working on Meta Quest 3 for everything I do. Fortunately, Meta released the v67 update around the time I decided to do this. The v67 update allows users to detach the virtual windows from the “dock” they were previously attached to and place them anywhere in their space. This makes the Quest 3 experience more similar to the Apple Vision Pro, with some additional benefits that the Quest 3 offers. Let’s dive in.


Working on Meta Quest 3 – My Experience

To work on my Quest 3, I needed a few things. A computer, of course, but not only that. My work involves managing social media accounts, writing articles, and editing videos and photos. Fortunately, the Quest 3 is powerful enough to handle the first task on its own, without needing to connect to a computer. However, to edit photos and videos, a computer connection is necessary.

With the v67 update allowing you to work essentially at the OS level without any apps, I decided to buy a dedicated Logitech keyboard and Bluetooth mouse for my Quest 3. When I needed to work on my computer for video or photo editing, I launched a remote display on both my PC and the headset, connecting the computer to my Quest 3. This setup is restricted to only one screen, but you can still have other in-headset screens, like a web browser, open alongside the remote display.

Some apps, like Immersed, allow for multiple screens mirrored from a PC, but in my testing, they proved laggy and low resolution. Despite having a Wi-Fi 6 router and even trying to tether my Quest 3 to the PC for better data transmission, it didn’t help much. So, I stuck with the remote display and got to work.

I’ll start with the positives. I began working on an article using the headset, and almost all of my work was done in the Meta Quest browser with multiple windows open. It’s worth noting that, unlike the Quest 3, the Apple Vision Pro has built-in apps, so you’re not limited to just the browser. Connecting all my accounts was a bit tedious, but understandable, as Meta lacks a unified ecosystem like Apple’s, where a single login grants access to almost everything.

At first, my experience writing an article and conducting research was quite positive. I could create up to six windows—three floating wherever I wanted and three attached to the dock—and I made good use of this feature. While I mainly utilized three windows, the productivity boost was noticeable. I could easily launch my text editor, Twitter, analytics, Google, and everything else I needed right in front of me.

The keyboard and mouse setup is quite impressive. Despite some issues I’ll discuss later, they are generally usable and even enjoyable to work with. It’s a unique experience to see your mouse cursor floating in real space between windows. I could also easily move and resize the windows using the mouse.

The keyboard worked well and even featured its own (not perfect) tracking system, which allowed for a passthrough portal while I was in a VR environment.

Another great advantage is the ability to work anywhere with just the headset, mouse, keyboard, and a Wi-Fi connection. On sunny days, I often enjoyed working outdoors on my terrace (while being careful not to damage the lenses or screens). I liked using Meta’s Lakeside Park environment, where I could play soothing music and feel the breeze while gazing at a picturesque view of mountains and forests. This feature is fantastic for focusing on work without real-world distractions and getting a bit creative with stunning landscapes.

The Problems

My experience working on articles and social media with the headset was decent. While it was possible to complete the tasks, I must admit that it wasn’t a superior experience compared to using my computer. The ability to have multiple screens, immerse myself in a beautiful environment, and work from virtually anywhere are notable advantages. However, these benefits are overshadowed by several issues that diminish their overall impact. Let’s dive into the main problems I encountered.

Here’s a list of key areas for improvement, which I will discuss in detail in the article:

  • Convenience
  • Resolution
  • Computing Power
  • System and Integration – UI/UX

Convenience

“Convenience” is an umbrella term here – it covers a broad range of factors, including comfort, weight, ease of use, and friction. Let’s dive into these aspects.

I use the Kiwi Design Battery Headstrap and AMVR’s Facial Interface to enhance the comfort of my Quest 3. They significantly improve comfort and balance. Without these accessories, the stock headstrap would make working in the headset quite uncomfortable within an hour.

However, even with the accessories improving the comfort, I still feel the headset on my head. I can wear it for about 6 hours without becoming extremely uncomfortable, but the desire to take it off for a few minutes grows stronger over time. Additionally, while the accessories improve balance, they also make the headset heavier, so the weight is still noticeable.

Ease of use and friction are just as important as weight and comfort, and they often go hand in hand. Consider how many people would be reluctant to wear even the most comfortable and lightweight headset if it damages their hair or has a poor user interface and experience. If you’re bald, you won’t face this issue of course (lucky you), but many people don’t want to ruin their hair after using the headset and then head out.

Resolution

Image clarity remains a significant issue with current headsets. While the Apple Vision Pro has made major strides in this area, it comes with a hefty price tag of $3,500. Additionally, there are rumors that even Apple’s more “affordable” Vision headset may reduce its resolution to cut costs.

I did my work on the Quest 3, not the Apple Vision Pro, so my opinions are based on this headset’s resolution. The Quest 3 offers a resolution of 2064×2208 per eye, which is about a 30% improvement over the Quest 2. The new pancake lenses also provide a notable upgrade compared to the previous generation’s Fresnel lenses. However, we’re still not quite there yet.

I could read the text without needing to move my head much, thanks to the pancake lenses providing near crystal-clear vision and a decent field of view. So, what’s the issue?

The issue is that this resolution doesn’t match the quality of my Full HD monitor. While the headset does have a higher resolution, it covers a wider field of vision, which lowers the pixels per degree (PPD) because the pixels are spread over a larger area. In contrast, a monitor typically covers only 50 to 60 degrees of our field of vision, resulting in a much higher PPD.

I don’t see a compelling reason to switch from my monitor to my headset for work. The headset doesn’t offer a higher resolution or richer colors compared to my monitor—at least, not yet.

Vision-Pro-and-movies
Vision Pro offers a resolution of 3,660 × 3,200 per eye, with around 35 PPD. Much better than Quest 3’s 25 PPD.

Computing Power

The Meta Quest 3 is twice as powerful as its predecessor and offers impressive performance for a standalone device. However, it still relies on a mobile chip and lacks the capability to handle demanding tasks. For instance, it struggles with photo or video editing due to the absence of dedicated apps, and even basic tasks like editing in Canva through a web browser can be laggy.

The Apple Vision Pro features M2 and R1 chips, making it significantly more powerful. However, this increased power comes with trade-offs, including a larger headset size, higher costs, a bigger battery, and more complex cooling requirements. As microchip technology continues to advance, we can expect substantial improvements in this area in the coming years.

Apple-Vision-Pro-Processors
Image: Apple WWDC23

System and Integration – UI/UX

Among the issues I’ve mentioned, I believe the UI/UX problem is the most significant. It encompasses a range of frustrating inconveniences at the OS level. These include minor glitches like the keyboard misbehaving, unintended pinch clicks while typing, and the mouse cursor not always selecting the intended item. More substantial issues are the lack of essential apps like a calculator or notes and a general experience that feels more like an Android phone than a spatial computer. Additionally, problems such as unsynchronized elements and laggy remote display even with a strong Wi-Fi connection contribute to the overall inconvenience.

There are numerous UI issues that need to be addressed before the headset can be considered a viable tool for serious work. While it’s possible to connect the headset to your PC using an app like Immersed to create multiple screens and simulate a PC experience (as I attempted, though it didn’t work well for me), this approach somewhat undermines the concept of a spatial computer. Sure, it adds a “spatial layer” to your computer experience but doesn’t fully replace it. Ideally, I would prefer a solution where just the headset, keyboard, and mouse are sufficient to handle all my work needs.

While it is technically possible to achieve this experience, the numerous issues at the OS level make it far from practical. Meta needs to reevaluate the purpose of this device and its integration within their ecosystem. The OS should resemble a computer more than a smartphone to enable effective work.

For example, when I connect my PC to the Quest 3 via Remote Display, I have to switch my Bluetooth keyboard and mouse between the Quest and the PC each time I want to use them. Although there are buttons on both devices to switch between connections without re-pairing, this process undermines the advantage of having just one screen. Why should I have multiple floating windows on the Quest if I can’t copy information from them and paste it into my computer? And why can’t I drag a window from my PC into my virtual space?


What Needs Improvement and What the Future Holds

While it’s tempting to simply say “all of the above,” addressing the issues I’ve mentioned would make headsets more appealing than traditional monitors and laptops. However, there’s more to consider.

Besides Meta focusing on improving UI and UX, I would love to see Codec Avatars finally make their way to standalone headsets.

Codec Avatars are one of the most promising technologies expected to emerge in the VR/AR space in the coming years, or perhaps even decades. These avatars are highly realistic virtual representations of people, distinguishing themselves from the more cartoony avatars currently used by Meta. They achieve a level of hyperrealism that successfully overcomes the uncanny valley, a challenge that has plagued similar technologies in the past.

Lex Firdman and Mark Zuckerberg as Codec Avatars Messenger
Lex Friedman and Mark Zuckerberg as Codec Avatars

If Meta really nails Codec Avatars for the Meta Quest Pro 2, set to release in 2027, I believe we’ll see a gradual but growing interest in using VR/AR headsets throughout the day. The ability to have a friend or family member virtually appear in my room would offer a far superior experience compared to video chats on a smartphone.

Another advantage of Mixed Reality headsets over traditional flat screens is the ability to interact with 3D elements in your environment. While you can have 2D screens floating around you, imagine being able to bring a 3D model into your space. This adds a new dimension to how you interact with digital content.

This is certainly possible, and I believe that as Mixed Reality headsets become more popular, apps and web developers will start to explore creative ways to bring digital content out of the screen and into your 3D space.

At the end of the day, I prefer working on my computer rather than a headset. However, through my testing, I’ve seen the potential that Mixed Reality headsets offer. Despite headlines claiming that Meta is “burning” billions on their Metaverse Reality Labs, what I see is growing competition and significant milestones being reached in the industry. Mixed reality headsets are still relatively new, and for the first time, we’re seeing a headset as complete on the OS level as the Apple Vision Pro.

I believe we will see significant growth in the appeal of these headsets for use cases beyond video games, such as work, by the end of the decade. I also expect Meta to start seeing profits from their VR/AR divisions in the 2030s.

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