Quest 3 Review – A Great Headset Waiting to Reach Its Potential

Following Quest 2 almost three years to the day, Quest 3 is finally here. Meta continues its trend of building some of the best VR hardware out there, but it will be some time yet before the headset’s potential is fully revealed. Read on for our full Quest 3 review.

I wanted to start this review saying that Quest 3 feels like a real next-gen headset. And while that’s certainly true when it comes to hardware, it’ll be a little while yet before the software reaches a point that it becomes obvious to everyone. Although it might not feel like it right out of the gate, even with the added price (starting at $500 vs. Quest 2 at $300), I’m certain the benefits will feel worth it in the end.

Quest 3’s hardware is impressive, and a much larger improvement than we saw from Quest 1 to Quest 2. For the most part, you’re getting a better and cheaper Quest Pro, minus eye-tracking and face-tracking. And to put it clearly, even if Quest Pro and Quest 3 were the same price, I’d pick Quest 3.

Photo by Road to VR

Before we dive in, here’s a look at Quest 3’s specs for reference:

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)

Hardware

Even if the software isn’t fully tapping the headset’s potential yet, Meta has packed a lot of value into the Quest 3 hardware.

Lenses

Photo by Road to VR

First, and perhaps most importantly, the lenses on Quest 3 are a generational improvement over Quest 2 and other headsets of the Fresnel-era. They aren’t just more compact and sharper, they also offer a noticeably wider field-of-view and have an unmatched sweet spot that extends nearly across the entire lens. That means even when you aren’t looking directly through the center of the lens, the world is still sharp. While Quest 3’s field-of-view is also objectively larger than Quest 2, the expanded sweet spot helps amplify that improvement because you can look around the scene more naturally with your eyes and less with your head.

Glare is another place that headsets often struggle, and there we also see a huge improvement with the Quest 3 lenses. Gone are the painfully obvious god-rays that you could even see in the headset’s main menu. Now only subtle glare is visible even in scenes with extreme contrast.

Resolution and Clarity

Quest 3 doesn’t have massively higher than Quest 2, but the combination of about 30% more pixels—3.5MP per-eye (1,832 × 1,920) vs. 4.5MP per-eye (2,064 × 2,208)—a much larger sweet spot, and a huge reduction in glare makes for a headset with significantly improved clarity. Other display vitals like persistence blur, chromatic aberration, pupil swim, mura, and ghosting are all top-of-class as well. And despite the increased sharpness of the lenses, there’s still functionally no screen-door effect.

Here’s a look at the resolving power of Quest 3 compared to some other headsets:

Headset Snellen Acuity Test
Quest 3 20/40
Quest Pro 20/40
Quest 2 20/50
Bigscreen Beyond 20/30
Valve Index 20/50

While Quest 3 and Quest Pro score the same here in terms of resolving power, the Snellen test lacks precision; I can say for sure the Quest 3 looks a bit sharper than Quest Pro, but not enough to get it into the next Snellen tier.

While the optics of Quest 3 are also more compact than most, the form-factor isn’t radically different than Quest 2. The slightly more central center-of-gravity makes the headset feel a little less noticeable during fast head rotations, but on the whole the visual improvements are much more significant than ergonomic.

Ergonomics

Photo by Road to VR

Ergonomics feels like one of just a few places where Quest 3 doesn’t see many meaningful improvements. Even though it’s a little more compact, it weighs about the same as Quest 2, and its included soft strap is just as awful. So my recommendation remains: get an aftermarket strap for Quest 3 on day one (and with a battery if you know you’re going to use the headset often). Meta’s official Elite Strap and Elite Strap with Battery are an easy choice but you can find options of equal comfort that are more affordable from third-parties. FYI: the Elite Straps are not forward or backward compatible between Quest 2 and 3.

While the form-factor of the headset haven’t really improved, it’s ability to adapt to each user certainly has. Quest 3 is the most adaptable Meta headset to date, offering both continuous IPD (distance between the eyes) and notched eye-relief (distance from eye to lens) adjustments. This means that more people can dial in a good fit for the headset, giving them the best visual comfort and quality.

I was about to write “to my surprise…”—but actually this doesn’t surprise me at this point given Meta’s MO—the setup of Quest 3 either didn’t walk me through adjusting either of these settings or did so in such a nonchalant way that I didn’t even notice. Most new users will not only not know what IPD or eye-relief really does for them, but also struggle to pick their own best setting. There should definitely be clear guidance and helpful calibration.

The dial on the bottom of Quest 3 makes it easy to adjust the IPD, but the eye-relief mechanism is rather clunky. You have to push both buttons on the inside of the facepad at the same time and kind of also pull it out or push it forward. It works but I found it to be incredibly iffy.

Field-of-View

In any case, I’m happy to report that eye-relief on Quest 3 is more than just a buffer for glasses. Moving to the closest setting gave me a notably wider field-of-view than Quest 2. Here’s a look at the Quest 3 FoV:

Personal Measurements – 64mm IPD
(no glasses, measured with TestHMD 1.2)

Absolute min eye-relief (facepad removed) Min designed eye-relief Comfortable eye-relief Max eye-relief
HFOV 106° 104° 100° 86°
VFOV 93° 93° 89° 79°

And here’s how it stacks up to some other headsets:

Personal Measurements – 64mm IPD
(minimum-designed eye-relief, no glasses, measured with TestHMD 1.2)

Quest 3 Quest Pro Quest 2 Bigscreen Beyond Valve Index
HFOV 104° 94° 90° 98° 106°
VFOV 93° 87° 92° 90° 106°

Audio

Another meaningful improvement for Quest 3 is improved built-in audio. While on Quest 2 I always felt like I needed to have the headset at full volume (and even then the audio quality felt like a compromise), Quest 3 gets both a volume and quality boost. Now I don’t feel like every app needs to be at 100% volume. And while I’d still love better quality and spatialization from the built-in audio, Quest 3’s audio finally feels sufficient rather than an unfortunate compromise.

Controllers

Photo by Road to VR

Quest 3’s new Touch Plus controllers so far feel like they work just as well as Quest 2 controllers, but with better haptics and an improved form-factor thanks to the removal of the ring. Quest 3 is also much faster to switch between hand-tracking and controller input when you set the controllers down or pick them up.

Processor

The last major change is the new Snapdragon XR2 Gen 2 chip that powers Quest 3. While ‘XR2 Gen 1’ vs. ‘XR2 Gen 2’ might not sound like a big change, the difference is significant. The new chip has 2.6x the graphical horsepower of the prior version, according to Meta. That’s a leap-and-a-half compared to the kind of chip-to-chip updates usually seen in smartphones. The CPU boost is more in line with what we’d typically expect; Meta says it’s 33% more powerful than Quest 2 at launch, alongside 30% more RAM.

Quest 3 is still essentially a smartphone in a headset in terms of computing power, so don’t expect it to match the best of what you see on PSVR 2 or PC VR, but there’s a ton of extra headroom for developers to work with.

Continue Reading on Page 2: Softwhere? »

Update to SteamVR Suggests Valve is Still Working on a Standalone Headset

Valve is a notorious black box when it comes to basically everything. A recent update to Steam client for VR though suggests the company is still working behind the scenes on what appears to be its long-awaited standalone VR headset.

As revealed by tech analyst and consummate Steam data miner Brad Lynch, a recent update to Steam’s client included a number of VR-specific strings related to batteries, which seems to support the idea that Valve is currently readying the platform for some sort of standalone VR headset.

Image courtesy Brad Lynch

The update also included mention of new UI elements, icons, and animations added to the Steam Client for VR—something it probably wouldn’t do for a competitor’s headset, like Meta’s soon-to-release Quest 3 standalone.

Meanwhile, South Korean’s National Radio Research Agency (RAA) recently certified a “low-power wireless device” from Valve, also spotted by Lynch. It’s still too early to say whether the device in question is actually a standalone VR headset—the radio certification only mentions it uses 5 GHz wireless—however headsets like Meta Quest 2 are equally as vague when it comes to RAA listings.

Granted, Valve hasn’t come out and said it’s developing a standalone VR headset yet, although with mounting competition from Apple and Meta, 2024 may be the year we finally see the ‘Index of standalone VR’ come to the forefront. Valve Index has widely been regarded as the ‘best fit’ PC VR headset, owing to its excellent quality, performance, and comfort—something we called “the enthusiast’s choice” in our full review of the headset back when it launched in 2019.

But it hasn’t been entirely mum either. In early 2022, Valve chief Gabe Newell called its handheld gaming PC platform Steam Deck “a steppingstone” to standalone VR hardware, nothing that Steam Deck represented “battery-capable, high-performance horsepower that eventually you could use in VR applications as well.”

– – — – –

While a capable, high-end standalone VR headset from Valve is certainly something to salivate over, a few big questions remain: What will happen when Valve opens Steam up to standalone VR content? How would the largely Meta-heavy ecosystem react as Steam becomes a new outlet for VR games? And what if Valve’s headset is instead capable of playing some subsection of standard PC VR content? We don’t know the answer to any of these questions, but with Valve’s continued interest in VR, we’re still pretty hopeful to find out.

Immersed Opens Pre-orders for Slim & Light ‘Visor’ VR Headset, Starting at $500

Immersed, the team behind the titular XR productivity and co-working app, announced Visor last month, a slim and light VR headset designed for work. Now the studio has opened “fully refundable” pre-orders for two distinct flavors of the device.

Immersed is offering a 2.5K per-eye Visor model for $500 and a 4K per-eye Visor model for $750. Besides including different resolution OLED microdisplays, functionally both models are the same. The company is also offering a Founder’s Edition Visor 4K for $1,000, which is said to ship six months before the standard Visor 4K.

Immersed says on the website both 2.5K and 4K headsets include:

  • Hand & eye tracking

  • 6 Degrees of freedom
  • 5+ Screens
  • 100° Field of view
  • Ultra widescreen
  • Custom IPD, nose-insert, and light-blocker
  • 25% lighter than a smartphone
  • HD Color Passthrough
  • Stems & strap attachments Included
Image courtesy Immersed

It’s still early days, it seems. The Visor hardware is said to be “both wired and wireless,” indicating it has onboard processing for mobile VR experiences and a battery, however the company hasn’t released any specs yet on chipset or battery life.

The company says headsets are custom-built for each user however, which includes locking in each user’s interpupillary distance (IPD) and shipping nose inserts and light blockers which are “closest to your face’s shape,” Immersed says in the product’s description.

As for shipment dates, so far Immersed says it’s slated to “commence and continue [shipment] throughout 2024.” What’s more, Immersed says it’s offering those pre-orders as “full refundable reservations.”

Here’s the fine print:

Refund Policy: Preorders are fully refundable reservations. You may cancel your reservation at any time before your Visor is produced and receive a full refund to the original payment method by emailing support@visor.com. Due to the custom-built nature of Visor, fulfillment time will vary and shipment dates are our best estimates. Delays, if any, will be communicated via email.

You can pre-order and find more on the Immersed Visor website.

Meta Quest 3 Revealed: Coming This Fall Starting at $499

Meta CEO Mark Zuckerberg unveiled the company’s next XR headset today, Quest 3. The mixed reality headset is launching this fall for the starting price of $499.

Only a few hours before the big Quest Gaming Showcase scheduled for later today, Zuckerberg showed the first look at Meta Quest 3, a standalone headset that he calls “[t]he first mainstream headset with high-res color mixed reality.”

The headset is said to be 40% thinner and “more comfortable,” the Meta chief wrote today in a Facebook post.

Image courtesy Meta

“Better displays and resolution. Next gen Qualcomm chipset with 2x the graphics performance. Our most powerful headset yet.” Quest 3 is coming with what the company calls its “highest resolution display yet” and pancake optics.

The headset is due to arrive with dual 4MP RGB color cameras, a depth sensor for a more accurate representation of your play space, and “10x more pixels in Passthrough compared to Quest 2,” Meta says.

Another big change from Quest 2 (or Quest Pro for that matter) is the newly named ‘Touch Plus’ controllers, which Meta says were completely redesigned with a more streamlined and ergonomic form factor.

Image courtesy Meta

“Thanks to our advances in tracking technology, we’ve dropped the outer tracking rings so the controllers feel like a more natural extension of your hands and take up less space. We also included TruTouch haptics that first debuted in Touch Pro to help you feel the action like never before. You can even upgrade to our fully self-tracked Meta Quest Touch Pro Controllers for a premium experience,” the company says.

Quest 3 is slated to arrive at some point this fall, starting at $499 for a 128GB variant of the headset; the company says a variant with an additional storage option is coming too. Notably, like the company’s most recent enthusiast-grade headset, Quest Pro, Quest 3 will be compatible with the entire Quest 2 library of games.

It appears a more extensive reveal is scheduled for the company’s Connect developer conference, slated to take place on September 27th. In the meantime, you can signup here for email updates.

Check out the reveal trailer below:


This story is breaking. Check back for more in-depth coverage soon.

Pimax Delays VR Headset Shell for Its Nintendo Switch-style Handheld Portal

Pimax Portal, the Nintendo Switch-style handheld that can be used as a VR headset, is experiencing a bit of a road bump, as the company announced the VR portion of the device has been delayed due to a hardware redesign.

Update (July 19th, 2023): As first noted by MIXED, Pimax has delayed its View headset shell, which holds the previously launched handheld Portal device. In a blog post update, the company says the new VR shell takes inspiration from Pimax’s Crystal and ‘8K’ headsets, ostensibly offering better weight distribution and comfort. Those photos comparing the old design to the new redesign can been seen below this update.

“The Portal is an ambitious device and we want to make sure the headset is really great,” Portal’s product manager Snake Lin says. “The first prototype works, but we feel it’s not good enough to mass produce. Its weight isn’t distributed well and the comfort can be improved a bit. Also, we found some components are a bit weak if the user is rough with the device.”

View is coming in two editions: one with a battery pack on the back and one without, which are slated to ship to the 600+ Kickstarter backers sometime in Q3. At some point afterwards the company will open orders to the general public. The original article follows below:

Image courtesy Pimax

Original Article (April 18th, 2023): Over the years, the Shanghai-based company has been known for its wide field-of-view (FOV) PC VR headsets which include large, high-resolution displays and wide FOV optics, making Pimax one of the few to offer such devices directly to consumers. With the announcement of Portal and standalone headset Pimax Crystal, the company seems to be striking out in a new direction from its PC VR roots though.

As a hybrid device, Portal works as both a Nintendo Switch-style handheld (running Android), and a Samsung Gear VR-style headset which uses a dedicated VR shell housing and Switch-style controllers, which snap into their own bespoke housing.

While strapping an Android device into a headset shell is decidedly a throwback concept, Portal managed to attract over $350,000 from backers in the device’s 2022 Kickstarter campaign. Putting Gear VR comparisons aside, the device is being couched as a jack of all trades, as it’s set to offer both 6DOF head and controller tracking for VR gameplay on top of acting as both a handheld console and living room entertainment hub.

In a fresh status update, Pimax says it’s now finalized Portal’s hardware, with mass production set to start. Admittedly, Pimax says it’s currently optimizing the software for Portal, with heat dissipation, power consumption, and controller connection marked as areas in need of improvement. This also includes what it calls “rare” tracking issues and SDK-related game porting issues.

By the end of May, Pimax says it will have “more than 20 VR games” available for the Portal VR mode. Furthermore, Pimax says the QLED version of Portal will support native PC VR via HDMI, while other versions will support streaming PC VR content via WiFi e6 and USB-C.

This comes on the heels of the news last month that Pimax had secured a $30 million series C1 financing round, something the company says will aid in the rollout of both Portal and Crystal headsets.

Meta Quest Reportedly Had Over 6 Million Monthly Active Users as of October 2022

A Wall Street Journal report maintains Meta’s Quest platform had 6.37 million monthly active users as of October 2022.

The report doesn’t include a breakdown of which headset is seeing the most engagement, however it’s likely a majority of those users come from Quest 2. The original Quest, which was released in 2019, is currently on its way out. The company’s enthusiast-grade headset Quest Pro costs $1,000, a $500 drop from its original $1,500 launch price.

Meta hasn’t officially detailed just how many Quest headsets it’s sold since the company released the standalone in 2019, or its Quest 2 follow-up a year later for that matter, however a report by The Verge last month alleged the company has sold nearly 20 million Quest headsets. Although not confirmed, this figure likely includes all Quest headsets.

It’s nowhere near what traditional game consoles have achieved, however for VR it’s fairly impressive. For scale, Sony has shipped over 32 million PlayStation 5 units and over 117 million PS4 units to date; the PlayStation platform as a whole garnered 112 million monthly active users in Q3 2022.

For the still-nascent industry, Meta is far and ahead the leader of the space. Of its 500+ titles on the Meta Quest Store, 40 have grossed over $10 million in revenue. According to the Wall Street Journal, the Quest platform has now seen more than 200 apps make over $1 million as of February 2023, an increase of 44% from the previous year.

This comes alongside the news that Meta’s best-performing app, the block-slashing rhythm game Beat Saber, has generated over a quarter billion dollars in sales since launch in 2018.

Meta is Planning a Cheaper VR Headset for Release in 2024, Pointing to Possible ‘Quest 3 Lite’

Meta is planning to ship a VR headset in 2024 which the company wants to make as accessible as possible to consumers.

According to a report by The Verge, Meta’s VP of VR, Mark Rabki, told thousands of employees in a memo that it plans to release a consumer VR headset in 2024, codenamed Ventura.

“The goal for this headset is very simple: pack the biggest punch we can at the most attractive price point in the VR consumer market,” Rabki wrote in the memo.

Meta seems to be positioning Ventura as a ‘Quest 3 Lite’ of sorts. In the reported memo, the company announced its upcoming Quest 3 would be targeted at enthusiasts, which is said to be a “bit more money” than the current $400/$500 headset, while also including mixed reality capabilities similar to Quest Pro. The company has publicly confirmed Quest 3 will release at some point this year.

Additionally, the report maintains that any ‘Pro’ level headset will be “way out in the future” after Ventura is released in 2024.

This means Meta will be selling Quest 3 at the same time it releases Ventura in 2024, and likely within the life span of Quest Pro too, so the company will need to offer all of them at fitting price points as to not muddy the waters.

It’s uncertain where Meta hopes to cut corners with the ostensibly cheaper standalone. One thing the company can do is ship without motion controllers, which would cut down on overall price, although that would stymie consumer access to the back catalogue of VR games. Not all games make use of Quest hand-tracking.

With Ventura, the company could opt to essentially update Quest 2’s hardware with minor modifications, like replacing the Fresnel lenses with pancake optics to slim down the overall profile, and add a faster chipset.

Whatever the case, it seems the company is looking at capturing the low end of the VR market, which would better lock in a new generation of VR users into the Meta ecosystem—something the company needs if it hopes to increase user retention. Offering a cheaper headset could also potentially broaden Meta’s access to emerging markets, somewhere Chinese competitors like Pico Interactive may succeed given the chance.

Tencent Reportedly in Talks with Meta to Bring Quest 2 to China

Chinese tech giant Tencent is reportedly shuttering its XR development team, ostensibly putting a hold on its home-grown VR ambitions. That may not mean Tencent is hanging up the XR towel for good though.

As reported by Chinese language publication 36Kr, WeChat developer Tencent is set to promote Meta Quest 2 in mainland China. At the time of this writing, Meta officially supports the United States, Canada, Australia, New Zealand, South Korea, Taiwan, Japan and most countries in Europe.

Using headsets from Meta would provide Tencent with a ready-made hardware platform so it could focus on creating a game library and its own software, but more importantly it could soon counter ByteDance’s Pico Interactive, the VR headset creator most recently known for its Quest 2 competitor, Pico 4.

ByteDance allegedly won a fierce bidding war against Tencent in early 2021 to acquire Pico, which then went on to release Pico 4 to consumers in Europe and Asia. It also looked like Pico was also eyeing the US as well, as it opened a headquarters on Meta’s home turf in June 2022, however it was reported late last week that ByteDance, parent company of TikTok, is actually laying off hundreds at Pico Interactive.

This isn’t the first time Meta hardware has found its way into mainland China. Meta (then Facebook) released the 3DOF standalone Oculus Go in 2018 in China thanks to a manufacturing partnership with Xiaomi, branding the headset as the ‘Mi VR Standalone’.

As 36Kr points out, Tencent partnered with Nintendo in 2019 to sell a version of Switch, which provides access to localized games and online services. The report maintains the partnership with Meta will also follow a similar distribution model.

Allegedly Leaked Project Cambria Files Could Reveal Internal Design

Meta is still pretty camera-shy when it comes to showing off Project Cambria, the company’s upcoming high-end VR headset which offers AR passthrough. It’s been intentionally blurred for its few on-screen demos, however now we may have just gotten a look under the hood.

YouTuber and tech analyst Brad Lynch (SadlyItsBradley) released a number of images in a post on his Patreon page which appear to be CAD files of Project Cambria.

Lynch previously released a render of an alleged production version of Cambria back in April, however he says some of those details were misinterpreted. With the leaked files, Lynch says there’s a few key items he’s noticed that are included in the upcoming headset that weren’t previously apparent.

“You may notice a wire on the right side of the device. In one of the pictures its sorta coiled/curved. This is the power delivery wire that connects the battery in the back of the head strap to the HMD up front. It seems that when you adjust the strap to the ‘closest point,’ it will coil automatically. And stretch to be straight when you adjust the opposite way,” Lynch says in the Patreon post.

Image courtesy Brad Lynch

Lynch notes that on the headset’s left side, a clip attached to the headstrap may be for the USB-C cable that is allegedly bundled with the device.

“This is very similar to how most PC VR HMDs include a plastic clip to run a tether around comfortable their devices. I am shocked they are including this, since I figured they would push the Oculus Air Link method rather than the Oculus (wired) Link method but there it is. Especially from the fact this device is almost certain to include Wifi-6E.”

In the image above you can also make out the adjustment knob for the headset’s strap.

Image courtesy Brad Lynch

Lynch also posits that a knob on the front of the headset is to dial-in lens distance from the face, or similar to how the comfort dial works on Valve Index.

He also alleges the IPD mechanism is set by “grabbing the lenses themselves and moving them,” as opposed to dialing them in with some sort of wheel mechanism. Unlike Quest 2, Lynch says it offers smooth adjustments between interpupillary distance (IPD) sizes for more precise user comfort.

Image courtesy Brad Lynch

And what sets Cambria apart from other headsets: Lynch alleges it has two “glacier” cameras on the front left and right, and one “teton” high resolution RGB Camera in the center, the latter of which is used to colorize the monochrome stereo glacier sensors.

Image courtesy Brad Lynch

A supposed infrared (IR) projector is also there—a small square sitting just above the centrally located RGB sensor—which is said to provide additional depth data for environmental mapping.

Lynch has spent considerable time over the past few months datamining with fellow VR cohorts Basti564 and Samulia to track down rumors and info. Although Lynch doesn’t reveal where this info came from, he maintains its a “large leak.”

Lynch has also included a prediction of specs based on those files and other obtained info. It’s said to feature:

  • 2,160 x 2,160 MiniLED Backlit LCD Panels (2)
  • Custom Pancake Lenses (2)
  • 16MP Color Camera for Color Passthrough
  • Eye + Face Tracking (IR Camera based)
  • Qualcomm XR2+ Gen 1 SoC
  • 12GB LPDDR5 RAM
  • 256GB SSD
  • WiFi 6E Support
  • ~5000 mAh battery

There’s still no precise launch information yet for Project Cambria, although Meta has gone one record saying it’s slated to be “significantly higher” than $800, making it targeted more squarely at developers and enthusiasts.

The post Allegedly Leaked Project Cambria Files Could Reveal Internal Design appeared first on Road to VR.

Pico Neo 3 Link Releases for €450 in Europe with Hopes of Competing with Quest 2

Pico Interactive primarily targets enterprise users outside of China, however now the company has taken a significant step into European consumer market, as it’s officially launched its new Neo 3 variant there, Pico Neo 3 Link, which features both standalone and PC-tethered capability.

Update (May 25th, 2022): Pico announced the news in a tweet yesterday, seen below:

The headset is selling in Europe for €450, however the Neo 3 Link order page also indicates the device can be pre-ordered for shipment to the US, priced at $415, as well as other countries outside of Europe. We’ve reached out to Pico to see whether this pricing and availability is official, and will update here soon.

The original article follows below:

Original Article (April 13th, 2022): Called Neo 3 Link, the headset is aiming to straddle the PC VR and standalone headset segments by offering built-in PC streaming over either Wi-Fi 6, or tethered DisplayPort connection. It’s ostensibly the same hardware as the Pico Neo 3 Pro, albeit targeted at consumers.

For now, the company is pitching the headset as a kind of consumer beta, asking early adopters in Europe to help them improve the Pico Store, payment system, social… everything a company needs to compete with Meta in the realm of consumer standalone VR.

Image courtesy Pico Interactive

Pico says it’s launching pre-orders for Neo 3 Link starting April 15th in a number of European countries—coming first to Germany, France, Spain and the Netherlands, priced at €450. Pre-orders end May 23rd.

Neo 3 Link is also coming to the UK starting in June at £400, with other European markets added at monthly intervals. That’s exact price parity with an equally equipped Meta Quest 2—not counting the ‘Elite’ style strap that Quest users have to buy extra.

“In Asia, Pico is already the leading provider of consumer VR headsets in China and will bring the beta program to new markets such as Japan and Korea. Pico will target VR fans and gamers with its new Link headset; users will participate in a unique beta program where feedback informs future product development,” Pico says in a press statement.

In addition to being able to play SteamVR titles over Wi-Fi 6 or tethered DisplayPort, the company says its native standalone Pico Store features over 200 VR apps such as SUPERHOT VR, Puzzling Places, After the Fall, Walkabout Mini Golf, Elven Table Tennis, and Demeo.

Pico Neo 3 Link Specs

  • Display: 5.5-inch SFR TFT at 3,664 x 1,920 (773 PPI), refresh rate of up to 90Hz
  • Chipset: Qualcomm Snapdragon XR2
  • Memory: 6GB RAM
  • Storage: 256GB
  • Connection: Wi-Fi 6, DisplayPort (DP Link cable included)
  • Sensors: 4 room-scale 6DOF sensors
  • Controllers: standard ‘Touch’ button layout, optically tracked
  • Hygiene: replaceable PU face pad with antifouling coating

The post Pico Neo 3 Link Releases for €450 in Europe with Hopes of Competing with Quest 2 appeared first on Road to VR.