You’re better off buying three Quest 2s.
The Meta Quest Pro is a high-end alternative to the Quest 2, which Meta will continue to sell separately. It’s a self-contained VR headset with beefier internal specs and two major new features: mixed reality with a full-color video feed and face tracking via inward-facing cameras. Meta imagines the Quest Pro as a virtual office where people can meet up with co-workers and toggle between full VR and a limited form of AR.
Meta has made some other hardware tradeoffs. The headset’s face mask is shallower than the Quest 2’s, for instance, so it gives you a peripheral view of the real world outside your headset. If you want to block out more light, you can snap on a pair of included magnetic silicone wings that act like blinders or a separate $49 mask that shuts out practically all light.
Meta’s new controllers and charging system are rare bright points in the industrial design. The old Oculus Touch controllers featured half-moon LED bands that were tracked by cameras on the headset. The controllers now come with their own built-in cameras, which work independently of the headset tracking. The old Quest controller tracking was excellent, and I’ve only noticed one real difference with the new ones: they sometimes take a few seconds to calibrate when you first pick them up.
The Quest Pro’s resolution is 1800 x 1920 pixels per eye, roughly the same as the Quest 2’s 1832 x 1920 pixels. In theory, it provides better contrast and a very slightly higher pixel density per eye, but comparing both devices head-to-head, I was hard-pressed to tell the difference. It’s still grainy enough that images look all right, but small text is fuzzy.
But Meta’s color passthrough doesn’t look remotely like the real world. Video footage is fuzzy in the Quest Pro’s grainy display. The feed is murky in low light, washed-out or flickery in bright light, and sometimes luridly saturated in between. Reading real-world phone or computer screens through it is virtually impossible.
Eye tracking, meanwhile, enables foveated rendering, which lets apps display virtual objects in more detail by only sharply rendering the pixels in front of your eyes. It’s a promising feature, especially for gaming, since the Quest is still running on a mobile chipset with limited power.But, again, the current use is limited. Meta has one confirmed app that uses foveated rendering,, which renders at a high resolution in the Quest Pro — but is still held back by that fundamental graininess.
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