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I spent a week with the Samsung Galaxy XR and Apple’s Vision Pro has nothing to worry about – yet
8:54 pm | November 4, 2025

Author: admin | Category: Computers Computing Gadgets Software Virtual Reality & Augmented Reality | Tags: , | Comments: Off

Samsung Galaxy XR: Two-minute review

I think I finally understand why Apple's Vision Pro costs so darn much. The Samsung Galaxy XR delivers moments of beauty and inspiration, but it's also stuffed full of disappointment, from the sound of fans on your face to imprecision of gestures to a total lack of 'wow' apps and experiences.

Yes, Gemini is in there, and I spent a lot of time with it riding side-saddle during my testing; but I soon grew tired of hearing it say, "Let me check that for you." Instead of a smart companion, it often felt like a slightly inexperienced assistant who covers that lack of expertise with long pauses, as if it's doing a Google search before responding.

It's not just in the operation that there are shortcomings. The headset feels lighter and overall more comfortable than the Vision Pro, but also manages to feel less premium. If anything, the design looks and feels mixed-reality headset retro, like something Microsoft and its partners might have introduced five years ago.

Samsung Galaxy XR REVIEW

(Image credit: Lance Ulanoff / Future)

The lack of a way to integrate my Windows desktop workflow was also frustrating (the headset currently only works with Samsung Galaxy Books) and forced me to be more intentional in my use. I could be inside Android XR or I could be productive on my laptop, but never both.

There is some elegance in the overall Android XR platform, but I also felt like it wasn't nearly as cohesive as, say, visionOS.

Among the positives are the video viewing experience and Dolby audio. It all looked and sounded great, and I could see watching a movie on that big virtual screen.

The immersive environments are impressive, but no more so than Apple's. Overall, I wondered, "Where are the dinosaurs? Where's the virtual butterfly landing on my fingertip? Where's the magic?"

So, yes, the Samsung Galaxy XR is way cheaper than the Vision Pro, but it has not arrived fully realized, or with any of the excitement I expect from a next-gen spatial computer.

Samsung Galaxy XR: Price and availability

Half the price of the Vision Pro

Still expensive compared to VR headsets

Samsung unveiled the Galaxy XR mixed reality headset on October 21 in the US and South Korea. It's priced at $1,799 (availability and pricing for other regions is TBC, but that price converts to about £1,340 or AU$2,770).

For those who wear prescription glasses, Kodak lens inserts start at $99. Samsung is also selling optional controllers for $249, and an optional carrying case for $249.

Value score: 4.5

Samsung Galaxy XR: What's in the box

  • The Samsung Galaxy XR mixed reality headset
  • Extra forehead spanner
  • Battery with an attached cable
  • USB-C charging cable and adapter
  • Rubber light seals
  • Rubber and felt cover
  • A polishing cloth

Samsung Galaxy XR: Specs

Samsung Galaxy XR

Apple Vision Pro M5

Meta Quest 3

Meta Quest Pro

Dimensions

170mm wide x 280mm long

Est: 152 x 101 x 101mm / 6 x 4 x 4 inches

184 x 160 x 98mm / 7.2 x 6.3 x 3.9 inches

265 x 127 x 196mm / 10.4 x 5 x 7.7 inches

Weight

545g

From 1.3lbs / 600g

1.14lbs / 515g

1.6lbs / 722g

Display

micro-OLED 

Dual micro-OLED

Two LCD displays

Two LCD displays

Display resolution

3552 x 3840 dual (27M pixels)

4K per eye (23 million pixels)

2064 x 2208 pixels per eye

1920 x 1080 per eye

FOV

109-degree

Est 100-degree

110-degree horizontal, 96-degree vertical

120-degree

Refresh rate

60Hz, 72Hz, 90Hz

90Hz, 96Hz, 120Hz

72Hz, 80Hz, 90Hz, 120Hz

90Hz

Chipset

Qualcomm Snapdragon® XR2+ Gen 2 Platform 

Apple silicon M2, R1

Qualcomm Snapdragon XR2 Gen 2

Qualcomm Snapdragon XR2+

RAM

16GB

16GB

8GB

12GB

Storage

256GB

256GB, 512GB, 1TB

128GB or 512GB

256GB

Battery life

2 hours

3 hours (rated for video)

2 hours 12 minutes

2 hours

Samsung Galaxy XR: Design and display

  • Decent if slightly retro design
  • A lot of plastic, and doesn't exude a premium feel
  • Comparatively lightweight, and better balanced than the Vision Pro
  • External battery pack and cable

There's naturally going to be a trade-off between weight and premium materials with a device such as this. With the Vision Pro, Apple took the 'no expense spared' approach, and the result is a beautiful set of goggles that balance glass, magnesium, aluminum, and more – mostly on your face. With the Galaxy XR, Samsung focused, I think, on comfort. That means while we have some glass, all those cameras, and components, we also have a minimal amount of metal, some soft fabric, and a whole lot of plastic.

It looks like a mashup of the Vision Pro and classic VR headsets of a bygone era. The thick stalks jutting out of either side and connecting to the thick, flexible plastic adjustable band remind me of the Microsoft HoloLens, although that headset was far less comfortable, to be fair.

Inside the headset is a removable forehead rest, which comes in two parts: you can use them together for more support (but your eyes are further away from the lenses) or remove the spanner and use just the main cushion part, which has the same magnetic back, which keeps your eyes closer to the lenses. In either case, the Galaxy XR is smart enough to know if your gaze is too far away, and will recommend the right forehead rest.

Opposite that is a brace that cradles the back of your head. There's just one large aluminum knob on the back that you tighten – pulling the flexible stems into the body – for adjustment.

On the left stem is the proprietary power port where you connect the external battery pack. On the right stem is a thin touch-sensitive control bar (which you can double-tap to enter and exit an immersive environment). Each stem features microphone holes so that the headset – or more specifically Gemini – can listen for your prompts.

The stem also features the rather loud and robust speakers, and a sensor on the left side so that the Galaxy XR knows instantly when you're putting it on.

The face area is dark glass through which you can faintly make out six camera lenses (there's no Vision Pro-style external display). The frame is aluminum, with cutouts along the bottom for two more lenses near the nose bridge, speakers, vents, and more microphones. The top features a pair of wide vents and two buttons. On the left is a button you can use to summon the main menu or Gemini, and on the other is a volume rocker.

The Galaxy XR also ships with a rubber cover to protect the glass, and a pair of light shields that magnetically snap into the headset, cutting off much of the light leaking in from below, and are useful for when you want to enjoy a fully immersive experience like a movie or game. They're not as effective as the Vision Pro's more cohesive light seal, but they may be more comfortable.

Even though the Galaxy XR is only 65g lighter than the Vision Pro, it feels significantly lighter on my head. This is due, in part, to how Samsung has balanced the weight across the entire body of the device, and also to those aforementioned materials, and the lack of an external display.

I'd say Samsung and its partners (Qualcomm and Google) made all the right choices when it comes to comfort. Don't misunderstand me though – I've come to accept that even with this level of comfort, there's nothing natural about wearing a headset for any significant length of time. The Galaxy XR can still get uncomfortable after a while (say 45 minutes), and my wife called me "space man" every time she caught me wearing it.

In general, the Samsung Galaxy XR is not as elegant as the Vision Pro, but it's otherwise fit for purpose.

Inside the headset are the two round lenses behind which sit a pair of micro-OLED displays together supporting 27 million pixels (the Vision Pro, by contrast, supports 23 million pixels). It's a stereo display system that supports up to a 90Hz refresh rate (below the Vision Pro M5's 120Hz) and a 109-degree field of view (better than the Vision Pro's 100 degrees).

Samsung failed to provide my lens inserts in time for this review, so I arrived at a somewhat novel solution to continue my tests: I used the lens inserts from the Vision Pro M5 I just finished testing. They're not a perfect fit, in that the shape of the lenses in the Vision Pro is more aviator style, and the insets for the XR appear to be circular. Even so, this effectively corrected my vision and made everything crystal clear. I did try to use my glasses, but my thick frames blocked some of the imagery.

After almost a week of testing, the Kodak lens inserts arrived, but they did not change my experience in any noticeable way.

Design and Display score 4

Samsung Galaxy XR: Set-up

Like the Vision Pro, the Samsung Galaxy XR is an intelligent wearable that works with you to calibrate your experience. As soon as I put on the headset, and after I struggled a bit to find the best and most comfortable fit, it started to adjust the lenses for my pupilary distance (I could actually hear the motors moving things around).

If you have the optional lens inserts, the system automatically recognizes them as soon as you put them in, then it asks you to scan a QR code that came with the lens inserts (ostensibly containing the prescription info) so that adjustments can be made accordingly.

Early on, the system walks you through its control metaphors, and lets you use your hands to virtually squish floating blobs. But this is really just the beginning.

There are a couple of ways to control the Galaxy XR, with just your hands or with your gaze and hands. For the former, you reach out and touch virtual elements, pushing buttons and squeezing objects. For the latter, you look at the object and, while keeping your hands in your lap, pinch, pull, or subtly move.

If you choose gaze-based control, the Galaxy XR system walks you through a visual calibration process that's quite similar to what I experienced with the Vision Pro, having me look at a series of floating dots and pinch my fingers as my eyes rested on each one.

You can secure the Galaxy XR through a password, PIN, or iris recognition. I chose the eye scanning, after which the XR had me stare at a pair of overlapping green and blue dots.

Samsung calls the Galaxy XR an "AI" device, so it's no surprise that Gemini is part of the setup process. There are three ways to summon Gemini: through the on-board app, by long-pressing the button on he right side, or via voice, which requires you to begin a conversation with "Hey Google" (no, not "Hey, Gemini").

You can also press the button to pause Gemini's listening mode.

Samsung Galaxy XR: Software and experience

  • Generally intuitive
  • Occasional lack of gesture and gaze precision can prove frustrating
  • Gemini integration doesn't feel fully realized
  • It sometimes feels more like a Samsung phone than a next-gen spatial experience
  • Almost total lack of 'wow' software

The Samsung Galaxy XR home screen is familiar as a competitor to the Vision Pro. It's not as pretty, but the configuration of round icons is similar. It's also, though, clearly a Samsung Android device, with apps for Samsung's Internet, Notes, Gallery (please, why not just Google Photos?), and other recognizable phone-like elements.

Above the app grid is a home button, a capsule containing Google and Gemini logos, and another capsule with open apps, alerts, and quick settings (there's also a full settings app icon in the main menu).

Above that are the time, date, Gemini's current mode ('Listening' or 'Paused'), Wi-Fi status, and percentage of battery life remaining.

Samsung Galaxy XR REVIEW

(Image credit: Future)

Samsung and its partners designed the Galaxy XR to be an intuitive system, where a look and a subtle gesture will get the job done.

As I looked around, I noticed various interface elements highlighted with gray boxes around them. I think I prefer the Vision Pro's more starkly animated selection metaphor.

You can grab entire screens and move them around; you just have to look at a corner, and a wide swath of area will start to glow around the window. Grab that, and you can move the window around in 3D space. Alternatively, you can look at a corner and grab a glowing white circle near it to stretch and shrink the window.

That's how it should work anyway. In practice, I sometimes struggled mightily to properly grab these screen elements.

More problematically, the system seems to have trouble settling on an object. I had to be quite precise with my gaze and pinch gestures. Sometimes, I would try to help by reaching out and moving my hand, which triggered the system's glowing white dot mouse selector. Other times, when I intended to access an interface element, I accidentally grabbed the window and threw it behind me.

There were far too many instances where I was muttering to myself, "No, that, not that… wait, that's wrong."

Samsung Galaxy XR REVIEW

(Image credit: Future)

Gemini is an intrinsic part of the Galaxy XR experience. When you enable Gemini Live, you can let it see what you see and then interrogate it about whatever's in front of you. That sounds amazing, but since most of us will not be walking around outside our home or offices when wearing the Galaxy XR, it'll mostly be telling you about a world you already know.

It may, though, come in handy for tasks like putting together a new bike, if you're comfortable wearing a $1,799 headset while performing that task.

Gemini can be a help for navigating the system, opening apps, and even finding the right content. I asked Gemini to open YouTube and find me some DIY content, and it quickly complied.

Samsung Galaxy XR REVIEW

(Image credit: Future)

When I played an XR-designed game called 'Inside Job,' I asked Gemini to describe what was on screen. It accurately described the simulated workplace scene, but was less helpful when it came to gameplay and strategy.

Samsung Galaxy XR REVIEW

(Image credit: Future)

Gemini Live can't generate images, but when I opened the Gemini app and asked for a picture of a donkey driving a car, it quickly complied and generated the image. I then used gestures to copy the image, open Gmail, paste the image, and mail it to myself.

Samsung Galaxy XR REVIEW

(Image credit: Future)

If you leave Gemini on all the time you can just keep a running conversation going, but it can get kind of annoying to have Gemini constantly interjecting, and I did not enjoy the fact that almost every time I asked it to do something, it would repeat the phrase, "Let me check that for you." Fortunately, you can pause Gemini with a press of one of the top buttons.

Google Circle to Search is also present, but enabling it takes some practice. First, you have to look at your palm. Then you pinch your thumb and index finger until the Google 'G' logo appears. Then you turn your hand back toward the virtual screen and circle what you want to search on. After that, Google runs a quick search, and a floating results box appears next to the circled item. In my case, I circled a chair laden with bed sheets, and Google accurately identified the exact chair. Aside from the convoluted process, it's a pretty impressive feature.

Like the Vision Pro, this is a wearable computer, rich with pre-installed apps and connected to a world of app options in the Google Play Store. Not all are designed for the XR experience, so I did my best to find ones that at least understood the platform and its control metaphors. Apps like YouTube and Gmail work smoothly, but third-party apps like, for instance, Spatial TV can be disappointing, especially when they do not follow interface control metaphors.

On YouTube, I watched a Red Bull-produced 3D video called World’s Fastest Drone Camera vs F1 car. While the screen didn't fill my view, I found I could use the quick settings to turn on Virtual Environments and then settle in to watch a video in a daytime or nighttime mountain landscape.

Samsung Galaxy XR REVIEW

(Image credit: Future)

The video was fun and compelling, but I never felt like I got as up-close to the action as I do when viewing some of Apple's Immersive content. I think more people have to shoot content specifically for the Galaxy XR and take better advantage of all those millions of pixels.

I also watched a 3D trailer for Avatar: The Way of Water that looked excellent.

Samsung Galaxy XR Review

(Image credit: Lance Ulanoff / Future)

You have the option to create a 3D, cartoonish avatar of yourself for interactive play and activities. These are not very compelling, and I await the life-like avatars Samsung showed off during the Samsung Galaxy XR launch event.

The headset is also a great way to view photos and to convert them into spatial (stereo) experiences. While I wish the spatial conversion icon in the Google Photos App was more than a graphic (a 'Make 3D' label would be nice), the effect works well on virtually any photo – and the effect is even better when you go 'Immersive' and remove the photo borders.

One of the best experiences is Google Maps, an app nearly perfectly built for voice, gaze, and gesture control. I loved asking Gemini to whisk me off to a faraway place in Maps, then I used my eyes and hands to fly around. I could drop down to street level, and use gaze and gestures to virtually walk around a city. I could even go inside some businesses.

After some back and forth with Samsung I did figure out how to connect the Galaxy XR to a Samsung Galaxy Book. You start by selecting PC Link in the XR's quick settings, then you go into the display settings on the laptop and choose to connect to it as a wireless display. The virtual screen that appears is sharp, and can be as big as you want it, but it's not curved like the Vision Pro's virtual MacBook display. Plus, since the pass-through isn't as clear (I need to see the laptop's real keyboard after all), I can't imagine myself working for any length of time in this setup.

Throughout my time using the Samsung Galaxy XR I could hear the fan running. It's not that anyone else could hear it, but since it was on my face and close to my ears, well, I could hear it almost anytime I wore the headset. On the one hand, I know this means that a powerful chip is running inside. On the other hand, isn't there a more elegant and less noisy way to dissipate system heat?

Perhaps if I hadn't spent the last two years using the original Vision Pro, and hadn't just reviewed the M5 model, I might feel differently; this would all feel new to me, after all. But you can't turn back the clock, and the Samsung Galaxy XR has arrived after the first and best spatial computer. Its interface metaphors are well known, and virtually perfect. Samsung's interface and level of control feel, at times, like a cheap imitation – it is indeed a lot cheaper, and does feel at least somewhat influenced by the Vision Pro.

Overall, the experience does show promise, but it needs more bespoke apps, fewer duplicate Samsung apps (Bixby? Really?), even deeper integration of Gemini, better hand and eye tracking, and maybe an interface upgrade.

Software and Experience score: 3.5

Samsung Galaxy XR: Battery and performance

  • The external battery is a bit heavy and will need a pocket
  • Long-lasting
  • The cable is long enough
  • The proprietary attachment system is dependable

Samsung Galaxy XR REVIEW

(Image credit: Lance Ulanoff / Future)

When it comes to powering its spatial computer, Samsung made the same decision as Apple: keep the weight of the battery off the head. So even though the Samsung Galaxy XR looks a little bit like a HoloLens, there's no weighty battery on the back of your head.

Instead, you get a roughly half-pound battery pack attached to a roughly 3.5-foot woven cable that ends in a proprietary adapter. There's a little button on the top that you use to release it from the headset. The battery pack also includes a USB-C-in charge port for recharging the brick.

Samsung Galaxy XR REVIEW

(Image credit: Lance Ulanoff / Future)

As for longevity, the pack is pretty impressive. It got me through a full day of intermittent use, although it's rated for about two hours of continuous use, which is slightly less than the Vision Pro's battery pack.

You might attribute the battery life to, in part, a rather efficient and AR/VR/AI-ready bit of silicon, the Qualcomm Snapdragon XR2+ Gen 2 Platform (backed by 16GB of RAM and 256GB of storage), which, while obviously generating some serious heat (see my comments re the fan noise above), seems to be rather efficient. As for the overall power, I don't have benchmarks, but as I noted, AI image creation was pretty fast, and all other operations were smooth, including web browsing, video watching, and game-play.

Battery and Performance score: 4.5

Should you buy the Samsung Galaxy XR?

Attributes

Notes

Rating

Value

Far cheaper than the competition and generally good value for the price

4

Battery and Performance

Backed by 16GB of RAM, the Qualcomm Snapdragon XR2+ Gen 2 Platform  provides plenty of power for smooth performance throughout, but obviously needs a fan to keep it cool. Battery life is impressive

4.5/5

Design and Display

It's a decent if slightly retro design with good-enough materials, but Samsung gets major points for the device's light weight and balance. The displays are sharp, and provide more pixels than a Vision Pro

4/5

Software and Experience

Samsung needs to take a long hard look at the gaze and eye tracking, which were not nearly precise enough for my tastes. The interface is good but also a little reductive. I would not have kept so many Samsung-specific apps in there, and Samsung needs more eye-popping XR-specific experiences.

Gemini integration is good but feels like it could go further

3.5/5

Buy it if... 

You want a spatial computer that doesn't rely on Apple

The Vision Pro has owned this space for two years, but the exorbitant price and overbearing weight made it a non-starter for many. Maybe a cheaper, lighter, Android-friendly headset is more your style.

You love Gemini and want the immersive experience

The Samsung Galaxy XR headset brings the generative platform to mixed reality. This is your chance to get in on the ground floor of a very new experience.

You want to see what Samsung, Qualcomm, and Google can accomplish
These three tech amigos put their heads together to make this one-of-a-kind multi-modal AI headset.

Don’t buy it if… 

You don't want to spend more than $1,000 for a mixed-reality experience
The Samsung Galaxy XR is far cheaper than the Vision Pro, but it's still $1,799, and that's without the $249 case.

You use a Mac or Intel-PC
For now, there's no way to integrate a virtual desktop experience unless you own a Samsung Galaxy Book.

Also consider

Apple Vision Pro M5
Expensive? Yes. Heavy? It can be, but the new band helps. Plus, there's still no better mixed-reality, spatial computing experience on the market. This is the apex predator of the category, with the best interface, best looks, and best experiences on the market. What it doesn't have is any truly decent AI. For that, the Galaxy XR is really your only choice.View Deal

PlayStation VR 2
TechRadar Gaming called the PSVR 2 headset "an experience that’ll be well worth your hard-earned cash." If you have a PS5 already and want a VR headset, this is the headset to check out.

Check out TRG's PSVR 2 review

Meta Quest Pro
An excellent VR headset with great passthrough, mixed reality, and some hand-tracking that's also a fraction of the Vision Pro's price, and is supported by a well-baked ecosystem and a rich collection of apps.

Meta Quest 3
We call this the "best VR headset for most people", and considering the far more affordable price and vast number of apps built specifically for the platform, this might be, even with its less-impressive visual quality, a more attainable and reasonable option than the Vision Pro.

Nreal Air AR Glasses
The Nreal Air AR Glasses are nothing like the Vision Pro (or any other VR headset, for that matter), but they're nevertheless an intriguing AR gadget that effectively offers you your own private theater viewing of whatever is happening on your connected device's screen. It's pretty neat, and potentially a great pick for commuters.

How we test

For my Samsung Galaxy XR review, I spent a week wearing the headset. I watched movies, played games, drew, and used Gemini

Read more about how we test

  • First reviewed November 2025
I spent a week with the Samsung Galaxy XR and Apple’s Vision Pro has nothing to worry about – yet
8:54 pm |

Author: admin | Category: Computers Computing Gadgets Software Virtual Reality & Augmented Reality | Tags: , | Comments: Off

Samsung Galaxy XR: Two-minute review

I think I finally understand why Apple's Vision Pro costs so darn much. The Samsung Galaxy XR delivers moments of beauty and inspiration, but it's also stuffed full of disappointment, from the sound of fans on your face to imprecision of gestures to a total lack of 'wow' apps and experiences.

Yes, Gemini is in there, and I spent a lot of time with it riding side-saddle during my testing; but I soon grew tired of hearing it say, "Let me check that for you." Instead of a smart companion, it often felt like a slightly inexperienced assistant who covers that lack of expertise with long pauses, as if it's doing a Google search before responding.

It's not just in the operation that there are shortcomings. The headset feels lighter and overall more comfortable than the Vision Pro, but also manages to feel less premium. If anything, the design looks and feels mixed-reality headset retro, like something Microsoft and its partners might have introduced five years ago.

Samsung Galaxy XR REVIEW

(Image credit: Lance Ulanoff / Future)

The lack of a way to integrate my Windows desktop workflow was also frustrating (the headset currently only works with Samsung Galaxy Books) and forced me to be more intentional in my use. I could be inside Android XR or I could be productive on my laptop, but never both.

There is some elegance in the overall Android XR platform, but I also felt like it wasn't nearly as cohesive as, say, visionOS.

Among the positives are the video viewing experience and Dolby audio. It all looked and sounded great, and I could see watching a movie on that big virtual screen.

The immersive environments are impressive, but no more so than Apple's. Overall, I wondered, "Where are the dinosaurs? Where's the virtual butterfly landing on my fingertip? Where's the magic?"

So, yes, the Samsung Galaxy XR is way cheaper than the Vision Pro, but it has not arrived fully realized, or with any of the excitement I expect from a next-gen spatial computer.

Samsung Galaxy XR: Price and availability

Half the price of the Vision Pro

Still expensive compared to VR headsets

Samsung unveiled the Galaxy XR mixed reality headset on October 21 in the US and South Korea. It's priced at $1,799 (availability and pricing for other regions is TBC, but that price converts to about £1,340 or AU$2,770).

For those who wear prescription glasses, Kodak lens inserts start at $99. Samsung is also selling optional controllers for $249, and an optional carrying case for $249.

Value score: 4.5

Samsung Galaxy XR: What's in the box

  • The Samsung Galaxy XR mixed reality headset
  • Extra forehead spanner
  • Battery with an attached cable
  • USB-C charging cable and adapter
  • Rubber light seals
  • Rubber and felt cover
  • A polishing cloth

Samsung Galaxy XR: Specs

Samsung Galaxy XR

Apple Vision Pro M5

Meta Quest 3

Meta Quest Pro

Dimensions

170mm wide x 280mm long

Est: 152 x 101 x 101mm / 6 x 4 x 4 inches

184 x 160 x 98mm / 7.2 x 6.3 x 3.9 inches

265 x 127 x 196mm / 10.4 x 5 x 7.7 inches

Weight

545g

From 1.3lbs / 600g

1.14lbs / 515g

1.6lbs / 722g

Display

micro-OLED 

Dual micro-OLED

Two LCD displays

Two LCD displays

Display resolution

3552 x 3840 dual (27M pixels)

4K per eye (23 million pixels)

2064 x 2208 pixels per eye

1920 x 1080 per eye

FOV

109-degree

Est 100-degree

110-degree horizontal, 96-degree vertical

120-degree

Refresh rate

60Hz, 72Hz, 90Hz

90Hz, 96Hz, 120Hz

72Hz, 80Hz, 90Hz, 120Hz

90Hz

Chipset

Qualcomm Snapdragon® XR2+ Gen 2 Platform 

Apple silicon M2, R1

Qualcomm Snapdragon XR2 Gen 2

Qualcomm Snapdragon XR2+

RAM

16GB

16GB

8GB

12GB

Storage

256GB

256GB, 512GB, 1TB

128GB or 512GB

256GB

Battery life

2 hours

3 hours (rated for video)

2 hours 12 minutes

2 hours

Samsung Galaxy XR: Design and display

  • Decent if slightly retro design
  • A lot of plastic, and doesn't exude a premium feel
  • Comparatively lightweight, and better balanced than the Vision Pro
  • External battery pack and cable

There's naturally going to be a trade-off between weight and premium materials with a device such as this. With the Vision Pro, Apple took the 'no expense spared' approach, and the result is a beautiful set of goggles that balance glass, magnesium, aluminum, and more – mostly on your face. With the Galaxy XR, Samsung focused, I think, on comfort. That means while we have some glass, all those cameras, and components, we also have a minimal amount of metal, some soft fabric, and a whole lot of plastic.

It looks like a mashup of the Vision Pro and classic VR headsets of a bygone era. The thick stalks jutting out of either side and connecting to the thick, flexible plastic adjustable band remind me of the Microsoft HoloLens, although that headset was far less comfortable, to be fair.

Inside the headset is a removable forehead rest, which comes in two parts: you can use them together for more support (but your eyes are further away from the lenses) or remove the spanner and use just the main cushion part, which has the same magnetic back, which keeps your eyes closer to the lenses. In either case, the Galaxy XR is smart enough to know if your gaze is too far away, and will recommend the right forehead rest.

Opposite that is a brace that cradles the back of your head. There's just one large aluminum knob on the back that you tighten – pulling the flexible stems into the body – for adjustment.

On the left stem is the proprietary power port where you connect the external battery pack. On the right stem is a thin touch-sensitive control bar (which you can double-tap to enter and exit an immersive environment). Each stem features microphone holes so that the headset – or more specifically Gemini – can listen for your prompts.

The stem also features the rather loud and robust speakers, and a sensor on the left side so that the Galaxy XR knows instantly when you're putting it on.

The face area is dark glass through which you can faintly make out six camera lenses (there's no Vision Pro-style external display). The frame is aluminum, with cutouts along the bottom for two more lenses near the nose bridge, speakers, vents, and more microphones. The top features a pair of wide vents and two buttons. On the left is a button you can use to summon the main menu or Gemini, and on the other is a volume rocker.

The Galaxy XR also ships with a rubber cover to protect the glass, and a pair of light shields that magnetically snap into the headset, cutting off much of the light leaking in from below, and are useful for when you want to enjoy a fully immersive experience like a movie or game. They're not as effective as the Vision Pro's more cohesive light seal, but they may be more comfortable.

Even though the Galaxy XR is only 65g lighter than the Vision Pro, it feels significantly lighter on my head. This is due, in part, to how Samsung has balanced the weight across the entire body of the device, and also to those aforementioned materials, and the lack of an external display.

I'd say Samsung and its partners (Qualcomm and Google) made all the right choices when it comes to comfort. Don't misunderstand me though – I've come to accept that even with this level of comfort, there's nothing natural about wearing a headset for any significant length of time. The Galaxy XR can still get uncomfortable after a while (say 45 minutes), and my wife called me "space man" every time she caught me wearing it.

In general, the Samsung Galaxy XR is not as elegant as the Vision Pro, but it's otherwise fit for purpose.

Inside the headset are the two round lenses behind which sit a pair of micro-OLED displays together supporting 27 million pixels (the Vision Pro, by contrast, supports 23 million pixels). It's a stereo display system that supports up to a 90Hz refresh rate (below the Vision Pro M5's 120Hz) and a 109-degree field of view (better than the Vision Pro's 100 degrees).

Samsung failed to provide my lens inserts in time for this review, so I arrived at a somewhat novel solution to continue my tests: I used the lens inserts from the Vision Pro M5 I just finished testing. They're not a perfect fit, in that the shape of the lenses in the Vision Pro is more aviator style, and the insets for the XR appear to be circular. Even so, this effectively corrected my vision and made everything crystal clear. I did try to use my glasses, but my thick frames blocked some of the imagery.

After almost a week of testing, the Kodak lens inserts arrived, but they did not change my experience in any noticeable way.

Design and Display score 4

Samsung Galaxy XR: Set-up

Like the Vision Pro, the Samsung Galaxy XR is an intelligent wearable that works with you to calibrate your experience. As soon as I put on the headset, and after I struggled a bit to find the best and most comfortable fit, it started to adjust the lenses for my pupilary distance (I could actually hear the motors moving things around).

If you have the optional lens inserts, the system automatically recognizes them as soon as you put them in, then it asks you to scan a QR code that came with the lens inserts (ostensibly containing the prescription info) so that adjustments can be made accordingly.

Early on, the system walks you through its control metaphors, and lets you use your hands to virtually squish floating blobs. But this is really just the beginning.

There are a couple of ways to control the Galaxy XR, with just your hands or with your gaze and hands. For the former, you reach out and touch virtual elements, pushing buttons and squeezing objects. For the latter, you look at the object and, while keeping your hands in your lap, pinch, pull, or subtly move.

If you choose gaze-based control, the Galaxy XR system walks you through a visual calibration process that's quite similar to what I experienced with the Vision Pro, having me look at a series of floating dots and pinch my fingers as my eyes rested on each one.

You can secure the Galaxy XR through a password, PIN, or iris recognition. I chose the eye scanning, after which the XR had me stare at a pair of overlapping green and blue dots.

Samsung calls the Galaxy XR an "AI" device, so it's no surprise that Gemini is part of the setup process. There are three ways to summon Gemini: through the on-board app, by long-pressing the button on he right side, or via voice, which requires you to begin a conversation with "Hey Google" (no, not "Hey, Gemini").

You can also press the button to pause Gemini's listening mode.

Samsung Galaxy XR: Software and experience

  • Generally intuitive
  • Occasional lack of gesture and gaze precision can prove frustrating
  • Gemini integration doesn't feel fully realized
  • It sometimes feels more like a Samsung phone than a next-gen spatial experience
  • Almost total lack of 'wow' software

The Samsung Galaxy XR home screen is familiar as a competitor to the Vision Pro. It's not as pretty, but the configuration of round icons is similar. It's also, though, clearly a Samsung Android device, with apps for Samsung's Internet, Notes, Gallery (please, why not just Google Photos?), and other recognizable phone-like elements.

Above the app grid is a home button, a capsule containing Google and Gemini logos, and another capsule with open apps, alerts, and quick settings (there's also a full settings app icon in the main menu).

Above that are the time, date, Gemini's current mode ('Listening' or 'Paused'), Wi-Fi status, and percentage of battery life remaining.

Samsung Galaxy XR REVIEW

(Image credit: Future)

Samsung and its partners designed the Galaxy XR to be an intuitive system, where a look and a subtle gesture will get the job done.

As I looked around, I noticed various interface elements highlighted with gray boxes around them. I think I prefer the Vision Pro's more starkly animated selection metaphor.

You can grab entire screens and move them around; you just have to look at a corner, and a wide swath of area will start to glow around the window. Grab that, and you can move the window around in 3D space. Alternatively, you can look at a corner and grab a glowing white circle near it to stretch and shrink the window.

That's how it should work anyway. In practice, I sometimes struggled mightily to properly grab these screen elements.

More problematically, the system seems to have trouble settling on an object. I had to be quite precise with my gaze and pinch gestures. Sometimes, I would try to help by reaching out and moving my hand, which triggered the system's glowing white dot mouse selector. Other times, when I intended to access an interface element, I accidentally grabbed the window and threw it behind me.

There were far too many instances where I was muttering to myself, "No, that, not that… wait, that's wrong."

Samsung Galaxy XR REVIEW

(Image credit: Future)

Gemini is an intrinsic part of the Galaxy XR experience. When you enable Gemini Live, you can let it see what you see and then interrogate it about whatever's in front of you. That sounds amazing, but since most of us will not be walking around outside our home or offices when wearing the Galaxy XR, it'll mostly be telling you about a world you already know.

It may, though, come in handy for tasks like putting together a new bike, if you're comfortable wearing a $1,799 headset while performing that task.

Gemini can be a help for navigating the system, opening apps, and even finding the right content. I asked Gemini to open YouTube and find me some DIY content, and it quickly complied.

Samsung Galaxy XR REVIEW

(Image credit: Future)

When I played an XR-designed game called 'Inside Job,' I asked Gemini to describe what was on screen. It accurately described the simulated workplace scene, but was less helpful when it came to gameplay and strategy.

Samsung Galaxy XR REVIEW

(Image credit: Future)

Gemini Live can't generate images, but when I opened the Gemini app and asked for a picture of a donkey driving a car, it quickly complied and generated the image. I then used gestures to copy the image, open Gmail, paste the image, and mail it to myself.

Samsung Galaxy XR REVIEW

(Image credit: Future)

If you leave Gemini on all the time you can just keep a running conversation going, but it can get kind of annoying to have Gemini constantly interjecting, and I did not enjoy the fact that almost every time I asked it to do something, it would repeat the phrase, "Let me check that for you." Fortunately, you can pause Gemini with a press of one of the top buttons.

Google Circle to Search is also present, but enabling it takes some practice. First, you have to look at your palm. Then you pinch your thumb and index finger until the Google 'G' logo appears. Then you turn your hand back toward the virtual screen and circle what you want to search on. After that, Google runs a quick search, and a floating results box appears next to the circled item. In my case, I circled a chair laden with bed sheets, and Google accurately identified the exact chair. Aside from the convoluted process, it's a pretty impressive feature.

Like the Vision Pro, this is a wearable computer, rich with pre-installed apps and connected to a world of app options in the Google Play Store. Not all are designed for the XR experience, so I did my best to find ones that at least understood the platform and its control metaphors. Apps like YouTube and Gmail work smoothly, but third-party apps like, for instance, Spatial TV can be disappointing, especially when they do not follow interface control metaphors.

On YouTube, I watched a Red Bull-produced 3D video called World’s Fastest Drone Camera vs F1 car. While the screen didn't fill my view, I found I could use the quick settings to turn on Virtual Environments and then settle in to watch a video in a daytime or nighttime mountain landscape.

Samsung Galaxy XR REVIEW

(Image credit: Future)

The video was fun and compelling, but I never felt like I got as up-close to the action as I do when viewing some of Apple's Immersive content. I think more people have to shoot content specifically for the Galaxy XR and take better advantage of all those millions of pixels.

I also watched a 3D trailer for Avatar: The Way of Water that looked excellent.

Samsung Galaxy XR Review

(Image credit: Lance Ulanoff / Future)

You have the option to create a 3D, cartoonish avatar of yourself for interactive play and activities. These are not very compelling, and I await the life-like avatars Samsung showed off during the Samsung Galaxy XR launch event.

The headset is also a great way to view photos and to convert them into spatial (stereo) experiences. While I wish the spatial conversion icon in the Google Photos App was more than a graphic (a 'Make 3D' label would be nice), the effect works well on virtually any photo – and the effect is even better when you go 'Immersive' and remove the photo borders.

One of the best experiences is Google Maps, an app nearly perfectly built for voice, gaze, and gesture control. I loved asking Gemini to whisk me off to a faraway place in Maps, then I used my eyes and hands to fly around. I could drop down to street level, and use gaze and gestures to virtually walk around a city. I could even go inside some businesses.

After some back and forth with Samsung I did figure out how to connect the Galaxy XR to a Samsung Galaxy Book. You start by selecting PC Link in the XR's quick settings, then you go into the display settings on the laptop and choose to connect to it as a wireless display. The virtual screen that appears is sharp, and can be as big as you want it, but it's not curved like the Vision Pro's virtual MacBook display. Plus, since the pass-through isn't as clear (I need to see the laptop's real keyboard after all), I can't imagine myself working for any length of time in this setup.

Throughout my time using the Samsung Galaxy XR I could hear the fan running. It's not that anyone else could hear it, but since it was on my face and close to my ears, well, I could hear it almost anytime I wore the headset. On the one hand, I know this means that a powerful chip is running inside. On the other hand, isn't there a more elegant and less noisy way to dissipate system heat?

Perhaps if I hadn't spent the last two years using the original Vision Pro, and hadn't just reviewed the M5 model, I might feel differently; this would all feel new to me, after all. But you can't turn back the clock, and the Samsung Galaxy XR has arrived after the first and best spatial computer. Its interface metaphors are well known, and virtually perfect. Samsung's interface and level of control feel, at times, like a cheap imitation – it is indeed a lot cheaper, and does feel at least somewhat influenced by the Vision Pro.

Overall, the experience does show promise, but it needs more bespoke apps, fewer duplicate Samsung apps (Bixby? Really?), even deeper integration of Gemini, better hand and eye tracking, and maybe an interface upgrade.

Software and Experience score: 3.5

Samsung Galaxy XR: Battery and performance

  • The external battery is a bit heavy and will need a pocket
  • Long-lasting
  • The cable is long enough
  • The proprietary attachment system is dependable

Samsung Galaxy XR REVIEW

(Image credit: Lance Ulanoff / Future)

When it comes to powering its spatial computer, Samsung made the same decision as Apple: keep the weight of the battery off the head. So even though the Samsung Galaxy XR looks a little bit like a HoloLens, there's no weighty battery on the back of your head.

Instead, you get a roughly half-pound battery pack attached to a roughly 3.5-foot woven cable that ends in a proprietary adapter. There's a little button on the top that you use to release it from the headset. The battery pack also includes a USB-C-in charge port for recharging the brick.

Samsung Galaxy XR REVIEW

(Image credit: Lance Ulanoff / Future)

As for longevity, the pack is pretty impressive. It got me through a full day of intermittent use, although it's rated for about two hours of continuous use, which is slightly less than the Vision Pro's battery pack.

You might attribute the battery life to, in part, a rather efficient and AR/VR/AI-ready bit of silicon, the Qualcomm Snapdragon XR2+ Gen 2 Platform (backed by 16GB of RAM and 256GB of storage), which, while obviously generating some serious heat (see my comments re the fan noise above), seems to be rather efficient. As for the overall power, I don't have benchmarks, but as I noted, AI image creation was pretty fast, and all other operations were smooth, including web browsing, video watching, and game-play.

Battery and Performance score: 4.5

Should you buy the Samsung Galaxy XR?

Attributes

Notes

Rating

Value

Far cheaper than the competition and generally good value for the price

4

Battery and Performance

Backed by 16GB of RAM, the Qualcomm Snapdragon XR2+ Gen 2 Platform  provides plenty of power for smooth performance throughout, but obviously needs a fan to keep it cool. Battery life is impressive

4.5/5

Design and Display

It's a decent if slightly retro design with good-enough materials, but Samsung gets major points for the device's light weight and balance. The displays are sharp, and provide more pixels than a Vision Pro

4/5

Software and Experience

Samsung needs to take a long hard look at the gaze and eye tracking, which were not nearly precise enough for my tastes. The interface is good but also a little reductive. I would not have kept so many Samsung-specific apps in there, and Samsung needs more eye-popping XR-specific experiences.

Gemini integration is good but feels like it could go further

3.5/5

Buy it if... 

You want a spatial computer that doesn't rely on Apple

The Vision Pro has owned this space for two years, but the exorbitant price and overbearing weight made it a non-starter for many. Maybe a cheaper, lighter, Android-friendly headset is more your style.

You love Gemini and want the immersive experience

The Samsung Galaxy XR headset brings the generative platform to mixed reality. This is your chance to get in on the ground floor of a very new experience.

You want to see what Samsung, Qualcomm, and Google can accomplish
These three tech amigos put their heads together to make this one-of-a-kind multi-modal AI headset.

Don’t buy it if… 

You don't want to spend more than $1,000 for a mixed-reality experience
The Samsung Galaxy XR is far cheaper than the Vision Pro, but it's still $1,799, and that's without the $249 case.

You use a Mac or Intel-PC
For now, there's no way to integrate a virtual desktop experience unless you own a Samsung Galaxy Book.

Also consider

Apple Vision Pro M5
Expensive? Yes. Heavy? It can be, but the new band helps. Plus, there's still no better mixed-reality, spatial computing experience on the market. This is the apex predator of the category, with the best interface, best looks, and best experiences on the market. What it doesn't have is any truly decent AI. For that, the Galaxy XR is really your only choice.View Deal

PlayStation VR 2
TechRadar Gaming called the PSVR 2 headset "an experience that’ll be well worth your hard-earned cash." If you have a PS5 already and want a VR headset, this is the headset to check out.

Check out TRG's PSVR 2 review

Meta Quest Pro
An excellent VR headset with great passthrough, mixed reality, and some hand-tracking that's also a fraction of the Vision Pro's price, and is supported by a well-baked ecosystem and a rich collection of apps.

Meta Quest 3
We call this the "best VR headset for most people", and considering the far more affordable price and vast number of apps built specifically for the platform, this might be, even with its less-impressive visual quality, a more attainable and reasonable option than the Vision Pro.

Nreal Air AR Glasses
The Nreal Air AR Glasses are nothing like the Vision Pro (or any other VR headset, for that matter), but they're nevertheless an intriguing AR gadget that effectively offers you your own private theater viewing of whatever is happening on your connected device's screen. It's pretty neat, and potentially a great pick for commuters.

How we test

For my Samsung Galaxy XR review, I spent a week wearing the headset. I watched movies, played games, drew, and used Gemini

Read more about how we test

  • First reviewed November 2025
Apple Vision Pro M5 review: faster, clearer, and finally comfortable
8:00 pm | October 21, 2025

Author: admin | Category: Computers Computing Gadgets Software Virtual Reality & Augmented Reality | Tags: , | Comments: Off

Apple Vision Pro M5: Two-minute review

Even now, more than two years since Apple first launched its spatial computing revolution, the Apple Vision Pro remains the most advanced and, in some ways, exciting technology Apple has ever produced. There is simply nothing else like it in Apple's device portfolio – and it borrows a bit from all the other major product lines in that portfolio, from the iPhone and iPad to the Mac, and even the Apple Watch and AirPods Pro.

It's a full-blown computer that you wear on your face and which transports you to immersive inner (VR) and outer (AR) worlds, and even connects you to the world of work in a way that feels boundless.

The Apple Vision Pro is a mixture of premium materials, from glass to aluminum, tungsten, silicone, and foam and mesh fabrics. There is no way you can wear and experience it and not feel the almost fanatical attention to detail. Not a pixel, a byte, or a speck of silicone is out of place.

Much of what I learned when testing the original device for my Apple Vision Pro review a couple of years ago remains. In fact, the majority of all that premium hardware is unchanged. But in this new model, the powerful R1 chip, which takes all that information from the 12 cameras and creates the spatial experience, is now paired with a far more powerful engine: the Apple M5 processor.

Apple Vision Pro M5 REVIEW

It took me no time to setup the Vision Pro M5, because the interface and control metaphors are now so familiar to me. (Image credit: Lance Ulanoff / Future)

This chip improves app-loading speeds, images transformed into a spatial, 3D experience, and widgets, and adds the horsepower necessary to stuff more pixels into the full experience. Apple hasn't updated its OLED stereo displays; it simply has a CPU that's now capable of taking full advantage of the display panels' capabilities. The new silicon is also far more efficient, virtually guaranteeing at least two hours of operation. and possibly three hours if you only watch video.

The other major change might be for many the most significant. There's now an included and fully-redesigned Dual Knit headband that finally spreads out and balances the headset's 600 grams of weight (most of which lives in the goggles) across your whole noggin. I can now wear the Vision Pro for two hours, and, when I remove it, not feel like my face is going to slide off my skull. It's a vast improvement.

The Vision Pro is still good at everything from spatial gaming to entertainment, immersion, blending your real world with the virtual, communication, and work. It's also still $3,499 / £3,199 / AU$5,999. To be honest, I'm shocked that Apple didn't make any sort of adjustment. After all, it's fairly clear that Apple will soon not be the only spatial game in town. Samsung (in partnership with Google and Qualcomm) is preparing Project Moohan.

At the very least, Apple should adjust the price of the new Vision Pro to reflect its age and the competitive landscape. Yes, it has the latest and greatest Apple silicon, but if Apple has any aspirations for the Vision Pro to become a popular consumer product, it needs to do something about the price.

It may also be time to acknowledge that there's a basic, human social barrier to wearing the Vision Pro around other people. No one in my house wants to talk to me when I wear it (the odd EyeSight representation of my eyes on the outside doesn't help), and the last thing we need in our sometimes too distracted and disconnected world is to be cut off from other people who are right there in the room with us.

I'm not necessarily arguing that the Vision Pro is not worth $3,500, but consumers have shown they won't plunk down that much money for something they may, for reasons listed above, only use occasionally.

Looking purely at the updates, though – the M5, visionOS 26, and that headband – this is a strong update for Vision Pro fans.

Apple Vision Pro M5: Price and availability

Still expensive

If you wear glasses you'll pay extra for inserts

The price does include an indispensable new headband

Apple Vision Pro M5 REVIEW

Aside from the M5 chip, you're looking at the biggest upgrade. (Image credit: Lance Ulanoff / Future)

Apple unveiled its first major update to the Vision Pro wearable spatial computer on October 15, 2025, with the new model featuring the new M5 chip. Pricing and availability remain the same as for the original model. The headset starts at $3,499 / £3,199 with 256GB of storage. The new adjustable Dual Knit headband is included.

While we're still wowed by the technology, it's become clear in the last two years that consumers are not thrilled about the price of the Vision Pro, and are not purchasing it in droves. So, while we can see the dollars in the build, it's hard to justify that price for most consumers.

Value score: 3.5

Apple Vision Pro M5: What's in the box

  • The Vision Pro spatial, wearable computer
  • Battery with an attached cable
  • USB-C charging cable and adapter
  • Dual Knit Headband
  • Two light-seal cushions
  • A fabric cover
  • A polishing cloth

Apple Vision Pro M5: Specs

Apple Vision Pro M5

Meta Quest 3

Meta Quest Pro

Dimensions

Est: 152 x 101 x 101mm / 6 x 4 x 4 inches

184 x 160 x 98mm / 7.2 x 6.3 x 3.9 inches

265 x 127 x 196mm / 10.4 x 5 x 7.7 inches

Weight

From 1.3lbs / 600g

1.14lbs / 515g

1.6lbs / 722g

Display

Dual mico-OLED

Two LCD displays

Two LCD displays

Display resolution

4K per eye (23 million pixels)

2064 x 2208 pixels per eye

1920 x 1080 per eye

FOV

Est 100-degree

110-degree horizontal, 96-degree vertical

120-degree

Refresh rate

90Hz, 96Hz, 120Hz

72Hz, 80Hz, 90Hz, 120Hz

90Hz

Chipset

Apple silicon M5, R1

Qualcomm Snapdragon XR2 Gen 2

Qualcomm Snapdragon XR2+

RAM

16GB

8GB

12GB

Storage

256GB, 512GB, 1TB

128GB or 512GB

256GB

Battery life

3 hours (rated for video)

2 hours 12 minutes

2 hours

Apple Vision Pro M5: Performance

  • M5 chip
  • R1 juggles the camera input for a full spatial experience
  • Everything is a little faster and all imagery is a bit crisper
  • That price should get you double the base storage

You can't really run benchmarks on the Vision Pro, but if you can imagine giving a sports car a tune-up and then taking it out on the open road you get a little bit of an idea of what it's like to switch from the Apple Vision Pro running the M2 chip to the new Apple Vision Pro M5.

Based on my nearly constant use over the last few days, it's clear the system is taking advantage of the increased number of cores and more powerful GPU (every GPU core has its own neural accelerator). There's faster memory storage, and the M5 is built on a 3-nanometer process, while the M2 was a 5nm process chip. That last bit is what makes the entire Vision Pro system more efficient and able to operate for over two hours in mixed use, and three hours if you only watch video.

This is a visual system, or rather a wearable visual system, and one of the most noticeable benefits of the new M5 silicon is the upgrade in visual quality in everything from photos and video to the Mac Virtual Display.

When I hooked up the Vision Pro to my MacBook Pro 14-inch I was instantly stunned by the visual quality. Gone was any graininess. My virtual, curved, ultra-wide display looked amazing, and it was a pleasure to work on for two hours and 10 minutes, at which point the battery ran out and my Vision Pro M5 shut down.

Performance score: 5

Apple Vision Pro M5: Design

  • Still premium materials and a top-notch build
  • It's still 600g on your face
  • External battery pack and cable

By now, most people are familiar with the Vision Pro's mix of premium materials and ski-goggle design. The body is made of aluminum, magnesium, and carbon fiber. There's enough mesh fabric and fiber to make much of headset soft to the touch, and the part that touches your face is a foam-covered light-seal band (there's a slightly thicker spare one for more sensitive faces, and they attach to the headset via magnets). Under the glass front are main, side, and downward-facing cameras, and IR sensors.

Jutting out of the headset on each side are the thick stems that contain a pair of excellent spatial speakers (you can also use the headset with your AirPods). On one side is the proprietary, bayonet-style power-attachment port where you connect the 3/4-pound battery pack. Again, this is all the same as it was on the original Vision Pro.

There are vents in the body to move air through the system and keep it cool, and two buttons, or rather a button and a digital crown. The button is on the left side, and the digital crown, which can be pressed and turned, is on the right. While you will use these buttons occasionally, they're not entirely integral to the Vision Pro's operation; it's primarily a gaze and gesture-based control system.

The biggest design change comes in the form of the new Dual Knit headband, which replaces the original knit band. Basically, these two bands are like cousins. The old knit band was designed to hug just the back of your head. It never provided enough support for me, so this time around I opted for the strappier dual-band, which provided a stretchy band to go over the top of my head. It uses Velcro, and I found it a bit fiddly to adjust to get the best fit.

The Dual Knit headband is like the old band in that it has a very similar knit design to the first one, but instead of one band, there are two knit bands. The tension of each one is controlled by a single knob. When pressed in, the knob tightens the back band, and when pulled out, it tightens the top. This offers just enough incremental control to deliver a near-perfect fit. It's a shame that Apple didn't figure this out two years ago, but I appreciate the update.

Design score 4.5

Apple Vision Pro M5: Set-up

There isn't too much of a set-up process for the Vision Pro. You have to find the right fit for the headband and, if you wear glasses and not contacts, you'll need to purchase Zeiss inserts (usually $99 / £99).

Since there's no integrated battery, one of the first things you'll do is charge the external battery pack via its USB-C port, and once that's done, you attach the proprietary cable to the headset.

Apple Vision Pro M5 REVIEW

(Image credit: Lance Ulanoff / Future)

As soon as you put it on, the headset powers up (there's no power button). You'll be asked to hold down the crown as this headset measures your pupil distance and adjusts the displays, and it also automatically recognizes the lens inserts if you have them.

There's nothing complicated here, and as someone who's used the Vision Pro for two years, it was all second nature to me.

During set-up, the Vision Pro works with you to ensure that all the gaze and gesture control is as precise as it needs to be. You go through a trio of tasks where you look at a circle of dots, and use your fingers to pinch each one.

Apple Vision Pro M5 REVIEW

The battery pack is a fact of spatial computing life. (Image credit: Lance Ulanoff / Future)

Since there are cameras located along the bottom edge of the Vision Pro frame, it can see your hands and their gestures even when they're sitting on your lap. Basically, no wild gestures are needed to control the headset.

Set-up is also where you create your 'persona'. Not only has visionOS 26 radically improved the visual fidelity of these avatars, which now include the front and sides of your face, as well as your shoulders and hands, but the creation of them is now much faster and easier than it was in the early days of the Vision Pro.

As instructed, I took the headset off and pointed the front (and all those cameras) at my face. Because there are also displays embedded in the front of the Vision Pro, I could see a faint representation of my face dead-center on the screen (this helped me guide my framing). I was told to look forward, then left, right, and up and down before smiling with my mouth closed, then with my teeth, raising my eyebrows, and finally closing my eyes.

All of this took maybe 30 seconds, tops, before my shockingly realistic persona was ready for use. Oh, I forgot to say that I had to scan my face without glasses; fortunately, Apple lets you add a pair of frames of your choice to the persona.

Apple Vision Pro M5: Software and experience

  • Still excellent intuitive OS
  • visionOS 26 adds widgets, spatial scenes, and new controls
  • Virtual desktop transforms your workspace

It can be hard to explain just how intuitive the Vision Pro and visionOS 26 platform are to someone who's never worn one, or one of the growing generation of VR headsets and smart glasses.

The headset is designed to see everything around it, and the wearer inside it. It makes a near-perfect marriage between intention and action that can be conveyed with something as small as a glance, or as distinct as typing on a virtual keyboard.

The most obvious way of accomplishing gesture-based tasks is invariably the answer in Vision Pro. If at any moment the wraparound interface objects seem out of reach, a long press of the digital crown brings them into frame.

VisionOS 26 also added a new Control Center gesture where I look at my palm, pinch my finger, and turn my hand over. I can then quickly access the full Control Center, Mac virtual display connection, or volume control. Oddly, this is the one gesture I sometimes struggled to remember, maybe because it's just a tiny bit more complicated than 95% of the other gestures on the system.

Apple Vision Pro M5 REVIEW

Siri could not tell me what I was looking at. (Image credit: Lance Ulanoff / Future)

Intuitive as the interface is, Siri and artificial intelligence are not necessarily at the heart of it, as AI is promised to be in the upcoming spatial computer competition, Samsung's Project Moohan. That wearable is built around Google Gemini, making it an intrinsic part of the experience.

In the Vision Pro, Siri is an occasionally useful companion which doesn't know what you're looking at but can do some system-level tasks, like opening the home screen with a voice command.

Yes, Apple Intelligence works in the headset, and I did use it in Image Playground to generate silly images. There's also a ChatGPT Vision Pro app that works separately, but the Vision Pro doesn't feel like an AI wearable.

This is not to say that I don't find the Vision Pro incredibly useful and fun.

Apple Vision Pro M5 REVIEW

Another painful loss to, basically, a ping-pong-playing bot. (Image credit: Lance Ulanoff / Future)

I had many experiences with it. I played ping pong against a robot on a virtual ping pong table superimposed onto the view of my home office.

I drew, or at least tried to draw, with Sketch Pro. It's a powerful, layer-ready illustration app with many tools and palette options, but I still found it difficult to precisely control the virtual drawing implement with just my fingertips. There is an option to connect an iPad and use the Apple Pencil, but then why not just draw without the headset?

Apple Vision Pro M5 REVIEW

Look down and you can see my "art". (Image credit: Lance Ulanoff / Future)

I had tremendous fun, and a real workout, with Beat Punch Fun and Fitness, punching at floating squares while also dodging incoming walls – yes, it'll remind you of Beat Saber if you've ever played that. I played a little golf in the frustrating What the Golf? and drove a cartoon car poorly in What the Car?

Apple Vision Pro M5 REVIEW

I couldn't even drive properly when the car had legs and feet. (Image credit: Lance Ulanoff / Future)

Simply Piano was a pretty wild experience. I put a virtual piano on my desk and tried to learn how to play. I love how the system can attach virtual numbers to your fingertips so you know which finger to use for each key. Not having physical feedback of a real keyboard made the effort, at least for me, almost impossible. I hope to try it on a real keyboard in the future.

I watched movies and HBO's Last Week Tonight with John Oliver and thought it looked incredibly crisp. The spatial audio means that, however I turned my head, the audio would always come from the spot where I placed the HBO Max screen.

Apple Vision Pro M5 REVIEW

This is some really good immersive content. (Image credit: Lance Ulanoff / Future)

Apple's immersive theater and content efforts hadn't captured my imagination previously, but I think Apple may have finally found the right mix of in-your-face immersion and documentary style with MotoGT Tour de Force. I've never watched a motocross race, but there was something about the French racer's story. Also, the moments when he's in the middle of a throng of fans gave me just a glimpse of what it must be like to face that level of adulation. It's a worthwhile 30-minute watch.

Apple Vision Pro M5 REVIEW

(Image credit: Lance Ulanoff / Future)

I've never been a big fan of widgets on a desktop, but I find them useful in visionOS 26. My virtual space has News, a clock, the remaining Vision Pro Battery Life, and Calendar all stacked on a wall to my left so I can glance at them at any time. On my right are the pinned widgets for Weather and Notes. They all look as if I'd pinned them to the wall.

VisionOS 26's ability to turn any photo into a spatial scene is truly impressive. I used it on my collection of New York Comic Con photos, where it turned the cosplay images into spectacular stereoscopic photos. Sadly, it's not something I can properly convey here on the 2D page.

Apple Vision Pro M5 REVIEW

(Image credit: Lance Ulanoff / Future)

One of my most eye-opening experiences was joining a group FaceTime meeting featuring four other people wearing Vision Pro headsets. We all appeared as our Personas in a group environment, and we could sit in a circle or for a presentation, all facing a floating screen. If someone stood up to present, their persona rose up. As we gestured and pointed, our hands appeared. At one point, we all examined a 3D object in the center, and any one of us could rotate and adjust it. Then one of us grabbed it and we started passing it from one virtual set of hands to another.

For remote workers, this could be a true game-changer.

Apple Vision Pro M5 REVIEW

(Image credit: Lance Ulanoff / Future)

Software and Experience score: 4.5

Should you buy the Apple Vision Pro M5?

Attributes

Notes

Rating

Value

Exquisite build and design, but still far too expensive for most people.

3.5

Performance

The M5 enhances most every aspect of operation, but the upgrades are subtle and not necessarily transformative. The efficiency and longer batter life is very welcome, though.

5/5

Design

Still an excellent design, and the materials are top notch. It's still heavy, but the new and included Dual Knit band finally makes the Vision Pro wearable for long stretches. We're now used to the external battery.

4.5/5

Software and Experience

VisionOS 26 only serves to enhance the already intuitive interface that connected your gestures and gaze with action, and it's a still unmatched window to a world of entertainment, communication, and utility. It's a shame that Siri and Apple Intelligence can't yet play a larger role here.

4.5/5

Buy it if... 

Money is no object and you're ready to enter a whole new lane of computing

Yes, the Vision Pro is expensive, but once you use it you may stop arguing with the price. The latest software enhances the fun and utility, and the new headband makes it wearable for two hours or more.

You're an Apple fan who wants a spatial computer

The Vision Pro is deeply integrated into the Apple ecosystem, and brings all your software and services across your Apple products into one gesture and gaze-friendly space.

You want to experience the best of Apple silicon
Apple's best computer may, in fact, be the Vision Pro, which combines spatial computing (gesture and gaze control) with the fastest and best Apple silicon, the M5 chip. It's a fast and smooth experience that makes every operation, from the practical to the frivolous, effortless.

Don’t buy it if… 

You're on a budget
The Vision Pro is an ultra-premium product that will cost you (even if you choose the monthly payment plan), and that price is why the majority of consumers are yet to adopt spatial computing.

You want an AI-centric experience
Apple has yet to complete Apple Intelligence, and Siri is just an okay digital companion for the headset. The Vision Pro may have a tough time competing when Project Moohan and its Gemini-centric system arrives.

Also consider

PlayStation VR 2
TechRadar Gaming called the PSVR 2 headset "an experience that’ll be well worth your hard-earned cash." If you have a PS5 already and want a VR headset, this is the headset to check out.

Check out TRG's PSVR 2 review

Meta Quest Pro
An excellent VR headset with great passthrough, mixed reality, and some hand-tracking that's also a fraction of the Vision Pro's price, and is supported by a well-baked ecosystem and a rich collection of apps.

Meta Quest 3
We call this the best VR headset for most people, and considering the far more affordable price and vast number of apps built specifically for the platform, this might be, even with less visual quality, be a more attainable and reasonable option than the Vision Pro.

Nreal Air AR Glasses
The Nreal Air AR Glasses are nothing like the Vision Pro (or any other VR headset, for that matter), but they're nevertheless an intriguing AR gadget that effectively offers you your own private theater viewing of whatever is happening on your connected device's screen. It's pretty neat, and potentially a great pick for commuters.

How we test

For my Apple Vision Pro M5 review I spent four days wearing and using the mixed-reality headset. I watched movies, played games, communicated with friends and co-workers, drew, played games, and did a lot of work on my giant MacBook Pro virtual display.

Read more about how we test

  • First reviewed October 2025
With games like Hitman World of Assassination, the PSVR 2 might finally convince me it’s better than my Meta Quest 3 after all
3:00 pm | May 10, 2025

Author: admin | Category: Computers Gadgets Gaming Virtual Reality Gaming | Tags: , | Comments: Off

Hitman World of Assassination on the PSVR 2 is, simply put, a must-play game for anyone with the latest PlayStation VR headset.

Being so intrinsically tied to the flat game – this title exists solely as a DLC expansion for the PS5 version of Hitman – there was a risk this game would feel overwhelmingly familiar. Stale, even.

Review info

Platform reviewed: PSVR 2 (PS5)
Available on:
PSVR 2 (PS5, PS5 Pro)
Release date:
March 27, 2025

Moreover, given the series’ rocky relationship with virtual reality up until this point, Hitman on the PSVR 2 could have quite easily blown past ‘boring’ and landed itself squarely in ‘bad game’ territory.

Much like a well-executed assassination, however, Hitman on the PSVR 2 finds its mark with the perfect balance of faithful recreation and fresh mechanics courtesy of its enhanced VR perspective.

In doing so, Hitman proves itself as not only one of the best PSVR 2 games but one of the best VR games in general, with this (currently) PlayStation exclusive taking a chunk out of the Meta Quest 3’s seemingly impenetrable armor.

It also serves as a blueprint for other PS5 titles to follow should they wish to port themselves to PSVR 2 – a guide I seriously hope they follow, as with more experiences like this in its repertoire, PlayStation's second attempt at VR would struggle not to be a smash hit.

Aiming a pistol at a businessman as they walk down a dramatic flight of stairs

Sometimes the direct approach is best (Image credit: Future / IO Interactive)

Ready for more, 47?

Anyone who has dipped their toes into the World of Assassination since its 2016 debut knows the drill. Across 22 bespoke sandboxes bursting with creative killing methods – a puzzle game disguised as a shooter – the player, as Agent 47, must find and execute his targets (ideally without being noticed).

It’s much the same in this VR reimagining of the series, but with renewed player agency that comes with VR’s inherently more interactive nature.

An immediately noticeable change is the game’s first-person perspective. It’s one thing to watch Agent 47 push through the crowded streets of Marrakesh, it’s another to be weaving your way through the packed market for yourself.

Everything is more involved. You have to physically swing, throw, or pull the trigger of your weapon of choice to take out non-player characters (NPCs) – both targets and potential foils to your murderous schemes alike – and you even have to physically swipe keycards or pick locks to explore restricted areas of the map.

Agent 47 disguised in a flamingo mascot costume

Act natural 47 (Image credit: Future / IO Interactive)

True to Hitman's creative nature, VR doesn’t just serve as a way to embody the Agent 47 you see in the flat game. It also opens up new options for your strategies.

My favorite is the ability to dual-wield. This mechanic opens the door to more violent dual-firearm approaches which see you go on a bloodthirsty rampage as you gun down everyone in your way, but also as the simple (yet effective) dual-soda can approach that allows you to incapacitate two guards by throwing your both cans (or your preferred blunt object) in different directions at the same time.

Speaking of throwing, I appreciate that the game gives you two options. The basic chuck where you simply hurl the item, or a more targeted throw which you can activate using the controllers, which helps ensure you hit your intended target rather than an unintended bystander.

Perfectly executed

To this end, Hitman isn’t afraid to adopt VR in its own way.

There’s realistic weapon reloading and other object interactions, which are staples of the genre, but also reticle targeting for your throws and the use of the third-person perspective during climbing and when 47 is blending in to lend the player a hand when needed.

While some may find leaving first-person a little immersion-breaking breaking I always found it useful. When blending in, or clambering up drain pipes or across ledges, you need to be able to take in your surroundings to know when to emerge – otherwise you could get rumbled immediately.

Best Bit

Agent 47 holding up duel pistols with a PSVR 2 headset outline over his head

(Image credit: IO Interactive)

Re-exploring missions once you have a wider arsenal and understanding of the level is supremely satisfying. You feel like a true master assassin as you perfectly execute your exit with the 5-star Silent Assassin rating.

I felt the more informative third-person perspective matched how Agent 47 would be paying closer attention to the world around him in these moments, working as both a narrative and mechanical tool.

One area I wish more assistance had been given to the player, however, was when attempting to use the sniper rifle.

In my hours of playing, I never once felt I mastered this weapon. In fact, I felt I got worse over time.

Aiming at a target using a sniper rifle, you can see their red outline through a window

I never mastered the sniper rifle (Image credit: Future / IO Interactive)

During my final mission before writing this review, I missed a dozen or so shots from the top of Sapienza’s church’s bell tower, resulting in zero kills, two panicked targets, and a small army of angry guards storming my position.

There are ways to slow time while using the sniper rifle, which help a little, but I found my scope simply swayed too much to be effective, even when I tried my darndest to stay still. I’ll endeavor to improve what is very possibly a skill issue, but some assistive mechanics would have certainly helped me with sniping, and I imagine several over players would appreciate them too.

A view to a kill

Beyond its gameplay successes, Hitman also looks pretty and runs very well on the PS5 system.

Even locations packed with NPCs like Miami and Paris ran smoothly while still looking just as crisp as the flat version. At times, the visuals were such a delight that it was easy to forget about my mission as I just got lost in the environments.

The tradeoff is that, unlike some VR titles, the objects littering the various maps are mostly set dressing. If an item is one you could pick up in the base game, it’s the same in VR, but other objects like kitchen frying pans, radios, and other decorations are cemented in place.

While this can initially be disappointing, IO Interactive's approach is understandable considering the technical nightmare this would cause for both the development team and the PS5 hardware. And frankly, Hitman’s sandboxes are full enough already.

Strangely, Hitman’s final success is that it isn’t exclusively a VR game.

Even VR veterans need to take a break to handle motion sickness or general fatigue from waving their arms around for a couple of hours, and with many titles, that means putting the game you’re enraptured by down until you’re ready to put the headset back on.

A view of a rave with fire and lasers accenting the DJ's set

The level locations in Hitman are so varied (Image credit: Future / IO Interactive)

With Hitman on the PSVR 2, because it exists as an expansion of the base flat game, you can simply swap to the non-VR version and boot up a new mission while relaxing on your couch.

All of your unlocks and the knowledge you’ve gained about a target carry over between versions, and I generally appreciated the freedom I had to experience this game how I wanted across different sessions. I could play it in VR, I could play it on my TV, or I could swap between the two on a whim.

IO Interactive has done a superb job translating the Hitman experience to VR with this PSVR 2 port. It simultaneously feels fresh yet familiar with a resulting package that I’m sure will be enjoyed by complete newcomers and Hitman aficionados alike.

If you’re looking for an excuse to replay the Hitman World of Assassination trilogy, this is it, and if you own a PSVR 2 headset and haven’t yet picked up this game, what are you doing still reading this review?

Should you play Hitman on PSVR 2?

Play it if…

You have a PSVR 2 headset
The PSVR 2 system has a few excellent games available to play on it, and this is easily one of its best.

You need an excuse to replay Hitman
Whether you're new to Hitman or looking for an excuse to replay it this PSVR 2 version is an excellent choice as the first-person perspective and new mechanics make everything feel fresh again.

Don't play it if...

You want a complete VR sandbox
Hitman provides you with a lot of freedom but not every object is interactable, and some actions will shift you to a third-person view rather than keeping you immersed.

You're a complete VR newbie
Himan on the PSVR 2 system has some comfort controls, but its large maps and smooth motion won't be easy for complete newcomers to stomach.

Accessibility

Hitman has a handful of accessibility settings to make the game more approachable. Chiefly, it has three optional difficulties you can swap between to make the gameplay experience more or less forgiving.

When it comes to VR-specific settings, the whole game can be played sitting down or standing, though you will need some range of upper body movement to use weapons and reload.

There are also comfort controls like vignetting, snap/smooth turning, and other adjustments, which can make the game more comfortable for newcomers. Overall, I found the experience not too nauseating (I could easily play for an hour or two at a time without trouble), though it does seem like a VR game best suited to people with a little VR experience who will be used to smooth control stick movement while wearing a headset.

Hitman 3

(Image credit: IO Interactive)

How I reviewed Hitman on PSVR 2

I reviewed Hitman World of Assassination using a standard PlayStation 5 console and PlayStation VR 2 headset. My only upgrade is that I swapped the wired earbuds for a pair of Marshall Monitor III ANC headphones.

I played the game for around 30 hours, splitting my time fairly equally between the VR and non-VR versions of the title (which I would sometimes play in cinematic mode while using the headset if I wanted to continue a save state I had created in the flat game).

During the VR playthrough, I made sure to visit each location to explore, try a range of mission story assassinations, and see how the game runs, as well as testing a wide range of weapons to understand how intuitive item interactions felt. I never once noticed any hiccups, and never wanted to put my headset down as I enjoyed being immersed in this title immensely.

First reviewed April 2025

Meta Quest 3S review: the world’s best affordable VR headset
8:19 pm | September 25, 2024

Author: admin | Category: Computers Computing Gadgets Software Virtual Reality & Augmented Reality | Tags: , , | Comments: Off

Meta Quest 3S : Two-minute review

Looking at the Meta Quest 3S it’s easy to get the sense that it’s just the 128GB Samsung Galaxy S24 to the Meta Quest 3’s 512GB Samsung Galaxy S24; because it sort of is.

In many fundamental ways the two devices are identical. Their chipset and RAM are the same – a Snapdragon XR2 Gen 2, with 8GB – meaning there’s no Horizon OS game or app – in either VR or MR – that one headset can run that the other can't. Their controllers are the same, the mixed-reality passthrough is the same.

But in order to hit the cheaper $299.99 / £289.99 / AU$499.99 starting price of the Quest 3S, Meta has trimmed the specs and feature compared to the more expense model.

Storage is limited to either 128GB or 256GB instead of 512GB, and it has a bulkier frame than the Quest 3 (though it is one gram lighter than its counterpart). The Quest 3S’s most noticeable drawback, however, are the display and lens choices Meta has made.

At 1832 x 1920 per eye the screen is noticeably less crisp than the Meta Quest 3's, and the Fresnel lens design means images become slightly blurred towards the edges of the visible area. Those edges are more noticeable within your field of vision too, as the Quest 3S has a narrower field-of-view than the Quest 3, which makes virtual worlds feel a tad more restricted.

I’m also disappointed that the Quest 3S has brought back the IPD (inter pupillary distance) presets for adjusting the distance between the lenses for the clearest image, rather than maintaining the adjustable scroll wheel; this design choice again contributes to the image not being as crisp as you’d find on rival (admittedly pricier) VR headsets.

Meta Quest 3S controller being held up in front of the headset on a stand

(Image credit: Future / Lance Ulanoff)

These downgrades aren’t the end of the world when you’re enjoying an interactive VR or MR experience, but for a more relaxed static Quest 3S use – like kicking back on your sofa to watch Netflix on an immersive screen – the drop in quality is hard to ignore, and a more noticeable screen-door effect – where lines appear across the display as if you're viewing the image through a screen door – can’t help but chip away at your immersion.

The Meta Quest 3S gets a lot right, and for people on a budget, or who aren’t ready to commit to the $499.99 / £469.99 / AU$1,049.99 Meta Quest 3 because they aren’t confident they’ll use VR enough, it’s a fine choice. But the Meta Quest 3S is more than just a storage downgrade, and for some people its picture quality deficiencies may be too much of a letdown – and for those people the Meta Quest 3 remains the best VR headset around.

Meta Quest 3S: Specs

Meta Quest 3S on a charging dock stand viewed from the side so you can see its power button

(Image credit: Future / Lance Ulanoff)

Meta Quest 3S: Price and Availability

Unveiled at Meta Connect 2024, the Meta Quest 3S is shipping globally from October 15, 2024. It's priced at $299.99 / £289.99 / AU$499.99 for the base 128GB model, or $399.99 / £379.99 / AU$669.99 if you splash out on the larger 256GB storage option. If you want more storage than that you’ll need to upgrade to the 512GB Meta Quest 3 for $499.99 / £469.99 / AU$1,049.99.

More storage is certainly useful, but if you ask me 128GB is fine for most users. VR games and apps are fairly small, so filling 128GB is harder than you’d think, and even if you do run out of storage you can always delete a game you haven’t played in a few months to make room – and if you want to play it again down the line you can reinstall it, and it’ll be ready to play fairly quickly as long as you have a decently speedy internet connection.

Meta Quest 3S: Design

  • 514g, but bulkier than Quest 3
  • Same Quest 3 controllers
  • Fabric facial interface

While the Meta Quest 3S shares many similarities with the Meta Quest 3, its design is a blend of the 3 and the Meta Quest 2.

In the name of cost-cutting it sacrifices the Quest 3’s slim pancake lens system for the bulkier fresnel lens option, though despite only being 20% slimmer than the Quest 2 when the Quest 3 is 40% slimmer the Meta Quest 3S is 1g lighter than the Quest 3 at 514g.

Having worn it I’d say this extra size does make it less comfortable than the Quest 3, as the Quest 3S’ weight is sitting further away from your face. That’s not to say you can’t happily use it to play VR games until the roughly three-hour battery runs dry – I've done just that – but I would have rather been using my Quest 3 for its slightly better comfort.

This headset also sees the return of the Quest 2’s trio of IPD presets. IPD adjustments enable you to adjust the distance between the lenses to match the distance between your pupils for the clearest-possible VR experience, and where the Quest 3 has a scroll wheel that enables you to adjust the IPD between 53mm and 75mm, the Meta Quest 3S only offers three fixed settings: 58mm, 63mm, and 68mm. This means that if your IPD doesn't exactly match one of those options the Quest 3S experience may be a little more blurry for you than for some other users.

Generally this isn't a deal-breaker, but I had hoped that we'd moved past this imperfect setup.

Meta Quest 3S hands on

(Image credit: Future / Lance Ulanoff)

Then there are the controllers, which are identical to those that ship with the Meta Quest 3. They have the standard VR handset button layout: a trigger on the back, a side grip button, two buttons and an analog stick on the front face, and then either the Pause or Home button on the left and right controllers respectively. The continued lack of a tracking ring is excellent for immersion (as your rings won’t accidentally bash into each other when you bring your hands too close together), and I found the controllers were accurate and responsive to my movements.

For glasses-wearers, the Meta Quest 3S brings back the Quest 2’s spacer – a plastic insert which makes the gap between the lenses and your face a little wider so that there's room for your spectacles.

That said it’s not all familiar. It does have a new button: an Action button, although this isn’t programmable (at least not at the time of writing). Right now it simply (read: handily) swaps your view between VR and passthrough.

One thing I wish Meta had improved is the facial interface. There’s nothing wrong with it per se – it’s practically the same as the fabric interface you get with the Meta Quest 3 or the Pico 4 Ultra – but I’m yet again going to moan that it isn’t silicone. A silicone interface – or a similarly easy to clean, non-sweat-absorbing material – is not only essential for working out in VR (I can tell you that from my month-long VR workout experiment), it’s a helpfully hygienic option for all VR users.

Fabric facial interfaces aren’t easy to clean, and because of this sharing your VR headset with someone else can feel a little gross. And even if you’re the only person who uses it, eventually you’ll feel like the headset needs a clean after it's been strapped to your face for a certain number of hours. Fabric facial interfaces need to no longer be the default, and their continued presence seems to be mostly down to the fact that Meta and its partners (like Razer) can get away with selling you pricey silicone facial interface add-ons.

  • Design score: 3.5/5

A look at the Meta Quest 3S lenses and facial interface

(Image credit: Future)

Meta Quest 3S: Performance

  • Handles VR games and apps with aplomb
  • Visuals aren't amazing
  • Obvious screen-door effect

With its (at the time of writing) top-of-the-line Snapdragon XR 2 Gen 2 chipset and 8GB of RAM, the Meta Quest 3S is able to comfortably handle everything the Horizon OS platform can throw at it. It’s not as lightning-fast as a modern console like a PS5, sure, but games and apps load reasonably quickly, and once you’re all booted up the software runs smoothly – well, at least as smoothly as it would on the full-on Meta Quest 3.

I hopped into a range of titles including Just Dance VR, the Vendetta Forever demo, Beat Saber, Walkabout Mini Golf, and a demo of Batman: Arkham Shadow, as well as mixed-reality experiences like Starship Home. The Meta Quest 3S had no trouble with any of them – and I had an absolute blast.

Image 1 of 3

Batman in an alleyway

Arkham Shadow is an excellent Quest 3S game (Image credit: Meta)
Image 2 of 3

Exploring the sewers in Arkham Shadow

It has you exploring every nook and cranny of Gotham (Image credit: Meta)
Image 3 of 3

A person watching Netflix using a Meta Quest 3S, the display is floating in front of them

But you can use the headset for other VR activities too, like Netflix (Image credit: Meta)

The main downgrade with this headset is not how well experiences run, but how good (or in this case not good) they look. Thanks to the the lower-resolution displays and fresnel lens system. which as mentioned introduces slight blurring at the edges of the image. there’s a noticeable drop in visual sharpness when you swap between the Meta Quest 3 with its 2064 x 2208 pixels per eye dual-display setup and the Meta Quest 3S with its 1832 x 1920 per eye single-display setup.

The screen-door effect is much more obvious too. This effect occurs when your eyes are too close to a screen with too few pixels and you're able to see horizontal and vertical black lines on the image – making it seem like you’re viewing the image through a screen door. On the Quest 3S, and other headsets that suffer from this effect, it can be a little immersion-breaking, especially if you've used a higher-resolution headset which doesn’t have the same issue.

If you’re distracted by an interactive VR or MR experience the Meta Quest 3S’ visual shortfalls are somewhat forgivable, but for activities such as streaming Netflix or kicking back with Xbox Cloud Gaming, which have you staring at a large virtual screen, the Quest 3S display's failings are a lot more noticeable.

  • Performance score: 4/5

Meta Quest 3S: Software and features

  • Can play all VR and MR Quest 3 experiences
  • Runs Horizon OS
  • Action button is an odd feature right now

Thanks to having identical specs where it counts, the Meta Quest 3S’ software and features are practically identical to the Meta Quest 3's. Every Meta Quest 3 exclusive – including the upcoming Batman: Arkham Shadow – nd all of my favorite titles are not only playable on the Quest 3S, but run as well as they would on the Quest 3.

Horizon OS – Meta’s Quest operating system – is clean, intuitive, feature-packed, and regularly updated (about once a month) with new enhancements or tools to enjoy at no additional cost.

The Quest 3S supports the same full-color passthrough capabilities as the Quest 3 for mixed reality – allowing you to enjoy games and apps that blend real-world and virtual elements. However, the Meta Quest 3S does miss out on a depth sensor.

Though ‘miss out’ isn’t quite right, as when the Meta Quest 3S scanned my room while setting up a mixed-reality space I found it was almost as accurate as the Quest 3 at detecting walls and furniture. I did have to make some minor adjustments, but surprisingly no major alterations to the scan were necessary.

Meta Quest 3S hands on viewed from underneath to see its Volume and Action Buttons

(Image credit: Future / Lance Ulanoff)

The biggest feature change (predominantly because it’s the only one of note) comes in the shape of the Action button. Rather than needing to slap the side of the headset twice in quick succession to swap between mixed and virtual reality – though you still can use this option – you can instead tap the Action button on the headset. I’m not sure why the Meta Quest 3S needs two different ways to quickly transition a player between virtual reality and passthrough, but I suspect the Action button might be made programmable in the future to better justify its existence.

  • Software and features score: 5/5
@techradar

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Should you buy a Meta Quest 3S?

Buy it if…

You want an affordable VR headset
At just $299.99 / £289.99 / AU$499.99, and with solid specs, the Meta Quest 3S is the best affordable VR headset out there right now.

You want to play the best VR games
Running Horizon OS and giving you access to Meta’s library of exclusive titles, as well as being PCVR compatible (using a Link Cable or Air Link) means the Quest 3S can play all of the best VR games out there.

You want an entry-level option
If you're new to VR and aren't ready to commit to a higher-end model this affordable headset is a fantastic stepping stone into the world of XR tech.

Don’t buy it if…

You demand visual excellence
The Meta Quest 3S cuts costs compared to the full-on Quest 3 by using less-crisp displays and a blurrier fresnel lens system, which means its visuals aren’t as good as those of its sibling or some rivals.

You’re a VR power user
While 128GB is enough for a lot of people, the storage space will get eaten up if you have a large enough digital library. If you like to download everything, and hate deleting and installing software, then shell out on a Quest 3 with its 512GB of storage.

You want supreme comfort
The Meta Quest 3S is a little less comfortable than its sibling due to its bulkier frame. so you'll want to get that if you'd rather a comfier experience.

Also consider

Meta Quest 3
Its name has been dropped in this piece so frequently that I of course had to mention it here. If you’re after better visuals and more storage this is the VR headset for you.
Read our Meta Quest 3 review

Pico 4 Ultra
The Pico 4 Ultra isn’t as strong a VR contender as the Meta Quest 3, but its add-on motion trackers for foot tracking are a unique tool that could give this VR headset the edge for some users.
Read our Pico 4 Ultra review

PlayStation VR 2
Our sister site TRG called the PSVR 2 headset "an experience that’ll be well worth your hard-earned cash." If you have a PS5 already and want a VR headset this is one to check out, though the software library isn't quite as large as Meta's.
Check out TRG's PSVR 2 review

Xreal Air 2 glasses
It's not a VR headset, but these AR smart glasses are an alternative option for people looking to dip their toes into XR and who are more concerned with non-interactive entertainment uses, like streaming Netflix on a massive virtual screen.
Read our Xreal Air 2 review

How I tested the Meta Quest 3S

I’ve been using my Meta Quest 3 at least weekly since I received it this time last year, so a lot of what the Meta Quest 3S was offering in terms of specs and software was extremely familiar to me. Because the Quest 3 is also the 3S’ closest competitor I spent a lot of time comparing the two headsets in terms of their design, comfort and the quality of their visuals.

To do this I booted up my favorite VR games on both headsets. I dove into hours-long play sessions to judge how the Quest 3S stacked up against the Meta Quest 3, but also how it holds up on its own merits – this is a review, not our Meta Quest 3 vs Meta Quest 3S comparison, after all.

To get an authentic experience I tested the Quest 3S with the base strap, facial interface, no headphones, and no other additional accessories. It was judged as it came out of the box.

Read more about how we test.

  • First reviewed October 2024
PSVR 2 review – PS5 VR is the real deal
4:00 pm | February 16, 2023

Author: admin | Category: Computers Gadgets | Tags: , , | Comments: Off
PSVR 2 specs

Resolution: 2,000 x 2,040 per panel
Refresh rate: Up to 120Hz
Display: OLED HDR
Field of view: 110 degrees
Audio: Dedicated headset audio via 3.5mm headphone jack
Connection: USB-C
Tracking: IR camera with Tobii eye-tracking
Requires: PS5

PSVR 2 is finally here, and it’s got a lot of expectations to live up to. Sony’s first-gen PSVR headset was a mixed bag: affordable, but poor per-panel resolution and serious visual compromises on PS4 left many wanting a better experience. Nearly seven years on, PSVR 2 has vastly improved on pretty much everything that the original headset set out to do.

Every aspect of PSVR 2 seems tailor-made to both address the first headset’s shortcomings and capitalize on the power of the PS5. Higher texture quality in PSVR 2 exclusives like Horizon: Call of the Mountain really stand out thanks to the headset’s 2,000 x 2,040 panel resolution. It also helps that there are significantly fewer hoops to jump through to get PSVR 2 set up in the first place: just one USB-C cable is all you need to get it up and running on PS5.

It speaks volumes that PSVR 2’s only major drawback is its price. Being more expensive than the PS5 console may turn away many. But in the grand scheme of things, it beats many of the best VR headsets on the market when it comes to specs and price, even the Valve Index.

So while PSVR 2 is absolutely a luxury purchase, I’m confident in saying those who do take the leap will be getting their money’s worth and then some.

PSVR 2: price and availability

Undoubtedly the biggest hurdle to overcome with PSVR 2 is its price. At $549 / £529 / AU$879. The fact it’s more expensive than the PS5 could well turn away many potential buyers. The headset can be pre-ordered from the PlayStation Direct store and should arrive within its launch week (February 22 - 28).

You won’t get very far with PSVR 2 without some compatible games. Sony knows this, and has created a PSVR 2 bundle that includes its marquee launch title, Horizon: Call of the Mountain. The bundle will set you back $599 / £569 / AU$959.

PSVR 2’s pair of Sense controllers are included in the box, but spare pairs can be bought from PlayStation Direct for $49 / £39 (around AU$70).

PSVR 2: design

PSVR 2

(Image credit: Future)
  • Similar in look and feel to original PSVR
  • Blissfully simple setup via a single USB-C cable
  • Fits comfortably with adjustable headband

Sony’s clearly taken much care in its design of the PSVR 2. Both aesthetically and ergonomically, it’s similar to the original PSVR, but the kit’s overall design has been refined for a more comfortable experience.

The most immediately noticeable improvement with PSVR 2 comes in how you set it up. And thankfully, it’s as easy as connecting a single USB-C cable (included) into your PS5. That’s it. Unlike the first PSVR, you don’t have to worry about making room for a mess of wires and adaptors. PSVR 2, aside from a very quick and easy first-time setup, is plug-and-play in its purest form.

That initial setup will walk you through almost every aspect of PSVR 2’s design. It’ll introduce you to the slider that adjusts the headset’s distance from your eyes, as well as the rear headband’s dial that helps secure the device on the back of your head. You’ll also be given a chance to adjust PSVR 2’s focus slider, which helps minimize image ghosting and provide sharper image quality.

Another big plus is that little to no outside light is let in when the headset is fixed on, an aspect that's key to immersion on PSVR 2 and a clear improvement over the original device.

Despite being relatively light, the headset doesn’t feel cheaply made

The PSVR 2 headset is also relatively lightweight, meaning it’s unlikely you’ll cause your body any undue stress during play both seated and standing. Mileage will vary from player to player, but I clocked in a two-hour session on Horizon: Call of the Mountain without any kind of neck strain. It was the rest of my body that needed a rest, of course, given the physical nature of standing VR sessions.

Despite being relatively light, the headset doesn’t feel cheaply made. The adjustable headband is cushioned and should provide a comfy fit for most users. Meanwhile, on-headset sliders like the rear headband adjuster feel sturdy and tactile.

If I have any gripes with the PSVR 2 headset’s design, it would be the placement of its on-board buttons. Both the power button and camera function are located on the underside of the headset, and thus can be a little fiddly to press, especially as they’re slightly concave. It’s a minor inconvenience, though, and one that muscle memory will soon sort out.

  • Design score: 4.5 / 5

PSVR 2: features

PSVR 2

(Image credit: Future)
  • Headset camera is a welcome inclusion, if a little grainy
  • Eye tracking works almost perfectly
  • Console dashboard can be unresponsive at times

One fantastic addition PSVR 2 borrows from other top headsets, such as the Quest 2, is a passthrough camera that’ll pause the action to give you a look at your surroundings, without needing to take it off. Activated by an on-device button, the camera displays in monochrome and is quite grainy, but extremely useful for when you need to pick up your Sense controllers and do a final check of your VR playing space.

Many PSVR 2 games also support the headset’s new eye-tracking feature. It’s largely used to browse menus simply by looking at your desired option, and calibration for the feature is introduced to you upon initial setup. 

For the most part, it works great, though it can feel a little skittish when looking at menu items that are fairly close together. Overall, though, eye tracking feels like a promising feature that I’m looking forward to seeing implemented for wider gameplay purposes.

As with the previous PS4 headset, PSVR 2 can seamlessly bring up your PS5’s dashboard at the press of one of the Sense controllers’ Home buttons. Well, almost seamlessly. The dashboard itself, displayed through PSVR 2’s lenses, is relatively low-resolution. There doesn't appear to be a big improvement over the first PSVR in this area, and thus it's difficult for me to recommend Cinematic mode as a result.

On top of that, it can be slightly unresponsive depending on if you have a game open at the time, updating at a sluggishly low refresh rate. It’s certainly jarring going from a 120Hz experience in-game to sub-60Hz on the dashboard, and may disorient you slightly.

  • Features score: 4 / 5

PSVR 2: performance

PSVR 2

(Image credit: Future)
  • Excellent image quality
  • Headphones provide strong immersive audio
  • Image ghosting an occasional issue

I can’t speak highly enough about the leap in image quality between PSVR and PSVR 2. The original’s 960 x 1,080 per eye resolution – paired with the visual compromises games like Skyrim VR had to take to run at 90-120Hz – meant that PSVR games had a rather smeared look. It was a particularly bad experience if you’re like me and suffer from motion sickness easily.

PSVR 2 has largely solved this issue. Panel resolution has jumped up to 2,000 x 2,040, allowing for a much greater level of clarity. This is especially evident in games like Horizon: Call of the Wild and Kayak VR, where the impressive texture detail is allowed to stand out thanks to that higher resolution.

Despite these vast improvements, you may still encounter a degree of image ghosting. This creates a slight afterimage akin to a delayed motion blur, and can be quite distracting or immersion-breaking. However, this will depend on the visual quality of any given PSVR 2 game, as well as the setting of your lens slider.

PSVR 2's headphones greatly benefit from the console’s proprietary 3D audio

Adjusting this to create a sharper image minimizes this issue greatly, though this does mean that the lenses can start to press firmly against your nose. It’s worth experimenting with the slider with each game to find your perfect balance of comfort and image quality.

Thankfully, in my testing, I found that all PSVR 2 games were able to maintain a locked 90Hz or 120Hz experience. That’s not just great news for gameplay, but when paired with some games’ implementation of vignetting (darkening the edges of the display) really helps to reduce motion sickness and improve immersion overall.

The PSVR 2 experience is made even better by its headphones, too. Much like PSVR, these headphones are wired to the headset itself. PSVR 2's headphones greatly benefit from the console’s proprietary 3D audio. 

Spatial audio is an especially great feature in VR, and gaming on PSVR 2 is all the better for it. I especially loved this for Kayak VR, a game with a wide dynamic range, which led to a fantastic mix of satisfyingly sloshy paddling and distant chirps of various fauna. Tetris Effect and Rez Infinite are standout audio experiences here, too; their layered, immersive soundtracks really come to life thanks to PS5’s 3D audio. 

  • Performance score: 5 / 5

PSVR 2: Sense controllers

PSVR 2

(Image credit: Future)
  • Superb motion accuracy
  • Haptics feel a little understated
  • Poor battery life

PSVR 2 includes its bespoke Sense controllers in the box. You’ll get a pair of these, one for each hand, and each acts like two halves of a DualSense wireless controller. The Sense controllers evenly split face buttons, analog sticks, and triggers between one another, while both have a Home button for easy access to the PS5 dashboard. Meanwhile, the Options/Pause button is found on the right controller, and holding the button for a few seconds universally realigns your display.

The Sense aren’t the best VR controllers I’ve ever used, lacking the quality feel of Valve Index’s pair. But they certainly get the job done. Motion accuracy is pinpoint, and the circular design ensures you’ll be able to pull off more specific motions with ease.

The Sense controllers themselves are on the cheaper side in terms of cost, which is great if you fancy picking up a spare pair. However, this does mean that some of their features take a step back. The controllers support haptic feedback, but in testing multiple games, the feature did feel a little flat, especially compared to the excellent implementation on DualSense and DualSense Edge.

Battery life is also a slight issue. I clocked in five to six hours on a full charge. And given that they are two controllers, you will have to charge them separately via USB-C. And with PS5’s USB port already being taken up by the PSVR 2 unit itself, you may find this impacts the length of your VR sessions if you don’t switch to a DualSense pad while they charge.

  • Sense controllers score: 3.5 / 5

Should I buy PSVR 2?

PSVR 2

(Image credit: Future)

Buy it if...

You want a premium VR experience
PSVR 2’s specs are among the best on the market, and the headset sets an impressively high bar for future console VR devices.

You want games you can’t play anywhere else
PSVR 2 will grow even stronger as more exclusive games roll in. Horizon: Call of the Mountain is certainly a strong start and undoubtedly the headset’s killer app.

You’re looking for ease of use
PSVR 2 is blissfully easy to set up, and with just a single wire connecting it to PS5, eschews the need for a complex array of cables and adapters.

Don't buy it if...

You’re on a tight budget
PSVR 2 is an expensive piece of kit, and thus has a very niche appeal. If you’re even slightly unsure, avoid picking it up for the time being.

You’re after a PC headset
PSVR 2 won’t work on PC out of the box. If you’re interested in PC-based VR, consider a headset like the Quest 2 or Valve Index.