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.
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: 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.
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
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.
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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.
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.
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 ourMeta 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 ourXreal 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.
The Pico 4 Ultra is giving me serious deja vu, and it’s not entirely the good kind.
That’s because its launch is extremely reminiscent of its predecessor; the base Pico 4. A Meta Quest VR headset is the dominant force in the budget/mid range market (then the Meta Quest 2, now the Meta Quest 3), and Pico is launching a device with better specs at an only marginally higher price.
In this instance, the Pico 4 Ultra will net you the Qualcomm Snapdragon XR2 Gen 2 chipset, 256GB of storage, and 12GB of RAM for £529 (around $695 / AU$1025). Meanwhile, the Meta Quest 3 ($499.99 / £479.99 / AU$799.99) only boasts 128GB of storage and 8GB of RAM with the same chipset.
But despite that additional oomph, the Pico 4 Ultra (like the Pico 4 before it) is let down by a lack of software with which to demonstrate its hardware superiority.
With Meta picking up more and more hard-hitting exclusives that you can’t play on Pico systems – including entries in major gaming franchises like Assassin’s Creed and the Batman Arkham series – the severe lack of return fire from Pico is disappointing. Couple that with Meta’s superb OS support and optimizations which the Pico operating system isn’t matching (at least right now) and it’s clear the Pico 4 Ultra isn’t winning in every area – and software-wise the fight isn’t even close.
The Pico 4 Ultra does, however, have a few unique features that could entice you and software developers to pay it some respect.
The first is its spatial footage capture. While it is inconvenient and something of a useless novelty in practice, if a few OS updates can bring some quality improvements this tool could be a fun one for recording memories or creating an experimental stereoscopic film (if you’re willing to put in the effort) without needing to buy an iPhone 15 Pro or Apple Vision Pro.
More importantly it has Meta Connect, a free Virtual Desktop alternative that allows you to connect to your PC wirelessly or use a compatible USB-C cable for productivity and PCVR gaming. In my testing it worked very well and seems a little more feature rich and reliable than Meta’s free Air Link.
Last but by no means least are the Pico 4 Ultra’s standout Motion Trackers. Annoyingly, you have to pay extra for them, but these foot trackers bring a great level of immersion to compatible apps for only £79 (around $100 / AU$150) for a pair – or a lot less if you pick up the preorder bundle or a different deal that I’m sure we’ll see during future sales events like Black Friday. These alone could be the best reason to pick up the Pico 4 Ultra.
Pico 4 Ultra: Specs
Pico 4 Ultra review: Price and Availability
The Pico 4 Ultra has only one model (the specs are listed above, but the notable stats are 12GB of RAM and 256GB of storage) and it goes on sale in the UK on September 20 for £529 (around $695 / AU$1025). No Australia or US launch has yet been announced.
Preorders go live on September 6 and if you preorder the Ultra you’ll get a few free goodies; namely two free motion trackers (more on those in the Features section) as well as four games:
Blade & Sorcery: Nomad
Infinite Inside
Let’s Get Fit VR
FootPool
The lack of a truly global launch schedule isn’t unheard of for Pico – the original Pico 4 still isn’t available in the US – but it’s always a surprise to see Pico’s headsets dodge a major market, especially this time when the Ultra boasts such impressive internals. Yes, it’s a little pricier than a Meta Quest 3 ($499.99 / £479.99 / AU$799.99) but offers an additional 4GB of RAM and 128GB of storage which is an upgrade that could entice a lot of VR users; that is, if they weren’t locked out because the Pico 4 Ultra is unavailable in their part of the world.
Value score: 4/5
Pico 4 Ultra review: Performance
Every VR game and app runs smoothly
Nothing feels like it needs 12GB of RAM
The Pico 4 Ultra boasts some fantastic hardware upgrades over its predecessor, which help it deliver a stronger performance in VR and MR. The principal upgrades are to its chipset with the Ultra relying on Qualcomm’s Snapdragon XR2 Gen 2 chipset (instead of the Gen 1 like the regular Pico 4) and 12GB of RAM (up from 8GB).
When testing the headset with a good mixture of games – Infinite Inside, Arizona Sunshine 2, All-In-One Sports VR, and Angry Birds VR – everything ran smoothly and looked good on the new device.
There were no hiccups in mixed reality either. Infinite Inside jumps between MR and VR while Angry Birds VR offers a dedicated MR mode for all of its levels. Both titles ran really well in this blended real-and-virtual setting – even when large chain reactions in Angry Birds sent pigs and many blocks that formerly made up their structures flying in different directions.
Now it’s officially announced, with any luck we should see some next-gen upgrades make their way to Pico 4 Ultra games and apps too – just like we saw with Quest 3 titles when Meta’s Quest line made the jump to the XR 2 Gen 2.
My only concern so far is I feel I’ve yet to experience anything that pushes the Pico 4 Ultra in a way which warrants that extra 4GB of RAM over other mid-range VR headsets with an XR2 Gen 2 chipset which only have 8GB (i.e. the Quest 3). Games and apps on those rival systems also run really well, and if Pico is asking us to pay more than its rivals charge because of the Ultra’s improvements, I’d like to see some really concrete reasons why that higher RAM and price is worthwhile.
Hopefully, some made for Pico 4 Ultra software will highlight how necessary the upgrades are, though we’ll have to wait and see what’s announced. For now we can at least enjoy the very solid mid-range headset Pico has delivered.
Performance score: 5/5
Pico 4 Ultra review: Design
Counterbalanced design is appreciated for comfort
No silicon facial interface in the box
The Pico 4 Ultra (unsurprisingly) takes plenty of design cues from the base Pico 4; so much so you might assume they’re the same device at a glance. The Ultra is almost the same weight (580g instead of 586g), features more prominent mixed-reality sensors, and its controllers have lost their icon spiral tracking ring – in favor of the Quest 3 handsets’ tracking ring-less design.
However, you still get a VR gadget clad in a light gray plastic casing, with an adjustable plastic head strap that creates a counterbalanced design – as the device’s battery is housed at the back of the strap (so the battery sits at the back of your head) to offset the weight of the display and other components that are sitting on your face.
While this certainly aided the Pico 4 Ultra’s overall comfort, the headset was let down by its facial interface and rigid head strap cushion that left me wanting more in terms of support and fit. As a result, the headset didn’t feel leaps and bounds ahead of its non-counterbalanced headset counterparts. I’d go as far to say it was merely on par which was a shame.
I’m also disappointed that Pico – much like other headset makers – refuses to give you a silicon face cushion in the box. Fabric cushions get sweaty even if you don’t plan to play fitness apps meaning they’re generally gross to share with others, and cleaning fabric interfaces is a real pain. Silicon facial interfaces should be standard, not an additional purchase. At least it comes with a spacer attachment so you can make room for your prescription specs without needing to buy bespoke lenses (*cough*Apple Vision Pro *cough*).
The last negative aspect – though one I’m more torn on – is a fan that blows inside the headset while you’re wearing it to prevent the lenses fogging. While this can be handy I often found the breeze annoying as it kept blowing in my eyes causing them to feel extra dry. After a while you get a bit used to it, but the same feature was present in the Pico 4 and online forums suggest it’s one of those things people either love or hate. I’m more in the hate camp, but it comes down to personal preference.
Otherwise, the Pico 4 Ultra is fairly standard. It boasts USB-C charging and a familiar control layout on its handsets – save for two additional menu buttons meaning that the left controller has a dedicated button for the main Pico menu and another for the in-game pause menu, while the right controller has the same main Pico menu button and a dedicated screenshot button (which comes in handy for capturing impromptu clips).
Last but not least, the Pico 4 Ultra boasts continuous interpupillary distance (IPD) adjustment from 58-72mm. IPD adjustments are essential for ensuring the VR headset’s lenses are spaced the correct distance apart for your eyes to avoid blurriness, and a continuous adjustment setup allows for a higher degree of personalization compared to the three or four pre-set distances offered by some models (i.e. the Meta Quest 2).
Design score: 4/5
Pico 4 Ultra review: Software
Many great VR and MR games and apps
Pico lacks meaningful exclusives
Coming into this review my main concern for the Pico 4 Ultra was its software. It might have the best specs we’ve ever seen on a mid-range standalone VR headset but without software to take advantage of this performance there’d be no point buying one.
I’m therefore pleased to report that the Pico 4 Ultra’s software library is good, bordering on great.
Navigating the virtual store is more of a pain then it should be – a cleaner layout and better app curation would go a long way here – but using the search bar to look up my favorite titles (Walkabout Mini Golf, The Last Clockwinder, Painting VR, and Pistol Whip to name a few) I found almost everything I was looking for. Best of all, the titles were all as content-packed and feature-complete as their counterparts on other platforms (something that hasn’t always been true for the Pico 4 system).
My only concern is that the Pico 4 Ultra is lacking in notable exclusives beyond its TikTok VR app. I know, I know, exclusive software is a contentious subject and I agree that overall they’re a bad deal for consumers. But under its belt the Meta Quest 3 (the Pico 4 Ultra’s main rival) has some massive hitters which Pico can’t currently compete with – we’re talking Beat Saber, Resident Evil 4 VR, Assassin's Creed Nexus, Asgard’s Wrath 2, Batman: Arkham Shadow, Xbox Cloud Gaming, and soon (ironically because it was originally announced as a Pico 4 exclusive) Just Dance VR, among others.
Some major upcoming titles like Just Dance VR and Alien: Rogue Incursion (which is also due out on the PSVR 2) could get Pico 4 Ultra release dates after the headset’s launch now that the device isn’t a secret, but Pico really needs to start swinging with some major games and apps you can’t find anywhere else. Until then there’s a clear winner in terms of the headset that’ll give you the most complete VR software experience, and it isn’t Pico.
What’s more, cross-platform titles will have to play to the lowest common denominator. That means they won’t be optimized for the Pico 4 Ultra’s 12GB of RAM; they'll also be designed with headsets in mind that only have 6GB or 8GB of RAM. This means you won’t get the most out of the extra specs you’re paying for unless the app creators devote extra time to Ultra-exclusive upgrades (which there’s no guarantee they will).
At least you can connect the Pico 4 Ultra to a PC to play SteamVR games, helping to expand its library further. You do so using the Pico Connect app which facilitates both wired and wireless experiences in much the same way as the third-party Virtual Desktop app. I tried the wireless version for some SteamVR games and found it ran pretty well, though your experience will depend on your home Wi-Fi speed – so you may find a wired connection is more stable.
My only critique is that when using Pico Connect for productivity apps like Google Docs I didn’t have a virtual keyboard. Using a real one in mixed reality is fine, but the option of a floating keyboard would have been appreciated.
I also found the Pico 4 Ultra’s operating system to be fairly clean. It’s very similar to Meta’s HorizonOS – likely because both are built on Android – so transitioning to it was simple enough, and I expect VR newcomers would be able to navigate fairly easily too. It does noticeably lack some of HorizonOS optimizations and smoothness at times, but Pico could address this in future updates.
Software score: 3.5/5
Pico 4 Ultra review: Features
Motion Trackers are impressive
Spatial image camera seems pointless
As for features, the one you’ll all want to know about is the Pico 4 Ultra’s mixed-reality performance. Again the simple descriptor I’d go for is ‘it’s good’. For mixed reality the Pico 4 Ultra boasts two 32MP cameras, and a depth sensor – a step up on the base model’s single 16MP lens and no depth sensor setup. The end result is a vibrant passthrough image with less (but not quite zero) distortion than what we’ve seen from Pico before – at the fringes I did notice the passthrough feed shifting unrealistically at times.
Though it’s far from lifelike, there’s the same graininess you’ll find from other mid-range devices like the Meta Quest 3 – graininess which you’ll also see in the footage recorded by the Pico 4 Ultra’s new spatial camera.
That’s right, just like the Apple Vision Pro you can use the headset to record spatial video that you can watch later. It’s interesting, sure, but far from useful. Someone on Reddit or X will post a video of them carrying their Pico 4 Ultra around to capture moments in spatial video or as spatial photos, but 99.99% of people won’t. Instead they’ll do exactly what I did – take a picture of their office / their living room / another space in their home, say “huh, that’s neat” when they see the stereoscopic image, and promptly never use it again.
I think spatial content capture is better handled by phones or accessories like the Xreal Beam Pro as these are devices you can reasonably carry with you to capture moments you’d like to remember and relive – and the quality would be higher too.
Finally, let's talk about the Motion Trackers, easily the best of the Pico 4 Ultra’s accessories.
When I strapped them to my ankles I expected the trackers would pick up general leg motion but might struggle with specifics – for example, it wouldn’t be able to tell the difference between me raising my foot with my knee bent, and raising my foot keeping my leg straight. I was very wrong.
I tried a bunch of maneuvers trying to trick the ankle bracelets, and the little VR avatar the app showed me mimicked my poses perfectly.
They were also super easy to set up and calibrate, with the only (minor) inconvenience being that I had to remember to roll my jeans up so that the trackers were exposed and not hidden behind my clothing (as I write this I realize I could have instead put them over the top of jeans, but regardless it was the most minor of minor inconveniences anyway).
Obviously, the thing to note is that unless you’ve picked them up as part of the preorder bundle – or another deal that comes later during Black Friday or otherwise – the Motion Trackers cost £79 for a pair. What’s more, they only work with a few titles – Pico says “20+” for standalone Pico 4 Ultra games as well as any motion tracker enabled SteamVR experiences.
If you play these titles regularly I think the trackers can add a fair amount of immersion – actually getting to kick a virtual football or feel like the headset was properly tracking my full body movement was a blast – though I’d recommend trying to get them as part of a discounted bundle if you can (or only picking them up if your digital library is well stocked with compatible experiences).
Features score: 4.5/5
Should you buy the Pico 4 Ultra?
Buy it if…
You want the best specs for a mid-range device
The Pico 4 Ultra has some really solid specs for its price, so if you value the best hardware for your budget then it could be just what you’re after.
You want foot tracking
With its optional Motion Trackers you can bring accurate foot tracking to several VR titles. Yes, they’re an additional add-on, but they’re not an accessory every standalone headset can support, so it could be worth picking an Ultra up for that reason alone.
You hate Facebook If Meta has rubbed you the wrong way with its privacy practices over the years, or you don’t enjoy the Quest ecosystem’s Facebook integrations, then the Pico 4 Ultra is the best mid-range, non-Meta headset you can buy right now.
Don’t buy it if…
You want the broadest VR software library
The Pico 4 Ultra is lacking many major standalone VR titles because they’re exclusive to its biggest rival (Meta). If you’re desperate to play any of them (like, say, Batman: Arkham Shadow) you shouldn’t buy a Pico 4 Ultra.
You’re after something cheaper While the Pico 4 Ultra is good value for money, it is pricier than other mid-range standalone headsets like the Meta Quest 3. Not by a lot, but the £50 difference could instead be spent on software or something non-VR related.
You want a spatial image capture device
Yes, the Pico 4 Ultra can be used for spatial image capture – a unique feature for mid-range XR headsets – but the quality isn’t high enough, nor the feature anywhere close to convenient enough, for it to be a deciding factor in your purchase decision.
Also consider
Meta Quest 3
Surprise, surprise after it was name-dropped a few times throughout this review. If you’re looking at mid-range VR headsets, you can’t not consider the king of them. Yes the Pico 4 Ultra has some advantages, but so does the Meta Quest 3, so you seriously don’t want to dismiss this alternative.
Meta Quest 3S Okay, so this headset isn’t even announced officially yet, but I’m dropping it in here because so many leaks (including several from Meta itself) say it’s coming and that it’ll be announced on September 25 at Meta Connect 2024. It likely won’t boast the same specs as the Pico 4 Ultra but is expected to be a lot cheaper, so it might be worth waiting a little longer to see if the Quest 3S is announced and if this more budget-friendly device tickles your fancy.
Xreal Air 2 These AR smart glasses are a very different prospect to the Pico 4 Ultra VR headset, but with the help of the Xreal Beam Pro they offer many useful features in a similarly priced package – including a wearable private movie theater and high-quality spatial footage capture.
Apple has spent almost a decade developing the Vision Pro, and it shows. Everything about it is spectacular, from the exquisite design to brilliant visuals that blend the real with the fantastical, to the versatility that puts other mixed-reality headsets to shame.
The fact that, even after all that work, there are still limitations is frustrating. Sure, I want a sub-1lb/500g headset that somehow integrates the battery; and, of course, I want it to cost $500. The state of the art, even Apple’s bleeding-edge form of it, isn’t there yet. None of that, however, makes me think less of the Vision Pro. It's a stunning achievement in industrial design and technology that translates the inscrutable worlds of AR, VR, and mixed reality into an experience that pretty much anyone can understand and enjoy.
Using your gaze and gestures (finger taps, long pinch, pull) to control a computer is the intuitive technology control you didn’t know you were missing – the millimeter precision is more like what you’d expect from a seasoned OS, not the brand new Vision Pro platform, visionOS, Apple introduced nine months ago. Apple got this right on the first try, and it could become as second-nature as tapping, pinching, and swiping on an iPhone or iPad is today.
As a new computing platform, the Vision Pro is rich with features and possibilities. The fact that it does so many things so well, and that they work and make sense, is a testament to Apple’s efforts. I’ve been marveling at the attention to detail, and at how a bleeding-edge, V1 product can feel so finished and complete. Apple has created a headset that I’m itching to wear almost every day, and if I did nothing but work in it the Vision Pro would transform my life. I’ve long dreamed of having a 150-inch or larger workspace, but I couldn’t imagine how it would be practical or, more importantly, viewable. With the Vision Pro, I get an almost unlimited desktop that makes me want to never return to the confined space of my laptop.
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I’ve rarely tested a technology that has moved me in the way the Vision Pro does. Spatial videos are so achingly real that they instantly trigger an emotion that a flat image might not. Being up close with otherworldly or prehistoric creatures that seem to almost see me is at once jarring and thrilling. To pull this off, you need more than great apps, software, developers, and artists; you need a cohesive system that brings it all to life. The Vision Pro does it time and again, with 23 million pixels of imagery, spatial audio that travels the distance from band-bound speakers directly to your ears, and eye-tracking that knows your gaze better than you do.
There are frustrations and missteps, too.
I struggled to find the best fit, and while I can now wear the Vision Pro for hours, my face reminds me afterwards that it’s not built for this. I've struggled on occasion to find a fit that doesn’t cause me some niggling discomfort (although the more immersed I get, the less I feel anything).
I don’t mind the external battery, but it feels not quite up to the task when you want to watch a 3D movie and power seems to drain at double speed. Thank goodness the battery can be plugged in for continued use.
While I think the outside-in pass-through technology that marries the real and computer-generated worlds is among the best I’ve seen, Apple’s attempts to keep you connected to people in front of you and through, say, FaceTime calls, need work. Personas are just this side of creepy, and EyeSight, which shows a video of your eyes to those around you on the exterior screen, looks a bit scary. Then there's the price, which is overwhelming, and will be an instant turnoff for many. I wonder, though, if they might feel differently after their first experience – I’d argue that they will decide they want a Vision Pro, and the only question will be how they can afford it.
Apple Vision Pro: Price and availability
Expensive
Price does not include lens inserts
No yet available outside the US
Apple announced its Vision Pro headset on June 5, 2023, at WWDC 2023. It's available now in the US, and costs $3,499 for the 256GB model. Preorders opened on January 19, and the headset began shipping on February 2. Availability and pricing for other markets is yet to be confirmed, but Apple says that will follow in 2025.
Value score: 4
Apple Vision Pro: What's in the box
So what do you get for your $3,499 (Apple sent me the 1TB version, which starts at $3,899 – you can opt for a $3,699 512GB headset)? Essentially, in the box is everything you need to put on and start using the Vision Pro. In order of importance:
There’s the Vision Pro system
A battery with attached cable
USB-C charge cable and 30W adapter
The Solo Knit Band
A Dual Loop Band
Two Light Seals Cushions
A fabric cover
A polishing cloth
The only thing that's not included, and which you might need, as I did, are the Zeiss prescription lens inserts. These will run you $99 for reading-glass lenses, and $149 for full prescription lenses, which is what I need. The Vision Pro might be unusable for those with particular sight issues – Apple can let you know upfront if that's likely to be the case.
It all arrives in a large white box that has all the hallmarks of containing a high-end Apple product.
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You can buy an optional carrying case for $199, and, considering that you just dropped almost $3,500, I think it’s money well spent, although some might argue that Apple should include the case with the expensive headset. Apple sent me the case; it's compact, and has storage space for everything I mentioned above, and I think the hard-shell, soft-surface body will do wonders to protect your expensive new toy.
Apple Vision Pro: Specs
The headgear is, in some ways typical goggle size: it's roughly six inches wide by almost four inches deep from the edge of the Light Seal to the front of the glass, and almost four inches tall.
Perhaps the most important spec of all, though, is the weight. Depending on which bands you use, the Vision Pro clocks in at 1.3 to 1.4lbs, or 600 to 650g. The external battery, which I kept either in my pocket, on the table, or on the couch next to me (later I got a nice $49.95 Belkin Case, so I could attach it to my belt), weighs just over three-quarters of a pound, or around 350g. Thank goodness Apple opted to not integrate the battery in its first mixed-reality headset.
Apple Vision Pro: Performance
Powerful, proven M2 chip
R1 appears to take the visual load
Never a lag
Could do with more base storage
Apple’s Vision Pro works as well as it does not only because of the design and remarkably intuitive interface. As always, it’s what’s inside that really counts.
At its heart is the M2 chip, a second-generation piece of Apple silicon, featuring an 8-core CPU and a 10-core GPU that powers, for instance, the most recent MacBook Air (MacBook Pros now have M3 chips). In my experience, this is a powerful chip that’s well qualified to handle the demands of virtual and augmented reality.
However, the M2 has the support of a new piece of Apple silicon, the R1 chip, which appears to be primarily in charge of managing those 4K screens, and maintaining a 12-millisecond image update so that what you see is clear and butter-smooth.
The Vision Pro’s dual 4K micro-OLED displays with 23 million pixels are also industry-leading. My experience with the headset is that I get crystal-clear imagery wherever I look, and at whatever size I make the screens.
Apple has placed the stereo audio pod headphones on the stiff white rubber stems that feed into the Vision Pro frame, but they provide excellent spatial audio that’s arguably as good as anything you might get with in-ear buds. If you place an app on your virtual left, the audio will come from that space. At one point, I took a screen that was playing video and slowly dragged it from one side of my space to the other, and the audio tracked perfectly from my left side to the middle and then to the right. There’s also a six-microphone array that does a good job of picking up “Siri” commands. I love summoning Siri because, in the Vision Pro, the digital assistant is embodied as a small floating glass orb.
There are numerous cameras arrayed on the outside and inside of the Vision Pro. The two on the front handle the stereoscopic imagery that you can see and capture in photos and videos that you’ll play back later, and sometimes cry over.
The Vision Pro supports Wi-Fi 6 (though oddly not Wi-Fi 7, which in a few years will be ubiquitous) and Bluetooth 5.3, the latter of which allowed me to easily connect the Vision Pro to an Xbox controller, Magic Keyboard, and Magic Trackpad.
The Vision Pro also displays a virtual keyboard that you can poke at in space. This can be resized and positioned to your liking, but the lack of physical and tactile feedback makes it difficult, at best, to use. What’s worse is that because you may not be looking at the keyboard when you type, the gaze control system can’t really help you with accuracy. To be fair, I’m a terrible typist and do often look at the keyboard when touch-typing. Ultimately, if I want to type within visionOS while wearing the headset, I find that using the Magic Keyboard Apple sent me is best (they also sent a Magic Mouse that can work across both visionOS and my connected MacBook Pro’s virtual display).
Apple provided me with a 1TB Vision Pro test unit, which retails for $3,899. The base model, which costs $3,499, starts with just 256GB of storage. Apple pitches the Vision Pro as the first “spatial computer,” which makes me wonder why it didn’t start with at least a half-terabyte of storage as standard.
Performance score: 4.5
Apple Vision Pro: Design
Exquisite materials and build
Good looks hide impressive specs
Not that light
External battery
I know people joke about the Vision Pro looking like a pair of hyped-up snow goggles. Maybe so, but I’d argue there’s not one false note in this design. Apple, as it often does, chose the best material, with a particular focus on weight. So, it’s a mix of an aluminum body, magnesium, carbon fiber, and woven fabric. It’s virtually all curved, with a gleaming glass front that protects the screen marrying almost seamlessly with the body.
There’s a lot of technology packed into the Vision Pro, but Apple has made some effort to hide it. There are cameras behind the glass, and a set of them along the bottom edge that watch your face and hands. The AudioPod speakers that deliver near-perfect spatial audio are hidden behind stiff, white rubber.
Along one side of the top edge is a familiar piece of technology: the Digital Crown. When I first saw this, I wondered why Apple would pull an idea from Apple Watch and slap it on its newest device. But Apple considers the Vision Pro to be a wearable, so there’s some logical continuity here. Plus, the Digital Crown turns out to be one incredibly useful and important piece of Vision Pro technology.
The 'Top Button' on the top left side, which is mostly used for Spatial Photos and Video, gets far less use.
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There are some large vents on the top of the frame, and a grille on the bottom, and these seem to work together to draw air in and flow it up and away from your face. The Vision Pro does get warm, but never so much so that it’s uncomfortable.
The Vision Pro and the Light Shield both curve to meet your face, but the crucial bit that makes this design work is the foamy Light Seal cushion. This rests on and follows the contours of your face, and it’s about as comfortable as such a thing should be, though on occasion during my testing time I've wondered if it should be either thicker or denser.
Attaching this spatial computer to your head requires a band, or a pair of bands. The default Solo Knit Band is wide, and can be adjusted via a dial to make it tighter or looser. It’s never offered enough support for me, though.
It’s worth pausing here to remind you that the Vision Pro weighs 1.3lbs. That’s not particularly heavy in itself, but a typical set of eyeglasses might weigh 0.08lbs, and now imagine attaching a pound of ground beef to your head. This experience is far more enjoyable, but it needs support. In contrast to the Solo Knit Band, the Dual Loop Band supports the headset on the back of your head and across the top of it, and I bet most people will prefer it over the more attractive Solo Knit version.
Design score 4.5
Apple Vision Pro: Setup
I would not call any part of the Vision Pro setup process complicated or off-putting. There are several steps to go through, but mostly these are to customize the experience. As for assembling it, there’s the matter of which band you choose for comfort, and fitting the right Light Seal (the thinner one is standard, the thicker one is for glasses-wearers who have those Zeiss inserts). You also need to attach the battery cable, which snaps into the right side (if the headset’s glass is facing you) and locks on with a twist – there’s no chance of it popping off. The cable is long enough for you to drop the somewhat hefty battery into your pocket.
The bands snap on and off metal lugs using small orange pull tabs; I usually put the lens cover on, so that I can tip the Vision Pro on its face while I swap bands. Aside from the colorful screen behind the glass, which is just black when the device is off, that orange is the only bit of color pop on the headset.
If you ordered Zeiss prescription lenses, as I did, you’ll have to put them in before using the headset. They, like most other pieces on the Vision Pro (for instance the Light Seal and its cushion) attach magnetically. They’re also labeled, so you won’t get confused about which lens goes on which side. The box comes with a QR code that you’ll use to register the lenses with the headset.
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There’s also a QR code moment when you want to sync your Vision Pro with your phone and iCloud account. None of this takes long, or is even remotely confusing.
The rest of the setup occurs mostly with the headset on. Apple fans will appreciate the startup, which includes a floating Apple logo and then the iconic 'Hello' spelled out in 3D scripted letters floating in your real-world space. It’s just a hint of what’s to come.
One of the keys to the Vision Pro’s technical excellence is its ability to track your gaze (along with the dual 4K micro-OLED screens inside the headset are cameras pointed directly at your eyes). So, the setup begins with pressing the crown to get the pupillary distance – that is, the distance between your pupils – right. The screens mechanically shift position to match your pupils.
Next, to ensure that the Vision Pro fully understands where you’re looking, you go through a series of vision calibration tests, during which a circle of dots appears and you look at each one, and pinch your index finger and thumb together. You do this three times in three different environmental light settings. I’d already tried this five times over the last seven months of demos, so I'd gotten quite good at it.
The system also needs to calibrate for your hands. This process consists of holding them up in front of the Vision Pro. You’ll see a faint glow around the outside edges of your digits, and then you flip your hands over and do it again.
While the system may occasionally ask you to reset the pupillary distance by holding down the Digital Crown, you won’t have to perform any other part of the setup again. For Guest Mode, if you want to let someone else to try the headset, they’ll go through the vision and hand calibration, but the results will not be used by the Vision Pro when their session ends.
As I've said, I found this setup simple, and quite effective in that from that point on the system has seemed to know me every time I've donned the Vision Pro, and it worked as well as the time before. The only step I need to follow now to get started is logging in with a PIN. You can also log on with an iris scan (OpticID) but, while I successfully registered my iris, I could never unlock the Vision Pro with my eyes. I've asked Apple about this issue and will update this review with its reply.
Apple Vision Pro: Software and Interface
Excellent intuitive OS
A true 'think-do' interface
Spatial computing turns the world into an unlimited digital space
You start on the home screen, or Home View, which can be summoned with one press of the Digital Crown. This screen will look somewhat familiar to most Apple fans: there's a grid of preinstalled app icons, many of which match what you’ll find on your iPad or iPhone (Notes, Safari, Photos, Podcasts, Calendar, Mail, Files, etc), horizontally arrayed and floating in your real-world environment. You can use the pinch-and-wave gesture to move through multiple screens of apps. This is where the apps you install will live – you can download many more from the App Store, which now has more than 600 visionOS apps. There’s also access to 'Compatible Apps' folder, which collected all the iOS and iPadOS apps I installed on Vision Pro. Apple claims that roughly a million iOS and iPadOS apps already work with Vision Pro, even if they were not designed for visionOS and the Vision Pro. It's not hard, though, to find ones, like most Google apps, that don't.
Compatibility is a mixed bag. Sometimes it works perfectly, other times less so. NBA2K got stuck on setup screens and wouldn’t let me access the game. In the case of Paramount Plus, which is not officially designed to work on the headset, it played, but I couldn't expand the live video to a full window. Apps that have not been custom-built for visionOS were the ones most likely to crash.
The Vision Pro defaults to a full pass-through mode, although that’s a misnomer; you’re never looking directly at your surroundings. Instead, the cameras on the front deliver a clear video feed of your surroundings to your eyes. It’s the best way to marry virtual information with reality, and it's very effective.
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The Vision Pro is constantly keeping track of your gaze, and your hands and fingers, so as long as your hands are in view of the cameras you can control anything you see simply by looking and pinching. The headset will not register gestures made behind your head, or if you drop your hands down to your side; I usually have my hands in my lap, or raise them in front of my chest to pinch, drag, and zoom. To telegraph my intentions, I simply look at something and then pinch to, for instance, open an app.
Once an app is open, you can move it about the room by grabbing a thin white bar at the bottom of the app’s screen. This isn’t hard to do; you just look at it, pinch to grab, and move it. You can also use this gesture to pull the app window closer or move it further away. On the bottom right corner is a curved bar that you can use to resize from, say, a big-screen TV size to a wall-size app. Inside an app you can look at, for instance, a photo in the Photo app, and use both hands with a pinch gesture to zoom in and out.
While working and playing in apps, you can have them superimposed onto your real world, or select one of Apple’s Environments to change your surroundings. There’s Yosemite, Mount Hood, Joshua Tree, Haleakalā, Hawaii, and even the Moon, and each one is a 360-degree, 'live,' immersive experience, complete with spatial sounds. Once you've chosen an Environment, you can twist the Digital Crown to turn the immersion up or down (this is also how you raise and lower the volume – you just look at the Volume icon instead of the Environments one). Up means the real world increasingly fades, and you’re surrounded 360 degrees by, for instance, the dusty surface of the Moon. Your hands don’t disappear, but they’re not resting on your knees, and instead appear to be floating above the moon’s surface.
While the Vision Pro can drop you into virtual reality, it’s smart enough to keep you connected to the outside world. When my wife started to speak to me during one immersive session, I could see her gradually appearing in front of me as we talked. On her side, she sees a video feed of my eyes on the front of the headset. Apple called this EyeSight, and it’s a hit-or-miss affair.
EyeSight shows a video recreation of your eyes based on what the camera sees inside the headset. The color is blue and purplish, and it can look, well, weird. My wife never liked it, but I noticed that she got used to talking to me while I was wearing the headset.
Software and interface score: 5
Apple Vision Pro: The Experience
There's nothing quite like using a Vision Pro
It can be hard to convey the experience to people on the outside
Your work life will change, too
If you can get your fit right (this can take some trial and error) there's nothing quite like the experience of using the Vision Pro. Even when I wasn’t wearing the headset, I found myself thinking about wearing and using it.
It's an able virtual-reality and mixed-reality machine, and I have much more to share there, but its ability to integrate my real-world work environment has been transformative for me.
I’ve spent many hours now working in the Vision Pro. To do so, you use the Control Center, which you access by glancing up until you see a green arrow and pinching to open, to launch the Mac Virtual display. In my case this showed me my MacBook Pro as an option, so I selected this and my desktop appeared before me as a huge 55-inch display. I could expand that to, say, 150 inches (or more), and then pull it close to me – this is the endless desktop I’ve always dreamed of, and none of this would work if every window, app, and bit of text weren’t crystal clear.
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Just because I had my work desktop in front of me didn’t mean I lost out on the rest of the Vision Pro experience. On my right, I had Messages open (when a new message arrives, a green message icon floats in front of my face), and, on my left, I had my Photos. Sometimes, I would AirDrop an image (often a Vision Pro screen-grab that I'd captured by saying “Siri, grab a screenshot”) from the Vision Pro to my desktop, and then edit it in Photoshop on my giant virtual display.
You can place apps anywhere you want around you, and not just in one space. Vision Pro understands your space, even different rooms in your home.
One day I wanted to try JigSpace, an app that lets you manipulate and pull apart giant 3D objects like a race car. I wanted ample space to work, so I walked over to my den. The Vision Pro’s pass-through capabilities are good enough that I was never worried about navigating around my home, though I did need to sometimes look down to see what was near my feet. I would not recommend wearing your Vision Pro while walking in the street, where you need to pay attention to curbs and other obstacles.
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Once in the den, I opened JigSpace and started pulling apart a jet engine – whatever part I looked at, I could grab and drop somewhere around the room. Then I went back to work.
Hours later I was writing about JigSpace, but wanted to double-check something in the interface. I couldn’t find the app, so on a hunch, I got up and walked back into the den – and there was the app, where I’d left it hours before. What we have here with spatial computing and the Vision Pro is, maybe for the first time, the concept of space-aware computing. I could, perhaps, leave apps all over my house and the Vision Pro would remember where they were. To bring all open apps back into my local view, I just needed to hold down on the Digital Crown.
Experience score: 5
Spatial Computing is the only computing where if you forgot where you put an app, it might be in another room. #VisionPro pic.twitter.com/yzG84JRWmfFebruary 1, 2024
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Apple Vision Pro: Entertainment
An immersive entertainment experience
Spatial audio support is strong with or without AirPod Pros
Games designed for Vision Pro are often inspired
Compatible games don't always work as expected
I've tried watching movies on other virtual reality headsets, and it just never clicked. The Meta Quest Pro is an excellent device, but I still find it too uncomfortable to wear for more than 20 minutes at a time. There is, however, something special about watching a movie in the Apple Vision Pro, especially if you add in the AirPods Pro 2 (which include support for spatial audio and, thanks to their new H2 chip – also inside the Vision Pro – add support for lossless audio with ultra-low latency).
What makes it work so well isn’t only the near-perfect 3D fidelity (Disney Plus has a particularly excellent library of 3D films, including the trippy Doctor Strange in the Multiverse of Madness), but also the way in which you can immerse yourself in the theater experience with various Environments. The Disney Plus app provides some of my favorites: there’s an Avengers space, a Monsters Inc. Factory, and the Disney Theater, which is probably my top pick overall.
When the lights come down, and you’re staring at a giant 70mm or even IMAX-class virtual screen inside a darkened theater, you can almost smell the popcorn. There’s virtually no light leakage to break the illusion, and I had no trouble losing myself in the experience of watching a two-hour movie. One thing I did notice, though, is that 3D movies can chew through battery life. If you plan on watching, say, the three-hour and 26-minute Killers of the Flower Moon (an Apple production, by the way) you’ll want to plug in the battery using the included cable and charge adapter. They’ll provide all the pass-through power you need.
Marketing for the Vision Pro often shows people sitting down while using it, but, while I've spent most of my time seated, I have played games while standing. Synthriders is a Vision Pro-ready game that has elements of Beat Saber in it; your hands are orbs, and there are music-beat-based orbs flying at you that you must bounce back or ride the waves of with your hands. I played this while standing, and between waving my arms and ducking glass trapezoids flying at my head, it was quite a workout.
Entertainment score: 4.5
Apple Vision Pro: Spatial Photography
Vision Pro is a strong spatial photography machine
An excellent spatial imagery partner for your iPhone 15 Pro
The spatial photography and videography playback effect is often moving
I love how Apple always manages to cook up new terms for existing technology that somehow manage to capture the imagination of regular people.
Stereophotography is well over a century old, and many boomers and GenXers first experienced it in the 1970s with View-Master toys. The effect was okay, though not remotely immersive. With the Vision Pro, Apple has introduced the concept of spatial photography, a 21st-century upgrade of 3D photography and videography that puts 3D image capture in the hands of, or rather on the head of, everyone. It even extended the concept by building spatial video capture into the iPhone 15 Pro and iPhone 15 Pro Max.
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In some of my earlier Vision Pro demos, I played back spatial video that I'd captured on my iPhone 15 Pro Max on the Vision Pro. This was no View-Master experience: I could view the videos in a floating window, which put them at a certain remove, or use a pinch-and-expand gesture with both my hands to almost enter the video. The edges fade away, so the spatial video looks like it’s floating in a cloud.
The Vision Pro can capture both still and video spatial imagery. To capture, you use the dedicated button on the top-left side of the visor. A single press brings up the option to shoot photos or videos, and after you select one you press the button again to capture a single photo or start recording spatial video (you press it again to end the video capture). I did this with photos of my hand, and then a photoshoot with my son. Every time I view spatial imagery I have an immediate and automatic emotional reaction; when I replayed the spatial content it was like my son was standing before me, complete with his pained expression.
I must hand it to Apple, it doesn’t just invent new terms, it reinvents the experience.
Spatial photography score: 5
Apple Vision Pro: Communication and Personas
Personas can look strange, but they're more useful than you think
Communicating through iMessage and FaceTime is trouble-free
During setup, the Vision Pro will guide you to create a Persona, a 3D rendering of your head that you can use in FaceTime and other video calls. To build mine, I followed the instructions, removed the headset, and then pointed the display at my face. It captured me looking up, down, left, and right, as well as making a few facial expressions. All of this information enabled the spatial cameras to create a 3D map of my face.
When I put the Vision Pro back on, I could see my new Persona, which automatically started mimicking my facial expressions (the cameras inside and the ones pointed down at my face and hands capture my live expression). I added semi-translucent glasses to my Persona, and I was done and ready for a FaceTime call with my wife. She hated it. Even though I think my Persona is one of the better ones out there, I can’t deny the uncanny valley look of it.
Later, I conducted a call with a colleague who was also testing the Vision Pro. We both remarked on the limitations of our Personas, but throughout our 20-minute conversation those concerns faded away, and I forgot that we weren’t looking at either our real faces or our real hands. I’m still convinced that Apple can do better here, but then that’s why Personas are still in beta. By the time you finally decide to buy a Vision Pro (or some version of it), I expect Personas to be much more realistic and palatable.
Communication and Personas score: 4
Apple Vision Pro: Final thoughts
The Apple Vision Pro is expensive, but I’m not sure I can argue that it’s too expensive for what it does. Someone asked me if I would buy it. I now know that if I could afford it, the answer would be an enthusiastic yes.
There has never been a wearable quite like the Vision Pro, let alone a mixed-reality headset like it. It’s a true 'think-do' platform. It’s powerful, but also inviting. It’s fun to use, but also completely ready for work. It might make you look like a bug, but there’s also beauty in its design.
I wish it were lighter, but still, I can forget I’m wearing it and give myself over to the experience of work, play, or entertainment in a dark, virtual theater.
I love working in the Vision Pro, but I'm aware that if you spend hours working in it, it’s unlikely that you’ll want to keep the headset on at the end of the day. Over time, Vision Pro enthusiasts will likely achieve a balance between work and play, though I’m convinced that the tug of this one-of-a-kind technology will remain strong.
The Apple Vision Pro instantly goes to the top of our list of the best virtual reality headsets. It may not be a best-seller yet, but those who have one will talk about it endlessly, and they may even let you try it. I suggest you take that opportunity if offered, or at least get yourself to an Apple Store for a demo.
There has never been anything quite like the Vision Pro. It's my favorite mixed-reality headset ever, and I’m certain that it has reinvigorated the AR/VR market while also creating something completely new. Spatial computing is a thing. Better get used to it.
Should you buy the Apple Vision Pro?
Buy it if...
Don’t buy it if…
Also consider
How we test
For my Apple Vision Pro review, I spent almost a week, and as many hours each day as I could, wearing and using the mixed-reality headset.
I watched movies, played games, communicated with friends and co-workers, streamed live TV, moved apps around my home, and did a lot of work on my giant MacBook Pro virtual display.
Lenovo’s first foray into the AR glasses market could easily be one of the best smart glasses, with a great balance between design and functionality. They look similar enough to other AR glasses on the market, all-black, and mostly sleek sunglasses. There is a bulkiness that comes from the built-in lenses, which does make them jut out from your face a bit, and the optional lenses that can be slotted behind the main ones don't help with that either.
Those spare lenses have a purpose, however, as those who wear corrective lenses can have them made out in our prescription. But having to pay for extra lenses on top of shelling out over $300 for the Legion Glasses is a tall order, which is why I appreciate the modified nose guard that allows you to wear your glasses under them.
Lenovo had warned me about them not fitting every pair of glasses and I personally experienced the awkwardness of trying to shift them to stay on properly, which took a bit to master. But once I found the sweet spot, they stayed in place surprisingly well around my large plastic frames. Not the best look, however, so if you care about aesthetics you may want to splurge for the prescription lenses.
Compared to other AR glasses like the Xreal Air AR which only offers the corrective lens option, or the Rokid Max AR which offers the corrective lens option plus myopia adjustment wheels for each eye, the Legion Go offers the simplest yet most effective method out of them.
The build quality of these glasses is quite premium – it has a sturdy yet light form factor with glass lenses and a solid frame. These are glasses clearly built to last. Not to mention that it comes with spare nose guards and a spare pair of anti-slip adapters for when wear and tear happens.
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I also love the buttons in front of the speakers, two on each side, as they activate several useful features depending on whether you short or long-press them. You can increase or decrease brightness, enable Low Blue Light Mode, control volume, and toggle the display off and on.
As for performance, the Lenovo Legion Glasses work exactly as promised, which is to say, quite well. I extensively tested it out with a wide variety of devices that feature USB Type-C ports including videos on the best smartphones, the Lenovo Legion Go, the best gaming laptops, the best gaming PCs, and more.
Even though it only states that the Legion Glasses works with Android, iOS, and Windows, it also works perfectly with the Steam Deck as well. And it works equally well with all of them, though I wish there were more connection types other than Type-C, however, I can understand the rationale behind it.
The picture quality and brightness are superb, living up to its micro-OLED HD visuals and more. My only real complaint in that regard is the image can blur around the edges a bit and obscure any UI, especially if the glasses aren't fitted properly to your head. Sometimes you have to readjust them to hit that sweet spot, and then the visuals are great. Accompanied by excellent visuals are equally excellent built-in speakers, which are so robust that I forgot I wasn’t playing video games on a gaming PC. That also carries over to music and movie streaming, delivering great audio quality on those fronts.
Something that often isn't mentioned with AR and VR tech in general is how they can affect more sensitive people, such as myself. Normally I have sensitivity issues with 3D, VR, and some AR technology ranging from watering and burning eyes, headaches, and nausea to name a few symptoms. But I've found that prolonged use of the Legion Glasses doesn't affect me in the slightest.
Lenovo Legion Glasses: Price & availability
How much does it cost? Starting at $329.99 / £329 / AU$599
When is it available? Available now
Where can you get it? Available in the US, UK, and Australia
The Lenovo Legion Glasses is a pricey gadget at $329.99 / £329 / AU$599, though it’s still more affordable than some of its competitors like the Xreal Air AR and Rokid Max AR, making it a much better deal by comparison. And if you're investing in a pair of AR glasses, you're most likely already prepared to spend a sizable amount of money so that shouldn't be much of an issue.
It’s also available for shipping in the US, UK, and Australia from the Lenovo storefront, which is great news for those in regions outside the US.
Lenovo Legion Glasses: Specs
Should you buy the Lenovo Legion Glasses?
Buy it if...
You want good-quality AR glasses The build quality is extremely good with a nice weight and sturdy form factor. The lenses being made of thick glass also help.
You want a clear picture quality The display is made of dual micro-OLED HD screens for each eye and the result is a bright and clear picture quality.
Don't buy it if...
You're on a budget Though it should be expected for AR glasses, you're going to be paying quite a bit of money for them.
You want a completely clear image Though it's usually not an issue, sometimes the edges can blur a bit which is exacerbated by misaligned glasses.
Lenovo Legion Glasses: Also consider
How I tested the Lenovo Legion Glasses
I spent about a week testing these AR glasses
I tested it with a wide variety of screens
I used it extensively in different environments with different lighting
I tested the Lenovo Legion Glasses keyboard in a home office environment, seeing how well it functioned in both productivity work and gaming. I also carried it around in various bags to test its portability.
The Lenovo Legion Glasses is a pair of AR glasses that's meant as an alternative screen for a wide variety of devices. I made sure to quality-test it to see if it held up to being able to work on nearly any device with a USB Type-C port.
I've tested a wide range of accessories and these in particular I've tested for well over a year at different stages of completion, becoming familiar with its features and improvements.
We pride ourselves on our independence and our rigorous review-testing process, offering up long-term attention to the products we review and making sure our reviews are updated and maintained - regardless of when a device was released, if you can still buy it, it's on our radar.
The Xreal Air 2 and Xreal Air 2 Pro AR glasses are here to replace the original Xreal Air (formerly Nreal Air) AR specs – and they’re just as much fun to use as the originals.
Design-wise they keep everything that made the Xreal Air good – they’re both comfortable to wear for long stretches of time and look kind of stylish too – though the base model doesn’t change things up too much from what’s come before. The Pro model has received new Electrochromic Dimming for its lenses allowing them to swap between clear and shaded at the literal push of a button – and this feature is the only difference between the regular Xreal Air 2 glasses and the Pro.
There are more changes in the picture and audio department thankfully. Both the Xreal Air 2 and Xreal Air 2 Pro have new Sony 0.55 Micro-OLED displays that boast 25% higher peak brightness and improved color calibration. This allows them to produce vibrant colors and provide good contrast in dark scenes.
The AR glasses also feature more immersive audio through their speakers, however, the bass is still a little weak and there’s a not insignificant amount of audio leakage from the open-ear speaker design. If you want to watch something in private you’ll need some Bluetooth headphones.
Unfortunately, the main issue holding the original Xreal Air glasses back wasn’t their picture quality or audio, it was their value, and the Xreal Air 2 and Air 2 Pro don’t address this issue.
I think the specs are a delight to use, but the $399 / £399 price tag – or $449 / £449 for the Xreal Air 2 Pro – is a massive turn-off.
All you get for this high price is a wearable display for some laptops, phones, and handheld game consoles. If you want a more worthwhile experience from the AR glasses you need to buy an Xreal Beam and a handful of add-on adapter cables, and these can add the best part of $200 / £200 to the total cost.
At this price, you’ll have spent more than you would have on something like the Meta Quest 3 (which I gave five stars in our Meta Quest 3 review). Yes, a VR headset isn’t the same as these Xreal glasses but it’s an awesome XR wearable and I think most people would find it offers way more bang for your buck – as it’s not just a display, the Quest 3 does stuff without you needing to pick up a bunch of not-so-optional extras.
If you have a spare $399 / £399 lying around and you want to pick up some fun tech then you could do a lot worse than the Xreal Air 2, but for the money, you could do better too.
Xreal Air 2: Price and availability
The Xreal Air 2 and Air 2 Pro are available to preorder for $399 / £399 and $449 / £449 respectively from Xreal.com and Amazon. There’s no firm release date yet, but Xreal has told us they’ll be shipping to US and UK customers in November.
The two models are fairly similar, but the cheaper Xreal Air 2 loses out on Electrochromic Dimming. This exclusive Xreal Air 2 Pro feature allows you to dim the lenses between three presets – you can either go for fully transparent where you can see the real world more clearly, blacked-out immersive mode where the real world is (almost) entirely blocked out, or a half-way point between the two.
It’s certainly neat but an optional cover that comes with both models is still the best option for blocking out visual distractions while you try to immerse yourself in what you’re watching. As such, spending an extra $50 / £50 on the Pro glasses isn’t going to be necessary for most people.
Xreal Air 2: Design
Comfortable, lightweight design
Improved lens cover
New color options
I’ve tested a fair few AR smart glasses like the Xreal Air 2 and Air 2 Pro, and based on my experience they’re one of the better-designed options on the market.
As with other smart glasses – like the Ray-Ban Meta Smart Glasses or Rokid Max AR glasses – these specs aren’t noticeably larger than a regular pair of specs. The only telltale signs they aren’t regular glasses are the inner displays that sit behind the lenses, and a USB-C port at the end of the left arm for attaching a cable between the glasses and another device.
They’re pretty lightweight too. The Xreal Air 2 comes in at 72g and the Air 2 Pro glasses at 75g. The specs also come with a few easily swappable nose clips, which make it easy to adjust the position and fit the AR gadget. Those of you who wear glasses will appreciate the free optional frame attachment that allows you to equip the AR glasses with prescription lenses – though will have to pay extra for the actual lenses.
The Xreal Air 2 glasses are comfy to wear for extended periods of time for another reason. The biggest issue of some rival devices is that the bridge of the glasses (which touches your face just above your nose) can get annoyingly hot – and can do so after barely five minutes of use.
That’s not the case with Xreal’s specs. Even an hour in I’m happy to keep using them for as long as I can.
The only significant fault I can find with the glasses is that they lack volume controls. Instead, the only buttons on the glasses allow you to change brightness levels – though I’ve never found a reason to set them at anything less than max.
If you pick up the Xreal Air Pro 2 model you’ll find an additional button for adjusting the Electrochromic Dimming – a feature that affects how shaded the front lenses are. As I mentioned above you can change the lens between transparent, blacked-out, or in-between.
This feature is certainly neat but I personally prefer to use the case cover that comes with both models when I want to immerse myself. The cover not only helps to block out more light from the front, but has plastic parts that extend underneath the lenses to further block out annoying light and reflections – marking an upgrade from the cover used by the original Xreal Air.
The only downside of the cover is that it hides the kaleido decal that I’ve applied to the specs. I’m not entirely sure if this optional sticker kit comes free with every pair of Xreal Air 2 glasses, just the Pro model, or was just an extra in the reviewer’s kit but it applied a fun vibrancy to the AR glasses and makes them look a little less intimidating – wearable tech (particularly glasses) can make some people feel uncomfortable even if they don’t have any cameras.
I got a yellow kit as you can see from the images in this review, but there are navy, turquoise, blue, pink, and green options as well. You could also remove the hassle of applying a sticker and get the Xreal Air 2 glasses in red by default– the Pro unfortunately only comes in black without using any decals.
Design Score: 4/5
Xreal Air 2: Performance
Impressive HD visuals
Immersive audio
Bass is a little weak, and the sound does leak a fair bit
The Xreal Air 2 Pro glasses offer a solid performance boost over their predecessor.
When it comes to visuals, the Sony 0.55 Micro-OLED display does an impressive job. Thanks to the 25% boost in brightness the glasses have received (and the calibration Xreal has done to get the specs TÜV Rheinland certified for color accuracy) I felt that colors look more vibrant than on the original Xreal Air glasses. The contrast in dark scenes is also pretty darn good, which is to be expected from an OLED screen.
The 100,000:1 contrast ratio and 500nits brightness might not look like a lot on paper – they’re what you’d expect from more budget-friendly projectors that aren’t all that impressive – but because the glasses aren’t attempting to throw the image across the room they’re able to use the same specs to deliver a much higher-quality picture.
That said, I do still find the best performance is to be had in a fairly dark space with the cover attached (and the Electrochromic Dimming set to max if you have the Air 2 Pro). They can still function okay in brighter spaces, but you’ll notice a dip in quality – especially if you don’t have the cover with you.
The only disappointment is that these specs still only offer full-HD (1080p) resolution. It’s fine but 4K visuals would really have been appreciated. At least you can benefit from a 120Hz refresh rate if you want to use them for gaming.
The glasses’ audio performance isn’t as impressive as its picture quality, but the sound is still pretty solid and offers a good level of immersion that will suck you into the action of the content you’re watching thanks to its upgraded “cinematic sound system” with spatial audio.
While watching various shows, films, and music videos I found that mid and high-range tones were delivered with good clarity – even when I cranked the volume up a bit there wasn’t noticeable distortion. That said, I found the specs do struggle with bassier tones. The lower-end performance isn’t terrible but it doesn’t have as much force behind it as I would like – which can lead to music feeling less impactful, and some action explosions lacking the intensity you’d get from a more capable setup.
I do like the open-ear design though – which is taken wholesale from its predecessor. It’s perfect for commuting as you can enjoy your favorite show or movie while you travel while still being able to listen out for when you get to your stop.
Just watch out for audio leakage – as while the situation is improved on these newer models, much like with the original Xreal Air glasses your audio still isn’t completely private. If someone is sitting or standing next to you while content is playing through the Xreal Air 2 or Air 2 Pro glasses at moderate volumes they’ll be able to hear it.
The only solution is to add a pair of Bluetooth headphones to your setup, but this will have an impact on the battery life of the device they’re connected to. However, if they’re a decent pair – like one of the picks on our best headphones list – then you might find the battery trade-off is worthwhile for the privacy and improved sound quality you’ll experience.
Performance Score: 4/5
Xreal Air 2: Compatibility
Compatible with a range of devices
Xreal Beam and additional adapters are pricey, but feel necessary
The Xreal Air 2 and the 2 Pro have an identical compatibility list to the original Xreal Air.
Using the included USB-C to USB-C cable you can use the glasses with a range of laptops, tablets, handled consoles like the Steam Deck, and phones that support video output through a USB-C port (called DisplayPort). Just note that not every USB-C phone will offer this feature – for example, the Google Pixel 8 and other Pixel phones don’t support video output via their USB-C port.
For devices lacking a USB-C port or DisplayPort support, you can try using the Xreal Beam adapter. This optional add-on, which comes in at $119 (UK price to be confirmed), allows you to wirelessly cast content from your incompatible phone – such as an iPhone with a lightning port – to the glasses (note, the Google Pixel line still won’t work with the Beam as they can only cast to devices using Google’s proprietary Chromecast tech, not the generic version used by the Beam).
Using another USB-C to USB-C cable you can also connect your Xreal Air 2 glasses to a Nintendo Switch through the Xreal Beam.
The Beam serves as a power source for the glasses too, and will help you enjoy content on your Xreal Glasses for longer – as rather than draining the connected device’s battery you’ll use the Beam’s stored power instead which lasts for around 3 hours.
If you purchase an HDMI to USB-C cable (make sure it’s this way around as most cables on Amazon are USB-C to HDMI, and as I found out they don’t work as intended with the Xreal Air) you can hook your glasses up to a console like a PS5, an Xbox Series X or a docked Nintendo Switch.
I just wish the Xreal Air 2 and Air 2 Pro came with more of these cables and adapters in their boxes – as either you have to opt for the relatively pricey adapters it sells as add-ons, or try and navigate the labyrinth of cheaper third-party options on Amazon which may or may not work. Including the cables in the box would not only make things simpler, it would help to make the Air 2 glasses feel like better value for money as you no longer need to spend extra on not-so-optional add-ons.
I also would prefer if the Beam was more like the Rokid Station – which is effectively a portable Android TV device for the Rokid Max smart AR glasses. You can jerry-rig together a setup that uses the Rokid Station and Xreal glasses, but you’ll need a pair of BlueTooth headphones for audio. If the Beam is going to stay as a more rudimentary product, much like I said for the additional connector cables, I’d like to see it included in the Xreal Air 2’s price.
Heck, even if it is given some upgrades I’d like to see it included in the Xreal Air 2’s price. It would make the $399 / £399 price tag a lot easier to swallow.
Should you buy the Xreal Air 2 glasses?
Buy them if…
Don't buy them if...
Also consider
How I tested the Xreal Air 2 Glasses
For this review, I was sent the Xreal Air 2 Pro model to test – and as I mentioned it’s functionally identical to the regular Xreal Air 2 glasses except has lenses with Electrochromic Dimming.
To put the displays through their paces I watched a range of different content across streaming services and YouTube. I played movies with bright vibrant scenes to see how well the colors were presented, I watched shadowy scenes in films to test the glasses contrast capabilities, and I played many music videos to get a feel for the speakers’ audio chops.
I also made sure to test the glasses with a range of compatible devices including a smartphone, a laptop, the Xreal Beam, and games consoles.
Lastly, I would swap between these smart specs and a few others I have lying around from older reviews, including the original Xreal Air glasses to see how these specs compare.
The Ray-Ban Meta Smart Glasses Collection aren’t officially called the Ray-Ban Stories 2, but they might as well be. They take everything that made the original Meta and Ray-Ban collaboration stand out, while improving upon those glasses to become worthy successors.
You’ll find improved design options, with two frame styles, five frame colors, and a slew of lens options that allow you to customize your glasses between over 150 different combinations. The charging case, meanwhile, looks more classically Ray-Ban without losing any of the functionality of the case that came with the Ray-Ban Stories.
The cameras get a resolution bump up to 12MP, and image stabilization has been improved to help keep your recordings from looking too shaky. The built-in speaker’s audio has also been given a boost, and there’s a handy voice assistant that lets you control the glasses hands-free.
I had the chance to try out the new Ray-Ban Meta smart glasses ahead of their launch, and while I want to spend more time with them before passing a final verdict, I’ve been impressed by the improvements I saw. That said, I feel these glasses won’t be a good fit for everyone – especially at $299 / £299 (Australian pricing to be confirmed). Unless you can think of a reason why you need these glasses yesterday, you might want to pass on them.
Ray-Ban Meta Smart Glasses: Price and availability
The new Ray-Ban Meta Collection Smart Glasses are on preorder from September 27 until their October 17 release date, and they’re available for $299 / £299 (Australian pricing to be confirmed). If you want to pick up a pair with Transitions or Polarized lenses this will cost you a little more, at £379 (US and Australian pricing to be confirmed) and £329 (US and Australian pricing to be confirmed) respectively.
This price is the same as the launch price for the Ray-Ban Stories smart glasses, which were the first collaboration between Meta (then Facebook) and Ray-Ban, and is roughly on par with other smart glasses I’ve seen and tested. Just note that these are a very different kind of smart glasses to something like the Xreal Air glasses, so make sure you investigate your options before you order a pair.
Ray-Ban Meta Smart Glasses: Design
The Ray-Ban Meta smart glasses come in two shapes, and a range of different color options to suit different tastes.
Fans of the iconic Ray-Ban look can pick up a pair of Wayfarers (in standard or large sizes), or you can opt for the brand-new Headliner style that’s been created specially for this collaboration. Both styles come in matte or glossy black, or you can choose a translucent material that comes in black, turquoise, or orange so that you can show off the technology inside your new specs – kind of like that translucent purple GameBoy you always wanted.
You can also outfit the glasses with a massive variety of lenses, from clear to prescription to polarized and a bunch more. All in all there are over 150 different combinations of frames and lenses, so you should be able to find one that suits you perfectly. No matter which combo you choose, the glasses have an IPX4 water resistance rating and boast 32GB of storage, which is enough for roughly 500 photos, and 100 30-second videos.
The camera is positioned on the right edge of the frame, just in front of the right arm. It also has a fairly large and noticeable light next to it, which activates whenever you’re recording a video or taking a picture so that people around you know when the camera is and isn’t on.
Best of all, the Ray-Ban Meta Smart Glasses feel just as lightweight as a regular pair of glasses. The Wayfarers come in at just 48.6g (or 50.8g for the large frames) and the Headliner frame weighs 49.2g, so it shouldn’t be a challenge to wear these for long stretches.
Before I round off the design section of this hands-on review, I need to highlight the charging case – I love it. It looks just like a classic Ray-Ban case, but it has a USB-C port on the bottom and it can provide your smart glasses with an additional 32 hours of use thanks to its internal battery. It only takes 75 minutes to charge the glasses from 0% to full, or you can reach 50% in 22 minutes, which isn’t too bad.
On their own, the smart glasses can hold four hours of charge. This isn’t particularly impressive compared to smartwatches, for example, but considering the small size of the glasses it’s not a huge surprise.
Ray-Ban Meta Smart Glasses: Performance
Smart glasses aren’t just a fashion accessory, they need to be functional too – and based on my brief demo session with these Ray-Ban spectacles I’d say they do a good job of being a useful gadget.
Its 12MP cameras won’t produce images as crisp as the 50MP snappers found on most mid-range smartphones, though I found that images and 1080p video captured on the glasses looked fine. There’s also a huge advantage over your phone in that you don’t have to hold a phone while recording, which allows you to take a more active part in the footage you’re capturing.
And you can seemingly get involved without too much fear of creating a super-shaky video. While I didn’t give the glasses a massive challenge in the demo, I wasn’t focused on keeping my head still either, yet I noticed that video playback looked reasonably steady for a camera worn on my face.
Audio from the glasses’ speakers also sounds pretty good. I didn’t have the chance to listen to the full range of tracks I normally rely on to get a feel for a gadget’s audio chops, but what I heard didn’t sound half-bad, and best of all audio leakage doesn’t seem to be much of a concern.
I tried out the Ray-Ban Meta Smart Glasses at the same time as someone else, and I couldn’t hear their music while I was standing fairly close to them (and it was apparently playing at moderate volumes).
I need to spend more time with the glasses before I issue my final verdict on their performance. Beyond giving the camera and speakers a more in-depth test, I also want to put the microphone array through its paces. While the audio I recorded did sound clear, I was testing the glasses out in a room with very little noise – I don’t know how well they'll fare outside if I’m trying to record on a windy day or while I’m doing something active and breathing hard.
Ray-Ban Meta Smart Glasses: Features
The Ray-Ban Meta Smart Glasses have two new features that you won’t find on the Ray-Ban Stories that came before them.
The first is a simple voice assistant that allows you to record videos or snap pictures by speaking (using the wake word ‘Meta’). If you’re connected to your smartphone you can also ask the assistant to start a call with someone in your contacts, or send them a picture of where you are.
The second is the ability to easily set up an Instagram or Facebook livestream that shows viewers a live feed from your glasses. I was able to set up a test livestream on Instagram, and literally at the push of a button I could swap from the smartphone’s camera to the connected Ray-Ban Meta glasses I was wearing. I hope this feature is extended to other services like YouTube and Twitch too.
Ray-Ban Meta Smart Glasses: Initial verdict
The Ray-Ban Meta Smart Glasses Collection offers solid improvements over the Ray-Ban Stories in every single way. That said, I’m still not sure how comfortable people will feel about having a camera always on their face, or how those around you will feel about the camera either.
I need to test them further, but based on my demo I feel like these glasses exist to serve a specific use case. If you can think of ways in which these will enrich your life then the $299 / £299 (Australian pricing to be confirmed) might seem reasonable. However, if you like the idea of smart glasses, but don’t have an immediate idea of how you might use these glasses, you might want to think twice about putting in a preorder.
I’ve not spent a lot of time with the Meta Quest 3, but my roughly 30-minute demo with the new headset has given me a taste of what it has in store for users when it launches on October 10 – and I’m already hungry for more.
The improved performance and graphics provided by the new Snapdragon XR2 Gen 2, the slimmed-down design, and the superior mixed reality experience it offers combine to create a VR gadget that feels like an excellent successor to the Oculus Quest 2.
Yes, the Quest 3 is pricier than the Quest 2 was at launch (coming in at $499.99 / £479.99, Australian pricing to be confirmed by Meta) for its cheapest model instead of $299.99 / £299.99 / AU$509.99) but its improvements certainly seem to justify the higher cost.
I’ll need to spend more time with the headset to get a proper feel for how it stacks up against the competition, but I already feel this may be the best VR headset out there; maybe finally replacing the ol’ reliable Oculus Quest 2, which has been my go-to headset recommendation for people looking to try what VR has to offer.
Meta Quest 3: Price and availability
Meta Quest 3 preorders went live on September 27 – the same day as Meta Connect 2023 – ahead of the official release date on October 10. You can choose between two models: a 128GB model at $499.99 / £479.99 (Australian pricing to be confirmed by Meta) and a 512GB option for $649.99 / £619.99 (Australian pricing to be confirmed by Meta). The only difference between the two is the on-board storage, so which one is best for you will depend on how many VR games and apps you want to have installed at any one time.
Based on my experience with VR the 128GB model should be sufficient for most users. VR apps are generally fairly small in terms of file size, which means you should be able to download a lot before you fill up the headset. If you somehow do fill up the storage it’s also fairly easy to delete and redownload software quickly, as long as you have a decent internet connection.
That said, VR games are going up in scale, so 128GB might not go as far in the Quest 3 era. If you don’t like swapping out digital games, and you plan to use the Quest 3 a lot, you might need to invest in the larger model.
It’s also worth noting that the Quest 3 is pricier than the Oculus Quest 2 – which currently starts at $299.99 / £299.99 / AU$509.99 for the 128GB model – although as you’d hope for from a newer gadget the Quest 3 does offer some solid improvements that seem to justify the price.
Meta Quest 3: Performance
The Meta Quest 3 owes most of its performance improvements to the new Qualcomm Snapdragon XR2 Gen 2 chipset that powers it – which Qualcomm describes as a literal “game changer” for XR. Other upgrades are the new 2064 x 2208 pixel displays (one per eye) and the bump to 8GB of RAM, from 6GB on the Quest 2.
According to Qualcomm and Meta, the new XR2 is able to deliver two-and-a-half times better graphical performance compared to the Gen 1 chip found in the Oculus Quest 2, while simultaneously delivering 50% better GPU efficiency – which should help to keep the headset from overheating, and the battery from draining too quickly.
Speaking of which, Meta says the Quest 3’s battery can last for two hours and 12 minutes on average – that sounds about right for a VR headset, but I haven’t yet been able to test the Quest 3’s battery for myself to see how long it lasts. With the included 18W charger the headset can reportedly be charged from 0% to 100% in roughly two hours.
Numbers are one thing, but seeing the Quest 3 headset in action has sold me on the improvements Meta and Qualcomm claim the new Snapdragon XR2 Gen 2 chip brings.
Text is notoriously difficult to read in VR, but the usually blurry letters had crisp defined edges that were clearly legible in the experiences I tried, such as Red Matter 2. As a matter of fact, all objects looked sharper, and free from the slight haze that outlines VR objects, causing them to blend together. Shadows and reflections look much more realistic too, which helps to bring VR and MR worlds to life.
In one demo for Red Matter 2, I was able to swap back and forth between the Quest 3 graphics and a Quest 2 emulation, and the difference in the visuals was striking. It was like going back to play one of my favorite PlayStation 1 games and realizing that the graphics are significantly worse than my nostalgia will let me remember. And in Assassin’s Creed Nexus, while the graphics weren’t on par with Red Matter 2, I was impressed by how busy the world felt, with large numbers of responsive NPCs and interactable items filling the space.
I’ll need to spend more time with the Meta Quest 3 to fully test how well it performs, but it does indeed appear to live up to Meta’s promise that this is its most powerful headset yet.
Meta Quest 3: Design
The Meta Quest 3 takes many of its design cues from the Quest 2, albeit with some enhancements that will be greatly appreciated by users.
The headset is a little heavier than its predecessor at 1.14lbs / 515g (the Quest 2 was 1.10lbs / 503g), but it’s a fair bit lighter than the 1.59lb / 722g Meta Quest Pro. It’s 40% slimmer than the Quest 2 though, and with the weight sitting closer to your face it does feel a little easier to wear (this is something I’ll only know for sure after using it for a few sessions that are longer than my 30-minute demo).
A more minor improvement (but one I love) is that IPD adjustments (how far the lenses are apart) are now managed by a little scroll wheel found underneath the headset’s visor. Unlike with the Quest 2, you don’t need to remove your headset to change how far the lenses are apart with the Quest 3, plus you’re not limited to three predetermined presets – you can scroll between a much wider range of options, so you can set the Quest 3’s lenses to suit you perfectly.
You’ll also see from the images that the Meta Quest 3 doesn’t just come in white; you can swap the strap, and some of the plastic casing, for orange and blue options. Unfortunately, these color options cost extra, but if you fall in love with your Quest 3 and want to personalize it they could be fun add-ons to pick up in the future.
Before trying out the Meta Quest 3 I was concerned that the controllers would be an issue. They don’t use a tracking ring, but unlike the Quest Pro’s controllers, which also lack tracking rings, they don’t have internal cameras to replace it.
Instead, the Quest 3’s handsets rely entirely on the headset’s cameras, IR LEDs in the controllers, and AI for tracking. I wasn’t convinced that this would be a suitable alternative, but having used the Quest 3 controllers I can report that they work just fine; in my demo I noticed no differences between using them and using the Quest 2’s controllers, save for the fact I no longer had to worry about a tracking ring bumping into something.
Meta Quest 3: Initial verdict
Like Meta’s previous Quest headsets, the Meta Quest 3 will support every single game and app currently on the Quest store. So if you own an Oculus Quest, Oculus Quest 2, or a Meta Quest Pro you’ll be able to bring your entire software library to the new headset.
You won’t just be enjoying old VR experiences, however – there are new and exciting mixed reality apps to explore with this headset. The Meta Quest 3’s standout feature is mixed reality with full-color passthrough. This isn’t new to Meta headsets – it first launched with the Meta Quest Pro – but the Quest 3 is the first headset in the affordable Quest line to get the feature. Plus, the Quest 3 does it better than the Pro.
The picture quality is significantly less grainy, and the colors look more vivid than what the Quest Pro’s passthrough produced. While the real world still doesn't look exactly true to life, the Quest 3’s video feed does make it look a lot more so, which I found helped to sell the mixed-reality experiences.
Another boost to MR is the improved AI provided by the Snapdragon XR2 Gen 2, which in collaboration with the headset’s depth sensor and other external cameras can not only automatically map out your floor, but walls and other objects in the room as well. This allows mixed-reality experiences to interact more realistically with the space around you, and I found this made the feature feel a lot less gimmicky than on other headsets I’ve tried. Usually I ignore MR, but on the Quest 3 I can see myself turning it on as often as games and apps allow – I can’t wait to return to the mixed-reality Stranger Things and Samba de Amigo experiences I played in my demo.
I haven’t yet had the chance to use them, but the Quest 3’s new Augments sound like they’ll be great uses of mixed reality too. These mixed-reality widgets can be used to decorate your real-world space, and offer a range of different features. You can set up portals to your favorite games, get live weather updates for your local area, or just place a pretty-looking sculpture in the space. Best of all, Meta says these Augments will stay where you put them; so if you decorate your space with Augments during one session and then enter mixed reality in the same space on another day, everything will be just how you set it up before.
It’s also now a lot easier to swap between virtual reality and mixed reality – you just double-tap the right side of the headset to change your view.
Meta Quest 3: Initial verdict
The Meta Quest 3 is an impressive VR headset that takes mixed reality very seriously too. While it’s not as affordable as Meta’s Quest 2, it offers enough improvements that I feel it’s higher launch price is justified.
There are a few features I want to spend more time with before passing a final verdict on this new headset, but based on my early impressions this could be not just one of the best standalone VR headsets Meta has made, for most people, it might just be the best VR headset that money can buy.
The Rokid Max AR glasses are par for the course when it comes to AR glasses. They offer a lightweight wearable second screen for compatible devices, effectively providing you with a private, portable home theater. They’re not perfect, though.
I'm not a fan of the glasses' design overall, but one major negative aspect of the design isn’t just down to my personal tastes. The bridge of the glasses – the part pressed up against your face – gets hot. It never burns, but it is unpleasant, and the glasses heat up fairly quickly.
Picture-wise, the Rokid glasses are fine – roughly on par with a decent budget projector. This means you’ll get fairly vibrant colors when the brightness is turned up to max, but you’ll need to use the optional lens cover or use them in a dark environment for the best visuals. No matter your setup, contrast in dark scenes is weak, with onscreen details of scenes in shadow or set at night losing any intricacy.
Similarly, audio is passable, but the Rokid Max’s inbuilt speakers lack any kind of force in the bass department, so expect your favorite film score to sound less impactful than you’re used to. There’s also a fair amount of audio leakage, so unless you want everyone around you to hear what you’re watching, we’d recommend using headphones – though headphones aren’t usable with the Rokid Station.
Speaking of the Rokid Station, this add-on may be officially optional, but I’d recommend picking it up if you can. It turns the glasses into a portable Android TV (with a roughly five-hour battery life), giving you access to a host of streaming services. You can also cast videos from your phone to it just like you would with a Chromecast.
Lastly, the Rokid Max AR glasses are slightly more pricey than some of their rivals – such as the Xreal Air glasses – and I don’t feel they offer a better experience for the money. During sales, you've previously been able to pick up a bundle of the glasses and Rokid Station at a reasonable price, so I’d recommend waiting for a deal before buying a pair.
Rokid Max AR glasses: Price and availability
The Rokid Max AR glasses usually cost $439 – they’re currently only available in the US unless you ship them internationally – though at the time of writing, they’re on sale for $399 at Amazon.com and the official Rokid store. Both prices are in the same ballpark as similar AR glasses, however, they’re at the higher end of the scale. The Rokid Max glasses cost more than rivals like the Xreal Air AR glasses (at $379) and don’t offer a compelling enough reason to consider them over the competition.
The Rokid Station is an optional add-on (which we’d recommend you pick up with the glasses as they turn it into a standalone Android TV) for $129. Though at the time of writing, the Max and Station can be bought in a bundle for $489, saving you $89. This deal won’t be around forever, but always look out for similar sales, as it’s hard for us to recommend these smart specs at full price. As a pair – at the discounted price – the Rokid Max and Station are a formidable duo compared to the competition, offering simplicity and good performance at a relatively decent price.
In general, we’ve found AR glasses feel a little too much like an early adopter’s gadget. By that, we mean that the price you pay is high for what you get. While they do serve slightly different purposes, it’s hard not to compare AR glasses to a VR headset like the Oculus Quest 2 – which costs as little as $299 and offers considerably more bang for your buck.
Value score: 3/5
Rokid Max AR glasses: Performance
Colors look vibrant with max brightness
Struggles with shadowy scenes
Sound lacks fullness and oomph
The image quality from the Rokid glasses is comparable to a decent budget projector – fine but not faultless.
With the Rokid Max AR, I could enjoy full-HD (1080p) video on a virtual 210-inch screen, which is pretty awesome when just lying back in my bed. In a dark environment, the picture looks solid with decently vivid colors – though I’d recommend setting the brightness to max for the best image. If you’re in a brighter environment, the black cover is a must, as you'll struggle to see what’s happening without it.
Unfortunately, as is the case with other AR glasses, these specs struggle to reproduce dark scenes with clarity. Watching the finale of a film like Spider-Man: Homecoming – where our protagonist faces off against a villain with a dark costume in a dingy warehouse at night – making out details is a challenge. Characters’ facial expressions were sometimes impossible to see when they were in shadow, and the villain’s costume and glider just looked like dark blobs rather than intricate designs.
A minor annoyance is that the screen can become somewhat blurry at the edges. Generally, this isn’t a problem as the action is in the middle of the screen, but details on the fringes won’t be in focus, which can be an immersion-breaking distraction when you’re trying to enjoy a show.
Audio-wise, the Rokid glasses are passable in terms of mid and higher-range tones, but the bass lacks any kind of oomph to it. That said, if you’re planning to use them for film and TV rather than music videos you should be fine, just expect your favorite scores to sound a little more flat and emotionless than you're used to.
Additionally, audio does leak a considerable amount at moderate to loud volumes, so if you're using the Rokid Max AR glasses in a public space (like on a train during your commute to work), then you need headphones – though headphones will only work if you connect the glasses to your phone, using the glasses and station means you’re forced to use the in-built speakers.
Performance score: 3.5/5
Rokid Max AR glasses: Design
Fit really well
Not my favorite design aesthetically
Get uncomfortably hot
Design-wise, the Rokid Max AR is a mixed bag, with some factors I love and others that are disappointing.
On the positive end, I love the fit of the glasses. They’re comfy to wear at just 75g and come with two interchangeable nose clips. What’s more, they offer 0.00D to -6.00D myopia adjustment wheels for each eye, and you can buy an optional lens attachment at a fairly decent price (the site says they’re usually $30, though I’ve seen them on sale for $15) if you need a bigger adjustment. Ideally, this lens clip would be free, as you also need to provide your own prescription lenses, but at least it’s there if you need it. Not every pair of AR smart glasses is as accessible for prescription glasses wearers.
On the negative end, they suffer the same major design issue I found with the TCL Nxtwear S glasses; the bridge (which is pressed up against your face) gets hot when the device is in use, rather than an outer edge that's not against your skin as with the Xreal AIr glasses. The heat was never painful, but it did get uncomfortable, especially during the hot weather we were experiencing in the UK while I was testing these out.
I also think the glasses are pretty ugly with their bug-eyed look and choice of blue plastic covering. This just gives me an excuse to never remove the optional cover, as it gives the glasses a nicer shape (at least to me).
Lastly, while the case is annoyingly close to being perfect, it falls short and is still kind of a failure. Yes, it’s great storage for the glasses and its cables but, ideally, it would also store the Rokid Station. There’s a perfect slot in the base of the case for the station – it fits so precisely that this must be intentional – but then there’s only space to fit the glasses too, and no room for the necessary connector cable that attaches the two pieces together.
I tried shoving everything in to see if it could work but ended up breaking the zip – it’s fixed now, thankfully. No other AR case included with the glasses I’ve tested offers the ability to carry the glasses and adapter in a single pouch; I was hoping Rokid would be different, but I’ve been disappointed again. Maybe a future iteration will finally fix this frustrating problem.
Design score: 2/5
Rokid Max AR glasses: Compatibility
Compatible with devices that support Display Port over USB-C
Rokid Station is easy to use
The Rokid Max glasses are par for the course in terms of compatibility. If your gadget supports Display Port over USB-C, then you can plug these specs in and use them as a second screen. This includes many laptops, smartphones (such as the Samsung Galaxy S23), and even the Steam Deck. To be able to hook up other devices like a Nintendo Switch, PS5, iPhone 14, or PC with only HDMI-out you’ll need to buy additional adapters, which Rokid sells for around $40 each.
You could also pick up the Rokid Station to turn your smart glasses into a smart TV powered by the Android TV OS. This little AR smart glasses hub is really neat and one of the easiest to use that I’ve tested. Once you’ve logged in with your Google account, you can download a range of apps for the best streaming services – including Netflix and Disney Plus. Alternatively, using the in-built Chromecast, you can cast videos from your phone to the Station.
The advantage of this is that your glasses will use the Station’s five-hour battery rather than your smartphone’s. You can even charge the Station while using it, so you can endlessly enjoy your favorite streamed content.
Should you buy the Rokid Max AR glasses?
Buy it if...
Don’t buy it if...
Also Consider
How I Tested The Rokid Max AR glasses
Used for a couple of weeks
Tested with a range of devices
To test out these AR smart glasses, I used them for a couple of weeks in my home – using them as a second screen for a laptop, smartphone, and the Rokid Station. This was to get a feel for how easy they are to use with a selection of compatible gadgets.
I also made sure to watch a range of content types through the glasses, including music videos, movies, and YouTube videos, to understand the audio and visual capabilities of the Rokid Max glasses. In particular, I made sure to listen to bass-heavy music and very visually dark content, as these can be challenging for AR glasses. During my tests, I also made sure to watch the same content multiple times to get a sense of the glasses' performance with and without the cover in rooms of varying brightness.