The Meta Quest 3 VR Headset: A Hands-On Review of Meta’s Latest Wireless Virtual Reality Headset

HOUSEKEEPING NOTE: I first started writing this blogpost in November 2023, but I haven’t had a chance to finish it until now! It is one of a huge backlog (over thirty) of half-finished blog posts, which I hope to complete and publish soon. So please stay tuned!

Also, with this blogpost, I have created a new blog post category called Review, which I will now be using to mark any hardware and software reviews I write from now on, here on the RyanSchultz.com blog.

As a librarian at my university, I am a member of the faculty union, along with the professors and instructors. One of the benefits we receive is a certain sum of money every year, travel and expense (T&E) funds, to be used to pay for our professional memberships, registration for and travel to and from conferences, books and journal subscriptions—and computer equipment! And so it was, that I used part of my T&E funds this year to purchase Meta’s latest wireless VR headset, the Meta Quest 3, which was just announced Sept. 27th, 2023 at the Meta Connect event (which I wrote about on my blog here).

Now, while I absolutely reserve the right to snark about some aspects of the Meta Connect event itself (Snoop Dogg and Paris Hilton as AI chatbots? Really?!??), I still do believe that Meta makes great virtual reality hardware! And so I ordered a Meta Quest 3 (512 GB model), plus an Elite Strap with Battery, and a carrying case to lug it all around in.

This will be a test unit, which I will evaluate to see how well it would fit into the selection of hardware which will form part of a virtual reality lab for my university library system (more info here), of which I am a member of the committee helping to steer the project.

As I unpack and set up the Meta Quest 3, I will be comparing it with my previous experience with the Meta Quest 2. You can read my review of the Quest 2 here: A Hands-On Review of the Meta Quest 2 (256 GB Model, Elite Strap with Battery)

These boxes are getting smaller all the time!

My first impression: Wow, these boxes are getting smaller and lighter every time! And: Wow, those hand controllers look tiny. Anyway, wasting no time, I started unboxing.

Inside the Meta Quest 3 box (with the default strap)

I scanned the QR code on the inside of the Meta Quest 2 box, and this is the first thing it showed me on my iPhone:

Regular readers of my blog will remember my distaste for Meta’s level of consumer surveillance, so I immediately hit the Don’t Share button! I think Meta is already vacuuming up an alarming amount of my personal data as it is!

Since I already had the Oculus app installed on my work iPhone from when I set up my Meta Quest 2, the QR code didn’t really do much of anything. I was somewhat irritated that there wasn’t a paper set of step-by-step instructions to set up the Quest 3, so I did a little searching and found this webpage, which gave me a helpful video and some tips on how to get started.

The head strap that comes with the Meta Quest 3, while serviceable, really doesn’t help to redistribute the front-heavy headset (the Quest 3 weighs about the same as the Quest 2, although it is noticeably thinner). So one of the first things I did was unpack the Elite Strap with Battery, and replace the default strap. In addition to prolonging the use of the Quest 3 for another couple of hours, the rigid strap design reduces pressure on the face, and evenly distributes the total weight for a more comfortable fit (which also contributes to longer use).

The Elite Strap has a knob at the back to adjust to fit your head, and you can also use it to make it more compact to fit into the solid-feeling carrying case:

You can use the knob at the back of the Elite Strap with Battery to make the Meta Quest 3 headset small enough to fit into the carrying case, which makes it easier to take it with you!

One thing I was less than happy with is the charging cable, which is incredibly short! Meta, would it have killed you to include a longer charging cable? Don’t be so cheap!

The charging cable is waaay too short!

While at first I thought the hand controllers on the Quest 3 were much smaller than its predecessor, in fact they are approximately the same size. They’re only missing the “loop” at the top, which has been replaced by improvements to the tracking system overall. (I have enabled, but not yet tested out, hand tracking, that is, using hand gestures instead of the hand controllers.)

The hand controllers on the Meta Quest 3 (right) seem smaller than the Meta Quest 2, but that’s only because the top “loop” has been removed.

UPDATE March 2nd, 2024: I must confess that I haven’t had as much of an opportunity recently to put the Meta Quest 3 through its paces, but I did pack it into my carry-on bag when I flew to Alberta to spend last Christmas with the rest of my family, and I did give several family members a taste of virtual reality using this device, putting them into a loft apartment world in VRChat. (My usual go-to for giving people their first VR experience, a favourite tropical beach world in VRChat, called Deep Blue, unfortunately only works with a high-end tethered PVCR headset like the Valve Index of Vive Pro 2.) The Meta Quest 3 is, in my opinion, the perfect portable device for giving people an introduction to the world of virtual reality!

Also, you can use a fibre-optic Quest Link Cable (available for purchase through the Meta website for CA$109.99) to turn the standalone Meta Quest 3 into a PCVR headset, by attaching it to a high-end Windows PC with a good graphics card.

I did want to comment on what an improvement the visuals are in the Meta Quest 3 compared to its predecessor, the Meta Quest 2. The so-called “screendoor” effect (where it’s possible to determine the gaps between pixels in your headset view) has been greatly reduced, and it really improves graphics, and makes things like reading text much easier. But where there’s really a noticeable improvement between the Quest 2 and 3 is in the full-colour pass-through! According to Meta:

With full-color Passthrough, Quest 3 and Quest Pro provide you with a more perceptually comfortable, high-fidelity, real-time representation of the physical world around you. These advancements in Passthrough aren’t just to improve the VR experience you currently know, but is also fundamental to new and upcoming features that allow you to interact directly with the physical world while in-VR. Activities supported by full-color Passthrough include:

  • Using mixed reality apps that combine and use items from both your physical and virtual world.
  • Using a physical keyboard and other objects on your physical desk.
  • Interacting with other people in the same room as a part of a collaborative experience, like having a meeting in [Meta Horizon] Workrooms.

I look forward to spending more time in my Meta Quest 3 over the next few months, exploring various apps and platforms, and I will report back more often on how things are going!

The Apple Vision Pro: Apple’s Gamble on High-End Virtual Reality (and Why I Want One)

Brian Tong wearing the Apple Vision Pro (a still capture from his Apple Vision Pro unboxing video)

As I mentioned in passing in my last blogpost, I am eager to get my hot little hands on the latest Holy Grail in the world of virtual reality/augmented reality/mixed reality/extended reality (VR/AR/MR/XR): the Apple Vision Pro wireless headset, which began shipping to American consumers on February 2nd, 2024.

Alas, there is no word yet on when we non-Americans will be able to order this device, although at least one VR YouTuber, Brian Tong, has heard (via his unofficial, internal sources) that Apple is planning to expand access to the U.K. and Canada next, perhaps shortly before or during the 2024 Apple Worldwide Developers Conference, which is usually held the first or second week of June.

Brian’s YouTube channel has been full of many helpful videos about the Apple Vision Pro, including this unboxing video of a pre-release version, where he unpacked the various components in the Apple Vision Pro package like a giddy schoolkid on Christmas morning:

In an interesting move, Apple refers to this device as spatial computing, avoiding any mention of virtual reality, mixed reality, or any of the other terms which have usually been tossed around while talking about other headsets. Also, I find it quite telling that nowhere will you find mention of the now-often-maligned concept of the metaverse, especially after being embraced by numerous crypto/NFT projects which went nowhere, plus Facebook’s much-ballyhooed rebrand into Meta landing with a bit of a dull thud and a shrug among consumers. As fellow metaverse blogger Wagner James Au wrote on his blog last week:

With Meta’s latest earnings report published this week, we find out the company has now burned invested $42 billion on building the Metaverse, with little to show for that: Its metaverse platform Horizon Worlds has less than an estimated 500,000 monthly active users, while sales of its Quest VR headset line (a metaverse peripheral) remain steadfastly small.

While Wagner is certainly more pessimistic about virtual reality than I am, it’s clear that VR headsets are not exactly flying off shelves, especially when compared to the blockbuster sales of cellphones, tablets, and gaming consoles. Andrew Williams of Forbes reported last October:

Meta has sold more than 20 million headsets to date, 18 million of which were the Meta Quest 2.

The Quest 3’s predecessor was highly successful, considering VR isn’t really a mainstream proposition in the way standard game consoles are. But the market has not expanded in the way Meta clearly hoped.

Back in May, the Washington Post reported a significant proportion of Quest users were letting the headset gather dust after just a few weeks.

The somewhat tepid success of most VR/AR/MR/XR/metaverse ventures to date are clearly reasons why Apple has focused, in its usual savvy marketing campaign, on the fact that the Apple Vision Pro is intended to be a wearable personal computer (essentially, an iPad for your face). Apple has announced in a Feb. 1st news release that over 600 new apps built specifically for the Vision Pro were available to American consumers at launch, plus “more than 1 million compatible apps available on the App Store to deliver a wide array of breakthrough experiences.”

The Vision Pro the first completely new category of device launched by Apple since the Apple Watch in 2015, and many people (myself included) have been keen to see what Apple, with its history of launching well-designed products, would come up with. As I often say on my blog, A rising tide lifts all boats, and Apple’s entry into this market has the potential to shake things up quite a bit, especially since they have taken pretty much the opposite tack from Meta, by focusing on an expensive, ultra-high-end device as their first product.

And yes, I do mean expensive. On the U.S. Apple Vision Pro website, the three main models of the Vision Pro are for sale:

  • 256 GB of storage (starting at US$3,499);
  • 512 GB (starting at US$3,699); and
  • 1 TB (terabyte, or 1,024 GB; starting at US$3,899).

So the one-terabyte Apple Vision Pro of my fondest dreams and darkest desires comes out to $5,259.17 in Canadian dollars—and that’s before sales taxes!


Many mainstream media and tech news reviewers prepared print and video reviews of the Apple Vision Pro, using pre-release review units provided by the company. These reviews were embargoed until the official release of the headset in early February, when they landed in a big media splash (Apple has deep pockets to spend on advertising, and has always done excellent marketing for their products).

Brian Tong, the YouTuber whom I mentioned earlier, has put out a very user-friendly, comprehensive one-hour review video:

Nilay Patel of The Verge put out the following half-hour video as part of its extensive print review of the Apple Vision Pro, which did not shy away from talking about what he saw as some problems with the device, describing it succinctly as “magic…until it’s not.”

Joanna Stern of the Wall Street Journal (archived version) took a slightly more unusual, whimsical approach to her review of the Apple Vision Pro. Joanna wore the review unit for a full day, even taking it to out to a ski chalet and wearing it out on skis, on a closed-off bunny hill! (Something definitely not recommended, by the way; DO NOT DO THIS.) Here’s her ten-minute video, which also shows her wearing the Vision Pro while preparing a recipe, and even setting up multiple timers hovering over the different pots on her stovetop:

And yes, one of the many features of the Apple Vision Pro is that you can set up displays anywhere, as demonstrated by in this mind-bending one-minute YouTube video by Himels Tech, as he walks around his house showing off his set-up:

There are many other reviews out there, but these four video reviews between them cover pretty much all the bases, so if you watch all of them, you’re up to speed!


The eye-watering price is not the only hurdle to be overcome by whoever wants to possess one of these Holy Grail devices! Unlike every other VR headset I have purchased, I will not be able to wear my glasses underneath the face-fitting, ski-goggle-like design. So I have two options: to get soft contact lenses (which I have not worn for a couple of decades), or to buy magnetically-attached prescription lens inserts from Apple’s partner, Zeiss. According to an Apple Support article:

To purchase ZEISS Optical Inserts for Apple Vision Pro, you need a legible comprehensive prescription. Here’s the information your comprehensive prescription should contain:

Your distance correction and near correction needs, indicated separately but on the same prescription sheet. This is known as the full manifest refraction. 

An expiration date, which should not be expired.

Your date of birth, your full name, and your prescriber’s license number and signature.

Intermediate distance, task distance, or computer distance should not be part of that prescription, and contact lens prescriptions are not accepted. If you’re not sure if your prescription is comprehensive, consult an eye care provider and reference the description in this article.

ZEISS Optical Inserts are available for the vast majority of corrections, including for customers who normally use progressive or bifocal lenses. A very small percentage of people have a prism value added to their glasses prescription. At this time, ZEISS cannot manufacture ZEISS Optical Inserts based on a prescription containing prism value. If you have a prism value, it is labeled on your prescription and noted separately from sphere, cylinder, axis, and ADD values. If you’re not sure if your prescription includes prism, consult with an eye care provider.

Depending on your prescription, your vision needs might not be met through ZEISS Optical Inserts.

Annoyingly, there doesn’t seem to be any publicly-available chart to give the ranges of presecription lenses which they will support, instead asking you to fill out a form with your prescription details, and promising that they’ll get back to you as quickly as possible:

So it looks as though I am going to have to go see my eye doctor first, then submit my prescription, then cross my fingers that they will support my combination of nearsightedness and astigmatism (not to mention my need for progressive lenses!). Honestly, it all sounds rather discouraging and disheartening.

But perhaps my apprehension about the Vision Pro not working for my elderly eyes is misplaced, because even blind people are finding the device to be useful! Check out this mind-blowing YouTube Shorts video by James Rath, who tests out some of the accessibility features and settings, James says that he can actually see more clearly with the Vision Pro, than without! This device could open up a whole new use case for the visually impaired.


So, yes, I am very eager to get my hands on an Apple Vision Pro sometime this year! I don’t want to wait; I want to experience this envelope-pushing product as soon as possible. I haven’t been this excited about a headset since the Oculus Rift back in 2016. So please stay tuned as I report on my odyssey to acquire the new Holy Grail of spatial computing!

Editorial: Turning 60

It wasn’t until I received an early-morning text message from my brother in Alberta that I remembered: holy shit! This morning at 6:00 a.m., I officially turned sixty years old.

I consider myself a fortunate man on this milestone birthday: not only do I have power, water, sewer, and broadband, a roof over my head, food on my table, and a nice new car to drive (all paid for by my full-time job as a science/agriculture librarian), I also get to work on a virtual reality lab project for my university library system (more on that below), and I even get to lecture about my beloved Second Life to a university class!

I mean, c’mon now. Having been through rough and even truly horrible times in the past, I am now wise enough to realize—and appreciate—when the good times do happen. Enjoy them while you can, because they are often fleeting! My single piece of wisdom to impart to all of you reading this is: Appreciate. The. Moment.

As I mentioned in a previous blogpost, I have been invited to give a lecture on Second Life for a graduate-level virtual worlds building and design course being taught this semester at my university, co-taught by a computer science professor and an interior design professor. I have been quite busy trying to put the finishing touches on my presentation, which I will be delivering in Second Life to the students, all of whom will be represented by Second Life avatars.

Doing a test run of my presentation
My professional librarian avatar, named Notecard Writer, dates back to 2007 (and if you think that I actually look like this at age 60, I have a bridge in Brooklyn to sell you! 😉 )

For the course, I have rented an entire Homestead region (256 square metres), with full build and terraform rights, where the students can practice their virtual world building. The rental is currently only for three weeks, but it can be extended if any students wish to work on a building project in Second Life for the course.

Here’s a sneak preview of the region; it came pre-landscaped by the landlord, and much of it I have kept as-is, but I have also worked to terraform a large, flat space for building projects (located in the foreground of this picture). I do have a small area where I will demonstrate just how much content creation has changed in Second Life over the 20 years of its history, with examples of houses and furniture from basic prim building to highly detailed mesh models! 

Some Second Life land with full build and terraform rights, for the use of the students taking the Virtual World Building class I am lecturing (and yes, I made the spiky peak to the far right; I haven’t had an opportunity to play around with the Second Life terraforming tools in such a long time!)

As for the virtual reality lab project, the project is moving ahead slowly but surely. I am one member of a committee of people working to move the project forward (my role is to specify VR and AR hardware and software for the lab, to support the use of VR/AR/MR/XR for faculty, staff, and students in their teaching, learning, and research). At the moment, we’re focused on room renovations to the chosen space for the lab: walls, floors, lighting fixtures, etc.

Depending on when the Department of Computer Science sets up their VR lab (I’ve heard that they are ordering a bunch of Meta Quest 3s), the Libraries’ XR Lab will be either the second or third such lab on campus, after the School of Nursing, which is now regularly using VR to train student nurses (more info here in a Mastodon post I made about that project).

So, at the ripe old age of sixty, my passionate hobbies (virtual worlds, and virtual reality) are actually intersecting with my paying job! I know how lucky I am to have these opportunities, and I do not take them for granted.

Now, I have to go—I’ve got two different Libraries training sessions to deliver today, one this morning and another this afternoon—but I just wanted to write this blogpost to let you all know that I’m still here, still blogging, and once my work for this course I am involved with winds down, I will once again be writing “News and Views on Social VR, Virtual Worlds, and the Metaverse,” as the tagline for my blog states. And not just about Second Life, but all the metaverse platforms I can find!

Here’s to another sixty trips* around the sun! Woohoo! (Well, okay…maybe 20? 30?? 40?!?? 😜)

Photo by NIPYATA! on Unsplash

*Actually, it’s sixty-one trips around the sun, so far!

Resonite: A Brief Introduction to a New Virtual World/Social VR Platform

There’s a brand-new virtual world/social VR platform I want to tell you about! It’s called Resonite, and it is the product of a hard-working and super-talented team of software developers at Yellow Dog Man Studios.

Resonite runs in both standard and virtual reality modes. While it does not require a VR headset to enjoy, it certainly is a lot more fun if you have one! Any virtual reality headset supported by the Steam ecosystem will work (I use a Valve Index at home, and an HTC Vive Pro 2 at work).

Last weekend, I downloaded and installed the software at home to use with my Valve Index, and I was quite impressed with the new user orientation! It reminds me a lot of the former Sansar Social Hub with its airy, futuristic vibes.

The Resonite New User Tutorial

Also, all new users receive a beautiful new cloud home, as their personal home base in Resonite, to decorate (or add on to!) as they wish. Oh, and I forgot to mention, you can also easily transfer over your avatar and any other personal files (and homes/worlds) from Neos, if you wish.

Here’s a recently-released mini-trailer to give you a small taste of this product:

Resonite is now available to download under the Early Access program on Steam. The development team is hard at work on tutorials, and a wiki, and they’ve started a GitHub Issue Tracker, as well as a section on their official website for product support, including the ability to report bugs and track previously reported issues.

To learn more about Resonite, please visit their website, join their Discord server (which already has over 3,000 members!), or follow the project on your favourite social media platform: Bluesky, Mastodon, TikTok, Twitch, Twitter/X, and YouTube. And, if you want to financially support the development of Resonite (and get extra perks), they have a Patreon page, with over 2,400 supporters already! (I am now one of those proud supporters of Resonite.)

And because I expect that I will be writing a lot about Resonite from today forward, I have set up a new blogpost category called Resonite, which I will be attaching to this blog post, and to any future ones! Stay tuned for future news and events!