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Meta has sold just shy of 20 million of

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their Quest 2 headsets. To put that number in perspective, that is about

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half as many as Sony has sold of the PlayStation 5, but it's a VR headset,

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not a living room gaming console. And if you're asking, hey, is the Quest 3 an

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improvement over the Quest 2? The answer is, yeah, it is. But you're also asking

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the wrong question. What you should be asking is how is it that Meta has

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managed to lose 47 billion dollar while

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being the most successful VR headset maker by a country mile. The answer of

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course is research and development. Some of which is still locked away in a lab

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somewhere, but some of which is finally seeing the light of day in the form of

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the Quest 3, or at least the simulated

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light of day. Welcome to augmented

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reality. This is incredible. Look at this. It's

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like there's a real chair right in the middle of the room. Like I Oh, that's a

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real chair. Okay, this is not the demo. We'll show you the demo. There's still a

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long way to go and we're going to talk about that. But when I put on the Quest

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3 for the first time, it marked, pun intended, the moment when I could

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clearly see the Zuck vision for the first time, and I might even be sold on

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it. The simplicity of the Quest experience begins with the packaging.

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Just dawn the headset and controllers and jump right in where the first thing

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you'll notice is the absolutely incredible video pass through. Thanks to

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the new sensor array at the front of the headset, the Quest's first trick is to

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transport you not to another world, but to the exact place you're standing. Your

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surroundings get rendered with accurate depth and at shockingly low latency

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thanks to two 4 megapixel RGB cameras and Meta's allnew time offlight sensor,

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making it easy to not just move around a

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little bit, but to actually do things to show off to Ivonne. I had a conversation

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with her while drinking a beverage while wearing the Quest 3. She might have been

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more impressed if I did the dishes, but what are you going to do? To illustrate

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how much better it is than any other headset we've seen before, we set up a

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highly scientific experiment. Roll clip. LOOK AT THEM GO.

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[laughter] LET'S SEE THE TRADITIONAL HEADS. OH. OH [screaming] NO. OH. ON TOP of the mixed

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reality sensors, the headset also makes use of four IR sensors to manage its

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inside out tracking. Then at the bottom, you'll find IPD adjustment for improved

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comfort, a volume rocker, and three pins for charging with a stand accessory that

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is sold separately. On either side of the hinged temples, you'll find the 3

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and 12 mm combo jack and the USBC port that handles both charging and display

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input. I really like this placement, but it should be noted that if you're

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connecting with a wire for Steam VR gaming, you're going to want to be sure

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to grab a long, flexible, right angle USBC cable to make routing it a little

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bit easier. And I'd also recommend a cable tie or similar to act as a strain

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relief so you don't ruin your visual immersion. ltstore.com. Speaking of,

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man, does this headset ever look good.

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Once you've dialed it in, you will be very impressed. The dual 2064x 2208

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displays provide you with 25 pixels per degree of clarity and a 110° field of

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view at up to 120 hertz. Also gone are

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the Fresnel lenses replaced with pancake optics like we saw on the Quest Pro.

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Something only seen at this price point on the yetto be released in North

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America Pico 4 headset from Bite Dance.

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Of course, to hit that price point, Meta had to make some sacrifices. And sadly,

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those displays are still LCD, which coming from the incredible color

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richness, contrast, and motion clarity from the OLED displays on the PSVR2 or

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the big screen beyond leaves something to be desired. The Quest 3 also lacks

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eyetracked foviated rendering to improve performance. You can decrease render

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quality outside of the sweet spot, but without eyetracking hardware, it just

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ends up looking kind of blurry whenever you happen to shift your gaze off

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center. Of course, you can just turn that off, though, because the Qualcomm

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XR2 Gen 2 chipset on board this thing somehow manages to push 4 and a half

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million pixels up to 120 times per second in real applications and games

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while also managing the six degrees of freedom tracking for the headset and the

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controllers. There's no other way to put this other than it is an absolute beast.

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And I was blown away by the immersiveness of games and other VR

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experiences on this headset. But all of

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that horsepower comes at a cost. And the first one is heat. The outside of it,

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even though it's made of plastic, and it feels like it shouldn't, gets hot.

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Almost as hot as you'll look in our lightweight 3D down jacket from

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ltdstore.com. Really, that's our pitch for this. You're going to look 90%

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awesome and 10% like a complete At least you won't be out there long

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enough for many people to see you. Because the other downside is battery

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life. While a little over 2 hours is

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sufficient for most gaming sessions, it's a big step down from the Quest 2,

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and augmented reality experiences tank the battery life even further. Now,

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high-speed charging could help to mitigate this, but we found that 15

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minutes on the wall was worth about 15 minutes away from it. So, if you were to

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work a full 8 hour workday in Meta Horizon's workrooms, you'd probably have

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to hot swap between your two headsets, assuming, of course, that you don't just

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leave it plugged in. Quick note, while we were working on editing this video,

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Meta added a battery saver mode that could help with this, but we don't have

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hard numbers for the improvement yet. Moving on. I love the improvements

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they've made to the controllers. The easily swappable single aoublea design

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is back, but gone are the crummy battery

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covers. [music] Check this out. No slippage thanks to Latch. Praise be to

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Latch. They also got rid of the one ring to track them all. So, they now resemble

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the Touch Pro controllers that are found on the Quest Pro without the IR cameras

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that allow the Pro controllers to handle their own inside out tracking. On that

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note, we did notice some times when poor location estimates or just flatout

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tracking failures did affect our ability to enjoy fast-paced games, but overall

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tracking feels significantly improved over the Quest 2. From an ergonomic

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standpoint, we let a few people from around the office try the controllers

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out, and it seems like they fit well in a wide variety of hand sizes, but those

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with wider hands may need to employ a British tea sipping grip. That is if

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they bother to use controllers at all. That's right. The Quest 3 does

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handtracking and it's so so while

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pinching to interact with Windows feels moto ben. The uh handtracking would

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often miss the mark on a grab or wig out entirely even in optimal conditions.

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These issues were frequent enough that I found myself almost exclusively using

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controllers in my augmented reality experiences. The few that actually work

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right now. Building LEGO in VR would be a lot cheaper than in real life, but you

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can't do it yet. And the experiences that are available, shooting enemies in

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my actual apartment is pretty neat, I guess. But for the most part, they kind

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of just feel like tech demos and not even fresh ones. Remember face raiders

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on 3DS? And when they're not fun tech demos, they're work applications. But

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I'd argue that those are the more convincing pitch for the future. I had a

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great experience working on the script for this video while wearing the headset. I was up and running in Meta

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Horizon's workrooms in no time. And being able to shut out the world and

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surround myself with three giant monitors was great for when I needed to

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hunker down and focus. With Pass through always available, making it a breeze to

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quickly check if my bosses were at their desks in case I wanted to slack off and watch some YouTube. Speaking of which,

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I'm sure you've seen the myriad creative viral stunts that people have been pulling using the Quest 3. I too tried

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my hand at some of those shenanigans, like cooking while wearing the headset,

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and honestly, I would not recommend it. While the idea of having like a video of

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demonstrating the recipe is awesome in theory, the cameras just aren't good

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enough to gauge the quality of your work. Is this ground pork fully cooked?

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I sure hope so. Holding a spoon. Well, you better have a controller in the

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other. I'm just going to keep putting my laptop in my above range microwave like

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a normal person. Oh And that ignores the motion

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sickness that you might experience with pass through like my wife Ivonne did.

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You see, one of the downsides of its on the-fly 3D mapping is that sometimes it

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needs to make on the-ly adjustments. And

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even if you aren't prone to motion sickness, this camera strangeness can be

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a major distraction in augmented reality. Like when the headset doesn't

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understand what is flat when going around corners or doesn't allow you to

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take your UI downstairs, lest it float off into the sky. Also, I was really

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hoping that I'd be able to pin a video in the corner of my vision rather than

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being required to pick up my things and carry them around the house with me.

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Connecting to your PC by cable still works great, though, providing you with

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all of the PC VR experiences you could want. And surprisingly, connecting

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wirelessly via AirLink was just about as

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seamless as long as you're on a capable wireless network. We were using Wi-Fi

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6E. With a stable enough connection, you can play rhythm games, even at bit rates

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of up to 250 megabit per second with very serviceable image quality. Or you

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can even push it higher if you tweak developer settings. Your mileage may

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vary. Wired or wireless, connecting to a

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PC does use the Oculus Link software, though, and it feels pretty outofdate

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compared to the modern Quest UI and sends you right back to the cameraless

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stone age, locking you out of any kind of pass through unless you close the

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link software entirely. And if you have

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an older PC VR headset with outside in tracking, you still can't beat that

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smoothness even this many generations into inside out. So, it's okay, but it

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could be better. Which is kind of how I would describe the audio on the

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integrated speakers. I mean, I want to make this abundantly clear. It is a lot

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better than the Quest 2. And the spatial audio wizardry works surprisingly well,

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making objects sound like they are actually around you. But the Quest 2 is

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a really low bar, and the bass is still

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very much lacking with the speakers distorting sometimes, even at lower

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volumes.

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The mic on the other hand is pretty serviceable, especially considering

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there's just the one on the front of the headset, but it does sound a little bit

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processed and very, very noiseancing.

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Coming back out of VR, I've read some complaints about the head strap needing

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a lot of adjustment, but neither Adam nor I felt that this was its biggest

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issue. For us, it was the cushion, or rather the lack thereof. I expect to

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have some headset face after a couple of hours in VR, but what I don't expect is

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the unevenness of the pressure points. And while you can replace the whole

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thing with a more sanitary silicone one, that's going to run you 40 realworld

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dollars for this flimsy thing. Clearly,

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Meta hopes to subsidize the cost of this headset with ludicrous pricing on their

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official accessories. Who do these guys think they are? Actually, come to think

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of it, maybe they're all on to something. Speaking of which, we should

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talk about price. The Quest 3 is packed full of great new performance and

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features, but that's going to run you an extra $150 over the 256 gig Quest 2. The

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good news, though, is that the Quest 2 is not going anywhere. Rather than

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discontin it, Meta is positioning it alongside the Quest 3. Though, I don't

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really know if I would go that route, at least not brand new. Let's lay out the

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options for each kind of buyer, then. If you don't have a VR headset or you're

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unsure, the secondhand market is flush

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with cheap Oculus Quest 2 right now that are going to give you a solid VR

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experience at a crazy good price. I would just stick with that. On that

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note, by the way, I've got the same advice for folks with an outside intrack

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PC headset already. The image quality of the Quest 3 is good enough that it would

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be the go-to at this price for PC VR, but the tracking just isn't on par, and

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I think that you'd be better off sticking with what you have, saving your

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pennies, and waiting for a big screen beyond or Valve's rumored nextG headset,

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or maybe for them to crack the code with the PSVR 2, which I've heard might be

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usable on PC sometime in the near future. For the third category of buyers

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though, who want an upgraded standalone VR headset and maybe want to dabble in

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AR, Quest 3 legitimately is a really

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exciting option. If the software catalog continues to grow and improve. I really

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like the thing. Adam really likes the thing. And ironically, actually, I think

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for both of us, this was the first thing to make us sit up and go, "Wow, I'm kind

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of hyped for the Apple Vision Pro." Like if this is how good it can be at this

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price, just imagine what the Vision Pro is going to be like. I mean, heck, we

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won't even need TVs or gaming monitors. We can all move into shoe box- sized

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apartments just like the Zuck Envisioned. All we need is a bed and a

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Segway to our sponsor. Has enjoyed this video? Why not check out our review of

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the opposite VR product, the Big Screen Beyond? You'll have to see what I mean

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when you watch it. It's for not interacting with the world around you or

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other people.
