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VR Industry Luminary John Carmack Quits Meta, Calling it “the end of my decade in VR”

December 19, 2022 From roadtovr

John Carmack, legendary programmer and key player in the Oculus gensis story, announced he’s left Meta, writing in a memo to employees that he “wearied of the fight” of trying to push for change at the highest levels of the company.

Carmack has never been one to mince words. Outside of bringing industry expertise to Oculus in 2013—notably a year before Meta (ex-Facebook) acquired the VR headset startup for $2 billion—Carmack has been a rare window into the world of consumer VR and one of the most important companies behind it. And even now, it appears we’re getting a peek into how things work in Meta, or rather, how they don’t work.

Last Friday, Carmack sent out a memo to employees saying he was effectively leaving Meta, mentioning the company’s VR efforts were developing at “half the effectiveness that would make me happy.”

Carmack demos an early Oculus Rift prototype at E3 2012

Parts of the memo were previously leaked in a Business Insider piece, however Carmack went one step further by releasing the memo in a Facebook update. We’ve included the text in full at the bottom of the article.

Having spearheaded Oculus’ mobile efforts throughout his tenure, in 2019 Carmack stepped down as Oculus CTO to a “consulting CTO” position, something he said would reduce his time spent at the company to a “modest slice” so he could pursue new ventures outside of VR.

Still, Carmack says the last few years at Meta has been a struggle:

“I have a voice at the highest levels here, so it feels like I should be able to move things, but I’m evidently not persuasive enough. A good fraction of the things I complain about eventually turn my way after a year or two passes and evidence piles up, but I have never been able to kill stupid things before they cause damage, or set a direction and have a team actually stick to it. I think my influence at the margins has been positive, but it has never been a prime mover.”

He contends the waning sway within Meta was “admittedly self-inflicted,” owing to the fact that he wasn’t really up to engaging with C-level battles for influence:

“I could have moved to Menlo Park after the Oculus acquisition and tried to wage battles with generations of leadership, but I was busy programming, and I assumed I would hate it, be bad at it, and probably lose anyway.”

Carmack says in a follow-up Twitter thread that there was “a notable gap between Mark Zuckerberg and I on various strategic issues, so I knew it would be extra frustrating to keep pushing my viewpoint internally.”

Before making the move to Meta vis-à-vis Oculus, John Carmack was co-founder and Technical Director of the famous id Software. He also founded Armadillo Aerospace, a private aerospace company. Carmack says he is now “all in” working on artificial general intelligence (AGI) at his startup Keen Technologies.

The full text of his internal memo follows below:

This is the end of my decade in VR.

I have mixed feelings.

Quest 2 is almost exactly what I wanted to see from the beginning – mobile hardware, inside out tracking, optional PC streaming, 4k (ish) screen, cost effective. Despite all the complaints I have about our software, millions of people are still getting value out of it. We have a good product. It is successful, and successful products make the world a better place. It all could have happened a bit faster and been going better if different decisions had been made, but we built something pretty close to The Right Thing.

The issue is our efficiency.

Some will ask why I care how the progress is happening, as long as it is happening?

If I am trying to sway others, I would say that an org that has only known inefficiency is ill prepared for the inevitable competition and/or belt tightening, but really, it is the more personal pain of seeing a 5% GPU utilization number in production. I am offended by it.

[edit: I was being overly poetic here, as several people have missed the intention. As a systems optimization person, I care deeply about efficiency. When you work hard at optimization for most of your life, seeing something that is grossly inefficient hurts your soul. I was likening observing our organization’s performance to seeing a tragically low number on a profiling tool.]

We have a ridiculous amount of people and resources, but we constantly self-sabotage and squander effort. There is no way to sugar coat this; I think our organization is operating at half the effectiveness that would make me happy. Some may scoff and contend we are doing just fine, but others will laugh and say “Half? Ha! I’m at quarter efficiency!”

It has been a struggle for me. I have a voice at the highest levels here, so it feels like I should be able to move things, but I’m evidently not persuasive enough. A good fraction of the things I complain about eventually turn my way after a year or two passes and evidence piles up, but I have never been able to kill stupid things before they cause damage, or set a direction and have a team actually stick to it. I think my influence at the margins has been positive, but it has never been a prime mover.

This was admittedly self-inflicted – I could have moved to Menlo Park after the Oculus acquisition and tried to wage battles with generations of leadership, but I was busy programming, and I assumed I would hate it, be bad at it, and probably lose anyway.

Enough complaining. I wearied of the fight and have my own startup to run, but the fight is still winnable! VR can bring value to most of the people in the world, and no company is better positioned to do it than Meta. Maybe it actually is possible to get there by just plowing ahead with current practices, but there is plenty of room for improvement.

Make better decisions and fill your products with “Give a Damn”

Filed Under: carmack, John Carmack, john carmack meta, Meta, News

Meta to Resume Quest Sales in Germany Following 2-year Antitrust Case

November 23, 2022 From roadtovr

Over the past two years Meta hasn’t sold its VR headsets in Germany due to an ongoing antitrust suit in that country that alleges the forced linkage between its virtual reality products and Facebook was an anticompetitive practice. Now it seems that’s about to change, as regulators have intimated that Meta may be free and clear soon to resume sales in Germany.

As reported by German VR publication MIXED, residents of Europe’s largest economy will soon be able to order Quest 2 and Quest Pro, which are both set to be available in-country by the end of this year.

After the sales halt in September 2020, Germany-based customers had to import Meta VR devices, which was typically done by buying from online retailers based in neighboring European countries, such as France’s Amazon.fr or Italy’s Amazon.it.

Resuming sales in Germany is directly linked to Meta’s backtracking on forced Facebook logins in August. Andreas Mundt, President of Germany’s Federal Cartel Office which is tasked with antitrust enforcement in that country, calls this a “welcome development,” although the process is still not concluded.

Here’s Mundt’s full statement, translated to English:

With Meta’s digital ecosystem created with a very large number of users, the company is the key player in the social media space. Meta also has a significant position in the growing VR market. If the use of VR glasses were only possible for Facebook or Instagram members, this could severely affect competition in both areas. Meta has responded to our concerns and offered a solution by setting up a separate Meta account to use the Quest glasses. Despite this welcome development, we are not concluding the process today. First of all, we want to continue to accompany the actual design of the options for users as well as topics of the merging and processing of user data from the various meta-services.

Although a Meta spokesperson tells MIXED that both Quest 2 and the new Quest Pro will be available in-country at some point this year, the exact date is unclear.


Thanks to our reader Blaexe for pointing out that it wasn’t a block, but an anticipatory halt on Meta’s part during the ongoing antitrust suit. We’ve changed wording to reflect this.

Filed Under: germany, Meta, meta in germany, meta quest, meta quest 2, News, quest 2, quest 2 germany, quest pro

‘Batman VR’ App Allegedly in the Works for Quest, FTC Filing Claims

November 23, 2022 From roadtovr

Among documents released by the United States Federal Trade Commission (FTC) earlier this week is a claim that Meta’s VR studio Camouflaj, the developers behind Marvel’s Ironman VR, have also planned a Batman VR app for release on Quest.

The apparent leak was found by Janko Roettgers, formerly of Protocol and Variety. The document in whole can be viewed here.

“In September 2022, Meta acquired Camouflaj, which currently developing Ironman and Batman VR apps for Quest.”

The information comes as a part of wider antitrust investigation into Meta’s acquisition of Within, the studio behind the VR fitness app. You can read more about that here.

Last we heard from Camouflaj before the acquisition by Meta, the studio said it had “exciting things on the horizon,” maintaining it was still “all-in on VR.”

As early as May 2022, the studio was hiring for a host of positions to work on its “next exciting AAA project.”

A few months later the studio then released Iron Man VR on Quest 2, releasing it from its two-year exclusivity on PSVR.

Camouflaj hasn’t announced any new projects at this point either. We’ve reached out to Meta for comment and will update when/if we hear back.

Filed Under: bat man, batman, batman vr, ftc, Meta, meta quest 2, News, Quest, quest 2, VR game

Meta to Lay Off 11,000 Employees, Reducing Workforce by 13 Percent

November 9, 2022 From roadtovr

Meta is decreasing its workforce by around 12.6 percent in a layoff that will affect 11,000 of its employees, making it the largest tech layoff this year.

Meta CEO Mark Zuckerberg said this in an internal memo obtained by Reuters:

“Not only has online commerce returned to [pre-covid] prior trends, but the macroeconomic downturn, increased competition, and ads signal loss have caused our revenue to be much lower than I’d expected,” Zuckerberg said. “I got this wrong, and I take responsibility for that.”

Meta plans to cut discretionary spending and extend its hiring freeze through the first quarter, Reuters maintains. Laid off Meta employees are said to receive 16 weeks of base pay plus two additional weeks for every year of service, as well as all remaining paid time off, as a part of the severance package.

It’s not certain what percentage of layoffs will affect those working in Reality Labs. We’ve reached out to Meta for further comment and will update this if/when we hear back.

Trouble in XR Paradise?

Meta’s most recent quarterly earnings spelled trouble when it was released last month. Close to celebrating its first year after rebranding from Facebook to become a self-described ‘metaverse’ company, Meta battled slumping revenues across multiple divisions, not least of which was its XR centerpiece Reality Labs, which took an expected hit that didn’t sit right with investors.

While Meta has been aggressively spending on its XR division over the past few years, its recent shift away from Facebook amid all-time low revenues and record inflation has made layoffs almost a guarantee to keep stock prices from plummeting further.

Back in May, Reuters reported that hiring freezes would affect Reality Labs, which has added more than 13,000 employees last year and nearly 6,000 in the first quarter this year.

Zuckerberg warned at the time that Reality Labs probably wouldn’t truly profit for at least decade. In the meantime, the Meta’s XR efforts has cost the company $10.2 billion in 2021 and another $3 billion in the first quarter this year.

Meanwhile, Meta has just released its $1,500 Meta Quest Pro mixed reality headset for prosumers and business, and plans to release a consumer-focused follow-up, likely dubbed Quest 3, sometime in 2023.

Filed Under: Meta, meta 2022 layoffs, meta layoffs, News

Meta Reality Labs Latest Revenue & Operating Cost Figures Aren’t Going to Make Investors Happy

October 26, 2022 From roadtovr

In Meta’s most recent quarterly earnings call the company shared the latest revenue figures of Reality Labs, the company’s XR division. In the third quarter of the year the division hit new milestones… unfortunately not the kind investors like to see.

Meta has been clear about its plan to spend aggressively on its XR initiatives over the next several years. So while it isn’t a surprise to see the company’s latest operating costs for Reality Labs reaching an all-time high, seeing that record in the face of an all-time low revenue record for the quarter isn’t a great look.

Meta has only been sharing its Reality Labs revenue and operating cost figures since Q4 2020, so while it’s certain that prior periods had less revenue and potentially even more spending, these new milestones shared for the third quarter of 2022 are as far back as Meta has shared the data (roughly the last two years).

The likely reasons for the lower revenue and higher spending may have to do with timing more than anything. As of Q3 2022, Meta hasn’t launched a new headset in two years. That’s probably meant slowing sales of Quest 2, especially considering the company confirmed work on its next headset a year ago, which may also have slowed sales. Not to mention that the company raised the price of Quest 2 earlier this year. While on its face that should mean more revenue, it also may have reduced demand for the headset.

It won’t be until the Q4 earnings call that we see the impact Quest Pro will have on the Reality Labs bottom line.

Meta CEO Mark Zuckerberg has warned shareholders that the company’s XR investments may not flourish until 2030, but the company still needs to tread carefully to maintain faith among its investors.

Filed Under: Meta, meta revenue, News, q3 2022, Reality Labs, reality labs operating costs, reality labs revenue, vr industry

Meta’s Next-gen Avatar Presentation Was Too Good to Be True… For Now at Least

October 14, 2022 From roadtovr

This week Meta showed off a preview of its next-gen avatars during the Connect keynote. Frankly, they looked great! However, there’s… less than meets the eye here.

When Mark Zuckerberg appeared in Horizon during the Connect 2022 keynote sporting a next-gen Meta avatar with complete body tracking I was frankly blown away. Compared to the existing leg-less avatars that everyone appears as in Horizon, these new models not only had a full body, but also incredibly natural and movements with not a glitch in sight… it seemed almost too good to be true.

From what I know of the existing tech and limitations for tracking the body from a headset… what was shown here would have amounted to breakthrough work from Meta. Here was Zuckerberg literally jumping around and touching his feet with seemingly perfect tracking. His on-stage guest also highlighted what appeared to be perfectly accurate elbow tracking, something that’s only roughly estimated with today’s avatars. Zuckerberg then proceeded to say that these avatars would be launching sometime next year.

But all is not what it seems. After reaching out to Meta to clarify what tech was used to create that segment, a spokesperson told me the team used common external motion capture tech to drive the movement of the avatars, rather than its own solution running real-time on one of its headsets.

From my conversation with Meta, the company explained the segment was intended to show off how the next-gen Meta avatars look (from a model and texture standpoint) but how they moved was, “presented for illustrative, forward-looking purposes,” the company said.

So I have serious doubts that the first full-body VR avatars from Meta will have this level of high quality body tracking—and I’d argue the company was a little deceptive here.

What we’re probably going to see in the first iteration of Meta avatars with legs is an AI inference of leg positions that will look plausible from a third-person view… but nothing like being able to jump around and touch your feet—in fact, from a first-person view you probably won’t be shown your virtual legs.

But there’s no doubt that Meta’s avatars have been getting consistently better and that the company has been doing tons of R&D to try to reach the vision Zuckerberg presented.

Meta is burning the candle on both ends here. For one it’s steadily upgrading the avatars that actually exist today—like new face-tracking that will come thanks to Quest Pro—to make them more expressive and human. And on the other end, the company is working to try to make the most photorealistic avatars it can with its Codec Avatar project, which it hopes will one day be usable even on low-powered headsets.

So I won’t say that Meta will never have avatars that show the kind of full-body tracking quality that was shown off at Connect 2022. In fact there’s an interesting possibility that VR controllers with on-board cameras (like Touch Pro) might be able to solve this problem one day, but it seems certain this won’t be the case for the first version of Meta’s legged avatars.

Filed Under: body tracking, connect 2022, Meta, meta avatar legs, meta avatars, News, VR Avatar

Quest Pro Revealed with Snapdragon XR2+, Face-tracking, & More; Ships October 25th for $1,500

October 11, 2022 From roadtovr

Today during Meta Connect the company finally revealed its high-end Quest Pro headset (formerly called Project Cambria). Priced at $1,500, the headset packs a new Snapdragon XR2+ processor along with a bevy of sensors for tracking the user’s expressions and the world around them for improved passthrough AR capabilities. Alongside new and improved controllers, the company also revealed the full Quest Pro specs, pre-order date, and release date.

Key Quest Pro Coverage:

Quest Pro Hands-on – The Dawn of the Mixed Reality Headset Era

Quest Pro Technical Analysis – What’s Promising & What’s Not

Touch Pro Controllers Revealed – Also Compatible with Quest 2

Quest Pro was just announced and is already available for pre-order starting today in 22 countries. Priced at $1,500 and with a release date of October 25th, Quest Pro is fully compatible with Quest 2 content while bringing improvements that will enhance passthrough AR functionality and social interactions thanks to face-tracking capabilities. Let’s take a look at the on-paper specs:

Quest Pro Specs

Resolution 1800 × 1920 (3.5MP) per-eye, LCD (2x)
Refresh Rate 72Hz, 90Hz
Lenses Pancake non-Fresnel
Field-of-view (claimed) 106ºH × 96ºV
Optical Adjustments Continuous IPD, contiguous eye-relief
IPD Adjustment Range 55–75mm
Processor Snapdragon XR2+
RAM 12GB
Storage 256GB
Connectors USB-C
Weight 722g
Battery Life 1–2 hours
Headset Tracking Inside-out (no external beacons)
Controller Tracking Inside-out (headset line-of-sight not needed)
Expression Tracking Yes (eyes, face)
On-board cameras 5x external, 5x internal
Input Touch Pro controllers (rechargeable), hand-tracking, voice
Audio In-headstrap speakers, dual 3.5mm aux output
Microphone Yes
Pass-through view Yes (color)
MSRP $1,500

Compact Optics & Form-factor

Image courtesy Meta

From a resolution and field-of-view standpoint, Quest Pro is actually quite similar to Quest 2, boasting an almost identical resolution of 1800 × 1920 (3.5MP) per-eye, but with a much more compact optical pipeline thanks to the use of ‘pancake’ lenses which moves the headset more toward a ‘goggle’-like form-factor than the old box-on-the-face of its predecessor. At 722g, Quest Pro is heavier than Quest 2, but may actually be more comfortable thanks to a rear-mounted battery for balance and a rigid headstrap.

And while the resolution isn’t higher, Meta claims Quest Pro has better clarity thanks to the headset’s new optics: a 25% improvement in sharpness at the center of the field-of-view, and a 50% improvement across the periphery (meaning larger ‘sweet-spot’ of clarity). As of now we’re not sure if those claims are merely about the lenses, or if they include the display as well, though we’ve reached out to Meta for clarity (pun intended).

Image courtesy Meta

Meta also claims Quest Pro includes a 500-element local dimming backlight which enables improved contrast up to 75% compared to Quest 2, while also allowing for a 1.3 times larger range of color.

New Controllers & Capabilities

Image courtesy Meta

Quest Pro’s controllers, which Meta is calling Touch Pro, are similar in shape but majorly upgraded under the hood. Gone are the tracking rings, which are instead replaced by three cameras which allow the controller to perform its own inside-out tracking. Not only does this make the Touch Pro controllers more compact, it also means they don’t need line-of-sight to the headset in order to maintain their position.

What’s more, the Touch Pro controllers feature improved haptics and new capabilities. The thumb rest of the controller has been angled and now includes a pressure sensor which allows for a natural pinch-like gesture. The controllers come with stylus tips which can be attached to the bottom, allowing you to flip the controller over to use like a bulbous white-board marker. The stylus even has a pressure sensor to determine how hard or soft you’re pushing against a surface.

Despite the new capabilities, the Touch Pro controllers maintain the same button and trigger layout as the Quest 2 controllers for full backwards compatibility with Quest 2 content. Touch Pro controllers are also the first from Meta that are rechargeable.

Though they are included with Quest Pro, the Touch Pro controllers are compatible with Quest 2 and can be purchased as an accessory for $300 starting later this year.

Better Sensing, Inside and Out

Image courtesy Meta

Quest Pro doesn’t just bring improved form-factor and controllers, the headset is also equipped with a bevy of sensors for better integrating the real world into the user’s experience, and better integrating the user into the virtual world.

Quest Pro packs five external sensors for passthrough AR capabilities, offering a higher resolution color view with improved depth-detection, making the headset better at understanding the geometry of the room around the user, and allowing it to more convincingly merge the virtual and real world.

The headset also includes five internal sensors for tracking the user’s eyes and face. In addition to using eye-tracking as input (potentially for things like foveated rendering), the sensors track much more information about the user’s face, allowing for significantly more expressive avatars than what’s possible on Quest 2.

Powered Up Processor

Given all the new and processing happening on Quest Pro, it’s a good thing the headset also sees both a processor and RAM upgrade. Quest Pro uses the newly revealed Snapdragon XR2+, an upgraded version of the processor that’s in Quest 2 but with better cooling, allowing for 50% more processing power. The headset also doubles the RAM over Quest 2 from 6GB to 12GB. As of now it isn’t clear how much of this increase in performance will be available to developers vs. how much will be retained for system functions like tracking.

More Features, Less Battery

Though Quest Pro includes a heap of enhancements over Quest 2, it comes with a cost… and not just in price. Meta says users can expect 1–2 hours of Quest Pro battery life. Luckily the headset includes a charging dock for both the headset and controllers, hopefully ensuring it’s ready to go whenever you are. Meta says the headset can charge to full from the dock in about 2 hours.

Complement Not Replacement, Says Meta

Image courtesy Meta

Meta says Quest Pro represents the company’s first entry in a line of “high-end” headsets, while Quest 2 and its progeny will continue to co-exist as an entry-level option.

Quest Pro is fully compatible with Quest 2 content, and while the headset is designed with an emphasis on passthrough AR (with an open peripheral view to keep users more grounded in their environment), the headset also includes magnetically attachable peripheral blinders to dial up the immersion for VR. A separate ‘full light blocker’, which blocks out even more of the surrounding view is available as a separate accessory.

– – — – –

Quest Pro is priced at $1,500 and pre-orders are available today, with headsets poised to ship starting on October 25th.

Filed Under: AR Headset, Meta, News, project cambria, quest pro, quest pro pre-order, quest pro price, quest pro release date, quest pro specs, Standalone VR Headset

Meta Reveals Touch Pro Controllers for Quest Pro, Also Compatible with Quest 2

October 11, 2022 From roadtovr

Meta’s new Quest Pro headset includes Touch Pro controllers which come with a bevy upgrades, and they’ll work with Quest 2 as well.

Meta says that Quest Pro and Quest 2 will co-exist as high-end and entry-level headset lines, and there’s perhaps no clearer evidence of this than that the company has taken the time to make its new Touch Pro controllers compatible with both headsets.

Key Quest Pro Coverage:

Quest Pro Revealed – Full Specs, Price, & Release Date

Quest Pro Hands-on – The Dawn of the Mixed Reality Headset Era

Quest Pro Technical Analysis – What’s Promising & What’s Not

Touch Pro Controllers Revealed – Also Compatible with Quest 2

Touch Pro controllers do away with the tracking ring that’s been present on every Touch controller to date. This time around they use three on-board cameras to perform their own inside-out tracking.

Not only does this make the controllers more compact, it also means they don’t need to have line-of-sight to the headset in order to maintain tracking. That means they should work great even when your hands are above your head, at your side, or behind you. And I’m sure someone will try attaching them to their feet.

Touch Pro controllers also include two new capabilities not seen in those prior: a pressure sensor for pinching and a pressure sensitive stylus tip.

The pinch sensor is on the controller’s thumb rest, allowing users to squeeze the controller between their index finger and thumb for a natural pinching gesture. Thanks to its pressure sensitivity this makes for a somewhat more nuanced input compared to the controller’s buttons and triggers.

The stylus tip, which is included with the controllers but can be freely detached, allows the controller to be used like a bulbous white-board marker with pressure sensitivity so it can understand how hard you’re pushing as you draw against physical surfaces.

Photo by Road to VR

Touch Pro also includes improved haptics with more powerful and precise haptic engines inside, and they’re rechargeable.

Image courtesy Meta

But Quest 2 users should fear not… all of the Touch Pro improvements are within reach. Meta says Touch Pro controllers are fully compatible with Quest 2 and the company plans to sell them as a standalone accessory priced at $300 for a pair. A firm release date for Touch Pro controllers hasn’t been set yet, but the company says they’ll be available for standalone purchase “later this year.”

Filed Under: Meta, News, quest 2 touch pro compatibility, quest pro, touch pro, touch pro price, touch pro quest 2, touch pro release date, vr controllers

Microsoft & Meta to Bring Key Productivity Tools to Quest, Including Windows 11 via Cloud

October 11, 2022 From roadtovr

Meta and Microsoft today announced at Connect that starting in 2023 the Quest platform is getting a host of Windows productivity tools along with the ability to use Windows 11 via the cloud.

First, here’s a list of what’s coming to the Quest platform:

  • Microsoft Teams immersive meeting experiences for Meta Quest: Connect,
    share, and collaborate in Teams immersive experiences.
  • Microsoft Windows 365: Stream the Windows experience on Quest Pro and Quest 2 devices, and access your personalized apps, content, and settings in VR.
  • Microsoft 365 app experiences: Interact with 2D content from
    Sharepoint or productivity apps like Word, Excel, PowerPoint and Outlook directly from Quest Pro and Quest 2.
  • Microsoft Teams/Workrooms integration: Join a Teams meeting from inside
    Workrooms.
  • Meta Avatars in Microsoft Teams: Use your Meta Avatar in Teams for
    whiteboarding, brainstorming, and meetups.
  • Microsoft Intune and Azure Active Directory support: Enable
    enterprise security and management on Quest Pro and Quest 2 devices.

Notably, Windows 365 gives business and enterprise users access to a version of Windows 10 or Windows 11, streaming from Cloud PCs to the user’s web browser.

The partnership is ostensibly building on Meta’s early steps towards virtual offices with Horizon Workrooms, something Meta says will help make Meta Quest Pro “an enterprise-ready device that’s easy to use, deploy, and manage at scale.”

Key Quest Pro Coverage:

Quest Pro Revealed – Full Specs, Price, & Release Date

Quest Pro Hands-on – The Dawn of the Mixed Reality Headset Era

Quest Pro Technical Analysis – What’s Promising & What’s Not

Touch Pro Controllers Revealed – Also Compatible with Quest 2

There’s no launch date in sight yet, however the companies say we can expect to see these apps sometime next year.

A new ‘Meta Quest for Business’ subscription bundle for Quest Pro and Quest 2 is also said to include “essential admin features” such as device and application management, premium support, and access to Microsoft Intune and Azure Active Directory.

“This means companies that want to provision Meta Quest devices can be confident that the security and management options they expect from PCs and mobile devices will be available in VR,” Meta says.

This comes alongside the official unveiling of Quest Pro, which carries with it the very business-centric price tag of $1,500 for the 256 GB model.

Filed Under: connect 2022, Meta, meta quest, meta quest pro, Microsoft, Microsoft VR, microsoft windows 10, microsoft windows 10 for vr, microsoft windows 11 for vr, News, quest 2, quest pro, Windows, windows 11, windows vr

Alleged Quest Pro Leak Shows Meta’s Next-gen Headset in Action

October 6, 2022 From roadtovr

Immersed, a startup known for its work-focused productivity app for VR, may have jumped the gun a little early, as the company posted a short clip of what appears to be Meta’s upcoming Project Cambria mixed reality headset (aka ‘Quest Pro’).

The video, spotted in a company blogpost, appears to be demonstrating the Immersed app in action on the unreleased Quest Pro, making use of its hand tracking and mixed reality capabilities.

Here’s a copy of the GIF, which has since been removed from the post:

AptImperfectEyas-size_restricted.gif

First putting on a Quest Pro headset, the clip shows a user toggling through three levels of immersion: a full-color augmented reality view for productivity, a fully-immersed VR view for real-time collaboration, and a mixed reality view which combines both elements by also incorporating a physical keyboard and the user’s actual hands.

Meta hasn’t publicly acknowledged the Quest Pro naming scheme yet, however after an alleged unauthorized unboxing of the headset last month has shown the supposed unit’s exterior in full replete with Quest Pro branding—basically unveiling it well ahead of Meta’s upcoming Connect developer conference due to take place October 11th.

Based on images courtesy Immersed, Zectariuz Gaming

If there was any doubt, here are still images from the video (left) and from the unauthorized unboxing of Quest Pro (right). The only notable difference between the two is the inclusion of a light-blocking facial interface in Immersed’s shot, which may come in the box or be an extra for the sake of better immersion.

We’re sure to learn more then, although it seems fairly certain we’ll not only be seeing a lot of the next-gen standalone at Connect, but maybe a chance to plonk down some cash too for the admittedly expensive headset, said to be priced “significantly” higher than $800.

When speaking on the Joe Rogan Experience podcast in late August, Meta CEO Mark Zuckerberg let it slip that the company’s “next device [is] coming out in October,” which could mean we’ll be seeing an official pre-order announcement there too.

And the leaks don’t stop there. While readers should take it with a grain of salt, there’s been a report of a cheaper Meta Quest 3 set to follow Quest Pro at some point next year, which includes the latter’s full-color AR passthrough and depth sensor, however omitting Quest Pro’s face and eye-tracking function.

Filed Under: immersed app, immersed vr, Meta, meta project cambria, meta quest pro, News, project cambria, quest pro, quest pro leak

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