Ian is a video producer, keen streamer, VR enthusiast, battle royale fan and retro connoisseur. He lives in the West Midlands with his ZX Spectrum collection and a troublesome cat.
Head up, Readers. Due to a snafu with Meta's servers during the Quest 3 review window and a last minute embargo change, I've only been able to spend around five to six hours with the unit so far. This means the impressions below are based on those first few hours, rather than an extended play test with multiple titles.
Comfort-wise, the new Touch Plus controllers are also a step up from the Quest 2's controllers in both quality and functionality. The biggest difference here is the removal of the tracking rings that have been present on all previous Quest controllers. This is something that is a huge plus for those of us who keep accidentally cracking them due to unfortunate wall collisions.
During the Passthrough setup process you're asked to look around your room and as you do this the headset scans your playspace and places a virtual mesh over obstacles like furniture. Once you've got your space scanned and the Quest has suggested a playspace for you, you can then easily edit it using the controllers to paint in or remove extra areas.
This is all helped by the Quest 3's new pancake lenses which, along with keeping the headset slimmer, also gave me fewer visual anomalies like the godrays and glare that affected the Quest 2. I didn't spot a Mura effect either, which was a big complaint from users of the PS VR2 and I think this is due to the Quest 3 using LCD displays rather than OLED ones. I wouldn't say the field of view is massively increased by these new lenses though.
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