Technologies
Meta Quest Pro, Half a Year Later: Caught Between Quest 2 and Quest 3
After I tested the PSVR 2, the Quest Pro seems even more of an enigma, but it may tell us something about the upcoming Quest 3 VR headset.
The Quest 2 headset from Meta succeeded as a self-contained mainstream device for VR gaming. Following that, Meta ambitiously aimed for a lot more with the Quest Pro, a $1,500 headset built around a questionable metaverse strategy. The Pro, already on sale for $500 less than its launch price, felt mistargeted as a pro device, built for a future of work in the metaverse that isn’t here yet… and may never be.
In the almost six months since the Quest Pro came out, the PlayStation VR 2 emerged as another very different headset contender with similarly excellent visuals and eye-tracking. The PlayStation 5-tethered VR headset has absolutely no ambitions at all to be a work device. It just wants to play games in whatever room your PS5 lives in. Meanwhile, Apple is expected to announce its own mixed reality headset in just a few months.
There’s more. The economy has only gotten worse, and Meta’s laid off thousands of people in the last few months. Spending $1,000 on a VR headset is nothing anyone really wants to do, unless it’s somehow able to be some amazing device that can deliver lots of uses all in one. Meta is trying to make the Quest platform that multiuse thing, but it’s still best at one genre: gaming.
However, there are threads to the future. VR headsets can be amazing workout devices. Social experiences in VR can be impressive, transporting and meaningful. Already on hand are 3D art tools and simulation tools that elevate VR to incredibly professional uses. You can cast multiple monitors from your computer and use your VR headset as your magic desktop, but your patience and mileage for that may seriously vary.
The eye-tracking, face-tracking Quest Pro, packing an impressively high-res display, seems like an evolutionary step toward whatever smaller glasses-like things come later. And with software and bridges to computers and phones that will be far more refined. Meta wasn’t wrong with the Quest Pro, in theory, but it was way too early.
Read more: Working on the Quest Pro
By all means, don’t get the Quest Pro. The Meta Quest 3 is expected by the end of this year, and it could very well have a better processor and many of the same features at (perhaps) a lower price. Also, if you’re curious about expensive, bleeding-edge, possibly work-oriented VR devices, Apple’s expected to have its own contender in 2023, too. HTC’s even smaller Vive XR Elite is more portable, and although it doesn’t work with my glasses, it could maybe be a more practically sized travel headset for some. And if you’re looking to elevate your VR gaming beyond the Quest 2, the PlayStation VR 2 is your best bet for its promising graphics and features, even if it is tethered by a cable.
But I’ve started using the Quest Pro more recently, and some things still really stand out.
Wow, the display, and even the audio
The PlayStation VR 2 has a richer and brighter HDR OLED display, but the Quest Pro has the crispest and clearest display of nearly any VR headset I’ve ever used. Meta’s shrunken-down lens system, called pancake optics, combined with a bright LCD display ends up making a notable difference over the Quest 2. I’m appreciating once again how clear text looks, how vivid games appear and how simply clear it all is. It’s not perfect, but if price was no object this would be the ideal display for everyday use. The lenses don’t have any ribbed lines, either, unlike the PlayStation VR 2’s Fresnel lenses and several other VR headsets. I appreciate that it fits over my glasses, as always, even though the headset fit isn’t as loose and forgiving as that of the PSVR 2.
I also appreciate the audio, surprisingly. After using the PSVR 2’s earbuds, which have to be inserted every time, I’m enjoying all over again how Meta’s headsets just project sound from the headbands with no separate headphones needed at all. The Quest Pro’s audio sounds better than the PSVR 2’s earbuds, to my ears, even though the audio is open air and I can hear everything else in the room too. Its blend of VR sound and the everyday world feels like the sort of challenge future AR glasses and mixed reality headsets are going to have to solve, and Meta’s one of the few doing it as well as it can be done right now.


I moved around a lot with the Quest Pro in a demo last fall. It’s much easier to be mobile in it than on something tethered.
MetaIt’s refreshingly relaxed and wireless
Slipping the headset on over my eyes has always felt like putting on a pair of magic lenses. I think of this, the way they rest over my glasses, the way I can casually walk around the room playing Walkabout Mini Golf and not feel worried about bumping into anything. I appreciate the heightened room awareness, partly because I can see the room around the sides of the headset. Also, with its smaller controllers and naturally wireless self-contained design, I just enjoy slipping into it.
It’s also bulky
At the same time, wow, the Quest Pro is awkwardly shaped. It’s big and has a large headband, and needs its own special charger dock to charge up its headset and the controllers. It just feels like a delicate sports car you need to put back carefully in the garage every time. That’s unlike the Quest 2, which is smaller overall despite its larger front, can be tucked more easily into a carrying case, and doesn’t have the same glossy visor design. Also, because I need to charge the Pro every time I use it, it also seems more complicated to store than the also-large (but light) PSVR 2, which can simply be tucked on a shelf.


The Quest Pro (left) is smaller in some ways than the Quest 2 (right). But that stiff headband makes it hard to pack down into a bag.
Scott Stein/CNETMeta never advanced the software enough
The Quest Pro really is just a Quest in terms of apps and OS, so much so that you may wonder why it’s even needed as an upgrade. Backward compatibility is a great thing, but there was an opportunity here to rethink the interface, push mixed reality more and create a truly new class of apps. There are Quest Pro-optimized apps that use the color passthrough cameras and mixed reality features (and eye and face tracking) to different effects, but most of these extras feel tacked on, not quite necessary, gimmicky.
Eye and face tracking aren’t integral to Meta right now, which may be a huge relief to those seeing these sensors as doorways to a whole unsettling level of observational data collecting or more targeted advertising. But that also means the way these technologies are used doesn’t feel necessary, either, unless you’re an aspiring Quest developer who wants to make eye and face tracking apps. When I’ve tried eye and face tracking to animate my avatars, it’s had mixed results, and it sometimes made my virtual self look weirder. Meta can already use AI to help animate avatars based on voice cues, and those work well enough.
The PSVR 2, by comparison, uses its unique features more fully. Eye tracking is already used extensively in many launch games for foveated rendering that improves graphics results, and some games use eye tracking for controls, too.
There’s also a big gap between the phones we use and the VR/AR headsets of the moment. Qualcomm is trying to bridge this gap, and Apple, Google and Samsung will likely try to do the same. Meta has its own phone app that works with the Quest 2 and Quest Pro, but it’s not been rethought for Pro users at all. I don’t feel like I can output my VR work any more easily or intuitively, and I don’t feel like I can use apps or software I rely on all the time in easy, logical ways on the Quest Pro. When will it feel like a true extension of my laptop or my phone? I don’t know.
Meta did add an experimental hand tracking feature called Direct Touch that allows for your fingers to «press» buttons by pressing them in-air, or to press keys on hovering virtual keyboards. This more direct interaction mimics what Microsoft has already done on the HoloLens 2. Still, it’s not reliable enough to use for actual writing, and still feels a little awkward. The Quest Pro is still, mostly, best used with the controllers.
There are plenty of creative and work tools on the Quest Pro, but nearly all of these are things you can also use on the Quest 2, minus those eye tracking and better-looking mixed reality options.
The Quest 3 should get many of the Quest Pro’s features
Expect Meta’s next headset to adopt many of the Quest Pro’s best qualities: the color passthrough cameras and mixed reality capabilities, the smaller lens system and crisper visuals, and on top of that, likely a faster, better processor. The Quest 3 may not have eye tracking, but you probably won’t need that, anyway. It may also come with controllers similar to the Pro’s, or at least work with them. (I like how the Pro controllers are smaller, but I also don’t like how they need more frequent charging.)
The Quest 3 is expected to cost somewhere around $500, and if that’s true, it’ll be half the price of the Quest Pro. Even though I appreciate the Pro’s high-quality visuals and fit, there’s absolutely no reason you should buy one, even at its currently lower but still expensive $1,000 price.
The future is not just about VR: it’s about smaller glasses-like devices that will eventually be wearable all day, and in the meantime will work as mixed reality goggles at home. Meta’s hardware is moving on that path, but in early 2023, VR is still largely for gaming, and the Quest Pro is not a headset made for gamers, and that should tell you all you need to know.
Technologies
Today’s NYT Mini Crossword Answers for Wednesday, March 11
Here are the answers for The New York Times Mini Crossword for March 11.
Looking for the most recent Mini Crossword answer? Click here for today’s Mini Crossword hints, as well as our daily answers and hints for The New York Times Wordle, Strands, Connections and Connections: Sports Edition puzzles.
Need some help with today’s Mini Crossword? I thought it was a bit tricky. 1-Down is one of those old-fashioned comic-book sounds that I had to remember how to spell correctly. Read on for all the answers. And if you could use some hints and guidance for daily solving, check out our Mini Crossword tips.
If you’re looking for today’s Wordle, Connections, Connections: Sports Edition and Strands answers, you can visit CNET’s NYT puzzle hints page.
Read more: Tips and Tricks for Solving The New York Times Mini Crossword
Let’s get to those Mini Crossword clues and answers.
Mini across clues and answers
1A clue: Study of the human mind, informally
Answer: PSYCH
6A clue: Common fixture in a gym bathroom
Answer: SCALE
7A clue: Kinda boring
Answer: HOHUM
8A clue: Like a commenter without a username, for short
Answer: ANON
9A clue: «All good between us?»
Answer: WEOK
Mini down clues and answers
1D clue: Old-fashioned «Yeah, right!»
Answer: PSHAW
2D clue: Coffeehouse pastry
Answer: SCONE
3D clue: Google alternative
Answer: YAHOO
4D clue: Sound of a dull thump
Answer: CLUNK
5D clue: Line on the bottom of a pant leg
Answer: HEM
Technologies
OnePlus and Oppo to Raise Smartphone Prices as Memory Costs Climb
Oppo says rising costs for key phone components will trigger price adjustments on some devices starting March 16.
Chinese smartphone-makers OnePlus and Oppo plan to raise prices on some existing models starting next week, according to a 9to5Google report citing GizmoChina and a notice posted on Oppo’s China online store.
In its notice, Oppo said it would adjust pricing after evaluating rising costs for several key components used in its mobile phones. The changes are expected to take effect around March 16 and will affect some of the company’s more affordable smartphones, as well as some OnePlus models.
Flagship devices — like those in the Find and Reno series — are not expected to be affected for now. The reported adjustments currently appear to be limited to China.
The move highlights growing pressure across the smartphone supply chain as component costs climb. Analysts say prices for memory and storage chips used in phones have been rising in recent months as demand surges across the tech industry.
Much of the chip demand is coming from the rapid buildout of AI data centers, which rely on large amounts of high-performance memory.
That pressure isn’t limited to Oppo and OnePlus. Analysts say smartphone brands across the industry are facing rising component costs amid increased demand for memory chips.
As manufacturers shift production toward higher-margin memory used in AI servers, supply for consumer electronics such as smartphones and laptops can tighten.
If component costs continue to rise, manufacturers may face difficult choices later this year, including raising retail prices or adjusting device specifications to offset higher manufacturing costs.
OnePlus and Oppo didn’t immediately respond to a request for comment.
Technologies
Harvard Business Review Study Finds ‘AI Brain Fry’ Is Leaving Workers Mentally Fatigued
Study participants reported increased mental fatigue while using AI tools, but less burnout overall.
Workers who excessively use AI agents and tools at work are at increased risk of mental fatigue, according to a recent Harvard Business Review study. In certain industries, more than 25% of hired professionals report increased mental strain due to their role in AI oversight — though these professionals also generally experienced less burnout than peers who aren’t using AI.
This phenomenon — which the researchers refer to as «AI brain fry» — is described as a «‘buzzing’ feeling or a mental fog» that caused study participants to develop headaches and difficulty focusing and making decisions. Individuals pointed to being overwhelmed by large amounts of information and to frequent task switching as the reasons for these feelings.
Studied individuals experienced more brain fry when they utilized AI agents to manage a workload beyond their own cognitive capacity. When participants used AI to replace mundane, repetitive tasks, managing the growing number of tools led to increased mental fatigue.
Crucially, the study found that fewer individuals who used these AI agents reported workplace burnout.
The researchers predict that this is because burnout testing assesses emotional and physical distress. In contrast, they report, acute mental fatigue «is caused by marshalling attention, working memory and executive control beyond the limited capacity of these systems.»
These are the processes that are taxed when study participants use multiple AI tools in their workflow, according to the researchers.
The Harvard study identifies several business costs incurred by workers suffering from AI brain fry. The foremost consequence is that these individuals may end up making lower-quality decisions. «Workers in [the] study who endorsed AI brain fry experience 33% more decision fatigue than those who did not,» the study reports. Workers who report AI brain fry were also more likely to self-report making both minor and major errors at their jobs.
Another recent Harvard Business Review study similarly found that employees who use AI tools «worked at a faster pace, took on a broader scope of tasks and extended work into more hours of the day,» but warned that «workload creep can in turn lead to cognitive fatigue, burnout and weakened decision-making.»
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