Jump to content

Meta Quest Pro: Difference between revisions

From VR & AR Wiki
Improving page with detailed specifications, history, features, and references
Tag: Reverted
Undo revision 37420 by Betabot (talk)
Tag: Undo
 
Line 1: Line 1:
{{Device Infobox
{{Device Infobox
|name = Meta Quest Pro
|image = [[File:meta quest pro6.jpg|300px]]
|image =
|VR/AR = [[Virtual Reality]], [[Mixed Reality]]
|VR/AR = [[Mixed Reality]]
|Type = [[Head-mounted display]]
|Type = [[Head-mounted display]]
|Subtype = [[Standalone VR]]
|Subtype = [[Standalone VR]]
|Platform = [[Meta Quest Platform]]
|Platform = [[Meta Quest]]
|Creator = [[Meta Platforms]]
|Creator = [[Meta Platforms]]
|Developer = [[Reality Labs]]
|Developer = [[Reality Labs]]
|Manufacturer = [[Meta Platforms]]
|Manufacturer = [[Meta Platforms]]
|Announcement Date = October 11, 2022
|Announcement Date = October 28, 2021 (as Project Cambria)
|Release Date = October 25, 2022
|Release Date = October 25, 2022
|Price = $999.99 (reduced from $1,499.99 launch price)
|Price = Original: $1499 / £1499 / AU$2499, Reduced: $999 / £999 / AU$1729.99, Discontinued in January 2025
|Website = https://www.meta.com/quest/quest-pro/
|Website = https://forwork.meta.com/quest/quest-pro/
|Versions = Meta Quest Pro
|Versions = Single model (Black, 256GB)
|Requires = Meta account
|Requires = [[Meta account]]
|Predecessor = [[Meta Quest 2]]
|Predecessor = [[Meta Quest 2]]
|Successor = [[Meta Quest 3]]
|Successor = None direct (Discontinued in January 2025), [[Meta Quest 3]]
|Operating System = [[Meta Quest OS]] (Android-based)
|Operating System = Android-based
|Chipset = [[Qualcomm Snapdragon XR2+ Gen 1]]
|Chipset = [[Qualcomm Snapdragon XR2+]]
|CPU = Octa-core Kryo (1× 3.2 GHz + 3× 2.42 GHz + 4× 1.8 GHz)
|CPU = Octa-core Kryo 585 (1 x 2.84 GHz, 3 x 2.42 GHz, 4 x 1.8 GHz)
|GPU = Adreno 650 (15% performance boost over XR2)
|GPU = [[Adreno 650]]
|HPU =
|HPU = N/A
|Storage = 256GB
|Storage = 256 GB
|Memory = 12GB LPDDR5
|Memory = 12 GB LPDDR5
|SD Card Slot = No
|SD Card Slot = No
|Display = Dual LCD (Quantum Dot)
|Display = 2 x QLED (LCD with Quantum Dot layer and local dimming)
|Subpixel Layout = RGB-equivalent via quantum dot
|Subpixel Layout = RGB stripe
|Peak Brightness = ~500 nits
|Peak Brightness = Not specified in sources
|Resolution = 1800 × 1920 per eye (3600 × 1920 combined)
|Resolution = 1800x1920 per eye
|Pixel Density = 22 PPD (center)
|Refresh Rate = 90 Hz (72 Hz mode available)
|Refresh Rate = 72Hz, 90Hz
|Pixel Density = Peak: 22 PPD (Panel offers 37% more pixels per inch than Quest 2)
|Persistence = Low persistence
|Persistence = Not specified in sources
|Precision = Not specified in sources
|Field of View = 106° horizontal, 96° vertical
|Field of View = 106° horizontal, 96° vertical
|Horizontal FoV = 106°
|Horizontal FoV = 106°
|Vertical FoV = 96°
|Vertical FoV = 96°
|Average Pixel Density = 22 PPD
|Visible FoV = Diagonal: 95.57°
|Rendered FoV = Horizontal: 108°, Vertical: 95.57°, Diagonal: 111.24°
|Binocular Overlap = ~80°
|Average Pixel Density = ~19 PPD
|Peak Pixel Density = 22 PPD
|Peak Pixel Density = 22 PPD
|Foveated Rendering = Yes (eye-tracked dynamic)
|Foveated Rendering = Yes, dynamic (requires eye tracking enabled)
|Optics = Pancake lenses
|Optics = [[Pancake lenses]]
|Ocularity = Binocular
|Ocularity = Binocular
|IPD Range = 55-75mm (continuous adjustment)
|IPD Range = 55-75 mm hardware adjustable (manual slider)
|Adjustable Diopter = No (glasses compatible, prescription inserts available)
|Adjustable Diopter = No
|Passthrough = Yes (full-color stereo, high resolution)
|Passthrough = Full-color Mixed Reality passthrough
|Tracking = 6DoF inside-out
|Tracking = [[6DoF]], [[Inside-out tracking]], with 5 external headset cameras and controller cameras
|Tracking Frequency = 90Hz (eye tracking)
|Tracking Frequency = Not specified in sources
|Base Stations = None required
|Base Stations = Not required
|Eye Tracking = Yes (infrared cameras, 90Hz)
|Eye Tracking = Yes, via internal cameras
|Face Tracking = Yes (5 cameras: 1 upper face, 2 lower face per side)
|Face Tracking = Yes, via internal cameras
|Hand Tracking = Yes
|Hand Tracking = Yes, improved over Quest 2
|Body Tracking = No
|Body Tracking = Yes, via AI-based API (Movement Estimation)
|Rotational Tracking = Yes
|Rotational Tracking = Yes, 6DoF
|Positional Tracking = Yes
|Positional Tracking = Yes, 6DoF
|Update Rate = 90Hz
|Update Rate = Not specified in sources
|Tracking Volume = Room-scale
|Tracking Volume = Room-scale, defined by Guardian system
|Play Space = Roomscale
|Play Space = Minimum 6.5 x 6.5 feet recommended for some experiences
|Latency = <20ms motion-to-photon
|Latency = Not specified in sources
|Audio = Integrated spatial audio speakers
|Audio = Integrated stereo speakers with Spatial audio
|Microphone = Yes (3 microphones)
|Microphone = Yes, integrated microphone array (3 mics)
|3.5mm Audio Jack = Yes
|3.5mm Audio Jack = Yes, dual jacks (one on each side)
|Camera = 5× tracking cameras, 5× face tracking cameras, 2× eye tracking cameras (per eye)
|Camera = 5 external cameras (tracking/passthrough), 5 internal cameras (eye/face tracking)
|Connectivity = Wi-Fi 6E, Bluetooth 5.2
|Connectivity = [[Wi-Fi 6E]], [[Bluetooth 5.2]]
|Ports = USB-C (×2), 3.5mm audio
|Ports = USB-C (for data/power), charging contacts
|Wired Video = Yes (USB-C Link)
|Wired Video = Yes, via Oculus Link (USB-C cable required, sold separately for PC VR)
|Wireless Video = Yes (Air Link)
|Wireless Video = [[Air Link]], [[Virtual Desktop]]
|WiFi = Wi-Fi 6E (802.11ax)
|WiFi = Wi-Fi 6E (802.11ax)
|Bluetooth = Bluetooth 5.2
|Bluetooth = 5.2
|Power = Internal battery + Charging Dock
|Power = Integrated rechargeable battery, Charging dock
|Battery Capacity = ~22.4Wh
|Battery Capacity = Not officially specified
|Battery Life = 1-2 hours
|Battery Life = Rated 1-2 hours or 2-3 hours depending on usage (eye/face tracking impacts duration)
|Charge Time = ~2 hours (dock included)
|Charge Time = ~2 hours for headset via dock/direct cable
|Dimensions = 196mm × 127mm × 265mm
|Dimensions = 265mm x 127mm x 196mm (strap fully opened)
|Weight = 722g (headset with battery)
|Weight = 722 g (1.59 lbs)
|Material = Plastic, glass, fabric
|Material = Plastic, foam/leatherette padding
|Headstrap = Integrated curved battery design
|Headstrap = Integrated rigid Halo strap with rear adjustment dial and battery
|Haptics = Controller haptics
|Haptics = [[TruTouch Haptics]]
|Color = Black
|Color = Black
|Sensors = tracking cameras, eye tracking cameras, face tracking cameras, proximity sensor, ambient light sensor
|Sensors = 5 external cameras (tracking/passthrough), 5 internal cameras (eye/face tracking), IMUs, proximity sensor, controller sensors
|Input = Touch Pro controllers, hand tracking, eye tracking, voice
|Input = Meta Quest Touch Pro Controllers, Hand Tracking
|Compliance = FCC, CE
|Compliance = Not specified in sources
|Size = N/A
|Cable Length = Charging cable: ~2m (6.5 ft)
}}
}}


The '''Meta Quest Pro''' is a [[standalone VR|standalone]] [[mixed reality]] [[head-mounted display]] developed by [[Meta Platforms]] (formerly Facebook), announced on October 11, 2022 at Meta Connect and released on October 25, 2022 with an initial price of $1,499.99. Positioned as Meta's premium headset targeting professionals and "prosumers," the Quest Pro introduced several technologies that would later filter down to consumer products, including pancake lens optics enabling a 40% slimmer profile than Quest 2, full-color high-resolution passthrough for mixed reality, integrated eye tracking enabling dynamic foveated rendering, and comprehensive face tracking using five dedicated cameras for realistic avatar expressions. The headset featured a Snapdragon XR2+ Gen 1 processor with 12GB RAM—double the Quest 2—and revolutionary Touch Pro controllers with their own tracking cameras, eliminating the need for headset line-of-sight. Despite technical achievements, the Quest Pro was discontinued in September 2024, with Meta focusing on the more affordable Quest 3.
The '''Meta Quest Pro''' (codenamed '''Project Cambria''' during development<ref name="vrcompare_specs"></ref>), is a [[Standalone VR|standalone]] [[Virtual Reality|virtual reality]] (VR) [[head-mounted display]] (HMD) developed by [[Reality Labs]], a division of [[Meta Platforms]].<ref name="verge_review"></ref><ref name="xrtoday_review"></ref> Announced initially as Project Cambria in October 2021<ref name="vrcompare_specs"></ref> and fully unveiled in October 2022,<ref name="xrtoday_review"></ref> it was released on October 25, 2022.<ref name="cnet_review"></ref><ref name="vrexpert_review"></ref><ref name="vrcompare_specs"></ref> It represented Meta's first major push into the high-end and enterprise VR market, positioned above the consumer-focused [[Meta Quest 2]].<ref name="verge_review"></ref><ref name="xrtoday_review"></ref><ref name="cnet_review"></ref> Key features included [[Pancake lenses]], full-color [[passthrough]] for mixed reality, and integrated [[Eye tracking]] and [[Face tracking]].<ref name="verge_review"></ref><ref name="techradar_review"></ref><ref name="xrtoday_review"></ref><ref name="pcmag_review"></ref> The headset was officially discontinued by Meta in January 2025.<ref name="roadtovr_discontinued"></ref><ref name="gamesindustry_discontinued"></ref>


== History and Development ==
==History==
Development of the Quest Pro was first publicly mentioned under the codename "Project Cambria" at [[Meta Connect]] 2021 on October 28, 2021.<ref name="vrcompare_specs"></ref> Meta positioned it as a high-end device incorporating next-generation technologies.<ref name="engadget_review"></ref> The final product, named Meta Quest Pro, was officially revealed at Meta Connect 2022 and launched on October 25, 2022.<ref name="cnet_review"></ref><ref name="vrexpert_review"></ref><ref name="vrcompare_specs"></ref>


=== Project Cambria ===
The initial launch price was set at $1,499 / £1,499 / AU$2,499, significantly higher than the Quest 2, reflecting its target market of professionals, developers, and early adopters.<ref name="tomsg_review"></ref><ref name="verge_review"></ref><ref name="techradar_review"></ref><ref name="pcmag_review"></ref><ref name="cnet_review"></ref><ref name="vrexpert_review"></ref> In March 2023, Meta permanently reduced the price to $999 / £999 / AU$1,729.99, citing a desire to make the technology more accessible to businesses and professionals, likely also influenced by market competition like the [[HTC Vive XR Elite]].<ref name="tomsg_review"></ref><ref name="techradar_review"></ref><ref name="xrtoday_review"></ref><ref name="cnet_review"></ref><ref name="vrexpert_review"></ref><ref name="vrcompare_specs"></ref>
Meta first revealed "Project Cambria" at Connect 2021, describing an upcoming high-end headset with advanced features beyond Quest 2. Throughout 2022, Meta teased various capabilities including eye tracking, face tracking, and improved passthrough.


=== Announcement ===
Despite the price reduction, the headset reportedly failed to gain significant market traction.<ref name="gamesindustry_discontinued"></ref> In September 2024, Meta announced it was phasing out sales of the Quest Pro alongside the Quest 2.<ref name="roadtovr_discontinued"></ref><ref name="gamesindustry_discontinued"></ref> By January 2025, the Meta Quest Pro was officially listed as "no longer available" on Meta's website, with the [[Meta Quest 3]] recommended as the alternative for mixed reality experiences.<ref name="roadtovr_discontinued"></ref><ref name="gamesindustry_discontinued"></ref>
Meta unveiled the Quest Pro at Connect 2022, emphasizing:
* Professional and productivity use cases
* Mixed reality collaboration
* Enterprise deployment potential
* Premium positioning above Quest 2


=== Launch Reception ===
==Hardware==
The $1,499 launch price drew mixed reactions:
* High price versus standalone competition
* Battery life concerns (1-2 hours)
* Open side design (no light blocking)
* Strong technical specifications


=== Price Reductions ===
===Design and Comfort===
Meta aggressively reduced pricing:
The Meta Quest Pro features a distinct design compared to the Quest 2, opting for a sleek, all-black finish with a glossy front panel housing external cameras.<ref name="techradar_review"></ref><ref name="xrtoday_review"></ref><ref name="pcmag_review"></ref> It utilizes a [[Halo strap]] design, similar to the [[PlayStation VR]] or the optional Quest 2 Elite Strap, with padded cushions resting on the forehead and the back of the head.<ref name="verge_review"></ref><ref name="pcmag_review"></ref><ref name="cnet_review"></ref><ref name="engadget_review"></ref><ref name="vrexpert_review"></ref> The battery is integrated into the rear padding, counterbalancing the weight of the front visor for improved ergonomics compared to the front-heavy Quest 2.<ref name="tomsg_review"></ref><ref name="techradar_review"></ref><ref name="pcmag_review"></ref><ref name="cnet_review"></ref><ref name="engadget_review"></ref><ref name="vrexpert_review"></ref> This design makes the headset feel more balanced and secure during use for many users.<ref name="arstechnica_review"></ref><ref name="engadget_review"></ref> The strap tightness is adjusted via a dial on the rear.<ref name="tomsg_review"></ref><ref name="pcmag_review"></ref><ref name="cnet_review"></ref>
* March 2023: Reduced to $999.99
* Further reductions through 2023-2024
* Positioned as alternative to Quest 3 for enterprise


=== Discontinuation ===
Despite the balanced design, the Quest Pro is heavier than the Quest 2, weighing 722 grams (1.59 lbs).<ref name="tomsg_review"></ref><ref name="verge_review"></ref><ref name="techradar_review"></ref><ref name="xrtoday_review"></ref><ref name="gamesradar_review"></ref><ref name="cnet_review"></ref><ref name="vrexpert_review"></ref><ref name="vrcompare_specs"></ref> Some users reported discomfort or pressure on the forehead during extended use, potentially requiring careful adjustment or leading to headaches.<ref name="verge_review"></ref><ref name="engadget_review"></ref><ref name="nextpit_review"></ref><ref name="vrexpert_review"></ref> A top strap, common on other headsets for additional support, is notably absent and not offered as a first-party accessory, although third-party solutions emerged.<ref name="community_forums_review"></ref>
In September 2024, Meta discontinued the Quest Pro:
* Focus shifted to Quest 3 and Quest 3S
* Quest 3 incorporated key Quest Pro technologies at lower price
* Enterprise features consolidated into Quest for Business


== Design Philosophy ==
Unlike the Quest 2's fully enclosed design, the Quest Pro has an open periphery by default, allowing users to see their real-world surroundings below and to the sides.<ref name="verge_review"></ref><ref name="techradar_review"></ref><ref name="arstechnica_review"></ref><ref name="engadget_review"></ref><ref name="vrexpert_review"></ref> This is intended to enhance mixed reality use cases and reduce feelings of claustrophobia.<ref name="arstechnica_review"></ref><ref name="engadget_review"></ref> It also improves airflow around the face, reducing lens fogging and heat buildup compared to fully sealed designs.<ref name="community_forums_review"></ref><ref name="arstechnica_review"></ref> Magnetic partial light blockers for the sides are included in the box to increase immersion.<ref name="verge_review"></ref><ref name="techradar_review"></ref><ref name="pcmag_review"></ref><ref name="cnet_review"></ref><ref name="vrexpert_review"></ref><ref name="forwork_page"></ref> A separate "Full Light Blocker" accessory was sold by Meta for $50 to create a more traditional, fully sealed VR experience, though some reviews noted it needed to be removed for dock charging.<ref name="verge_review"></ref><ref name="techradar_review"></ref><ref name="pcmag_review"></ref><ref name="vrexpert_review"></ref><ref name="uploadvr_review"></ref>


=== Premium Positioning ===
The headset accommodates users wearing glasses, featuring an adjustable lens depth dial to move the optics further from the face.<ref name="pcmag_review"></ref><ref name="cnet_review"></ref><ref name="nextpit_review"></ref><ref name="vrexpert_review"></ref>
Quest Pro targeted professional users:
* Productivity and collaboration focus
* Enterprise meeting applications
* Design and visualization
* Training and simulation


=== Open Peripheral Design ===
===Optics and Display===
Unlike traditional VR headsets:
A key innovation in the Quest Pro is its use of [[Pancake lenses]].<ref name="tomsg_review"></ref><ref name="verge_review"></ref><ref name="techradar_review"></ref><ref name="community_forums_review"></ref><ref name="xrtoday_review"></ref><ref name="cnet_review"></ref><ref name="nextpit_review"></ref><ref name="vrexpert_review"></ref><ref name="vrcompare_specs"></ref> This multi-element optical design allows for a significantly thinner visor (40% slimmer optical stack than Quest 2<ref name="forwork_page"></ref>) and provides improved visual clarity across a larger portion of the lens compared to the [[Fresnel lenses]] used in Quest 2.<ref name="community_forums_review"></ref><ref name="arstechnica_review"></ref><ref name="mashable_review"></ref><ref name="vrexpert_review"></ref><ref name="uploadvr_review"></ref> This results in a larger "sweet spot" and reduced edge distortion and [[god rays]].<ref name="community_forums_review"></ref><ref name="arstechnica_review"></ref><ref name="mashable_review"></ref><ref name="vrexpert_review"></ref> Text legibility is notably improved across the entire field of view.<ref name="community_forums_review"></ref><ref name="arstechnica_review"></ref><ref name="nextpit_review"></ref>
* No side light blockers by default
* Peripheral vision of real world
* Optional light blockers available
* Designed for mixed reality awareness


=== Slim Profile ===
The headset features two [[QLED]] displays (LCD panels enhanced with a [[Quantum dot]] layer) with a resolution of 1800x1920 pixels per eye.<ref name="tomsg_review"></ref><ref name="verge_review"></ref><ref name="xrtoday_review"></ref><ref name="cnet_review"></ref><ref name="vrexpert_review"></ref><ref name="vrcompare_specs"></ref> While the per-eye resolution is similar to Quest 2, the Quest Pro incorporates local dimming technology with 500 individual zones, significantly improving contrast and enabling deeper black levels than typical LCDs.<ref name="techradar_review"></ref><ref name="pcmag_review"></ref><ref name="vrexpert_review"></ref><ref name="vrcompare_specs"></ref> The Quantum Dot layer also allows for a wider color gamut (130% larger than Quest 2's according to Meta<ref name="pcmag_review"></ref>), resulting in more vibrant colors.<ref name="techradar_review"></ref><ref name="vrexpert_review"></ref><ref name="forwork_page"></ref> The display refresh rate is 90 Hz, with a 72 Hz mode available.<ref name="techradar_review"></ref><ref name="xrtoday_review"></ref><ref name="pcmag_review"></ref><ref name="cnet_review"></ref><ref name="engadget_review"></ref><ref name="vrexpert_review"></ref><ref name="vrcompare_specs"></ref>
Pancake optics enabled compact form:
* 40% thinner than Quest 2 optical assembly
* More balanced weight distribution
* Premium aesthetic design
* Glass front cover


== Display Technology ==
The [[Field of view]] (FoV) is approximately 106° horizontal and 96° vertical, an improvement over the Quest 2.<ref name="verge_review"></ref><ref name="gamesradar_review"></ref><ref name="vrexpert_review"></ref><ref name="vrcompare_specs"></ref><ref name="uploadvr_review"></ref> [[Interpupillary distance]] (IPD) is manually adjustable via a continuous slider mechanism, supporting a range from 55mm to 75mm.<ref name="xrtoday_review"></ref><ref name="vrexpert_review"></ref><ref name="vrcompare_specs"></ref> While the headset uses eye tracking to guide users to the correct IPD setting, the adjustment itself is not motorized, unlike some competitors.<ref name="xrtoday_review"></ref><ref name="vrexpert_review"></ref><ref name="uploadvr_review"></ref> Some users noted the IPD slider could feel loose and occasionally shift during active use.<ref name="verge_review"></ref><ref name="vrexpert_review"></ref><ref name="uploadvr_review"></ref>


=== Quantum Dot LCD ===
===Processor and Memory===
Enhanced LCD technology:
The Quest Pro is powered by the [[Qualcomm Snapdragon XR2+]] [[System on a chip|SoC]].<ref name="tomsg_review"></ref><ref name="techradar_review"></ref><ref name="xrtoday_review"></ref><ref name="cnet_review"></ref><ref name="vrexpert_review"></ref><ref name="vrcompare_specs"></ref> Meta claimed this offered 50% more sustained performance compared to the Snapdragon XR2 found in the Quest 2, primarily due to improved thermal dissipation allowing the chip to run faster for longer.<ref name="tomsg_review"></ref><ref name="pcmag_review"></ref><ref name="cnet_review"></ref><ref name="engadget_review"></ref><ref name="vrexpert_review"></ref><ref name="forwork_page"></ref> However, many reviews noted that in practice, performance felt largely similar to the Quest 2 for existing applications, as the underlying GPU ([[Adreno 650]]) remained the same and most software wasn't optimized specifically for the 'Plus' variant.<ref name="verge_review"></ref><ref name="vrexpert_review"></ref><ref name="uploadvr_review"></ref> Some users did perceive a noticeable speed difference.
* '''Resolution''': 1800 × 1920 per eye
* '''Panel Type''': LCD with quantum dot enhancement
* '''Pixel Density''': 22 pixels per degree (center)
* '''Color Accuracy''': Wide color gamut via quantum dots


=== Pancake Lens Optics ===
The headset is equipped with 12 GB of LPDDR5 [[RAM]], double the 6 GB found in the Quest 2.<ref name="tomsg_review"></ref><ref name="techradar_review"></ref><ref name="xrtoday_review"></ref><ref name="cnet_review"></ref><ref name="vrexpert_review"></ref><ref name="vrcompare_specs"></ref> This increased memory allows for smoother multitasking, such as keeping a web browser open while running a VR application.<ref name="engadget_review"></ref><ref name="uploadvr_review"></ref> It comes with a single storage option of 256 GB.<ref name="tomsg_review"></ref><ref name="techradar_review"></ref><ref name="xrtoday_review"></ref><ref name="cnet_review"></ref><ref name="vrexpert_review"></ref><ref name="vrcompare_specs"></ref>
First Quest headset with pancake lenses:
* Multiple polarization layers fold optical path
* Dramatically reduced optical stack thickness
* Clear edge-to-edge viewing
* Reduced god rays versus Fresnel


=== Field of View ===
===Audio===
Wide viewing angle:
The Quest Pro features integrated speakers built into the head strap arms, providing [[Spatial audio]].<ref name="tomsg_review"></ref><ref name="xrtoday_review"></ref><ref name="pcmag_review"></ref><ref name="cnet_review"></ref><ref name="engadget_review"></ref><ref name="vrexpert_review"></ref><ref name="forwork_page"></ref><ref name="vrcompare_specs"></ref> Reviewers generally found the audio quality to be clear, crisp, and an improvement over the Quest 2, particularly for voice clarity.<ref name="tomsg_review"></ref><ref name="community_forums_review"></ref><ref name="xrtoday_review"></ref><ref name="mashable_review"></ref><ref name="vrexpert_review"></ref> Positional audio cues were effective for immersion.<ref name="tomsg_review"></ref><ref name="xrtoday_review"></ref> However, some noted a lack of bass response, resulting in a "thin" sound profile for certain content.<ref name="tomsg_review"></ref><ref name="xrtoday_review"></ref> For users preferring external audio solutions, the headset includes dual 3.5mm headphone jacks, one on each side.<ref name="tomsg_review"></ref><ref name="pcmag_review"></ref><ref name="engadget_review"></ref><ref name="vrexpert_review"></ref><ref name="vrcompare_specs"></ref> An integrated microphone array (3 microphones<ref name="vrcompare_specs"></ref>) is used for voice input and communication.<ref name="xrtoday_review"></ref><ref name="vrexpert_review"></ref><ref name="forwork_page"></ref><ref name="vrcompare_specs"></ref>
* '''Horizontal''': 106°
* '''Vertical''': 96°
* Improved over Quest 2's ~90°


=== Refresh Rate ===
===Controllers===
* 72Hz: Default mode
The Quest Pro includes redesigned controllers called '''Meta Quest Touch Pro Controllers'''.<ref name="tomsg_review"></ref><ref name="xrtoday_review"></ref><ref name="cnet_review"></ref><ref name="vrexpert_review"></ref><ref name="forwork_page"></ref> A major change is the removal of the tracking rings seen on previous Quest controllers.<ref name="verge_review"></ref><ref name="techradar_review"></ref><ref name="pcmag_review"></ref><ref name="cnet_review"></ref><ref name="vrexpert_review"></ref><ref name="uploadvr_review"></ref> Instead, each controller incorporates three built-in cameras and its own [[Qualcomm Snapdragon 662]] mobile processor, enabling independent [[Inside-out tracking|self-tracking]].<ref name="tomsg_review"></ref><ref name="techradar_review"></ref><ref name="gamesradar_review"></ref><ref name="cnet_review"></ref><ref name="engadget_review"></ref><ref name="vrexpert_review"></ref><ref name="vrcompare_specs"></ref><ref name="uploadvr_review"></ref> This allows for full 360-degree tracking, even when the controllers are outside the headset's direct line of sight (for example behind the user's back), and prevents the controllers from occluding each other when held close together.<ref name="tomsg_review"></ref><ref name="community_forums_review"></ref><ref name="vrexpert_review"></ref><ref name="uploadvr_review"></ref> Tracking accuracy was generally praised as excellent and robust.<ref name="community_forums_review"></ref><ref name="engadget_review"></ref><ref name="vrexpert_review"></ref><ref name="uploadvr_review"></ref> Users reported minimal issues, even in varied lighting conditions.<ref name="vrexpert_review"></ref>
* 90Hz: Maximum rate
* Lower than Quest 2's experimental 120Hz


== Eye Tracking ==
The controllers feature improved [[Haptics|haptic feedback]], termed "TruTouch Haptics," including primary motors in the handle and secondary motors under the index trigger and thumb grip area, allowing for more localized and nuanced feedback.<ref name="tomsg_review"></ref><ref name="xrtoday_review"></ref><ref name="engadget_review"></ref><ref name="uploadvr_review"></ref> They retain capacitive sensors on the buttons, thumbstick, and trigger for partial finger tracking.<ref name="vrcompare_specs"></ref><ref name="uploadvr_review"></ref> A new pressure sensor on the thumb rest enables pinching gestures.<ref name="uploadvr_review"></ref>


=== Integrated Eye Tracking ===
The controllers have built-in rechargeable batteries, replacing the AA batteries of the Quest 2 controllers.<ref name="verge_review"></ref><ref name="pcmag_review"></ref><ref name="gamesradar_review"></ref><ref name="cnet_review"></ref><ref name="vrexpert_review"></ref><ref name="vrcompare_specs"></ref> They are charged via metal contacts, typically using the included charging dock.<ref name="verge_review"></ref><ref name="pcmag_review"></ref><ref name="cnet_review"></ref><ref name="vrexpert_review"></ref> Battery life is estimated around 8 hours.<ref name="community_forums_review"></ref><ref name="vrexpert_review"></ref><ref name="vrcompare_specs"></ref> A minor drawback noted was a slight delay (a few seconds) for the controllers to sync their position with the headset upon pickup.<ref name="verge_review"></ref><ref name="vrexpert_review"></ref><ref name="uploadvr_review"></ref>
Standard on all Quest Pro units:
* '''Cameras''': Two infrared cameras per eye
* '''Refresh Rate''': Up to 90Hz
* '''Field of View''': 120° per camera
* '''Accuracy''': 1.5°-3° typical


=== Dynamic Foveated Rendering ===
Attachable stylus tips are included, allowing the controllers to be flipped over and used for writing or drawing on virtual surfaces, with haptic feedback simulating surface resistance.<ref name="tomsg_review"></ref><ref name="xrtoday_review"></ref><ref name="gamesradar_review"></ref><ref name="engadget_review"></ref><ref name="vrexpert_review"></ref><ref name="forwork_page"></ref> The Touch Pro controllers are also sold separately and are compatible with the Quest 2 and Quest 3 headsets.<ref name="verge_review"></ref><ref name="cnbc_review"></ref><ref name="engadget_review"></ref>
Eye tracking enables GPU optimization:
* Full resolution at gaze point
* Reduced quality in periphery
* Performance improvement with minimal visual impact
* Enabled by default when eye tracking active


=== Gaze-Based Interaction ===
===Sensors===
Applications can utilize eye data:
The Quest Pro headset is equipped with a total of ten cameras/sensors.<ref name="engadget_review"></ref> Five external cameras are used for [[6DoF]] [[Inside-out tracking]] of the headset's position and orientation, [[Hand tracking]], and capturing the [[Mixed Reality|mixed reality]] passthrough view.<ref name="pcmag_review"></ref><ref name="cnet_review"></ref><ref name="engadget_review"></ref><ref name="vrexpert_review"></ref><ref name="vrcompare_specs"></ref> Five internal cameras are dedicated to [[Eye tracking]] (one per eye) and [[Face tracking]] (capturing upper and lower facial expressions).<ref name="community_forums_review"></ref><ref name="pcmag_review"></ref><ref name="cnet_review"></ref><ref name="vrexpert_review"></ref><ref name="vrcompare_specs"></ref><ref name="uploadvr_review"></ref> These internal sensors enable features like [[Foveated rendering]] and more expressive avatars.<ref name="verge_review"></ref><ref name="xrtoday_review"></ref><ref name="cnet_review"></ref><ref name="vrexpert_review"></ref><ref name="forwork_page"></ref>
* Look-to-select interfaces
* Avatar eye animation
* Attention analytics (enterprise)
* Natural social interaction in VR


=== IPD Calibration ===
===Battery and Charging===
Eye tracking assists setup:
The Quest Pro's integrated battery is located in the rear of the head strap.<ref name="tomsg_review"></ref><ref name="engadget_review"></ref><ref name="vrexpert_review"></ref> Battery life estimates vary between sources, with Meta and some reviews suggesting 2-3 hours,<ref name="tomsg_review"></ref><ref name="xrtoday_review"></ref> while others consistently found it closer to 1-2 hours, or 1.5-2 hours, particularly when features like eye/face tracking and passthrough were active.<ref name="verge_review"></ref><ref name="techradar_review"></ref><ref name="community_forums_review"></ref><ref name="pcmag_review"></ref><ref name="cnet_review"></ref><ref name="vrexpert_review"></ref> This was considered short, especially for a "Pro" device, and lower than the Quest 2's typical runtime.<ref name="verge_review"></ref><ref name="techradar_review"></ref><ref name="pcmag_review"></ref><ref name="cnet_review"></ref><ref name="vrexpert_review"></ref> The headset can be used while plugged in via its [[USB-C]] port for extended sessions.<ref name="tomsg_review"></ref><ref name="techradar_review"></ref>
* Automatic IPD measurement
* Lens position guidance
* Optimal clarity configuration


== Face Tracking ==
A charging dock is included, designed to charge both the headset and the controllers simultaneously via contact points.<ref name="tomsg_review"></ref><ref name="verge_review"></ref><ref name="techradar_review"></ref><ref name="xrtoday_review"></ref><ref name="gamesradar_review"></ref><ref name="cnet_review"></ref><ref name="engadget_review"></ref><ref name="vrexpert_review"></ref><ref name="forwork_page"></ref><ref name="vrcompare_specs"></ref><ref name="uploadvr_review"></ref> A full charge for the headset takes approximately 2 hours.<ref name="tomsg_review"></ref><ref name="techradar_review"></ref><ref name="xrtoday_review"></ref><ref name="vrexpert_review"></ref> Some users found positioning the headset and controllers correctly on the dock could be finicky.<ref name="verge_review"></ref><ref name="pcmag_review"></ref><ref name="gamesradar_review"></ref><ref name="engadget_review"></ref><ref name="nextpit_review"></ref><ref name="uploadvr_review"></ref>


=== Camera Array ===
==Features==
Five dedicated face tracking cameras:
* 1 camera for upper face (eyebrows, forehead)
* 2 cameras for lower face on each side
* Higher fidelity than competitor single-camera solutions


=== Tracking Points ===
===Mixed Reality (Color Passthrough)===
Comprehensive facial capture:
One of the headline features of the Quest Pro is its full-color [[Mixed Reality]] [[passthrough]] capability, a significant upgrade from the monochrome passthrough on the Quest 2.<ref name="tomsg_review"></ref><ref name="verge_review"></ref><ref name="techradar_review"></ref><ref name="community_forums_review"></ref><ref name="xrtoday_review"></ref><ref name="pcmag_review"></ref><ref name="cnet_review"></ref><ref name="engadget_review"></ref><ref name="vrexpert_review"></ref><ref name="forwork_page"></ref><ref name="vrcompare_specs"></ref> This allows users to see their real-world environment in color while wearing the headset, enabling experiences that blend virtual elements with physical surroundings.<ref name="tomsg_review"></ref><ref name="techradar_review"></ref><ref name="xrtoday_review"></ref><ref name="vrexpert_review"></ref> The passthrough provides a stereoscopic, depth-correct view of the environment.<ref name="uploadvr_review"></ref>
* Up to 60 facial tracking points
* Individual muscle movement detection
* Subtle expression recognition


=== Applications ===
While considered a major step forward, reviews consistently noted that the image quality of the passthrough was grainy, somewhat fuzzy, and lacked detail, especially in lower light conditions.<ref name="tomsg_review"></ref><ref name="verge_review"></ref><ref name="techradar_review"></ref><ref name="xrtoday_review"></ref><ref name="cnet_review"></ref><ref name="arstechnica_review"></ref><ref name="phonearena_review"></ref><ref name="vrexpert_review"></ref><ref name="uploadvr_review"></ref> Reading text on phone screens or documents through passthrough was difficult or impossible.<ref name="verge_review"></ref><ref name="arstechnica_review"></ref><ref name="uploadvr_review"></ref> Moving objects like hands could exhibit ghosting or lag effects.<ref name="vrexpert_review"></ref><ref name="uploadvr_review"></ref> While sufficient for environmental awareness and basic navigation,<ref name="pcmag_review"></ref><ref name="arstechnica_review"></ref><ref name="engadget_review"></ref> the quality was deemed not high enough for seamless interaction with fine details in the real world.<ref name="vrexpert_review"></ref><ref name="uploadvr_review"></ref>
Face tracking enables:
* Realistic avatar expressions in social VR
* Lip sync without voice analysis
* Emotional expression in meetings
* Non-verbal communication capture


== Tracking System ==
The headset initially lacked automatic room meshing capabilities due to the absence of a dedicated depth sensor (reportedly planned but cut before launch<ref name="verge_review"></ref><ref name="vrexpert_review"></ref><ref name="uploadvr_review"></ref>). Users needed to manually define walls and furniture using a controller-based setup tool for room-aware MR applications, which was considered cumbersome.<ref name="verge_review"></ref><ref name="arstechnica_review"></ref><ref name="vrexpert_review"></ref><ref name="uploadvr_review"></ref>


=== Inside-Out Head Tracking ===
===Eye and Face Tracking===
Five outward-facing cameras:
The Quest Pro was Meta's first headset to incorporate integrated [[Eye tracking]] and [[Face tracking]], utilizing five internal cameras.<ref name="verge_review"></ref><ref name="techradar_review"></ref><ref name="community_forums_review"></ref><ref name="xrtoday_review"></ref><ref name="pcmag_review"></ref><ref name="cnet_review"></ref><ref name="engadget_review"></ref><ref name="vrexpert_review"></ref><ref name="forwork_page"></ref><ref name="vrcompare_specs"></ref><ref name="uploadvr_review"></ref> Eye tracking enables [[Foveated rendering]], an optimization technique where the headset renders the area the user is directly looking at in higher detail, potentially improving performance and visual quality without increasing processing load.<ref name="verge_review"></ref><ref name="xrtoday_review"></ref><ref name="cnet_review"></ref><ref name="vrexpert_review"></ref><ref name="vrcompare_specs"></ref><ref name="uploadvr_review"></ref> Eye tracking also helps with automatic [[IPD]] calibration guidance.<ref name="xrtoday_review"></ref><ref name="vrexpert_review"></ref><ref name="uploadvr_review"></ref>
* 6DoF positional tracking
* Room-scale play area
* No external sensors required


=== Hand Tracking ===
Face tracking captures the user's facial expressions (mouth movements, smiles, frowns, eyebrow raises, etc.) and maps them onto their virtual avatar in real-time.<ref name="verge_review"></ref><ref name="community_forums_review"></ref><ref name="xrtoday_review"></ref><ref name="pcmag_review"></ref><ref name="cnet_review"></ref><ref name="engadget_review"></ref><ref name="vrexpert_review"></ref><ref name="forwork_page"></ref><ref name="uploadvr_review"></ref> This is intended to make social interactions in VR feel more natural and expressive.<ref name="community_forums_review"></ref><ref name="xrtoday_review"></ref><ref name="pcmag_review"></ref><ref name="engadget_review"></ref><ref name="forwork_page"></ref>
Built-in hand recognition:
* Full articulated hand model
* Gesture-based interaction
* Complements controller input


== Touch Pro Controllers ==
While the technology was considered impressive by some,<ref name="community_forums_review"></ref><ref name="engadget_review"></ref><ref name="vrexpert_review"></ref><ref name="uploadvr_review"></ref> its practical application at launch and throughout the headset's life was limited.<ref name="verge_review"></ref><ref name="techradar_review"></ref><ref name="community_forums_review"></ref><ref name="vrexpert_review"></ref> Few applications took full advantage of these features.<ref name="techradar_review"></ref><ref name="community_forums_review"></ref><ref name="mashable_review"></ref><ref name="engadget_review"></ref><ref name="vrexpert_review"></ref><ref name="uploadvr_review"></ref> Some users found the avatar facial expressions could appear uncanny or inaccurate at times, especially over network connections.<ref name="arstechnica_review"></ref><ref name="mashable_review"></ref><ref name="nextpit_review"></ref> Tongue tracking was not supported at launch.<ref name="uploadvr_review"></ref> Concerns were also raised regarding the privacy implications of collecting eye and facial data, though Meta stated this data was processed on-device and deleted, and the features were opt-in.<ref name="pcmag_review"></ref><ref name="gamesradar_review"></ref><ref name="mashable_review"></ref><ref name="forwork_page"></ref>


=== Self-Tracking Design ===
===Hand Tracking===
Revolutionary controller architecture:
The Quest Pro supports controller-free [[Hand tracking]], leveraging its external cameras.<ref name="verge_review"></ref><ref name="vrexpert_review"></ref><ref name="vrcompare_specs"></ref><ref name="uploadvr_review"></ref> The tracking quality was considered slightly improved compared to the Quest 2, likely due to better cameras.<ref name="techradar_review"></ref><ref name="vrexpert_review"></ref><ref name="uploadvr_review"></ref> Meta also introduced experimental interaction models like "Direct Touch," allowing users to "press" virtual buttons and keyboards with their fingers.<ref name="cnet_review"></ref> However, hand tracking performance could degrade in suboptimal lighting conditions and some found it could still feel jittery or required unnatural hand positions.<ref name="phonearena_review"></ref><ref name="vrexpert_review"></ref><ref name="uploadvr_review"></ref>
* Each controller has 3 built-in cameras
* Tracks itself independently of headset
* Works outside headset camera view
* No line-of-sight requirement


=== Tracking Capabilities ===
===Standalone and PC VR===
Self-tracking enables:
As a [[Standalone VR]] headset, the Quest Pro operates independently without needing a connection to a [[Personal computer|PC]].<ref name="cnet_review"></ref><ref name="vrexpert_review"></ref> It runs applications downloaded from the [[Meta Quest Store]].<ref name="vrexpert_review"></ref> It also supports connection to a PC for [[PC VR]] experiences, offering higher fidelity graphics powered by the computer's hardware.<ref name="phonearena_review"></ref><ref name="vrexpert_review"></ref> Connection options include:
* Hand movement behind back
*'''[[Oculus Link]]''': A wired connection using a high-quality [[USB-C]] cable (a link-specific cable is recommended and often sold separately).<ref name="community_forums_review"></ref><ref name="phonearena_review"></ref><ref name="vrexpert_review"></ref><ref name="vrcompare_specs"></ref>
* Below desk interaction
*'''[[Air Link]]''': Meta's official wireless streaming solution, requiring a strong [[Wi-Fi]] connection (preferably Wi-Fi 6 or 6E) between the headset and the PC via a router.<ref name="community_forums_review"></ref><ref name="phonearena_review"></ref><ref name="vrexpert_review"></ref><ref name="vrcompare_specs"></ref>
* 360° range of motion
*'''[[Virtual Desktop]]''': A popular third-party application enabling wireless PC VR streaming and remote desktop access.<ref name="vrexpert_review"></ref><ref name="vrcompare_specs"></ref>
* More natural movements


=== Haptic Feedback ===
The Quest Pro includes support for [[Wi-Fi 6E]], which utilizes the 6 GHz band for potentially faster and less congested wireless connections, benefiting Air Link and other wireless features when used with a compatible router.<ref name="tomsg_review"></ref><ref name="xrtoday_review"></ref><ref name="vrexpert_review"></ref><ref name="vrcompare_specs"></ref>
Enhanced haptics system:
* High-fidelity vibration motors
* Localized feedback
* Texture simulation
* TruTouch haptic technology


=== Pressure-Sensitive Tips ===
==Software and Ecosystem==
Stylus-like interaction:
The Meta Quest Pro runs on an [[Android]]-based operating system (now referred to as [[Meta Horizon OS]]), sharing the same core platform and app store as the Meta Quest 2 and Quest 3.<ref name="xrtoday_review"></ref><ref name="phonearena_review"></ref><ref name="vrexpert_review"></ref><ref name="vrcompare_specs"></ref> It is fully backward compatible with the existing Quest library of games and applications.<ref name="techradar_review"></ref><ref name="gamesradar_review"></ref><ref name="mashable_review"></ref><ref name="engadget_review"></ref>
* Tip detects pressure levels
* Writing and drawing support
* Fine control for precision tasks


=== Battery Life ===
While compatible with the large Quest library, a dedicated section for Quest Pro-optimized apps existed but remained sparsely populated throughout its availability.<ref name="pcmag_review"></ref><ref name="phonearena_review"></ref><ref name="engadget_review"></ref> Few apps were specifically designed to leverage the Pro's unique features like advanced MR, eye tracking, or face tracking.<ref name="techradar_review"></ref><ref name="pcmag_review"></ref><ref name="cnet_review"></ref><ref name="mashable_review"></ref><ref name="engadget_review"></ref><ref name="vrexpert_review"></ref><ref name="uploadvr_review"></ref> [[Red Matter 2]] was one notable example utilizing [[Foveated rendering]] via eye tracking.<ref name="xrtoday_review"></ref><ref name="vrexpert_review"></ref><ref name="uploadvr_review"></ref>
Internal rechargeable batteries:
* Several hours per charge
* Charging dock included
* Hot-swap not supported


== Mixed Reality ==
Meta heavily promoted [[Horizon Workrooms]], its virtual collaboration platform, as a key use case for the Pro.<ref name="verge_review"></ref><ref name="xrtoday_review"></ref><ref name="cnet_review"></ref><ref name="nextpit_review"></ref> Workrooms allows users to meet as avatars, use virtual whiteboards, and project their computer screens onto multiple virtual monitors.<ref name="verge_review"></ref><ref name="xrtoday_review"></ref><ref name="nextpit_review"></ref> However, reviewers often found the Workrooms software clunky, unintuitive, or buggy, particularly the setup process and integration with real-world devices.<ref name="verge_review"></ref><ref name="xrtoday_review"></ref><ref name="pcmag_review"></ref><ref name="nextpit_review"></ref><ref name="vrexpert_review"></ref> [[Horizon Worlds]], Meta's social VR platform, also supported the Pro's face tracking features.<ref name="verge_review"></ref><ref name="community_forums_review"></ref><ref name="pcmag_review"></ref><ref name="nextpit_review"></ref>


=== High-Resolution Passthrough ===
The user interface (UI) and user experience (UX) received some criticism for being unintuitive or buggy at times, with some long-standing issues seemingly carried over from the Quest 2 platform.<ref name="verge_review"></ref><ref name="phonearena_review"></ref><ref name="nextpit_review"></ref>
Significantly improved over Quest 2:
* Full-color stereoscopic view
* Higher resolution cameras
* Better color accuracy
* Reduced latency


=== MR Applications ===
For [[PC VR]] experiences, the Quest Pro supports connectivity allowing access to PC VR content libraries like [[SteamVR]].<ref name="community_forums_review"></ref><ref name="vrexpert_review"></ref>
Mixed reality use cases:
* Virtual monitors in physical space
* Collaboration in shared MR environments
* AR object placement
* Real-world awareness while working


=== Open Design Trade-offs ===
Meta also offers [[Meta Quest for Business]], a subscription service aimed at enterprises for managing fleets of headsets, including the Quest Pro, which supports integration with platforms like [[Microsoft Intune]] and access to business applications.<ref name="xrtoday_review"></ref><ref name="forwork_page"></ref>
Peripheral visibility provides:
* Environmental awareness
* Easier navigation
* MR-first experience
* Reduced isolation


But lacks:
==Reception==
* Full VR immersion without blockers
The Meta Quest Pro received mixed reviews upon release. Praise was commonly directed towards its hardware innovations:
* Light leak in bright environments
*'''Display Clarity & Optics:''' The [[Pancake lenses]] and improved display quality (clarity, color, contrast) were frequently highlighted as significant upgrades over the Quest 2.<ref name="techradar_review"></ref><ref name="community_forums_review"></ref><ref name="xrtoday_review"></ref><ref name="arstechnica_review"></ref><ref name="mashable_review"></ref><ref name="engadget_review"></ref><ref name="nextpit_review"></ref><ref name="vrexpert_review"></ref>
* Traditional VR isolation experience
*'''Comfort & Design (for some):''' The balanced [[Halo strap]] design was found comfortable by many, especially compared to the Quest 2's default strap.<ref name="tomsg_review"></ref><ref name="techradar_review"></ref><ref name="gamesradar_review"></ref><ref name="mashable_review"></ref><ref name="phonearena_review"></ref><ref name="engadget_review"></ref><ref name="vrexpert_review"></ref> The open periphery design was appreciated for reducing claustrophobia and improving airflow.<ref name="community_forums_review"></ref><ref name="arstechnica_review"></ref><ref name="engadget_review"></ref>
*'''Controllers:''' The self-tracking Touch Pro controllers were lauded for their accuracy, improved haptics, and compact design.<ref name="verge_review"></ref><ref name="techradar_review"></ref><ref name="community_forums_review"></ref><ref name="xrtoday_review"></ref><ref name="cnet_review"></ref><ref name="engadget_review"></ref><ref name="vrexpert_review"></ref><ref name="uploadvr_review"></ref>
*'''Standalone Performance:''' As a powerful standalone device without PC tethering requirements, its convenience was noted.<ref name="techradar_review"></ref><ref name="pcmag_review"></ref><ref name="gamesradar_review"></ref><ref name="engadget_review"></ref>


== Processing Power ==
However, the headset also faced significant criticism:
*'''Price:''' The initial $1,500 price point was widely considered excessive, especially given the limited software taking advantage of its advanced features, making it poor value for most consumers.<ref name="tomsg_review"></ref><ref name="verge_review"></ref><ref name="techradar_review"></ref><ref name="xrtoday_review"></ref><ref name="pcmag_review"></ref><ref name="arstechnica_review"></ref><ref name="cnet_review"></ref><ref name="phonearena_review"></ref><ref name="engadget_review"></ref><ref name="vrexpert_review"></ref> Even after the price cut to $1,000, it remained expensive compared to alternatives like the Quest 2 or the later Quest 3.<ref name="tomsg_review"></ref><ref name="techradar_review"></ref><ref name="mashable_review"></ref><ref name="phonearena_review"></ref>
*'''Battery Life:''' The short battery life (often 1-2 hours in practice) was a frequent complaint.<ref name="tomsg_review"></ref><ref name="verge_review"></ref><ref name="techradar_review"></ref><ref name="xrtoday_review"></ref><ref name="pcmag_review"></ref><ref name="gamesradar_review"></ref><ref name="cnet_review"></ref><ref name="vrexpert_review"></ref>
*'''Mixed Reality Quality:''' The color passthrough, while novel, was criticized for its grainy, low-resolution image quality, limiting its practical use.<ref name="tomsg_review"></ref><ref name="verge_review"></ref><ref name="techradar_review"></ref><ref name="xrtoday_review"></ref><ref name="cnet_review"></ref><ref name="arstechnica_review"></ref><ref name="phonearena_review"></ref><ref name="vrexpert_review"></ref><ref name="uploadvr_review"></ref>
*'''Comfort (for others):''' Despite the balanced design, the headset's weight and pressure on the forehead caused discomfort or headaches for some users.<ref name="verge_review"></ref><ref name="gamesradar_review"></ref><ref name="engadget_review"></ref><ref name="nextpit_review"></ref><ref name="vrexpert_review"></ref>
*'''Software and Use Cases:''' A major recurring criticism was the lack of compelling software and clear use cases that justified the Pro's advanced features and high cost. Eye/face tracking felt underutilized, and productivity software like Horizon Workrooms was often described as clunky or unfinished.<ref name="verge_review"></ref><ref name="techradar_review"></ref><ref name="community_forums_review"></ref><ref name="xrtoday_review"></ref><ref name="pcmag_review"></ref><ref name="arstechnica_review"></ref><ref name="cnet_review"></ref><ref name="mashable_review"></ref><ref name="phonearena_review"></ref><ref name="engadget_review"></ref><ref name="vrexpert_review"></ref><ref name="uploadvr_review"></ref>
*'''Target Audience Confusion:''' Many questioned who the headset was truly for, feeling it was caught between the consumer gaming market (better served by Quest 2/3) and a professional market that wasn't fully ready for its specific feature set or found its implementation lacking.<ref name="tomsg_review"></ref><ref name="verge_review"></ref><ref name="xrtoday_review"></ref><ref name="cnbc_review"></ref><ref name="arstechnica_review"></ref><ref name="mashable_review"></ref><ref name="vrexpert_review"></ref>
*'''Privacy Concerns:''' The inclusion of eye and face tracking raised privacy concerns among some users and reviewers, given Meta's history with data collection.<ref name="gamesradar_review"></ref>


=== Snapdragon XR2+ Gen 1 ===
Overall, the Quest Pro was seen as an technologically impressive but ultimately niche product – a showcase of future VR/MR technologies that arrived too early, at too high a price, and without the software ecosystem needed to make it essential.<ref name="verge_review"></ref><ref name="techradar_review"></ref><ref name="arstechnica_review"></ref><ref name="mashable_review"></ref><ref name="engadget_review"></ref><ref name="vrexpert_review"></ref> It was often described as feeling like a [[Development kit|developer kit]] or early adopter device rather than a fully realized product for its target market.<ref name="vrexpert_review"></ref><ref name="uploadvr_review"></ref>
Enhanced version of standard XR2:
* 15% performance improvement over XR2
* Better thermal management
* Higher sustained performance
* Custom binned chips


=== Memory ===
==Discontinuation==
Generous specifications:
In September 2024, Meta confirmed it would stop selling the Quest Pro once existing inventory ran out, alongside the original Quest 2.<ref name="roadtovr_discontinued"></ref><ref name="gamesindustry_discontinued"></ref> By January 2025, the product was marked as "no longer available" on official channels.<ref name="roadtovr_discontinued"></ref><ref name="gamesindustry_discontinued"></ref> The [[Meta Quest 3]], launched in October 2023, incorporated some of the Pro's advancements (like pancake lenses and improved color passthrough) at a much lower price point ($499), effectively superseding the Pro for most potential users interested in mixed reality.<ref name="techradar_review"></ref><ref name="xrtoday_review"></ref><ref name="mashable_review"></ref><ref name="phonearena_review"></ref><ref name="roadtovr_discontinued"></ref><ref name="gamesindustry_discontinued"></ref> While Meta CTO [[Andrew Bosworth]] hinted a future "Pro" model wasn't entirely ruled out, reports suggested plans for a direct successor had been cancelled.<ref name="roadtovr_discontinued"></ref>
* '''RAM''': 12GB LPDDR5 (double Quest 2's 6GB)
* '''Storage''': 256GB
* Enables demanding applications and multitasking


== Battery and Power ==
==Legacy==
Despite its limited commercial success, the Meta Quest Pro served as an important technological stepping stone for Meta and the VR/MR industry.<ref name="cnet_review"></ref> It introduced and helped popularize several key hardware advancements that were subsequently adopted or refined in later, more mainstream devices:
*'''[[Pancake lenses]]:''' Demonstrated the benefits of thinner, lighter optics with improved edge-to-edge clarity, which became a key feature of the Quest 3.<ref name="cnet_review"></ref>
*'''Full-Color [[Mixed Reality]] Passthrough:''' Paved the way for MR experiences on standalone headsets, influencing the direction of Quest 3 and competitors.<ref name="cnet_review"></ref>
*'''[[Eye tracking]] and [[Face tracking]]:''' Showcased the potential for more immersive social presence and performance optimizations like [[Foveated rendering]], even if widespread software adoption lagged.<ref name="xrtoday_review"></ref>
*'''Self-Tracking Controllers:''' Introduced controllers that didn't rely on headset tracking rings, offering more robust tracking and a more compact design.
*'''Counterbalanced Design:''' Highlighted the importance of weight distribution for comfort in standalone headsets by moving the battery to the rear.<ref name="engadget_review"></ref>


=== Integrated Battery ===
The Quest Pro acted as an important development platform, allowing creators to experiment with MR, eye tracking, and face tracking capabilities, preparing the ecosystem for future hardware iterations.<ref name="cnet_review"></ref><ref name="uploadvr_review"></ref>
Battery built into rear of headstrap:
* Acts as counterweight for balance
* Capacity: ~22.4Wh
* Runtime: 1-2 hours depending on use
* Shorter than Quest 2 due to more powerful hardware


=== Charging Dock ===
==Images==
Premium charging solution included:
<gallery mode="packed">
* Headset and both controllers charge simultaneously
File:meta quest pro1.jpg
* Elegant display stand
File:meta quest pro10.jpg
* Contact-based charging
File:meta quest pro9.jpg
* Full charge in ~2 hours
File:meta quest pro8.jpg
File:meta quest pro7.jpg
File:meta quest pro6.jpg
File:meta quest pro5.jpg
File:meta quest pro2.jpg
File:meta quest pro3.jpg
File:meta quest pro4.jpg
File:meta quest pro11.jpg
File:meta quest pro12.jpg
File:meta quest pro13.jpg
</gallery>


== Connectivity ==
==See Also==
 
* [[Meta Quest]] (product line)
=== Wi-Fi 6E ===
Latest wireless standard:
* Faster Air Link streaming
* Lower latency wireless PCVR
* Better mixed reality experiences
 
=== USB-C ===
Dual USB-C ports:
* Link cable for PCVR
* Charging
* Accessory connection
* Data transfer
 
=== Bluetooth 5.2 ===
For accessories and peripheral connectivity.
 
== Audio System ==
 
=== Integrated Speakers ===
Spatial audio design:
* Positioned near ears
* Open design maintains awareness
* Adequate for most use cases
* 3D audio support
 
=== 3.5mm Jack ===
Alternative audio:
* Private listening
* Higher quality options
* Headphone connection
 
=== Microphones ===
Three microphones:
* Voice input
* Calls and meetings
* Voice commands
 
== Enterprise Focus ==
 
=== Meta Quest for Business ===
Enterprise features available:
* Device management (MDM)
* Kiosk mode deployment
* Enterprise app distribution
* Dedicated support
 
=== Productivity Applications ===
* Virtual meeting rooms
* 3D design review
* Training simulations
* Remote collaboration
 
== Comparison with Quest 2 ==
 
{| class="wikitable"
|-
! Feature !! Quest Pro !! Quest 2
|-
| Processor || XR2+ Gen 1 || XR2 Gen 1
|-
| RAM || 12GB || 6GB
|-
| Display || 1800×1920/eye LCD || 1832×1920/eye LCD
|-
| Lenses || Pancake || Fresnel
|-
| Eye Tracking || Yes || No
|-
| Face Tracking || Yes || No
|-
| Controller Tracking || Self-tracking || Headset cameras
|-
| Weight || 722g || 503g
|-
| Battery Life || 1-2 hours || 2-3 hours
|-
| Launch Price || $1,499 || $299
|}
 
== Legacy ==
 
=== Technology Transfer ===
Quest Pro technologies influenced:
* '''Quest 3''': Pancake lenses, improved passthrough
* '''Quest 3S''': More accessible mixed reality
* Established viability of face/eye tracking in standalone
 
=== Market Lessons ===
Quest Pro demonstrated:
* Price sensitivity in VR market
* Consumer preference for battery life
* Need for full VR and MR capability
* Self-tracking controllers viable but costly
 
== Technical Specifications Summary ==
 
{| class="wikitable"
|-
! Specification !! Details
|-
| Display || Dual LCD Quantum Dot, 1800 × 1920 per eye
|-
| Lenses || Pancake
|-
| FOV || 106° × 96°
|-
| Refresh Rate || 72Hz / 90Hz
|-
| Processor || Snapdragon XR2+ Gen 1
|-
| Memory || 12GB RAM, 256GB storage
|-
| Eye Tracking || Yes (90Hz)
|-
| Face Tracking || Yes (5 cameras)
|-
| Controllers || Touch Pro (self-tracking)
|-
| Battery || 1-2 hours
|-
| Weight || 722g
|-
| Price || $999.99 (final)
|}
 
== See Also ==
* [[Meta Platforms]]
* [[Meta Quest 2]]
* [[Meta Quest 2]]
* [[Meta Quest 3]]
* [[Meta Quest 3]]
* [[Eye Tracking]]
* [[Meta Quest 3S]]
* [[Face Tracking]]
* [[PlayStation VR2]]
* [[Pancake Lenses]]
* [[HTC Vive XR Elite]]
* [[Standalone VR]]
* [[Pico 4]]
 
* [[Virtual Reality]]
== References ==
* [[Mixed Reality]] / [[Augmented Reality]]
{{Reflist}}
* [[Eye tracking]]
* [[Face tracking]]
* [[Meta Platforms]]
* [[Reality Labs]]
* [[Mark Zuckerberg]]


[[Category:Devices]]
==References==
[[Category:VR Headsets]]
<references>
[[Category:Head-mounted displays]]
<ref name="tomsg_review">Polanco, Tony, "[https://www.tomsguide.com/reviews/meta-quest-pro-review-its-awesome-but-no-way-am-i-working-in-this-thing The Meta Quest Pro is awesome, but no way am I working in this thing]", ''Tom's Guide'', Last updated July 25, 2024.</ref>
[[Category:Standalone VR]]
<ref name="verge_review">Robertson, Adi, "[https://www.theverge.com/23451629/meta-quest-pro-vr-headset-horizon-review Meta Quest Pro review: get me out of here]", ''The Verge'', Updated November 22, 2022.</ref>
[[Category:Mixed Reality]]
<ref name="techradar_review">Hector, Hamish, "[https://www.techradar.com/reviews/meta-quest-pro Meta Quest Pro review: Meta's best VR headset yet comes at a price]", ''TechRadar'', Last updated March 3, 2023.</ref>
[[Category:Meta]]
<ref name="community_forums_review">DaftnDirect (and commenters), "[https://communityforums.atmeta.com/t5/Talk-VR/My-Quest-Pro-Review/td-p/1028432 My Quest Pro Review]", ''Meta Community Forums'', February 10, 2023.</ref>
[[Category:Eye Tracking]]
<ref name="xrtoday_review">Carter, Rebekah, "[https://www.xrtoday.com/reviews/meta-quest-pro-review-a-powerful-professional-headset/ Meta Quest Pro Review: A Powerful Professional Headset?]", ''XR Today'', January 19, 2024.</ref>
[[Category:2020s VR]]
<ref name="pcmag_review">Greenwald, Will, "[https://www.pcmag.com/reviews/meta-quest-pro Meta Quest Pro Review]", ''PCMag'', Updated November 14, 2022.</ref>
<ref name="cnbc_review">Pitt, Sofia, "[https://www.cnbc.com/2022/11/10/meta-quest-pro-review.html Meta's new headset is a very expensive VR experiment that doesn't have a target audience]", ''CNBC'', Updated November 11, 2022.</ref>
<ref name="arstechnica_review">Orland, Kyle, "[https://arstechnica.com/gaming/2022/10/meta-quest-pro-review-for-those-with-more-money-than-sense/ Meta Quest Pro review: For those with more money than sense]", ''Ars Technica'', October 28, 2022.</ref>
<ref name="gamesradar_review">Robertson, Duncan, "[https://www.gamesradar.com/meta-quest-pro-review/ Meta Quest Pro review: 'The prologue to a cyberpunk novel']", ''GamesRadar+'', April 14, 2023.</ref>
<ref name="cnet_review">Stein, Scott, "[https://www.cnet.com/tech/computing/meta-quest-pro-half-a-year-later-caught-between-quest-2-and-quest-3/ Meta Quest Pro, Half a Year Later: Caught Between Quest 2 and Quest 3]", ''CNET'', March 30, 2023.</ref>
<ref name="mashable_review">de Luna, Elizabeth, "[https://mashable.com/review/meta-quest-pro-review The Meta Quest Pro is not the big fail it's made out to be]", ''Mashable'', December 3, 2022.</ref>
<ref name="phonearena_review">Serbezov, Stanislav, "[https://www.phonearena.com/ar-vr/reviews/meta-quest-pro-review_id6009 Meta Quest Pro Review: the meaning of 'incomplete']", ''PhoneArena'', Updated April 22, 2024.</ref>
<ref name="engadget_review">Rutherford, Sam, "[https://www.engadget.com/meta-quest-pro-review-a-next-gen-headset-for-the-vr-faithful-specs-price-130045313-130045431.html Meta Quest Pro review: A next-gen headset for the VR faithful]", ''Engadget'', October 31, 2022.</ref>
<ref name="nextpit_review">Zellmer, Matthias, "[https://www.nextpit.com/meta-quest-pro-review Meta Quest Pro review: Discounted price makes it a bargain!]", ''NextPit'', April 10, 2023.</ref>
<ref name="vrexpert_review">Jakob, "[https://vrx.vr-expert.com/meta-quest-pro-review/ Meta Quest Pro Review]", ''VR Expert'', Updated March 15, 2023.</ref>
<ref name="roadtovr_discontinued">Hayden, Scott, "[https://www.roadtovr.com/meta-discontinues-quest-pro/ Meta Officially Discontinues Quest Pro, Its First (and most expensive) Mixed Reality Headset]", ''Road to VR'', January 6, 2025.</ref>
<ref name="gamesindustry_discontinued">Blake, Vikki, "[https://www.gamesindustry.biz/metas-quest-pro-headset-now-no-longer-available Meta's Quest Pro headset now no longer available]", ''GamesIndustry.biz'', January 6, 2025.</ref>
<ref name="forwork_page">"[https://forwork.meta.com/quest/quest-pro/ Meta Quest Pro for Business]", ''Meta for Work'', Accessed May 3, 2025.</ref>
<ref name="vrcompare_specs">"[https://vr-compare.com/headset/metaquestpro Meta Quest Pro specs]", ''VR Compare'', Accessed May 3, 2025.</ref>
<ref name="uploadvr_review">Heaney, David, "[https://www.uploadvr.com/meta-quest-pro-review/ Meta Quest Pro Review: New Features For Developers & Early Adopters]", ''UploadVR'', October 25, 2022.</ref>
</references>

Latest revision as of 10:32, 8 January 2026

Meta Quest Pro
Basic Info
VR/AR Virtual Reality, Mixed Reality
Type Head-mounted display
Subtype Standalone VR
Platform Meta Quest
Creator Meta Platforms
Developer Reality Labs
Manufacturer Meta Platforms
Announcement Date October 28, 2021 (as Project Cambria)
Release Date October 25, 2022
Price Original: $1499 / £1499 / AU$2499, Reduced: $999 / £999 / AU$1729.99, Discontinued in January 2025
Website https://forwork.meta.com/quest/quest-pro/
Versions Single model (Black, 256GB)
Requires Meta account
Predecessor Meta Quest 2
Successor None direct (Discontinued in January 2025), Meta Quest 3
System
Operating System Android-based
Chipset Qualcomm Snapdragon XR2+
CPU Octa-core Kryo 585 (1 x 2.84 GHz, 3 x 2.42 GHz, 4 x 1.8 GHz)
GPU Adreno 650
HPU N/A
Storage
Storage 256 GB
Memory 12 GB LPDDR5
SD Card Slot No
Display
Display 2 x QLED (LCD with Quantum Dot layer and local dimming)
Subpixel Layout RGB stripe
Peak Brightness Not specified in sources
Resolution 1800x1920 per eye
Pixel Density Peak: 22 PPD (Panel offers 37% more pixels per inch than Quest 2)
Refresh Rate 90 Hz (72 Hz mode available)
Persistence Not specified in sources
Precision Not specified in sources
Image
Field of View 106° horizontal, 96° vertical
Horizontal FoV 106°
Vertical FoV 96°
Visible FoV Diagonal: 95.57°
Rendered FoV Horizontal: 108°, Vertical: 95.57°, Diagonal: 111.24°
Binocular Overlap ~80°
Average Pixel Density ~19 PPD
Peak Pixel Density 22 PPD
Foveated Rendering Yes, dynamic (requires eye tracking enabled)
Optics
Optics Pancake lenses
Ocularity Binocular
IPD Range 55-75 mm hardware adjustable (manual slider)
Adjustable Diopter No
Passthrough Full-color Mixed Reality passthrough
Tracking
Tracking 6DoF, Inside-out tracking, with 5 external headset cameras and controller cameras
Tracking Frequency Not specified in sources
Base Stations Not required
Eye Tracking Yes, via internal cameras
Face Tracking Yes, via internal cameras
Hand Tracking Yes, improved over Quest 2
Body Tracking Yes, via AI-based API (Movement Estimation)
Rotational Tracking Yes, 6DoF
Positional Tracking Yes, 6DoF
Update Rate Not specified in sources
Tracking Volume Room-scale, defined by Guardian system
Play Space Minimum 6.5 x 6.5 feet recommended for some experiences
Latency Not specified in sources
Audio
Audio Integrated stereo speakers with Spatial audio
Microphone Yes, integrated microphone array (3 mics)
3.5mm Audio Jack Yes, dual jacks (one on each side)
Camera 5 external cameras (tracking/passthrough), 5 internal cameras (eye/face tracking)
Connectivity
Connectivity Wi-Fi 6E, Bluetooth 5.2
Ports USB-C (for data/power), charging contacts
Wired Video Yes, via Oculus Link (USB-C cable required, sold separately for PC VR)
Wireless Video Air Link, Virtual Desktop
WiFi Wi-Fi 6E (802.11ax)
Bluetooth 5.2
Power Integrated rechargeable battery, Charging dock
Battery Capacity Not officially specified
Battery Life Rated 1-2 hours or 2-3 hours depending on usage (eye/face tracking impacts duration)
Charge Time ~2 hours for headset via dock/direct cable
Device
Dimensions 265mm x 127mm x 196mm (strap fully opened)
Weight 722 g (1.59 lbs)
Material Plastic, foam/leatherette padding
Headstrap Integrated rigid Halo strap with rear adjustment dial and battery
Haptics TruTouch Haptics
Color Black
Sensors 5 external cameras (tracking/passthrough), 5 internal cameras (eye/face tracking), IMUs, proximity sensor, controller sensors
Input Meta Quest Touch Pro Controllers, Hand Tracking
Compliance Not specified in sources
Size N/A
Cable Length Charging cable: ~2m (6.5 ft)


The Meta Quest Pro (codenamed Project Cambria during development[1]), is a standalone virtual reality (VR) head-mounted display (HMD) developed by Reality Labs, a division of Meta Platforms.[2][3] Announced initially as Project Cambria in October 2021[1] and fully unveiled in October 2022,[3] it was released on October 25, 2022.[4][5][1] It represented Meta's first major push into the high-end and enterprise VR market, positioned above the consumer-focused Meta Quest 2.[2][3][4] Key features included Pancake lenses, full-color passthrough for mixed reality, and integrated Eye tracking and Face tracking.[2][6][3][7] The headset was officially discontinued by Meta in January 2025.[8][9]

History

Development of the Quest Pro was first publicly mentioned under the codename "Project Cambria" at Meta Connect 2021 on October 28, 2021.[1] Meta positioned it as a high-end device incorporating next-generation technologies.[10] The final product, named Meta Quest Pro, was officially revealed at Meta Connect 2022 and launched on October 25, 2022.[4][5][1]

The initial launch price was set at $1,499 / £1,499 / AU$2,499, significantly higher than the Quest 2, reflecting its target market of professionals, developers, and early adopters.[11][2][6][7][4][5] In March 2023, Meta permanently reduced the price to $999 / £999 / AU$1,729.99, citing a desire to make the technology more accessible to businesses and professionals, likely also influenced by market competition like the HTC Vive XR Elite.[11][6][3][4][5][1]

Despite the price reduction, the headset reportedly failed to gain significant market traction.[9] In September 2024, Meta announced it was phasing out sales of the Quest Pro alongside the Quest 2.[8][9] By January 2025, the Meta Quest Pro was officially listed as "no longer available" on Meta's website, with the Meta Quest 3 recommended as the alternative for mixed reality experiences.[8][9]

Hardware

Design and Comfort

The Meta Quest Pro features a distinct design compared to the Quest 2, opting for a sleek, all-black finish with a glossy front panel housing external cameras.[6][3][7] It utilizes a Halo strap design, similar to the PlayStation VR or the optional Quest 2 Elite Strap, with padded cushions resting on the forehead and the back of the head.[2][7][4][10][5] The battery is integrated into the rear padding, counterbalancing the weight of the front visor for improved ergonomics compared to the front-heavy Quest 2.[11][6][7][4][10][5] This design makes the headset feel more balanced and secure during use for many users.[12][10] The strap tightness is adjusted via a dial on the rear.[11][7][4]

Despite the balanced design, the Quest Pro is heavier than the Quest 2, weighing 722 grams (1.59 lbs).[11][2][6][3][13][4][5][1] Some users reported discomfort or pressure on the forehead during extended use, potentially requiring careful adjustment or leading to headaches.[2][10][14][5] A top strap, common on other headsets for additional support, is notably absent and not offered as a first-party accessory, although third-party solutions emerged.[15]

Unlike the Quest 2's fully enclosed design, the Quest Pro has an open periphery by default, allowing users to see their real-world surroundings below and to the sides.[2][6][12][10][5] This is intended to enhance mixed reality use cases and reduce feelings of claustrophobia.[12][10] It also improves airflow around the face, reducing lens fogging and heat buildup compared to fully sealed designs.[15][12] Magnetic partial light blockers for the sides are included in the box to increase immersion.[2][6][7][4][5][16] A separate "Full Light Blocker" accessory was sold by Meta for $50 to create a more traditional, fully sealed VR experience, though some reviews noted it needed to be removed for dock charging.[2][6][7][5][17]

The headset accommodates users wearing glasses, featuring an adjustable lens depth dial to move the optics further from the face.[7][4][14][5]

Optics and Display

A key innovation in the Quest Pro is its use of Pancake lenses.[11][2][6][15][3][4][14][5][1] This multi-element optical design allows for a significantly thinner visor (40% slimmer optical stack than Quest 2[16]) and provides improved visual clarity across a larger portion of the lens compared to the Fresnel lenses used in Quest 2.[15][12][18][5][17] This results in a larger "sweet spot" and reduced edge distortion and god rays.[15][12][18][5] Text legibility is notably improved across the entire field of view.[15][12][14]

The headset features two QLED displays (LCD panels enhanced with a Quantum dot layer) with a resolution of 1800x1920 pixels per eye.[11][2][3][4][5][1] While the per-eye resolution is similar to Quest 2, the Quest Pro incorporates local dimming technology with 500 individual zones, significantly improving contrast and enabling deeper black levels than typical LCDs.[6][7][5][1] The Quantum Dot layer also allows for a wider color gamut (130% larger than Quest 2's according to Meta[7]), resulting in more vibrant colors.[6][5][16] The display refresh rate is 90 Hz, with a 72 Hz mode available.[6][3][7][4][10][5][1]

The Field of view (FoV) is approximately 106° horizontal and 96° vertical, an improvement over the Quest 2.[2][13][5][1][17] Interpupillary distance (IPD) is manually adjustable via a continuous slider mechanism, supporting a range from 55mm to 75mm.[3][5][1] While the headset uses eye tracking to guide users to the correct IPD setting, the adjustment itself is not motorized, unlike some competitors.[3][5][17] Some users noted the IPD slider could feel loose and occasionally shift during active use.[2][5][17]

Processor and Memory

The Quest Pro is powered by the Qualcomm Snapdragon XR2+ SoC.[11][6][3][4][5][1] Meta claimed this offered 50% more sustained performance compared to the Snapdragon XR2 found in the Quest 2, primarily due to improved thermal dissipation allowing the chip to run faster for longer.[11][7][4][10][5][16] However, many reviews noted that in practice, performance felt largely similar to the Quest 2 for existing applications, as the underlying GPU (Adreno 650) remained the same and most software wasn't optimized specifically for the 'Plus' variant.[2][5][17] Some users did perceive a noticeable speed difference.

The headset is equipped with 12 GB of LPDDR5 RAM, double the 6 GB found in the Quest 2.[11][6][3][4][5][1] This increased memory allows for smoother multitasking, such as keeping a web browser open while running a VR application.[10][17] It comes with a single storage option of 256 GB.[11][6][3][4][5][1]

Audio

The Quest Pro features integrated speakers built into the head strap arms, providing Spatial audio.[11][3][7][4][10][5][16][1] Reviewers generally found the audio quality to be clear, crisp, and an improvement over the Quest 2, particularly for voice clarity.[11][15][3][18][5] Positional audio cues were effective for immersion.[11][3] However, some noted a lack of bass response, resulting in a "thin" sound profile for certain content.[11][3] For users preferring external audio solutions, the headset includes dual 3.5mm headphone jacks, one on each side.[11][7][10][5][1] An integrated microphone array (3 microphones[1]) is used for voice input and communication.[3][5][16][1]

Controllers

The Quest Pro includes redesigned controllers called Meta Quest Touch Pro Controllers.[11][3][4][5][16] A major change is the removal of the tracking rings seen on previous Quest controllers.[2][6][7][4][5][17] Instead, each controller incorporates three built-in cameras and its own Qualcomm Snapdragon 662 mobile processor, enabling independent self-tracking.[11][6][13][4][10][5][1][17] This allows for full 360-degree tracking, even when the controllers are outside the headset's direct line of sight (for example behind the user's back), and prevents the controllers from occluding each other when held close together.[11][15][5][17] Tracking accuracy was generally praised as excellent and robust.[15][10][5][17] Users reported minimal issues, even in varied lighting conditions.[5]

The controllers feature improved haptic feedback, termed "TruTouch Haptics," including primary motors in the handle and secondary motors under the index trigger and thumb grip area, allowing for more localized and nuanced feedback.[11][3][10][17] They retain capacitive sensors on the buttons, thumbstick, and trigger for partial finger tracking.[1][17] A new pressure sensor on the thumb rest enables pinching gestures.[17]

The controllers have built-in rechargeable batteries, replacing the AA batteries of the Quest 2 controllers.[2][7][13][4][5][1] They are charged via metal contacts, typically using the included charging dock.[2][7][4][5] Battery life is estimated around 8 hours.[15][5][1] A minor drawback noted was a slight delay (a few seconds) for the controllers to sync their position with the headset upon pickup.[2][5][17]

Attachable stylus tips are included, allowing the controllers to be flipped over and used for writing or drawing on virtual surfaces, with haptic feedback simulating surface resistance.[11][3][13][10][5][16] The Touch Pro controllers are also sold separately and are compatible with the Quest 2 and Quest 3 headsets.[2][19][10]

Sensors

The Quest Pro headset is equipped with a total of ten cameras/sensors.[10] Five external cameras are used for 6DoF Inside-out tracking of the headset's position and orientation, Hand tracking, and capturing the mixed reality passthrough view.[7][4][10][5][1] Five internal cameras are dedicated to Eye tracking (one per eye) and Face tracking (capturing upper and lower facial expressions).[15][7][4][5][1][17] These internal sensors enable features like Foveated rendering and more expressive avatars.[2][3][4][5][16]

Battery and Charging

The Quest Pro's integrated battery is located in the rear of the head strap.[11][10][5] Battery life estimates vary between sources, with Meta and some reviews suggesting 2-3 hours,[11][3] while others consistently found it closer to 1-2 hours, or 1.5-2 hours, particularly when features like eye/face tracking and passthrough were active.[2][6][15][7][4][5] This was considered short, especially for a "Pro" device, and lower than the Quest 2's typical runtime.[2][6][7][4][5] The headset can be used while plugged in via its USB-C port for extended sessions.[11][6]

A charging dock is included, designed to charge both the headset and the controllers simultaneously via contact points.[11][2][6][3][13][4][10][5][16][1][17] A full charge for the headset takes approximately 2 hours.[11][6][3][5] Some users found positioning the headset and controllers correctly on the dock could be finicky.[2][7][13][10][14][17]

Features

Mixed Reality (Color Passthrough)

One of the headline features of the Quest Pro is its full-color Mixed Reality passthrough capability, a significant upgrade from the monochrome passthrough on the Quest 2.[11][2][6][15][3][7][4][10][5][16][1] This allows users to see their real-world environment in color while wearing the headset, enabling experiences that blend virtual elements with physical surroundings.[11][6][3][5] The passthrough provides a stereoscopic, depth-correct view of the environment.[17]

While considered a major step forward, reviews consistently noted that the image quality of the passthrough was grainy, somewhat fuzzy, and lacked detail, especially in lower light conditions.[11][2][6][3][4][12][20][5][17] Reading text on phone screens or documents through passthrough was difficult or impossible.[2][12][17] Moving objects like hands could exhibit ghosting or lag effects.[5][17] While sufficient for environmental awareness and basic navigation,[7][12][10] the quality was deemed not high enough for seamless interaction with fine details in the real world.[5][17]

The headset initially lacked automatic room meshing capabilities due to the absence of a dedicated depth sensor (reportedly planned but cut before launch[2][5][17]). Users needed to manually define walls and furniture using a controller-based setup tool for room-aware MR applications, which was considered cumbersome.[2][12][5][17]

Eye and Face Tracking

The Quest Pro was Meta's first headset to incorporate integrated Eye tracking and Face tracking, utilizing five internal cameras.[2][6][15][3][7][4][10][5][16][1][17] Eye tracking enables Foveated rendering, an optimization technique where the headset renders the area the user is directly looking at in higher detail, potentially improving performance and visual quality without increasing processing load.[2][3][4][5][1][17] Eye tracking also helps with automatic IPD calibration guidance.[3][5][17]

Face tracking captures the user's facial expressions (mouth movements, smiles, frowns, eyebrow raises, etc.) and maps them onto their virtual avatar in real-time.[2][15][3][7][4][10][5][16][17] This is intended to make social interactions in VR feel more natural and expressive.[15][3][7][10][16]

While the technology was considered impressive by some,[15][10][5][17] its practical application at launch and throughout the headset's life was limited.[2][6][15][5] Few applications took full advantage of these features.[6][15][18][10][5][17] Some users found the avatar facial expressions could appear uncanny or inaccurate at times, especially over network connections.[12][18][14] Tongue tracking was not supported at launch.[17] Concerns were also raised regarding the privacy implications of collecting eye and facial data, though Meta stated this data was processed on-device and deleted, and the features were opt-in.[7][13][18][16]

Hand Tracking

The Quest Pro supports controller-free Hand tracking, leveraging its external cameras.[2][5][1][17] The tracking quality was considered slightly improved compared to the Quest 2, likely due to better cameras.[6][5][17] Meta also introduced experimental interaction models like "Direct Touch," allowing users to "press" virtual buttons and keyboards with their fingers.[4] However, hand tracking performance could degrade in suboptimal lighting conditions and some found it could still feel jittery or required unnatural hand positions.[20][5][17]

Standalone and PC VR

As a Standalone VR headset, the Quest Pro operates independently without needing a connection to a PC.[4][5] It runs applications downloaded from the Meta Quest Store.[5] It also supports connection to a PC for PC VR experiences, offering higher fidelity graphics powered by the computer's hardware.[20][5] Connection options include:

  • Oculus Link: A wired connection using a high-quality USB-C cable (a link-specific cable is recommended and often sold separately).[15][20][5][1]
  • Air Link: Meta's official wireless streaming solution, requiring a strong Wi-Fi connection (preferably Wi-Fi 6 or 6E) between the headset and the PC via a router.[15][20][5][1]
  • Virtual Desktop: A popular third-party application enabling wireless PC VR streaming and remote desktop access.[5][1]

The Quest Pro includes support for Wi-Fi 6E, which utilizes the 6 GHz band for potentially faster and less congested wireless connections, benefiting Air Link and other wireless features when used with a compatible router.[11][3][5][1]

Software and Ecosystem

The Meta Quest Pro runs on an Android-based operating system (now referred to as Meta Horizon OS), sharing the same core platform and app store as the Meta Quest 2 and Quest 3.[3][20][5][1] It is fully backward compatible with the existing Quest library of games and applications.[6][13][18][10]

While compatible with the large Quest library, a dedicated section for Quest Pro-optimized apps existed but remained sparsely populated throughout its availability.[7][20][10] Few apps were specifically designed to leverage the Pro's unique features like advanced MR, eye tracking, or face tracking.[6][7][4][18][10][5][17] Red Matter 2 was one notable example utilizing Foveated rendering via eye tracking.[3][5][17]

Meta heavily promoted Horizon Workrooms, its virtual collaboration platform, as a key use case for the Pro.[2][3][4][14] Workrooms allows users to meet as avatars, use virtual whiteboards, and project their computer screens onto multiple virtual monitors.[2][3][14] However, reviewers often found the Workrooms software clunky, unintuitive, or buggy, particularly the setup process and integration with real-world devices.[2][3][7][14][5] Horizon Worlds, Meta's social VR platform, also supported the Pro's face tracking features.[2][15][7][14]

The user interface (UI) and user experience (UX) received some criticism for being unintuitive or buggy at times, with some long-standing issues seemingly carried over from the Quest 2 platform.[2][20][14]

For PC VR experiences, the Quest Pro supports connectivity allowing access to PC VR content libraries like SteamVR.[15][5]

Meta also offers Meta Quest for Business, a subscription service aimed at enterprises for managing fleets of headsets, including the Quest Pro, which supports integration with platforms like Microsoft Intune and access to business applications.[3][16]

Reception

The Meta Quest Pro received mixed reviews upon release. Praise was commonly directed towards its hardware innovations:

  • Display Clarity & Optics: The Pancake lenses and improved display quality (clarity, color, contrast) were frequently highlighted as significant upgrades over the Quest 2.[6][15][3][12][18][10][14][5]
  • Comfort & Design (for some): The balanced Halo strap design was found comfortable by many, especially compared to the Quest 2's default strap.[11][6][13][18][20][10][5] The open periphery design was appreciated for reducing claustrophobia and improving airflow.[15][12][10]
  • Controllers: The self-tracking Touch Pro controllers were lauded for their accuracy, improved haptics, and compact design.[2][6][15][3][4][10][5][17]
  • Standalone Performance: As a powerful standalone device without PC tethering requirements, its convenience was noted.[6][7][13][10]

However, the headset also faced significant criticism:

  • Price: The initial $1,500 price point was widely considered excessive, especially given the limited software taking advantage of its advanced features, making it poor value for most consumers.[11][2][6][3][7][12][4][20][10][5] Even after the price cut to $1,000, it remained expensive compared to alternatives like the Quest 2 or the later Quest 3.[11][6][18][20]
  • Battery Life: The short battery life (often 1-2 hours in practice) was a frequent complaint.[11][2][6][3][7][13][4][5]
  • Mixed Reality Quality: The color passthrough, while novel, was criticized for its grainy, low-resolution image quality, limiting its practical use.[11][2][6][3][4][12][20][5][17]
  • Comfort (for others): Despite the balanced design, the headset's weight and pressure on the forehead caused discomfort or headaches for some users.[2][13][10][14][5]
  • Software and Use Cases: A major recurring criticism was the lack of compelling software and clear use cases that justified the Pro's advanced features and high cost. Eye/face tracking felt underutilized, and productivity software like Horizon Workrooms was often described as clunky or unfinished.[2][6][15][3][7][12][4][18][20][10][5][17]
  • Target Audience Confusion: Many questioned who the headset was truly for, feeling it was caught between the consumer gaming market (better served by Quest 2/3) and a professional market that wasn't fully ready for its specific feature set or found its implementation lacking.[11][2][3][19][12][18][5]
  • Privacy Concerns: The inclusion of eye and face tracking raised privacy concerns among some users and reviewers, given Meta's history with data collection.[13]

Overall, the Quest Pro was seen as an technologically impressive but ultimately niche product – a showcase of future VR/MR technologies that arrived too early, at too high a price, and without the software ecosystem needed to make it essential.[2][6][12][18][10][5] It was often described as feeling like a developer kit or early adopter device rather than a fully realized product for its target market.[5][17]

Discontinuation

In September 2024, Meta confirmed it would stop selling the Quest Pro once existing inventory ran out, alongside the original Quest 2.[8][9] By January 2025, the product was marked as "no longer available" on official channels.[8][9] The Meta Quest 3, launched in October 2023, incorporated some of the Pro's advancements (like pancake lenses and improved color passthrough) at a much lower price point ($499), effectively superseding the Pro for most potential users interested in mixed reality.[6][3][18][20][8][9] While Meta CTO Andrew Bosworth hinted a future "Pro" model wasn't entirely ruled out, reports suggested plans for a direct successor had been cancelled.[8]

Legacy

Despite its limited commercial success, the Meta Quest Pro served as an important technological stepping stone for Meta and the VR/MR industry.[4] It introduced and helped popularize several key hardware advancements that were subsequently adopted or refined in later, more mainstream devices:

  • Pancake lenses: Demonstrated the benefits of thinner, lighter optics with improved edge-to-edge clarity, which became a key feature of the Quest 3.[4]
  • Full-Color Mixed Reality Passthrough: Paved the way for MR experiences on standalone headsets, influencing the direction of Quest 3 and competitors.[4]
  • Eye tracking and Face tracking: Showcased the potential for more immersive social presence and performance optimizations like Foveated rendering, even if widespread software adoption lagged.[3]
  • Self-Tracking Controllers: Introduced controllers that didn't rely on headset tracking rings, offering more robust tracking and a more compact design.
  • Counterbalanced Design: Highlighted the importance of weight distribution for comfort in standalone headsets by moving the battery to the rear.[10]

The Quest Pro acted as an important development platform, allowing creators to experiment with MR, eye tracking, and face tracking capabilities, preparing the ecosystem for future hardware iterations.[4][17]

Images

See Also

References

  1. 1.00 1.01 1.02 1.03 1.04 1.05 1.06 1.07 1.08 1.09 1.10 1.11 1.12 1.13 1.14 1.15 1.16 1.17 1.18 1.19 1.20 1.21 1.22 1.23 1.24 1.25 1.26 1.27 1.28 1.29 1.30 1.31 1.32 1.33 1.34 1.35 "Meta Quest Pro specs", VR Compare, Accessed May 3, 2025.
  2. 2.00 2.01 2.02 2.03 2.04 2.05 2.06 2.07 2.08 2.09 2.10 2.11 2.12 2.13 2.14 2.15 2.16 2.17 2.18 2.19 2.20 2.21 2.22 2.23 2.24 2.25 2.26 2.27 2.28 2.29 2.30 2.31 2.32 2.33 2.34 2.35 2.36 2.37 2.38 2.39 2.40 2.41 2.42 2.43 2.44 2.45 2.46 2.47 Robertson, Adi, "Meta Quest Pro review: get me out of here", The Verge, Updated November 22, 2022.
  3. 3.00 3.01 3.02 3.03 3.04 3.05 3.06 3.07 3.08 3.09 3.10 3.11 3.12 3.13 3.14 3.15 3.16 3.17 3.18 3.19 3.20 3.21 3.22 3.23 3.24 3.25 3.26 3.27 3.28 3.29 3.30 3.31 3.32 3.33 3.34 3.35 3.36 3.37 3.38 3.39 3.40 3.41 3.42 3.43 3.44 3.45 3.46 3.47 3.48 3.49 3.50 Carter, Rebekah, "Meta Quest Pro Review: A Powerful Professional Headset?", XR Today, January 19, 2024.
  4. 4.00 4.01 4.02 4.03 4.04 4.05 4.06 4.07 4.08 4.09 4.10 4.11 4.12 4.13 4.14 4.15 4.16 4.17 4.18 4.19 4.20 4.21 4.22 4.23 4.24 4.25 4.26 4.27 4.28 4.29 4.30 4.31 4.32 4.33 4.34 4.35 4.36 4.37 4.38 4.39 4.40 4.41 4.42 4.43 4.44 4.45 4.46 4.47 Stein, Scott, "Meta Quest Pro, Half a Year Later: Caught Between Quest 2 and Quest 3", CNET, March 30, 2023.
  5. 5.00 5.01 5.02 5.03 5.04 5.05 5.06 5.07 5.08 5.09 5.10 5.11 5.12 5.13 5.14 5.15 5.16 5.17 5.18 5.19 5.20 5.21 5.22 5.23 5.24 5.25 5.26 5.27 5.28 5.29 5.30 5.31 5.32 5.33 5.34 5.35 5.36 5.37 5.38 5.39 5.40 5.41 5.42 5.43 5.44 5.45 5.46 5.47 5.48 5.49 5.50 5.51 5.52 5.53 5.54 5.55 5.56 5.57 5.58 5.59 5.60 5.61 5.62 5.63 5.64 5.65 5.66 5.67 5.68 5.69 5.70 5.71 5.72 5.73 5.74 5.75 5.76 5.77 5.78 5.79 5.80 5.81 5.82 5.83 5.84 5.85 5.86 5.87 5.88 5.89 5.90 Jakob, "Meta Quest Pro Review", VR Expert, Updated March 15, 2023.
  6. 6.00 6.01 6.02 6.03 6.04 6.05 6.06 6.07 6.08 6.09 6.10 6.11 6.12 6.13 6.14 6.15 6.16 6.17 6.18 6.19 6.20 6.21 6.22 6.23 6.24 6.25 6.26 6.27 6.28 6.29 6.30 6.31 6.32 6.33 6.34 6.35 6.36 6.37 6.38 6.39 6.40 6.41 6.42 Hector, Hamish, "Meta Quest Pro review: Meta's best VR headset yet comes at a price", TechRadar, Last updated March 3, 2023.
  7. 7.00 7.01 7.02 7.03 7.04 7.05 7.06 7.07 7.08 7.09 7.10 7.11 7.12 7.13 7.14 7.15 7.16 7.17 7.18 7.19 7.20 7.21 7.22 7.23 7.24 7.25 7.26 7.27 7.28 7.29 7.30 7.31 7.32 7.33 7.34 7.35 7.36 Greenwald, Will, "Meta Quest Pro Review", PCMag, Updated November 14, 2022.
  8. 8.0 8.1 8.2 8.3 8.4 8.5 8.6 Hayden, Scott, "Meta Officially Discontinues Quest Pro, Its First (and most expensive) Mixed Reality Headset", Road to VR, January 6, 2025.
  9. 9.0 9.1 9.2 9.3 9.4 9.5 9.6 Blake, Vikki, "Meta's Quest Pro headset now no longer available", GamesIndustry.biz, January 6, 2025.
  10. 10.00 10.01 10.02 10.03 10.04 10.05 10.06 10.07 10.08 10.09 10.10 10.11 10.12 10.13 10.14 10.15 10.16 10.17 10.18 10.19 10.20 10.21 10.22 10.23 10.24 10.25 10.26 10.27 10.28 10.29 10.30 10.31 10.32 10.33 10.34 10.35 10.36 10.37 10.38 10.39 10.40 10.41 Rutherford, Sam, "Meta Quest Pro review: A next-gen headset for the VR faithful", Engadget, October 31, 2022.
  11. 11.00 11.01 11.02 11.03 11.04 11.05 11.06 11.07 11.08 11.09 11.10 11.11 11.12 11.13 11.14 11.15 11.16 11.17 11.18 11.19 11.20 11.21 11.22 11.23 11.24 11.25 11.26 11.27 11.28 11.29 11.30 11.31 11.32 11.33 11.34 11.35 Polanco, Tony, "The Meta Quest Pro is awesome, but no way am I working in this thing", Tom's Guide, Last updated July 25, 2024.
  12. 12.00 12.01 12.02 12.03 12.04 12.05 12.06 12.07 12.08 12.09 12.10 12.11 12.12 12.13 12.14 12.15 12.16 12.17 12.18 Orland, Kyle, "Meta Quest Pro review: For those with more money than sense", Ars Technica, October 28, 2022.
  13. 13.00 13.01 13.02 13.03 13.04 13.05 13.06 13.07 13.08 13.09 13.10 13.11 13.12 13.13 Robertson, Duncan, "Meta Quest Pro review: 'The prologue to a cyberpunk novel'", GamesRadar+, April 14, 2023.
  14. 14.00 14.01 14.02 14.03 14.04 14.05 14.06 14.07 14.08 14.09 14.10 14.11 14.12 Zellmer, Matthias, "Meta Quest Pro review: Discounted price makes it a bargain!", NextPit, April 10, 2023.
  15. 15.00 15.01 15.02 15.03 15.04 15.05 15.06 15.07 15.08 15.09 15.10 15.11 15.12 15.13 15.14 15.15 15.16 15.17 15.18 15.19 15.20 15.21 15.22 15.23 15.24 15.25 15.26 DaftnDirect (and commenters), "My Quest Pro Review", Meta Community Forums, February 10, 2023.
  16. 16.00 16.01 16.02 16.03 16.04 16.05 16.06 16.07 16.08 16.09 16.10 16.11 16.12 16.13 16.14 16.15 "Meta Quest Pro for Business", Meta for Work, Accessed May 3, 2025.
  17. 17.00 17.01 17.02 17.03 17.04 17.05 17.06 17.07 17.08 17.09 17.10 17.11 17.12 17.13 17.14 17.15 17.16 17.17 17.18 17.19 17.20 17.21 17.22 17.23 17.24 17.25 17.26 17.27 17.28 17.29 17.30 17.31 17.32 17.33 17.34 17.35 17.36 17.37 17.38 17.39 17.40 17.41 Heaney, David, "Meta Quest Pro Review: New Features For Developers & Early Adopters", UploadVR, October 25, 2022.
  18. 18.00 18.01 18.02 18.03 18.04 18.05 18.06 18.07 18.08 18.09 18.10 18.11 18.12 18.13 18.14 de Luna, Elizabeth, "The Meta Quest Pro is not the big fail it's made out to be", Mashable, December 3, 2022.
  19. 19.0 19.1 Pitt, Sofia, "Meta's new headset is a very expensive VR experiment that doesn't have a target audience", CNBC, Updated November 11, 2022.
  20. 20.00 20.01 20.02 20.03 20.04 20.05 20.06 20.07 20.08 20.09 20.10 20.11 20.12 20.13 Serbezov, Stanislav, "Meta Quest Pro Review: the meaning of 'incomplete'", PhoneArena, Updated April 22, 2024.