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(Redirected from Oculus Quest (Platform))
Oculus Quest
Basic Info
VR/AR Virtual Reality
Type Head-mounted display
Subtype Standalone VR
Platform Oculus Platform
Developer Oculus VR
Manufacturer Facebook Technologies, LLC[1]
Announcement Date September 26, 2018[2]
Release Date May 21, 2019[3][4]
Price Launch: US$399 (64 GB), US$499 (128 GB)[5]
Versions 64 GB, 128 GB[5]
Successor Meta Quest 2[6]
System
Operating System Android-based[7]
Chipset Qualcomm Snapdragon 835[8]
CPU Eight-core processor[7]
GPU Adreno 540[7]
Storage
Storage 64 GB or 128 GB[5]
Memory 4 GB[7]
SD Card Slot No[9]
Display
Display Two OLED panels[7]
Resolution 1440 x 1600 per eye[7]
Refresh Rate 72 Hz[7]
Image
Foveated Rendering Fixed foveated rendering[7]
Optics
Optics Fresnel lenses[9]
IPD Range 58-72 mm, mechanical slider[9]
Passthrough Camera view for Guardian setup and brief real-world interaction[10]
Tracking
Tracking 6DoF inside-out, Oculus Insight[2]
Base Stations None required[2]
Eye Tracking No[11]
Hand Tracking Early feature in v12, December 2019; general release in v17, May 2020[12][13]
Rotational Tracking Yes[2]
Positional Tracking Yes[2]
Audio
Audio Integrated open-ear audio[7]
3.5mm Audio Jack Two stereo headphone jacks[9]
Camera Four wide-angle tracking cameras[2]
Connectivity
Ports USB-C and two 3.5 mm headphone jacks[14][9]
Wired Video Oculus Link beta added November 2019[14]
Wireless Video Air Link added with v30 in June 2021[15]
WiFi 2.4 GHz and 5 GHz; 802.11a/b/g/n/ac modes listed in the radio filing[1]
Bluetooth BR/EDR/LE modes listed in the radio filing[1]
Power Internal rechargeable battery[16]
Battery Capacity 3648 mAh, 3.85 V, 14.0 Wh (observed teardown unit)[16]
Battery Life About 2 hours gaming (2019 vendor advisory)[17]
Charge Time About 2 hours (2020 review observation)[11]
Device
Weight Approximately 571 g[9]
Headstrap Adjustable top and side straps[9]
Haptics Touch controller feedback[12]
Sensors Headset cameras and inertial sensors; controller inertial sensors[18]
Input Touch controllers; hand tracking after software updates[2][12]


Reviewed 13 October 2026. Original 2019 Quest hardware, launch and software history, dated support notices, and the stated hand-tracking study conditions and results. About review dates.

The Oculus Quest is the first-generation standalone virtual reality headset developed by Oculus VR. It was announced at Oculus Connect 5 on September 26, 2018, and began shipping on May 21, 2019. Its onboard processor runs native applications, while four cameras support six degrees of freedom tracking of the headset and its included Touch controllers without external tracking sensors.[2][3]

This article covers the original 2019 device, also called Quest 1. Its successor is Meta Quest 2. Meta stopped adding new system features to Quest 1 from v50 and set August 2024 as the end of its critical bug-fix and security-patch period. A later update to its developer notice extended updates to existing Quest 1 apps through May 1, 2025.[6][19]

History and development

Project Santa Cruz

Oculus demonstrated Santa Cruz at Oculus Connect 3 in October 2016 as a standalone feature prototype with inside-out tracking. The September 2018 Quest announcement identified Santa Cruz as a prototype on the path to the finished headset. These demonstrations preceded the consumer product announcement and its retail release.[20][2]

Portfolio and announcement

At the Quest announcement, Oculus described a portfolio consisting of Oculus Go, Quest and the PC-powered Rift. Quest combined standalone operation with positionally tracked controllers. Oculus Rift S was unveiled separately at the Game Developers Conference on March 20, 2019; it was not part of the September 2018 Quest unveiling.[2][21]

May 2019 launch

On April 30, 2019, Oculus opened pre-orders and announced May 21 shipping for both Quest and Rift S. Quest's US launch prices were $399 for 64 GB and $499 for 128 GB. The company advertised more than 50 launch titles and included preview demos such as Beat Saber and Space Pirate Trainer.[4][5]

Design philosophy

All-in-one operation and setup

Quest's standalone configuration placed rendering and tracking in the headset, removing the PC and external sensors from native VR use. This did not eliminate initial setup: Ben Lang's launch review described using the Oculus mobile app on iOS or Android to pair controllers and update the headset, followed by setting a Guardian boundary inside the headset. These are launch-era setup steps, not a statement about present-day activation or support.[2][17]

Oculus director of content ecosystem Chris Pruett described games as Quest's primary use case in an April 2019 interview, while also identifying creative, social and narrative applications. His account of porting stressed asset formatting for the mobile GPU; it did not promise that every PC VR application could run unchanged on the headset.[5]

Display technology

OLED panels and rendering resolution

Quest uses two OLED panels with 1440 x 1600 pixels per eye and a 72 Hz refresh rate. The panel specification is distinct from application rendering resolution: the May 2019 developer overview gave 1216 x 1344 as the default eye-texture size.[7]

Fixed foveated rendering

Quest supported fixed foveated rendering, which reduces rendering detail toward the image periphery. Pruett explained that its benefit is directed at applications limited by pixel filling. It does not use eye tracking to move the detailed region with the user's gaze. Jamie Feltham's May 2020 review found the peripheral reduction particularly visible in Creed: Rise to Glory, illustrating that its visibility depends on the application and scene.[5][11]

Optical system

Lenses and IPD adjustment

The headset has Fresnel lenses and a physical IPD slider that changes the spacing of the lens assemblies. Lang reported Oculus's adjustment range as 58-72 mm. A separate teardown showed the assemblies supported by rods along which they move. The 2018 announcement described the optics as the same generation used in Oculus Go, rather than an improvement over Go.[9][16][2]

Processing power

Snapdragon 835 and memory

The headset uses the Qualcomm Snapdragon 835 Mobile VR Platform. Qualcomm described graphics, video encoding and decoding, and inside-out tracking as concurrent workloads on the chip, with Quest-specific optimization developed with Oculus.[8]

The May 2019 developer configuration provided three high-performance CPU cores to applications and reserved the other cores for system tasks. It specified an Adreno 540 GPU and 4 GB of memory, with 2.75 GB available to applications.[7]

Quest was sold with 64 GB or 128 GB of storage. Lang's hardware review found no memory-expansion port.[5][9]

Tracking system

Oculus Insight

Oculus Insight combines camera observations with inertial measurements. The headset's visual-inertial SLAM system builds and updates a map of environmental features, repeatedly observing landmarks to correct accumulated inertial drift. For Touch, the headset cameras observe infrared LEDs on the controllers and combine those observations with controller inertial data.[18]

The manufacturer's technical account describes prediction of near-future head and controller movement as part of the tracking system. It also describes development testing against external OptiTrack motion capture in workplaces and homes, alongside replay of recorded sensor data. Those validation methods do not establish one guaranteed motion-to-photon latency or positional accuracy for every room, application and motion.[18]

Room memory and tracking limits

The 2019 developer overview described Guardian boundaries for up to five locations and recommended a maximum 25 ft x 25 ft play area.[7]

Controller visibility depends on the cameras' view. Lang reported occasional loss of controller tracking when holding his hands close in front of his face in Creed: Rise to Glory. The developer overview likewise describes positions behind the back where the headset cannot see the controllers and must estimate their position from other data.[9][7]

Controllers

Redesigned Touch controllers

Quest ships with a pair of Touch controllers. Their tracking rings sit above the hands so the headset cameras can observe them. The controls retain the original Touch arrangement: AB/XY face buttons, an analog stick on each controller, index and grip triggers, and menu/home buttons. Each controller uses one AA battery.[7][9]

Tracking a controller establishes the pose of the held device; the later camera-based hand-tracking feature is a separate input mode. Oculus described Touch as suitable for interactions that need physical controls, precise input and haptic feedback when introducing controller-free input.[12]

Hand tracking

Software rollout

Hand tracking was announced at Oculus Connect 6 in September 2019. On December 9, Oculus announced that v12 would begin rolling out an early consumer feature that week, initially supporting Quest Home, system menus, Oculus TV and Browser. The SDK followed separately. The feature used the headset's existing monochrome cameras and did not require an added active depth camera.[12]

Oculus's May 18, 2020 update announced general release with v17 on May 19 and acceptance of hand-tracking app submissions from May 28. By then users could also draw a room-scale Guardian boundary with their hands and use hands in additional system dialogs.[13]

Published tracking architecture

Han and colleagues' 2020 MEgATrack paper describes the system used for Quest hand input. Four monochrome fisheye cameras feed a pipeline that detects hands, estimates 21 keypoints per hand and fits a hand model. Tracking history helps maintain consistency between camera views and successive frames. The optimized mobile implementation ran at 30 Hz in the paper, a processing-rate result that is distinct from the headset's 72 Hz display refresh.[22]

The paper evaluates different hand models and camera-view configurations rather than giving one product-wide accuracy value. It documents failures with substantial hand-to-hand or hand-to-object occlusion and unusual viewpoints, and identifies the limited personalization of hand shape as another constraint. A plausible rendered hand is therefore not evidence that every hidden joint has been measured accurately.[22]

Independent touch-task evaluation

Schneider and colleagues evaluated the original Quest running Quest OS 25.0.0.77 in a 2021 study with 20 participants. Participants touched targets and traced shapes on a physical touchscreen in horizontal and vertical orientations; the screen was calibrated to the headset coordinates using a modified controller. In the VR conditions, participants aligned a rendered fingertip with the displayed target. The reported errors combine the hand-tracking system, headset tracking, calibration and interaction conditions.[23]

Quest condition Measure Mean Standard deviation
Human participants, both screen orientations Target acquisition: tracked fingertip to target distance 16.22 mm 8.76 mm[23]
Fixed headset; robot with artificial hand, vertical plane Target acquisition: tracked fingertip to target distance 12.75 mm 4.52 mm[23]

The experiments concerned a visible index fingertip and moderate motion. The robot placed an artificial hand at predefined positions without touching a touchscreen, while the headset remained fixed. These conditions have a different ecological basis from the human surface-touch tasks. The study did not measure every joint, rapid motion, general room-scale accuracy or end-to-end latency.[23]

Oculus Link

November 2019 beta

Oculus Link began rolling out in beta on November 18, 2019, allowing Quest to access Rift PC VR content through USB. The initial announcement required a compatible gaming PC, the Oculus desktop app and a suitable USB 3 cable. The separately announced 5 m optical cable was an accessory, not a component required for standalone operation.[14]

PC rendering through Link is distinct from running a Quest-native application on the Snapdragon processor. Feltham's updated 2020 review described some image compression in Link use. Its presence does not establish a fixed quality difference or latency across PCs and games.[11]

Wireless PC VR

Air Link reached the original Quest with the v30 rollout announced on June 17, 2021. Oculus's contemporary guidance called for PC software v30 or later, a suitable PC and a secured 5 GHz network, with the router connected to the PC by Ethernet. These describe the 2021 rollout, not an assurance that current PC software supports every legacy configuration.[15]

Guardian System

Boundaries and passthrough

Guardian stores a user-defined play boundary and displays warnings near its edges. During launch-era setup, the user viewed the room through the headset cameras and traced the usable area with a controller. Lang reported that changes to room objects or lighting could require the boundary to be drawn again.[17]

The model MH-B safety manual filed with the FCC described passthrough as a view for brief real-world interaction and Guardian setup. It warned that the view could be distorted or delayed, and that Guardian could fail to track correctly around featureless walls, glass or mirrors. The same historical guidance described indoor use and stated that boundaries do not identify every obstacle, overhead hazard, person or pet.[10]

Passthrough+

At Oculus Connect 6 on September 25, 2019, Oculus announced that Passthrough+ would reach Quest the following week. Its stated purpose was a stereo-correct view with reduced depth disparity when leaving the playspace. An on-demand mode was announced separately. The launch Quest passthrough and the later software feature should not be conflated.[4][24]

Audio system and connections

Quest routes open-ear audio through the straps. Two 3.5 mm stereo headphone jacks provide an alternative; either accepts ordinary stereo headphones.[7][9]

The FCC radio report for model MH-B identifies Facebook Technologies, LLC as the manufacturer and lists 2.4 GHz and 5 GHz Wi-Fi, including 802.11ac modes, plus Bluetooth BR/EDR/LE operation. The tested unit is described as an identical prototype. These are the radio modes of the filed test configuration; the report does not specify a numbered Bluetooth version.[1]

Battery and physical design

Jad Meouchy's May 2019 teardown identified a Fujian YU10850-18001A internal battery rated at 3.85 V, 3648 mAh and 14.0 Wh. The battery was located beneath the top panel and attached to the mainboard. These are observations of the disassembled unit, not a runtime measurement.[16]

Battery-duration reports require their conditions. Lang relayed an Oculus advisory of about two hours for gaming while noting that he had not drained the headset in one session. In the May 2020 update of his review, Feltham reported about three hours of use and roughly two hours to recharge. These accounts do not establish the remaining capacity or runtime of an aged headset.[17][11]

The headset has adjustable top and side straps. Lang reported 571 g; Feltham measured 580 g on his scales.[10][9][11]

Software platform

Operating system and development

Quest's system software is based on Android. The launch developer overview described support for Unity, Unreal Engine, OpenGL ES 3.1 and Vulkan. Oculus's September 2020 developer FAQ identified Android 7 on the original Quest at that time, distinguishing it from Quest 2's Android 10 configuration.[7][6]

Quest Store and launch applications

Before launch, Oculus required a concept review before developers could enter Quest's store-submission process, followed by review of the finished application. This was a dated publishing policy, rather than a property of all Android software or a guarantee about application quality.[25]

The launch catalog included Beat Saber, SUPERHOT VR, Robo Recall and Vader Immortal. Availability in that historical lineup does not imply that the same game's current release still supports Quest 1.[17]

App Lab and accounts

App Lab launched on February 2, 2021 alongside the v25 rollout. It allowed developers to distribute applications through links or exact-name search without the curated store's approval process or sideloading. At launch, installed App Lab applications appeared in the same library as store purchases and could receive automatic updates. Later Quest 1 app-support restrictions apply separately.[26]

The account model also changed after launch. Meta accounts began rolling out on August 23, 2022, allowing headset login without a Facebook account.[27]

Reception

Lang's launch review praised the standalone tracking but reported controller blind spots and graphics compromises. Feltham's May 2020 update described Link and hand tracking improvements alongside front weight, tracking faults and peripheral rendering artifacts. These are individual review observations.[9][11]

Legacy and support milestones

Replacement by Quest 2

Oculus announced Quest 2 on September 16, 2020 and stated that sales of the original Quest would end as the successor reached retailers. It also said it would continue improving the original Quest. That 2020 commitment preceded the later staged withdrawal of features and updates.[6]

Dated withdrawal of support

System features, store submissions and individual applications followed different schedules. Meta's updated 2023 notice says Quest 1 was not being shut down as a device; it does not promise indefinite availability of every application or online service.[19]

Date or version Documented milestone
v50 Meta stopped shipping new Quest 1 system features.[19]
March 5, 2023 Meta's notice ended Horizon Home social features for Quest 1, including inviting people to Home, visiting another Home and creating or joining a Party.[19]
April 30, 2024, in the later developer notice A notice reproduced in March 2024 reporting set this date for blocking Quest 1 support in newly created applications, including new-app search and purchases on the headset.[28]
Through August 2024 The stated maintenance period for critical system bug fixes and security patches.[19]
November 2, 2024 Beat Games ended Quest 1 updates, customer support and multiplayer for Beat Saber. Its FAQ distinguished continued play of the existing version from those removed services.[29]
May 2, 2025 Meta's updated notice ended support for developers to update existing Quest 1 applications, after extending the deadline through May 1.[19]

The updated 2023 post still gives January 31, 2024 for new-app admission, while the later March 2024 developer notice gives April 30. The table identifies the later notice rather than treating the two statements as identical. An application's multiplayer service can also end independently of system maintenance; Beat Saber is one documented example.[19][28][29]

Technical specifications summary

Specification Original Quest
Display Two OLED panels, 1440 x 1600 per eye, 72 Hz[7]
Optics and adjustment Fresnel lenses; mechanical IPD slider, 58-72 mm[9]
Processor Qualcomm Snapdragon 835 Mobile VR Platform[8]
Memory 4 GB[7]
Storage 64 GB or 128 GB; no expansion port[5][9]
Headset and controller tracking Oculus Insight; four headset cameras and inertial sensor fusion[2][18]
Controller-free hand tracking v12 early feature, December 2019; v17 general release, May 2020[12][13]
PC VR connection history USB Link beta, November 2019; Air Link with v30, June 2021[14][15]
Audio connections Integrated open-ear audio; two 3.5 mm stereo jacks[9]
Internal battery 3648 mAh, 3.85 V, 14.0 Wh in the documented teardown[16]
Headset mass Approximately 571 g; a separate reviewer measured 580 g[9][11]
US launch prices $399 (64 GB), $499 (128 GB)[5]

See also

References

  1. ↑ 1.0 1.1 1.2 1.3 "FCC SAR TEST REPORT, Report No. FA8O0804". Sporton International / FCC filing. 2018-11-19. https://fcc.report/FCC-ID/2AGOZ-F8MZ/4094318.pdf. Retrieved 2026-10-13.
  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 "Introducing Oculus Quest, Our First 6DOF All-in-One VR System". Oculus developer blog. 2018-09-26. https://developers.meta.com/vr/blog/introducing-oculus-quest-our-first-6dof-all-in-one-vr-system/. Retrieved 2026-10-13.
  3. ↑ 3.0 3.1 "It’s Game Time: Oculus Quest + Rift S Now Available!". Oculus Blog. 2019-05-21. https://www.meta.com/blog/its-game-time-oculus-quest-and-rift-s-now-available/. Retrieved 2026-10-13.
  4. ↑ 4.0 4.1 4.2 "Game On: Oculus Quest and Rift S Pre-Orders Are LIVE! Shipping Begins May 21". Oculus Blog. 2019-04-30. https://www.meta.com/en-gb/blog/game-on-oculus-quest-and-rift-s-pre-orders-are-live-shipping-begins-may-21/. Retrieved 2026-10-13.
  5. ↑ 5.0 5.1 5.2 5.3 5.4 5.5 5.6 5.7 5.8 "Oculus Quest interview — Standalone VR built for value-conscious gamers". GamesBeat. 2019-04-30. https://gamesbeat.com/oculus-quest-interview-standalone-vr-built-for-value-conscious-gamers/. Retrieved 2026-10-13.
  6. ↑ 6.0 6.1 6.2 6.3 "Introducing Oculus Quest 2, the Next Generation of All-in-One VR". Oculus developer blog. 2020-09-16. https://developers.meta.com/vr/blog/introducing-oculus-quest-2-the-next-generation-of-all-in-one-vr/. Retrieved 2026-10-13.
  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 "Down The Rabbit Hole w/ Oculus Quest: The Hardware + Software". Oculus developer blog. 2019-05-02. https://developers.meta.com/vr/blog/down-the-rabbit-hole-w-oculus-quest-the-hardware-software/. Retrieved 2026-10-13.
  8. ↑ 8.0 8.1 8.2 "Qualcomm Snapdragon Mobile VR Platform Powers Oculus Quest". Qualcomm. 2019-05-20. https://www.qualcomm.com/news/releases/2019/05/qualcomm-snapdragon-mobile-vr-platform-powers-oculus-quest. Retrieved 2026-10-13.
  9. ↑ 9.00 9.01 9.02 9.03 9.04 9.05 9.06 9.07 9.08 9.09 9.10 9.11 9.12 9.13 9.14 9.15 9.16 9.17 "Oculus Quest Review – The First Great Standalone VR Headset". Road to VR. 2019-05-21. https://roadtovr.com/oculus-quest-review-the-first-great-standalone-vr-headset/. Retrieved 2026-10-13.
  10. ↑ 10.0 10.1 10.2 "Oculus Quest Safety & Warranty Manual". Facebook Technologies / FCC filing. https://fcc.report/FCC-ID/2AGOZ-F8MZ/4094274.pdf. Retrieved 2026-10-13.
  11. ↑ 11.0 11.1 11.2 11.3 11.4 11.5 11.6 11.7 "Oculus Quest Review 2020: Facebook's Standalone Savior Is The VR Headset To Beat". UploadVR. 2020-05-22. https://www.uploadvr.com/oculus-quest-review/. Retrieved 2026-10-13.
  12. ↑ 12.0 12.1 12.2 12.3 12.4 12.5 "Hand Tracking SDK for Oculus Quest Available with v12 Release". Oculus developer blog. 2019-12-09. https://developers.meta.com/vr/blog/hand-tracking-sdk-for-oculus-quest-available/. Retrieved 2026-10-13.
  13. ↑ 13.0 13.1 13.2 "Hand Tracking Updates: Accepting App Submissions Starting May 28". Oculus developer blog. 2020-05-18. https://developers.meta.com/vr/blog/hand-tracking-updates-accepting-app-submissions-starting-may-28/. Retrieved 2026-10-13.
  14. ↑ 16.0 16.1 16.2 16.3 16.4 "Oculus Quest Teardown". BadVR. 2019-05-22. https://medium.com/badvr/oculus-quest-headset-disassembly-2f404b004a3c. Retrieved 2026-10-13.
  15. ↑ 17.0 17.1 17.2 17.3 17.4 "Oculus Quest Review – The First Great Standalone VR Headset (page 2)". Road to VR. 2019-05-21. https://roadtovr.com/oculus-quest-review-the-first-great-standalone-vr-headset/2/. Retrieved 2026-10-13.
  16. ↑ 18.0 18.1 18.2 18.3 "Powered by AI: Oculus Insight". AI at Meta. 2019-08-22. https://ai.meta.com/blog/powered-by-ai-oculus-insight/. Retrieved 2026-10-13.
  17. ↑ 19.0 19.1 19.2 19.3 19.4 19.5 19.6 "Upcoming Changes to Quest 1". Meta developer blog. 2023-01-31. https://developers.meta.com/vr/blog/changes-coming-quest-1-2023-meta/. Retrieved 2026-10-13.
  18. ↑ "OC3 Reveals: Touch Launch, Santa Cruz Prototype, Min Spec, 400+ Mobile VR Apps, and More". Oculus Blog. 2016-10-05. https://www.meta.com/blog/oc3-reveals/. Retrieved 2026-10-13.
  19. ↑ "Introducing Oculus Rift S: A New PC VR Headset Coming This Spring". Meta Newsroom. 2019-03-20. https://about.fb.com/news/2019/03/introducing-oculus-rift-s/. Retrieved 2026-10-13.
  20. ↑ 22.0 22.1 Shangchen Han et al. (2020). "MEgATrack: Monochrome Egocentric Articulated Hand-Tracking for Virtual Reality". ACM Transactions on Graphics 39 (4). doi:10.1145/3386569.3392452. Retrieved 2026-10-13.
  21. ↑ 23.0 23.1 23.2 23.3 Daniel Schneider et al. (2021-11-09). "Accuracy Evaluation of Touch Tasks in Commodity Virtual and Augmented Reality Head-Mounted Displays". Symposium on Spatial User Interaction (SUI '21). doi:10.1145/3485279.3485283. https://www.pokristensson.com/pubs/SchneiderEtAlSUI2021.pdf. Retrieved 2026-10-13.
  22. ↑ "Day 1 at OC6: Technology Highlights". Oculus developer blog. 2019-09-25. https://developers.meta.com/vr/blog/day-1-at-oc6-technology-highlights/. Retrieved 2026-10-13.
  23. ↑ "Submitting Your App to the Oculus Quest Store". Oculus developer blog. 2019-02-27. https://developers.meta.com/vr/blog/submitting-your-app-to-the-oculus-quest-store/. Retrieved 2026-10-13.
  24. ↑ "Latest Oculus Quest Update Fosters Developer Creativity With App Lab and Connects People With Messenger". Oculus Blog. 2021-02-02. https://www.meta.com/blog/latest-oculus-quest-update-fosters-developer-creativity-with-app-lab-and-connects-people-with-messenger/. Retrieved 2026-10-13.
  25. ↑ "Introducing Meta Accounts: What Developers Need to Know". Meta developer blog. 2022-07-07. https://developers.meta.com/vr/blog/introducing-meta-accounts-what-developers-need-to-know/. Retrieved 2026-10-13.
  26. ↑ 28.0 28.1 "Meta is Discontinuing Quest 1 Support for New Apps Starting Next Month". Road to VR. 2024-03-29. https://roadtovr.com/meta-discontinues-quest-1-apps-support/. Retrieved 2026-10-13.
  27. ↑ 29.0 29.1 "FAQ". Beat Saber. https://beatsaber.com/faq.html. Retrieved 2026-10-13.
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