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  • - Imagine a future

  • where your workplace is virtual.

  • You don't need a big screen display

  • because you can put virtual monitors anywhere.

  • Instead of a set of Zoom squares,

  • you can meet your colleagues in a virtual beach side resort

  • where your avatars will reflect your real face.

  • It can feel just like coming into the office

  • but from the comfort of your home.

  • - And then I've lost my hands again.

  • Hey, I got my hands back.

  • (Nilay laughs)

  • I'm gonna be honest with you, Adi.

  • I hate this.

  • I hate it more than anything.

  • - I feel so beaten down by the software.

  • The Meta Quest Pro is supposed to be a big leap forward

  • for the company, formerly known as Facebook.

  • Meta has lost 9.4 billion this year

  • on virtual and augmented reality,

  • or the so-called metaverse.

  • And since we started recording this video,

  • Meta's laid off 11,000 employees or 13% of its workforce.

  • But in his address to the company,

  • Zuckerberg said he's still focusing

  • on high priority growth areas like the Metaverse.

  • It's betting everything, right down to its name.

  • This is where Meta's VR goes from fun and games

  • to a serious business tool.

  • Eventually, CEO Mark Zuckerberg

  • wants something like the Quest Pro

  • to be your next laptop.

  • The Quest Pro is like a very fancy version of the Quest Two,

  • the all in one headset that Meta released in 2020.

  • Like the Quest Two, the Quest Pro is a self-contained system

  • with built-in cameras and tracking.

  • It supports Quest Two apps and games

  • and it uses the same app store.

  • You still need a Meta account to start using it

  • unless your workplace sets up its own login system.

  • Most of it's internal specs

  • have gotten a slight bump though.

  • It uses a new Qualcomm XR Two Plus chip set

  • instead of the Quest Two's XR Two

  • and it's got 12 gigabytes of memory

  • instead of six gigabytes.

  • The Quest Two controllers featured LED bands

  • that the headsets built-in cameras could track.

  • Now the controllers have their own tracking camera.

  • I haven't noticed a huge improvement in their accuracy

  • mostly because the Quest Two was already quite good

  • but they're more compact and they finally charge

  • on a little plastic dock with the headset

  • instead of burning through AA batteries.

  • Where the Quest Two blocked out

  • most of the light around your face,

  • the Quest Pro offers more options.

  • By default, it lets in a lot of light

  • so people can't, say sneak up on you and surprise you in VR.

  • You'd be surprised how often that happens.

  • But it comes with rubber wings

  • that you can magnetically snap on

  • to block your peripheral vision

  • and you can buy a separate full face mask

  • that shuts out almost all light.

  • The default option here is okay

  • if you're sitting still at a desk,

  • which is how Meta imagines many people using it.

  • But it made me motion sick for anything else

  • even typically comfortable games like Beat Saber.

  • So I appreciate the flexibility

  • but I spent almost all my time with those wings on.

  • The main difference here though is the headsets cameras.

  • The Quest Two has four tracking cameras, one on each corner

  • and they capture black and white video.

  • The Quest Pro has a total of 10 sensors

  • including outward facing color cameras

  • and internal ones that capture your eyes and face.

  • All these cameras enable the Quest Pro's

  • two big selling points.

  • The first is color passthrough mixed reality,

  • a midpoint between full immersive VR and AR glasses,

  • where virtual items are overlaid on a live video feed.

  • We couldn't directly film past their video.

  • Meta says support to capture it

  • is coming in future software updates.

  • The second is face and eye tracking

  • which lets an avatar mirror facial expressions

  • like smiling and raising an eyebrow.

  • - You look like you're sleeping all the time.

  • - Yeah, no, it doesn't recognize that my eyes are open.

  • - Which is weird.

  • (Nilay laughs)

  • Okay, there is something to be said about this experience.

  • - Eye tracking also allows foveated rendering

  • where software can render the pixels

  • right where you're looking at more sharply

  • saving on computing power.

  • These are interesting new features

  • but so far there isn't a lot to do with them.

  • Foveated rendering could make more demanding games

  • render with more detail

  • but the Quest Pro isn't meant for games right now.

  • So most VR developers will be building for the Quest Two.

  • The color feed is a step up

  • from the Quest Two's black and white,

  • but it's still washed out and flickery,

  • a long way from looking like the real world.

  • There are some mixed reality apps

  • but the mixed reality component often remains pretty basic.

  • Meanwhile, Meta's main use for eye and face tracking

  • is its own social platforms,

  • particularly Horizon Workrooms.

  • Workrooms is at the heart of Meta's new strategy.

  • It's an app that you can sync

  • with a desktop computer to use as an office.

  • For personal work, you can project big screens

  • in front of your face on top of either a full VR environment

  • or a pass through video feed.

  • For collaboration, you can invite other people

  • to a virtual meeting room

  • but Workrooms, it has some problems.

  • - So this is the first time

  • we've been able to make Horizon Workrooms work.

  • We've tried it many times.

  • It has mostly failed out, but here we are together.

  • - I would like to caveat

  • that there's supposed to be a third person here with us

  • so I'm not sure I would say worked.

  • - That's true.

  • Alex Heath was unable to join us.

  • The face tracking is somewhat working.

  • Adi looks very sleepy all the time.

  • I am talking with my hands. - The face tracking

  • is also better than I expected,

  • even though it's not great in a lot of ways.

  • - Yeah, but it's like it's on the curve

  • so it's not good enough

  • that you are not talking with your hands.

  • Like I'm overcompensating with my hands.

  • - Yes.

  • - [Nilay] I cannot tell what your face is actually doing

  • because you keep winking and squinting at me.

  • - Yes.

  • I don't know, maybe this just exaggerates

  • all of our normal expressions

  • so we can see how weird we look all the time.

  • I don't know.

  • These are thoughts that I feel like would be weird

  • for a work meeting, so...

  • - There is zero chance that I would ever

  • make a serious decision in this software.

  • - It is bizarre that I have,

  • bizarre that I have for years

  • been connecting my Meta headset

  • to things related to Facebook

  • so that I can have a seamless social experience

  • so that I can have like, oh, isn't it great

  • that you can take advantage of the social graph?

  • I have to go to a website,

  • log in through an arcane-like authentication system

  • that even I don't understand where my account is.

  • I get on the web, I create a meeting room

  • I invite people to the meeting room through,

  • similarly I have no idea how or where

  • or where these accounts are.

  • And then maybe, maybe they get a link

  • and then they can click on the link

  • and then they launch themselves into the headset

  • and maybe it works.

  • As I said before, the Quest Pro's focus

  • is business collaboration.

  • So we're spending our most of our time

  • in Meta's Workrooms app

  • but the social app, Horizon Worlds

  • is a big part of Meta's metaverse strategy

  • a free VR platform for games, events and social hangouts.

  • And my experience so far is less than stellar.

  • - [Nilay] Adi, where are you?

  • - [Alex] Yeah, Adi, where are you?

  • - [Adi] Hi, yeah, sorry, I have to go.

  • But it's nice meeting you.

  • - [Nilay] Adi is talking to people who are not us.

  • Alex, you have turned into just some sort of acquaintance.

  • - [Man] She's not over 18.

  • We need to find someone over 18.

  • - [Alex] Oh, amazing.

  • (indistinct chatter)

  • - [Kid] I don't think anybody here is over 18.

  • Xxxx.

  • - [Boy] I'm not over 18, that's for sure.

  • - [Nilay] I'm literally watching people

  • try to find Adi to harass her.

  • - [Alex] Wait, really?

  • - [Nilay] I'm listening to people saying there's--

  • I'm literally listening to kids say she's the only--

  • - [Alex] She's the only one, that's just the dudes.

  • - [Nilay] They're like, they found a girl

  • and they're like chasing her.

  • - [Adi] You too.

  • - [Nilay] Are you kidding me?

  • - [Alex] Wait, we gotta go see this.

  • - [Nilay] I didn't hear that.

  • - [Adi] Run, go, go, go, go, go, go.

  • - [Nilay] Wait, you don't hear the gaggle of bros

  • who are like, "She's the only girl on the server,

  • "let's go talk to her."?

  • - [Adi] Oh no, I didn't hear that.

  • I was hearing the other, there was the woman

  • who said that I look just like her.

  • I'm gonna leave now.

  • - Yeah, I'm gonna go too. - I wanna go home.

  • - [Nilay] Okay.

  • - [Alex] Where are we going?

  • - [Nilay] I don't know.

  • Was that Alex?

  • That's Alex.

  • And Alex again.

  • I haven't seen Adi.

  • - [Adi] I'm gonna invite you to go to my home.

  • - [Alex] Hit the travel.

  • - [Nilay] Okay, where do I do that?

  • How do I do, how do I do any of this?

  • - [Alex] Adi, send it again.

  • Adi, send it again.

  • - How do I get out of here?

  • Okay, so I don't know where you were at that time

  • but where Alex and I were standing

  • all of the dudes around us started saying, "There's a girl."

  • And then they said, "This is true, ask if she's over 18."

  • And then somehow, I believe you told them

  • that you were over 18 and they were like--

  • - I did not tell them that.

  • I didn't know where they were.

  • This must have been some other girl.

  • - Well, that's not great either.

  • And in many ways, worse.

  • - Okay, we were finally able to get Alex Heath to join us

  • and chat about our time so far,

  • not in Workrooms but in Horizon Worlds.

  • - [Nilay] Alex, was this worth $10 billion?

  • - [Alex] This is worth negative $10 billion.

  • I would pay $10 billion to never use this again.

  • I wanted to have hope that we could do this

  • and it would be fun but I mean, you guys agree

  • this is like one of the most buggy

  • software experiences ever, right?

  • I mean, I have not experienced software

  • this bad in a long time.

  • - [Nilay] Yeah, it's a real mess.

  • - I think bug is unfairly nice.

  • I think bug implies that there is a working version of this

  • that this is somehow not living up to.

  • This is just so unintuitive.

  • - No, I mean, like, when I tried

  • to join the workroom with you guys,

  • it just took me into this empty blue expanse

  • and I couldn't even like get to the menu to restart.

  • I had to force restart the headset from the button.

  • I mean, even as a like a reviewer

  • you barely want to go through it.

  • I just, while you guys were in Workrooms,

  • I went into a creator world by myself

  • and it was literally just two like 10 year olds

  • trying to figure out how to get out of the wall

  • they were stuck in on either side of the world,

  • talking to each other and me in a vast world.

  • And I'm like, this is it.

  • This is it.

  • - [Nilay] What I keep saying

  • is they should just put this back on the shelf

  • and not let talk about the metaverse

  • until something is a hundred times better than this.

  • Is that your read of this?

  • - [Alex] That's my read.

  • I almost wonder if they should scrap this

  • and just start over.

  • I mean, I don't know what's salvageable in this experience.

  • I mean, this is just such a bad experience.

  • I hate to say it that way.

  • This is the most savage I've been about a product

  • but I really don't understand why this exists.

  • Like, why this is like out for people to be able to use.

  • And the fact that Workrooms was even worse

  • and more buggy and that's the whole purpose

  • of this Pro headset is to like spend time in Workrooms.

  • And like I just want to acknowledge

  • you cannot schedule a meeting in Workrooms in the headset.

  • Like, how did that ship?

  • I just, I don't really understand.

  • And so it does not surprise me

  • that the people building it don't use it

  • because like I cannot even figure it out myself.

  • And I write about this stuff for a living.

  • - It's easy to see why Meta built Workrooms.

  • It wants to own the future

  • of not just video games, but computing in general.

  • It has to, if it wants a business big enough

  • to compete with its original social networking behemoth,

  • but the Quest Pro hardware

  • isn't ready to be your next computer.

  • The headset weighs around 200 grams more than the Quest Two

  • or around a hundred more than the Quest Two

  • with its added elite strap.

  • It balances that weight

  • by moving its battery to the back of the headset.

  • But the design focuses heavy pressure right at my hairline,

  • to the point that after wearing it for a few hours

  • I've sometimes got a painfully numb strip on my forehead.

  • The battery lasts one to two hours

  • compared to the Quest Two's two to three hours,

  • which isn't great either.

  • The Quest Pro screen is roughly the same resolution

  • as the Quest Two's at 1800 by 1920 pixels per eye.

  • That's pretty good for a VR headset right now

  • but it's way too grainy to comfortably stare

  • at a bunch of text all day.

  • I might take the Quest Pros virtual screens

  • over a tiny laptop screen, but not for very long.

  • The software meanwhile is even worse.

  • Workrooms is a huge mess

  • that requires toggling between a web and VR app interface

  • to set up meetings that load incredibly slowly,

  • if participants can get into them at all.

  • It's even clumsier

  • than your average video conferencing setup

  • which is already the software version of hell.

  • And the whole Quest user interface

  • is fine for launching games,

  • but it's still limited as a full fledged operating system.

  • Companies have been using VR for decades,

  • mostly for specialized work like simulation and 3D design.

  • The Quest Pro has potential

  • for places that are already doing this.

  • It's a relatively high powered standalone headset

  • with good controllers, and it's not that expensive

  • compared to other business focused VR headsets.

  • But Meta needs more than that.

  • It needs new people to adopt VR for work.

  • People like, well, us.

  • For most people,

  • the Quest Two is still a better option for Meta VR.

  • It's lighter and vastly cheaper.

  • It's not as powerful but most game developers

  • will still be targeting its specs.

  • The Quest Pro's special features

  • don't do much for the average user yet.

  • And if you really love those more compact controllers

  • you can even buy them for the Quest Two,

  • although they cost $299.

  • We know there's a Quest Three coming out next year as well

  • and who knows what upgrades that will include.

  • The Quest Pro has some good ideas.

  • I hope it's upgrades appear in more of Meta's headsets

  • but right now everyone is looking to Meta

  • for a giant leap to save the company.

  • And at best, the Quest Pro was a medium sized step

  • in the right direction.

  • - [Nilay] Like I don't know how to do it.

  • - Three and a half.

  • Three and a half.

  • Okay, great.

  • Three and a half.

  • I can do that.

  • My hands don't do this.

  • - [Nilay] Yeah, no, let's try that.

  • - Thanks everybody for watching and let me know,

  • would you rather have one Meta Quest Pro headset

  • or three and a half Quest Two's?

- Imagine a future

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