🚀 Elevate Your Reality: Where Work Meets Play!
The Meta Quest Pro is a cutting-edge mixed reality headset designed for professionals and creatives alike. With features like high-resolution passthrough, ergonomic design, and advanced haptic feedback, it allows users to multitask seamlessly in both virtual and physical environments. Equipped with powerful hardware, including 256GB storage and 12GB RAM, it redefines how you connect, collaborate, and create.
J**Y
Perfect
Llego en perfecto estado. Todo bien conservado y nuevo.
T**Y
Love this thing
I pre-ordered an Oculus Quest 2 before they launched. Used it a ton prior to the Quest Pro release. Switching to the Pro was quite the eye opener. The faster performance, the incredible lens clarity, the COMFORT, face/eye tracking - this thing is incredible. I purchased this at full price prior to the 33% price drop, and I'd do it again. Don't let the Meta haters talk you out of it.However, writing this review in May of 2023, I recommend most wait for the upcoming Quest 3. It's going to use the identical lenses to the Pro but with higher resolution displays. The dramatically increased processing and graphics power of the Quest 3 will be more future proof.Unfortunately Meta has been extremely slow to implement work features. Last time i checked, I still can't use virtual monitors with a Windows PC, only Mac. If you're buying this for work, just know that it may not speed up your workflow but actually make it worse. For traveling however I've found this to be a useful tool to have more screens while I'm mobile with just a laptop.Overall, for an enthusiast, this headset is great. For the average everyday consumer, I recommend waiting for the Quest 3.
T**R
Wait, but if you can't, Nice.
I got myself a M.Quest 2 to use Quill, I am an animator, and while Steam has some art tools; some of them okay; -- none do what Quill, which is basically Tilt Brush for animation in VR, full send, copy and paste Goro Fujita, and you'll likely buy one of these as well. I wish it weren't the case, but in the end, I was so surprised, coming from an index no less, by the quality of features AND make of the metaquest 2 on the price point; that I decided the flaws were worth the hassle to return and retry that purchase with the big boy version here, and with the foveated rendering, and, if you are developer minded, the OPTION to have that open gap at the bottom, is absolutely awesome for AR dev.It does FOV better than MQ2, but the FOV slide on the lenses is still manual which makes me uncomfortable every time I put my hand near the lens to shove it over, the one time you should need to, or so- but also, I will be looking for some kind of lens protection because while these lenses are bigg, and have FOV kind of very well covered along with the eye-track-foveated rendering helping the image, it's either that nothing because I really cannot say I trust the upper light blocker/glasses guard to prevent scratching. No confidence there, just a precaution, though there are means like lens caps out there that while not absolutely 100% perfect do keep a daily driver from a scratch on the lens, and your soul after it happens.Otherwise, I find the most important functionality of this headset to be like, a console version of a hanheld. Like, if they actually had made a Switch PRO, this also earns that pro name. MOST of everything is better, but I think they may have been serious about that PRO marketing because, the lower lack of light blocking included, and the way it sits on a dock to be able to charge the controllers makes me think this is an odd one out.This is to say it's mixed; depending exactly on how much very small, (very) detail choices bother you. Like, the having to buy a light blocker, where, natively, I kind of enjoy the available open down-view space, as that is by design for AR work, and for me, functions as I move around my narrow apartment like a cyber ninja and my Index quietly weeps tethered to the PC forever. It's strange now to think of the Index as an "ah, sure, the older model, yeah, those were good, they don't have some of your standards now, but it'll get ya by", given how many features the Oculus / Meta Pro / Quest 2 sets add, and how robust and dependable and, remarkably built they are, as a notable stand out. Like, you can, (don't) but you CAN, drop a controller and come back from it (don't, buy a silicone protector, you loon), and that rules, because not since the Duke of VR controllers, the Vive Wand, have controllers not SHATTERED in my hands, or out of them, on first or second or no drop at all. Quality thumsticks, good buttons, GOOD spring resistance, not sure about the cameras, but heck okay.Speaking of cameras, the passthrough is acceptable, remarkable if you're like alright, I know it's not perfect, but is it better than the index? Flat? yes, not leaps and bounds in the visual quality department, in a way I figured mentioning was worth the read if you're this far. Like, this predicates itself on being mixed reality or AR for work, and, I just want to say that while the image quality and stereoscopic imaging is faste enough for me to dart around my narrow apartment; it is NOT a gopro at the same time in image quality either, so, do not expect the monitor quality in the cameras.THANKFULLY, while not exactly that good, it's getting very close these days in the resolution, in wireless and in the customizeable link mode and, I am so late to this headset it feels like I should suggest you wait for the next Valve headset rumored for 23 or 24, or for the meta quest 3 / pro 2 for haptics, foveated rendering 2, but, as a person who crosses these bridges as they come apparently; I'm working in Quill much more happily and quickly in here.
A**N
A beta device with hardware potential only few know what for
This headset was purchased for my educational VR-afforded projects and, unfortunately, my decision to send it back was made just after a few minutes of use.It seems that Oculus 2 that I already have is 95% the same as this Quest Pro but at a 1/3 of the price.I thought that the so well promoted hardware-related improvements would be somehow implemented by Meta but, alas, it seems like those features have been incorporated into this headset for only those bravest who know (or will know) how to implement them. So, is that device for creators or developers of programs for creators. If the former is true, I don't see how it's better than Oculus 2. And if the latter is true, well, this is a true beta for developers.Pluses:- [ ] Display clarity (however, there is actually much more glare because the light creeps in from all the directions right onto the lenses, even with the shades installed). I'm confident the decision to make the light-blockers removable was deliberate. But it does make the screen look so bad because of the light bleed.- [ ] FOV: just barely wider (and horizontally only)- [ ] Sharpness: it is much sharper, particularly close to the edges, it has a bigger “sweet-spot” (HOWEVER, you hardly ever notice this as you are likely to look right in the middle of the viewing area. So, when you want to look sideways or up and down, I found it actually easier to do it the way we do in real life -- by moving your head).Negatives:- [ ] Although the sound is louder, it is actually has a lot of rattle (probably because it’s just the same speakers from Oculus 2 with extra amplification)- [ ] The overhyped hand-controllers: they have a lot of jitter / stutter throughout the UI and in programs; per my comparison, they perform much worse than the Oculus 2 controllers.- [ ] The headset is very heavy. The front is as heavy as the Oculus 2, and the counterweight (due to the battery being in the backplate) is not sufficient at all.- [ ] COMFORT: I find the Quest Pro extremely uncomfortable!!! Basically, the entire headset is supposed to stay on stably by the way of squeezing your forehead and the back of your head. Apart from leaving the red mark, it causes headaches after mere minutes of use. I assume this comfort-aspect depends on the curvature/size of a user’s head. I’d recommend consulting a much more reputable reviewer from “roadtovr” who explained this particular issue quite well.- [ ] I find it very unproductive for content creation. My workflow requires that I take the headset on and off numerous times — to track the progress. The stiff design of this Quest Pro makes this task impossible. This contrasts with the Oculus 2, where you can move the headset up and down in relation to the side bars and, when needed, just glance inside without needing of putting the headset on properly.- [ ] Taking it on and off (as well as during adjustments) triggers accidental presses of volume and power buttons since they are located on the underside of the side-bars.