Round Two with Quest Pro
Two weeks ago I bought another Quest Pro and I’ve been using it ever since.
I was excited to get Quest Pro last year when it came out, but as I mentioned at the time, I returned it. I tried to use it as my main VR headset, but it was too heavy for me. So, what changed? For one, I’m not using it full-time. I’m still using my Quest 2 for VR gaming and everything that isn’t work. I’m only using the Quest Pro for my work on WebXR development in Canvatorium and other projects. That means I’m only wearing it for 3-15 minutes at a time instead of 1-2 hours.
It’s a little odd to buy a thousand-dollar headset two months before a far more capable headset launches, but I don’t regret it. I’ve been using it to make rapid progress on Canvatorium and a few other ideas. I’m thinking of this headset more as a dev kit for Quest 3 and to some extent Apple Vision Pro.
The recent improvements in hand tracking and some new features in the Quest Home environment have made this headset ideal for WebXR development. I can do most of my work on my laptop, then jump in the headset to play test a scene. If I need to make a few small changes or quickly iterate on an idea, I can do this with the headset on thanks to the Remote Display app on Quest Pro.
Aside from the weight of the device, Quest Pro is an impressive VR headset. It’s helping me build for the present and future of VR, MR, and Spatial Computing.