Meta Quest 3S Xbox Edition: Why VR Falls Short Against AR & Smart Glasses

4 min read

The Meta Quest 3S Xbox Edition Proves VR Can't Compete Against AR and Smart Glasses

For over a decade, the world of virtual reality (VR) has experienced a significant evolution, particularly with the introduction of devices like the Oculus Rift. During this time, I’ve engaged with a variety of VR headsets and explored numerous VR games, applications, and mixed-reality experiences. I’ve witnessed the technology’s rise among enthusiasts and early adopters, gaining traction among gamers and casual users alike. Manufacturers and developers have heralded VR as the future of computing. However, the initial excitement around VR has waned for some audiences. With the recent unveiling of the Meta Quest 3S Xbox Edition by Meta and Microsoft, it appears that the allure of VR has diminished, losing much of its once-captivating technological appeal.

While virtual reality remains alive, it lacks the capacity to dominate an entire device category or persuade users to wear bulky headsets regularly. The core technology still offers significant value, and Meta seems to recognize this with its new offering. Instead of emphasizing immersive VR gaming or mixed reality experiences that integrate 3D objects into real-world surroundings, the Xbox Quest 3S provides users with a large virtual 2D screen for Xbox gaming. Users can sit comfortably while a sizable monitor floats in front of them, possibly allowing a glimpse of their actual room through the headset’s cameras or presenting a digitally rendered environment. The primary focus is on the screen rather than the surrounding space.

The Meta Quest 3S Xbox Edition facilitates Xbox gaming through cloud streaming, a feature already present in non-Xbox headsets via applications like Xbox Cloud Gaming and Steam Link. However, for this new model, cloud gaming is the main attraction, packaged with an Xbox Wireless Controller and a three-month subscription to Xbox Game Pass Ultimate, along with the Elite Strap accessory. Priced at $100 above the standard Quest 3S, this headset encourages users to engage with Xbox games on a virtual screen without the necessity of navigating a fully immersive VR environment.

This strategic shift is quite clever. Rather than abandoning the VR concept altogether, Meta appears to be adapting its approach to enhance regular usage of the technology. The headset is being marketed not merely as a device for complete immersion in alternate realities but as a personal extended reality (XR) display that emphasizes practicality.

Smart Glasses: A New Contender in Wearable Displays

In addition to VR headsets, I also delve into the realm of smart glasses, which share a similar concept but differ significantly in functionality. These devices serve as portable displays that project vibrant images directly in front of the user’s eyes, much like VR headsets. However, they are designed like conventional glasses, making them lighter and easier to wear. Unlike VR headsets, smart glasses do not cover the entire field of vision; instead, they display images on lenses, allowing users to maintain awareness of their surroundings while still enjoying a sizable visual output.

The smart glasses market has been expanding in recent years, although they face limitations compared to VR headsets due to their partial field of view coverage. Yet, their ease of use is a considerable advantage. Users can connect their favorite devices and utilize the glasses as a personal monitor, albeit with the need for a cable connecting to the device—though wireless options will likely become standard in the future. The convenience factor is substantial; there are no adjustments needed for straps, and they are lightweight, reducing discomfort during extended use.

Personally, I occasionally use VR headsets for entertainment, but I find myself relying on smart glasses for both leisure and professional tasks. My work laptop’s 14-inch screen often feels inadequate, so when I want to step away from my ultrawide monitor while at a coffee shop, I can simply wear smart glasses, connect them to my laptop, and enjoy a much larger workspace. The latest model I tested, the Editors’ Choice XReal One Pro, even offers an ultrawide setting that provides a workspace of 3,840-by-1,080 pixels. Since they are connected directly, I don’t have to worry about battery limitations. Plus, being glasses, they can be easily removed for eye relief without the hassle of a cumbersome headset.

Virtual Reality: A Fun Yet Limited Experience

I still enjoy engaging with VR for specific activities, such as playing Beat Saber, exploring VRChat, or honing my shooting skills in Ace Virtual Shooting Simulator. The immersive nature of a full 360-degree view combined with motion controls offers experiences that flat screens cannot replicate. For instance, Ace employs controller shells designed to mimic real pistols, aiding users in developing proper grip and aiming techniques. However, the immersive quality of VR has its limits, which contributes to the declining interest in the technology. Even when VR envelops your senses, it doesn’t fully replicate the sensation of being in a different environment. Users still rely on handheld controllers and buttons, and the technology for hand-tracking remains underdeveloped, with the exception of advanced offerings like the Apple Vision Pro. Movement within VR is also constrained, often requiring users to navigate confined spaces and rely on unrealistic teleportation mechanics or cumbersome treadmills.

Despite the realism of the visuals, the sensation of the headset’s weight on the user’s face cannot be ignored. Additionally, users must keep the headset charged, as its battery life typically lasts around two and a half hours at best.

Preference for Screens Over Immersion

Personal display devices require far less commitment from users, even when considering headsets. While there may still be some bulkiness, users can easily utilize a virtual monitor or television without needing to clear physical space. This is particularly relevant for the Xbox Quest 3S, which presents VR as an option while primarily functioning as a large screen for entertainment. This marks a significant shift from Meta’s previous strategy, which heavily invested in VR as the cornerstone of future computing. The company has heavily promoted VR games, social platforms like Meta Horizon Worlds, and virtual workspaces in Horizon Workrooms. However, these initiatives have struggled to gain traction, as evidenced by the sparse activity in Horizon Worlds during my testing sessions.

The complete virtual reality experience can be cumbersome for daily use, which may explain the popularity of VRChat, which offers a non-VR client and does not require users to wear a headset. In contrast, a virtual screen positioned before the user allows for straightforward interaction using familiar tools such as keyboards, mice, and game controllers—encouraging repeated usage.

Apple seems to have understood this early on, referring to its Apple Vision Pro as a “spatial computer.” It stands out as a highly advanced example of a VR/XR headset, designed around an augmented reality experience that presents users with multiple apps and screens in their environment, all operable through eye and finger movements. This represents a near-ideal amalgamation of smart glasses and headset capabilities, yet the hefty $3,500 price tag makes it inaccessible for many users, and it may be years before it becomes affordable and lightweight.

As we navigate the landscape shaped by the Meta Quest 3S Xbox Edition, it’s clear that while VR headsets can be entertaining and immersive, they lack the simplicity and practicality needed for everyday use. Instead, there is a growing demand for expansive virtual screens or multiple displays that do not occupy physical workspace, allowing users to enjoy movies and games on a vast scale from the comfort of their couches. Ultimately, traditional virtual reality may become an optional enhancement rather than the primary selling point of headsets compared to smart glasses.