Meta Admits There’s a “Goldilocks Zone” for VR Session Length Due to Form Factor Concerns

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It’s been the same basic story for more than a decade now: wearing a VR headset is easy, but not as easy as simply looking at a monitor. While a lot has changed since the early days, Meta admits Quest developers should be making their VR games more bite-sized to work around the inherent friction of putting on a headset.

The release of Quest 3S in late 2024 brought with it a change in the platform’s core demographic. Quest users are typically younger now, and tend to spend more money on in-app purchases, which has led to the rise in free-to-play titles like Gorilla TagAnimal Company, and Yeeps—all of them regulars on Quest’s weekly top-earners chart.

Now, Meta is getting a little more specific on how developers can find success since the big demographic shift, offering up some rare insight into Quest user behavior in a recent developer blogpost. And it’s all about keeping games snackable.

Meta Quest 3S | Image courtesy Meta

Meta says Quest games should be “not too short to deliver value, not too long to make it infeasible, and just right for most people’s typical day-to-day use,” meaning developers should be building VR games that are optimized for 20-40 minutes of gameplay, which Meta calls the “Goldilocks Zone.”

Keeping VR sessions short(er) but not too short lets users more easily pop out of games without feeling like they’re quitting in the middle of something, Meta says, and also keep them from feeling ill effects of extended VR sessions.

While Quest 3’s internal battery can easily serve up to 2 hours of gameplay, Meta says it also comes down to the headset’s form factor and friction that comes along with it. Putting on the headset, making sure it’s dialed in for comfort, having your controllers charged—all barriers to entry that could make you think twice before playing.

Image courtesy Meta

“For example, mobile-style short loop gameplay is too short to justify the effort of donning the headset, but hour-long objectives are likely to be too exhausting for all but the most enthusiastic players,” Meta says.

On the 20-minute low end of the spectrum, Meta says the “perception of value drives satisfaction with the session,” i.e. if it’s a really good 20 minutes, you’ll be more likely to forgive Quest for being, well, a one pound computer on your face.

In our research, we have found that sessions lasting less than 15-20 minutes are viewed as less enjoyable than 20+ minute sessions, with an extreme drop-off in enjoyment occurring below 15-20 minutes.

In surveys with users who have ended sessions early, we observe common themes of high friction to starting a session (e.g. physical setup, donning effort, anticipation of post-session work).

Headset friction means sessions “must be long enough to deliver on a satisfying amount of progress, engagement or entertainment to validate the decision to engage with VR,” Meta says.

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Additionally, Meta revealed it discovered the 40-minute threshold from both “observations of behavior with the majority of VR users, as well as research into when and why users end sessions.”

In fact, most users’ sessions are typically under 40 minutes and longer sessions don’t tend to add to enjoyment after ~40 minutes.

While longer sessions are possible, they are best thought of as special occasions for users. Most people simply don’t have the time or the energy for 40+ minute sessions on a day-to-day basis.

That said, Meta isn’t usually this forthright with Quest’s inherent issues; the company admits to developers that “[l]ong sessions can be physically uncomfortable,” and that “VR is known to cause eye strain and motion sickness, especially in users who are new to the medium.”

What’s more, Meta says that many current VR experiences “require social isolation, physically separating users from others in their physical space.”

Image courtesy Meta

Granted, Meta is talking directly to developers here, although it still feels oddly candid. That said, as someone who’s followed Meta’s VR ambitions from its 2014 Oculus acquisition to today, I can say this: like all major corporations, Meta rarely ever points to its own defects unless it has a solution to sell.

And that might just be a wholly new XR headset, which could be coming as early as next year, reportedly including a new thin and light glasses-like form factor and tethered compute puck.

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Well before the first modern XR products hit the market, Scott recognized the potential of the technology and set out to understand and document its growth. He has been professionally reporting on the space for nearly a decade as Editor at Road to VR, authoring more than 4,000 articles on the topic. Scott brings that seasoned insight to his reporting from major industry events across the globe.
  • Rudl Za Vedno

    So Meta is now recommending 20-40 minutes of gameplay session? Translation, say goodbye to real VR games and say welcome to "TikTokification" of VR… As much as I appreciate Meta for keeping VR alive it's becoming pure poison for us VR users coming from PC and XBoX/PS playgrounds. Zuck is basically showing middle finger and abandoning all of us in hopes of TikTockers coming to Meta. I've got a bad feeling that's not gonna work. It might well happen to alienate current VR user base, who has enough disposable income, and at the same time fail to attract targeted masses of young gamers used to mobile gaming. I hope not, but the way new VR policies are forming, this is very real danger and could push VR adoption in another decade long sleeping cycle.

    • Humanoid

      That 20-40 minutes is still too long for people that don't care for games, which is the majority of humans. Yes, TikTokification is what is happening with PICO which is also owned by ByteDance, but both companies are stupid to waste resources on games while willfully neglecting all the wonderful things that can be done with VR!

      • ichigo

        what's your definition of caring for games? Does someone playing candy crush count? Does someone who played pong in their youth count?

    • ichigo

      its not mobile gamers it is mobile phone users they want. You see this in every advert they do and who they decide to show with the headset. Its NOT the core users who they represent in adverts and appeal to. In fact the palpable hate for "toxic gamers" seeps out of all PR and staff at META. But I guess this could be HR employing people of a certain kind that's pushing the corporation in their direction. I wonder where the HQ is….?

    • Steven Williamson

      And the game must be in portrait mode, using only the center of your FOV, so it has the same feel as tiktok video.

    • VR5

      As a consumer, you can play what you want for as long as you want. As a dev, you can make whatever game you want to make.

      Meta is just being realistic here and state what you need to do to find a large audience and turn a profit. Reality is often not nice, so it's fair if you don't like that.

      But they also point out that this sad state of affairs is due to form factor, which in the long run is solvable. But if you want to make money now, with the hardware we have, Meta is unfortunately right.

      Denying this won't change reality.

      • ichigo

        "As a consumer, you can play what you want for as long as you want." —- Not if short games become a thing (if all stores in your local area sold only apple pie do you have choice). This is Meta "steering" developers to making certain content for their closed eco system.

        "Meta is just being realistic here" – specifically what do you think they are being "realistic here" with?

        internal battery can easily serve up to 2 hours of gameplay, Meta says it also comes down to the headset’s form factor and friction that comes along with it. Putting on the headset, making sure it’s dialed in for comfort, having your controllers charged—all barriers to entry

        Is this what you think they are being realistic with? Headset Comfort should have nothing to do with game design. The main reason people dip out is headset comfort. You DON'T need to make short games to solve that. You need to put comfort over portability. And meta thinks portability is more important hance the strap they give you for the bulky headset.

        Apart from this you can put story driven games into chapters and make them 20+ hours long. You DON'T need to make lots of 40min short stand alone games. That is what people are worried about i would say. And it's a valid concern.

        No one is denying the reality that the big front heavy headset is not comfortable.

        • VR5

          Actually they only say that games should provide quality experiences in a medium time, not that you cannot play them for longer. So you can still make longer games if they can be interrupted easily. The games Meta makes themselves like Asgard’s Wrath II or Batman actually can be played for hours at a time.

          And those supposedly comfortable headsets by other makers than Meta, aren’t that much more comfortable and don’t reach audiences large enough to sustain themselves. For example PSVR2 is a step back in comfort over its predecessor, which only really was comfortable compared to how bulky and heavy it was. Both are about as heavy as a Quest too.

          Super light weight HMDs, which is where it actually gets comfortable are super expensive and compromise on FoV.

    • Runesr2

      Zuck is just getting ready to present the 30 min battery time on the Quest 4 as a great feature ;-)

    • namekuseijin

      you can beat most quests in big games like Asgard's Wrath 2 in about that time frame and call it for the day

      that's what bite-sized design means, not minigames

  • Octogod

    That said, as someone who’s followed Meta’s VR ambitions from its 2014 Oculus acquisition to today, I can say this: like all major corporations, Meta rarely ever points to its own defects unless it has a solution to sell.

    And that might just be a wholly new XR headset, which could be coming as early as next year, reportedly including a new thin and light glasses-like form factor and tethered compute puck.

    Well said.

    This is Meta laying the foundation for their big pivot to XR. They wouldn't share negative data like this, unless it was seeding the natural comparison against a device that can be used significantly longer.

  • Clamtastic

    20 to 40 minutes sounds about right. Game sessions can be longer if a regular gaming controller is used rather than the VR paddles. Waving your arms around tires you out faster than sitting comfortably with your controller in your lap. Stop thinking of a VR headset as requiring a fully interactive experience with your arms. There is a reason why every game controller now looks pretty much the same. It's the most ergonomic way to control a 3D game.

    • polysix

      Your clearly have only been playing standalone trash on crap systems like quests. Get on GT7 on PSVR2 you can play all night without issue. It's both super immersive and compelling, something you can't say for Quest crap.

      Also stop telling us how to stop thinking of VR, VR is what it is meant to be, it's META who are trying to change the rules to suit their own needs (not for the good of VR)

      • Clamtastic

        VR is so unpopular it is constantly on the verge of being canceled. Compare it to the success of 3D video games. VR could be a fantastically immersive display for every game on the market. Instead it is an experiment in which you have to grab your gun that is dangling at your waist that is actually inside your body because of the angle your seat is reclining. It is a genius technology being applied by business school drop outs. I flat out love VR but am sick to death of these weird user interfaces that keep getting shoved down our throats without even the option of ditching it and going with a standard controller.

      • Clamtastic

        Second reply because you mentioned Sony’s PSVR. The original PSVR was pretty great despite its hardware limitations. The PSVR2 should have been the next leap forward. It’s specs were really exciting but the implementation was a complete fail due to its extremely small, practically non-existent, sweet spot so the edges of the video are constantly out of focus. This has to do with the optics and is not related to the foviated rendering which is one of its best features. Whenever a new expedition is available in No Man’s Sky, I put on my PSVR2 and play one of the greatest VR games ever created. After a couple of hours of playing, I have to stop due to the eye strain. I do have vision correction lenses for the PSVR2 (as I do for the Quest 3) but this is not related to that.

        • Dalibor Skalník

          I have PSVR2 and love the NMS VR. I also have correction lenses and I'm aware of the sweet spot problem. But it can be mitigated by wearing the goggles properly. I've played 3hour No Man's Sky sessions many times and I still could go on.

          • Clamtastic

            I can make it work as you said but the eye strain is still a problem after about an hour or two. The Quest 3 optics are far more comfortable. Sony could have done a lot more with their optics. Perhaps they can refresh the PSVR2 the way they did with the original PSVR to add HDR pass through and other minor improvements.

          • Dalibor Skalník

            My next VR headset will probably be Quest, but only because it seems that Sony's support is not what it used to be (looks like it is not profitable enough).
            I bought PSVR2 at the time when it still had a very promising future. As far as I know there's no confirmed PSVR3 development.

    • ichigo

      I'm loving UEVR MOD the best vr experience i have had was with 6DOF 3D and an Xbox controller with my rtx 5090. And I have been saying for ages the waving your arms about is too gimmicky. There is a tried and true gaming method that everyone is accustomed to. BUT It works in games where it's used minimal like reaching for a door. NOT where they want you use a sword and climb with your arms in VR. Am not saying it can't work there will and are isolated niche games where waving a sword around for 20min sessions will be fun for most people.

      But its not what most content should be IMO. But i play 99% of my games sat down in vr as well so might be biased. So i will point to the fact the games that are selling are the ones the kids are flocking too and it's the ones where you wave your arms about. If you want change to meta narrative start buying games to de-list these.

      • Clamtastic

        The thing I most wish for is that Sony would make it such that every single game on the PS 6 can be played on a PSVR 3 with a standard controller. This way the devs have to do zero work other than tuning to make their games VR capable. It’s like every game comes pre-modded for VR. If devs want to cater to the arm wavers, they still can. That would definitely cement VR as part of gaming since it would just be a display. Unreal could do the same thing with the games developed with its engine. I see this as a total slam-dunk for VR.

        • ichigo

          The UEVR mod proved they have already the tools installed in their code it just needs to be enabled. But that's just for Unreal Engine games. The games i have played with it have small issues that i over look. But would the normie gamers on consoles? I would guess they would need at least 3+ people to smooth it out. Maybe this is just too much to ask.

          i do see an easy route and that's Sony forcing every game to project natively to VR headset even if it breaks the vision of the game. And then doing some open community mod thing to smooth it out. But i don't think that would go down well with the suits. UEVR is one guy with help on github. And it basically force ticks native projection to VR then you have profiles that smooth some games out. But if not just take a chance and see if its still playable. Uncouple camera, zoom in/out more etc.

          Sony could do similar. But its fantasy. I think PCVR is the only space for this as it's open by nature. So i say Steam should see UEVR and run with it!

    • NL_VR

      If you play a game made tone plated with a controller.
      I wouldnt want dedicated "VR Games" to be made even considered using a controller.

      i can play for 6 hours straight.
      not all games make you waving your arms all the time.

      I honestly think if people find it to tiresome to move their body all naturally there is something wrong.
      people live their lives the wrong way.

      • Peter vasseur

        It’s called lazy.

        • ichigo

          Gamers have a stereotype of being fat and lazy since the 90s. But for me it's about relaxing after hard day of work. I can understand kids wanting to run around more they have energy. But i just want to chill and escape the real world just for a little bit.

          • Peter vasseur

            Well if that the case vr isn’t what you should be playing. I get the relaxing more. Some flat games while less exhaustive can be draining as well.

          • ichigo

            [I was addressing your specific "lazy" comment something gamers have been called for years. People are not "Lazy" i was trying to help you understand a different perspective to change your "lazy" assumption.]

            "Well if that the case vr isn’t what you should be playing" – looking at your comments i don't think you can comprehend my position. So you giving me unsolicited advise on my VR hobby i fully enjoy is really funny to me.

            "Some flat games .." sure…..

            Kids have lots of energy after school gorilla tag keeps them all entertained and in that location online. It's great (yes certain adults as well). I just don't want to see that design in every VR game. I don't want to manually do everything in VR that some on here call for. That stuff can STAY niche and specific as it currently is and i'm happy. As for getting more flat games in VR i say the compromise of normal xbox controller is fine. people need to lower their standards so we can get more games in VR.

            (My comments and positions are separate to Clamtastic we are not the same people.)

          • Peter vasseur

            First off my comment was referring to 20 mins vr sessions being lazy. Not you getting home from work and being to tired or not wanting to play vr. Even though that is being lazy. Lazy is not doing something because it requires work to do it that you don’t want to do. It doesn’t matter whatever reason you choose not to do it.

            Trying to speak as if you’re the smartest person on this board is laughable. Clearly shows based on your intellectually small understanding of my original comment. That you are still wet behind the ears. I’ve probably been gaming since before you were born. Claiming I don’t understand when you’re the one that doesn’t understand, is typical of young and ignorant people.

            Why even bother playing any game if you’re only playing for 20 mins. It’s hardly enough time to do much, regardless if it’s vr or flat. Unless you’re a vr new by then by nature of vrs you may not be able to handle anything longer. 20 mins to a vet isn’t even worth turning on the system.

      • Clamtastic

        If the space you are playing in is not large enough, arm waving can be painful. That pain teaches you to not want to do it. It’s another reason why VR is failing. I am not suggesting getting rid of immersive VR games. I am proposing that they also have the option to use a standard controller but, more importantly, every game could be a VR game if the game engine had it as a feature.

        • NL_VR

          I understand what you mean but I think it should be the other way around.
          Games played with gamepad should have a VR mode that just let you use your VR headset and not only a flatscreen.
          Starting to design VR games like flatscreen is the wrong way to go imo. The whole purpose with VR is interaction.
          There would be a lot of extra work to design both ways so both methods actually get a good experience.

      • ichigo

        Some VR only games implement it well some don't. Reaching out to open a door is fine. Climbing and sword waving needs to stay in a niche gameplay in specific games IMO. ALL VR games don't need to adopt the cliche VR interactions in game. Also waving your arms about sat down can be awkward (i have hit my chair multiple times and struggled to reach 6+ hours or not).

        I have no problem with ALL flat games porting to VR with just 6DOF 3D and a good old controller. I actually think appealing to tried and tested is not a bad thing. Trying to be new and radicle is not always a good thing.

        I like the VR made games that still use the buttons and thumbstick to climb a wall and allow you to reach out to open a door and crouch button to pick things up. There can be a good balance.

        If it's not VR made from the ground up then a controller is fine.

        • NL_VR

          I understand what you mean but I to play a VR game were you carrying and use a sword I would want it to be use by pressing a button.
          How would that even look like in VR your sword and hand disconnected from you petrified and only attack with an animation by you pressing a button.
          No as I said to the other guy.
          The way to go is to start bring ordinary gamepad games to add VR modes.
          Then you can play your ordinary “flatscreen” games the way you are used to but in VR.
          Mods can help with that, if you have PC.

          • ichigo

            "How would that even look like in VR" absolutely fine… You hit a button and the animation happens. What has been in games for years and years.

            But as i said Games with sword waving that are made for VR only are fine. They just need to be specific and niche. And stick with the low end of the gaming market.

            I'm not really arguing for one or the other my point is there is a balance. And all VR only games don't need a cliche VR manual interaction for everything.

            I'm not sure i agree with having a single controller as your main in VR. As VR controllers already have thumbstick and buttons i just want them to be used more. And i see too much whining from people when a Flat game gets VR mods without VR controller support. Single controller work fine in VR…..I'm just happy i get the game in 6DOF VR.

          • NL_VR

            Yes I understand how you mean but then it’s just a “flatscreen” game in VR which is fine and I have nonproblem.
            What I’m little against is a made for VR game made with using a gamepad instead of VR controllers and VR interactions.
            Firewall Ultra is a good (bad) example what happens when you make a VR game designed as a flatscreen game with button presses and stuff.
            That’s not what people want in VR.
            Playing a flatscreen game in VR isnt the same thing as playing a VR game in VR.
            Let the games be the games they are designed for. Dont force VR developers to implement “flatscreen” game design, not to the part how its controlled anyway.
            Argue for flatscreen gamedebelipers to add VR mode to their games instead.
            Or stick to mods :)

          • ichigo

            [Oversimplifying this complex debate: IF i could get every flatscreen game on Steam running on VR 6DOF 3D headset but have an xbox controller would i? 100% YES in a heartbeat. Is this fantasy? Yes. Would a small group of developers think about doing this with their flatgame? Yes but most likely won't because of negative kickback "bad game" from people not willing to compromise their manual interactions with VR controllers. Does this hurt VR? Yes. Games bring people to the headset. That's why you have system sellers. Demanding full VR controller support "VR mode" is not helping the niche VR headsets. UEVR MOD shows these games can be perfectly playable with just an xbox controller.]

            "it's just a "flatscreen" game in VR" – Not really that simple if it was we would see it more. It's a Flastscreen game converted to 6DOF with 3D. This can cause all sorts of issues thus needing mods and profiles to smooth them out. By time the flat is converted just for display in VR hours have spent adding code just to get that working. Let alone your manual VR interactions.

            "I'm little against is a made for VR game made with using a gamepad" – I would say a majority of gamers are used to this form of controlling. In fact you have analog sticks and buttons on your VR controller because it works really well. I'm not on the side of using this for all games though.Just be open minded and acknowledge limits.

            "Let the games be the games they are designed for" – VR is ultimately about the headset AKA the 6DOF 3D display. And VR is still a very niche gaming platform. Wanting VR games to have all manual interaction is the wrong way to think. Although i understand it's your personal preference.

            "Dont force VR developers to implement" – I think when someone is talking about forcing they are talking about trying to get as many games in VR headsets as possible. I know you're worried about not getting you manual interactions like running with your arms in VR etc. Developers will not put teams of people to add a "VR mode" for VR controller support. So a compromise is needed that's why someone might be saying the compromise is using controller.

          • NL_VR

            I just think if you start to make games for VR only thats played with a controller it would get major backlash today and that developer would close down fast.
            A game like Moss is a perfect example that could be a game played with a controller. it adds so much to the game that you actually use your VR controllers and use them both to control the character and interact with the game.
            Taking this away and just play the game with and untracked controller would just show how limited that would be and how much just a controller method adds to the game.

            I’m not against playing a game like that with a regular controller but that game should also be a flatscreen game and not a made for VR game.
            I think today most people do not se VR as just a headset display, people want more and it that part immersive, embodiment feeling and interactions.
            We come past the stage when just amazed beeing inside VR.
            UEVR let you play the game with a controller the way it’s meant to be played. But one reason UEVR is so good and popular is that you can add motion controllers to the games it fits for and that way is why UEVR is popular and most people going for with that mod, or else people wouldn’t be so much into all the VR controller profiles for UEVR

  • Kfir Even

    After 10 years they finally figured it out…

  • polysix

    OH just STFU META.. it's clear you no longer give 2 f's for VR. Maybe on the crappy low binocular overlap, battery weighted, LCD crap that you pass for HMDs these days 20 mins is all anyone can stomach, not least of which as the content is so non compelling due to the mobile chipset and washed out contrast, but for me on PSVR2 (on PS5 PRO OR PC) I can stay in it for 4-6 hours no problem playing PROPER VR like GT7, RE Village etc.

    I've had 7 hmds going back to the rift DK2 (then vive, CV1, PSVR1 Quest 2, Quest Pro, PSVR2 etc), and the ones I hated were the quests. Whether for PCVR or (not that I ever seriously used it as it was so crap) standalone "VR".

    Meta just need to STFU up now telling people what to do with VR just to suit THEIR own needs, their system constraints (hey a quest often runs out of juice after an hour if that so no wonder they don't wanna tout 5 hour sessions), their lack of compelling/retentive software and let VR be what VR fans always wanted it to be.

    Immersive, rewarding, OLED based , realistic as possible escapism via things that pull you in further (contrast, haptics etc) not things that pull you (charging, batteries on head, LCD rubbish, Shovelware, compression and latency for PCVR etc).

    • MasterElwood

      Dude – if you have latency and compression artefacts – buy a dedicated router and change your settings in VR. I have 6 HMD – 4 with cable and 2 quests – and the Q3 picture looks flawless (compression wise). And I play sometimes 4-5 hours without break – so i would see them…

      Also: looks like you know everything. So – please tell us: what HMD is better than Q3 or Q3s for the same price

      We wait…..

      • ichigo

        i own Q3 its the best value headset you're right. As for compression this is a personal thing for the most part. Some think streamed music is flawless to Flac files.

        I play BOTH wireless and fiber optic wired (depending). There is a small increase in quality on wired and it keeps you charged this is factual and a factual limitation of wireless. To say otherwise is dogmatic. And a problem with the wireless fanatics on here. (yes on wireless you can buy multiple battery packs)

        But what they both suffer from is the fact your card has to spend resources to also encode so that can be sent over wire/wireless. This makes heat and if you have low end can be reasonable comparative hit to performance from thermal throttling Unlike a direct displayport connection.

        But staying on topic it looks like you might agree with somethings from this person if you also play for 4-5 hours. Then how come meta themselves is highlighted short sessions. For me it boils down to comfort over portability. The only reason i stop sometimes is the headset sticking to my face and the imbalanced front heavy design. That i tried counterweight (should not have to).

        • MasterElwood

          Sure the en/decoding adds a tiny little of heat. But on the other hand a wireless headset doesn’t draw power from your PC = your power supply runs a tiny little cooler. Same same.

          • ichigo

            what's the USB power got to do with heat and workload on a Graphics Card? "same same"

            I guess if you have one of them niche VirtualLink USB-C Ports? But wasn't they abounded ages ago….And then that just adds to my point about the issue.

            Apart from i was talking about this being a problem for wireless and wired. Not sure why you wanted to isolate them. Comes across like some xbox vs sony thing.

        • Andrew Jakobs

          Who cares about wireless using more resources, you think connecting your Q3 through a wire doesn't need encoding? Think again. The extra encoding is really just a fraction of energy/resources it uses compared to generating the actual frame, most GPU's have dedicated hardware encoders, that's why some newer cards are even better as they have multiple hardware encoders, so in theory it can encode the left and right eye image independently in parallel.

          • ichigo

            I care. And again as i said to the last person i said wired and wireless use THIS same encoding resource you people need to stop….I can't debate someone who's trying hard to make it a none issue. And then gets on their wireless band wagon. When i didn't isolate wired or wireless in my comment.

            "most GPU's have dedicated hardware encoders" errr that would be my point. It's ON the graphics card.

            I have 5090 so it's not doing much to me but before that i had a 2060S and i noticed a small hit. So MY point was highlighting how it's hitting older hardware. BOTH wireless and wired***.

      • Peter vasseur

        Psvr2

        • MasterElwood

          ??

        • Andrew Jakobs

          No it isn't, it has a cable, so can't be better.

          • Peter vasseur

            So does a quest when you want to get serious.

          • Andrew Jakobs

            No it doesn't, wireless streaming is just as good as wired with the Quest.

    • Andrew Jakobs

      Sorry, but batteries in head are a necessity for wireless playing. For me anything with a wire is just crap, yep even a wire going down from the headset to a battery on a belt (very much experience with that when I use the Vive Pro with 'wireless'module).
      I now use a Pico 4, which has better visuals even though the Vive Pro had Oled, it always looked spickled and awful godrays, and natively it looks excellent, and with even my crappy old wifi router and old Pc, it looks pretty decent fir PCVR, with even the default settings.

  • ichigo

    so make the game long and good value but put them into 30-40 min chapters. Been playing the midnight walk and its broken up really well. Let the paying customer decide if they want to play longer. Stop trying to manipulate with corporation "market data".

  • ShaneMcGrath

    Not if you buy a proper strap, BoboVR S3 Pro, more comfortable, inifinite battery swap, Fan.
    I can go for hours, The problem is the games.
    Need better games IMO, Longer games and not mobile crap, Give us more like Half life Alyx but 70+ hours of gameplay.

  • NL_VR

    I love playing immersive VR games when using your body as inventory for stacking weapons on your back, chest and hip.
    pulling out backpacks behind your back, working with weapons and holding them with you "hands".
    grab ammo, reloads etc. All manually.
    I also like games who implement like running mechanics when you actually need to do something like moving your arms or raise your gun and not just kick a button.
    as much as possible doing manually.

    I can easily play for 5-6 hours

    • ichigo

      Some VR only games implement it well some don't. Reaching out to open a door is fine. Climbing, sword waving and physically running with your arms needs to stay in a niche gameplay in specific short games IMO. All VR games don't need to adopt the cliche VR manual interactions in game. Sometime the tried and tested gaming methods work the best there are "oldschool" thumbstick on your VR controller for a reason.

      Some just want to sit down and chill after hard days work and escape in VR. I would think a big portion but not all of gamers are like this.. I can understand if your have lots of energy coming back from school and want to run around with your arms in VR. I love that there are specific games for that. I just don't want to see the majority of games like that.

  • marius gri

    but if im playing les than 90mins im already disappointed

  • ZarathustraDK

    Yeah yeah we get it. Meta wants to be the McDonald's of VR, and I want slow-cooked brisket.

  • XRC

    "Meta admits Quest developers should be making their VR games more bite-sized to work around the inherent friction of putting on a headset." ~ "Putting on the headset, making sure it’s dialed in for comfort, having your controllers charged—all barriers to entry that could make you think twice before playing."

    If putting on a headset and charging controllers is a barrier to entry then you are seeing the result of focus on the casual market.

    Or an inadvertent admission that your software isn't compelling people to keep people using your headsets?

    It's widely known you have a problem with retention and low attachment rate.

    Currently I'm using one of the heaviest vr headset (1.3kg) on the market, it's tethered to RTX 5090 desktop with lighthouse tracking

    will happily play 5-6 hour sessions because my headset is super comfortable with a great fit, looks/sounds/feels amazing and I have highly compelling PCVR games to play

    Thank f#*k I've had nothing to do with Meta since the days of the Rift CV1

  • Dalibor Skalník

    Can't really imagine myself wanting to start the system (PSVR2) just for a 40 min session (20 minutes makes no sense to me).
    1 hour can pass really quicky, I can go till I get the controller battery warning with no problems.

    • Arno van Wingerde

      Yes, but part of that for PSVR2, the barrier of entry is somewhat higher than for Quest: donning the headset "just right" due to the smaller sweet spot and earplugs and more cumbersome controllers then the Quest. After that you get rewarded by OLED graphics, better haptics and better graphics and some very good games.

  • CharlieSayNo

    In fact, most users’ sessions are typically under 40 minutes

    "…because we have put ZERO effort into improving the headstrap fit & comfort over the past 6 years of Quest evolution."

    Seriously, I bought an AMVR Head Back Padding for the Quest 2 back in April 2021 and suddenly I was draining the battery on a daily basis (even watching media on it which I never thought I would do).

    Every comment they make about VR games & user behaviour should be appended with "on the Quest".

  • david vincent

    Friction got even worse on PCVR with those non-DP headsets

    • Andrew Jakobs

      What nonsense, DP is highly overrated, and with new headsets like the Play for dreams it isn't even an issue anymore, wireless has become just as good as DP.

      • david vincent

        More third-party apps required = more friction
        And you know well that DP headsets will always have better clarity and much lower latency, don't be a fanboy

  • Paul Bellino

    This is how stupid they are, Meta is clueless as usual. Stop putting out video of stupid clueless people playing VR (duh are we having fun yet) also totally scrap horizon world. People want whole world to explore by themselves and with friends. grand compelling adventures. stop trying to sell to little kids with no money Duhhh…….Have more adult content. (Sex always sells). people will live in their headset. Entertainment in the best 3D is at their finger tips. What a total waste……..

    • ichigo

      "Stop putting out video of stupid clueless people playing VR" – Agree. They clearly aim for the mobile market not gaming market.

      "scrap horizon world" – Stop forcing it onto us. I welcome them trying though.

      "grand compelling adventures" – Agree.

      "stop trying to sell to little kids with no money" – IDK somehow the little kids are getting their games to hit best sellers…..wait these are free to play does META count that as a sale?

      "Have more adult content" – huh? there is plenty of 3D adult content. It's just not shown or sold in the META store platform. I guess we could have more 18+ Games.

  • Andrew Jakobs

    Meta should spend more time on making the headset more comfortable, to begin with ditching the awful strap and replace it default with something like the Deluxe headstrap, and put the battery in the back (and immediately increase its size). Pico does a good job, but should replace at least their facemask as it's too sturdy, it needs to be softer, and they should create it so you can replace the headstrap, because if it breaks you cannot easily replace it like with the Quest headsets.
    with the Vive Pro (1) I could play 4 to 6 hours, it was just very comfortable.
    with my Pico 4 I mostly play (native) until the battery runs out, but I hoped with the Ultra they would have improved the lenses, but sadly they haven't.

  • namekuseijin

    one of the most misunderstood pieces of news I've seen so far…

    it doesn't mean stupid minigames

    it means each of the countless quests in Asgard's Wrath 2 can confortably be finished in about that time frame

    they disclosed it now, but it's something I've been aware in most Quest games ever since I came from psvr1. And I rarely play stupid minigames, mostly epics like this…