Meta hasn’t rolled out colocation services for the entire Quest platform yet—meaning a pair of Quest 2 headsets can’t automatically ‘see’ each other in the same physical playspace—although that’s not entirely true for its latest headset, Quest Pro.

Meta published a quick explainer video recently showing off how local multiplayer works between two Quest Pros. Here’s the gist, although you can catch the explanation in the video below as well:

To track the room and superimpose virtual imagery over your physical environment in mixed reality, Quest Pro generates point clouds which can be shared with other Quest Pros. Users can decide whether they share point cloud data, Meta says in the informational clip, although it’s notably done by using Meta’s servers as a middleman.

This is a fairly substantial change from how local multiplayer works on Quest 2—or doesn’t work—as games typically require some shared room marker that is used to calibrate the relative positions of players within a pre-defined space. This sort of ad hoc local multiplayer can provide variable results in terms of overall ‘avatar-to-person’ tracking fidelity, but by being able to sync up point clouds, you should (in practice) have the highest level of positional accuracy between two players.

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Meta (vis-a-vis Facebook) has been talking about colocation on Quest for a while now. Starting in 2018, the company showed off an arena-scale multiplayer prototype based on VR shooter Dead & Buried, which we hoped would eventually lead to the company opening up colocation services for the Quest platform. Around one year later, the company published code in the Oculus Unity Integration pointing to a colocation API for Quest, although we still seem no closer to colocation on Quest 2.

It’s interesting to see the company is only allowing colocation on Quest Pro for now, its $1,500 mixed reality headset launched in late October. Meta still seems to be refining its value proposition of Quest Pro, and it seems colocation services are very much a ‘pro’ feature.

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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 3,500 articles on the topic. Scott brings that seasoned insight to his reporting from major industry events across the globe.
  • VR

    VR is the future!

  • Bob

    Its $1,500 mixed reality headset launched in late October.”

    You’re welcome.

  • Runesr2

    I wonder how many care for the info in this article. I could not care less.

    Would love to see reviews of Alyx Levitation, Lonn and Hubris. High-end VR experiences – instead of more bottom-end garbage running on phone gpus, like the ultra-low-end Adreno 650.

    • It’s not the GPUs that’re garbage, it’s lazy devs.
      The constant shovelling of zombie tower defense & other kiddie crap confirms that.
      Adrenos are quite capable: MOHAB definatively proves that.
      Imagine having a fine set of oil paints, but using them to draw a hand turkey.
      Thus is the CURRENT sorry state of AIOVR, sadly ….

      • Anonymous

        Yeah seriously. Meta Store curators need to actively approach more App Lab devs finding more novel experiences than just selecting rhythm, relaxing, zombie games all the time.

        • ViRGiN

          to be fair, i’m not aware of a single quality game, or anything that have actual chances becoming anything close to relevant on applab.
          Maybe Tea For God.

          • Anonymous

            One of my favourite is Battlegroup VR, kind of a mix of Star Trek Bridge Crew and Homeworld’s fleet management RTS elements.

            It is far from perfect with many QoL bugs remaining, but the game length and replay value definitely should be Quest Store material eventually. You can almost sense the love the dev give it.

    • Anonymous

      And your high-end experience attract like 1% of all the fund of entire VR industry, barely keeping devs alive?

      Grow up.

    • Octogod

      You’re on the wrong site then.

      This is a technical software and hardware focused website. If you’d like reviews for PC shooters, there are many channels and sites that cater to this.

      Personally, this article had my jaw drop. It’s a massive technical achievement and viable to open up new forms of XR interaction.

    • sfmike

      May I suggest you go to the PlayStation site and give us all a break. PSVR now taking orders.

    • Cl

      You don’t like local multiplayer?

    • ViRGiN

      lol

      You know PCVR has gone horribly wrong when comments like these appear in Quest Pro dedicated subjects

  • Source Caster

    “…through meta servers…”
    Thanks, I’ll pass.

    • ViRGiN

      ah, so you will continue using your quest pro without meta servers?
      interesting.

      • Source Caster

        Well, directly – yes, I don’t use meta servers. And I wouldn’t. Cuz it would cause a huge lag and clunky responsiveness. Good luck trying to synchronize VR space via some remote server.

        • Octogod

          It’s uploading and download a set of vector3 points. Do you think these take any more than a few MBs?

          • ViRGiN

            Don’t expect a slight sense of logic from people like that.

  • ApocalypseShadow

    Lol. When everything else is better, they always fall back to a wire. While they stand in place playing gorilla tag and beat saber as if a wire was attached. Wireless is so freeing.

  • ViRGiN

    wire is VERY unwelcomed, PSVR2 needs absolute best library man could imagine to justify it.

    but you know whats even worse? having to put on the headphones separatly. now THATS something i havent done since 2016 with og vive. that is straight out nonsense.

  • XKARNATION