With Meta’s Quest 3, Mixed Reality Is Here. So Now What?

The New York Times columnist Brian X. Chen tests the Quest 3, which Meta is marketing as the first mainstream mixed-reality headset (Via Meta)
The New York Times columnist Brian X. Chen tests the Quest 3, which Meta is marketing as the first mainstream mixed-reality headset (Via Meta)
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With Meta’s Quest 3, Mixed Reality Is Here. So Now What?

The New York Times columnist Brian X. Chen tests the Quest 3, which Meta is marketing as the first mainstream mixed-reality headset (Via Meta)
The New York Times columnist Brian X. Chen tests the Quest 3, which Meta is marketing as the first mainstream mixed-reality headset (Via Meta)

By Brian X. Chen

Last week, I spent several hours trying Meta’s latest goggles, the Quest 3. They ship next month. The headset runs virtual reality games with a novel twist: While shooting a blaster gun, snatching bats from midair and controlling a robot, I could see the real world through built-in cameras.

This is what Meta and its new rival, Apple, which recently unveiled the $3,500 Vision Pro headset, call “mixed reality” or “spatial computing,” interchangeable terms to describe computers that blend digital data with the physical world.

These immersive computers, the companies say, could eventually become indispensable tools that change the way we live. Imagine reading a holographic recipe in the corner of your eye while cooking, for example, or staring at furniture parts with digital assembly instructions overlaid on them.

But for now, the devices are primarily used for playing games, and killer apps have yet to surface.

Meta’s $500 Quest 3 headset, arriving in stores on Oct. 10 (pre-orders start on Wednesday), has sharper graphics than its predecessor, the Quest 2, which costs $200 less. Its marquee new feature is a set of high-resolution, “pass-through” cameras for seeing the outside world in color. They are a big improvement from the Quest 2’s weaker camera system, which rendered a muddy monochrome picture.

After a two-hour session playing with the Quest 3, I removed the goggles and asked Meta employees the $10 billion question about mixed reality: What’s the point?

Meta’s answer to that is vague. The ability to simultaneously interact with virtual and physical space, the company said, would make it easier for people to feel connected to one another while wearing goggles. That could eventually be useful for collaborating on work tasks. What kind of work? Those apps are actively in development, a Meta spokesman told me.

To market the Quest 3, Meta highlighted mixed reality games. In First Encounters, a space game, I used a blaster gun to shoot a virtual wall, removing pieces of it brick by brick to see into the real world.

In Stranger Things VR, a game based on the popular Netflix series, I took on the role of the show’s antagonist with telepathic powers. I could see virtual cracks embedded into the physical room surrounding me; when I pointed at the cracks and spread my fingers outward to open them up, bats flew out of the chasms. I grabbed them to squish them dead.

In Bam!, I could see other Quest 3 wearers in the room while we controlled miniature robots that battled each other inside a virtual arena. Each player could see a virtual platform containing the arena and adjust it to be level with the physical tabletop in front of them. The game was fun, but seeing others flail around their motion controllers while donning the geeky goggles didn’t improve the game (though it certainly made me feel more self-conscious).

The experience of socializing with others while playing games reminded me of the LAN (local area network) parties of the 1990s, when gamers carried bulky computers to one another’s homes to play together. It was a type of social gathering that feels antiquated now that internet speeds are zippy enough for us to play games online from our own homes.

Some mixed-reality app developers I later interviewed offered more clarity than Meta about the benefits of the technology. Naer is a start-up working on a mixed-reality app for office workers to brainstorm ideas on virtual white boards and sticky notes.

Developers there said that being able to see into the real world while juggling virtual tasks would make the experience less jarring for professionals to wear headsets while working alongside colleagues in an office.

A founder of Naer, which is based in Norway, Sondre Kvam, said: “When you’re fully closed off and somebody taps your shoulder, it’s very uncomfortable.” “But when you’re using mixed reality, you’re still a very much part of the real world — you’re no longer surprised.”

Peeking into the outside world might also make V.R. gaming more comfortable. Tommy Palm, the chief executive of Resolution Games, said that in mixed reality, gamers would probably feel more confident playing games that involved fast movement.

In his game Blaston, where players shoot guns at each other in a virtual arena, people can crouch to avoid digital projectiles. Being able to see around you would help prevent collisions with objects in the room like furniture, he said.

Those examples of mixed reality sound convincing. But after spending a few hours with the Quest 3, I got the impression that the outward-facing cameras won’t solve virtual reality’s most nagging problems with comfort, which will prevent it from becoming a mainstream hit.

Weighing about 0.4 Kg, the headset felt heavy on my head after about 15 minutes, causing neck strain. The graphics were bright and intense on the eyes. Bending over, twisting around and swinging my arms eventually felt exhausting.

So the Quest 3 may be a fun toy to entertain house guests, but most gamers looking for a social experience will probably prefer the old-fashioned setup of sitting on their couch with a game controller.

The New York Times



Siemens Energy Trebles Profit as AI Boosts Power Demand

FILED - 05 August 2025, Berlin: The "Siemens Energy" logo can be seen in the entrance area of the company. Photo: Britta Pedersen/dpa
FILED - 05 August 2025, Berlin: The "Siemens Energy" logo can be seen in the entrance area of the company. Photo: Britta Pedersen/dpa
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Siemens Energy Trebles Profit as AI Boosts Power Demand

FILED - 05 August 2025, Berlin: The "Siemens Energy" logo can be seen in the entrance area of the company. Photo: Britta Pedersen/dpa
FILED - 05 August 2025, Berlin: The "Siemens Energy" logo can be seen in the entrance area of the company. Photo: Britta Pedersen/dpa

German turbine maker Siemens Energy said Wednesday that its quarterly profits had almost tripled as the firm gains from surging demand for electricity driven by the artificial intelligence boom.

The company's gas turbines are used to generate electricity for data centers that provide computing power for AI, and have been in hot demand as US tech giants like OpenAI and Meta rapidly build more of the sites.

Net profit in the group's fiscal first quarter, to end-December, climbed to 746 million euros ($889 million) from 252 million euros a year earlier.

Orders -- an indicator of future sales -- increased by a third to 17.6 billion euros.

The company's shares rose over five percent in Frankfurt trading, putting the stock up about a quarter since the start of the year and making it the best performer to date in Germany's blue-chip DAX index.

"Siemens Energy ticked all of the major boxes that investors were looking for with these results," Morgan Stanley analysts wrote in a note, adding that the company's gas turbine orders were "exceptionally strong".

US data center electricity consumption is projected to more than triple by 2035, according to the International Energy Agency, and already accounts for six to eight percent of US electricity use.

Asked about rising orders on an earnings call, Siemens Energy CEO Christian Bruch said he thought the first-quarter figures were not "particularly strong" and that further growth could be expected.

"Demand for gas turbines is extremely high," he said. "We're talking about 2029 and 2030 for delivery dates."

Siemens Energy, spun out of the broader Siemens group in 2020, said last week that it would spend $1 billion expanding its US operations, including a new equipment plant in Mississippi as part of wider plans that would create 1,500 jobs.

Its shares have increased over tenfold since 2023, when the German government had to provide the firm with credit guarantees after quality problems at its wind-turbine unit.


Instagram Boss to Testify at Social Media Addiction Trial 

The Instagram app icon is seen on a smartphone in this illustration taken October 27, 2025. (Reuters)
The Instagram app icon is seen on a smartphone in this illustration taken October 27, 2025. (Reuters)
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Instagram Boss to Testify at Social Media Addiction Trial 

The Instagram app icon is seen on a smartphone in this illustration taken October 27, 2025. (Reuters)
The Instagram app icon is seen on a smartphone in this illustration taken October 27, 2025. (Reuters)

Instagram chief Adam Mosseri is to be called to testify Wednesday in a Los Angeles courtroom by lawyers out to prove social media is dangerously addictive by design to young, vulnerable minds.

YouTube and Meta -- the parent company of Instagram and Facebook -- are defendants in a blockbuster trial that could set a legal precedent regarding whether social media giants deliberately designed their platforms to be addictive to children.

Rival lawyers made opening remarks to jurors this week, with an attorney for YouTube insisting that the Google-owned video platform was neither intentionally addictive nor technically social media.

"It's not social media addiction when it's not social media and it's not addiction," YouTube lawyer Luis Li told the 12 jurors during his opening remarks.

The civil trial in California state court centers on allegations that a 20-year-old woman, identified as Kaley G.M., suffered severe mental harm after becoming addicted to social media as a child.

She started using YouTube at six and joined Instagram at 11, before moving on to Snapchat and TikTok two or three years later.

The plaintiff "is not addicted to YouTube. You can listen to her own words -- she said so, her doctor said so, her father said so," Li said, citing evidence he said would be detailed at trial.

Li's opening arguments followed remarks on Monday from lawyers for the plaintiffs and co-defendant Meta.

On Monday, the plaintiffs' attorney Mark Lanier told the jury YouTube and Meta both engineer addiction in young people's brains to gain users and profits.

"This case is about two of the richest corporations in history who have engineered addiction in children's brains," Lanier said.

"They don't only build apps; they build traps."

But Li told the six men and six women on the jury that he did not recognize the description of YouTube put forth by the other side and tried to draw a clear line between YouTube's widely popular video app and social media platforms like Instagram or TikTok.

YouTube is selling "the ability to watch something essentially for free on your computer, on your phone, on your iPad," Li insisted, comparing the service to Netflix or traditional TV.

Li said it was the quality of content that kept users coming back, citing internal company emails that he said showed executives rejecting a pursuit of internet virality in favor of educational and more socially useful content.

- 'Gateway drug' -

Stanford University School of Medicine professor Anna Lembke, the first witness called by the plaintiffs, testified that she views social media, broadly speaking, as a drug.

The part of the brain that acts as a brake when it comes to having another hit is not typically developed before a person is 25 years old, Lembke, the author of the book "Dopamine Nation," told jurors.

"Which is why teenagers will often take risks that they shouldn't and not appreciate future consequences," Lembke testified.

"And typically, the gateway drug is the most easily accessible drug," she said, describing Kaley's first use of YouTube at the age of six.

The case is being treated as a bellwether proceeding whose outcome could set the tone for a wave of similar litigation across the United States.

Social media firms face hundreds of lawsuits accusing them of leading young users to become addicted to content and suffer from depression, eating disorders, psychiatric hospitalization, and even suicide.

Lawyers for the plaintiffs are borrowing strategies used in the 1990s and 2000s against the tobacco industry, which faced a similar onslaught of lawsuits arguing that companies knowingly sold a harmful product.


OpenAI Starts Testing Ads in ChatGPT

The OpenAI logo is seen in this illustration taken May 20, 2024. (Reuters)
The OpenAI logo is seen in this illustration taken May 20, 2024. (Reuters)
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OpenAI Starts Testing Ads in ChatGPT

The OpenAI logo is seen in this illustration taken May 20, 2024. (Reuters)
The OpenAI logo is seen in this illustration taken May 20, 2024. (Reuters)

OpenAI has begun placing ads in the basic versions of its ChatGPT chatbot, a bet that users will not mind the interruptions as the company seeks revenue as its costs soar.

"The test will be for logged-in adult users on the Free and Go subscription tiers" in the United States, OpenAI said Monday. The Go subscription costs $8 in the United States.

Only a small percentage of its nearly one billion users pay for its premium subscription services, which will remain ad-free.

"Ads do not influence the answers ChatGPT gives you, and we keep your conversations with ChatGPT private from advertisers," the company said.

Since ChatGPT's launch in 2022, OpenAI's valuation has soared to $500 billion in funding rounds -- higher than any other private company. Some analysts expect it could go public with a trillion-dollar valuation.

But the ChatGPT maker burns through cash at a furious rate, mostly on the powerful computing required to deliver its services.

Its chief executive Sam Altman had long expressed his dislike for advertising, citing concerns that it could create distrust about ChatGPT's content.

His about-face garnered a jab from its rival Anthropic over the weekend, which made its advertising debut at the Super Bowl championship with commercials saying its Claude chatbot would stay ad-free.