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



China's Tencent Says AI Agents Showed Unintended Browsing Behavior

FILE PHOTO: The Tencent logo at the company's headquarters during a government‑organised media trip in Shenzhen, Guangdong province, China, April 17, 2026.  REUTERS/Go Nakamura/File Photo
FILE PHOTO: The Tencent logo at the company's headquarters during a government‑organised media trip in Shenzhen, Guangdong province, China, April 17, 2026. REUTERS/Go Nakamura/File Photo
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China's Tencent Says AI Agents Showed Unintended Browsing Behavior

FILE PHOTO: The Tencent logo at the company's headquarters during a government‑organised media trip in Shenzhen, Guangdong province, China, April 17, 2026.  REUTERS/Go Nakamura/File Photo
FILE PHOTO: The Tencent logo at the company's headquarters during a government‑organised media trip in Shenzhen, Guangdong province, China, April 17, 2026. REUTERS/Go Nakamura/File Photo

Tencent said on Friday that AI agents used to evaluate third-party models displayed web-browsing behavior not intended by the tech giant, in what appears to be the first known incident of rogue agent actions acknowledged by a major Chinese company.

The statement followed a report by AI-safety research group Swarmchasers on Wednesday, which said "rogue" agents running on infrastructure it linked to Tencent Cloud made repeated attempts between September 28 and October 8 to retrieve information from Alibaba's Amap, China's equivalent to Google Maps.

Tencent Hunyuan, the company's artificial ⁠intelligence unit, said in ⁠a post on X that the activity did not originate from its Hunyuan models. Its review found no evidence of deliberate targeting or coordination, Reuters quoted it as saying.

The Swarmchasers researchers said the agents sought information such as the commonly used entrances at Chinese parks, museums and zoos.

The actions are not as egregious as those disclosed by US AI companies which include the hack of ⁠open-source platform Hugging Face by an OpenAI agent and the lodging of a fake homicide tip by an Anthropic agent.

But the disclosure underscores research that shows Chinese AI agents can also misrepresent their identity, conceal failures and try to circumvent testing controls.

Tencent said it took the findings very seriously and was strengthening network access controls and agent monitoring.

Hunyuan is one of China's leading AI model developers, competing with in-house teams at rivals such as Alibaba and ByteDance. ByteDance this week announced the creation of a new unit focused on AI model and agent safety.

Swarmchasers said it used the ⁠word "rogue" to ⁠describe agents taking actions outside their intended scope or completing a task in unintended ways.

After routine automated requests were blocked, the agents tried other methods, including public web tools that could open pages and run code, routing requests through other websites and using Amap keys and security codes found in publicly available software code.

Swarmchasers said it found no evidence that the agents breached Amap's main anti-bot safeguards. Most of the 2,818 attempts it recorded either failed or returned anti-bot pages, login screens or blank results.

Some requests returned information through cached pages and intermediary services, including data on visitor arrivals at Chengdu Zoo, Swarmchasers said. The researchers said they could not determine whether an agent read the result or completed its task.


Anthropic Co-founder Renews Call for Robust Regulation of Frontier AI

AI Research Company Anthropic's Co-Founder and Head of Public Benefit Jack Clark speaks during the Artificial Intelligence and the Global Economy From Risk to Opportunity event of the 2026 Annual Meetings of the IMF and the World Bank Group in Bangkok, Thailand, 16 October 2026. EPA/RUNGROJ YONGRIT
AI Research Company Anthropic's Co-Founder and Head of Public Benefit Jack Clark speaks during the Artificial Intelligence and the Global Economy From Risk to Opportunity event of the 2026 Annual Meetings of the IMF and the World Bank Group in Bangkok, Thailand, 16 October 2026. EPA/RUNGROJ YONGRIT
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Anthropic Co-founder Renews Call for Robust Regulation of Frontier AI

AI Research Company Anthropic's Co-Founder and Head of Public Benefit Jack Clark speaks during the Artificial Intelligence and the Global Economy From Risk to Opportunity event of the 2026 Annual Meetings of the IMF and the World Bank Group in Bangkok, Thailand, 16 October 2026. EPA/RUNGROJ YONGRIT
AI Research Company Anthropic's Co-Founder and Head of Public Benefit Jack Clark speaks during the Artificial Intelligence and the Global Economy From Risk to Opportunity event of the 2026 Annual Meetings of the IMF and the World Bank Group in Bangkok, Thailand, 16 October 2026. EPA/RUNGROJ YONGRIT

Anthropic co-founder Jack Clark renewed calls on Friday for regulating artificial intelligence, saying that allowing companies to continue to operate without robust legislation was like letting a race car loose on the streets at night without brakes.

"It's remarkable to me that the toys I buy for my children are regulated more than the literal super intelligence I work on at my day job," he told an event at the IMF-World Bank's Annual Meetings in Bangkok.

Clark said that US President Donald Trump, whose administration has called for the industry to police itself, was against the idea of regulation but that China was not, said AFP.

"I think it's Formula One at night without maybe brakes in the cars," he said.

He said the lack of clarity around the will for regulation meant "the Formula One car is roaring round and nobody seems to want to put up a guardrail?"

At an industry summit in Dublin on Wednesday, calls to prioritize safety in the development of powerful AI technology dominated the conversation.

Concerns about AI guardrails have soared after models developed by OpenAI and Anthropic were involved in security incidents during testing, piling on pressure to regulate the technology.

A recent Anthropic report suggested small AI models may be only months away from behaving like computer worms, copying themselves from one internet-connected device to the next.

Anthropic has been among those companies calling for governments to step in, even suggesting international coordination to slow down the whole industry -- including Chinese rivals.

That initiative has so far failed to materialize, with companies involved in a hyper-competitive race to attract as much investment as possible.


Meta Releases Open-Weight Muse Spark Model for Coding, Agentic Tasks

The logo of Meta is seen at the entrance of the company's temporary stand ahead of the World Economic Forum (WEF) in Davos, Switzerland January 18, 2025. (Reuters)
The logo of Meta is seen at the entrance of the company's temporary stand ahead of the World Economic Forum (WEF) in Davos, Switzerland January 18, 2025. (Reuters)
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Meta Releases Open-Weight Muse Spark Model for Coding, Agentic Tasks

The logo of Meta is seen at the entrance of the company's temporary stand ahead of the World Economic Forum (WEF) in Davos, Switzerland January 18, 2025. (Reuters)
The logo of Meta is seen at the entrance of the company's temporary stand ahead of the World Economic Forum (WEF) in Davos, Switzerland January 18, 2025. (Reuters)

Meta ‌Platforms on Thursday released an open-weight version of its Muse Spark artificial intelligence model for coding and AI agents, expanding developers' ability to download and adapt the technology.

Open-weight models make trained parameters available for developers to modify, unlike proprietary models ‌that remain under ‌their creators' control. ‌They ⁠can offer businesses ⁠a lower-cost alternative to closed systems.

Meta said Muse Spark has 816 billion total parameters, with 42 billion active at a time, and ⁠can handle a context window ‌of up ‌to 1 million tokens.

The ‌model can run locally on ‌two Apple M5 Ultra Mac Studio computers and is also available through some API providers.

CEO ‌Mark Zuckerberg has argued that advanced AI should ⁠not be ⁠concentrated among a small number of companies.

While open-weight models can give companies greater control over their data, they can require significant computing resources and technical expertise to operate at scale.

In August, Meta released Muse Glimmer, a smaller open-weight model.