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



Nvidia, Joining Big Tech Deal Spree, to License Groq Technology, Hire Executives

The Nvidia logo is seen on a graphic card package in this illustration created on August 19, 2025. (Reuters)
The Nvidia logo is seen on a graphic card package in this illustration created on August 19, 2025. (Reuters)
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Nvidia, Joining Big Tech Deal Spree, to License Groq Technology, Hire Executives

The Nvidia logo is seen on a graphic card package in this illustration created on August 19, 2025. (Reuters)
The Nvidia logo is seen on a graphic card package in this illustration created on August 19, 2025. (Reuters)

Nvidia has agreed to license chip technology from startup Groq and hire away its CEO, a veteran of Alphabet's Google, Groq said in a blog post on Wednesday.

The deal follows a familiar pattern in recent years where the world's biggest technology firms pay large sums in deals with promising startups to take their technology and talent but stop short of formally acquiring the target.

Groq specializes in what is known as inference, where artificial intelligence models that have already been trained respond to requests from users. While Nvidia dominates the market for training AI models, it faces much more competition in inference, where traditional rivals such as Advanced Micro Devices have aimed ‌to challenge it ‌as well as startups such as Groq and Cerebras Systems.

Nvidia ‌has ⁠agreed to a "non-exclusive" ‌license to Groq's technology, Groq said. It said its founder Jonathan Ross, who helped Google start its AI chip program, as well as Groq President Sunny Madra and other members of its engineering team, will join Nvidia.

A person close to Nvidia confirmed the licensing agreement.

Groq did not disclose financial details of the deal. CNBC reported that Nvidia had agreed to acquire Groq for $20 billion in cash, but neither Nvidia nor Groq commented on the report. Groq said in its blog post that it will continue to ⁠operate as an independent company with Simon Edwards as CEO and that its cloud business will continue operating.

In similar recent deals, Microsoft's ‌top AI executive came through a $650 million deal with a startup ‍that was billed as a licensing fee, and ‍Meta spent $15 billion to hire Scale AI's CEO without acquiring the entire firm. Amazon hired ‍away founders from Adept AI, and Nvidia did a similar deal this year. The deals have faced scrutiny by regulators, though none has yet been unwound.

"Antitrust would seem to be the primary risk here, though structuring the deal as a non-exclusive license may keep the fiction of competition alive (even as Groq’s leadership and, we would presume, technical talent move over to Nvidia)," Bernstein analyst Stacy Rasgon wrote in a note to clients on Wednesday after Groq's announcement. And Nvidia CEO Jensen Huang's "relationship with ⁠the Trump administration appears among the strongest of the key US tech companies."

Groq more than doubled its valuation to $6.9 billion from $2.8 billion in August last year, following a $750 million funding round in September.

Groq is one of a number of upstarts that do not use external high-bandwidth memory chips, freeing them from the memory crunch affecting the global chip industry. The approach, which uses a form of on-chip memory called SRAM, helps speed up interactions with chatbots and other AI models but also limits the size of the model that can be served.

Groq's primary rival in the approach is Cerebras Systems, which Reuters this month reported plans to go public as soon as next year. Groq and Cerebras have signed large deals in the Middle East.

Nvidia's Huang spent much of his biggest keynote speech of 2025 arguing that ‌Nvidia would be able to maintain its lead as AI markets shift from training to inference.


Italy Watchdog Orders Meta to Halt WhatsApp Terms Barring Rival AI Chatbots

The logo of Meta is seen at Porte de Versailles exhibition center in Paris, France, June 11, 2025. (Reuters)
The logo of Meta is seen at Porte de Versailles exhibition center in Paris, France, June 11, 2025. (Reuters)
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Italy Watchdog Orders Meta to Halt WhatsApp Terms Barring Rival AI Chatbots

The logo of Meta is seen at Porte de Versailles exhibition center in Paris, France, June 11, 2025. (Reuters)
The logo of Meta is seen at Porte de Versailles exhibition center in Paris, France, June 11, 2025. (Reuters)

Italy's antitrust authority (AGCM) on Wednesday ordered Meta Platforms to suspend contractual terms ​that could shut rival AI chatbots out of WhatsApp, as it investigates the US tech group for suspected abuse of a dominant position.

A spokesperson for Meta called the decision "fundamentally flawed," and said the emergence of AI chatbots "put a strain on our systems that ‌they were ‌not designed to support".

"We ‌will ⁠appeal," ​the ‌spokesperson added.

The move is the latest in a string by European regulators against Big Tech firms, as the EU seeks to balance support for the sector with efforts to curb its expanding influence.

Meta's conduct appeared capable of restricting "output, market ⁠access or technical development in the AI chatbot services market", ‌potentially harming consumers, AGCM ‍said.

In July, the ‍Italian regulator opened the investigation into Meta over ‍the suspected abuse of a dominant position related to WhatsApp. It widened the probe in November to cover updated terms for the messaging app's business ​platform.

"These contractual conditions completely exclude Meta AI's competitors in the AI chatbot services ⁠market from the WhatsApp platform," the watchdog said.

EU antitrust regulators launched a parallel investigation into Meta last month over the same allegations.

Europe's tough stance - a marked contrast to more lenient US regulation - has sparked industry pushback, particularly by US tech titans, and led to criticism from the administration of US President Donald Trump.

The Italian watchdog said it was coordinating with the European ‌Commission to ensure Meta's conduct was addressed "in the most effective manner".


Amazon Says Blocked 1,800 North Koreans from Applying for Jobs

Amazon logo (Reuters)
Amazon logo (Reuters)
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Amazon Says Blocked 1,800 North Koreans from Applying for Jobs

Amazon logo (Reuters)
Amazon logo (Reuters)

US tech giant Amazon said it has blocked over 1,800 North Koreans from joining the company, as Pyongyang sends large numbers of IT workers overseas to earn and launder funds.

In a post on LinkedIn, Amazon's Chief Security Officer Stephen Schmidt said last week that North Korean workers had been "attempting to secure remote IT jobs with companies worldwide, particularly in the US".

He said the firm had seen nearly a one-third rise in applications by North Koreans in the past year, reported AFP.

The North Koreans typically use "laptop farms" -- a computer in the United States operated remotely from outside the country, he said.

He warned the problem wasn't specific to Amazon and "is likely happening at scale across the industry".

Tell-tale signs of North Korean workers, Schmidt said, included wrongly formatted phone numbers and dodgy academic credentials.

In July, a woman in Arizona was sentenced to more than eight years in prison for running a laptop farm helping North Korean IT workers secure remote jobs at more than 300 US companies.

The scheme generated more than $17 million in revenue for her and North Korea, officials said.

Last year, Seoul's intelligence agency warned that North Korean operatives had used LinkedIn to pose as recruiters and approach South Koreans working at defense firms to obtain information on their technologies.

"North Korea is actively training cyber personnel and infiltrating key locations worldwide," Hong Min, an analyst at the Korea Institute for National Unification, told AFP.

"Given Amazon's business nature, the motive seems largely economic, with a high likelihood that the operation was planned to steal financial assets," he added.

North Korea's cyber-warfare program dates back to at least the mid-1990s.

It has since grown into a 6,000-strong cyber unit known as Bureau 121, which operates from several countries, according to a 2020 US military report.

In November, Washington announced sanctions on eight individuals accused of being "state-sponsored hackers", whose illicit operations were conducted "to fund the regime's nuclear weapons program" by stealing and laundering money.

The US Department of the Treasury has accused North Korea-affiliated cybercriminals of stealing over $3 billion over the past three years, primarily in cryptocurrency.