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Meta Quest 3

The Meta Quest 3 is a standalone mixed-reality headset used in the infrastructure for immersive stimulus presentation, virtual and augmented experimental environments, and interaction studies. It runs applications on-device without a tethered computer, and can also render content streamed from a PC.

In the context of this infrastructure, the Quest 3 is primarily used as a stimulus presentation and interaction platform that can be combined with EEG, fNIRS and eye-tracking systems.

Meta Quest 3

Image © Meta Platforms, Inc. Used for documentation and identification purposes.


Overview

Quest 3 is an all-in-one headset based on Meta Horizon OS (an Android-derived platform). It uses inside-out tracking, so no external base stations or wall-mounted sensors are required. Full-colour passthrough cameras allow mixed-reality applications in which virtual content is overlaid on the real room.

Two operating modes are relevant for experiments:

  • Standalone — the application runs on the headset itself. Best for mobility and for setups where cables would interfere with other sensors.
  • PC-tethered / streamed — the application runs on a workstation and is rendered to the headset over Link (USB-C) or Air Link / Steam Link (Wi-Fi). Best when the experiment requires desktop-class rendering or tight integration with acquisition software running on the PC.

No eye or face tracking

Unlike the Meta Quest Pro, the Quest 3 does not include eye-tracking or face-tracking cameras. Studies that require gaze data in VR must either use a separate eye tracker or plan a different headset. See the Pupil Core and Pupil Neon pages for the eye-tracking systems available in the infrastructure.

The device is used here for research purposes only. It is a consumer product and is not a medical device.


Technical Specifications

Chipset Qualcomm Snapdragon XR2 Gen 2
Memory 8 GB LPDDR5
Storage 128 GB / 512 GB (depending on unit)
Display 2 × LCD, 2064 × 2208 pixels per eye
Pixel density ≈ 1218 PPI, ≈ 25 pixels per degree
Refresh rate 72 Hz / 90 Hz / 120 Hz
Optics Pancake lenses
Field of view ≈ 110° horizontal, ≈ 96° vertical
IPD adjustment Continuous, approx. 53–75 mm
Passthrough Full colour, 4 MP, ≈ 18 pixels per degree
Tracking 6DoF inside-out, no external sensors
Hand tracking Supported (articulated hand model)
Controllers Touch Plus (no tracking rings)
Connectivity Wi-Fi 6E, Bluetooth 5.2, USB-C
Audio Integrated spatial audio, dual microphones, 3.5 mm jack
Battery life ≈ 2–2.5 hours of active use
Weight ≈ 515 g including strap
Operating system Meta Horizon OS

Exact figures depend on firmware version and on the specific unit configuration. Always confirm against the current manufacturer specifications before citing them in a publication.


System Components

The standard kit includes:

  • Meta Quest 3 headset
  • Two Touch Plus controllers (with batteries)
  • Charging cable and power adapter
  • Standard fabric head strap
  • Spacer for use with glasses
  • Silicone or fabric face interface cover (for hygiene during shared use)

Accessories available or recommended for lab use:

  • Rigid head strap with integrated battery, for longer sessions
  • Additional face interfaces, so each participant group can use a clean one
  • Link cable (USB-C, high-bandwidth) for PC-tethered rendering

Setup Summary

1. Before the session

  • Charge the headset and both controllers fully. Battery life is short relative to a typical experimental session.
  • Confirm that the required application is installed and that the headset firmware is at the version used for the rest of the study. Do not allow automatic updates mid-study — a firmware change can alter rendering timing and break comparability across participants.
  • Wipe the face interface and lenses (see Cleaning and Hygiene below).
  • Clear the physical play area of obstacles, cables, and other equipment.

2. Boundary and safety

  • Define a Guardian boundary appropriate to the task. Use a stationary boundary for seated experiments, which is safest when the participant is also wired to EEG or fNIRS equipment.
  • Confirm that the participant cannot reach walls, furniture, or the amplifier while wearing the headset.
  • A researcher must remain in the room whenever a participant is wearing the headset.

3. Fitting

  1. Adjust the strap so the weight rests on the forehead and back of the head, not on the cheekbones.
  2. Set the IPD using the continuous adjustment until the image is sharp and comfortable.
  3. Fit the glasses spacer if the participant wears glasses.
  4. Verify that the headset does not press against EEG electrodes, fNIRS optodes, or eye-tracking hardware if these are worn simultaneously.

4. Comfort checks

  • Ask the participant to report any discomfort, blurring, or nausea before starting.
  • Plan breaks for sessions longer than roughly 20–30 minutes.
  • Stop the session immediately if the participant reports motion sickness, dizziness, or eye strain.

Use with Other Modalities

Combining a headset with brain-sensing equipment introduces both physical and methodological constraints.

Physical fit. The head strap competes for the same scalp surface as EEG caps and fNIRS headbands. Check for pressure over electrodes or optodes before every session — pressure produces both participant discomfort and signal artifacts. For gel-based systems, verify that the strap does not displace electrodes when the headset is put on or removed.

Motion artifacts. VR tasks encourage head and body movement, which is a major noise source for EEG and fNIRS. Design tasks accordingly, and consider using the headset's internal motion data alongside the sensors' own IMU data during artifact handling.

Synchronisation. The headset does not expose an LSL stream natively. In practice, marker streams are generated by the experimental application itself — for example, a Unity application that opens an LSL outlet and sends event markers as the participant progresses through the task. These markers are then recorded alongside the EEG, fNIRS or eye-tracking streams.

See the Multimodal Data Acquisition page for the general synchronisation approach used in the infrastructure.


Development and Experimental Applications

Experiments are normally built in a game engine and deployed to the headset:

  • Unity with the Meta XR SDK (the most common route in the infrastructure)
  • Unreal Engine with the Meta XR plugin
  • OpenXR for engine-independent development
  • WebXR for browser-based experiences

Two deployment models are possible: building an Android package (APK) that runs standalone on the headset, or running the application on a PC and streaming the rendered view to the headset. The second option keeps the experiment on the same machine as the acquisition software, which simplifies logging and synchronisation.


Cleaning and Hygiene

The headset touches the participant's face and is shared between users, so cleaning after every session is mandatory.

  • Face interface: wipe after each participant. Use only non-alcohol-based wipes on foam or fabric interfaces; silicone interfaces can be cleaned with a damp cloth and mild soap and dried fully.
  • Lenses: clean with a dry microfibre cloth only. Never use alcohol, cleaning sprays, or abrasive cloths — these will permanently damage the lens coating.
  • Straps and controllers: wipe with a slightly damp cloth. Do not soak.
  • Storage: store the headset with the lenses facing away from direct sunlight. Sunlight focused through the lenses will permanently burn the display panels, even when the headset is switched off.

Sunlight damage

Never leave the headset where direct sunlight can reach the lenses. This is the single most common cause of irreversible damage to these devices.


Participant Considerations

  • Ask about susceptibility to motion sickness before the session.
  • Photosensitive epilepsy is a contraindication for immersive visual stimulation. Screening for this must be included in the study protocol and ethics application.
  • Participants who wear glasses should use the spacer; contact lenses are usually more comfortable under a headset.
  • Inform participants that the passthrough cameras are active, and describe in the consent form what, if anything, is recorded from them.

More Information

Manufacturer specifications and support: https://www.meta.com/quest/quest-3/

Developer documentation: https://developers.meta.com/horizon/

Manufacturer: Meta Platforms, Inc.

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