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Meta Quest 3 vs Apple Vision Pro

Both devices below are described from their manufacturers’ own specification pages. Where a row does not apply to one of them, it says so rather than showing a dash — that is a different statement from “the maker does not publish it”.

Differences you can see

Pictures first, table second. Every chart is computed from the same published fields you can read below it — nothing here is an illustration.

  • Meta Quest 3
  • Apple Vision Pro

Resolution per eye

Panels at true pixel scale, one inside the other.

The sharpest panel here has 157% more pixels per eye than the softest — that is what you gain on small text inside a scene.

Field of view

Seen from above. The grey area is roughly the human binocular field (~200°).

  • Meta Quest 3110° horizontal
  • Apple Vision Pro100° horizontal

The widest field here is 110°, the narrowest 100°. A pair of human eyes covers about 200° — even the best of these shows less than two thirds of that.

Weight

On the whole catalogue’s scale, from 30 g to 830 g.

Meta Quest 3515 g
Apple Vision Pro478 g*
30 g830 g

Battery

On the whole catalogue’s scale, from 45 min to 2880 min.

Meta Quest 3132 min
Apple Vision Pro150 min
45 min2880 min

Launch price

On the whole catalogue’s scale, from $199 to $38500.

Meta Quest 3$499
Apple Vision Pro$3499
$199$38500

IPD range

Against the 54–74 mm range most adults fall into.

Meta Quest 353–75 mm
Apple Vision Pro51–75 mm
49 mm77 mm

The grey band is people, not hardware. Where a coloured bar stops short of it, that share of a team cannot set the headset to their eyes — and a badly set distance is the usual cause of headaches after twenty minutes.

On sale, and supported

Two different questions: how long you can still buy it new, and how long the manufacturer keeps updating it. The dashed line is the end of a three-year training programme (2029).

Meta Quest 3 on sale since 2023 · support until 2028

Apple Vision Pro on sale since 2025 · no published end of support

available newmanufacturer support after the last sale

20222030

Sold and supported are not the same thing. A model can leave the shelves while its maker keeps shipping software to the units you already own — and it can stay on the shelves with no published support commitment at all.

What actually differs

Computed from the two records, most decisive first.

  • Device type

    Meta Quest 3
    Standalone VR, also PC-powered
    Apple Vision Pro
    Standalone VR
  • Runs Skillsive apps

    Meta Quest 3
    Yes
    Apple Vision Pro
    No
  • Price band

    Meta Quest 3
    Mid range
    Apple Vision Pro
    Premium
  • Launch price

    Meta Quest 3
    $499
    Apple Vision Pro
    $3499
  • Performance

    Meta Quest 3
    4 / 5 — current flagship
    Apple Vision Pro
    5 / 5 — desktop-class
  • Resolution per eye

    Meta Quest 3
    2064x2208
    Apple Vision Pro
    3660x3200
  • Field of view

    Meta Quest 3
    110° horizontal
    Apple Vision Pro
    100° horizontal
  • Brightness

    Meta Quest 3
    100 nits
    Apple Vision Pro
  • Refresh rate

    Meta Quest 3
    72/90/120 Hz
    Apple Vision Pro
    90/96/100/120 Hz
  • Weight

    Meta Quest 3
    515 g
    Apple Vision Pro
    478 g
  • Controller tracking

    Meta Quest 3
    6DoF
    Apple Vision Pro
    None (hands only)
  • Battery

    Meta Quest 3
    132 min
    Apple Vision Pro
    150 min

They match on 15 further specifications.

Our verdict

For training a workforce, Quest 3 — the budget that buys one Vision Pro buys a shareable fleet with a support path. Vision Pro earns its place as a demonstration device for executives or clients, where the point is to show what the best mixed reality feels like rather than to put twenty people through a safety module before lunch.

Full specification, row by row

66 of 90 rows differ.

Specifications of the selected headsets, one column per model
Specification
ManufacturerWho makes it — and who you buy support from.MetaApple
CategoryWhich kind of product this is. It decides which rows below make sense at all.VR — standaloneVR — standalone
Device typeWhere the computing happens, and therefore what you need to run it.Standalone VR, also PC-poweredStandalone VR
AnnouncedThe day it was shown, which is not the day it shipped.2023-06-012025-10-21
ReleasedYear the model went on sale. Older is not automatically worse in this category.20232025
AvailabilityWhether you can still order it new today.On saleOn sale
Support endsThe date the manufacturer stops supporting it. Decisive for a fleet you are about to buy.2028-10-10Support ends: not published by the manufacturer
PanelThe screen type. micro-OLED gives deeper blacks and higher contrast; LCD is brighter and cheaper.LCDmicro-OLED
OpticsThe lenses in front of the panel. Pancake stays sharp closer to the edges than older Fresnel, which decides how much a trainee has to aim their head to read something.Pancake lensesCatadioptric (Apple)
Eyes coveredOne eye or both. Over a full shift this is a real difference in fatigue.Both eyesBoth eyes
Resolution per eyePixels delivered to each eye. Higher means small text and labels stay readable.2064x22083660x3200*iFixit teardown
Refresh rateImages per second. Higher feels smoother and helps people prone to motion discomfort.72/90/120 Hz90/96/100/120 Hz
Field of viewHow much of your view the image covers. Bigger is more immersive, not automatically better for work.110° horizontal100° horizontal*VRcompare estimate
Pixel densityPixels per degree of view — the honest way to compare sharpness between a headset and a pair of glasses. Higher is sharper. Only shown where somebody published it; we never compute it ourselves.Pixel density: not published by the manufacturerPixel density: not published by the manufacturer
BrightnessIn a plant or outdoors, brightness decides legibility more than resolution does.100 nitsBrightness: not published by the manufacturer
WeightThe device alone. Anything above roughly 150 g is felt within an hour.515 g478 g*UploadVR, measured without Light Seal and band
Visible field of viewWhat the eye actually sees through the optics, by axis.Visible field of view: not published by the manufacturerVisible field of view: not published by the manufacturer
Rendered field of viewWhat the device draws. Never smaller than what you see.108° horizontal · 98.25° vertical · 113.3° diagonalRendered field of view: not published by the manufacturer
Binocular overlapWhere both eyes see the same thing — this is where depth happens.80°65°
Average pixel densityPixels per degree across the image. More is sharper.18.8 PPD horizontal (computed)Average pixel density: not published by the manufacturer
Peak pixel densityThe sharpest point, usually the centre of the lens.25 PPDPeak pixel density: not published by the manufacturer
Subpixel layoutHow the coloured dots sit in a pixel. A stripe looks cleaner on text than PenTile.RGB stripe · 3 subpixels per pixelSubpixel layout: not published by the manufacturer
Foveated renderingWhether detail is dropped outside where you look, to save performance.FixedDynamic
PassthroughWhat the front cameras give you: colour, grayscale, or nothing.ColourColour
Passthrough camerasResolution, density and frame rate of that camera feed.18 PPDPassthrough cameras: not published by the manufacturer
IPD adjustmentMatching lens spacing to the eyes. Motorised is fastest when one headset passes between people.ManualMotorised
IPD rangeHow far the lenses travel to match eye spacing. A narrow range excludes part of any group of adults, which matters when one headset is shared.53–75 mm51–75 mm
Works with glassesWhether people who wear glasses can use it — fits over them, or takes prescription lens inserts.YesYes
Vision correctionHow somebody who wears glasses uses it, and in what dioptre range.Official lens inserts · -10 to 6 DOfficial lens inserts
DimensionsWidth, height and depth of the device itself.Dimensions: not published by the manufacturerDimensions: not published by the manufacturer
Weight with strapWith the strap it ships with — the weight you actually wear.Weight with strap: not published by the manufacturerWeight with strap: not published by the manufacturer
Head strapSoft band or a rigid one. Decides how the weight sits over an hour.Soft strapRigid strap with a dial
MaterialsShell and facial interface, in the vendor’s words.Plastic · foam facial interfaceAluminium · glass · fabric facial interface
ColoursColours the manufacturer sells it in.WhiteSilver · Black
Haptics in the headsetVibration in the headset itself, not in the controllers.NoHaptics in the headset: not published by the manufacturer
TrackingWhether content stays put in the room (6DoF), follows head rotation (3DoF) or is simply fixed.inside-out 6DoFinside-out 6DoF
Base stationsWhether boxes have to be mounted on the walls before it works.Not neededNot needed
Tracking camerasHow many cameras it uses to know where it is.46
Tracking rateHow often position is recalculated. Higher is steadier.Tracking rate: not published by the manufacturerTracking rate: not published by the manufacturer
Depth sensorA dedicated sensor for distance, on top of the cameras.YesYes
Hand trackingWhether bare hands can operate the interface, without a controller or the phone.YesYes
Eye trackingThe headset knows where the trainee is looking. Enables sharper rendering where they look, and attention analytics.NoYes
Face trackingTracks facial expression — for avatars, not for training scenarios.NoYes
Body trackingHow much of the body the device knows about. Estimated legs are not tracked legs.Upper body, legs estimatedNone
Controllers includedWhether motion controllers come in the box, or are bought separately — or the device is hands-only.YesNo
Controller modelThe manufacturer's own name for the controller.Meta Quest Touch Plus Controllersdoes not apply to this class
Controller tracking6DoF controllers track position and rotation, so a hand reaches in space; 3DoF only point. “None” means hands only.6DoFNone (hands only)
Finger tracking on the controllerWhether the controller senses individual fingers, and how.Capacitive (partial)does not apply to this class
Controller inputsButtons, sticks and triggers the controller offers.Capacitive face buttons · capacitive joystick · capacitive touch pad · capacitive index trigger · middle finger triggerdoes not apply to this class
Controller hapticsVibration feedback in the hand.Yesdoes not apply to this class
Controller powerDisposable cells or a built-in rechargeable — a fleet question.AA batteriesdoes not apply to this class
Controller weightOne controller, as the vendor weighs it.Controller weight: not published by the manufacturerdoes not apply to this class
Other input methodsWays in beyond controllers and bare hands.Other input methods: not published by the manufacturerVoice · Look and pinch
PerformanceHow much the headset can run — sharper scenes, more objects, smoother mixed reality. Higher is better.
Very good
Highest — the heaviest scenes
ProcessorThe processor and memory inside. This is what the performance grade above is derived from.Snapdragon XR2 Gen 2Apple M5
CPUCores and clocks, where the manufacturer publishes them.Octa-core Kryo (1 x 3.19 GHz, 4 x 2.8 GHz, 3 x 2.0 GHz)10-core (4 x 4.6 GHz, 6 x 3.0 GHz)
GPUThe graphics part of the chip.Adreno 740Apple M5 10-core GPU
MemoryRAM on the device. Together with the chipset it sets how complex a scene can be.8 GB16 GB
PlatformThe platform an application is built against — and what an MDM has to speak.Meta Horizon OSvisionOS 26
StorageOn-board space for downloaded courses. More matters for an offline library in several languages.512 GB256 GB · 512 GB · 1024 GB
SD card slotWhether storage can be added with a card.NoNo
BatteryRuntime as the manufacturer states it. A hot-swappable pack matters more than the figure.132 min150 min
Battery capacity (Wh)Energy in the cell. Bigger is longer, given the same power draw.19.44 Wh*iFixit teardown, reported by UploadVRBattery capacity (Wh): not published by the manufacturer
Battery capacity (mAh)The same fact in the other unit vendors use. We never convert between the two.5060 mAhBattery capacity (mAh): not published by the manufacturer
Charge timeFrom empty to full. Rarely stated by the manufacturer, so it usually comes from whoever timed it.138 minCharge time: not published by the manufacturer
ChargerPower of the supplied charger — it decides the charge time above.18 W40 W
External batteryBattery on a cable or a puck instead of on the head.NoYes
Charging caseExtra runtime carried in the case the glasses ship with.Charging case: not published by the manufacturerCharging case: not published by the manufacturer
Hot-swap batteryWhether a charged battery can replace the empty one without ending the session. This is what decides if a headset can hold an all-day training station.NoNo
Runs Skillsive appsOur own statement about whether Skillsive training applications run on it today.YesNo
Suitable for trainingOur judgement on whether it survives real deployment: comfort, hygiene, fleet management.YesNo
Kiosk mode / MDMVendor tooling to enrol devices, push an app and lock the headset to it. Practically required above ten devices.NoNo
Business tierAn official business tier, so devices belong to the company rather than to employees’ personal accounts.NoNo
Swappable facial interfaceRemovable, wipeable face padding. A consumable, and the difference between shared use and complaints.YesYes
CertificationsIndustrial certifications stated on the manufacturer's own page. Empty means unconfirmed, never "probably fine".CECertifications: not published by the manufacturer
PortsPhysical sockets and charging contacts.USB Type-C · charging contactsUSB Type-C
Wi-FiThe Wi-Fi generation — it decides how well wireless streaming holds up.6E6
BluetoothFor controllers, headphones and accessories.5.25.3
Video from a computerWhether a computer can drive it, over a cable or wirelessly.Over a cable · Wireless (Oculus Link)Video from a computer: not published by the manufacturer
AudioBuilt-in sound. Matters most where somebody has to hear a remote expert while working.Built-in speakers · Headphone jackBuilt-in speakers
MicrophoneBuilt-in microphone — the other half of talking to a remote expert.YesYes
MicrophonesHow many. An array picks a voice out of a noisy hall; one does not.Microphones: not published by the manufacturer6
Price bandThe band it sits in, rather than a price that goes stale.Mid rangePremium
Launch priceThe manufacturer's launch price. Fixed history, so it never goes stale.$499$3499
Price by configurationWhat each configuration cost at launch.Price by configuration: not published by the manufacturerPrice by configuration: not published by the manufacturer
Price todayApproximate current net price in USD — a general figure, since these barely differ between regions once tax is stripped out. A snapshot from the date shown, not an offer.$599.99$3499
Comfort (from reviews)How it wears over a full session. Scored from agreement between independent reviewers, not from our own testing.3 / 5Reviewers agree the centre of mass sits closer to the face than on Quest 2, so it feels lighter than its 515 g suggests. They split on the bundled soft strap: UploadVR found it fine for about an hour, Road to VR called it as poor as Quest 2's. For shared training, budget for a rigid strap.Road to VR review,UploadVR reviewComfort (from reviews): not published by the manufacturer
Edge clarity (from reviews)Sharpness away from the centre of the lens. Scored from agreement between independent reviewers.Edge clarity (from reviews): not published by the manufacturerEdge clarity (from reviews): not published by the manufacturer
Tracking reliability (from reviews)How tracking holds up in poor light and fast movement. Scored from agreement between independent reviewers.Tracking reliability (from reviews): not published by the manufacturerTracking reliability (from reviews): not published by the manufacturer
Hand tracking quality (from reviews)How usable controller-free hand tracking is in a training scenario. Scored from agreement between reviewers.4 / 5Rated on agreement rather than our own testing: UploadVR finds less jitter, better accuracy and better handling of overlapping hands than PSVR2, and Road to VR reports Meta still shipping measurable improvements. Not a 5 because fast motion and low light still cost tracking.UploadVR, Quest 3 vs PSVR2 hand tracking,Road to VR, hand-tracking upgradeHand tracking quality (from reviews): not published by the manufacturer

“—” means the manufacturer does not publish that figure. “≈” with an asterisk means it was measured by somebody else — follow the asterisk for who. Prices are an indicative net figure in USD, a snapshot from the date on each model page, not an offer.

Product and company names used here are the trademarks of their respective owners and appear only to identify the hardware being compared. We are not affiliated with, sponsored by or endorsed by any of these manufacturers. Illustrations are our own.