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Meta Quest 2 — Advanced All-In-One Virtual Reality Headset — 128 GB
| Brand | Meta Quest |
| Connectivity Technology | Wi-Fi |
| Included Components | Quick Start Guide, Power Adapter (US, UK, EU, AU), Glass Spacer, 2 AA Batteries, Safety & Warranty Guide, Charging cable, VR headset, 2 Touch Controllers (L&R) See more |
| Compatible Devices | Personal Computer |
| Model Name | 899-00187-02 |
| Item Dimensions LxWxH | 10.24 x 7.36 x 4.96 inches |
| Field Of View | 95 Degrees |
| Item Weight | 1760 Grams |
| Platform | Meta Quest 2 |
| Controller Type | Remote Control |
About this item
- Buy Meta Quest 2. Get Beat Saber
- Get the hit VR rhythm game included when you buy Meta Quest 2**
- Keep your experience smooth and seamless, even as high-speed action unfolds around you, with a super-fast processor and high-resolution display
- Experience total immersion with 3D positional audio, hand tracking and haptic feedback, working together to make virtual worlds feel real
- Explore an expanding universe of over 250 titles across gaming, fitness, social/multiplayer and entertainment, including exclusive blockbuster releases and totally unique VR experiences.Travel universes in blockbuster fantasies, scare yourself witless in horror adventures or collaborate with colleagues in innovative workspaces.
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This item Meta Quest 2 — Advanced All-In-One Virtual Reality Headset — 128 GB | Oculus Quest All-in-one VR Gaming Headset – 64GB | Meta Quest 2 Resident Evil 4 bundle with Beat Saber 256 GB — Advanced All-In-One Virtual Reality Headset, Light Grey | Oculus Go Standalone Virtual Reality Headset - 32GB - Xbox 360; Xbox | Meta Quest 2 Active Pack | |
|---|---|---|---|---|---|
| | | | | ||
| Customer Rating | 4.7 out of 5 stars (6053) | 4.7 out of 5 stars (9494) | 4.7 out of 5 stars (815) | 4.1 out of 5 stars (1646) | 4.4 out of 5 stars (198) |
| Price | From $225.00 | $537.33$537.33 | $529.99$529.99 | $290.23$290.23 | $69.99$69.99 |
| Sold By | Available from these sellers | Happy Store Japan | Super Prime Shop | Ohana-RM | Amazon.com |
| Brand Name | Meta Quest | Oculus | Meta Quest | Oculus | Meta Quest |
| Compatible Devices | Personal Computer | — | Smartphone, Personal Computer | — | — |
| Connectivity Technology | Wi-Fi | Bluetooth | Wi-Fi | USB | — |
| Field Of View | 95 degrees | — | 360 degrees | 180 degrees | — |
| Item Weight | 3.88 lbs | 4.57 lbs | 2.20 lbs | 1.00 lbs | 1.76 ounces |
| Platform | Meta Quest 2 | Meta | Meta Quest 2 | Xbox 360, Xbox | Meta Quest |
Videos
Videos for this product

13:25
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What is it like working out with the OCULUS?
😁 Real Reviews with Steph

Videos for this product

11:34
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Meta quest 2 Unboxing, set-up and first impressions!
Samuel Jones

Videos for this product

6:39
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Meta Quest 2 - Overview & Four Amazing Puzzle Games!
Drone Valley

Videos for this product

0:50
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Oculus Quest 2
Merchant Video
What's in the box
Product information
| Product Dimensions | 10.24 x 7.36 x 4.96 inches |
|---|---|
| Item Weight | 3.88 pounds |
| ASIN | B0973RP7H3 |
| Item model number | 899-00187-02 |
| Batteries | 4 AA batteries required. (included) |
| Customer Reviews |
4.7 out of 5 stars |
| Date First Available | August 1, 2021 |
| Manufacturer | Oculus |
| Language | English |
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Product Description
Step inside new realities with Meta Quest 2, our most advanced VR system yet. Explore new dimensions of gaming, social and entertainment or revolutionise your fitness regime. Using only the Meta Quest smartphone app, your Facebook account and a wireless internet connection, you’ll be ready to go within minutes. Immerse yourself in cinematic, 3D positional audio and mind-blowing high-resolution graphics in every experience. With intuitive controls, comfort-led design and an integrated battery giving up to three hours of gameplay, you can explore VR deeper and further for longer. There’s no end to what you can play, create and discover with Meta Quest 2. Meta Quest packaging will continue to carry the Oculus name and logo during the transition to our new branding.
Customer reviews
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To calculate the overall star rating and percentage breakdown by star, we don’t use a simple average. Instead, our system considers things like how recent a review is and if the reviewer bought the item on Amazon. It also analyzed reviews to verify trustworthiness.
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Reviewed in the United States 🇺🇸 on March 18, 2023
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Not "Why didn't they just <insert naive non-developer idea>", but rather a mountain of smaller, fixable issues which get in the way of general use.
---Specs/Features---
It feels like the device is constantly at the limits of what it's able to perform in terms of tracking.
It's smooth, and responsive, but imprecise enough to be uncomfortable.
For example, you could be sitting at your desk getting set up, with nothing running and the view will be jumping around, sometimes glitching, getting the depth all wrong.
(Not while connected to anything, just the base, standalone experience).
As you tilt your head you'll see that it's tracking that movement, but it doesn't match reality.
(Much more obvious with the passthrough enabled)
The boundary guardian is a fantastic feature in theory, but in reality it's quite poorly implemented:
- The device often misjudges where the floor is
- The room scale boundary is overlaid over your games and can be incredibly distracting.
- Often I find myself shuffling half steps to avoid the perimeter mesh getting in the way, which kills immersion.
- And when it does appear, it's rendered with very thick, unmissable lines, which kills immersion.
- Sometimes it can completely miss a rather large object, like a chair. Definitely kills immersion.
- I've walked into a whiteboard because the cameras couldn't work out what it was.
- Sometimes it'll get it wrong and you'll be 3ft tall in a game.
I would almost prefer it was constantly, dimly visible so that I didn't have to guess when I was about to walk into something, and could tune it out (rather than something which flashes into existence, taking your attention)
---Comfort---
Initially, the tracking is fine, but it suffers from many small issues
- First, as mentioned it often misjudges my height (I'm the only one using the device), contributing to a sense of unreality and nausea
- Secondly, the scale can be completely off. Sometimes you feel giant, sometimes you feel 2 feet tall.
- Often, how far you move your head in VR doesn't match real life, so when taking the device off you might suffer a brief sense of outer body uneasiness for a while.
Often, the device will reset your view, re-rearranging all of your windows.
So for example when I open Oculus connect, I'm presented with my PC screen.
The virtual screen is far too close to my face, and so low down that it's behind the tool bar.
Every so often the layout becomes messed up, so I reset it.
And the screen goes back to being far too close to my face, behind the tool bar.
So I fix it, fix it.. then the keyboard pops up, jutting into the other windows, at a weird angle, blocking something which is already blocked.
At an angle which is awkward to type on.
And the windows can totally z-fight, which somehow looks like it messes with the video encoding for surrounding areas.
Also, when I lift my virtual pc screen up to reposition it (from being blocked by the toolbar), it doesn't stay where I leave it; rather it snaps to some default positions which are either
A- way up too high
B- down behind the tool bar where I can't reach certain things.
Given how many issues there are with this device though, one of the most frustrating things is:
- take the device off to check your screen
- reconnect
- put device back on (needs 3 hands, honestly, the strap is annoying, so I end up pressing my greasy face into the lenses)
- find the controllers, get them in the right hands
- windows are messed up again
- reposition things
- <game> not responding properly, because you took the thing off
(over and over and over)
There is a "pass through" feature when you double tap the side of the device to see the real world.
It's alright, but you're essentially viewing a stitched-together view generated from the tracking cameras.
They're far too low quality to for example type, use the computer, etc.
The other issue, is that it's quite laggy... it doesn't respond instantly, and sometimes not at all.
So if someone's talking to you, it can take a second.
WIFI is quite freeing, but of course, it's lower quality and to me feels a touch slower, so I tend to use the cable.
But the cable is very heavy. It's very easy to get it under your feet, and you find yourself turning e.g. 3 lefts instead of a right to untangle.
That breaks the immersion far too quickly.
The device isn't too heavy, I can move around just fine, and my neck has never become sore, but it's not a fantastic fit.
Often it rests on my nose because the constant on/off loosens the strap, and this restricts my breathing a bit.
The lenses do steam up from time to time, causing lens flare.
(Though, even without lens flare, it's very easy to see the Fresnel lenses)
When interacting in VR, you often have to go right up to something to be able to touch it.
It really highlights 2 things:
A: The disconnect between the scale of your real and virtual bodies
B: You're standing unnaturally close to a 3D rendered surface, so can see surface imperfections, edges, pixelation, etc, breaking immersion
If you suffer from photosensitive epilepsy or don't enjoy strobing, I'm not sure you'd enjoy this.
A good few times, something has glitched out and started flashing rapidly at 30-60 fps.
I find it quite unsettling.
Lastly, in warmer weather, my forehead was getting quite irritated from the foam.
A smoother more breathable foam padding would be great.
Connectivity---
The initial oculus software setup was fine... I made a new account and set it up without much fuss.
But it did want a lot of information for something I'd already bought. Not happy about that, honestly.
The Oculus app comes in around 10gb, which is a little over the top in my opinion, but I can deal.
But if you're connecting to a PC, you will have to account for the almost 700mb of ram it will take, on top of whatever other game + client + OS + launcher you're running.
It's not lightweight.
And the cable connection is really "iffy".
Sometimes it works just fine... sometimes it doesn't.
I have a beefy machine running little else, it should be fine.
The device doesn't seem to know whether the cable is plugged in, so you can ask it to look for a PC and it'll happily sit there doing that to no end if your cable is defective, not plugged in, if there are driver issues, etc.
Sometimes you'll get a little buzz like when connecting a phone to a charger, but there have been times where this didn't happen.
Generally, *once it's connected* it's stable, though often I'll have to reconnect 2-3 times to prevent shaky, glitchy graphics.
(Which means, device off, reconnect, find controllers, device on, mess with windows, re-center your view, etc)
---Games/Experiences---
There's generally not a lot to make me want to stay in VR that long.
I shouldn't talk about individual games, because they are different products, however, generally, the availability of quality, long form, immersive content is lacking, aside from a few standouts.
Many of the games too feel like either:
A: an "experience" (something you try once or twice)
B: poorly optimised for VR, with clunky, inconsistent controls.
Many suffer from weird scaling issues.
There are a few standout titles though, and it can be quite relaxing to e.g. sit on the floor and read a book in VR or sit and build something.
---UI---
It's alright, it's decently responsive, but it feels like a lot of things were crammed in after the fact.
Where a little radial menu might be handy, in reality you'll find yourself going in and out of options more often than should be required.
Including for things like setting up Oculus link which should be doable from your PC/Mac rather than going into a little menu.
When it's not resetting your windows and defaulting to awful layouts, the VR environment could be very interesting in the future.
The store is basically useless in my opinion.
It's not that easy to find the great titles, and often the same uninteresting titles will be shoved in your face.
(Literally!)
It's not cheap either; even smallish indie titles quite often go for full price.
You can't just scroll e.g. game/app info pages either, so you manually have to click Gallery, Summary, More Info, Reviews.
It breaks up the flow, and discourages casual browsing.
The worst part though is that there's almost no gameplay footage when searching for games.
So I end up not using the Oculus store and using other services.
I do not have the patience to sit through one more pre rendered intro.
Hard pass.
---Battery Life:---
Fantastic, both for the headset and the controllers.
Headset charges quickly, even while playing, but the controllers use regular batteries.
---Sound/Graphics:---
Decent, no issues.
Pretty capable, no real stutter etc.
I've been connecting it to a PC anyway, so it's great when the streaming decides to work.
---Controllers:
Generally excellent.
The device can detect if your finger is resting on a button to update your virtual hand, but sometimes it gets this wrong.
So your virtual fist mashes a keypad instead of gently pressing the buttons you wanted.
They're also sort of oddly shaped, and easy to mix up.
It would be far too sensible for them to be uniquely shaped or colour coded in the virtual space, so you could grab the right one, at the right angle.
It's difficult to tell, even after some heavy use which is which and which way around they are.
---The worst bit though:---
Today I realised how annoying it is to sit through game intros in VR.
In real life you can grab your phone and ignore them, in VR you're captive and can't take the device off.
Seems like a grim vision of a dystopian future, and I hate it so much.
---What it needs:---
- more accurate tracking
- faster passthrough activation
- ability to read the PC screen with the passthrough on
- Ability to set the device on the desk and just use the pointers in a game.
- Smoother, more breathable foam
- Less annoying window layouts; remember where I left things.
The good:
Enhanced Comfort: The KIWI design Headset Strap Pad significantly improves the comfort level of the Oculus Quest 2 headset. The soft and plush padding adds cushioning and reduces pressure on the head, allowing for extended gaming sessions without discomfort.
Easy Installation: Attaching the strap pad to the headset is a breeze. The Velcro straps securely hold it in place, ensuring a snug fit without any slippage during use.
Adjustable Fit: The strap pad's design allows for adjusting the tightness to suit individual preferences, ensuring a customized and comfortable fit for different head sizes.
Improved Stability: The added padding helps to stabilize the headset, reducing wobbling or shifting during active gameplay. This enhances the overall VR experience and immersion.
The bad:
Restricted Air Circulation: While the strap pad provides added comfort, it may restrict airflow around the back of the head, potentially leading to increased heat buildup and discomfort during longer gaming sessions. It's advisable to take periodic breaks to allow for ventilation.
Limited Compatibility: The strap pad is specifically designed for the Elite Strap of the Oculus Quest 2. If you have a different strap or an alternative VR headset, it may not fit properly, limiting its compatibility and usefulness.
In conclusion, the KIWI design Headset Strap Pad is a valuable accessory for Oculus Quest 2 owners using the Elite Strap. It offers enhanced comfort, easy installation, and an adjustable fit, improving stability during gameplay. However, users should be mindful of potential heat buildup due to restricted airflow and ensure compatibility with their specific strap. If you prioritize comfort and stability for your VR experience, this strap pad is a worthwhile addition to your setup.
The best part, is that if you have a PC capable of VR and a decent internet, you can play ANY VR game wirelessly, greatly expanding your library of titles. Blade and Sorcery with mods is a great time waster and one of my favourite times with virtual reality. It’s also great for parties and friend get together, especially when playing something like Beat Saber.
I’d say the only issue, if you’re a gamer who likes to download lots of titles, is the storage space. Some games are only a few GBs of data, but other titles can take up a decent chunk of your storage and as such, means you’ll be deleting and downloading frequently. It’s even worse when 60% of titles are quickly finished and you’ll never play them past the credits.
An amazing VR headset capable of running VR games standalone using it’s modded Snapdragon 865/Qualcomm XR2 chip or playing them linked to a computer, wirelessly and with a wire.
Using its inside out tracking with a 6DOF, it can track on all axis: Roll, yaw, pitch, X, Y and Z meaning you can move and look around realistically and almost entirely life like.
In future there may even be full body tracking support, using mirrors and the cameras which sounds promising as right now, the quest 2 already features very functional hand tracking.
The Quest 2 on it’s own is capable of running games like VRChat and beat sabre consistently at 72fps, if you choose to increase the refresh rate it can potentially hit 80fps and 90fps on moderate worlds in VRChat and less demanding games like beat sabre.
A sleek design and surprisingly light weight, the headset itself has no issues aesthetically, it looks and feels pleasing.
With a 1832x1920 per eye resolution the image is crisp and clear, standalone and linked to a computer; though, with a computer you can bring out the full potential of the headset, using its 120hz feature and fully utilising the maximum resolution of the headset you can’t get a better experience for the price.
However;
There are caveats to this.
As an amazing headset as it is, it is still cheap in comparison to the rest, and this should be noted.
The saying goes “You get what you pay for.” and this is true even here.
The quest 2 has a very very short charging cable which cannot be used for linking to a computer outside of sitting down, it works at around 300-400mbps so it is completely capable of being used as a link cable but it does not do it flawlessly all the time, with this bit rate you are limited in visual fidelity.
As you can adjust the bit rate to be higher in the Oculus debug tool, this cable won’t allow you to go much higher than 250 which provides very little impact in image quality compared to the default 150; I find myself scaling it up to 500 to see a noticeable change, as below this the compression is very real.
Any cable that is USBC 3.1 or 3.2 will work just fine for link but the faster and more well built ones will work far better, the one I use is capable of 2.9GBPS (2900mbps) and works quite well, but even then there are still some compression artifacts.
On the note of linking, some computers (desktops specially as any laptop I have tried which supports USBC charges the headset fine) do not charge the headset when linked, this is a motherboard power distribution issue as some do not distribute enough power to the ports to charge the headset, most are 5-10watts which will not charge the headset and instead let it slowly drain.
In my case mine did not charge at all, it is not an issue of motherboard quality, some just do not give enough power.
I use a 850w gold Corsair PSU on a ASUS B550F and found this to be an issue however, with my laptops I did not.
On top of this, most laptops will not run the games you wish to play at higher than 45FPS.
There are exceptions like beat sabre and other east to run games but at that point you’d be using the headset standalone rather than linked, using the link you’d be wanting to play boneworks, blade and sorcery or VRChat.
The minimum spec I found to run these games smoothly at 72/80fps was a 1660 and 12GB of DDR4 2400/2666 ram on a recent 4 core cpu (I5 8th/9th Gen or a Ryzen 5)
You can alternatively up the refresh rate to 120hz and make use of the 60fps space warp but in my experience it does not warp correctly, as 60fps is perceived as relatively smooth by the eye anyway the space warp creates issues.
You can turn it off in settings but it does not help much either way on or off.
If you cannot meet the 72fps target your best bet is 90hz and running 45FPS with space warp enabled.
There have been rumours of a new space warp being released that works far better which would help many users but how true it is I’m unsure.
Now for 90fps and 120fps, my 1080ti and Ryzen 7 3700X can barely keep up.
For boneworks and such there is no issue, adaptive resolution can help there but, for games like vrchat it struggles heavily on maximum resolution.
I find myself tuning it down to about 1700 per eye to hit 90fps and 1400 per eye for 120fps.
This is just for link, with air link you may have a better experience using a RTX card as they have better encoders than my 1080ti however, I’ve found I can hardly run 72fps on virtual desktop half the time, I use a 5ghz 1gbps router that is almost always unclogged, granted I’m over wifi and not using ethernet, your experience may be better than mine.
I don’t have complaints for air link other than how poor it runs sometimes; it will occasionally stutter heavily because of frame rate fluctuations, not because of my router.
Air link runs better than virtual desktop but still has its issues along with far more noticeable compression.
The head strap is quite comfortable contrary to popular belief, it’s just a bit hard to fit right and get comfortable in, people recommend you use the top strap to adjust it and not the back strap unless you want it tight but in my experience the headset ends up slipping off my head if I do not use the back strap tight to my skull, the top strap pushes it up my head and will cause it to fall off slowly.
I recommend using a combination of both, but keeping the strap at the back somewhat loose but tight enough it won’t let your headset shake around.
Alongside this, the headsets facial interface creaks very quickly, within a week of light usage mine began to sort of rub against the plastic and make a creaking sound.
This seems like it’s inevitable but it should not happen so soon, by product of a cheap headset.
But as for complaints that is all.
Thrill seeker throughly stress tested his quest 2 and even dropped it from 10ft and it lived, it’s durability is not a concern, but the interface is a very big weak point, even in his video it was the first thing to break.
If you’re curious of the video I’m talking about, you can find it on YouTube: “Thrillseeker quest 2 extreme torture test”
I think this concludes my review.
TLDR;
Amazing headset, cheap price, works good alone, works good on link and air link but needs good specs minimum i5 8th gen/Ryzen 5 and GTX 1660 for a smooth experience, facial interface gives in after a while, headset is light and comfy, appearance is nice.






















