I have spent many years around technology, and with a little sadness, I have watched what I call the third wave of virtual reality arrive… and then fail to become the mainstream revolution many of us expected.
Not fail completely, of course. VR is better than ever. It is more comfortable, sharper, cheaper, and more capable than the futuristic prototypes we used to admire from a safe distance. But mainstream? Not quite.
The first wave: feeling like you were in the future
The first VR wave came somewhere around the mid-to-late 1990s. The headsets were enormous, the displays were painfully low-resolution—some specs were in the neighborhood of 320 × 240 per eye—and the experience was often more impressive in a brochure than on someone’s face.
Many systems had little or no useful head tracking. Head tracking is the technology that detects where your head is moving and updates the image accordingly. Turn your head left, and the virtual world should move left with you. Without it, VR is less like looking through a window and more like wearing a tiny TV on your face.
Still, those early machines had a strange charm. They made you feel as if you had briefly stepped into the future. Sometimes you could play Quake on a floating virtual screen while being isolated from the world around you. To be fair, *Quake* did not need 4K to look good. It had other priorities.
The real value of that first wave was not necessarily practical VR. It was the promise of VR. Universities used the hype to present themselves as “the university of the future”: doctors performing remote surgeries, architects walking through buildings before they existed, and every other impossible idea people could fit into a demo reel.
Augmented reality was not really an option back then, so VR became the place where every futuristic dream had to live.
The second wave: cardboard, cables, and potential
Around 2015, VR started making noise again.
We got PlayStation VR, HTC Vive, Oculus Rift, Samsung Gear VR, and, of course, Google Cardboard VR viewers. Google Cardboard was exactly what it sounds like: a folded cardboard viewer with two lenses, where you inserted your phone and used it as the screen. Your phone displayed two slightly different images—one for each eye—and the lenses turned that into a basic stereoscopic 3D experience.
It was cheap, clever, and occasionally uncomfortable enough to remind you that it was made of cardboard.
By then, the promise was more believable. Resolution was improving. Field of view was wider. Field of view, or FOV, is simply how much of the virtual world you can see at once. A narrow FOV feels like looking through binoculars; a wider one feels more natural and immersive. Head tracking and refresh rates were getting better too.
VR finally sounded promising. It was also still complicated, cable-heavy, expensive, and difficult to explain to anyone who did not already love technology.
The third wave: the one I thought would finally win
Many companies entered the race, but only a few remained standing. Meta kept improving Oculus after acquiring it in 2014. PlayStation evolved from PS VR to PS VR2. And then Apple entered the conversation.
Before Apple Vision Pro even launched, the rumors alone made me optimistic. I thought this was it. We were finally going to get rid of monitors and screens. Maybe even phones.
I imagined sitting with my family, each of us wearing a headset and sharing a 100-inch screen. Widgets on the walls. Painting in the air. Walking around Paris on a Sunday morning, then visiting Tamarindo two hours later. Maybe one day even receiving medical care from a specialist on the other side of the world.
Third time’s the charm, I thought.
There was only one detail that could stop this technology from becoming mainstream.
Actually, there were 3,499 of them.
At launch, Apple Vision Pro started at $3,499. A four-person family version of my dream would have cost almost $14,000 before accessories, prescriptions, snacks, or anyone accidentally sitting on a battery pack.
And that was the moment the third wave lost its mass-market momentum.
Still, it left us with two very good second-place winners: Meta Quest 3 and PlayStation VR2.
Meta Quest 3: the closest thing to everyday VR
The Meta Quest 3 is probably the closest we have come to the practical, affordable future VR promised us.
It has a sharp display, pancake lenses, a wide field of view, decent battery life, spatial audio, and full-color passthrough cameras for mixed reality. More importantly, it is standalone. You put it on and use it. No PC, no console, no base stations, and no cable pulling you back toward reality.
Its resolution is 2,064 × 2,208 pixels per eye, with up to 120Hz refresh rate and roughly a 110-degree horizontal field of view. Meta’s Quest 3 announcement
It also has enough productivity software to make me feel that I bought something useful, not only a futuristic Game Boy. I especially enjoy virtual-desktop apps that let me create giant screens for my computer. This YouTube demonstration gives a good sense of why that idea is so compelling.
On a long train ride, flight, or car trip, having the equivalent of three 28-inch monitors in front of you is difficult to argue against. Better still: watching a movie or YouTube on a virtual 100-inch screen.
YouTube, Instagram, and Facebook are also surprisingly fun in VR. There is a wonderful privacy layer to it: nobody can see your screen because there is no screen.
Mixed reality is where Quest 3 becomes especially interesting. It can blend your real room with virtual objects and games. It is a little like listening in Transparency mode on AirPods Max while your wife talks about AirPods Max: two different worlds occupying the same space, somehow complementing each other. (Read Marco Note about AirPods Max 2 vs. RadioShack headphones)
Quest 3 gets us closer to what VR was supposed to be. But it is still heavy. It can still become tiring after a while. And it still does not feel entirely natural. It is a spectacular beginning at a reasonable price, but it has not convinced enough people to become an everyday device.
For now, VR remains a niche market for people like me: people who still believe that a View-Master on steroids is a good idea.
I am not much of a gamer, but it matters to many people that Quest can also access PC VR content, including SteamVR games through a capable gaming computer. Steam’s official announcement remains a useful starting point.
There are plenty of accessories, too. I bought head straps promising better comfort and extra battery life. In the end, I went back to the factory elastic strap. It is less bulky than some third-party options that make the Quest look like Borg headgear. For example, this KawayeReal battery head strap is the kind of accessory that promises a lot of extra runtime—but also makes me wonder whether I really want to wear an entire movie theater on my head.
PlayStation VR2: brilliant, but mostly a gaming machine
As I said, I am not much of a gamer. Even so, for a VR fan, PlayStation VR2 is a must-have.
And then it sits there. Forgotten.
That is not because it is bad. It is because it is built around a much narrower purpose: immersive PlayStation gaming.
PS VR2 has two OLED HDR displays with 2,000 × 2,040 pixels per eye, a 110-degree field of view, and 90Hz or 120Hz refresh rates. It also includes eye tracking, which allows compatible games to use foveated rendering: the system renders the area where you are looking in greater detail, while spending less processing power on what is outside your direct focus. PlayStation’s technical specifications
| Feature | Meta Quest 3 | PlayStation VR2 |
|---|---|---|
| Main idea | Standalone VR and mixed reality | Premium VR gaming for PS5 |
| Display | LCD, 2,064 × 2,208 per eye | OLED HDR, 2,000 × 2,040 per eye |
| Refresh rate | Up to 120Hz | 90Hz / 120Hz |
| Field of view | About 110° horizontal | About 110° |
| Eye tracking | No | Yes |
| Mixed reality | Full-color passthrough | Primarily monochrome see-through view |
| Connection | Standalone, optional PC connection | USB-C cable to PS5 |
| Best for | Flexible use, travel, productivity, mixed reality | High-end, immersive PlayStation games |
PS VR2 has the better display technology. OLED black levels and HDR can make dark scenes feel richer and more cinematic than Quest 3’s LCD panels. Its eye tracking and haptic features are genuinely impressive.
But its passthrough view is low-detail and monochrome. Yes, black and white.
That makes AR and mixed reality feel almost nonexistent compared with Quest 3. It is not trying to be a spatial computer, a virtual office, or a device you casually wear around your home. It is a gaming headset.
The cable to the PlayStation 5 does not help either. It is only one cable, and Sony deserves credit for making setup simple, but it still changes the feeling. Quest 3 feels like a device you can grab and use anywhere. PS VR2 feels like an appointment with your console.
The included earphones also make the headset feel personal. Sharing it with friends and family means sharing something that goes inside your ears—or adding a second headset over the headset, which is a very VR kind of problem.
I cannot write an extensive PS VR2 review because I never got much further than Horizon Call of the Mountain. But that game is beautifully made and delivers a genuinely excellent VR experience.
My complaint is with the missing legacy. Sony left real PS VR classics behind. Here They Lie and Until Dawn: Rush of Blood were works of art on the original PlayStation VR, yet they never arrived on PS VR2.
So which one is better?
Both are good VR headsets. Both have decent lenses. Both can be entertaining. Both can offer a little productivity.
But they do the job so differently that comparing Meta Quest 3 and PlayStation VR2 is like comparing a watch to an apple pie.
Which one is more nutritious?
The apple pie cannot tell time correctly.
The watch is difficult to chew.
Quest 3 is the better all-around device. It is flexible, wireless, portable, and surprisingly useful beyond games. PS VR2 is the better choice if you own a PS5 and want premium, immersive games with OLED visuals, eye tracking, and excellent haptics.
Neither is the mainstream future I imagined.
So I am still waiting for the fourth wave.
The definitive one.
I thought it would be the third. It was not.

