Meta and Microsoft Have Teamed Up to Make Using Your Computer Inside a VR World Easy and Free

Floating neon analytics dashboards over a home office workspace

I’ve used my various virtual and augmented reality glasses for work a lot over the years. The dream has always been to float my work apps in a tranquil world that helps me stay focused while freeing up the angles and sizes of my screens. In the real-world screens have to sit on desks or be mounted to walls. You can’t change their sizes or shapes to match your workflow or flick the one you’re not using out of the way. VR lets you re-size, re-shape, and re-position your screens in almost any configuration. However, the limitations of VR technology have translated into mediocre results in practice. VR screens that can replace your monitor are useful in some situations, but they have remained far from the realm of mainstream useability.

I started my virtual screen journey with Virtual Desktop on the Oculus Rift. I have used the app all the way through my current Quest 3 and written several articles that feature it. The handy app lets you stream your computer’s real monitor output to a virtual screen in a virtual world. I always like the high-rise city apartment setting. There are limitations and issues when you want to use Virtual Desktop to do actual computer work. For me, the most challenging issue is that you can only have one virtual screen showing your real computer’s output at a time. Besides that, fuzzy text, and typing latency can be annoyingly difficult to tune out of your system and network.

Speaking of tuning, Virtual Desktop can be overwhelming to configure and tweak if you aren’t used to that sort of thing. Codecs, streaming protocols, and bitrates oh my, the app is too complicated for most of us. What Virtual Desktop is really good at is playing/streaming PC VR games on your Quest headset. Until a few years ago, before Quest Link and Steam Link came to be, Virtual Desktop was the only way you could do it. If you’re interested in that function, see this post. As for using it to do typical computer work, in my opinion, Virtual Desktop can get you by in a pinch but isn’t ideal for everyday use.

In Virtual Desktop’s apartment setting, you can display and use your real computer from the screen at the desk or sit on the couch and use the TV as your monitor. You can flip between them, but you can’t use them both at once.

Of course, it didn’t take long until other developers thought they could do better. I first tried the free starter edition of Immersed on my Quest 2. The application is specifically designed to address the challenges that working in Virtual Desktop presents. The free version allows you to stream up to three screens from your computer into the VR environment, but there’s a catch. There has to be an equal number of real screens attached to your PC.

The Pro ($5.99/month) version of Immersed does not have the real screen equivalency requirement imposed on the free edition. You can create up to 5 virtual monitors in the VR world of your choice even if your computer only has one physical monitor connected. The paid version also supports virtual meeting rooms, screen sharing of the virtual monitors in apps like Teams, and other work-oriented functions.

The Immersed website does a good job of conveying how the app works and what it looks like in a headset.

Now, Microsoft and Meta have teamed up to bring a virtual monitor experience to the Quest 3 and the Quest 3/S. Microsoft’s Mixed Reality Link application is free in the Microsoft Store on your Windows 11 PC. It works in conjunction with the newest version of the Quest operating system. Install the app on your desktop and make sure your Quest 3 is updated to the newest version. Put your headset on and open the Virtual Display app from the Quest app drawer. Follow the on-screen prompts to pair your headset to your computer. That’s it.

You can display up to three screens in any combination of portrait or landscape. You can push and pull the screens and generally move them wherever you would like (there is a snap grid, it isn’t “free” movement). The screens can be huge like a movie theatre or small like a monitor. You can also curve or flatten them or adjust their transparency. You can choose to anchor one or more of the monitors in place or have them follow you around.

In passthrough mode the virtual screens displaying your computer’s output are superimposed over the Quest’s camera feed of the real world. Thanks to the improvements Meta has made to passthrough recently, the results are impressive. Turn off passthrough or select the option to “Go to the Loft” and the screens will appear in your Quest Loft environment rather than the real-world.

If you just updated your Quest to try the Mixed Reality Link, you may feel a little lost regarding the loft and your previous home environment. Click the menu button on your left controller to change the scenery and move the Loft from the mountains to a city for example.

Like most PC VR streaming activities, using Mixed Reality Link requires a robust, modern network and computer. Systems with a GPU and CPU will perform best. However, a separate GPU isn’t strictly required. The results from my gaming PC were fantastic. I could run three screens at the highest possible resolution without issue. I was also able to run Mixed Reality on my multi-year-old Dell XPS i-7 laptop, but it struggled there when I tried to go to three virtual screens. Microsoft has an excellent document that lists the various requirement details and even includes common troubleshooting steps if you run into issues; see: About Windows Mixed Reality Link | Microsoft Support.

Some of the options people might look for are in odd places. For example, the toggle to keep your screen layout between uses of Virtual Display is not in the Virtual Display app. It is in the Link settings page on your Quest’s settings menu. So is the option to show a physical keyboard in your VR environment. Those are the type of “complaints” that I can come up with so far. I’ve been impressed with how easy the Mixed Reality Link is to get working, how good it looks once you do, and the options it includes for free. If you’ve been looking for a way to use your Quest 3 or Quest 3/S headset instead of traditional monitors, Mixed Reality Link is a good place to start.

Is Virtual Reality Still Worth the Cost and Effort?

I have long been enamored by the experimentation and learning that is achieved via simulation. Simulation is used in everything from lab experiments to analysis models. The concept of simulating circumstances and environments has arguably helped jump start the modern era.

Virtual Reality (VR) is the ultimate form of simulation in the digital realm. One could argue that no single entity has pushed the technology further than Oculus ->Meta. I first noticed Oculus when they demonstrated a prototype of their glasses at E3 back in 2012. I purchased the first gen Oculus Rift on launch day and have been involved with the VR ever since.

Like a lot of folks, I’ve spent money and put countless hours into my VR hobby. I’ve replaced computers, upgraded GPUs, and installed new network gear. I’ve bought a driving simulator cockpit. I coped with the horrible performance of early systems. I pushed through the VR induced motion sickness. I have a near permanent kink in my neck from wearing the heavy face masks too much. As I sit here writing and reflecting on everything. I find myself wondering, “Has it been worth it?”

Yes. The answer is yes.  Even with all of its flaws, virtual reality is still one of my favorite forms of entertainment. Nothing else immerses me in an activity like VR. The experiences invoke much stronger reactions than equivalent flat screen activities. I’ve caught myself bracing for impact in virtual racing accidents. I have mistaken my companion in Skyrim VR for a person standing behind me more than once. Fumbling a shotgun reload right before you get overwhelmed by zombies is intense in virtual reality. It causes a true panic feeling in most people, especially the first few times. Flat screens don’t trigger my flight-or-fight response like VR does.

I have improved in real world activities thanks to virtual practice. I am better at bowling, golf, and playing table tennis.  My improvements in each have been confirmed in the real-world versions. I don’t have a pilot’s license, but I can absolutely fly (and land) many different types of planes. I have also improved my driving skills well past my commuter origins.

True scale, 3D vision, and 360° head tracking exceed many people’s expectations all on their own. Surround sound and various controller accessories further enhance certain activities. Simulations that feature controlling vehicles like racing and flying are shockingly realistic. Several companies manufacture full vehicle cockpits. Realistic controls and motion platforms also further enhance the realism while simulating every type of vehicle out there. Cars, fighter jets, 18-wheelers, tractors, construction equipment, and even spaceships have full setups available.

Several sports are also replicated in astonishing accuracy by modern VR. In my Quest 3 the Golf+ app, no PC needed, is the most educational golf experience I’ve ever had. The app lets you play and practice on digital copies of real courses. No green fees, cart rentals, or walking required. I learned which club to pick and how to stand. I understood how slicing affects the ball’s path. I also learned lay-up strategy and how to line up a putt. Then I had my swing analyzed and got tips from an AI golf pro. I frequently choose Golf+ when demonstrating the Quest 3 to someone that hasn’t tried VR. Check them out at https://www.golfplusvr.com/.

While trying to answer the question that started this post,”Is it worth it?”. I assessed all the costs and time involved. I decided that I still feel good about the hobby. Apparently, the folks at Meta have also been assessing their investments in virtual reality. They announced layoffs and a reduction of priority in their Reality Labs division. The group is responsible for much of the company’s efforts in virtual reality. Many VR enthusiasts and market analysts view this as a sign of doom and gloom. They see the long predicted demise of this run of VR development on the horizon.

Enthusiasts and analysts have suggested various reasons for VR’s failure to reach widespread adoption. Two of the most commonly sighted are cost and complexity. Like all technology, there are levels of VR. Starting at the top-level of any hobby is usually difficult and expensive. I personally don’t think the entry level of this hobby is particularly costly though. A Quest 3S costs two hundred less than a Switch 2 in the US right now and includes everything needed.

In my experience, standalone VR headsets are as easy to set up and operate as any other gaming console. Connecting to Wi-Fi, creating an account, and opening the app store seems like a well established process in the world. Strapping the headset to your face is uncomfortable, but so is my motorcycle helmet. It doesn’t stop me from riding my family’s 4-wheeler. Don’t even get me started on the amount of effort it takes to trailer that thing and take it somewhere to ride.

So, what is it then? Why isn’t a VR headset in everyone’s home? Most of the friends and family I have demonstrated VR to have been impressed with the experience. But only a few have gone on to purchase their own gear. I suspect that some folks just don’t enjoy the increased intensity of virtual reality experiences. Facing a thirty-foot-tall dragon with a short sword is a lot when that dragon is at full scale.

Whatever the reasons are, we can’t deny that VR is not taking off like other technology has. I wouldn’t go so far as to say that the entire industry is a failure. I don’t think most technologies are a good fit for huge swaths of the population very often. Aren’t smartphones used as the ultimate example of digital tech adoption because of how rare numbers like that are?

Meta sits at the head of the VR table because they purchased Oculus and funded its rapid expansion. Their other contributions to VR have largely been focused on replicating the Facebook and Instagram experiences in a 3D interactive environment. Wall Street seems to think this makes them the indicator for the entire VR industry. Maybe that is true from a financial standpoint. The money angle always feels short sighted to me though.

Meta isn’t the only big player in VR. Apple, Sony, and Steam are all still in the game and making progress. We also shouldn’t forget that much of the true innovation happening in the VR space is being driven by the smaller organizations. Companies like Pimax, Bigscreen, and DPVR are pushing the hardware forward at an impressive rate.

AI seems to be on the cusp of helping us render computer graphics that look nearly as realistic as video recorded on analogue film. If the hype is to be believed, AI should also streamline hardware and software development cycles in pretty much every industry. We should be getting those ultra-real graphics and headsets that are as lightweight as your favorite sunglasses sooner than we expected.

VR has already proven its worth to society. I don’t see it disappearing in the in the near future. Even if it loses all appeal to gamers, it will probably continue as a simulation tool. I can’t say if it will ever become as ubiquitous as the smartphone and television or not. I don’t think it needs to.

Finally! Meta Enables 120Hz for Quest 3 Cable Link

The Meta Quest 3 headset has been limited to a ninety-hertz refresh rate while connected to a gaming PC via link cable. The previous generation Quest 2 had started that way but was eventually upgraded to one hundred and twenty hertz. That left many of us early adopters wondering if, or when the Quest 3 might enjoy the same upgrade.

That day has come. Upgrade your Meta Quest 3 and the Oculus apps on your gaming PC to the latest version. Then connect your headset with a supported USB 3 Gen1 Type 2 cable and you can select 120Hz as an option in the Oculus device settings. Project Cars 2 in VR has never felt so smooth.