The Meta Quest 3 Has Incredible Potential, But Meta Keeps Holding It Back
I’ve been in the Meta Quest ecosystem for years, starting with the Quest 2 that I bought in the U.S. for about $250 on Black Friday. Later, I upgraded to the Meta Quest 3 here in Europe. I purchased the 512GB model at full retail price from Coolblue, which was close to €700 with no discounts. Because of that investment, I expected a polished, next-generation VR experience. Instead, the device feels restricted in ways that make no sense for its price or its potential. To bring friends into VR with me, I gave my Quest 2 to a friend so we could play together. He didn’t enjoy it and passed it to his brother, and now I’m the one trying to convince his brother to use it. I then bought the same friend a Meta Quest 3S, hoping a newer model would change his mind, but he lost interest after a few months and gave it back to me. That says a lot about how empty the ecosystem feels. If Horizon Worlds had more depth, better tools, stronger communities, and easier ways for creators to flourish, people wouldn’t walk away so fast. The biggest problem with the Quest 3 is how creator-unfriendly it is. Streaming to YouTube requires workarounds, third-party apps, and unnecessary steps. Streaming to Facebook is the only direct option, yet very few people use Facebook for live content anymore. The strangest part is that Meta owns Instagram, yet there is still no way to stream directly to Instagram from inside the headset. There’s also no simple option for TikTok, even though VR content performs extremely well on TikTok. If Meta wants VR to grow, they need to empower creators, not limit them. Right now, creators have to fight the system just to show people what VR can do. Inside Horizon Worlds, the gaps become even clearer. VRChat already allows avatar streaming, virtual selfie cameras, expressive tools, and full creative freedom. Horizon Worlds should be leading the industry, not lagging behind it. Instead, it often feels limited, closed off, and inconsistent. Many sessions are filled with trolls, children, and chaotic interactions that make the platform frustrating for adults who bought the device to relax, socialize, or create. Meta needs stronger moderation tools, age controls, and better systems to keep Horizon enjoyable for adults. Productivity is another area that needs improvement. I work remotely, so I wanted to use the Quest for work tasks, but Meta Workrooms and Meta Remote Desktop feel restricted. I had to buy Virtual Desktop just to get the proper functionality. A third-party app should not outperform Meta’s official version on Meta’s own hardware. This shows how much the ecosystem is still unfinished. Even accessories fall short. I bought the Meta Pen (the Logitech stylus collaboration) expecting a deeper creative experience, but many apps don’t correctly display the pen and instead show the standard controller. This breaks immersion and makes it feel like the pen was added to the lineup without developers being prepared to support it. The overall user experience feels inconsistent. Avatar consistency is another issue. Some apps show the updated avatars while others use older versions. This breaks the feeling of a connected metaverse. If Meta wants a unified VR identity system, avatars need to be consistent across all apps, not left to chance. One of the biggest concerns I want to warn buyers about is the replacement process. My original Meta Quest 3 had a strap loop break, so I sent it in expecting a repair. Instead, Meta replaced the device. Normally that would sound positive, but the replacement was not equal in quality. My original Quest 3 had a very clear and sharp screen. Every replacement I received was noticeably blurrier, almost like a downgrade. It felt like Meta was sending refurbished units of lower value instead of matching the premium device I originally purchased. This should not happen to customers who pay full price for a flagship headset. Meta keeps focusing on building the “next headset,” but they are ignoring the problems with the one they already sold to millions of people. The Quest 3 has incredible hardware and could be the strongest VR device on the market, but Meta needs to unlock its potential. They need to improve streaming, open up creator tools, unify avatars, fix Horizon Worlds moderation, push out affordable Quest 2 inventory to grow the user base, improve Workrooms, make the Meta Pen properly supported, and ensure replacement devices match the original quality. I’ve invested time, money, and belief into this platform. I’ve bought multiple headsets for myself, friends, and their family members, and even then, the ecosystem is not strong enough to hold their interest. That’s not a hardware problem. It’s an ecosystem problem. Meta can fix this if they prioritize the users who already believe in their vision. The Quest 3 could be incredible, but Meta needs to stop limiting it and start listening.223Views5likes4CommentsCannot make purchases
When I attempt to make game purchases, o receive this message: request not completed- we noticed something unusual, and for your security, this request couldn’t be completed. Please try again later or visit our help center The Help Center has a message saying “this page isn’t available right now” Rebooting the device and deleting and re-entering my payment info didn’t work. I reported an issue within the meta app but have not heard back. Please help me fix this!199Views1like11CommentsSoundboards
My 13 year old is very interested in getting a soundboard to use while playing games like Among Us and Gorilla Tag. Is this bannable? If not, can anyone offer insight on where to start? Does he need to play on PC for that or with a Steam account? Typically my kids only play on the headset. I’m not very tech saavy but I am willing to help my kid learn. Thanks for any advice.Solved31KViews5likes11CommentsIs there a way I can fix this "Request Not Completed" issue on the meta store?
I currently bought a meta quest 3s a few days ago, and then I tried to buy some games just to realized it wasn't processing the purchase but rather would show an notification that says "Request Not Completed We noticed something unusual and, for your security, this request couldn't be completed. Please try again later, or visit our Help Center." I've contacted their customer service but still hasn't got anything that solved my issue with this, is there anyone here who got a solution for this? I would appreciate it2.6KViews2likes14CommentsSuggestion- Mata Consideration of buying the remaining assets of rec room to keep the platform up!
Meta has a unique opportunity to strengthen its VR and AR ecosystem through the acquisition and revival of Rec Room. With over 120 million users and an already established foundation in immersive, user-generated content, Rec Room represents a proven platform that aligns directly with Meta’s long-term vision for social virtual spaces. Unlike building a new platform from the ground up, acquiring Rec Room would provide immediate access to a large, engaged community and a vast library of VR-ready experiences. Rec Room’s cross-platform presence (VR, mobile, console, PC and once AR ) also presents an opportunity for Meta to bridge the gap between traditional gaming and immersive technology, bringing more users into its VR and AR ecosystem over time. With relatively small technical adjustments, the platform could be further optimized for Meta’s hardware, increasing headset adoption and overall user retention. Additionally, Rec Room’s creator-driven economy aligns with Meta’s interest in fostering digital creators and virtual economies. Supporting and expanding this system under Meta’s infrastructure could unlock new revenue streams while empowering a dedicated creator base. If Rec Room were to face closure, acquiring it at a reduced cost would allow Meta to preserve a valuable digital community while transforming it into a flagship social experience for its platform. This would not only generate revenue but also reinforce Meta’s position as a leader in the future of virtual interaction. This is not just an acquisition opportunity—it is a chance to invest in an already thriving digital world and elevate it into a cornerstone of the metaverse.74Views0likes2CommentsBought the quest 3 and did not get batman arkam shadowz
I bought my quest 3 today, it was brand new so i thought i would get batman arkam shadow for free. Or at least that's what google said. After watching some tutorials on how to get it i realized i was missing a code, notification, or email. I checked the box from front to bottom, every manual, every where I was supposed to look, It was not there. So I was wondering if you guys at meta could push it into my account I believe it is only far that way since I spent 500 dollars on this, mainly for the head set it’s self since my quest 2 broke but, also for this game Batman arkam shadow Sincerely - Blug128Views0likes13CommentsWHY SHOULD WE KEEP META HORIZON WORLDS IN VIRTUAL REALITY?
WHY SHOULD WE KEEP META HORIZON WORLDS IN VIRTUAL REALITY? Proposal by Apple Loving Individual March 22, 2026 Introduction In March 2026, Meta CEO Mark Zuckerberg announced that Horizon Worlds would be removed from all Meta Quest VR headsets as part of a shift toward a mobile‑first strategy (Murti). The decision surprised many long‑time users, especially given that Meta originally introduced the metaverse vision in 2021 with Horizon Worlds as its flagship VR experience (Milmo). That announcement was so central to Meta’s identity that the company rebranded from The Facebook Company to Meta Platforms, signaling a long‑term commitment to immersive virtual reality. The abrupt reversal has sparked widespread concern among VR users, creators, and social‑world communities. Many argue that prioritizing mobile over VR undermines the core purpose of the metaverse: to provide an embodied, immersive environment that cannot be replicated on a flat screen. For countless users, Horizon Worlds has served as a creative outlet, a social refuge, and a meaningful space for connection. Removing it from VR risks dismantling these communities and erasing years of creative investment. Why People First Came to the Metaverse People entered the metaverse for a variety of personal, social, and psychological reasons. Many sought entertainment, creative expression, and a sense of presence that traditional online platforms could not provide. Research on social VR environments shows that users are drawn to immersive spaces because they offer meaningful social presence — the feeling of “being there” with others — which is far stronger in VR than on mobile or desktop platforms (Deighan et al.). Mental‑health motivations also played a significant role. A 2025 systematic review found that metaverse environments can reduce loneliness, support emotional well‑being, and provide safe spaces for self‑expression, particularly for individuals dealing with anxiety, depression, or social isolation (Aboul‑Yazeed et al.). VR allows users to interact through avatars, lowering social barriers and enabling more authentic communication. Beyond emotional support, the metaverse became a hub for entertainment, events, classes, and collaborative creativity. Studies on virtual communities show that these environments foster belonging and reduce feelings of isolation by enabling shared activities and group experiences (Nayak and Satpathy). For many, the metaverse became not just a pastime but an essential part of their social and creative lives. Why VRChat Is Not a Great Alternative Although VRChat is widely known for its creative freedom and expansive user‑generated content, it is not an ideal replacement for Horizon Worlds. One major limitation is its complex avatar customization system, which often requires external software, advanced modeling skills, or paid assets. While VRChat offers flexibility, it places significant technical barriers in front of casual users. In contrast, Horizon Worlds provides built‑in, intuitive avatar tools that require no additional software or purchases, making it far more accessible. VRChat also relies heavily on VRChat+, a paid subscription that unlocks essential features such as additional avatar slots and higher upload limits. While optional, many users feel pressured to subscribe in order to fully participate. Horizon Worlds does not place core features behind a paywall, allowing all users to build worlds, customize avatars, and engage socially without additional costs. Community culture further distinguishes the two platforms. VRChat’s public spaces are often chaotic, unpredictable, and inconsistently moderated, which can be overwhelming for newcomers. Horizon Worlds, by contrast, is known for its collaborative, structured, and community‑driven atmosphere. Users frequently gather to build, host events, and participate in shared creative projects — a level of organization and safety that VRChat does not consistently provide. Why People Joined Horizon Worlds — and Why It Should Stay Users were drawn to Horizon Worlds because it offered an accessible, welcoming, and creative VR environment. Its intuitive building tools, free customization options, and supportive community made it a unique space within the metaverse. Many users found friendships, emotional support, and creative fulfillment within its virtual worlds. For them, Horizon Worlds became more than a platform — it became a digital home. Removing the VR version threatens to dismantle these communities and erase the creative labor of thousands of users. The platform’s accessibility, collaborative spirit, and social warmth are not easily replicated elsewhere. If Meta wishes to maintain trust and uphold its metaverse vision, it must preserve these qualities. Proposed Successor to Meta Horizon Worlds If Meta insists on discontinuing Horizon Worlds in VR, then it must provide a successor that honors the platform’s legacy and meets the expectations of its dedicated user base. A next‑generation platform should allow seamless migration of usernames, avatars, friend lists, and world creations. Preserving user identity and creative work is essential for maintaining continuity and trust. Technically, the successor must address the limitations of the original platform. Improved graphics, reduced latency, faster loading times, and more stable networking are essential for modern VR experiences. Enhanced visual fidelity would make worlds more immersive, while optimized performance would ensure smoother social interactions and encourage exploration. A successor that preserves accessibility while embracing technological advancements would demonstrate Meta’s commitment to immersive computing. It would reassure users that their investment in the metaverse has not been disregarded and that VR remains central to Meta’s long‑term vision. Conclusion Meta’s decision to remove Horizon Worlds from VR disrupts a thriving community and contradicts the immersive vision the company championed since 2021. Users joined the metaverse for connection, creativity, and emotional refuge — experiences that VR uniquely enables. Alternatives like VRChat do not offer the same accessibility, structure, or community‑driven environment that made Horizon Worlds successful. If Meta chooses to retire Horizon Worlds, it must replace it with a platform that is not merely equivalent but significantly better. A successor with improved graphics, lower latency, faster loading, and seamless user migration would honor the platform’s legacy and preserve the communities that brought Meta’s metaverse vision to life. The future of VR depends on platforms that value their users, support creativity, and foster meaningful connection. Whether through Horizon Worlds or a worthy successor, Meta must ensure that the spirit of immersive community remains at the heart of its technological evolution. Works Cited Aboul‑Yazeed, Mohamed, et al. “The Psychological Impacts of the Metaverse: A Systematic Review.” Frontiers in Psychology, vol. 16, 2025, pp. 1–15. Deighan, Christopher, et al. “Social Presence and Emotional Support in Virtual Reality During the COVID‑19 Pandemic.” Computers in Human Behavior, vol. 152, 2024, pp. 1–12. Milmo, Dan. “Facebook Changes Its Name to Meta as It Refocuses on the Metaverse.” The Guardian, 28 Oct. 2021. Murti, Megan. “Meta Shifts Horizon Worlds to Mobile‑First Strategy, Ending VR Support.” The Verge, 3 Mar. 2026. Nayak, Ranjan Kumar, and Suchismita Satpathy. “Virtual Communities and Well‑Being: A Study of Social Interaction in the Metaverse.” Journal of Virtual Worlds Research, vol. 17, no. 2, 2025, pp. 45–62. [edited for privacy - this is a public forum]95Views0likes3Comments❗ Multiverse Will Close on May 1, 2026 ❗
Dear Multiverse Community, After sanzaru and twisted pixel etc…… After many years together, we’ve made the very difficult decision to sunset Multiverse. The platform is no longer financially sustainable, and we will officially close on May 1, 2026. This world was built by ✨ YOU: the creators, builders, and dreamers who turned spaces into communities and memories. We are deeply grateful for everything we’ve shared. The platform will remain accessible until May 1. Please take time to revisit your spaces, reconnect with friends, and capture your memories. For information about accounts, Metacoins, and next steps, please visit our Discord, Facebook, or the website: multiverseupdates.com With gratitude, ❤️ Your Multiverse Team many mores in pipeline to shut under meta. After sanzaru, twisted pixel etc.173Views0likes8CommentsSplit the app lab store again
Dear Meta, This is not a small request, but it has become a significant problem. I have no issue at all with supporting small creators and encouraging them to add their games to the store. However, not long ago, those games were placed in a separate section, the “App Lab.” Now all of these games have been added alongside the regular titles, and the store is filled with cheesy AI slop. It’s genuinely off-putting to browse. I appreciate that you’re trying to make the UI look more advanced in the latest firmware, but if you allow the app store to be flooded with low-budget, extremely uninviting games, new users who are unaware that these two stores have been merged won’t think, “Wow, there are so many new games.” They’ll think, “Why are there so many awful games?” My honest reaction was: “Meta has given up. They’re going bankrupt, and this is a last-ditch effort to make the library look actively updated.” Please, for the love of god, do not ever mix these games with regular titles again. There should be a button that says “Show community games,” and new users should be made aware that they can enable it, but it should absolutely not be enabled by default. That would be a huge mistake. Right now, it just looks horrid. What happened to the Ouya? The exact same thing. Their final move was to flood the store with cheap slop to make it look full again, and then they went bankrupt. Do you actually want VR to grow? A lot of people have heard of VR and only tried mobile VR cardboard. But when I show them the Quest, they’re immediately hooked. Get more local stores to run demos. Let high schools get involved with VR, those are the target group. But for the love of god, don’t overflow your app store with soulless games in a desperate effort to boost sales. And off-topic: thankfully, you re-enabled APK installation again, thank you for that. I love tinkering with my device. If you’re afraid of losing game sales due to piracy, implement better security checks so ripped games won’t run. But don’t take away the freedom to install HLVR mods, Quake, or other 2D APKs. Those apps are what make the Quest twice as exciting. Anyway, I really hope you reconsider this. It has gotten so bad that I’m buying fewer games simply because I can’t find the good ones anymore. Thanks.128Views1like6Comments