Identify your Meta Quest model, understand every button and port, and know what to check before handing a headset to a learner.
Jump to your headset
InvolveXR supports three Meta Quest headset models. Use this guide to identify which headset you have, understand the physical controls, and confirm everything is set up before handing it to a learner.
The fastest way to tell them apart is the front of the headset.
Best image quality, mixed reality passthrough.
Same power as Quest 3 in a more compact form factor.
Legacy device, fully supported.
If in doubt, look for the power button. If it is on the left, it is a Quest 3S. If it is on the right, check the strap and controllers to tell Quest 3 from Quest 2.
The best image quality of the three, with full-colour mixed reality passthrough. Power button on the right side.
Hold 3 seconds to power on or off. Short press to sleep or wake.
Left button to adjust volume up and down.
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Charging.
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Physical dial for interpupillary distance. Adjust for each learner.
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The Quest 3 supports full mixed reality passthrough, so learners can see their real surroundings when the app calls for it. Useful for hybrid scenarios.
Same processor and operating system as the Quest 3. The differences: a more compact body, no IPD dial (fixed optics), and the power button is on the LEFT side, which is the most common source of confusion.
Hold 3 seconds to power on or off. Short press to sleep or wake.
Adjust volume up and down.
Charging.
No IPD adjustment on the 3S. The lenses are fixed. For most adults this is fine, but learners who wear strong prescription glasses or have an atypical IPD may find visuals slightly blurry. Prescription lens inserts are available if needed.
Older model, still fully supported by InvolveXR. Lower resolution display and no colour passthrough compared to Quest 3 and 3S, but works well for clinical simulation.
Hold 3 seconds to power on or off. Short press to sleep or wake.
Adjust volume up and down.
Charging.
Headphone audio.
IPD adjustment. The Quest 2 has a physical IPD slider with 3 positions. Check during setup, since blurry visuals are usually an IPD mismatch, not a hardware fault.
Every Quest headset ships with a left and right Touch controller. Buttons and layout are consistent across generations, so learners can move between headsets without relearning the controls.
Primary select. Used to pick up objects and confirm actions.
Grab and hold objects in the simulation.
Move around the environment and turn.
Scenario-specific actions. Menu access on some buttons.
Opens the Meta system menu. Learners should not press this mid-session unless directed.
Charge headsets overnight before session days. A Quest at 20% will drain before a 30-minute scenario ends.
Next up: putting the headsets in a room, and getting learners in.