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Quest 3 drives huge quarterly revenue of over $1 billion for Meta’s Reality Labs Quest 3 drives huge quarterly revenue of over $1 billion for Meta’s Reality Labs
Meta’s Quest 3 headset had a strong Q4 last year. At stages over the holiday period, it was outselling Sony’s PSVR2 by 30 units... Quest 3 drives huge quarterly revenue of over $1 billion for Meta’s Reality Labs


Meta’s Quest 3 headset had a strong Q4 last year. At stages over the holiday period, it was outselling Sony’s PSVR2 by 30 units to one on Amazon in the run-up to Christmas, and this has helped Meta Reality Labs, the division behind the Quest 3 and Ray-Ban smart glasses, to post its highest-ever quarterly revenue,

In the Q4 earnings call, UploadVR states that Meta reported $1.07 billion in quarterly revenue for Reality Labs.

Meta CFO Susan Li said to investors that the record levels of revenue were “driven by Quest 3 sales during the holiday season”

At the same time, however, Meta Reality Labs also reported its highest quarterly costs at $5.72 billion, indicating a $4.65 billion quarterly loss. Meta chief Mark Zuckerberg has previously told investors according to UploadVR, that he does not expect Reality Labs to turn a profit until the 2030s.

The Quest 3 continues to plow a lonely furrow for standalone VR at this quality and price point, with the subsidized hardware at a similar price point to the PSVR2 but without needing the additional PlayStation 5 expense on top.

The Meta Quest 3 can be used standalone and requires no room sensors, meaning it can be taken anyway, and despite average battery life has become a huge hit with embracers of virtual reality technology.

The Quest 3 can also be hooked up to a PC to provide VR compatibility with more and more games, and a recent mod opened up the world of just about any game coded in Unreal Engine to be able to be played through the Quest 3 hardware.

While VR continues to search for a killer game to take it to the masses, the ability for gamers to play more of their favorite games in the ecosystem should help further its popularity,

Paul McNally

Gaming Editor

Paul McNally has been around consoles and computers since his parents bought him a Mattel Intellivision in 1980. He has been a prominent games journalist since the 1990s, spending over a decade as editor of popular print-based video games and computer magazines, including a market-leading PlayStation title published by IDG Media.

Having spent time as Head of Communications at a professional sports club and working for high-profile charities such as the National Literacy Trust, he returned as Managing Editor in charge of large US-based technology websites in 2020.

Paul has written high-end gaming content for GamePro, Official Australian PlayStation Magazine, PlayStation Pro, Amiga Action, Mega Action, ST Action, GQ, Loaded, and the The Mirror. He has also hosted panels at retro-gaming conventions and can regularly be found guesting on gaming podcasts and Twitch shows. He is obsessed with 3D printing and has worked with several major brands in the past to create content

Believing that the reader deserves actually to enjoy what they are reading is a big part of Paul’s ethos when it comes to gaming journalism, elevating the sites he works on above the norm. Reach out on X.



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