VR for Work is Still Failing: Meta, Apple & the Headset Problem

by priyanka.patel tech editor

As I sit here and type these words, I can’t facilitate but think of the Meta Quest Pro. According to Meta, I was supposed to be doing all of what I’m doing right now in a VR headset, not on a tired old laptop. That was the vision that Mark Zuckerberg outlined way back in 2022, and as many now recognize, it has not come to pass. The promise of a revolution in how we work, fueled by virtual and augmented reality, has largely stalled, and the recent shuttering of key Meta projects signals a broader reckoning: it’s time to admit working in VR has been one big failure.

The most visible sign of this shift came earlier this week with the official wind-down of Horizon Workrooms, Meta’s metaverse for work, as reported by multiple sources. The platform, which aimed to create immersive virtual offices, apparently failed to gain traction even within Meta itself, as a leaked memo from 2022 revealed the system was “too buggy” for widespread adoption. This closure follows the discontinuation of the Quest Pro, Meta’s work-focused VR headset, in January 2025, after a significant price cut from its initial $1,500 price tag to $999, according to reporting from Gizmodo. These moves aren’t isolated incidents; they represent a pattern of unmet expectations and a sobering reassessment of the potential for VR in the workplace.

The Weight of the World (and the Headset)

The fundamental problem with working in VR isn’t a lack of technological ambition, but a persistent disconnect between the promise and the practicalities. As someone who has tested numerous VR and mixed reality headsets, the most obvious barrier to widespread adoption is simply comfort. Headsets, even the advanced Apple Vision Pro, are cumbersome to wear for extended periods. They weigh on the face, generate heat, and often suffer from limited battery life. Unless you’re only working for a couple of hours a day, the need to plug in or recharge frequently disrupts workflow and diminishes the appeal of an immersive workspace.

Apple’s Vision Pro, launched at a staggering $3,500, attempts to address some of these issues with its advanced display and spatial computing capabilities. While the Vision Pro adeptly handles multitasking and offers innovative input methods like hand- and eye-tracking, it still suffers from the inherent drawbacks of a headset. As Gizmodo noted in its review, the Vision Pro is a capable device for media consumption and some specialized tasks, but its utility as a primary work tool remains questionable. The high price point further limits its accessibility, alienating a large portion of the potential user base.

The Input Problem and the Software Gap

Beyond the hardware limitations, significant software challenges persist. One of the most basic tasks – typing – remains surprisingly difficult in VR. While Meta has made strides with its experimental Surface Keyboard feature for the Quest 3, improving on previous, painful typing methods, it’s still not a seamless experience. The Vision Pro offers compatibility with Bluetooth keyboards, but passthrough functionality—allowing users to see their physical keyboard while wearing the headset—is limited to Apple’s own Magic Keyboards. This lack of universal compatibility adds another layer of friction to the workflow.

The software ecosystem also lags behind traditional computing. While the Vision Pro can run iPad apps and mirror a MacBook screen, it lacks the breadth and depth of applications available on conventional desktop and laptop computers. The promise of a fully immersive, virtual workspace requires a robust library of productivity tools tailored to the VR environment, and that ecosystem is still in its nascent stages. Gaming, as Gizmodo pointed out, remains the strongest employ case for VR, but that doesn’t translate to widespread adoption in professional settings.

Meta’s Retreat and the Future of XR

The demise of Horizon Workrooms and the discontinuation of the Quest Pro are emblematic of a broader shift in the XR landscape. Meta, once the most vocal proponent of the metaverse and VR-based work, is now scaling back its ambitions. The company’s focus is shifting towards more practical applications of AI and augmented reality, acknowledging that the fully immersive virtual workplace is further off than initially anticipated.

© Adriano Contreras / Gizmodo

The current state of VR for work underscores a simple truth: headsets, however advanced, are not yet an ideal form factor for serious business. Perhaps future iterations will be lighter, more affordable, and more powerful, but for now, the dream of a virtual workplace remains largely unrealized. For the foreseeable future, most of us will continue to rely on the familiar comfort of a tired old laptop to get our work done. The next major development to watch will be Apple’s continued refinement of the Vision Pro and its software ecosystem, but even with Apple’s resources, overcoming the fundamental limitations of the headset form factor will be a significant challenge.

What are your thoughts on the future of VR and work? Share your experiences and opinions in the comments below.

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