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InterviewImmersive Work1h · 09:01 BST · 5 min read

Can Meta’s Project Phoenix Make Mixed Reality More Wearable?

Meta is set to unveil Project Phoenix at Connect this week, with its next mixed-reality headset expected to introduce a lighter design and separate computing hardware. Chad Gerber explains why comfort, hand tracking and practical use cases will be critical

Meta is set to unveil Project Phoenix at Connect this week, with the anticipated mixed-reality headset expected to bring a lighter design and a new approach to how the company distributes computing and battery hardware.

The device is expected to shift some of that hardware into a separate unit carried by the user, rather than placing it all inside the headset. For Chad Gerber, founder and creator of Meloscene, an XR collaboration platform built for Meta Quest, reducing the physical burden of a headset could be more important than another performance upgrade.

Gerber told UC Today that users will tolerate the limitations of current hardware to access valuable immersive experiences, but comfort becomes a significant issue when sessions move beyond short bursts of gaming or entertainment.

“Honestly, the biggest difference, more so than processing and everything else, is the weight,” Gerber said. “The current headsets give headaches. People endure and tolerate it just for the sake of being able to be together and collaborate.”

Comfort Could Be Phoenix’s Defining Feature

The XR industry has made significant strides in recent years, including better passthrough, higher-resolution displays, improved sensors and more capable onboard processors. Yet the basic challenge of wearing a substantial amount of hardware on the face remains.

That is especially relevant for platforms designed for work and collaboration. Meloscene was originally created for musicians, studio work, composers and directors, but Gerber said its use cases have broadened to include design, sketching and other collaborative tasks.

Its sessions can last from around 20 minutes to an hour, making the comfort of the headset an operational concern rather than a minor inconvenience.

“You have the lines on your head and stuff,” Gerber said. “Once they come out with the Phoenix, it’s going to be a game changer on just so many levels, especially for how we use it.”

For Gerber, lighter hardware is essential if XR is to become a regular part of people’s professional lives. The technology cannot remain something users put up with occasionally in exchange for novelty or entertainment value.

A Pocket-Carried Device Is a Trade-Off

Project Phoenix is expected to move the battery and processing hardware into a separate device that can be carried by the user. While that may reduce the headset’s weight, it could introduce a cable and another piece of equipment to charge, transport and manage.

Gerber believes the compromise will be worthwhile for many professional users.

“If it has to go in your pocket and you have some arrangement of cords, we’re more than okay with it if it means we don’t have a toaster on our head anymore,” he said.

In a studio environment, users already work around cables, instruments and other equipment. Gerber said Meloscene users would likely place the separate device in a back pocket and route the cable down their shirt.

That may be less attractive to more casual users, however. A separate compute unit could make the device feel less seamless than a standalone Quest headset, particularly for people using it at home or on the move.

Gerber expects the approach could be a transitional step towards more distributed and wireless computing models, where increasingly lightweight glasses connect to external processing without a physical tether.

Controller-Free Interaction Has Practical Value

Phoenix is also expected to support controller-free interaction through hand tracking. Gerber has extensive experience in this area, having designed Meloscene around hand controls before Meta made hand tracking as central to Quest as it is today.

The decision was driven by necessity. Musicians need to use instruments, including pianos and drums, while interacting with a virtual environment, making handheld controllers impractical.

“We’ve been controllerless for a couple of years,” Gerber said. “In the studio, we can’t hold the controllers and play the piano and the drums. So I built our system with all hand controls, and it’s been phenomenal.”

Hand tracking has often been seen as an appealing alternative to controllers, but it has not always been dependable. Precise tasks, accidental gestures and interface complexity can all create friction.

Gerber said the technology has matured, but developers still need to ensure interactions are intuitive and contained. Users should not need to learn complex gesture combinations or risk triggering an unintended action by simply moving their hands.

“We didn’t want to come up with weird gang signs in order to move somewhere,” he said. “They’re doing the exact same thing. I think people are going to find it’s a lot easier than they would initially think.”

Meta Must Build the Right Use Cases

For Gerber, Project Phoenix points to a longer-term convergence between VR, AR and XR. Rather than thinking in distinct product categories, users may increasingly choose how immersed they want to be through one class of spatial device.

“I think there’s going to be a day where people are going to look at this video and laugh that we had a distinction between AR, XR, VR,” Gerber said. “It’s just going to be spatial.”

Meta already spans several product categories, from Quest headsets to Ray-Ban Meta smart glasses. Phoenix could provide a middle ground: a device that is more immersive and capable than smart glasses, but less physically demanding than existing headsets.

However, Gerber said hardware design alone will not decide whether the product succeeds. Pricing and an ecosystem of genuinely useful applications will matter just as much.

“It’s going to be how much it’s going to cost, and then if they continue to nurture the ecosystem for proper use cases that are going to make it worth whatever the price is,” he said.

Meta Connect will provide the first clear indication of whether Phoenix can meet those expectations. For users who want XR to support longer, more productive sessions, the question is not just what the device can do, but whether they will want to keep wearing it.

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