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Gamexplore > VR News > Quest's New Boundary System Is A Dangerous Safety Regression
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Quest's New Boundary System Is A Dangerous Safety Regression

July 28, 2025 5 Min Read
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5 Min Read
Quest's New Boundary System Is A Dangerous Safety Regression
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Over the previous 9 months, Meta rolled out an overhauled Quest boundary system with diminished friction. However the brand new strategy has additionally turned out to be a harmful security regression.

For context, let’s recap how the boundary system labored on the launch of each Quest 3 and Quest 3S.

You begin in passthrough if you put the headset on, and that half hasn’t modified. However when launching right into a VR expertise, for those who hadn’t already arrange a boundary the headset would begin scanning your flooring for open house, then recommend a Roomscale boundary, which you’d settle for or edit. If there wasn’t sufficient house for Roomscale, it will recommend a Stationary boundary as a substitute.

So what’s modified? Over the previous 9 months or so, Meta has slowly rolled out a brand new system. As a substitute of initiating the ground scanning course of when launching into VR with out a boundary, it merely places you in a Stationary boundary mechanically, with no immediate in any respect. If you need a Roomscale boundary, you could manually open Fast Settings and change to it.

The security situation right here arrives in how the Stationary boundary, now the automated default, has modified since first launched on the unique Oculus Quest.

Initially, when approaching the sting of the Stationary boundary, you’d see the coloured grid, exhibiting you the purpose past which it is unsafe to maneuver. However since 2022, leaving the world simply transitions to passthrough. And with the brand new boundary system launched this 12 months, this transition occurs later than ever, with a wider radius of uninterrupted VR.

See also  Quest Devs Can Now Publish Apps That Use the Headset’s Cameras to Scan the World
When first launched with the unique Oculus Quest, Stationary boundary additionally confirmed the coloured grid when approaching the sting, earlier than chopping to passthrough. Now, the reduce to passthrough occurs solely utterly exterior the zone.

That is all nicely and good if you’re utilizing VR in a big, clear space. However all year long, I have been contacted by a lot of Quest house owners who’ve ran into their partitions or furnishings, generally even injuring themselves.

Some did so as a result of they had been unaware that the Stationary boundary is now the automated default. That is as a result of Meta did not clearly talk the change. Within the launch notes for Horizon OS v72, here is all that the corporate stated:

“In v72, when booting into VR dwelling, you will get an computerized stationary boundary. When customers enter a VR App, a roomscale boundary is triggered; you will not be prompted to search out or create a boundary if one is already arrange. Meta Quest will mechanically detect and use the boundary arrange close to you.”

That means that launching a VR app ought to immediate you to decide on between Stationary and Roomscale. However testing on three separate Quest headsets, UploadVR can affirm that this isn’t the case.

Apple Explains Imaginative and prescient Professional’s VR Playspace Boundaries

Apple defined Imaginative and prescient Professional’s strategy to VR playspace boundaries:

It is apparent why Meta moved to this new boundary system. It considerably reduces the friction wanted to get right into a VR expertise, an important situation for the business to sort out. It is also similar to how VR works on Apple Imaginative and prescient Professional.

See also  Get the Meta Quest 3S VR headset while it’s on sale for $350

However on Apple Imaginative and prescient Professional, the always-on LiDAR depth sensing implies that visionOS can dynamically fade in passthrough if you strategy real-world geometry (objects and furnishings). Quest, then again, doesn’t do that. Quest headsets do not have hardware-level depth sensing, so would solely be capable to sense obstacles in apps that already use the Depth API, which makes use of a pc imaginative and prescient strategy with a compute and battery value that may tank the efficiency of VR apps.

Basically, Meta is attempting to copy Apple Imaginative and prescient Professional’s frictionless VR expertise with out having the know-how to make it secure. This simply is not ok, Meta. Both embrace an actual depth sensor in {hardware}, like ByteDance does in Pico 4 Extremely, or present the coloured grid once more. With regards to such a safety-critical system, Meta cannot have its cake and eat it too.

Article up to date shortly after publication to make clear the timeline of modifications to Stationary boundary.

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