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The Best Quest 3 Soft Head Straps For Reclined & Lying Down Use

Watching a movie or chilling out with a meditative VR experience can meaningfully expand the use case and the amount of time someone might be willing to spend in a headset.

Unfortunately there are many factors that push against this trend. Most notably the soft cloth head straps that ship with the Quest 3 and 3S (and the Quest 2 previously) are not comfortable for many people, especially for longer sessions.

The dream of a personal theater to view movies and other entertainment is not new, born out of the Oculus revolution. But early VR was developed mainly for gaming, with head straps prioritizing stability on the head for movement rather than comfort lying down.

The lying down use case is now being served by many more consumer choices than ever before. I've been testing these options to bring them to light for others like me, who are seeking a comfortable solution.

Apexinno A3 Ultra-Light Head Strap

Photo: Craig Storm

Apexinno has introduced a new lightweight head strap that uses a silicone accordion rear strap, reminiscent of the Apple knit straps for Vision Pro. The top strap is a fabric and Velcro piece that sits front-to-back to provide lift on the headset to reduce pressure on the face and cheekbones.

The A3 successfully replicates much of the satisfying gathering, cupping sensation that the Apple knit straps provide on the back of the head. It makes for a comfortable and lightweight solution that essentially disappears once you're lying down. There is a scroll wheel on the right hand side that tightens the rear strap. To loosen you pull outward on the knob and the rear strap relaxes.

For someone looking for a solution similar to the Apple Vision Pro Knit strap but for far less money, and without having to go with 3rd party adapters, the Apexinno A3 is a compelling choice. You can find the A3 available for $29.99 on the Apexinno website or Amazon.com

Editor’s Note: Apexinno provided a review unit of the A3 head strap for this article.

Kiwi Design K4 Flex Comfort Elite Head Strap

Photo: Craig Storm

Kiwi Design’s K4 Flex takes a different approach. It combines a rigid yet flexible rear pad and elastic side straps to create a secure yet very comfortable experience for the user. The rear is well cushioned with a synthetic leather pad and a front-to-rear top strap is also present to provide lift for the headset off the face. Also noticeable is the high level of fit and finish and attention to detail in the design and construction of the K4 Flex. It feels and behaves like a high-quality product.

In practice this is one of the most comfortable head straps I've used on my Quest. During lying down sessions the rear pad is more apparent than the Apexinno, and some people might find it not as suited to full horizontal VR. However, it is well padded and flexible enough that it was never uncomfortable for me, just noticeable.

My impression of the K4 Flex is that it neatly falls between a true lying down solution and a capable elite-style head strap, with some valuable qualities of both types. And in the end might be the most compelling for all-around use.

The K4 Flex is available on the Kiwi Design website for $34.99 or Amazon.com.

Meta Quest 3 Stock Head Strap With 3rd Party Head Pad

Photo: Craig Storm

A low cost solution I found that greatly improved the comfort of the stock Meta Quest head strap is the addition of a rear head pad. This spreads the pressure of the strap more widely and evenly across the back of the head and reduces the “hot spots” where I would get sore using the stock strap alone.

These are commonly available on Amazon and other online marketplaces. Apexinno features one on their website. I purchased mine from AliExpress for less than $10.

Apple Vision Pro Dual Knit Band With 3rd Party Adapters

Photo: Craig Storm

I previously wrote about my experience adapting an Apple Dual Knit band to my Meta Quest 3, using 3rd party adapters from an Etsy vendor. While this is easily the most expensive solution here, it also has some unique advantages.

The Dual Knit strap is exceptionally well made and designed, no surprise given its Apple design and lofty price tag. The woven material is soft and luxurious to the touch. The adjustment knob serves a dual function, and does so with a feeling of quality and precision. The tungsten weights built into the rear strap and the cross-head design instead of a front-to-back design means that weight is managed differently. Given the Quest 3’s lighter weight than the Vision Pro, this makes for a very balanced and comfortable solution that offers terrific adjustability.

The comfort of Apple's design demonstrates that the Vision Pro was designed with the reclined or lying down use case in mind. Quest owners can now experience Apple's design choices for themselves.

Thoughts On Comfort & Convenience

One added benefit of these soft straps is the convenience afforded when traveling with your Quest. I was able to simply roll the entire thing up, headset and strap, into a sweatshirt and stick it in my bag – no special travel case required. As someone who travels for work frequently, it's not a small thing to have that option. Convenience is king when making decisions about what to bring along.

What all of these options really highlight is an acknowledgment of the broader spectrum of how many people actually use VR. For years, head strap design decisions were built around the assumption that users would be standing, moving, and playing. But a lot of us also want to lean back, watch a movie, or spend some quiet time in a headset. Comfort for those moments looks different than it does for active gaming, and the industry is finally starting to recognize that.

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Attending Lakers Games In Apple Immersive Plays To VR's Strengths

Watching an NBA game in the Apple Vision Pro feels like a glimpse of where sports and entertainment need to go, even if the path forward is still taking shape. Apple is clearly experimenting with what watching sports can feel like when you are no longer locked into a flat television broadcast.

I recently went onto the court at an immersive Lakers game from the confines of Ian Hamilton's Vision Pro I borrowed from him in New York City. This was not a live broadcast, I watched the game on demand via the Spectrum SportsNet app, after the fact, in guest mode on his headset wearing my own personal Dual Knit Band. The experience leaving my Quest 3 behind and spending extended time in an immersive Apple experience left me both impressed, and conflicted.

Presence Or Floating In Space?

Viewers are given a choice about how to watch an NBA game in headset.

You can watch the game on a floating virtual screen, which already feels cleaner and more cinematic than a traditional TV. Or switch into fully immersive 180-degree 3D view for a full two-hour cut-together view of the game from start to finish. That second option is where the experience shows the most potential, but we also shouldn't dismiss the first mode. That first mode can be more easily shared in mixed reality with other apps and people, making the experience of watching there a bit like an IMAX version of an NBA game that's simultaneously without any of the typical distractions. Ian showed me a Jupiter environment in his headset too, and I could've watched the game there, surrounded by the gigantic planet and glimmering stars. All that said, instead, I dropped into the immersive mode for most of my time with the game.

In immersive mode, you are limited to a small set of camera perspectives and a singular timeline through the game. There are cameras mounted beneath each basket at opposite ends of the court, a ground-level center-court view, and a wider angle from up in the stands. Those angles are sufficient for following the game. Most intriguing about my time in this mode is that some of the most compelling moments had little to do with the action on the court.

The cutaways to commentators and sideline reporters stood out immediately. Interviews are presented in 3D and human scale, and that changes how you perceive the people on screen. You see their entire bodies rather than a cropped head-and-shoulders shot, and they feel more like they're standing right there talking to you. The sense of scale is immediate and lasting. You can also tell how tall these players actually are and start noticing details you would never catch on television, like a birthmark on a shoulder or sweat collecting along an arm.

An Apple Immersive NBA broadcast feels intimate in a way traditional broadcasts are not. That intimacy is powerful, but it also highlights a challenge immersive sports production will have to solve. At one moment, feeling present on the court can be a good thing, and the next it can feel uncomfortably close. Immersive broadcasts still need to learn where that line is, and how to stay on the right side of it from moment to moment. In something like the recent Tour De Force MotoGP documentary, the immersive filmmakers had quite a bit more time to prepare around a very specific narrative, and you can feel the difference moment to moment.

MotoGP Tour De Force Places You Trackside With Apple Immersive Blackmagic Cameras
Tour De Force places you trackside at the start of a MotoGP race in Apple Immersive.
UploadVRIan Hamilton

For basketball, the immersive cameras provided terrific close-up views of plenty of interesting things outside the game too. Instead of watching commercials you're watching the Laker Girls during breaks, and their performances in 3D at human scale again reinforces the difference from television. You feel as if you are standing there, close enough to appreciate movement, spacing, and physicality. During commercial breaks, you can watch the crew wipe down the court, see players and staff milling about, and catch the in-between moments that usually disappear when the feed cuts away. Those behind-the-scenes details add texture and strengthen the feeling that you are actually inside the arena, not just consuming a polished broadcast.

The experience shows more friction once active gameplay ramps up. When using the center-court camera, the action constantly moves left to right and back again. That means repeatedly turning your head to follow the play unless the feed switches to one of the basket cameras. Over time, that motion becomes tiring.

I found myself wishing for more camera options, or better yet, the ability to manually switch views during the replay. An Immersive Highlights clip separate from the full broadcast pulls together some of the best moments seen from Apple‘s cameras over the course of the game, and at less than 10 minutes long, it offers a great way to see some of LeBron James’ best moments from behind the backboard without giving too much time to neck strain. Basketball broadcasts have always been built around wide shots that let you see the entire floor at once. In immersive VR at certain angles, the constant side-to-side motion means your head and neck are doing more work than they ever would in front of a TV or even at the game itself.

Even with the Dual Knit Strap, the Vision Pro is heavy and coming from extended daily use with a Meta Quest 3, I felt the Vision Pro's weight immediately pushing down on my face, and it stayed there throughout my time. For shorter sessions, it is manageable. For longer viewing, headset weight may be the biggest thing holding this use case back even if it isn't the only thing.

Immersive Broadcasts And Lighter Headsets

Immersive viewing isn't just the future of sports, concerts, and entertainment – it's here today, to quote William Gibson, just "not evenly distributed." The sense of presence here is too compelling to ignore. What feels less certain is how quickly the hardware evolves, how the technical implementation will improve, and how it will scale to become mainstream.

Ian's hands-on experiences with Steam Frame would suggest a much more lightweight experience that could be worn for extended periods, and he showed me how slim the Bigscreen Beyond headset is, which takes the minimal small and light form factor to the extreme. He also hasn't worn the Frame for an extended period, yet, and neither Apple nor the headset manufacturers have shown any indication that Apple's top tier immersive programming is coming to any headset other than one with an Apple logo shown at startup.

So, much as it was in 2016, and in 2024, right now immersive sports still feel like a glimpse of the future even if it works now. It is not a default viewing mode. What Apple is doing with Vision Pro and Apple Immersive is not a finished product. It is a preview. And as previews go, this one is strong enough to make me want more, even as it makes clear how much work remains to create a mass-market experience.

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Supernatural’s Uncertain Future Leaves VR Fitness Users Looking For Options

Supernatural continues to rank at or near number one on the Meta Quest charts in the wake of Meta’s decision to pause content updates and lay off much of the team behind one of VR’s most effective fitness apps.

Many in the VR fitness community have been looking into their options.

Supernatural has always been positioned as a premium experience. Access as of this writing is subscription-only, with users paying either $9.99 per month or $99 per year. That recurring revenue, combined with strong engagement and brand recognition, made Supernatural feel like a rare success story in consumer VR fitness.

Meta says the existing library, which spans thousands of workouts, will stay accessible. Current subscribers can continue paying for full access and new users are still able to sign up. In the short term, that keeps Supernatural viable, especially for users already invested in its structure and coaching. What happens to the mainstream music used in the project if licenses expire?

What makes Supernatural’s situation so disruptive is not just the pause in new content, but the loss of certainty. VR fitness depends on habit, trust, and long-term commitment. When a chart-topping, subscription-only app can be upended overnight, the entire health journey some people are may see potential disruption down the line.

In that context, ownership models, studio independence, and transparency do actually matter to many more than production value alone. At a moment when VR fitness is proving its ability to retain paying users and drive real behavior change, Meta appears to be stepping back from one of its strongest examples.

For users navigating this moment, the good news is that the ecosystem is deeper than it once was. The harder question is which platforms feel stable enough to earn long-term trust.

I've tried a number of VR fitness options besides Supernatural to check out what the latest options offer.


FunFitLand

Photo: FunFitLand

I have spent a meaningful amount of time inside FunFitLand, starting back in its early alpha period. Early on, it leaned heavily on Supernatural’s blueprint, with real coaches in 3D as well as beautiful real-world and imaginary scenes for workouts. Over time, it moved past that influence and developed its own identity.

That evolution is most visible in the community and coaching. The tone is supportive and motivational without feeling performative. Coaches have sharpened their virtual instruction skills, with clearer cues, tighter pacing, and better movement guidance. On the workout side, the platform has expanded its movement set with additions like side steps and hammer strikes, giving sessions more physical range.

DanceFit has since evolved into GrooveFit, favoring looser, more expressive routines. The addition of FlowFit has been especially meaningful. It introduces a meditative, tai chi-inspired experience focused on balance, breath, and intentional movement. It reinforces the idea that VR fitness does not need to be all intensity to be effective.

FunFitLand also improved its music selection. The library now spans a wider range of genres, including cinematic tracks and some heavy metal. That added variety helps reduce repetition and gives different workout modes a clearer identity.

FunFitLand mirrors Supernatural’s pricing structure, offering both monthly and annual subscriptions. At the time of writing, a first-year annual discount of $69.99 appears to still be available for new subscribers, undercutting Supernatural’s standard annual fee. The app, which also supports hand tracking, has also launched on Apple Vision Pro, signaling ambition at a time when others are pulling back.

FitXR

Photo: FitXR

FitXR began life as BoxVR in 2017 and has since grown into one of the most feature-rich VR fitness platforms available. It operates on a subscription model priced at $12.99 per month or $108.99 per year.

The platform, which also supports hand tracking, currently offers seven workout types: Box, Combat, HIIT, Sculpt, Dance, Zumba, and the newer mixed-reality SLAM mode. Workouts span multiple intensity levels and are supported by a progression and rewards system designed to encourage consistency. Regular content updates and monthly themed challenges keep the experience from feeling static.

FitXR uses recognizable fitness personalities as coaches, though in some modes, particularly Sculpt, Dance and Zumba, those coaches appear as stylized cartoon avatars. Choreography across disciplines is strong, and the workouts are fully capable of delivering a serious sweat.

Where FitXR falls slightly behind Supernatural and FunFitLand is in environmental range and polish. There are fewer workout environments, and those that do exist are not as breathtakingly beautiful - think functional rather than awe-inspiring. Hit feedback in the boxing and combat modes also lacks the satisfying auditory impact found in FunFitLand, which remains best in class in this area. Even so, FitXR’s breadth, progression systems, and consistent update cadence make it a strong long-term subscription for users who value variety and structure.

FitXR is also expanding beyond Meta’s ecosystem. The app is now available on Samsung’s Galaxy XR headset, running Android XR, marking an early move to support next-generation mixed reality hardware outside the Quest platform.

Les Mills XR Bodycombat

Photo: Les Mills XR Bodycombat

Les Mills XR Bodycombat takes a fundamentally different approach. It is sold as a one-time purchase priced at $29.99, with optional DLC packs typically around $9.99. For users wary of subscriptions, that alone makes it appealing.

The workouts are demanding and efficient. Sessions are designed to escalate intensity quickly, and it does not take long to work up a sweat. Real-life Les Mills coaches Dan Cohen and Rachael Newsham appear briefly at the start of sessions as holograms, then transition to voice-only guidance for the remainder of the workout.

The workouts share a familiar structure, and for people who train often, that repetition becomes noticeable over time. Even so, the effectiveness is hard to argue with. The sessions move quickly, the combinations stay demanding, and by the end you feel the work you put in. This is not a gentle program, and that intensity is what many users seek.

PowerBeats VR

Photo: PowerBeatsVR

PowerBeats VR has been a fixture in VR fitness since launching on SteamVR in 2019 and arriving on Meta Quest in 2021. On Quest, it retails for $22.99, with DLC packs typically priced between $2.99 and $5.99.

Its defining feature is customizability. PowerBeats VR allows users to upload their own music and fully customize workouts, sidestepping licensing concerns entirely. That level of control is uncommon and will appeal to users with established playlists or specific training goals.

The experience itself is less refined than many competitors. Visuals are straightforward, presentation is functional, and there is less emphasis on coaching personality or community. Even so, it remains enjoyable and effective at getting users moving when workouts are tuned to personal preferences.

The one-time purchase model combined with deep customization makes PowerBeats VR compelling for a specific audience. It does not sit in my personal top tier, but it fills a niche for many users.

XR Workout

Photo: XR Workout

XR Workout takes a different approach from most VR fitness platforms by prioritizing open movement and functional, full-body training over scripted classes and cinematic presentation. The app is free to download and use, with the free tier limited to eight minutes per day, with a starter membership promising multiplayer. A paid Pro membership unlocks the full feature set, including extended workout time, expanded modes and deeper customization tools.

One of its defining characteristics is controller-free movement through hand tracking, allowing users to exercise without holding controllers for extended sessions. Workouts rely heavily on bodyweight movements such as squats, jumps, running in place, and target-based striking that engages both upper and lower body at the same time. The result feels closer to an open training circuit than a guided class.

XR Workout also supports mixed reality, blending the user’s physical space into the workout environment so surroundings remain visible during sessions. Multiplayer workouts, playlist selection, and the ability to build or customize routines give the app a level of flexibility that most top platforms do not attempt.

XR Workout feels very different from most VR fitness apps. There is little hand-holding, and very little emphasis on presentation. You load in, start moving, and manage your own pace. If you are looking for coaching, structure, or personality, it will likely feel bare. If you are comfortable setting your own rhythm and just want a space to move hard for a few minutes, it does exactly that.

Starwave

Photo: Starwave

Starwave sits closer to the dance rhythm game end of the VR fitness spectrum, but it overlaps in interesting ways with Supernatural’s Flow workouts. Movement is driven by techno and electronic tracks, with players slashing incoming notes using glowing, cosmic batons. The emphasis is on rhythm, timing, and continuous motion rather than precision or scoring.

There are no coaches, no guided programs, and no overt fitness framing. You load in, follow the beat, and keep moving. In practice, the experience can feel meditative in the same way Flow sessions do, especially during longer play sessions where movement becomes more fluid and less deliberate.

I have found Starwave to be an enjoyable and consistent addition to my weekly fitness rotation. It is not a replacement for structured workouts, but it works well as a lighter, movement-focused session that still gets the heart rate up.

Starwave is a one-time purchase, priced at $19.99 on the Meta Quest store (on sale as of this writing). Additional content is offered through an optional DLC pack at $4.99. There is no subscription model.


Other Fitness Experiences

The platforms I picked here represent what I would consider the top tier VR fitness experiences available in VR headsets right now. They combine polish, consistency, ongoing development, and enough depth to support long-term use. There are plenty of other VR fitness apps on the Quest platform, but many are less refined or narrower in scope, but they are still fun and fully capable of working up a sweat. For users experimenting with VR fitness for the first time, those options can still be worthwhile.

I certainly haven't covered everything, so please share your favorite ways to get fit in VR in the comments below too. If you're the developer behind an app building something new in this space, you can also email UploadVR via tips@uploadVR.com.

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