Logitech MX Ink stylus for Meta Quest gives creators a new tool for mixed reality

Mixed reality platforms, or spatial computing as Apple calls it, try to seamlessly blend digital objects into the real world, but that illusion quickly breaks down when it comes to manipulating those virtual pieces directly. Yes, tapping on buttons in thin air or pinching the corner of floating windows might feel a little natural, but creating content, especially 2D and 3D objects, is less believable when all you have are two “wands” in each hand. For decades, the stylus has been the tool of choice of digital artists and designers because of its precision and familiarity, almost like holding a pencil or paintbrush. It was really only a matter of time before the same device came to mixed reality, which is exactly what the Logitech MX Ink tries to bring to the virtual table.

Designer: Logitech

The Logitech MX Ink is practically a stylus designed to work in virtual 3D space, but while that description is simplistic, its implications are rather world-changing. It means that creators no longer need to feel awkward about waving around a thick wand, making them feel like they’re playing games more than painting or modeling. Artists, designers, and sculptors can now use a more convenient and intuitive tool when moving around in mixed reality, bolstering not only their productivity but also the quality of their work. Admittedly, the MX Ink is bulkier and heavier than most styluses, closer to a 3D printing pen than an Apple Pencil, and drawing on air is still going to feel unnatural at first, but it’s significantly better than even drawing with your finger.

What makes Logitech’s implementation a bit more special is that it works in both 3D and 2D spaces. The latter means that you can still draw on a flat surface and feel the same haptics and pressure sensitivity as a Wacom stylus, for example. This means you can easily trace over a sketch or blueprint on paper and bring that up to a 3D space for fleshing out. Or you can paint artistic masterpieces on a physical canvas without actually leaving any mark on the paper.

The MX Ink is a standalone product, but Logitech is also offering optional accessories to further reduce the friction of working in mixed reality. The MX Mat offers a low-friction surface for drawing with the stylus in 2D, though the MX Ink can actually work on most flat surfaces anyway. The MX Inkwell is a stand and wireless charging station for the device, letting you simply lift it from the dock to start drawing and then put it back without having to worry it won’t be charged and ready for your next work session. Without the MX Inkwell, the stylus will have to charge via a USB-C connection, and Logitech doesn’t even ship a cable with it.

As promising as this new creativity tool might sound, its use is limited to the Meta Quest 2 and Quest 3 headsets, ironically leaving the Quest Pro out of the party. This is boasted to be the first time the Quest headsets support more than two paired controllers at the same time, which means you can connect the MX Ink and simply switch between it and the regular Quest controllers without having to reconfigure anything every time. The Logitech MX Ink goes on sale in September with a starting price of $129.99.

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This Neck-worn Power Bank for the Vision Pro may be better than Apple’s own battery pack

Virtually everyone who’s tried the Vision Pro has mentioned one pain-point, its external battery pack. Designed to strap to your Vision Pro like an IV drip for your headset, this battery pack isn’t particularly elegantly designed. It’s a rather heavy metal cuboid that’s tethered to your headset, and the only way to elegantly store it while in use is to slide it into your pocket – leaving a sole wire that dangles from your head to your waist, coming in the way of your hand while you move around.

It’s almost like Apple WANTS you to know that they’re great at primary products but terrible at accessories, after various debacles surrounding the questionable designs of the Magic Mouse, the Air Power Mat, the Gen 1 Apple Pencil’s charging solution, and the carrying case for the AirPods Max. The Vision Pro’s battery pack is yet another example of Apple’s questionable approach to product functionality, but it seems like ZyberVR has a better fix. The Neck Power Bank, as its name suggests, straps two lithium-ion battery packs around your neck. Perfect for spatial computing, this power bank rests naturally along the curve of your neck, and connects to your AR/VR headset via a rather short cable. It’s an elegant solution to a rather simple problem, and even allows you to move around unencumbered.

Designer: Kylin Wu

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The Neck Power Bank assumes the familiar horseshoe shape of a neck pillow, a pair of sporty earphones, or one of those neck-worn air conditioners. The power bank boasts a fresh and ergonomic design that sets it apart from the rest. Featuring a flexible center frame, it simplifies the process of unfolding and wearing it comfortably around your neck. Prioritizing ergonomic principles, it skillfully redistributes weight onto your shoulders, effectively relieving neck strain. The product seamlessly conforms to your shoulder’s natural curve, ensuring a secure fit during physical activities and minimizing unwanted shaking. This cutting-edge design departs from convention, effectively eliminating the discomfort often associated with prolonged use and offering users a more convenient, stable, and enjoyable charging experience.

With a robust overall capacity of 10,000mAh, the neck-worn device ensures a seamless 2-3 hours of XR device use, freeing users from battery anxiety. Additionally, the Neck Power Bank packs a removable 5000mAh backup battery that can be hot-swapped during use. Thanks to the quick-release switch, users can effortlessly swap out a depleted battery in a matter of seconds. The removed battery can be charged independently, guaranteeing uninterrupted power and catering to the demands of power users.

A USB-C port allows you to connect the power bank to a host of AR/VR headsets like Meta’s Quest series, Sony’s PlayStation VR, or even other devices like headphones or even your smartphone. ZyberVR even boasts compatibility with Apple’s upcoming Vision Pro headset, although you’d need a proprietary connector cable that can attach to the Vision Pro (which launches February 2nd). That shouldn’t take time, as Apple would probably want third-party manufacturers to build out accessories to make the headset more lucrative. After all, if they want developers to start building a software ecosystem around the product… a hardware ecosystem would surely help contribute to the Vision Pro’s eventual success!

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