Meta Quest Pro

I received the Meta Quest Pro last week and so far, it has been a positive experience. This is not really a review of the product and in no way an indorsement, but simply my first thoughts from a user perspective.
Unit Overview My main purpose for purchasing the Meta Quest Pro (or MQP for brevity) was to make sure that the ADayInIT VR game functioned the same on both the MQP and the Quest 2 (or Q2 for brevity) platforms. I did notice some subtle differences in world space, which I will now need to look into. To be fair, I got quite comfortable with the Quest 2. I had purchased the premium head strap for the Quest 2 but have yet to install it because I wanted to put the strap that came with the unit through its paces before trying something different. Overall, I was satisfied with it and did not feel the need to change straps at the time. I also received the Q2 upgraded face rest offered by Oculus for free, but did not like that as much as the factory face rest. This all changes with the MQP (Meta Quest Pro). There is no longer a head strap, just the front and back contact points to rest on your head. I miss that head strap because it almost ended up being a handle for the unit. During development you are continuously taking the unit off and on, so this may be more of a developer-based bias. The MQP does sit well on your head and as noted in their release video, it is actually heavier than the Q2. It does however seem a bit awkward to put on, especially since you are trying to avoid having any part of your head touch the lenses. This could just be a "new device" scenario of course, and may change over time once I get used to strapping on the headset for use. I also purchased the MQP blinders and full immersion face cover because that was one of the things that I really liked about the Q2 versus the Hololens2 experience. Being immersed in the experience is a totally different experience over augmented reality, though I liked both in their own way. Because the MQP offers both AR (through the eyes of the camera) and VR, it offers the best of both worlds, allowing you to switch on demand. The MQP AR experience is quite nice and is comparable to the Hololens2 experience. Game Controllers Like the strap on the headset, the new MQP controllers do not have the tracking ring like the Q2 did. Though I really did not care what their purpose was, I found them quite useful to give your hands a rest during use, hanging them on your thumbs until you were ready to grip the controllers, almost positioning the controllers in a grip position. I almost miss having the rings. The controllers have a bit more weight, making them seem quite solid in your hands. I will need a bit more time to determine if I prefer them over the Q2 with the additional tracking and haptics, but they seem to do the trick on the apps and games I have tried so far. Overall As mentioned, I have only had the MQP for a week so there is much more use to come, at this point I really do like the MQP. I am however, still on the fence on the 5X price, though it is still about half the cost of the Hololens2. I have noticed what seems to be a bit more head strain with the MQP, which may make play duration questionable. This could be due to multiple factors, so I until I can spend more time using the unit, this is still to be determined. Because the new Iron Man by Marvel game came out, I figured it would be a good test for the unit. I had major issues with the download and am not sure if it was MQP related, Meta download related but will install on the Q2 to see if I have similar install issues. While I have only spent an hour or so actually in the game, I can only say that so far that it was quite enjoyable and had no issues after the download and the MQP in-game experience was flawless. I am using MQP as is to play the game, but may add the full immersion or blinders to see if it really feels much different during game play. I found that you still feel immersed even though you can see more of the outside world. ..more to come..