
Meta is planning Q4 production for its VR hardware business, centered on the Meta Quest line. Q4 is the most important quarter of the year because it includes holiday demand, major retail promotions, and the highest concentration of first-time headset buyers. You are the Operations Manager supporting Reality Labs leadership and must recommend how many Quest headsets Meta should produce for Q4, balancing upside demand capture against inventory risk, channel constraints, and competitive pressure from Sony PlayStation VR2, ByteDance Pico in select markets, and premium PC VR alternatives.
Meta has to lock a production plan 4 months before the quarter starts. The decision is difficult because demand is driven by a mix of replacement purchases, gifting, new-to-VR adoption, and software-led ecosystem pull from titles distributed through the Meta Horizon ecosystem and the Meta Quest Store. Underproducing risks stockouts during Black Friday and Christmas, lost software attach, and weaker ecosystem growth. Overproducing risks markdowns, excess inventory carrying cost, and channel conflict with retail partners.
Assume the production decision is for all Quest headsets to be sold globally in Q4 across Meta direct channels and retail partners.
| Metric | Value |
|---|---|
| Global VR headset sell-through last Q4 (all brands) | 4.8M units |
| Meta Quest share of global VR sell-through last Q4 | 46% |
| Expected global VR market growth this Q4 vs. last Q4 | 18% |
| Meta planned average selling price (blended across Quest models) | $380 |
| Meta target in-stock service level for Q4 | 95% |
Additional operating assumptions: