Logitech's MX Ink & Muse: The Future of Creative Input in VR (2025)

Creative input in virtual and mixed reality is on the brink of a revolution, but are we truly ready for it? Logitech’s MX Ink for Quest and Muse for Vision Pro promise to redefine how we interact with headsets, yet they paint an unfinished picture that leaves us both excited and questioning. Priced at around $130, these spatially tracked styluses aim to bridge the gap between physical and digital creativity. But here's where it gets controversial: while MX Ink has been available for Meta Quest 2, 3, and 3S for over a year, and Muse recently debuted for Apple Vision Pro with visionOS 26.2 support, their integration into creative workflows remains a work in progress.

For Quest users, MX Ink functions as a laser pointer or remote control within Horizon OS, seamlessly launching apps like Figmin XR, Vermillion, ShapesXR, and Gravity Sketch with a simple click. However, most apps still require a Touch controller in the other hand, creating a somewhat awkward duality. For instance, in Jigsaw Night, I activated a setting to demonstrate how MX Ink and hand tracking could work together, but this feels more like a workaround than a seamless solution. And this is the part most people miss: the potential for these tools to replace traditional controllers entirely is still largely untapped.

Apple’s Muse, on the other hand, marks the beginning of the company’s foray into ‘motion tracking in six degrees of freedom,’ enabling intuitive sketching on 2D surfaces within apps like Freeform and Notes. Yet, despite its promise, the ecosystem of apps fully supporting Muse as a 3D tracked object is still growing. Both styluses charge via USB-C, with MX Ink offering an optional $50 charging stand, the MX Inkwell. Interestingly, they can charge while in use—a feature neither Quest nor PlayStation VR2 controllers support. But does this convenience outweigh the need for additional hardware?

In theory, these pocket-sized tools should offer unparalleled portability, but in practice, creative apps often still demand a controller alongside the stylus. Hand tracking, when supported, feels like an alternative input mode rather than a complementary one. This disconnect raises a bold question: Are developers fully leveraging the potential of these tools, or are they stuck in the past?

Take Thrasher on Quest, for example. The MX Ink transforms the experience into a wildly fun, wand-based game, showcasing how far spatial inputs have come since 2016. Yet, not all games or apps can replicate this level of precision and control. On Vision Pro, the arrival of Muse and PlayStation VR2 controllers within weeks of each other highlights the rapid evolution of spatial inputs, but developers are still catching up. Apps like Circuit Flux are leading the charge by supporting both Sony and Logitech systems, while Meta’s developer competition hints at a future where these tools become the norm.

As operating systems and developer ecosystems mature, the question remains: Will MX Ink and Muse become the go-to tools for creative input, or will they remain niche accessories? What do you think? Are these styluses the future of VR and MR creativity, or just a stepping stone? Let us know in the comments!

Logitech's MX Ink & Muse: The Future of Creative Input in VR (2025)
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