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Reçu aujourd’hui — 27 novembre 2025

Horizon Hyperscape Worlds Hands-On: Teleporting Into My Boss's Home With VR

27 novembre 2025 à 20:34

Letting people teleport into your home via Horizon Hyperscape feels like magic, though the scans are lower quality than the old cloud-streamed solo system.

If you missed it, last week Meta started rolling out an overhaul of its Horizon Hyperscape technology, letting you share new captures as unlisted Horizon Worlds and invite people to visit them as Meta Avatars.

These Hyperscape worlds are also rendered on-device on Quest 3 and Quest 3S, in contrast to the cloud-streamed approach previously used for Hyperscape. Up to 8 people can be in a single instance, and the system also includes support for mobile users via the Meta Horizon app.

Horizon Hyperscape Now Lets You Invite Friends To Visit As Meta Avatars
You can now turn new Horizon Hyperscape captures into unlisted Horizon Worlds, letting you invite friends to join you in them as Meta Avatars.
UploadVRDavid Heaney

After receiving the update on his Quest 3, UploadVR's Kyle Riesenbeck rescanned the downstairs living, dining, and kitchen area of his home. A few hours later, it was ready, and so he invited me over to visit.

Appearing as a Meta Avatar, Kyle gave me a guided tour of this huge section of his home, pointing out the details the capture kept, as well as the ones it doesn't quite resolve.

Compared to the previous cloud-rendered solo Hyperscape system, there's a clear drop in quality. For starters, the rendering resolution is lower, with visible pixelation and aliasing for anything relatively far away. As well as this, the Gaussian splat density appears to be lower, blurring some of the finer details captured by the previous implementation of Hyperscape. And despite these regressions, the performance was not solid, with the frame rate dropping when a large enough section of the scan was in my field of view.

Still, these complaints aside, I still had a feeling of being in Kyle's home, and could still see relatively minute details like the place names on the badges and pins he and his wife had pinned to a board after their travels. Further, it's amazing that this experience is even possible at all on an affordable mobile chipset from 2023, and we're due an XR2 Gen 3 next year that should make the experience a lot sharper and smoother.

If you own a Quest 3 or Quest 3S, or have the Meta Horizon app on your phone, and want to visit Kyle's home too, here's the link: Kyle's Home on Meta Horizon Worlds. Let us know what you think of it!

After visiting Kyle's home, I also scanned the living room and kitchen area of the apartment I live in, and found the resemblance to be remarkable. In fact, visiting it in VR while in my office induced such a strong feeling of presence that I tried to walk through my virtual kitchen, and thus bumped straight into my office wall. As someone who has been using positionally-tracked VR for well over a decade, I thought the days of mistaking the virtual for real like this were far behind me. But I was wrong. And it's a testament to just how realistic Hyperscape scans can feel, especially for places you're familiar with in reality, even in this lower quality on-device version.

Meta says it's still "rolling out" the Hyperscape sharing and social update, and keep in mind that any scans you make before your headset gets it won't be able to be shared or visited. Once you do get the update though, be sure to give it a try, as the ability to scan, share, and co-inhabit realistic reconstructions of real-world spaces with headsets that go on sale for as little as $200 is a truly remarkable technological achievement.

Horizon OS v83 Brings System Positional TimeWarp & Temporal Dimming

27 novembre 2025 à 18:25

Quest's Horizon OS v83 brings System Positional TimeWarp (SysPTW) and Temporal Dimming as experimental features, as well as improved scene understanding.

A test version of v83 started rolling out to the Horizon OS Public Test Channel (PTC) last month, testing these features and the evolved 'Navigator' system UI, which remains experimental. Now, a month later, a stable build of v83 is rolling out to all supported Quest headsets.

Quest v83 PTC Has The Evolved Horizon OS UI Meta Teased At Connect
Horizon OS v83 PTC includes the evolved Quest system UI that Meta teased at Connect, as well as scene understanding for slanted ceilings and inner walls.
UploadVRDavid Heaney

Meta's rollouts happen gradually, so it may take a few days or even weeks for your headset to get the v83 update. Further, Meta rolls out some features separately from the main update itself, so even having the v83 update doesn't guarantee having everything listed here yet.

Read on for a rundown of the key changes Horizon OS v83 brings compared to v81, the previous stable release:

System Positional TimeWarp (SysPTW)

Just before displaying every frame, all major XR operating systems rotationally reproject (warp/skew) it to match the tiny change in orientation of your head since the frame started rendering.

This is done to eliminate the latency you'd otherwise perceive as you pan your head. And when the running app fails to complete rendering a new frame in time for the next display refresh, the previous frame gets rotationally reprojected further instead of just repeating it. This avoids rotational judder, which is sickening in VR.

With Horizon OS v83, Meta has added an experimental setting called System Positional TimeWarp (SysPTW). When enabled, it applies to all apps at all times, extending the system-level reprojection to be positional, not just rotational.

VR Timewarp, Spacewarp, Reprojection, And Motion Smoothing Explained
TimeWarp, Spacewarp, Reprojection, Motion Smoothing. Asynchronous, Interleaved. You may have heard these terms or seen them in the settings of your VR headset, but what do they do, and what’s the difference? Timewarp The idea of Timewarp has been around in VR research for decades, but the specific feature
UploadVRDavid Heaney

According to Meta, SysPTW "uses real-time scene depth to reduce visual judder and lag when apps drop frames".

"This feature automatically activates when needed and works across all apps, with no impact on regular performance", Meta claims.

Application SpaceWarp (AppSW), the SDK feature developers can enable for their apps to run at half framerate by generating every other frame synthetically, has already had Positional TimeWarp built-in since launching 4 years ago, so AppSW games won't see any changes here.

For apps that don't use AppSW, enabling SysPTW should both reduce positional latency and significantly dampen the positional judder you normally experience when a game drops a frame.

Temporal Dimming

Back in v69, Meta added an experimental option called Content Adaptive Brightness Control (CABC) for Quest 3 headsets, which dynamically dims the backlight of the LCD displays in darker scenes to achieve deeper blacks that are closer to true black than the murky grey typically delivered by LCD.

Now, in v83, Meta has added a second but distinct experimental option called Temporal Dimming for Quest 3 and Quest 3S.

"This feature gradually dims your display brightness during each session, helping reduce eye strain, extend device battery life, and improve display performance—all without noticeable impact on your experience", Meta explains.

A scrolled-down view of the Horizon OS Experimental settings as of v83.

Meanwhile, the description of the setting in Horizon OS reads "Dynamically adjusts screen brightness to further reduce power consumption during idle periods, with minimum impact on user experience".

While CABC is very noticeable, with the screen brightness visibly adjusting, from briefly testing Temporal Dimming, it seems to be a far more subtle effect, with brightness seemingly changing over a greater time period.

We'll keep an eye on whether Meta moves Temporal Dimming out of Experimental in future releases, something it hasn't yet done for CABC. Meta may even make it the default eventually, with the aim of getting the most out of its plain LCD displays.

Improved Scene Understanding

Quest 3 and Quest 3S create a 3D mesh of your room during mixed reality Space Setup. Since launch, Meta's system has been able to infer the positions of your main walls, floor, and ceiling from this 3D mesh, and since v64 it has also generated labeled bounding boxes for doors, windows, beds, tables, sofas, storage (cabinets, shelves, etc.), and screens (TVs and monitors).

Quest developers can access these bounding boxes using Meta's Scene API and use them to automatically place virtual content. For example, they could place a tabletop gameboard on the largest table in the room, replace your windows with portals, or depict your TV in a fully VR game so you don't punch it.

Generic Meta depiction of Scene Understanding.

Now, with Horizon OS v83, Meta says Space Setup will also incorporate "more complex architectural elements like multi-height floors, slanted ceilings, and inner walls".

Apple Vision Pro added support for slanted surfaces in visionOS 2 last year.

Smartphone App Login For The Web

A significant drawback of Meta's Horizon OS compared to Apple's visionOS and Google's Android XR is that its default web browser isn't available on traditional device platforms. On Samsung Galaxy XR you'll have access to all your Chrome passwords and bookmarks, and on Apple Vision Pro you'll get the same for Safari – but the Horizon OS browser is only available on Quest.

The Horizon OS browser does have LastPass, and Meta is gradually rolling out Bitwarden, NordPass, Proton Pass, and Dashlane to it too, but switching to a supported password manager is a big ask for your VR headset.

Quest’s Web Browser Seems To Be Getting Ad Blocking & VPN Extensions
Quest’s web browser seems to be getting a range of new extensions, including an ad blocker, four new password managers, and multiple VPN options.
UploadVRDavid Heaney

Now, with Horizon OS v83, Meta says you can log into "certain websites" via your phone by sending a link to the Meta Horizon smartphone app.

Currently supported websites include "Roblox and Tiktok", Meta says, without disclosing exactly how other web developers can implement this, or whether it's based on a web standard.

Meta Launches Smart Glasses Trade-In Program & Gives Credit For AirPods

26 novembre 2025 à 23:46

Meta now has a trade-in program for its displayless smart glasses in the US.

The company's online store offers credit for trading in either Gen 1 Ray-Ban Meta glasses or recent models of AirPods, Beats, or Galaxy Buds wireless earbuds.

Here's the full list of eligible devices to trade in:

  • Ray-Ban Meta (Gen 1)
  • Apple AirPods Pro 2
  • Apple AirPods 4
  • Apple AirPods 3
  • Beats Powerbeats Pro 2
  • Beats Studio Buds +
  • Beats Fit Pro
  • Samsung Galaxy Buds3
  • Samsung Galaxy Buds3 Pro
  • Samsung Galaxy Buds3 FE

You can trade one of these devices in when buying any of Meta's smart glasses except for Meta Ray-Ban Display. That means the program applies to the two Ray-Ban Meta generations, Oakley Meta HSTN, and Oakley Meta Vanguard.

Traded-in devices must be "in working condition and include the charging case to properly charge the device", Meta's policy states. After an inspection to verify this, you'll be issued the credit to the payment method you used to buy the glasses.

How much credit you'll get depends on which device you trade in, with Ray-Ban Meta fetching up to $113 depending on the exact variant, while wireless earbuds will get you up to $70.

As Ray-Ban Meta Sales Skyrocket, Quest Sales Are Down Again
Meta Reality Labs revenue rebounded in Q2, up 5% compared to 2024. But this was driven by the Ray-Ban Meta glasses, while Quest headset sales were again down.
UploadVRDavid Heaney

The Gen 1 Ray-Ban Meta Glasses are currently on sale at $239 in the company's Black Friday sale. But according to Meta's terms, the trade-in program "cannot be combined with other offers, discounts, bundles, or coupons", so it looks like you can't combine the sale and the trade-in.

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Pico's 2026 Headset To Have 4K Micro-OLED Displays & R1-Style Chip

25 novembre 2025 à 21:07

Pico's 2026 headset will have 4K micro-OLED displays and a dedicated R1-style passthrough chip, a ByteDance executive reportedly said.

The Chinese news outlet STAR Market Daily reports that during the 2025 ByteDance Scholarship Award Ceremony, ByteDance Vice President of Technology, Yang Zhenyuan, described key details of Pico's next-generation headset.

We first heard that ByteDance's Pico was working on a high-end headset two years ago, when The Information reported that Pico 5 had been canceled in favor of a short-term Pico 4 refresh and a longer-term Apple Vision Pro competitor.

That short-term headset arrived last year as Pico 4 Ultra, while the Vision Pro competitor seems to be what Zhenyuan described.

Pico 5 Has Reportedly Been Canceled
Pico 5 has reportedly been canceled as ByteDance shifts its focus to a further out high-end headset to compete with Apple Vision Pro.
UploadVRDavid Heaney

According to STAR Market Daily, Zhenyuan said that the headset will feature "custom" micro-OLED panels with 4000 pixels per inch (PPI). That would match the pixel density of the 4K micro-OLED panels in Samsung Galaxy XR, Play For Dream MR, and Shiftall MeganeX.

Zhenyuan also reportedly said that the new Pico headset will have a self-developed dedicated chip for passthrough, handling real-time processing of the color cameras and delivering frames in less than 12 milliseconds.

The only headsets we've seen yet with a dedicated secondary chip for passthrough are Apple's Vision Pro series, which feature the company's R1 chip for this. And matching Pico's figure, Apple claims R1 delivers 12 milliseconds of photon-to-photon latency.

The news, if accurate, could suggest that Pico is looking to deliver best-in-class passthrough quality, exceeding competitors like Samsung that only use the ISP of the Qualcomm XR2 Gen 2 series chipset.

ByteDance Reportedly Working On Ultralight Pico Headset
ByteDance is working on a lightweight Pico headset with a tethered puck similar to Meta’s ultralight headset, The Information reports.
UploadVRHenry Stockdale

We should note that earlier this year, The Information reported that Pico is working on an ultralight headset resembling a pair of goggles, with a tethered compute puck, similar to Meta's next headset.

That report also noted that ByteDance was working on an R1 chip equivalent, but it's unclear whether the 2026 headset Zhenyuan described is the same as the ultralight headset, or whether Pico plans a range of high-end options with different form factors.

We'll keep a close eye on Pico in 2026 for any signs of a new headset announcement. But keep in mind that Pico 4 and Pico 4 Ultra aren't sold in North America, as ByteDance doesn't want to risk any unwanted political scrutiny in the face of a TikTok ban taking effect, so there's a good chance its next headset won't be either.

Godot Now Supports More XR Features & Builds A Universal OpenXR APK

25 novembre 2025 à 19:46

Godot now supports Vulkan foveated rendering on Android, Application SpaceWarp, DirectX 12, and OpenXR render models, and can build a universal OpenXR APK.

If you're unaware, Godot is a free and open-source alternative to Unity and Unreal Engine. It's technically controlled by the non-profit Godot Foundation, but all development takes place in the open.

Since last year, Meta has been funding a group of Godot veterans to improve the engine's support for OpenXR and Quest feature extensions, as well as to build high-quality samples and documentation.

Uniquely, Godot is also available standalone on Quest 3 and Quest Pro. To be clear, that means the editor itself runs as a 2D Android app within Horizon OS, including the ability to build APKs on-device.

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OpenXR render models API on Meta Quest 3 in Godot.

Godot 4.5, released in September, brought a number of important new XR features and improvements:

  • You can now use DirectX 12 and OpenXR together on Windows for improved performance.
  • Foveated rendering now works in Vulkan on Android. Previously it only worked in Vulkan on desktop, and was thus limited to OpenGL on Android.
  • Application SpaceWarp is now supported on Meta Quest and Pico headsets.
  • The OpenXR render models extension is now supported, letting the app dynamically load in 3D models of the active tracked controllers from the system. This avoids each application needing to bundle its own 3D models for every possible tracked controller it wants to support, and enables support for future unreleased controllers.

Crucially, Godot 4.5 also delivers support for building a universal OpenXR APK that can, in theory, run on any Android-based standalone headset that supports OpenXR. This rectifies the problem of having to maintain multiple device-specific builds for each headset, the antithesis of the "core promise" of OpenXR.

OpenXR Spatial Entities Extensions Standardize Surfaces, Markers, Anchors & Persistence
The new OpenXR Spatial Entities Extensions standardize surface detection, marker tracking, spatial anchors, and persistence.
UploadVRDavid Heaney

Godot 4.6 is now in public testing, and it's set to bring even more XR features and improvements, including an upgrade to OpenXR 1.1.

The engine will also add support for the OpenXR spatial entities extensions, released earlier this year. The spatial entities extensions standardize how developers leverage the environment tracking capabilities of headsets and glasses to build experiences that interact with the user's physical environment, a class of capabilities that until now have been handled by vendor-specific extensions or SDKs.

This includes persistent spatial anchors, plane tracking, and marker tracking.

OpenXR 1.1 Brings Foveated Rendering & More Into The Spec
OpenXR 1.1 brings a foveated rendering extension & more into the core specification. Full details here.
UploadVRDavid Heaney

Godot says it also plans to improve its frame synthesis support, providing runtimes with depth buffers and motion vectors to improve the quality of output of features like Application SpaceWarp.

Meta Black Friday Sale Gives 40% Off Hundreds Of Quest Games

25 novembre 2025 à 01:34

The Meta Horizon Store's Black Friday sale, now on, offers 40% off hundreds of Quest games via the discount code BFCM25.

There are far too many eligible titles for us to reasonably list, but you can see the full selection here.

Eligible games range from blockbusters like Assassin’s Creed Nexus, Reach, Asgard's Wrath 2, Metro Awakening, Alien: Rogue Incursion, Resident Evil 4, and Arizona Sunshine 2 to indie gems like Ghost Town, Superhot VR, Dungeons of Eternity, Walkabout Mini Golf, Real VR Fishing, and GOLF+.

We could go on all day here, but the TL;DR is that you can get 40% off almost every major title on Quest for the next week. A notable exception is Deadpool VR, which isn't eligible since it only came out last week. You'll still need to fork out $50 for it.

To apply the 40% discount for the eligible titles, just enter the code BFCM25 at checkout.

You can use it as many times as you want, up until 11:59 pm PT on December 2, a week from now.

Quest 3S Is $250 At Best Buy And Comes With $110 Of Black Friday Perks
Quest 3S is on sale for $250 at Best Buy, and comes with a $50 gift card, 1 month of Xbox Game Pass Ultimate, and The Walking Dead: Saints & Sinners.
UploadVRDavid Heaney

Sale Bundles

Separately, Meta is also offering 11 sale bundles, letting you get multiple games and/or DLC together for a lower price than buying them individually:

If you already own one of the games in a bundle, the price is lowered to reflect that.

Meta's WorldGen AI-Generates 3D Worlds From A Text Prompt

25 novembre 2025 à 00:55

Meta's WorldGen AI system generates trimesh 3D worlds from text prompts, though the company doesn't think it's ready for Horizon Worlds yet.

Meta first teased that its Horizon Worlds creation tools would get the ability to AI-generate entire 3D worlds back in May, when announcing the related AssetGen 2.0 model. Then, in June, the company revealed that this feature would be called Environment Generation, teased example generations, and said it would launch "very soon".

Horizon Worlds Creators Can Now AI-Generate Islands, Add AI NPCs “Very Soon”
Meta’s Horizon Worlds Desktop Editor now lets creators AI-generate island environments, and will let them add conversational AI NPCs “very soon”.
UploadVRDavid Heaney

Environment Generation launched in August, but it was (and remains) only capable of generating a very specific kind of island, a very limited scope compared to the goal of generic world creation.

What Is Horizon Worlds Desktop Editor?

Horizon Worlds Desktop Editor is a flatscreen Windows PC application Meta released in early access in February, alongside deprecating the in-VR creation tools of Horizon Worlds.

The editor offers the ability to import 3D assets, images, and sound files, place them in a 3D landscape, and implement game logic and other functionality using TypeScript, a popular offshoot of JavaScript. These worlds are then immediately playable and multiplayer-capable in Horizon Worlds.

In the US, UK, Canada, EU, Australia, and New Zealand, creators can also AI-generate 3D meshes, textures, skyboxes, sound effects, ambient audio, and TypeScript.

You can download Horizon Worlds Desktop Editor here.

At Connect 2025 in September, Meta teased an overhaul of its Horizon Worlds creation tools, called Horizon Studio, which hasn't yet launched. The tease depicted an AI Assistant capable of generating just about anything a creator wants, including entire worlds, specific assets, custom NPCs, and specific gameplay mechanics, in a matter of seconds or minutes. But it's unclear whether what Meta was showing was notional or representative of real technology it was waiting to deploy.

Meta Horizon Studio Will AI-Generate Just About Anything For Horizon Worlds
Meta Horizon Studio, the new name for Horizon Worlds Desktop Editor, is getting an upgraded AI Assistant that can generate or change just about anything.
UploadVRDavid Heaney

That brings us to WorldGen, the new AI system Meta published a paper for.

Meta describes it as "a state-of-the-art end-to-end system for generating interactive and navigable 3D worlds from a single text prompt", leveraging a chain of 2D and 3D techniques, rather than being a single model.

"WorldGen is built on a combination of procedural reasoning, diffusion-based 3D generation, and object-aware scene decomposition. The result is geometrically consistent, visually rich, and render-efficient 3D worlds for gaming, simulation, and immersive social environments."

To be clear, this is not producing a Gaussian splat like World Labs' Marble, nor an interactive video stream like Google DeepMind's Genie 3.

Meta's WorldGen creates a layout of traditional trimesh 3D assets, making it fully compatible with traditional game engines and rendering pipelines. And it also includes a navmesh for collision detection and NPC traversal.

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Here's the underlying sequence WorldGen goes through after you input a prompt, according to Meta:

(1) Planning
1. Procedural blockout generation
2. Navmesh extraction
3. Reference image generation

(2) Reconstruction
1. Image-to-3D base model
2. Navmesh-based scene generation
3. Initial scene texture generation
(3) Decomposition
1. Part extraction with accelerated AutoPartGen for scenes
2. Data curation for scene decomposition

(4) Refinement
1. Image enhancement
2. Mesh refinement model
3. Texturing model

So why isn't WorldGen rolling out in Horizon Worlds Desktop Editor, or at least being announced as a launch feature for Horizon Studio?

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Meta says it's not satisfied with the fact that WorldGen currently only produces 50×50 meter spaces, and that it takes a long time to do so. The company says it's working to address both limitations.

It seems like a greatly upgraded future version of WorldGen will be necessary to deliver on the promise of Horizon Studio that Meta teased at Connect, and given the rate of advancement in AI, it's very possible that the company will be able to achieve exactly that sometime in 2026.

AI Can Bring Real-World Objects Into VR In Seconds

24 novembre 2025 à 19:43

AI can bring real-world objects into VR as 3D assets in seconds, with Meta's new SAM 3D Objects model setting a new standard for quality.

It has been possible for years now to generate a 3D model of a real-world object by capturing dozens of images of it from surrounding angles, leveraging traditional photogrammetry techniques. Epic's RealityScan, for example, takes around 15–45 minutes of cloud processing, while Apple offers an on-device Object Capture API for iPhone Pro models that takes around 5 minutes.

But over the past year or so, advanced AI models have emerged that can produce 3D assets from a single image in a matter of seconds. And while they don't offer the same quality of photogrammetry, the quality has steadily improved with each new model release, mirroring the overall rapid advancement of AI.

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EchoTheReality on SideQuest, which uses an old AI model from 2024.

For an example of how this applies to VR, Takahiro “Poly” Horikawa published a Quest app on SideQuest that uses hand tracking to let you frame a specific real-world object and take a photo of it, leveraging Meta's passthrough camera API. This image is then provided to Stability AI's Stable Fast 3D API, based on the TripoSR model, and the result is spawned as a virtual object beside the image capture spot.

TripoSR is now almost two years old, though. And a few days ago, Meta launched SAM 3D Objects, the new state-of-the-art model for generating 3D assets from a single image.

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Meta SAM 3D Objects

You can test out SAM 3D Objects for free in your web browser on the Meta AI Demos page. Just provide it with an image and you'll be able to select which object you want to convert to a 3D model. Seconds later, you'll see a 3D view where you can pan around the object with your mouse or finger.

Meta's site isn't designed for mobile screens, so you'll probably want to use a PC, laptop, tablet, or VR headset. Also note that the model is only designed for inanimate objects, not people or animals.

SAM 3D Objects is open source, available on GitHub and Hugging Face. That means developers should be able to host it on a cloud computing platform that offers GPUs, and use it to provide the experience of that EchoTheReality demo but with higher quality output – essentially pulling an object from reality into VR.

Social VR platforms, for example, could let you conduct show-and-tell for objects in your real room in a matter of seconds. Or decorate your home space with items you crafted in the real world. Meta has no announced plan to add this to Horizon Worlds, but it would seem like a natural future step, complementing the Hyperscape worlds it just launched.

Horizon Hyperscape Now Lets You Invite Friends To Visit As Meta Avatars
You can now turn new Horizon Hyperscape captures into unlisted Horizon Worlds, letting you invite friends to join you in them as Meta Avatars.
UploadVRDavid Heaney

Marble Turns An Image Into A WebXR Volumetric Scene In Minutes

24 novembre 2025 à 18:27

Marble, an AI model from World Labs, can turn a single image into a volumetric scene that you can view in WebXR in a matter of minutes.

World Labs was founded last year by Fei-Fei Li, one of the pioneers of modern AI. She's best known for creating the ImageNet dataset that helped enable the rapid advancement of computer vision in the 2010s, having the insight that the lack of high-quality labeled data was a critical bottleneck.

As with almost all of the remarkable advancements in 3D reconstruction over the past few years, Marble generates Gaussian splats, fitting millions of semitransparent colored blobs (Gaussians) in 3D space so that arbitrary viewpoints can be rendered realistically in real-time. But Marble's variety of supported input types and the speed of its output are unprecedented.

While other splat generation systems like Meta's Horizon Hyperscape and Varjo Teleport require hundreds of input frames and hours of processing, in its simplest mode Marble can generate a splat from a single input image or text prompt in a matter of minutes.

For more advanced outputs, if you pay for the $20/month subscription Marble can take multiple images as input, or a short video, or even a 3D structure, using a tool World Labs calls Chisel.

Chisel lets you lay out a scene with crude 3D shapes, as you would in a game editor, and then use a text prompt to turn it into a detailed volumetric scene.

With the subscription, Marble outputs support interactive editing, expanding, and the ability to combine multiple worlds together. And you can export as a high-quality traditional 3D mesh, though this takes multiple hours of conversion time.

Because of the unique capability set of Marble, World Labs describes it as a "first-in-class generative multimodal world model".

On the Marble web app you can generate your own scenes for free, and view the output in VR via WebXR using the web browser of your headset.

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UploadVR testing Marble with a single image of the Steam Dev Days 2014 VR room.

Trying out Marble on Quest 3 and Apple Vision Pro, by turning a single image of the Steam Dev Days 2014 VR room into a volumetric scene, I found the quality to be noticeably inferior to Meta's Hyperscape worlds and Varjo Teleport, more akin to (but notably better than) Niantic Scaniverse. While the details directly brought in from your input image are relatively detailed, the further away you move from this, the more typical Gaussian splat visual artifacts you'll see.

And of course, the elephant in the room here is that details beyond the image frame are hallucinated, so will be very different from what was actually there behind the camera, unless you provide multiple input images.

Still, the limitations aside, the ability to generate volumetric scenes in minutes from a single image or sentence is remarkable, and that you can then edit them with a combination of an editor UI and natural language is even more so.

Further, the ability to then export these scenes as traditional 3D worlds, with geometric steerability via Chisel, seems like it could have huge potential for VR developers to build environments for their interactive apps and games.

You can try out Marble at marble.worldlabs.ai. Note that if you don't pay, any scenes you create will be publicly listed. You'll need the $20/month subscription to create a private scene, alongside unlocking the more advanced creation, editing, and export features.

Real Madrid Apple Immersive Documentary Coming In 2026

21 novembre 2025 à 02:21

An Apple Immersive Video documentary about Real Madrid is coming next year, "with a level of access that fans have never experienced before".

If you're an American reading this who doesn't know much about what you call "soccer", here's some context: Real Madrid is one of the most successful football clubs of all time, and has signed some of the best players of all time, including both Ronaldos, Zinedine Zidane, and David Beckham. In the year 2000, FIFA even officially declared Real Madrid "Club of the Century".

Today, Real Madrid and Apple confirmed work on an Apple Immersive Video documentary about the club, captured during last month's Champions League match against Juventus.

What Is Apple Immersive Video?

The Apple Immersive Video format is 180° stereoscopic 3D video with 4K×4K per-eye resolution, 90FPS, high dynamic range (HDR), and spatial audio. It's typically served with higher bitrate than many other immersive video platforms.

We highly praised Apple Immersive Video in our Vision Pro review. It's not possible to cast or record Apple Immersive Video though, so you'll have to take our word for it unless you have access to a Vision Pro.

Apple says the documentary was filmed using over 30 Blackmagic immersive cameras, and "brings viewers inside the world’s most decorated club, capturing moments from practice to the pitch with a level of access that fans have never experienced before."

In an interview with GQ Spain, Real Madrid's president Florentino Pérez described the documentary as just the beginning of a long-term plan to connect the club's "billion" strong global fanbase to the stadium using technology. He references the "Infinite Bernabéu", an idea he has floated in previous interviews, a goal of one day letting fans all over the world virtually attend Real Madrid home matches using VR.

Apple Vision Pro Is Getting Live Apple Immersive LA Lakers NBA Games
Select LA Lakers NBA games will be streamed in Apple Immersive to Apple Vision Pro owners next year, the first-ever live content for the format.
UploadVRDavid Heaney

That strongly suggests that the next step of Real Madrid's plan is to stream live games in Apple Immersive.

The first known live Apple Immersive Video offering will be select LA Lakers NBA games, set to be streamed next year via Blackmagic URSA Cine Immersive Live, a special variant of the immersive camera creators are using for prerecorded Apple Immersive Video content.

The announcement came almost nine years after NextVR started streaming weekly NBA games to the Oculus-powered Samsung Gear VR headset in 180-degree. In 2020 Apple acquired NextVR, and leveraged its expertise and IP to develop Apple Immersive Video.

Horizon Hyperscape Now Lets You Invite Friends To Visit As Meta Avatars

21 novembre 2025 à 01:09

You can now turn new Horizon Hyperscape captures into unlisted Horizon Worlds, letting you invite friends to join you in them as Meta Avatars.

Launched at Connect 2025, Meta's Horizon Hyperscape Capture app for Quest 3 and Quest 3S lets you use your headset to scan a real-world environment, such as a room, to create a photorealistic VR replica.

The Hyperscape scanning process requires between 5 and 10 minutes of walking around the scene while wearing the headset, and it's followed by between 1 and 8 hours of processing on Meta's servers, depending on the complexity of the capture.

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At launch, Hyperscape was a solo experience, and you couldn't share your captures with others. It was also cloud rendered, requiring a very strong and stable internet connection at all times.

Now, just over two months later, Meta is "rolling out" an overhaul of the technology.

Instead of creating cloud-rendered captures only accessible within the app, Hyperscape now creates a special kind of Horizon Worlds destination, a Hyperscape world. While the initial processing is still done on Meta's servers, Hyperscape worlds are rendered on-device in VR, via the Horizon Engine that also powers Quest's new Immersive Home and Horizon Central.

Once a new Hyperscape world finishes processing, you'll see Invite and Share buttons, with the latter generating a URL that you can send to friends.

People with the link can join the Hyperscape world in VR from a Quest 3 or Quest 3S, or in flatscreen on a smartphone in the Meta Horizon app, and you can reset access to the link at any time, according to Meta.

For example, here are links to Gordon Ramsay’s home kitchenChance the Rapper’s live roomHappy Kelli's Crocs room, and UFC Apex as joinable Hyperscape worlds.

Generic depiction of the Horizon Hyperscape social update from Meta.

Hyperscape worlds currently support up to 8 people per instance, and Meta says it "hopes" to increase that number in future.

As with all Horizon Worlds, for people joining on smartphones the experience will continue to be cloud-rendered. The on-device rendering is for VR only.

Note that Hyperscapes scanned before the new update cannot be shared, and are only accessible solo in the Horizon Hyperscape Preview app.

UploadVR plans to test the new social Hyperscape experience as soon as we can, and we'll bring you footage and impressions once we do.

The Thrill of the Fight 2 Exits Early Access With Singleplayer Campaign

19 novembre 2025 à 23:02

The Thrill of the Fight 2 is now out of Early Access with a launch update that adds a singleplayer campaign.

The original The Thrill of the Fight arrived on Steam for the original HTC Vive all the way back in 2016, and is still considered to be one of the best VR games of all time, as well as one of the first to get you breaking a sweat. It was ported to Quest soon after the original Oculus Quest launched, and last saw a major update in 2023.

Compared to the original, the biggest addition in The Thrill of the Fight 2 is multiplayer, which was the only mode available when it entered Early Access on Quest headsets back in November.

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The Thrill of the Fight 2 launch trailer.

The Thrill of the Fight 2 also adds a visible and customizable player body model, as well as a thumbstick locomotion option in addition to the default room-scale movement. It's also a little more game-like, with visible scoring, a departure from the simulation feel of the original.

While the multiplayer-only Early Access release was $10, the full game with a singleplayer campaign too is now $20 for new buyers (existing buyers get the update for free).

You can find Thrill of the Fight 2 on the Meta Horizon Store, with support for Quest 2, Quest Pro, Quest 3, and Quest 3S.

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There's no timeline yet for a PC VR release, though there is a flatscreen PC viewer app launching on Steam soon for spectating fights between Quest players.

TCL's High-Density OLED Could Spawn The Midrange Headsets VR Needs

19 novembre 2025 à 01:49

TCL is showing off a compact 2.5K RGB OLED panel for XR headsets that could be the perfect midpoint between cheap LCD and expensive micro-OLED.

Today, almost every affordable headset uses LCD panels, while premium options use micro-OLED, technically known as OLED-on-silicon (OLEDoS).

LCD is cheap, but has poor contrast, forming a relatively washed-out image that compresses the darkest details into a gray haze in place of deep blacks. Meanwhile micro-OLED offers vibrant colors with rich contrast, and can achieve extremely high resolution without increasing the bulk of headsets, but is incredibly difficult to manufacture and thus very expensive.

Some headsets like Meta Quest Pro, the Pimax Crystal series, and Somnium VR1 use advanced LCD panels with an array of mini backlights to improve contrast compared to regular LCD, and a quantum dot layer to enhance colors, but the result is still a far cry from the self-emissive nature of OLED, where every pixel provides its own light. Further, the extra layers increase thickness, weight, heat, and power draw.

Of course, there is another display technology for headsets between LCD and micro-OLED, one that also offers many of the latter's benefits: regular OLED, also known as OLED on glass.

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OLED on glass is what's used in your smartphone, your smartwatch, and perhaps your TV too, if you paid a lot for it. For VR, it was seen as the only game in town between 2014 and 2016, used in the Oculus Rift, HTC Vive, and PlayStation VR.

HTC continued to use OLED in Vive Pro, as did Oculus for the original Quest. But LCD soon offered higher density at lower cost, a killer combination for a market looking to scale up while increasing resolution, and so investment in new custom OLED panels to keep up with the density demands of VR mostly dried up within just a few years.

The only regular OLED VR headset still on the market today is PlayStation VR2. And one key reason that it's the only headset from a major company with new fresnel lenses is that, when it released, there was simply no OLED with high enough density to be compact enough to be suitable for pancake lenses (among other issues, which we'll get to later in the article).

TCL's
New OLED
PlayStation VR2's
OLED
Size 2.56-inch ~3.4-inch
Resolution 2560×2740 2000×2040
Subpixels RGB
(3/3)
PenTile
(2/3)
Refresh Rate 120Hz 120Hz
Density 1512 PPI >800PPI

That brings us to TCL's new OLED panel, which its China Star Optoelectronics Technology (CSOT) division is showing at the Display Tech-Ecosystem Conference (DTC 2025) this week in China.

The company says it's the highest density RGB OLED-on-glass display in the world, and has the 120Hz refresh rate ideal for VR.

It's almost twice as dense as the OLED in PlayStation VR2, while using a full RGB subpixel arrangement, letting it offer 73% more pixels and 160% more subpixels despite being just over half the size.

Its size makes it ideal for use with pancake lenses, its RGB subpixels mean it shouldn't need a softening diffusion layer, and its resolution is notably higher than the LCDs in Meta Quest 3 and Valve's Steam Frame.

Putting it all together, this means TCL's new OLED panel could power clear and sharp headsets with rich colors, deep contrast, and true blacks, but without the sky-high prices you get with micro-OLED. And this could be key to delivering compelling products that sit somewhere between Meta Quest 3 and Samsung Galaxy XR in the market.

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This isn't the first time we've heard about the idea of high-density regular OLED as a way to deliver some of the advantages of micro-OLED but in far more affordable headsets.

Over a year ago, South Korean news outlet The Elec reported that Japan's JDI was pitching Apple a 1500 PPI regular OLED for the rumored "Vision Air" headset, and that Samsung was working on a similar display too.

That's notable because it's almost exactly the same density as TCL's new OLED, and may suggest that TCL too is (or was) pitching the panel to Apple.

For now, TCL isn't saying whether it has any customers for the new OLED panel, but does confirm that it's designed for "XR devices".

Type Resolution
Quest 3 LCD 2064×2208
Steam Frame LCD 2160×2160
TCL's New Panel OLED 2560×2740
Apple Vision Pro Micro-OLED 3660×3200
Samsung Galaxy XR Micro-OLED 3552×3840

There are, however, a few major unanswered questions.

The first is whether the panel is bright enough to overcome the inefficiency of pancake lenses, and the fact that they work best with polarized light, which OLED doesn't provide. There are workarounds for this, if the panel layers and lenses are specifically designed to work together. And the brightness of OLED panels has significantly improved in recent years, with the latest iPhones and Apple Watches for example reaching 3000 nits.

The other question is whether the new panel exhibits the same non-uniform fixed-pattern noise we've seen in many regular OLED headsets like PlayStation VR2, the mura, an issue not present in any micro-OLED we've viewed to date. Overcoming this may be the key to reviving regular OLED as a great option for midrange headsets, so we're incredibly curious to find out whether TCL has done so.

Deadpool VR Is Out Now, Exclusively On Quest 3 & 3S

18 novembre 2025 à 19:00

Marvel's Deadpool VR, the latest Quest 3 and Quest 3S exclusive blockbuster, is out now for $50.

Developed by Meta-owned Twisted Pixel Games in collaboration with Marvel Games, Deadpool VR has a cel-shaded graphics style, and unlike in the movies, Deadpool in VR is voiced by Neil Patrick Harris, not Ryan Reynolds.

The arcade-style action game sees you, as Deadpool, kidnapped by the supervillain Mojo (voiced by John Leguizamo) and forced to hunt down talent for his galaxy-wide reality TV show. The talent you'll kidnap are iconic villains from across the Marvel universe, including Mephisto, Lady Deathstrike, Omega Red, and Ultimo.

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In UploadVR's review of Deadpool VR, Pete Austin described the visuals as paying off "beautifully", with the best implementation of cel-shading that he's seen yet in VR. He also found Neil Patrick Harris' performance to be "easily on par" with Ryan Reynolds in the films, and the "gloriously over-the-top" soundtrack to feel like it was straight out of one too.

However, his feelings on the combat system were more mixed. While it impressed in the early phases of the game, he criticized the fact that it's "disappointingly weightless", with weapons clipping through each other, hands clipping through the environment, and two-handed weapons feeling like they’re made of paper.

"Deadpool VR is a paradox. It captures the antihero's essence perfectly but wraps it around mechanics that just never feel like they completely deliver - great presentation carrying combat that never quite lives up to its potential."
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You should go read Pete's full review, and if it leaves you wanting to, you can buy Deadpool VR on the Meta Horizon Store for Quest 3 and Quest 3S, priced at $50.

PlayStation VR2 Is $300 Until Just Before Christmas

21 novembre 2025 à 11:44

PlayStation VR2 is on sale for $300, its lowest price ever, and this includes the Horizon Call of the Mountain bundle.

Originally priced at $550, Sony officially cut the price of the headset to $400 earlier this year, just over two years after it launched.

Now, for the 2025 holiday season PlayStation VR2 is temporarily being sold for just $300, its lowest price ever. This price applies to both the regular SKU and the bundle with Horizon Call of the Mountain, so you should always grab the latter if it's in stock.

The new $300 sale ends at 11:59pm Pacific Time on December 18, just in time for Christmas.

The lowest price we'd seen before this was $350, which the headset has gone on sale for three times: in summer 2024, the 2024 holiday period, and for the Days Of Play 2025 event. During that summer 2024 discount, sales reportedly skyrocketed, with one retailer selling more units in one day than had been previously sold all year so far.

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If you're a PC gamer, you can now pick up the headset, Sony's PC adapter, and (if required) a DisplayPort cable and Bluetooth adapter for less than $400 all-in.

And with PSVR2Toolkit and PimaxMagic4All, if you have a GTX 16 series or RTX graphics card, you can even leverage eye-tracked foveated rendering in a wide range of SteamVR titles.

With its 2K OLED displays, PlayStation VR2 offers a more vibrant image with far greater contrast than any other affordable PC VR headset, though with the tradeoff that the image is softer and has a non-uniform fixed-pattern noise over it, called mura.

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The PS5 and PS5 Pro are also on sale, with the same $100 discount. The holiday deals come three months after Sony increased the price of the consoles.

The digital edition PS5 is on sale for $400, while the PS5 Pro is at $650.

That means you can grab a PS5 and PlayStation VR2 together for $700, or a PS5 Pro and the headset for $950, delivering a full consolized high-end VR experience for less than $1000.

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Of course, next year Valve too will offer a consolized high-end VR experience with Steam Frame and Steam Machine. That combination will have the significant benefit of being wireless, but will also likely cost at least twice as much, making Sony's holiday proposition still a good deal.

This article, originally published when the sale was announced, has been updated to reflect it going live.

Free Tool Adds Eye-Tracked Foveated Rendering To Many SteamVR Games

18 novembre 2025 à 12:12

A free tool for Windows PCs with modern Nvidia GPUs adds eye-tracked foveated rendering to a huge number of SteamVR games.

Called PimaxMagic4All, the tool re-implements a feature Pimax ships in its Pimax Play software used to set up and adjust its headsets. As such, if you already own a Pimax headset, you don't need it.

PimaxMagic4All should work with any SteamVR-compatible headset that exposes a low-level public API to retrieve eye tracking data, or which has third-party software that does so, including:

What Is Foveated Rendering?

  • Fixed Foveated Rendering (FFR) means rendering the central area of the image at a higher resolution than the peripheral area.
  • Eye-Tracked Foveated Rendering (ETFR), occasionally also called Dynamic Foveated Rendering, means rendering the area you're currently looking at at higher resolution than everywhere else, as determined by eye tracking sensors.

Both techniques save performance in VR, and this can be used to either run demanding experiences at a smoother framerate or render experiences already hitting framerate at higher peak resolution.

FFR comes with noticeable pixelation at the edges, but works on any headset, while with ETFR there shouldn't be any noticeable difference, depending on the settings and that assuming the eye tracking system has low enough latency.

The developer says that it should "likely" work with Valve's Steam Frame too, when streaming from a Windows PC with an Nvidia GPU, and in theory could work with HTC Vive Pro Eye and Vive Focus Vision with additional development time.

The developer, by the way, is Matthieu Bucchianeri, a name you may recognize if you're a regular UploadVR reader.

Bucchianeri is a very experienced developer, having worked on the PS4 and original PlayStation VR at Sony, Falcon 9 and Dragon at SpaceX, and HoloLens and Windows MR at Microsoft, where he currently works on Xbox. At Microsoft he contributed to OpenXR, and in his spare time he developed OpenXR Toolkit, VDXR (Virtual Desktop's OpenXR runtime), and most recently Oasis, the native SteamVR driver that revived Windows MR headsets.

PimaxMagic4All used with Varjo Aero.

PimaxMagic4All has a simple graphical interface with three levels of foveated rendering: Maximum, Balanced, and Minimum. You can choose between prioritizing increasing performance, achieving a result where you shouldn't notice the difference, or a balance of the two.

The tool can inject foveated rendering into any title that uses the DirectX 11 graphics API and OpenVR, Valve's deprecated API for SteamVR. The game also needs to not have an anti-cheat system, since those will prevent code injection. And remember, you need to have an Nvidia graphics card, specifically a GTX 16 series or RTX card.

You can find a small list of supported titles on the GitHub project's wiki page, and it includes Half-Life: Alyx, Skyrim VR, Fallout 4 VR, Elite Dangerous, Assetto Corsa, and Boneworks. But this is only a fraction of the total number of games that should be supported in theory.

How well it will work will vary wildly between titles, with some seeing performance improvements and others exhibiting significant visual artifacts and other issues.

Note that three titles you won't need this for are Microsoft Flight Simulator 2024, DCS, and iRacing, since all three now support OpenXR eye-tracked foveated rendering natively.

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PimaxMagic4All is available on GitHub, where you'll find both the source for the code added around Pimax's core as well as compiled releases.

Quest 3S Is $200 At Costco And Includes 12 Months Of Horizon+

17 novembre 2025 à 13:19

Through December 2, Quest 3S is just $200 at Costco for members or $215 for non-members, and includes 12 months of the Meta Horizon+ games subscription.

You can find the deal on Costco's website, and the $100 discount from the regular $300 price will apply at checkout, with a $15 surcharge added if you're not a Costco member.

This is the lowest outright price we've ever seen for Quest 3S, and a year of the Horizon+ subscription normally costs $60. New Meta Quest headsets otherwise come with 3 months of the subscription.

Horizon+ includes a Games Catalog with some of Quest's best VR games, including Asgard's Wrath 2, Cubism, Demeo, Dungeons of Eternity, Eleven Table Tennis, Ghosts of Tabor, Job Simulator, Maestro, Onward, Pistol Whip, Red Matter, Synth Riders, The Climb 2, and Walkabout Mini Golf. It also lets subscribers redeem 2 monthly games pre-selected by Meta.

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While Quest 3S can run all the same content as Quest 3, and has the same fundamental capabilities (including the same XR2 Gen 2 chipset and 8GB RAM), if you have the funds we always recommend Quest 3 over Quest 3S. The proper Quest 3 features Meta's advanced pancake lenses which are clearer and sharper over a wider area, have a wider field of view, and have precise separation adjustment, making them suitable for essentially everyone's eyes. These pancake lenses also enable Quest 3 to be thinner, which makes the headset feel slightly less heavy.

Still, at just $200 or $215 and with a year of Horizon+ games, Costco's Quest 3S deal could be hard to say no to. The deal ends after December 2, so make sure to grab it before then if you want to affordably bring a friend or loved one into VR and mixed reality this holiday season.

UPDATE November 18: While Costco's deal was originally listed as ending after Monday, it has now returned, and is available through December 2. This article has been updated to reflect that.

UPDATE November 19: Quest 3S is now out of stock at Costco, following "overwhelming" demand.

Steam Frame Isn't Valve Index 2, And That's A Good Thing

17 novembre 2025 à 03:00

Of the many things Steam Frame is, what it isn't is a Valve Index 2. But that's a good thing.

When Valve Index launched in 2019, it was one of the most expensive VR headsets on the consumer market. Facebook had just launched the $400 Rift S and Oculus Quest headsets, and there was nothing like Apple Vision Pro or Samsung Galaxy XR.

At $1000 for the full kit, Index was a premium product for enthusiasts, meant to push the high-end, with (relatively) wide field of view lenses, off-ear speakers, and precise laser tracking. The thick, heavy tether and wall-mounted base stations were a feature, not a bug.

Based on some of the reactions to Steam Frame over the past few days, it's clear that many Index owners, and hardcore VR enthusiasts in general, were hoping that Valve would repeat its last-decade strategy, with another high-end tethered headset.

They wanted 4K micro-OLED panels (or at least, say, 3K LCD with local dimming) fed by yet another DisplayPort cable, with ultra wide field of view lenses, face tracking, and "Lighthouse" base station tracking, backwards-compatible with existing SteamVR peripherals.

But there are good reasons why Valve didn't do this, and why Steam Frame is the better strategy.

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Index was relatively successful for what it was trying to be, by all accounts. More than six years later it still makes up around 15% of SteamVR usage. But what it did not do is meaningfully increase the total number of people playing VR games on Steam.

Instead, it was the $300 Quest 2 that achieved that feat. Less than six months after launch it became the most used headset on Steam, and today standalone headsets make up over 2/3rds of SteamVR use.

Standalone headsets with computer vision tracking allow anyone to connect to SteamVR on their PC with a couple of clicks, completely wirelessly, with no base stations or other complex setup required. And that they are wireless matters.

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Among existing VR enthusiasts, there is a sentiment that wireless is a nice-to-have, but far from essential feature, while some are even actively opposed to it, adamant that they'll never cut the tether.

But there is a selection bias at play here. People who consider the cable a dealbreaker didn't buy the Index, or any other tethered PC VR headset. And they are the majority.

Since the HTC Vive Wireless Adapter, seven years ago, it has been obvious that wireless is the ideal for VR. You don't have to stow a cable and avoid running over it with your chair wheels. You can rotate freely in VR without worrying about getting tangled. And you can truly lose yourself in the virtual world because you don't have a tether reminding you where your PC is.

In fact, in 2017 Valve CEO Gabe Newell called wireless VR a “solved problem”. “My expectation is that wireless will be an add-on in 2017, and then it will be an integrated feature in 2018”, Newell was quoted as saying during a press conference that year.

Of course, the Vive Wireless Adapter relied on a 60GHz signal, unable to penetrate solid objects at all, so the transmitter had to be wall mounted and the receiver positioned on the top of your head, plus it was expensive. It was the right goal, but with the wrong technology.

Within days of the release of Oculus Quest people started using their existing home Wi-Fi network, leveraging the same H.264 codec used for video streaming to turn a $400 headset into a wireless room-scale PC VR system for no additional cost.

From here, the death of tethered PC-only VR headsets, or at least their relegation to a tiny niche, was inevitable.

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There are two problems with this approach, however.

Firstly, the high compression ratio means that this kind of wireless VR doesn't look as good as a DisplayPort signal. And secondly, while some enthusiasts have ideal dedicated network setups with a high-end dedicated access point, most people rely on the cheap router their ISP supplied them a decade ago, which may not be near their VR playspace and also has to handle the traffic from the rest of the household.

With Steam Frame, Valve is using a combination of both hardware and software cleverness to refine the compressed wireless streaming experience. The headset has dual wireless radios, one of which is dedicated to the PC wireless adapter included in the box. And eye-tracked foveated streaming is used at all times, optimizing the video stream quality for where you're currently looking.

The Steam Frame box included the wireless adapter, front and center (photo by UploadVR at Valve HQ).

Essentially, Steam Frame is trying to package the high-quality wireless VR setups that only enthusiasts experience today into a relatively mainstream PC gaming product.

It's not about delivering yet another tethered PC VR headset with higher resolution – there are Bigscreen and Pimax headsets for that. Instead, Steam Frame is focused on delivering the best possible wireless PC VR experience that can be sold for less than $1000 (Valve's current plan).

And it's exactly this that PC VR needs. A product that out of the box, for every buyer, delivers an excellent wireless PC VR experience, without modifying their home network setup. Steam Frame isn't Index 2, but it's the better move for Valve. And instead of selling to the same few hundred thousand enthusiasts, I suspect it could sell millions of units through its lifetime, bringing far more customers for developers building PC VR games.

Quest 3S Is $250 At Best Buy And Comes With $110 Of Black Friday Perks

14 novembre 2025 à 18:51

Quest 3S is on sale for $250 at Best Buy, and comes with a $50 Best Buy gift card, 1 month of Xbox Game Pass Ultimate, and The Walking Dead: Saints & Sinners VR game.

That's a $50 discount from the headset's regular $300 price, and the three perks together are worth $110. You can find the deal for the 128GB base model of Quest 3 here.

A similar offer is available for the 256GB storage model, with a $330 price ($70 off) and the same $110 of perks. In both cases, you still get 3 months of the Meta Horizon+ subscription, as with all purchases of new Meta Quest headsets.

You could use the $50 Best Buy gift card to get the Elite Strap to make the headset more comfortable for just $20, for example, while during the 1 month of Xbox Game Pass Ultimate (normally $30) you can play flatscreen games like Call of Duty and Fortnite on a giant virtual screen.

As for The Walking Dead: Saints & Sinners, it's also normally $30, and it's widely considered to be one of the best VR games of all time due to its physics-based combat system, earning an 'Essential' score in our review.

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While Quest 3S can run all the same content as Quest 3, and has the same fundamental capabilities (including the same XR2 Gen 2 chipset and 8GB RAM), if you have the funds we always recommend Quest 3 over Quest 3S. The proper Quest 3 features Meta's advanced pancake lenses which are clearer and sharper over a wider area, have a wider field of view, and are fully horizontally adjustable, suitable for essentially everyone's eyes. These pancake lenses also enable Quest 3 to be thinner, which makes the headset feel slightly less heavy.

Still, at $250 and with $110 worth of perks Quest 3S could be hard to say no to, and it could be an impulse gift for the holiday season to bring a friend or loved one into VR and mixed reality.

Lynx's New Headset Won't Run Android XR, But Will Have Widest Standalone FOV

14 novembre 2025 à 16:42

Lynx says its next headset won't run Android XR, as Google "terminated" its agreement, but will have by far the widest FOV of any standalone.

If you're unfamiliar, Lynx is a French startup that in 2020 announced Lynx-R1, a standalone mixed reality headset with an open periphery design, and ran a Kickstarter for it in 2021. Had it shipped on time, in 2022, Lynx-R1 would have been the first consumer standalone headset with color passthrough. But after repeated delays it was beaten to market by Meta Quest Pro, and by the time backers started to receive their headsets, years later, Quest 3 and Apple Vision Pro had shipped too, with much more powerful chipsets.

Further, at the time of the Kickstarter Lynx-R1 was envisioned as a roughly $500 consumer product, directly competing with Meta Quest headsets. But the price for new orders rose to $850 and then $1300 as the company pivoted to primarily targeting businesses.

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When Google revealed its Android XR operating system back in December, it announced that Lynx, Sony, and Xreal were building devices for it too, to follow Samsung.

Last month, Lynx teased its next headset with a darkened image, and because of Google's December announcement, we speculated that it could be the second opaque Android XR headset.

However, Lynx tells UploadVR that Google "terminated Lynx's agreement to use Android XR" in what the startup describes as a "surprising turn of events".

"We remain open to having Android XR running on the device when Google releases the OS for other headsets, as we worked closely with them for a year to make sure the compatibility would be guaranteed", Lynx says in a prepared statement.

Instead, the next Lynx headset will continue to run Lynx OS, the startup's open-source fork of Android with OpenXR support. And Lynx says it will release the source code for both hobbyists and businesses to use as an alternative to closed-source XR operating systems.

UploadVR reached out to Google to ask about the Lynx partnership and the status of Android XR for headsets other than Samsung Galaxy XR. While the company wouldn't comment on the status of any agreement with Lynx, it confirmed that it's still working with Xreal and Sony.

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Lynx will announce details and specifications of its new headset over the coming months, with a full reveal at SPIE in late January.

For now, it's only saying that it will be a "mid-range" headset, priced somewhere between Quest 3 and Galaxy XR, with the widest field of view of any known standalone due to the use of advanced aspheric pancake lenses built in collaboration with Israeli startup Hypervision.

The optical approach here should be somewhat similar to Meta's Boba 3 prototype, though given the practicalities of the standalone form factor, Lynx cautions that while its headset will be noticeably wider than anything else on the market today, it still won't be anywhere near as wide as Boba 3.

When it comes to delivering this time, Lynx founder Stan Larroque tells UploadVR that his company has "learned so much with the R1" in regards to electronics supply chains, and will not do a Kickstarter or preorders for the new headset. When it's available to buy, it will be ready to ship immediately, Larroque claims.

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