Virtual Reality

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Virtual Reality - Quest, PCVR, PSVR2, Pico, Mixed Reality, ect. Open discussion of all VR platforms, games, and apps.

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Valve has released the SteamVR statistics for December 2024, and surprisingly Meta Quest 3 and 3S have seen even less growth than last month.

Quest 3S has at least improved from 11th to 9th place, but in reality it should be further ahead.

We know that Quest 3S headsets used on a PC via Quest Link and Virtual Desktop are registered as Quest 3 by Valve's survey, and only those used via Steam Link are actually registered as Quest 3S. The Quest 3's percentage therefore includes an unknown proportion of Quest 3S, and it would make more sense to count Quest 3 and Quest 3S together. The combined shares amount to 22.1 percent. Before the launch of Quest 3S, the Quest 3 percentage was 17.26 percent.

Overall, the growth of Quest 3S is below expectations. Both Quest 2 and Quest 3 grew faster after their launch, but we'll have to see what happens in the following months. Although PC VR enthusiasts are likely to have primarily opted for the more expensive Quest 3, the fact that the Quest 2's percentage has barely shrunk and still stands at 34 percent shows that many users haven't switched yet to a newer Quest headset, even after the launch of the more affordable Quest 3S.

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VR headsets have jumped into a whole lot of homes these past few years, primarily due to Meta’s regular releases, Sony’s PSVR 2 and PC-adjacent products from HTC, HP, Vive and others. Many of these headsets are great on their own, but they really shine when outfitted with accessories. However, the industry is squarely in its “wild west” phase right now, so it can be tough to know what’s worth buying and what’s likely to end up tucked away in a closet within a week. That’s where Engadget comes in. Here are the best VR accessories to pair with a modern headset.

We tried to keep these picks as universal as possible, to suit the various VR ecosystems out there. However, some of the best VR accessories only work on certain platforms and we’ll note this stuff as we go. We also stayed away from experimental and expensive add-ons, like treadmills and force feedback clothing, to keep you from bankruptcy.

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From Pirates VR to Arken Age, January has plenty of choice for new VR games. Here's our monthly highlights on Quest, Steam, PS VR2 and more.

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One of the worst things to happen on Christmas morning is downloading updates and charging batteries. Undoubtedly even worse though is downloading an update that then bricks your device before you can even use it. This apparently happened to a number of users last week, which Meta has responded by offering new devices and Horizon Store credit.

According to mass user reports that flooded Reddit on December 25th, some new Quest owners encountered a critical error after being forced to apply the latest update, with an error message stating “Your device is corrupt. It can’t be trusted.” From there, there was no way of resetting the headset, effectively bricking the device.

The issue appears to have been caused by applying Quest’s latest v72 update, which the company released earlier this month. User reports indicate it has affected new, but alsoold headsets that haven’t been updated in a while.

Here’s what Meta says in a user help thread addressing the issue:

“We’ve discovered a software update issue that caused some Quest 2/3/3S headsets to be unresponsive and unable to start up correctly. We are actively working on resolving the issue for all users, but in most cases, you are now able to use your device normally.”

User reports suggested only a fraction of new headsets responded this way, although following a pause by Meta to pull its latest firmware update, new users are now likely in the clear if they still haven’t set up a new Quest. And for those with bricked headsets, Meta is sending out replacement units with some Horizon Store credit to smooth things over.

“We are aware that a limited number of Quest 3S devices are experiencing a software update issue that is causing headsets to be unresponsive and unable to boot up properly,” the company says in a ‘Next Steps’ thread for Quest 3S users. “If your device is affected by the issue, we’ll send you a replacement Quest device at no cost to you. We’ll also issue you Horizon Store credit as a token of our commitment to supporting you.”

While Meta was quick to respond, the damage was already done, prompting some to return faulty headsets to stores and hope their next device wasn’t afflicted with the same issue. Some users, such as Reddit poster ‘Physical-Slip5049’, says it ruined their son’s Christmas.

“I bought a never before used second hand Quest 2 from eBay as a Christmas present for my 9 year old son. He opened it Christmas morning, started it, and was forced to update it,” Physical-Slip5049 reports. “Having never used a VR headset before, I tried to reset it after following Meta’s own instructions. Now it’s hard-bricked. It’s been turned on for just 5 minutes in its entire 2-year life. My son spent 3 months waiting to play this but couldn’t use it when it came to the big day. He spent half of Christmas day crying and upset.”

Additionally, users are reporting that Meta is offering those with out-of-warranty headsets, such as Quest 2, with refurbished units to go along with store credit.

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Do you have an Intel Arc graphics card in your gaming PC and want to immerse yourself in the world of VR? With the right setup and a few tricks, this is definitely possible, even if the Arc GPUs are not yet officially supported by the major VR platforms. In this guide, we'll show you step by step how to make your Arc graphics card fit for VR and what limitations there are.

The key to VR with Intel Arc — Virtual Desktop

The most difficult obstacle to VR gaming with an Intel Arc is currently the lack of official support from Meta, Oculus and SteamVR. This means that you cannot simply connect your Meta Quest headset to your PC using a link cable or Air Link. SteamVR also goes on strike and refuses to start if it detects an Arc graphics card in your system.

But there is a solution: the Virtual Desktop app from developer Guy Godin. It allows you to stream VR content wirelessly from your PC to the Quest headset. And Virtual Desktop supports Intel Arc GPUs.

To get Virtual Desktop ready for Arc, first make sure you have SteamVR installed. You then have to start the VR games from Virtual Desktop after SteamVR has been opened. A direct connection between SteamVR and your headset is not necessary. However, bear in mind that you will have to do without functions such as controller tracking and that the latency will be slightly higher than with a cable.

Which VR games run with Intel Arc?

In principle, most SteamVR games should run smoothly with an Arc graphics card and Virtual Desktop. These include, for example, Half-Life: Alyx, Skyrim VR, Fallout 4 VR, Superhot VR, Beat Saber or Pavlov. VR racing simulations such as Assetto Corsa Competizione or Automobilista 2 as well as flight simulations such as Microsoft Flight Simulator 2020 and Star Wars: Squadrons are also worth a try.

Of course, performance always depends on the game in question and the graphics settings selected. Very demanding titles such as Half-Life: Alyx or Microsoft Flight Simulator 2020 can bring even high-end graphics cards to their knees if you pay too much attention to detail. The key here is: Choose resolution and graphic details wisely.

In most games, however, you should be able to achieve at least 72 Hz or even 90 Hz with an Intel Arc graphics card such as the B580. For particularly fast rhythm games such as Beat Saber, you can even reach 120 Hz if you reduce the graphics quality a little. Simply experiment with the settings until you find the sweet spot between visuals and performance.

Unfortunately, there are currently still problems with native Oculus apps and games from the Meta Store. These do not run with an Intel Arc GPU due to the lack of official support. We'll have to wait and see until Intel and Meta hopefully agree on a collaboration soon. Some Steam games, such as Assetto Corsa, also occasionally get stuck. In such cases, it can help to add "-dx12" or "-d3d12" to the start options of the game to force DirectX 12.

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Resident Evil Village

Ghost Signal: A Stellaris Game

Vertigo 2

Red Matter Collection

No Man's Sky

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Reports across Reddit and Meta's own forums suggest some older headsets which haven't been updated in a while are bricking after its users are told to update the headset to the latest firmware. Reports indicate both Quest 2 and 3 headsets may be affected, though Quest 2 is more prevalent in the postings. "A theme running through a lot of the posts is that the headset hadn't been used in a while and it needed an update," explains one of the first comments on Meta's official forums. "I'm just guessing here, that headsets will update from a fairly recent firmware version to the latest without issue, BUT headsets on a much older firmware can not update to the latest version without becoming unresponsive. A meta software update has effectively killed your well looked after headset. Perhaps a class action or small claims court is a course of action to those affected."

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Here we are, another year deeper into the most immersive medium that refuses to stand still. Far from fading away, over its nearly decade of existence VR has continued to evolve in ways both subtle and seismic, redefining what’s possible in gaming, creativity, and connection.

2024 has been a year of milestones, where the long-promised potential of VR is becoming ever more undeniable. It’s not just about more ‘AAA’ games—although that doesn’t hurt. This year, we’ve seen the release of highly-anticipated titles and ambitious indie projects alike, each proving that VR isn’t a niche within a niche, but something both profitable for developers and gamers alike.

What sets this year apart is the growing focus on refinement. Developers are leveraging lessons learned over the past decade to push VR into a new era of comfort, immersion, and accessibility. Whether it’s groundbreaking mechanics, unforgettable narratives, or immersive visuals that make you feel truly present, 2024 has given us a lot to celebrate—and a lot to look forward to.

Game of the Year

Skydance’s Behemoth

Developer: Skydance Games

Available On: Quest, PSVR 2, PC VR

Release Date: December 5th, 2024
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For industry diehards, it’s hard not to feel a sense of vindication. Daydream had a lot of issues – draining phone batteries, wonky 3DOF motion controllers, and a lack of smartphone support to name a few – but it felt this close to cracking it before Google threw in the towel. Prototypes for a pair of 6DOF controllers never made it to market, and Daydream died just as Quest began to take off.

What could have been. Had Google not surrendered to its trademark flakiness, the industry might have two widely successful standalones in the market today. But I believe it is possible for the company to regain that ground. Or, at least, part of it.

Android XR almost certainly isn’t going to compete with Quest on price. I’d expect it to be closer to Vision Pro. It’s not going to have as expansive a library of apps, either, and it’s unclear if Google will fund Android-first apps to play the exclusivity game. These are all the caveats that Apple faced with Vision Pro, and they’ve led to an inarguably underwhelming first year for that device, even when you acknowledge it’s not a mass market product.

Avoiding a similar outcome will require a careful balance of responding not just to Apple’s fledgling VisionOS but Meta’s own Android fork in Horizon OS.

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Global shipments of VR and mixed reality (MR) headsets are expected to hit approximately 9.6 million units in 2024, according to a report by market analyst TrendForce. This represents a year-on-year increase of 8.8% compared to 2023.

Meta retains its position as the global leader in VR and MR device shipments with a 73% market share in 2024, which TrendForce puts down to the popularity of the relatively affordable Quest 3S—priced at just US$299.

Sony’s PS VR2 claimed the second-largest market share at 9% for 2024. But the analyst said despite its efforts to integrate the PS VR2 with PC, using adapters to broaden the content available to users, limited functionality and application support have held back its sales. It says these issues caused Sony's annual shipments to decline by 25% year-on-year.

Apple Vision Pro quickly captured 5% of the overall market after launching earlier this year according to the report, making it the third-largest player in the VR/MR market. The analyst thinks that the high price and lack of applications may have held back Apple’s Vision Pro sales compared to previous product launches, though the headset will likely influence the future direction of the entire market.

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Reducing weight and increasing performance are two of the most important factors in pushing standalone XR headsets forward. While Meta has shown off its own Orion AR glasses prototype using a wireless compute unit, Meta’s CTO Andrew Bosworth doesn’t think a similar setup is the magic bullet for standalone VR gaming.

Bosworth, who is also head of the company’s Reality Labs XR team, held another one of his Instagram Q&As earlier this week, where he typically delves into a wide variety of topics—some professional, some personal.

In the latest session, Bosworth expounded on the subject of wireless compute units, and how the company thinks they aren’t the right fit for its standalone VR headsets.

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The game begins with a stunning view. I'm standing on a bridge overlooking a river at sunset as it winds through early 16th-century Florence. I look up and see the dome of the Cathedral of Santa Maria del Fiore, an ornate white marble statue of a woman, ivy climbing a balcony, and the church tower of the Badia Fiorentina rising majestically above me.

All of this is rendered on a Meta Quest 3 with a level of splendor that I have rarely seen on a standalone headset. This level of visual fidelity continues later in the atmospherically lit and richly decorated interiors and in the small details of the artifacts you interact with throughout the game.

I think it's the relatively static environments and the fact that you can't move around freely that make such visuals possible. But that doesn't change the fact that The House of Da Vinci VR is a feast for the eyes and one of the best-looking VR games for standalone headsets.

If you're looking for a stress-free and immersive VR game that you can play in the comfort of your coach on cold winter evenings, The House of Da Vinci VR is a good choice. I hope that Blue Brain Games will bring the two sequels to virtual reality with the same love and care.

You can purchase The House of Da Vinci VR for $25 from the Horizon Store and on Steam.

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Skydance's Behemoth is an enjoyable new VR action adventure from the Saints and Sinners studio. The combat feels good, this Nordic-inspired fantasy world delivers some mostly impressive visuals on PS VR2, and taking down the Behemoths is rewarding. Unfortunately, the game's biggest problem are those moments in between.

While I enjoyed learning about this world and found myself invested in its story, getting from one Behemoth to the next can become tedious. Repetitive light puzzles, lacking enemy variety and considerable jank notably hamper Skydance's ambitious title. Skydance's Behemoth feels great when you're slaying the titular creatures, but there's ultimately some rough edges.

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OpenXR is an open standard made to improve compatibility between XR software and XR headsets. Google—one of the biggest tech companies in the world—is adopting the standard right out of the gate, joining other major firms like Meta and Microsoft. Other players (like ByteDance recently) also support the standard, cementing it as not just an open standard, but an industry standard. And while the vast majority of major XR companies now support OpenXR, a major holdout remains.

Initially announced in 2017, OpenXR is an open standard that makes it easier for developers to build XR applications that can run on a wide range of XR headsets with little to no modifications. While major players in the space like Meta, Microsoft, Valve, HTC, and plenty more all support OpenXR, the industry’s big holdout is—can you guess? Apple.

Apple is somewhat notorious for rejecting industry standards and forging its own path; sometimes the company sticks to its own proprietary formats and other times ends up adopting the industry standard in the end.

Vision Pro not only doesn’t support OpenXR, but it doesn’t have built-in support for motion-tracked controllers (which most existing XR content requires). If Vision Pro supported OpenXR, it would be significantly less work for developers to bring their XR apps to the headset (though the lack of controllers still poses a major hurdle).

As ever, Apple is the odd one out.

Meanwhile, Google wasted no time confirming its newly announced Android XR platform will support OpenXR, making it easier for developers to port content that was built XR apps for headsets like Quest.

Google says Android XR is already compatible with OpenXR 1.1, and the company has built out some of its own ‘vendor extensions’ which are new capabilities that extend what OpenXR can do on specific devices. Vendor extensions sometimes go on to become part of future versions of OpenXR.

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So I picked up a facebook quest 3 to get back into PCVR and to have some standalone fun too (also to force Valve's hand to release Deckard sooner than later because that is how things work).

Wouldn't mind getting an actually comfortable headstrap and maybe checking out what games are worth looking at. But it is REALLY hard to figure out which outlets are worth listening to and which are just playing the SEO and "sponsored but not really" bullshit game.

So... any suggestions? Thanks.

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Alien: Rogue Incursion is the first full-blown VR-native in the storied franchise, serving up hordes of Xenomorphs in an authentically ‘Aliens’ universe. Developed by VR veteran studio Survios (Creed: Rise to Glory, The Walking Dead: Onslaught), Rogue Incursion presents a veritable balancing act of combat and exploration through its dark and gritty cinematic universe, which definitely offers pulse-raising encounters with raptor-like packs of the game’s namesake. It also feels overly encumbered by the sheer repetition of random alien encounters and its equally punishing save system.

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Although Android XR isn’t properly open-source for the time being, Google hopes the OS will run on multiple partner headsets. While Samsung is said to be the first to launch an Android XR headset, Sony, Lynx, and XREAL are also planning to use the operating system.

Meta announced earlier this year that it intends to open its Quest’s Horizon OS operating system to third-parties, but now Android XR presents another choice for headset makers.

According to Google, Sony, Lynx, and XREAL are on board with Android XR.

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VR technology is good at fooling visual and auditory perception, and has made great strides in these areas over the past decade. But when it comes to tactile perception, it's still largely limited to vibrating controllers, which is a decades old idea. There are VR vests and treadmills, but they are technically quite primitive and not worth the effort for most people.

Ready Player One gives the impression that the OASIS is a parallel world in which you physically participate similarly to the natural world. But the book and the movie don't explain how this is done technically. Even if we had sophisticated haptic suits and treadmills like in the movie, interacting with virtual worlds would not seem as natural as it does for the protagonists in the OASIS.

Something like this could only be possible with a sophisticated brain-computer interface that somehow enables sensory hallucinations. But this is a dystopian idea more reminiscent of The Matrix than Ready Player One, and infinitely further away in terms of feasibility than archaic technologies like haptic suits and treadmills.

Virtual reality as a gateway to a hyper-realistic parallel world: this is an effective sales concept, but it has little to do with reality. Most people are aware that they are wearing VR headsets when they play games. They are consciously using their real bodies and enjoying it. And they are happy to return to reality after a while. After all, it's still the best place to cuddle or have a pizza.

I think the term "virtual reality" promises more than it can deliver and may even be based on a misunderstanding. Humanity has developed a wide variety of immersive techniques throughout its history: from the art of storytelling and the cave paintings of Lascaux to film and virtual reality. I believe the latter is just another point in this evolution, not its conclusion.

Just because virtual reality can deceive our visual and auditory senses even more than before, it is not necessarily predestined to become a fully immersive technology. In fact, I believe that in the future, virtual reality will be just one of many, and by no means the most common, application of face computers. And that's perfectly fine.

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Previously launched on Steam in September, we previously praised Subside for its breathtaking scenes as you explore these shallow water environments. While we've known for several months that a PlayStation VR2 version is in development, developer Khena B confirmed it's now reaching Sony's headset on December 20.

Speaking on social media, the developer revealed that the PlayStation VR2 has higher resolution compared to PC VR thanks to using dynamic foveated rendering. On PS5 Pro, Subside features dynamic shadows, an edge blur effect and a slight resolution increase through foveated rendering. Both versions of the PS5 console will run the game at 90hz with no reprojection.

Subside launches on December 20 for $25 on PlayStation VR2, and a free PS VR2 demo is out now. Elsewhere, it's also on PC VR with a free Steam demo.

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So between Meta and Google, we have two XR platforms:

  • Meta’s Horizon OS has the largest and best library of immersive apps.
  • Google’s Android XR has the largest and best library of flat apps.

To dominate XR, both need what the other has. But who faces a bigger challenge?

Meta, it seems, is in a tougher spot.

Immersive app developers are hungry for growth. If a popular game can gain 25% more users by porting to Android XR, the decision is obvious.

By contrast, major flat apps (like Spotify, TikTok, Snapchat, and Discord) stand to gain relatively little growth from porting to Horizon OS. They’d be lucky to gain even 0.25% more users than they already have on the entirety of Android.

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The XR operating system was teased yesterday, along with the first headset based on it: Samsung's Project Moohan.

The first games and apps from third-party developers have already been announced for the device. How easy or difficult it will be to port Quest games to the new system will play an important role. Here's what developers say about Android XR.

Tommy Palm, the CEO of Resolution Games (Demeo, Spatial Ops, Home Sports), writes:

"While we are looking to bring existing games like Demeo to Android XR, the platform also opens us up to develop entirely new ideas. Android XR's open nature, developer friendly approach and unique innovations makes it not only viable, but allows us to consider new and novel ways to use mixed reality for storytelling. For instance, the natural language interface of ChatBots could be a very potent extension for XR and games. And the pairing of support for Unity makes it much simpler for developers like us to bring our experiences to even more headsets and expand the audience for XR."

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