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PSVR 2 Sale is Still Going Strong After 20x Spike in Black Friday Sales Volume

December 10, 2024 From roadtovr

Black Friday brought the best PSVR 2 sale we’ve seen yet, and even though Black Friday is gone, Sony has kept the sale rolling. You can still get the PSVR 2 Horizon Call of the Mountain bundle for just $350, a 42% discount over the usual price.

Sony dropped its Black Friday PSVR 2 sale well ahead of the actual day… and now the deal has continued well beyond Cyber Monday.

The $350 deal on the PSVR 2 Horizon Call of the Mountain bundle is the best price we’ve seen for the bundle yet, compared to a usual price of $600. The sale has led to a huge sales spike for the headset on Amazon US, pushing it up nearly 20-fold compared to the months prior.

Though these are great numbers for PSVR 2 historically, Quest has been pushing around 10x more sales volume on Amazon US during the Black Friday and Cyber Monday period.

The amount of the discount (42% off), the length of the sale, and the fact that the non-bundle of the headset is seemingly not available on Amazon US at the moment, suggests there might be an ulterior strategy at play. One the one hand it’s possible Sony is dumping stock. This is probably not because its discontinuing the headset, but there could be a new model (with minor changes, as they have done before) or new bundle on the way, or they’re preparing for a permanent price cut. On the other hand, perhaps they’re just happy with the performance of the sale and want to keep it going.

Filed Under: PSVR 2 News & Reviews, XR Industry News

This Modder Hopes to Bring VR Support to Massive ‘Fallout: London’ DLC

December 10, 2024 From roadtovr

Fallout: London is a total conversion mod based on Bethesda’s popular Fallout 4 (2015) for PC. While the team behind the mod hasn’t mentioned whether potential VR support is in the works, an intrepid modder is taking things into their own hands.

As first reported by PC Guide’s Charlie Noon, it’s still early days for this particular VR mod, which hopes to let PC VR players jump into the post-apocalyptic London as envisioned by the FOLON modding team. It’s a complete overhaul, with custom maps, assets, and even voice acting—all built independently from Bethesda.

‘Raezroth Elnheim’, the unassociated creator behind the VR mod, says on the Fallout: London Discord it’s “a passion project right now,” however they note they’re “interested in making it a reality.”

Here’s an early look at the VR mod in action, which also includes support for motion controllers.

Notably, while many flatscreen Fallout 4 mods work when applied to the official VR version by managing mods via the Nexus launcher, Fallout: London presents a few more challenges, it seems.

Raezroth says experimentation started when the Fallout: London DLC was released back in July, which is the result of importing Fallout: London files into Bethesda’s Fallout 4 VR (2017), although it’s clearly not such a simple plug-and-play solution.

Just how they did it will be revealed “in time,” Raezroth says. In the meantime, the VR mod is still a solo project—at least for now—as the creator is hoping to get the attention of the mod’s FOLON team to dig in further.

Still, progress looks good thus far, as Raezroth notes the mod can load save files and the mod’s custom assets, saying however “there are missing meshes and such [that] need fixing.” Additionally, some patches are required to make the FOLON UI compatible in VR.

While it’s still too early to download Raezroth’s mod yourself, we’ll be keeping our eye on the project and let you know as soon as you can.

Filed Under: News, PC VR News & Reviews

Meta Announces Multi-year Exclusive Agreement for Spatial Content with James Cameron’s 3D Studio

December 6, 2024 From roadtovr

Meta announced it’s partnering with Lightstorm Vision, James Cameron’s 3D film studio, to produce spatial content across multiple genres, including live events and full-length entertainment.

The agreement includes the production of live sports and concerts, feature films, and TV series featuring “big-name IP,” Meta says in a recent blog post, noting that Quest will be Lightstorm Vision’s the exclusive MR hardware platform.

Meta says the collaboration with Lightstorm Vision will include the co-production of original stereoscopic content, but also be geared towards “improving content creators’ ability to make high-quality stereoscopic content through the use of advanced tooling, including employing AI.”

The multi-year partnership was struck after Meta CTO and Reality Labs head Andrew Bosworth demoed some of the company’s latest hardware to Cameron.

“I was amazed by its transformational potential and power, and what it means for content creators globally,” Cameron says. “I’m convinced we’re at a true, historic inflection point. Navigating that future with Meta will ensure ALL of us have the tools to create, experience, and enjoy new and mind-blowing forms of media.”

Cameron is best known for his writing and directorial work on a slew of box office hits, including The Terminator (1984), Aliens (1986), The Abyss (1989), Terminator 2: Judgment Day (1991), Titanic (1997), as well as Avatar (2009) and its sequels.

The filmmaker is also a long-time supporter of 3D, having helped kickstart the rash of 3D films in the 2010s with the development of the Fusion Camera System, which was used to capture stereoscopic 3D for a number of films, including Avatar, Tron: Legacy (2010), and Life of Pi (2012).

Filed Under: News, XR Industry News

Meta Pushes Back on Reported Outsourcing of XR Headset Designs

December 6, 2024 From roadtovr

A recent report from The Information maintains Meta has started outsourcing some design for upcoming headsets amid a shift to move part of its production out of China. Now, Meta CTO Andrew Bosworth refutes those specific design claims, saying headsets will continue to be designed “in house.”

According to The Information (non-paywalled via SeekingAlpha) Meta is reportedly planning to move half of its Quest headset manufacturing from China to Vietnam, a step done to avoid upcoming steep import tariffs soon to be levied on that country by US President-elect Donald Trump.

Goertek Vietnam | Image courtesy Vietnam Investment Review

The report additionally alleges Meta is set to shift more of its component design, including lenses and displays, to Goertek, the Chinese original design manufacture (ODM) known for creating both reference designs and manufacturing devices for companies across the XR industry.

Furthermore, Meta has reportedly tapped Goertek and other manufacturers to eventually develop its headsets by 2030, as the company is said to transition to focus more on its lucrative software business. Such a joint design manufacturing relationship would allegedly include Meta outlining goals to Goertek, which then proposes multiple options for Meta to choose from.

Andrew Bosworth, Meta CTO and head of the company’s XR-focused Reality Labs, has however refuted those specific design claims in a recent X post.

“[S]omeone is pushing the design rumor hard to multiple outlets, and that aspect remains false,” Bosworth says. “We continue to design our headsets in house as we have and have no plans to change that. We always partner with our manufacturers to some degree but nothing material is changing there.”

In a follow-up post, Bosworth underlines its work with Goertek will be business as usual.

“To be clear, Goertek is a great partner and as parts of our stack are more mature and used from headset to headset we’re glad to have them carry the designs across which has always been true. But this isn’t a change from how we’ve done business with them even as we scale it up.”

Citing a Meta employee, The Information additionally reports Goertek has begun designing the outer shell for future versions of Meta’s MR headsets, and is now playing a larger role in R&D for other Meta products, including its Ray-Ban Meta smart glasses.

Earlier this year Goertek injected $280 million into its Vietnamese subsidiary, which according to the Shenzhen Stock Exchange filing is said to specialize in manufacturing consumer electronics products, such as headphones, smartwatches, and VR and AR devices.

Filed Under: Meta Quest 3 News & Reviews, News

Samsung Reportedly Set to Unveil Smart Glasses at Galaxy S25 Event in January

December 3, 2024 From roadtovr

A recent report from South Korea’s Yonhap News maintains Samsung is set to unveil a pair of XR glasses at its annual Unpacked product event, which is expected to take place sometime next month.

Samsung promised back in July we’d be hearing more about its forthcoming “XR platform” before the end of this year, which it’s developing in partnership with Google and Qualcomm.

We still don’t know precisely what form its “XR platform” will take, with previous rumors suggesting work on an Apple Vision Pro competitor in addition to a Ray-Ban Meta smart glasses competitor, as reported in October by The Information.

Now, a Yonhap News report (via Techradar) maintains Samsung is expected to unveil some sort of device on stage, coming in the shape of “regular glasses or sunglasses, and weigh[ing] around 50g.”

The report notes the device is expected to have a payment function, gesture recognition, and facial recognition, and further maintains industry insiders expect the product to launch around Q3 2025. Its Android-powered XR software is also expected to be unveiled sometime this month.

Image courtesy Samsung

While Yonhap calls the device “AR glasses” (machine translated from Korean), the rumored weight and the lack of any mention of built-in displays suggests it may be closer in function to Ray-Ban Meta Smart Glasses instead of something like Meta’s Orion AR glasses prototype.

You can read more about the difference between AR glasses and smart glasses in our handy primer, although here’s the short of it: smart glasses don’t overlay immersive imagery, instead providing the user with access to data you might otherwise use on a smartphone or smartwatch, be it a visual heads-up display, or audio output, such as the case of Ray-Ban Meta. AR headsets on the other hand do overlay immersive imagery, like HoloLens 2 or Meta Orion, and are consequently more expensive and difficult to build as a result.

Provided Samsung is indeed releasing a pair of smart glasses and not a full-fledged AR device, it would be in good company. According to Meta, its smart glasses partnership with Ray-Ban has been very successful since the product’s initial release in 2021, prompting Meta to extend its smart glasses collaboration with parent company EssilorLuxottica into 2030. China’s Xiaomi is also reportedly preparing such a device with the help of long-standing ODM Goertek, which is reported to “fully benchmark” against Ray-Ban Meta.

Notably, this follows a string of Samsung trademarks ostensibly geared towards the next generation of XR devices. In mid-2023, the South Korean tech giant filed the name ‘Samsung Glasses’ with the UK’s Intellectual Property Office. In early 2024, Samsung filed a similar trademark request with the United States Patent and Trademark Office for ‘Galaxy Glasses’.

Whatever the case, Samsung hasn’t intimated when Unpacked will kick off, which typically takes place in January or February. An Android Police report suggests however the date has leaked: January 23rd in San Francisco, California.

Filed Under: News, XR Industry News

‘Shapelab’ 3D Modeling App Launches on Quest in Early Access

December 2, 2024 From roadtovr

Leopoly, the studio behind PC VR modeling software Shapelab (2023), has launched a new version built specifically for Quest headsets.

Called Shapelab Lite, the polygon-based 3D modeling app is now in early access for Quest 3, Quest 3S and Quest Pro.

Shapelab Lite offers up many of the core features of the PC VR app’s toolset, targeting its intuitive sculpting tools at beginners, hobbyists, and professionals seeking a standalone 3D modeling solution.

Key features include a polygon mesh-based framework for precision modeling, dynamic topology for flexible detail adjustments, and user-friendly controls for creating 3D assets like props and characters.

“Shapelab Lite represents a significant step forward in making professional-grade 3D modeling accessible to everyone,” said Daniel Andrassy, Chief Product Officer of Shapelab. “We’re excited to bring the core features of Shapelab PCVR to standalone VR users, empowering a new wave of creators. This is just the beginning of what we envision for the future of Shapelab Lite. As an early-access software, we’re actively listening to user feedback to guide future updates and ensure the app meets the needs of our community, keeping in mind the capabilities and constraints of a device with lower processing power compared to the PC version.”

You can find Shapelab Lite on the Horizon Store for Quest 3/S/Pro, priced at $15.

Filed Under: Meta Quest 3 News & Reviews, News

This $45 Headstrap Makes Apple’s $3,500 Headset Much Better

November 25, 2024 From roadtovr

Vision Pro is an incredible headset in many ways, but its most obvious weak point (after the pricetag) is comfort. Apple’s obsession with aesthetics made a headset that’s striking for those looking at it, but less comfortable than it could be for those actually using it. Luckily, fixing this flaw is quite simple.

Many critiques of Vision Pro’s comfort attribute the issue to the headset’s weight. It’s metal after all! So that must be the issue, right?

Well, Vision Pro actually isn’t much heavier than contemporary headsets. Quest 3’s display housing (the headset without the headstrap or facepad) weighs 394g. Vision Pro’s display housing weighs just 81g more at 475g.

Photo by Road to VR

Weight is a key component of headset comfort, but way a headstrap distributes the weight is also a massively important factor.

And to be fair, even Quest 3’s default soft strap isn’t particularly comfortable. Clearly recognizing this, Meta offers an after-market ‘Elite Strap’, which adds 183g, bringing Quest up to 642g (including the facepad). That’s actually heavier than Vision Pro, with its default strap and facepad, at 625g.

Quest 3 with its default soft strap is quite uncomfortable for me | Photo by Road to VR

In the case of Meta’s Elite Strap, adding weight actually makes the headset more comfortable.

Like Quest 3’s default strap, Vision Pro’s default ‘Solo Knit Band’ headstrap also isn’t that comfortable.

Solo Knit Band | Image courtesy Apple

Clearly recognizing this, Apple also opted to include a ‘Dual Loop Band’ headstrap with every Vision Pro. It’s a better (thanks to a top strap for improved weight distribution) but it’s still not great.

Dual Loop Band | Image courtesy Apple

It’s a real shame because on the one hand, the default Knit Band is actually really awesome. It’s soft, cups the back of your head nicely, and is incredibly easy to adjust with a built-in dial on the side. But if you use it, you forgo the benefit of the top strap that comes with the Dual Loop Band. So you can have one or the other, but not both.

It’s obvious that Apple should have just combined the two. Luckily for us, third-party strap options fix this issue for significantly less than an official Elite Strap from Apple—even if they did offer one.

After trying multiple third-party straps for Vision Pro, I’ve finally found one that does exactly I want: it combines with the excellent Knit Band, allows me to use the headset without the facepad (thereby reducing weight), and it gets my eyes closer to the lenses for a wider field-of-view.

Photo by Road to VR

This is the ANNAPRO A2 strap for Vision Pro, and it’s pretty much what Apple should have offered right out of the gate. The $45 pricetag feels very reasonable considering how much better it makes Apple’s $3,500 headset.

I’ve been testing it for a few weeks now and it has made using Vision Pro for long sessions significantly more comfortable. In fact, it’s a huge factor in making the new ultrawide virtual monitor for Vision Pro actually useful. The improved comfort makes Vision Pro much more attractive for day-to-day work.

When the company sent us the headstrap to check out, they also extended a 10% discount code to our readers: be sure to use the code ROADTOVR at checkout on Amazon if you plan to buy one.

The Annapro A2 strap slides easily onto Vision Pro’s struts, and works seamlessly with the Knit Band (it can also work with the Dual Loop if you want even more top-strap support). It includes four different pad sizes (5mm, 12mm, 18mm, and 25mm) in the box, allowing it to fit to different head shapes.

Photo by Road to VR

I found the 5mm pad works best for me, allowing me to wear the headset without the facepad, and bring the lenses as close to my eyes as I comfortably can, resulting in an expanded field-of-view and a more natural AR experience thanks to the open periphery.

Photo by Road to VR

Apple clearly prioritized form-over-function when it came to Vision Pro. They wanted to deliver something that looked no more clunky than a large pair of ski goggles. But that goal led them to compromises on comfort that have become one of the main critiques of the headset.

It’s nice that this can now be fixed thanks to affordable third-party accessories. This particular approach works so well that I wouldn’t be surprised if the next iteration of Vision Pro comes adopts something similar right out of the gate.

Filed Under: Apple Vision Pro News & Reviews, hardware review, News

Pimax Changes Payment Structure to Make Flagships More Affordable, But Less Refundable

November 25, 2024 From roadtovr

Alongside updates to its PC VR headset lineup, Pimax revealed a new financing plan for Crystal Super and Crystal Light which makes both PC VR headsets more affordable, but also alters the payment structure and returns policy in a way that could raise a few eyebrows moving forward.

Announced back in April, Crystal Super is set to be the company’s next flagship PC VR headset, offering a base 57 PPD version with QLED panels that features a staggering resolution of 3,840 x 3,840 pixels per eye, a 120-degree field-of-view (FOV), and glass aspheric lenses with a reported 99% light transmission.

Additionally, Crystal Super supports eye-tracking, dynamic foveated rendering, inside-out tracking, and features swappable optical engines as well as offering a smaller, redesigned form factor for improved ergonomics. Principally targeted at VR simmers who already run a top of the line GPU, it basically represents a veritable wishlist of specs when the 57 PPD version arrives sometime in Q1 2025.

Pimax Crystal Super | Image courtesy Pimax

And even more so when the additional optical engines arrive at some point, which includes a micro-OLED engine for $699, and a 50 PPD QLED engine with 135-degree FOV for $399. Pre-orders for those optional add-ons are set to take place early next year.

Along with the fully updated spec sheet and launch of Crystal Super pre-orders, Pimax announced a new pricing structure for both Crystal Super and its previously released Crystal Light which reduces their overall prices, but makes some controversial changes to how the company’s payment structure and returns policy works.

While you can watch another one of Pimax’s patently byzantine video announcements to hear the marketing gist, we’ve dug a little deeper to find out what it means to the end user.

Pimax Prime (no relation)

On the face of it, the base price for Crystal Super is going down from the initially announced $1,800 to $1,695. Crystal Light, originally launched at $899, is going to $858. Notably, these pricing tiers both include controllers. As with all things Pimax though, it’s not so straight forward.

Now, the company is introducing a new mandatory financing/membership program, called ‘Pimax Prime’, which allows customers to purchase Crystal Super for $999 upfront, and Crystal Light for $599 upfront.

Pimax Crystal Light | Image courtesy Pimax

Similar to the previous Trial Payment scheme rolled out in May for Crystal Light, Pimax is offering a trial period so you can see if its right for you. When it ends, you’ll be on the hook to choose between one of two payment plans to keep the headset’s software working, or return the headset to Pimax for a full refund.

For Crystal Super, customers can choose between a one-time payment of $696, or a $33 per-month two-year plan ($792 total) for access to the required Pimax Play software. For Crystal Light, the one-time payment costs $259, or $12 per-month two-year plan ($288 total). If monthly payments are missed during the plan, software access is suspended.

After Prime payments are completed however, access to Pimax Play is entirely free for the particular headset in question. That’s seemingly great news if everything goes to plan, and you’re happy with the product, or if you find out it’s not right for you and you want a refund within the trial period.

While Pimax Prime hopes to sweeten the pot with extras such as early access to new software features, exclusive invitations to members-only events, and priority technical support, the payment plan is bringing along with it a fundamental change to how refunds work moving forward, effectively offering some customers less flexibility than before despite a lower overall price.

Through its previous Trial Payment scheme released in May, Crystal Light gave users a 15-day trial period, where customers could make free returns, provided the device wasn’t damaged by the user, and 30 days if damaged in transit. Now, Pimax only offers a 10-day return window in both cases, meaning you’re on the hook for a payment plan after the trial period no matter what.

While return policies vary in the United States, as that country lacks any such federally mandated consumer protection laws, the EU and UK provide consumers with the right to return any physical product within 14 days without justification, and provides two years against faulty goods, which doesn’t cover the usual suspects: user error, misuse, accidental damage, normal wear-and-tear, etc.

Herein lies the problem. As keen-eyed Redditor ‘TotalWarspammer’ points out, Prime is basically non-refundable after the 10-day period. It is however refundable if purchased within the 10-day period, or at the discretion of Pimax thereafter (see update below). Essentially, if you’re on day 10 of your headset and choose to get the best deal by signing up for the one-time payment, and then you change your mind a few days later, it’s up to Pimax to determine whether it will process the refund in full, which would include the purchased Prime subscription.

Notably, Pimax’s 12-month limited warranty does not include “any software whatsoever, whether developed by PIMAX or a third party, even if intended or labelled as for use with the Product.”

The jury is still out on whether this calculated gamble could actually be a misstep, as it has the potential to overshadow ostensibly good hardware from a company that has been able to offer niche PC VR headsets at increasingly reasonable prices. Then again, it may be just what you need to see whether a Pimax headset is right for you, as you’ll have a few days to figure it out and send it back for free. Still, paying for access to middleware that should be included for free may simply not sit right with some, no matter the justification behind it.

Pimax says Prime membership won’t be limited to Crystal Light and Crystal Super either, as the program will expand to include the future Pimax VR headsets too. So we’ll just have to wait and see how the community reacts, and whether Pimax’s new strategy really is here for good.

Update (November 26th, 2024): An early statement found on the headsets’ FAQ stated Pimax Prime was non-refundable, which is not the case—at least within the 10-day trial period, or at the discretion of the company beyond that date.

“If a customer has upgraded to Prime and decides to return the headset within the 10 day window (or at discretion of Pimax, which we sometimes do), both the base price as well as Prime would be refunded,” says Jaap Grolleman, Director of Overseas Marketing Operations.

We’ve included that information in the text above, and also added a statement regarding the limited 12-month warranty.

Filed Under: News, PC VR News & Reviews

Varjo Launches ‘Teleport’ Service to Easily Scan Real Places and Bring Them into VR

November 25, 2024 From roadtovr

Varjo, the high-end XR headset creator, today announced the release of a new smartphone-based 3D scanning service for enterprise that promises to let users quickly build photorealistic environments and explore them in both VR and on traditional screens.

Called Teleport, the paid app allows users to capture and recreate real-world locations, something the Finland-based company says takes just 5–10 minutes, which is notably faster than traditional photogrammetry methods.

Supported capture devices include iPhones and iPads running iOS 17 or later, which includes a fairly large swath of hardware—from iPhone XR and above, and Apple’s 8th gen iPad and above.

The resultant “digital twins” can be accessed on phones, PCs, or explored with either Varjo’s XR headsets or other major PC VR headsets, the company says.

Powered by advances in Gaussian Splatting and NVIDIA GPU-trained generative models, Teleport’s 3D models are processed in the cloud and then rendered on-device, which means an Internet connection is only required to initially download the model, but not explore it.

Priced at $30 per month, Varjo is currently offering a seven-day free trial of Teleport. Signing up also allows users to view a host of captures for free in standard and high-definition via its web viewer, as well as the highest-level quality captures via its desktop client.

The launch of Teleport comes alongside an expansion of Varjo’s Series D funding round, bringing in new investors such as Beyond Capital, Nishikawa Communications, and NVIDIA. Varjo hasn’t disclosed to amount of its latest funding raise, however the company tells Road to VR this brings its lifetime funding to approximately €180 million ($188 million USD).

The company says funding will support its efforts to accelerate adoption of its XR hardware and software solutions for industrial applications, with CEO Timo Toikkanen noting Varjo will leverage AI and machine learning to further integrate real and virtual environments, enhancing productivity and efficiency for its industrial clients.

Meanwhile, Meta is working on a similar consumer-facing product, which was announced in September, called Horizon Hyperscape. Released as a demo experience to showcase Meta’s vision for photorealism, Meta says that at some point creators will also be able to “build worlds within Horizon by using a phone to scan a room and then recreate it,” although there’s no word on when we can expect the company to roll out the service.

Filed Under: News, PC VR News & Reviews, XR Industry News

Meta Opens Project Aria to Researchers Tackling All-day AR Challenges

November 18, 2024 From roadtovr

Project Aria is a pair of sensor-packed glasses which Meta has been using internally to train its augmented reality perception systems. Now, Meta revealed it’s released Project Aria to a number of third-party research teams aiming to tackle some of the most complex challenges in creating practical, all-day AR glasses of the future.

Announced in 2020, Aria doesn’t include AR displays of any type. Instead, the company designed the glasses to help develop the “safeguards, policies and even social norms necessary to govern the use of AR glasses and other future wearable devices.”

One early collaboration was with BMW, exploring how Aria might inform how AR glasses will one day serve up stable virtual content in moving vehicles—undoubtedly a big piece of the puzzle considering Americans spend around one hour in a car per-day on average, according to AAA.

Now, Meta announced it’s also partnered with a number of universities to develop research projects centered around the sort of things that will be important for all-day AR.

Project Aria | Image courtesy Meta

Meta says partners using Aria are currently researching advanced topics such as goal-driven human interaction (University of Bristol), sound localization for hearing aid innovation (University of Iowa), driver intent prediction for accident prevention (IIIT Hyderabad), and audio-based indoor navigation for the visually impaired (Carnegie Mellon University).

Notably, Meta is still accepting applications, which gives approved teams access to Meta’s Aria Research Kit (ARK), which includes the Project Aria hardware and SDK. The company says it also hopes to spark a variety of research topics such as embodied AI, contextualized AI, human-computer interaction (HCI), and robotics.

Meta envisions a future where AR is an integral tool for communication, entertainment, and utility, although getting there requires slim, all-day wearable AR glasses, which hasn’t been easy.

At Meta Connect in September, the company revealed one such prototype, called Orion, which features an impressively slim glasses form-factor, a separate wireless compute unit, and EMG wristband that can detect subtle movements of the user’s hand and fingers.

Orion | Image courtesy Meta

While Project Aria focuses on foundational research, Orion showcases Meta’s future ambitions for wearable AR, which is expensive. According to a report from The Verge, it cost Meta nearly $10,000 per unit to build due to its difficult to produce silicon carbide lenses, which feature a class-leading 70 degree field-of-view.

While Meta CTO Andrew Bosworth says the company hopes to launch such a pair before 2030 based on its work with Orion, at its unveiling, Meta made a point to note that Orion is “not a research prototype,” making it doubtful we’ll ever see this particular iteration in the hands of university teams.

Filed Under: Meta Quest 3 News & Reviews, News

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