• Skip to primary navigation
  • Skip to main content

VRSUN

Hot Virtual Reality News

HOTTEST VR NEWS OF THE DAY

  • Home

Hands-on: Shiftall MeganeX Superlight Packs a Wishlist of Ergonomics Into a Tiny Package

November 1, 2024 From roadtovr

Japan-based Shiftall is the latest company making an effort to deliver an ultra-compact VR headset for enthusiasts who are willing to spend big on maximizing their PC VR experience. Despite the tiny package, the MeganeX Superlight headset still manages to deliver the optical adjustments that should be standard for every headset. Though undoubtedly expensive, the headset overall is promising, provided the company can finalize a few tweaks before crossing the finish line.

Available for pre-order in Japan, United States, EU & UK, the $1,900 MeganeX Superlight from Shiftall is purportedly set to start shipping between February and March of next year. You can check out the full breakdown of specs here.

This is a tethered headset designed for the SteamVR ecosystem. Shiftall is selling the headset by itself, which means you’ll need to bring your own SteamVR Tracking beacons and controllers—or drop another $580 to buy them new.

This week I got to check out a prototype version of the MeganeX Superlight headset and found it to be a promising piece of hardware that’s certain to be held back by its steep price.

Photo by Road to VR

Shiftall CEO Takuma Iwasa told me the headset is primarily targeted toward hardcore VR users, especially those spending long stretches in VRChat. Considering his own claim of more than 3,000 hours in VRChat, it’s clear he has a real understanding of the needs of this kind of customer.

That’s what led the company to try building a compact PC VR headset: Iwasa wants to deliver something that’s lightweight and comfortable for long sessions.

A big part of a VR headset being comfortable is about being able to adjust it to fit each individual. Getting the headset’s lenses into the ideal position for your eyes is crucial to maximizing visual quality and comfort.

To that end, I was happy to see the MeganeX Superlight includes a list of optical adjustments that I’ve long wished was standard on every headset: IPD, eye-relief, diopter, a flip-up visor, and even a lens angle adjustment.

Photo by Road to VR

IPD (or interpupillary distance) is standard on most headsets, it’s the distance between the lenses. Matching the distance between the lenses to the distance between your eyes is important to making it easy for your eyes to fuse the stereoscopic image, and for getting your eyes into the ‘sweet spot’ of the lens (the optical center, where the lens has the greatest).

On the MeganeX Superlight, IPD is set by entering your IPD measurement into the software on your computer, causing the headset’s motorized lenses to move into the desired position.

Eye-relief is less common to find on VR headsets. This is the distance from the lens to your eye. Not only is this important for maximizing field-of-view, it’s also important for dialing in the ‘sweet spot’ of the lens. That’s because the sweet spot isn’t just a plane, it’s a volume (technically speaking, this is often called the ‘eye-box’).

On the MeganeX Superlight, the mount which connects the headset itself to the headstrap makes it easy to adjust eye-relief by pinching a pair of pads which allows you to freely slide the headset closer or farther away from your eyes.

Diopter is even rarer than eye-relief. This setting changes the focus of the lens to account for a person’s vision correction needs. Rather than wearing glasses, users can dial in their diopter to enjoy a sharp view.

Photo by Road to VR

On Shiftall’s headset, there’s a small dial near the side of each lens which is used to adjust the diopter for each eye. Although this is a manual process (ie: you can’t just enter a value and have the headset set it automatically), Shiftall tells me that part of the headset’s setup process will include a calibration screen to make this process easier.

While a growing number of headsets include decent passthrough views via external cameras, if the goal is to simply look outside of your headset, it’s hard to beat your very own eyes. To that end the MeganeX Superlight has a little plunger on the headstrap mount that makes it quick and easy to flip up the visor for a glimpse of the outside world, and to flip it back down when you’re done.

And last but not least—something I’ve seen on only one other company’s headsets—is an independent lens angle adjustment.

Many VR headsets have a pivot at the point where their headstrap connects to the headset, but the angle is entirely at the mercy of how the facepad rests on the user’s face.

On the other hand, because the MeganeX Superlight headset essentially hangs down from your forehead, a small dial on the side of the mount allows you to independently adjust the angle of the headset (and thus the lenses) regardless of how the headstrap is resting on your head.

Taken all together, these adjustments make it easier for a wider range of people to get the best and most comfortable visual experience from the headset.

And if you’re planning to pay nearly $2,000 for a headset that’s not only compact, but also includes a whopping 13.6MP (3,552 × 3,840) micro-OLED display per-eye, you’re definitely going to want it to have the adjustments necessary to give you the best visuals it can.

The MeganeX Superlight’s displays are incredibly crisp, to the point that there’s simply no visible pixels, sub-pixels, or even a hint of screen-door effect that I could see in my time with the headset. The virtual world not only looks completely sharp and solid thanks to all of those pixels, it also looks very vivid thanks to the rich colors and deep blacks shown by the 10-bit display.

While I need more time with the headset to be sure, my initial impression from memory was that the MeganeX Superlight felt like it had a slightly larger field-of-view, slightly larger sweet spot, and less glare compared to Bigscreen Beyond (its nearest competitor).

From a resolution standpoint, there’s so few examples of VR content that actually have the underlying graphical fidelity to show a meaningful difference—between Bigscreen Beyond’s impressive 6.5MP (2,560 × 2,560) per-eye resolution and the MeganeX Superlight’s even more impressive 13.6MP (3,552 × 3,840) per-eye resolution—that the improvement wasn’t obviously noticeable.

But it stands to reason that the MeganeX Superlight should be the superior headset in cases where high resolving power is most important, like in flight simulators where long sightlines to distant objects are common, and for virtual desktops where resolving fine text is crucial. I’m especially interested to try the MeganeX Superlight for the latter.

While greater resolving power is always a plus, there’s no question that if you want to run VR content anywhere near the headset’s native resolution, you’re going to need to pair it with top-tier PC.

At the headset’s native 13.6MP per-eye resolution and 90Hz refresh rate, your computer will need to pump out an absurd 2.5 gigapixels per second (assuming naive stereoscopic rendering). [Note: Shiftall says the MeganeX Superlight only works with modern NVIDIA GPUs. AMD is not supported at present.]

If you don’t already have (or aren’t planning to buy) an NVIDIA 3080, 4080, or better, it’s hard to make a case for paying $1,900 for the extra pixels on MeganeX Superlight over the $1,000 Bigscreen Beyond (assuming both headsets were otherwise equal).

Photo by Road to VR

While I was impressed with the array of optical adjustments, stunning resolution, and vibrant colors of the MeganeX Superlight, I have the same reservation about the headset that I did with Bigscreen Beyond: the lack of built-in audio is a big oversight. I understand that there’s some people out there who are happy to deal with putting on their own headphones or earbuds over top of their headset, but my gut is that most people prefer the convenience of not having to deal with yet another thing to put on.

Bigscreen Beyond has since rectified this issue with an optional headstrap with on-board audio. And making it optional is fine; the people who want it can get it, and those that want to use their own aren’t stuck with it.

Shiftall tells me it’s also planning to build an optional headstrap with on-board audio, but it won’t be available (or probably even announced) before the headset starts shipping early next year. I understand that making and launching hardware is extremely difficult, but it’s a real shame to not have an audio headstrap available at launch.

Another issue I saw during my time with the headset is some pupil-swim in the lenses. That means when your eyes move in smooth pursuit (as opposed to saccading) across the lens, the scene seems to warp in an uncomfortable way.

This is typically an issue with poor lens calibration, and it isn’t uncommon with prototype headsets which aren’t being made with final tooling or calibration processes.

While there’s no reason to think the company can’t dial in its lens calibration before launch, getting it right is very important. So it’s something I’ll definitely want to get another look at closer to the headset’s release.

Assuming Shiftall manages to improve the pupil-swim—as it says it expects to—the company is on track to deliver a pretty impressive headset. The only major issues are that of cost and the lack of on-board audio. Those two factors ensure that the MeganeX Superlight will remain a niche headset. But if the company can find a clutch of users that want what it’s offering, it will have further proven out the existence of a hardcore PC VR crowd that’s willing to spend big to maximize their VR experience.

Filed Under: Feature, hardware preview, News, PC VR News & Reviews, XR Industry News

Canon Announces Pricing & November Release for New Spatial Video Lens

October 30, 2024 From roadtovr

Canon today announced a more affordable lens option designed for social media creators and videographers interested in VR and 3D content creation.

Back in June, Canon announced its RF-S3.9mm F3.5 STM Dual Fisheye lens, which was designed to allow its line of cameras to take spatial video and photos—priced at $1,099.00.

Now the company is widening its line of dual lens optics with an even more affordable VR lens system with the introduction of RF-S7.8mm F4 STM DUAL lens, which is going on sale this November for $449.99.

Image courtesy Canon U.S.A., Inc.

As the name suggests, the lens offers a 7.8mm focal length, as well as a 60-degree angle of view. Like the previously released Dual Fisheye lens, the new lens is also compatible with Canon’s latest cameras that support RF mounts, which includes EOS R, R5, R6, RP, and the R7.

While admittedly offering a lower field-of-view (FOV) than the 144-degree FOV of its bigger brother, it’s also less than half the price.

Image courtesy Canon U.S.A., Inc.

Previewed at Apple’s 2024 WWDC, Canon intends to use the new lens to meet the growing demand for accessible spatial video creation.

Notably, the new RF-S7.8mm F4 STM DUAL lens is said to operate like a traditional 2D RF lens, enabling easy setup for newcomers, and allowing anyone with its latest RF mount cameras to create immersive content for headsets like Apple Vision Pro and Meta Quest 3.

According to Hiroto Kato, Canon’s vice president of Imaging Products & Solutions, the RF-S7.8mm F4 STM DUAL lens is “an exciting step” in making 3D content creation accessible.

“With the RF-S7.8mm F4 STM DUAL lens, Canon is not only providing a new visual tool but also enhancing the way creators communicate using emerging VR, spatial and 3D technologies,” said Kato says. “This lens allows users to capture immersive content, bridging the gap between traditional content creation and the latest in VR and Spatial imagery. It’s an exciting step forward in making high-quality 3D content more approachable for everyone.”

The new dual lens is scheduled for release in November 2024, priced at $449.99. Check out the specs below:

Specification Detail
Focal Length 7.8mm
Maximum and Minimum Aperture

f/4.0 – f/16 (1/3 stops, 1/2 stops)

Lens Mount Type

Canon RF Mount; Plastic Mount

Interpupillary Distance / Baseline Length 11.8mm
Minimum Focusing Distance

0.49 ft. (5.9 in.) / 0.15 m

Maximum Magnification 0.07x
Angle of View (Diagonal) 63° 00′
Lens Construction (each lens)

9 elements in 7 groups

Special Elements (each lens)

Two UD lens elements

Lens Coating

Super Spectra Coating

Filter Size Diameter

58mm screw-type filter

Rear Mounted Gelatin Filter Holder Not Supported
Aperture Blades (each lens) 7
Lens Switches

Left-right focus difference adjustment mode switch

Dust/Water Resistance Not Provided
Focusing System

Gear type STM focusing

Left/right focus difference adjustment

Provided, user-adjustable using the Control Ring

Dual Pixel CMOS AF

Provided; Horizontal: approx. 30%, Vertical: approx. 46%

Focus Guide – Shooting Mode

Photo Mode

Left lens only supports focus guide

Photo Mode with L/R adjustment switch enabled

Both Left and Right lenses support focus guide

Video Mode

Left lens only supports focus guide

Video Mode with L/R adjustment switch enabled

Both Left and Right lenses support focus guide

Full-time Manual Focusing

Both Left and Right lenses support focus guide

Control Ring Provided
Optical Image Stabilization Not Provided
Stabilization with in-body IS (EOS R7) Not Supported
Dimensions

ø2.7″ x 1.6″ L (ø69.2mm x 41.5mm)

Weight

Approx. 4.6 oz. (131g)

Accessories

Lens Hood Not Supported
Lens Cap E-58II (bundled)
Dust Cap

Canon Lens Dust Cap RF (Bundled)

Lens Case

Canon Lens Case LP1014 (sold separately)

Extension Tubes Not compatible
Close-up Lenses 250D / 500D Not compatible
Canon RF Extender 1.4x/2x Not compatible
Canon Gelatin Filter Holder III/IV Not compatible
Rear Gelatin Filter Holder Not compatible

Filed Under: News, XR Industry News

Vision Pro Owners Hopeful Apple Event Will Bring News of Unreleased Panoramic Display Feature

October 25, 2024 From roadtovr

Apple announced in June it was planning to release a wider, higher-resolution version of Mac Virtual Display for Vision Pro. Now, the company says its holding a bevy of Mac announcements starting Monday, October 28th, which many are hoping includes the still unreleased mode.

“We have an exciting week of announcements ahead, starting on Monday morning. Stay tuned,” Apple marketing executive Greg Joswiak recently revealed on X.

The coming week of announcements seems to be a replacement for its annual Mac event, traditionally held in October, which in the past has seen the release of new iPads and Macs. The event is very likely centered around the reveal of the company’s new slate of Macs featuring various flavors of its M4 chipsets.

The Mac event however may present the ideal opportunity to highlight the promised panoramic Mac Virtual Display feature for Vision Pro, which was planned to release sometime after the debut of visionOS 2.0 in June.

Mac Virtual Display | Image courtesy Apple

At the time, Apple said its new Mac-tethered virtual screens would include an “ultra-wide display that wraps around you,” allowing for resolutions “equivalent to two 4K monitors, side by side.” Thanks to Mac-side dynamic foveated rendering, Apple maintains content will “stay sharp wherever you look.”

Like everyone outside of Apple sphere of influence, we haven’t seen it in action yet beyond the initial WWDC keynote, although on-stage teaser showed a simple UI toggle, letting Mac Virtual Display users choose ‘Normal’, ‘Wide’ and ‘Ultrawide’ modes.

If you’re looking to follow along, you can bet Apple will be livestreaming announcements on its website, and also very likely on its YouTube channel too. There’s no word yet on when to tune in, so check back soon.

Typically, Apple events start at 10 AM PT. You can click here to find your local time, although we’ll be updating this article once we know more.

Filed Under: Apple Vision Pro News & Reviews, News

Cisco Boosts Vision Pro Meetings with New ‘Webex’ Spatial Video Streaming Update

October 24, 2024 From roadtovr

Cisco updated its Webex networking app to include even more immersive support for meetings on Vision Pro, which now marries the app with its spatial video streaming hardware.

Cisco released Webex on Vision Pro back in February, allowing for mostly everything you’d expect from a Vision Pro version of the cross-platform video chatting app, letting users meet via Webex using their Persona avatars, and do things like place 2D chat windows around their mixed reality environment.

Now the company has gone one step further with the release of Cisco Spatial Meetings for Vision Pro, which now lets users stream stereoscopic video with the help of Cisco’s Room Bar Pro. Essentially, it spatializes non-flatscreen participants for the benefit of Vision Pro users.

Cisco’s new Webex spatial meeting update holds implications beyond the comparatively more simplistic face-to-face chats, including things like product demos, remote training, education—essentially anything enhanced by the added depth perception of viewing objects and environments in three dimensions.

“Think of all the use cases for companies in industries like manufacturing, retail, and healthcare. I believe that this combination of Cisco Spatial Meetings and Apple Vision Pro will drive unprecedented levels of creativity, productivity, and innovation,” says Jeetu Patel, Cisco’s Executive Vice President and Chief Product Officer.

Additionally, Cisco updated Webex for Vision Pro to include its AI Assistant, letting users improve productivity with AI-enhanced capabilities to catch up on meetings, get summaries, writing assistance, and more.

Bringing more immersive support for Vision Pro users is another step in the company’s ‘Distance Zero’ initiative, which the Cisco launched last year in effort to shorten the distance between users by using video and AI to make meetings more immersive.

Filed Under: Apple Vision Pro News & Reviews, News

Apple May Halt Vision Pro Production by Year-End Amid Report of Sharply Reduced Output

October 23, 2024 From roadtovr

Apple appears to be scaling back production of Vision Pro, and may even halt manufacturing entirely by the end of the year, The Information reports.

According to the report, Apple started reducing production this summer, with supply chain sources maintaining that the company has built up enough inventory to meet projected demand for the foreseeable future.

Apple hasn’t released overall sales figures for Vision Pro, which launched first in the US in February 2024 before coming to a select number of countries. Independent research firm Counterpoint Research however maintains the company has sold 370,000 units to date and is projected to sell 420,000 by the year’s end, as per The Information report.

Conversely, part suppliers are said to have produced enough components for around 600,000 headsets, with Vision Pro assembler Luxshare halving daily production to 1,000 units.

Hideo Kojima wearing Apple Vision Pro | generative extend based on an image courtesy Hideo Kojima

Owing to its eye-watering $3,500 price tag, the move to tune down production comes amid comparatively tepid Vision Pro adoption. In contrast, competitor-apparent Meta has handily shipped millions of Quest headsets over the years, and is currently pinning its hopes this Holiday season on its latest Quest 3S mixed reality headset, which starts at $300.

Despite Apple stocking its Vision Pro App Store with millions of iOS apps and some very flashy first-party content, like the recently released short VR film Submerged, such an expensive headset has predictably curtailed third-party developer interest.

Apple CEO Tim Cook however tempered expectations in a recent The Wall Street Journal interview, noting that “[a]t $3,500, it’s not a mass-market product. Right now, it’s an early-adopter product. People who want to have tomorrow’s technology today—that’s who it’s for. Fortunately, there’s enough people who are in that camp that it’s exciting.”

This follows a previous report from The Information maintaining that Apple is planning a cheaper follow-up to Vision Pro, reportedly coming sometime in late 2025 instead of Vision Pro 2, which has been postponed for a later release.

Filed Under: Apple Vision Pro News & Reviews, News

Meta Explains Why It Sees Wide Field-of-View Headsets as a ‘bad tradeoff’

October 22, 2024 From roadtovr

Meta CTO Andrew Bosworth revealed last week a mysterious wide field-of-view (FOV) headset prototyped in the Redmond, Washington-based Reality Labs offices. Bosworth now reveals the research prototype had something close to a 210-degree FOV, however wide FOV displays are a critical tradeoff the company isn’t ready to make.

And if you were hoping this was the wide FOV Quest yet to come, you’ll probably be disappointed. Bosworth revealed in a recent Instagram Q&A the device is actually a mixed reality headset, however he tempered expectations by calling the prototype “very, very, very low resolution,” which notably featured “giant gaps in the display where there was no image at all.”

Bosworth intimated Meta won’t be chasing after such a wide FOV because there are simply too many conflicting tradeoffs.

“I know how much ya’ll love field-of-view and want more. I’m with you. I like it. I get it, I do. The tradeoffs are so bad. The tradeoffs on weight, form factor, compute, thermals… it’s all bad,” Bosworth said in the Q&A.

Image courtesy Andrew Bosworth

Enthusiast-grade, wide FOV PC VR headsets like Pimax Crystal Light ($699), Pimax Crystal Super QLED ($1,799), and Somnium VR1 (€1,900/$2,050) don’t need to worry about those things as much, as they rely on dedicated GPUs and typically don’t need to fit into the sort of tight compute and power envelopes as Quest. And as we know, Meta doesn’t produce PC VR-only headsets anymore either.

Bosworth boils it down to price, since producing a significantly larger FOV in a standalone beyond the typical 110-degree horizontal increases the costs of all associated components.

“Field-of-view is one of the most expensive things you can add to a headset. And by definition, and all that cost—that quadratic cost—is going to the least important pixels,” Bosworth said, referring the display’s periphery.

Even so, Meta doesn’t seem ready to revisit higher price points just yet—at least not after retiring Quest Pro, which released only two years ago for an eye-watering $1,500 before being reduced to $1,000 less than a year after launch. In the near-term, the company is pinning its hopes on the most affordable mixed reality standalone yet, Quest 3S.

“It’s a really tough trade to embrace. We care about field-of-view, and that’s why we do this research. We look at different ways to approach it, and attack it, and make it cheaper […] and more affordable, and not make it so expensive,” Bosworth said.

Summing up the subject on wide FOV headsets, Bosworth maintains “there is a practical reason that we end up in the space that we do.”

The prototype was developed by the company’s Display Systems Research (DSR) team led by Doug Lanman, who is also known for his work on varifocal prototypes. In 2020, DSR said its then-latest varifocal prototype, which featured static varifocal displays and folded optics, was “almost ready for primetime.” The team also showed off display prototypes capable of higher display ranges, providing better contrast for more immersive visuals. None of those technologies have made it out of the lab yet.

Instead, Meta appears to be continuing its march to reach the masses with mixed reality, acting as the lower-cost foil to Apple’s $3,500 Vision Pro—an emerging XR competition with battle lines that are still unclear.

– – — – –

A recent report from The Information maintains Meta may launch a Quest 4 sometime in 2026, which will give us a better idea of how Apple hopes to respond to similar reports of a cheaper follow-up to Vision Pro, reportedly coming sometime in late 2025.

Filed Under: Meta Quest 3 News & Reviews, News, XR Industry News

U.S. Army Needs Microsoft AR Headset to Be “substantially less” Than Projected $80K Price Tag

October 21, 2024 From roadtovr

Microsoft’s contract with the U.S. Army to build a combat-ready AR headset is worth up to $22 billion, but only if the company can deliver the goods at “substantially less than” the projected $80,000 per unit, the Army tells Bloomberg. Requirements also include definitively positive field testing, set to take place early next year.

Based on HoloLens 2, Microsoft’s specially-built Integrated Visual Augmentation System (IVAS) has faced multiple challenges since being awarded the Army contract in 2019, including poor field testing results due to reliability and ruggedness issues. Despite recent improvements in the 1.2 version, such as better reliability and display clarity, and a flip-up design, the Army hasn’t scaled up orders yet.

While the contract stipulates the Army could order up to 121,000 of Microsoft’s IVAS, that’s pending further field testing—set to take place from April to June 2025. Price is also a “key factor,” Army acquisition chief Doug Bush says.

At the annual Association of the United States Army (AUSA) conference last week in Washington D.C., Bush said testing is “going much better than the first time around,” adding that “a lot of the problems have been fixed.” The Army still needs to “something that’s affordable” in order to cue up full production, however.

2021 prototype Microsoft IVAS | Image courtesy Microsoft

Unit cost is “a key factor next year when senior leaders make decisions about going into production,” Bush said. And the pricing goal should be “substantially less than $80,000,” an Army statement obtained by Bloomberg maintains.

Around half of the bill of costs can be chalked up to the system itself, which includes the AR headset—modified with sensors and thermal imaging—a battery, and chest unit for displaying information, such as the location of overhead drones. The remainder includes increased expenditures, such as Army program management to Microsoft engineering and software support, as per the Bloomberg report.

“We are going through the program to identify where we can reduce costs,” Microsoft’s Mixed Reality and HoloLens chief Robin Seiler told reporters last week. “It’s a fairly complex system, so when you look at cost reduction you have to look at it from a component level, from a labor level and from your supply chain.”

Despite best efforts, Microsoft’s contract may actually be at risk. The Army is reportedly preparing to hold ‘IVAS Next’ later this year, a new open competition that could see Microsoft replaced entirely as the prime contractor of IVAS.

Meanwhile, in an apparent bid to boost Microsoft’s chances at keeping the contract, Oculus founder Palmer Luckey’s defense startup Anduril has partnered with Microsoft to provide the combat-ready headset with its Lattice platform, which integrates real-time threat detection to improve battlefield awareness and survivability by sourcing data from drones, ground vehicles, and aerial defense systems.

Filed Under: News, XR Industry News

Meta CTO Confirms Mixed Reality Glasses Project, AI Earbuds with Cameras & Cancellation of High-End Quest

October 16, 2024 From roadtovr

In an interview with The Verge, Meta CTO and Reality Labs chief Andrew Bosworth confirmed a number of projects previously subject to speculation, detailed the company’s strategic shift toward AI, and confirmed plans to deepen its partnership with Ray-Ban parent EssilorLuxottica.

Meta reorganized Reality Labs earlier this year to better focus on wearables, such as Ray-Ban Meta Smart Glasses and AI-driven wearable tech, like the newer version of its wrist-worn controller revealed last month alongside Meta’s Orion AR glasses prototype.

Meta’s Orion AR Glasses Prototype | Image courtesy Meta

To get there though, Bosworth outlined the company’s multi-phase process for product development. In a nutshell: a “pre-discovery” team prototypes novel concepts. Some ideas move to the “discovery” phase for feasibility and industrial design evaluation. Prototyping follows with more extensive executive involvement, and products that pass engineering validation may go to market.

In the interview, Bosworth confirmed a number of claims made in recent reports, including rumors that Meta is exploring earbuds with cameras, similar to what we’ve heard is currently going on at Apple, and a pair of mixed reality goggles which recently entered the discovery phase, described as “steampunk-like.”

Although Bosworth didn’t confirm this, a previous report from The Information maintained those mixed reality goggles could arrive as soon as 2027—assuming they successfully pass both prototyping and engineering validation phases.

Bosworth also confirmed a previous report that Meta has canceled a high-end Quest headset, codenamed La Jolla, which was initially expected to become the Quest Pro 2. The cancellation of La Jolla was likely due to tepid consumer responses to high-priced headsets like the Quest Pro and Apple Vision Pro.

Meta Quest Pro | Image courtesy Meta

It also seems reports were correct surrounding Meta’s plans to take a noncontrolling stake in EssilorLuxottica, the company behind Ray-Ban Meta Smart Glasses. Meta is seeking volume while the eyewear giant seeks margins. “That’s the tension, and we found a good solution to it, so we’re pretty excited about it,” Bosworth told The Verge.

Meanwhile, Meta is increasingly focused on AI-powered devices, aiming not to be outpaced by competitors like Apple. To boot, Meta is now developing multiple products simultaneously, a marked shift from its early days.

“We definitely don’t want to be outflanked by someone who came up with some clever, integrated wearable that we hadn’t thought about,” Bosworth says. “If there’s a part of your body that could potentially host a wearable that could do AI, there’s a good chance we’ve had a team run that down.”

This comes as Meta has just released Quest 3S, its new $300 mixed reality headset that undoubtedly hopes to replicate Quest 2’s success by packing in Quest 3’s chipset and full-color mixed reality capabilities alongside last-gen displays.

Filed Under: Meta Quest 3 News & Reviews, News, XR Industry News

Revamped Meta App Reintroduces Quest Users to Some of the Best Immersive Art Out There

October 11, 2024 From roadtovr

Meta has revived its VR Animation Player (2019) with the new release of Theater Elsewhere, a fresh iteration of the free animation player app that allows users to experience immersive, hand-painted worlds created with in VR art app Quill by Smoothstep (2021).

Meta says the newly revamped Theater Elsewhere app includes a new user interface for easier navigation, faster performance, and enhanced controls, designed to offer a seamless user experience.

It also packs in over 50 VR-animated shorts, curated selections, and more than 2,400 user-generated content pieces, which you can explore more deeply in ‘Free Fly Mode’, letting you view the creations from any angle.

Supporting all Quest devices, including the original 2019-era Quest, Theater Elsewhere was internally developed by a small team since July 2023, composed of Art Director and legendary artist Goro Fujita.

Fujita, a DreamWorks Animation veteran, is also known for his work at the now defunct Oculus Story Studios on VR animated short films Henry (2015) and chapter 1 of Wolves in the Walls (2018), as well as a massive slate of VR animations, some of which you can see in the Theater Elsewhere app right now.

You can read the full Q&A over at the Meta blog, which dives deeper into Fujita’s passions, past and present. Meanwhile, Meta says it expects Theater Elsewhere to continue growing, with more content updates and new features planned for the future.

Filed Under: Meta Quest 3 News & Reviews, News

Fitness Service ‘Alo Moves’ Launches Immersive Mind-body Classes on Quest

October 11, 2024 From roadtovr

Magnopus, the veteran XR studio behind Mission: ISS (2017), launched Alo Moves XR, a new mixed reality fitness app for Quest that uses volumetric 3D captures to deliver classes from top fitness gurus in yoga, Pilates, and mindfulness.

Announced earlier this year, the Quest-exclusive Alo Moves XR app includes 32 classes out of the gate, and plans to add four to five new yoga and Pilates classes monthly, along with weekly meditation sessions.

As a subscription app similar to Supernatural (2020), Alo Moves XR features top instructors, including Ashley Galvin, Annie Landa, Bianca Wise, Kirat Randhawa, and Susy Markoe Schieffelin, who lead sessions across immersive destinations such as Spain, Norway, and Thailand.

Later this year, Magnopus says Alo Moves XR will also introduce new instructors and courses, including 20+ minute yoga sessions, quick toning and sculpting classes, Briohny Smyth’s and Josh Kramer’s yoga fundamentals, evening reset stretching, breathwork, and more.

“Users can interact with their 3D instructors, repositioning them and viewing every angle for a full 360-degree perspective, helping perfect form and movement techniques,” Magnopus says. “Within this unique immersive experience, mixed-reality allows for the seamless blending of the user’s physical environment, utilizing room mapping and object detection to create a safe and comfortable atmosphere. In mindfulness classes, serene, enveloping environments—Clouds, Water, and Abstract—offer an unparalleled escape, even in the midst of a busy day.”

Considering you’ll be down on the ground, Alo Moves XR also includes support for hand-tracking across all support devices, which includes Quest 2, 3, Pro and the upcoming Quest 3S.

Alo Moves XR is available for $69 per year or $10 per month, with a special bundle offer for $49 per year. Notably, Alo Moves XR is a separate subscription to the flatscreen Alo Moves app available across iOS devices, however those members can add XR for $20 annually.

Additionally, a seven-day free trial is available, with a one-month trial for those current Alo Moves members.

Filed Under: Meta Quest 3 News & Reviews, News

« Previous Page
Next Page »

  • Home