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Qualcomm Teases Next-Gen Snapdragon XR Chipset, Possibly Debuting in Pico’s Next Flagship

June 11, 2026 From roadtovr

Qualcomm seems to be teasing its next-gen Snapdragon XR chipset targeted at standalone headsets, something the company says we’ll learn more about “soon.”

It’s uncertain whether Qualcomm is getting ready to announce its next-gen Snapdragon XR3 platform, or Gen 3 of its previously released XR2 chipset. What is certain though is XR’s biggest chip manufacturer has something new in store, teasing a “new reality” in a short clip posted on X.

And while Qualcomm says we’re due to learn about it “soon,” there’s really no telling when that could be, as the company really hasn’t stuck to a set release schedule for its various XR chip announcements.

Notably, Qualcomm announced Snapdragon XR1 at AWE 2018 in May, Snapdragon XR2 at Snapdragon Tech Summit in December 2019, Snapdragon XR2 Gen 2 right before the launch of the Quest 3 in 2023, and Snapdragon XR2+ Gen 2 just before CES 2024.

There are however a few venues the company could announce its next iteration of Snapdragon XR. Qualcomm’s June 24th Investor Relations Day may deliver our first bit of insight into its first slate of hardware partners. There’s also the company’s big Snapdragon Summit in late September, which is notably during the exact same timeframe as Meta Connect.

Thus far, Meta has only teased what appears to be a new slate of smart glasses though, which in the past have integrated Qualcomm’s Snapdragon AR1 chipset. Meta is also seemingly preparing a puck-tethered thin and light standalone, codenamed ‘Phoenix’, although that’s reportedly been delayed to 2027.

Possibly a more likely (and timely) candidate is Pico’s upcoming Project Swan, which the Byte Dance-owned company teased in March to contain a separate flagship SoC with “more than 2× CPU and GPU performance vs XR2 Gen 2.” That’s supposed to launch globally sometime in late 2026, so we may learn a lot more fairly soon.

Filed Under: XR Industry News

Siri on Vision Pro is Getting Eye-tracked Activation and Visual Awareness Alongside New AI Features

June 9, 2026 From roadtovr

Apple spent a major portion of its WWDC 2026 keynote this week talking about new AI features that are part of an enhanced version of Siri. While most of the features will be accessible across devices, Siri on visionOS 27 has some unique touches that take advantage of Vision Pro.

The News

An overhauled version of Siri—which Apple is now calling “Siri AI”—is headed to Apple’s version 27 operating systems. The company detailed a wide range of capabilities, both new and improved, which make Siri AI more useful and more capable than previous versions.

“Siri AI is an entirely new version of Siri deeply integrated into iPhone, iPad, Mac, Apple Watch, and Apple Vision Pro,” the company announced this week. “It can draw on personal context understanding to search across messages, emails, photos, and more, and get things done across apps with even more systemwide app actions. Additionally, Siri AI can answer questions related to the content on a user’s screen or go out to the web to get up-to-date information using broad world knowledge and generate a helpful answer. A dedicated Siri app allows users to revisit a past conversation or kick off a new one—all in one place—and uses iCloud to privately sync conversational history across a user’s products.”

Beyond the new capabilities that will work across most of Apple’s modern devices, Siri AI is getting some unique attention on Vision Pro. In VisionOS 27, the Siri ‘orb’ becomes a placeable widget that can sit in the room with you. And when you want to talk to it, simply look at the orb and start talking. It’s a seamless way to activate Siri using Vision Pro’s eye-tracking, without needing to tap anything or say a wake word.

Courtesy Apple

Siri is also getting ‘see what you see’ capabilities on Vision Pro. If the user asks the system to look at something, Siri has visual context of the user’s view of both the digital and real world. So you can ask about something you see on a webpage floating in front of you just as easily as you can ask about a piece of artwork on your wall.

Courtesy Apple

This is a much more natural way to use visual intelligence capabilities that have been part of earlier versions of Apple Intelligence but were not exposed in particularly obvious ways.

The new Siri app, which functions more like a traditional AI chatbot, is getting a native visionOS version.

Courtesy Apple

Apple says Siri AI is compatible with both the original Vision Pro (M2) and latest Vision Pro (M5). It’s available as a developer preview within visionOS 27 which is available now. Apple plans to roll out Siri AI features as a “beta” to the public later this year.

My Take

The inclusion of high-accuracy eye-tracking on Vision Pro continues to pay dividends to Apple. Turning Siri on Vision Pro into a persistent widget that’s activated with eye-tracking is the kind of subtle but clever idea that could very well set the standard for interacting with voice assistants on immersive devices going forward. Using eye-tracking to add context about the user’s question is also a smart way to leverage the feature.

Siri’s newfound ability to see the user’s digital and real world brings it much closer in line with Gemini’s visual capabilities on Android XR, which I’ve previously pointed to as a standout advantage over the AI capabilities of visionOS and Meta’s Horizon OS.

It’s unclear at this time if Siri on Vision Pro will be fed a still image of the world around the user at the time of the query, or if it will get a live view of the world around the user (as we see with Gemini on Android XR). The difference between a static or live view could lead to a significant gap in the usefulness of Siri AI’s ‘vision’ on Vision Pro compared to Gemini. On Android XR, Gemini can continuously see what’s around the user, enabling ongoing conversations with Gemini that evolve as new things happen. We’ll have to wait to see if Siri on Vision Pro can do the same.

We also don’t know if Siri will be able to ‘see’ during every query or if only specific queries will cause the headset to consider the world around the user. For Apple’s part, the company says it continues to emphasize privacy in its AI features, and says that any data that leaves the headset is processed in an encrypted way that’s not accessible to Apple or third parties.

Filed Under: Uncategorized

Meta Plans New Best Buy Pop-ups to Unify Demos of AI Glasses and VR Headsets

June 8, 2026 From roadtovr

Meta announced that it is rolling out updated kiosks inside of Best Buy, the biggest electronics retailer in the US. The new 900 square-foot “store in a store” offers a place for customers to demo Meta’s AI glasses and VR headsets.

The News

Meta has a long-running relationship with Best Buy and is no stranger to placing in-store kiosks with trained staff in stores to give customers the opportunity to go hands-on with its hardware. However, the company’s most recent kiosks have focused primarily on its AI glasses, creating an apparent divide between older, separately placed kiosks focused on Quest headsets.

Now the company says it’s rolling out a more unified experience, called “Meta Lab @ Best Buy,” an expanded kiosk that includes AI glasses and VR headsets in the same space, both of which are available for a hands-on experience.

Courtesy Best Buy

The company says the Meta Lab spaces are “designed for hands-on discovery, where people can explore Meta’s expansive lineup of AI glasses and VR headsets through interactive demos, smart mirrors, personalized fittings and more—all with support from dedicated Meta Sales Specialists.”

Meta plans to roll out 50 such spaces in Best Buy locations across the US and Canada, and notes that the following locations will be the first to open this Summer:

  • San Carlos, CA
  • Roseville, MN
  • Woodland Park, NJ
  • Greenville, SC
  • Columbus, OH

The new Meta Lab @ Best Buy spaces appear to be a natural outgrowth of the company’s Meta Lab pop-up locations that rolled out in late 2025 to give the company a temporary boost to its retail presence in support of the Ray-Ban Display launch. These spaces also included Quest headsets and demos. Some of the Meta Lab pop-up locations have become permanent retail locations.

My Take

The move comes after Meta’s aggressive shift in focus away from its VR business and toward its AI glasses business, which has left many unsure of Meta’s long-term commitment to VR.

Meta launched Ray-Ban Display—its first AI glasses with a display—in late 2025. At the time the company launched new Best Buy kiosks which were exclusively focused on its AI glasses, and didn’t even include Meta’s VR headsets for sale. Meta was seemingly rushing these kiosks out the door because the company opted not to sell Ray-Ban Display to anyone without an in-person fitting. The need to deploy the kiosks in time for the launch of Ray-Ban Display is probably why we didn’t see the initial kiosks include Quest headsets at the outset. And, indeed, this is likely because of the rather abrupt shift in Meta’s focus toward its AI glasses.

With the new Meta Lab @ Best Buy spaces, the company’s retail strategy is catching up to its product strategy. While we probably can’t infer too much about what this means for Meta’s long-term commitment to VR, it at least tells us that the company wants to make sure all of its hardware can be seen together in one retail space.

In any case, seeing more spaces that offer hands-on demos of VR headsets is a good thing. The VR experience remains almost impossible to describe to someone who has never used a modern headset; actually trying on a VR headset is a reliably mind-blowing experience for first-time users. But it’s difficult to give people that opportunity at scale.

Filed Under: XR Industry News

Meta is Spinning out ‘Supernatural’ a Mere 3 Years After $400M Acquisition

June 4, 2026 From roadtovr

Supernatural won’t be in ‘maintenance mode’ for long, because Meta announced it’s effectively spun out the VR fitness app into an independent company, Supernatural Health.

The founders and coaches behind Supernatural are parting ways with Meta. Soon, users can look forward to more fresh content, which has notably been missing from the subscription-based VR fitness app since Meta announced in January that it would no longer be pushing content updates as a part of a wider pullback from VR gaming.

And it’s going to be clean break, as the new studio says in a community post that Supernatural is set to be independent from Meta, and will be a new, separate app in Quest’s Horizon Store.

While the current version of Supernatural will be winding down on December 3rd, which includes all associated subscriptions, the studio expects the new app to launch later this fall, noting it plans to build “major parts of the technology from the ground up as a much smaller company.”

That also means subscription prices will change from its current $10/month, or $100/year rate:

“A while back, the subscription price was lowered to make Supernatural more accessible, and we still believe in that goal. To keep building independently, and continue delivering the experience you expect, we need to return to the original $20/month and we haven’t made that decision lightly.”

The studio says it’s offering a ‘Founding Member’ rate, which will cost $180 for the first year. After that, the price jumps to $20/month, or $200/year. That said, the upcoming version of Supernatural will include all original coaches “back on day one,” as well as new workouts and future features.

“The early days won’t be perfect, but our small team is committed to building the Supernatural you know and love and taking it to the next level,” the studio says. “We are so grateful for everything you’re capable of, in the app and outside of it. Thank you for showing up for Supernatural, and for each other.”

This follows a lengthy battle to acquire Supernatural, which seems so distant now in retrospect. In late 2021, Meta announced it was acquiring Within, the studio behind Supernatural, for a whopping $400 million.

It wasn’t a smooth transition though, as the deal quickly drew the ire of the US Federal Trade Commission, which claimed Meta was unfairly monopolizing the VR fitness space. After more than a year of costly antitrust battles, the FTC eventually dropped the suit in early 2023, noting that it would seek no further appeal.

Filed Under: Uncategorized

James Cameron’s 3D Studio Acquires 3D Camera Maker STEREOTEC

June 2, 2026 From roadtovr

Lightstorm Vision, James Cameron’s 3D production studio, has acquired STEREOTEC, a 3D camera maker that’s powered a number of films and multi-camera immersive concerts.

Details of the deal are still under wraps, however Lightstorm Vision says the acquisition will help integrate Stereotec’s technology directly into its 3D production pipeline, enabling capture, processing, and delivery of 3D video.

“By capturing consistent ‘ground truth’ depth data at the source, the technology unlocks downstream automation, AI processing, and the scalable 3D workflows that Lightstorm Vision is bringing to cinematic, broadcast, and immersive platforms,” the companies say in a press statement.

Stereotec is most recently known for providing the camera tech behind 3D concert ‘Billie Eilish – Hit Me Hard and Soft: The Tour’, which Lightstorm says was one the “largest and most complex live 3D capture deployments ever executed,” having included more than 17 stereo camera systems (34 cameras) across fiber and RF into a unified pipeline under live tour conditions.

That sort of tight integration allowed editorial teams to begin cutting synchronized 3D multi-cam footage while the performance was still underway, the studio says, something aimed at reducing reliance on post-production reconstruction and lengthy editing times.

“Capturing accurate depth at the source produces results no downstream process can recover after the fact—and provides the foundation for the scalable, production-ready 3D workflows Lightstorm Vision is establishing as the new standard across cinematic, broadcast, and immersive platforms,” the studio says.

Established in 2024 as Lightstorm Entertainment’s dedicated 3D studio, Lightstorm Vision’s stereoscopic tech has supported over 27 feature films, 9 concert films, and 140 sports broadcasts worldwide, generating in excess of $8 billion in global box office. It also most recently struck a multi-year deal with Meta to produce spatial content across multiple genres, including live events and full-length entertainment.

Founded near Munich by stereographer and engineer Dr. Florian Maier in 1997, Stereotec produces precision-engineered 3D rigs, having supported feature films including Ang Lee’s Gemini Man (2019) and Billy Lynn’s Long Halftime Walk (2016), Denis Villeneuve’s Dune: Part Two (2024), as well as immersive titles for Quest and Apple Vision Pro. To date, the company holds twelve Lumiere Awards from the Advanced Imaging Society for excellence in stereoscopic 3D production.

Filed Under: XR Industry News

Meta Reportedly Plans 4 New Smart Glasses Models Amid Aggressive 10M Unit Push

June 1, 2026 From roadtovr

According to an internal memo viewed by The Information, Meta is aiming to release up to four more smart glasses models this year. Meanwhile, the company is reportedly developing an AI pendant, with testing slated to start next year.

The memo, which thus far hasn’t been confirmed by Meta, was reportedly authored by Meta Wearable VP Alex Himel. In it, Himel details on some of the projects currently in the works at the company’s Reality Labs XR hardware division.

Amid expectations to sell 10 million wearables in the second half of 2026, Himel reportedly revealed the company is developing an AI-powered pendant set to go into testing next year, which is described similar to tech from Limitless, a startup Meta acquired in 2025 that built devices for recording, transcribing, and summarizing conversations.

Current lineup of Meta smart glasses | Image courtesy Meta

As per The Information’s report, the company also hopes to expand its AI glasses lineup beyond its current Ray-Ban Oakley models, which is said to include more brands, styles, and variants. Notably, Meta signed an agreement in 2024 with smart glasses partner EssilorLuxottica to extend their partnership to 2030.

Specifics are still under wraps, however the report maintains that Meta will debut at least four new pairs of smart glasses: ‘Modelo’ as soon as June, and ‘Luna’ and ‘RBM2 Refresh’ sometime this Fall, the latter of which suggesting a new Ray-Ban hardware refresh. In December, the company is also expected to release ‘Mojito VIP’. Meta is also reportedly testing models codenamed ‘Artemis’ and ‘SSG’ (“supersensing” glasses).

Like previous Ray-Ban and Oakley Meta glasses, the upcoming units are slated to include Meta’s AI models, however Himel’s memo also mentions bringing an AI agent called ‘Hatch’ to the company’s glasses.

Meanwhile, Meta is additionally aiming to launch a business-focused subscription called ‘Wearables for Work’, which could better position the company to generate recurring revenue instead of relying on one-off device purchases.

This follows a monumental shift in priorities at Reality Labs, which pivoted earlier this year to focus on AI and smart glasses while markedly de-emphasizing its previous VR and metaverse efforts.

While Meta ostensibly hopes to sell 10 million wearables in the second half of 2026, it could exceed that figure if demand is strong. According to a Bloomberg report earlier this year, Meta and EssilorLuxottica have doubled the expected smart glasses production target, which would increase annual capacity to 20 million units by the end of 2026, with additional capacity capable of scaling to 30 million units.

Filed Under: XR Industry News

Acer Re-enters XR with New AR & Smart Glasses

June 1, 2026 From roadtovr

Acer unveiled two new XR glasses, marking nearly a seven-year absence from the XR space.

The last we saw the ‘Acer’ brand emblazoned on an XR headset was its final Windows PC VR headset released in 2019, the OJO 500, which was mostly targeted at businesses. Since then, the company has been conspicuously absent from the XR space, seemingly investing more in its glasses-free 3D displays, laptops, and cameras, which it sells under the SpatialLabs brand.

Now the Taiwanese tech giant is stepping back in with two devices: tethered AR glasses, called the ‘AR Vision GR0’, and Meta-style smart glasses, called ‘GI0 AI Glasses’.

Acer AR Vision GR0

Image courtesy Acer

Acer AR Vision GR0 glasses tether via cable to iOS and Android smartphones and Windows PCs, serving up dual 1,920 × 1,080 microOLED displays with what appears to be bird bath-style optics similar to those used by competitors, including XREAL and VITURE glasses.

While Acer hasn’t released any actual field-of-view specs, the company says it delivers a “172-inch screen viewed from 6 meters away.” As you’d expect, Acer is targeting gaming and productivity, as well as privacy for work-related stuff in public spaces.

Acer AR Vision GR0 is coming soon to North America starting at $500 USD. It’s also set to arrive in EMEA in Q4 2026 for €600, and in Australia in Q3 2026 for $1,000 AUD.

Check out the specs below:

Name Acer AR Vision GR0
Model GR100F
OS Compatibility Android, iOS, Windows
Display dual microOLED, 200 nits, 1,920 x 1,080 per-eye resolution, 60 Hz refresh rate, DCI-P3 95% color gamut, 24-bit color, 50,000:1 contrast ratio
Audio Stereo, one dynamic unit on each side
Power Charge 5.5 V 0.85 A
Connectivity Wired
Controls Swipe brightness, swipe volume
Dimensions and Weight IPD: 64 mm, 69 g
Sensors 3DoF, accelerometers, proximity, magnetometers
Features Detachable light shield, myopia magnetic lens option

Acer GI0 AI Glasses

Image courtesy Acer

It’s not clear whether Acer’s GI0 AI Glasses run Android XR, however the company does say they rely on Google Gemini for AI queries, which also means voice-activated interaction, real-time image analysis, and translation.

Much like Ray-Ban Meta, G10 AI Glasses include a built-in 12MP camera delivering 3,024 x 4,032 still images and 1,920 x 1,080 video at 30 FPS, which is admittedly a bit below Ray-Ban Meta’s (Gen 2) 3K, 30 FPS video capture. Notably, users will also need the Acer AspireSync companion app on a paired device—either Android or iOS—which connects via Bluetooth 5.0 and Wi-Fi 5.

Acer GI0 is coming to North America soon starting at $300 USD. It’s also coming to EMEA in Q4 2026 for €400, and to Australia in Q3 2026 for $600 AUD.

Check out the specs below:

Name Acer GI0
Model GI100
AI Model Google Gemini
OS Compatibility Android 12 and above, iOS 15 and above
Companion App Acer AspireSync
Camera 12M – Image: 3,024 x 4,032; Video:1,920 x 1,080 at 30 FPS
Audio Stereo, one dynamic unit on each side, three microphones
Storage 32 GB eMMC
Battery 217 mAh
Power Charge 5V 1A
Connectivity Wi-Fi 5, Bluetooth 5.0 support
Controls Capture button with short press and long press
Dimensions and Weight 46 g (frames only)
Features Google Gemini AI voice assistant, status LED, side touchpad, AI translations, AI captions

Filed Under: -2026 Sections, XR Headset & Accessories Reviews

As Virtual Worlds Close, Communities in ‘Rec Room’, Meta’s ‘Horizon Worlds’, and Others Create Ways to Survive

May 29, 2026 From roadtovr

Guest Article By Julian Reyes

Julian Reyes is an award-winning XR producer, with more than two decades of experience spanning immersive media, storytelling, music culture, and technology. He is the Founder and Director of the Virtual Worlds Museum, where he leads efforts to preserve, explore, and showcase the history, culture, and future of virtual worlds. This June, he’ll speak at the AWE USA 2026 panel discussion, “How We Can Preserve Online Worlds and Why It Matters”.

There is a particular kind of grief that comes when a virtual world sunsets.

It is easy for some to frame these closures as the disappearance of a product, a platform, or a failed business model. But those of us who have spent time inside virtual worlds know better. When a world goes dark, we do not simply lose connectivity. We lose places. We lose rituals, relationships, events, art, architecture, memory, and the transcendent sense of belonging that only emerges when a community spends enough time together to turn a platform into a home.

That is why the recent announcements from across the immersive landscape have struck so deeply: 

  • Rec Room will shut down on June 1, 2026 at noon PT, sunsetting a platform that has connected more than 150 million players and creators. 
  • Spatial will sunset its Spatial Creator Platform’s Free and Pro tiers on July 27, 2026, citing the growing cost of hosting open multiplayer 3D worlds.
  • Multiverse officially closed this month, citing the difficult economics of operating a social VR platform. (Multiverse member ‘LarkAfterDark’ created this online memorial to the world and its community) 
  • Occupy White Walls and Nowhere, which also enjoyed some buzz a few years ago, have already sunsetted.
  • In Meta’s ecosystem, the uncertainty surrounding Horizon Worlds has become a symbol of a broader instability facing immersive communities. Even when the future of a platform is not fully settled, mixed signals and shifting priorities can leave world builders and residents unsure whether the spaces they have invested in will remain available to them. The problem is made worse by incessant tech news coverage which confuses Meta’s Horizon Worlds (one platform) with the metaverse, a concept that’s been instantiated across many platforms. 

Taken together, these cases point to a deeper problem:

Virtual worlds can hold years of social, creative, and cultural life, yet too often they are still treated as temporary products rather than places worthy of stewardship. For the people who gather inside them, these are not disposable apps. They are lived environments.

This is not abstract to me. It is personal, and it is historical.

I have lasting memories of hosting events with Celeste Lear in BRCvr, now BurnerSphere, and AUREA Award after-parties in AltspaceVR. Thankfully, I recorded some of those events, but countless unrecorded hours of community life on the platform are now gone except for what its residents remember.

Three years ago, however, the communities and world builders of AltspaceVR were abruptly displaced when Microsoft shut the platform down on March 10, 2023. In its earlier years (around 2017), the platform saw roughly 35,000 monthly participants. 

Yet the story did not end with the shutdown. A committed community carried its spirit forward into VRChat, which achieved a new all-time high of nearly 158,000 concurrent players earlier this month. Former Altspacers recreated familiar spaces in VRChat, continuing to gather, and recently hosting commemorative events marking three years since the loss of AltspaceVR while celebrating the builders, friendships, and cultural life that survived its closure.

That experience taught a lesson that our industry still needs to take seriously: platforms may close, but communities fight to endure. The question is whether the broader ecosystem will give them a meaningful path to do so.

It’s Not Just About Losing 3D Spaces: Itemizing What Disappears When Virtual Worlds Sunset 

So what does the loss of a virtual world actually mean? It means the loss of digital culture in living form.

A virtual world is not merely code on a server. It is a social fabric woven from thousands or millions of moments: a first concert, a memorial gathering, a classroom experiment, a dance floor, a comedy club, a holiday celebration, a support group, a business, a community ritual, a world someone spent months or years building by hand. When that world disappears, all of those moments become harder to access, harder to document, and harder to pass on.

The losses happen on multiple levels at once: 

  • We lose cultural expression: performances, architecture, customs, and shared practices. 
  • We lose social continuity: communities, friendships, recurring events, and other forms of belonging. 
  • We lose historical context: the record of how people lived, created, experimented, and connected inside these digital spaces. 

A screenshot may survive. An exported asset may survive. But the social meaning that gave those artifacts life often does not survive intact.

Sometimes the world itself vanishes. Other times the deeper loss is less visible but just as profound. A community may migrate elsewhere, but the original atmosphere, affordances, etiquette, and cultural norms do not transfer perfectly. Migration preserves people, but it does not always preserve place.

For an apt real world analogy, imagine if the annual Burning Man festival unexpectedly closed down. It wouldn’t just be the end of the festival itself, but the end of hundreds of camps (worlds) and thousands of Burners coming together every year. 

That is why sunsetting hurts so much. It reminds us that virtual worlds are not trivial entertainment, and they are not culturally neutral infrastructure. They are part of our shared digital record. As more education, performance, identity, collaboration, and community life move into immersive spaces, the loss of a virtual world is no longer a niche concern. It is part of the larger challenge of preserving digital civilization.

And yet, alongside the grief, we also see something else: resilience.

When Virtual Worlds Sunset, Their Communities Create Solutions

Again and again, communities try to emigrate to other worlds together; sometimes companies help assist with that exodus:

VRChat recently invited displaced users from Rec Room and Horizon Worlds to come over, offering not just a new platform, but a social refuge. After the virtual world There shut down (despite having one million registered users at its end in 2010) Second Life creator Linden Lab created a ‘Therian’ avatar name, giving former There users a recognizable identity marker so they could find one another again. 

Former AltspaceVR users organized themselves, formed their own VRChat groups, and rebuilt worlds inspired by the spaces they had lost. They even held a week-long memorial in VRChat to commemorate the three-year anniversary of AltSpaceVR’s shutdown. These acts may not fully restore a vanished platform, but they show that continuity is possible when communities are given tools, welcome, and recognition. 

In some cases, communities go even further. They attempt to reverse engineer the worlds they loved in order to preserve or revive them. We have seen this spirit in communities surrounding Club Penguin, There, and now, there’s groups of users working to do this with Rec Room. 

These efforts arise from a profound truth: when people feel that a world mattered, they do not simply let it disappear. They rebuild it, emulate it, archive it, and carry it forward however they can.

That should be a signal to the industry. The demand for preservation is already here. The need for transition pathways is already here. The desire for continuity, interoperability, and cultural memory is already here. What has often been missing is not community will, but institutional support.

How Companies & Communities Can Create Better Solutions for Future Worlds

We need to do better at planning for the full lifecycle of virtual worlds. That means creating stronger migration paths for users and creators. It means building export options, archiving systems, and community handoff processes before a shutdown occurs. It means treating virtual worlds as places with social and historical value, not just as services that can be switched off without consequence.

Gaussian rendition of a Horizon Worlds space generated in Marble by World Labs

Here are some specific practical suggestions for companies to consider—and for communities to consider demanding from the virtual world platforms they’re supporting: 

  • Enable integration with Discord and other third party social platforms: Giving virtual world communities easy means to communicate with each other outside the immersive space is crucial for growing virtual world usage, enabling people to remain lightly engaged while away from their main device. It’s also a great way of helping ensure that these communities can persist even if a particular world is sunsetted. (As a promising example, VRChat recently enabled deep integration with Discord.)
  • Favor architectures that are open, portable, and independently hostable: Examples include self-hosted platforms like OpenSimulator and Overte, browser-based systems like Mozilla Hubs and Custom WebXR, and open engines like Godot. These approaches do not eliminate fragility, but they reduce dependence on a single corporate owner and improve the chances that worlds, objects, and communities can persist, migrate, or be reconstructed.
  • Explore Gaussian Splats and other export technology: While Unity-based virtual worlds enable some offline/backup capabilities, we need solutions which work across the many 3D engines on the market. We are seeing some promise with Gaussian Splat-based recreations of virtual world spaces. As an example, my team created this experimental Gaussian render of the Horizon Worlds central hub on Marble, the new platform from WorldLabs. 

My own organization, the Virtual Worlds Museum, was founded to help encourage virtual worlds preservation through documentation, exhibits, and community storytelling. Our Sunset Exhibit preserves the memory of worlds that have disappeared, and our Teleportal helps visitors discover virtual worlds across the ecosystem. To better rally the virtual world community before Rec Room’s demise, we recently launched this crowdfunder to support these efforts.  

But preservation alone is not enough. If the immersive industry wants to mature, it must begin treating virtual worlds not as disposable experiments, but as cultural spaces with legacies, responsibilities, and communities worth protecting. Because when a virtual world sunsets, what we lose is not only a platform. We lose a piece of human history written in digital space.

And if we choose to preserve that history, honor those communities, and build better paths forward, their light can still guide the future of virtual worlds.

Filed Under: Guest Articles, XR Industry News

Anduril Shows a Glimpse of EagleEye’s Wide Field-of-view Night Vision Imaging

May 22, 2026 From roadtovr

Palmer Luckey, founder of defense startup Anduril, revealed more capabilities of its EagleEye XR glasses, this time showing off its wide field-of-view (FOV) night vision.

Anduril revealed EagleEye late last year, showing off an impressive (if not outright terrifying) set of augmented reality capabilities the company hopes to eventually serve up to U.S. soldiers. Luckey, who also founded Oculus in 2013, has now showed off a little more of the system’s night vision.

“The difference is night and day,” Luckey says in an X post. “The digital night vision of the EagleEye Family of Systems delivers an 84 degree field of view, stereo thermal fusion to expose hidden threats, and a 4K display for enhanced warfighter perception.”

Image courtesy Palmer Luckey, Anduril

Luckey also showed off a visual comparison between EagleEye (left) and PVS-31 (right), the latter of which is a conventional binocular-style night vision system currently used in elite combat roles, such as SOCOM, Rangers, SEALs, and MARSOC.

That said, the two systems are very different—about as far from each other as a smartphone is from and a digital Casio watch.

According to Anduril, EagleEye offloads some of front-heaviness of its low light and thermal sensors by integrating them into a sensor suite connected directly to the helmet, which is then relayed to the user’s display, which is housed in a pair of AR glasses with included ballistic and laser protection.

Image courtesy Anduril Industriesduri

What’s more, the system also patches into a bevy of external data streams, including real-time info sourced from the company’s AI-driven Lattice network of surveillance and defense devices.

This comes amid Anduril’s compete for a U.S. Army contract against defense company rival Rivet. Called the Soldier Borne Mission Command (SBMC), the new contract is essentially is set to revamp the previous 10-year, $22 billion Integrated Visual Augmentation System (IVAS) project originally awarded to Microsoft in 2018, which the company hoped to fulfill by adapting its HoloLens 2 AR platform for combat roles.

In February 2025, it was revealed Anduril would be taking over the older IVAS contract, which was thought to give the company a head start on competing for SBMC.

Notably, Anduril partnered with Meta in May 2025 on combat-focused XR systems, which at the time the companies said would aim to deliver “the world’s best AR and VR systems for the U.S. military.”

Anduril says it’s also partnered with EssilorLuxottica’s Oakley Standard Issue, Qualcomm, and Gentex, which the company says “lowers cost, accelerates development, and ensures a path for continuous innovation.”

Filed Under: AR Development, ar industry, News, XR Industry News

‘Avatar: Fire and Ash’ and ‘Super Mario Galaxy Movie’ Head to Vision Pro in 3D

May 21, 2026 From roadtovr

Vision Pro is steadily becoming the premier destination for 3D theatrical releases to reach home audiences. The latest 3D movies headed to Vision Pro include The Super Mario Galaxy Movie (2026) and Avatar: Fire and Ash (2025).

The News

Apple has confirmed two new 3D movies headed to Vision Pro. The Super Mario Galaxy Movie (2026) is available to buy or rent in 3D as of this week, through the Apple TV app.

Image courtesy Nintendo

That will be followed by the top-grossing movie of 2025, Avatar: Fire and Ash, which will be available starting on June 24th, streaming in 3D on the Disney+ app.

That’s it… that’s the news.

My Take

Vision Pro is the best way to watch 3D versions of major movies today, thanks to a combination of high-quality OLED displays and ease-of-access to high-quality 3D content. 3D movies on Vision Pro are generally streamed in 4K with HDR and surround sound, and you can make the screen literally as large as it would be in an actual movie theater. From my personal experience, if a movie in Vision Pro is available in 3D, there’s no reason not to watch the 3D version; it’s a pure value-add to the experience.

This follows the collapse of the 3DTV market years ago, which led to a near-elimination of movies being released in 3D for at-home viewing. Vision Pro is offering a second life to the 3D releases at home. And while the number of 3D movies available on the headset is continuing to grow, the high cost of Vision Pro makes it anything but certain that releases will continue in the long term.

Avatar: Fire and Ash, in particular, is a major win for 3D movies on the headset; Vision Pro is now the only way to experience the movie with the 3D perspective that director James Cameron originally intended it to be seen.

Granted, the release calls into question the partnership between Cameron’s Lightstorm Vision studio and Meta, which was announced at the end of 2024, a year before the release of Avatar: Fire and Ash.

At the time the studio and Meta said they were partnering to “scale the creation of world-class 3D entertainment experiences spanning live sports and concerts, feature films, and TV series featuring big-name IP on Meta Quest—which will be Lightstorm Vision’s exclusive MR hardware platform.”

While it wasn’t ever confirmed that the partnership would include a 3D release of Avatar: Fire and Ash on Meta’s headsets, the release of an exclusive 3D clip on Quest—to promote the movie’s release—certainly teased as much. But at this point it’s unclear if the movie will be released in 3D on Quest like on Vision Pro. We reached out to Meta about this but the company didn’t respond to a request for comment.

Filed Under: Apple Vision Pro News & Reviews, News

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