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LG Closes XR Product Division, Shifts Focus to R&D

March 20, 2025 From roadtovr

LG was previously tapped to partner with Meta to advance its XR efforts, however after high-level talks fell through, LG has now confirmed it’s closed its XR product division, instead focusing on long-term research and development.

According to South Korean news outlet The Bell (via UploadVR), LG is tuning down its XR efforts, which included the disbandment of the organization responsible for XR products late last year.

LG confirmed the news with The Bell in a Korean language statement, machine translated from Korean:

“Although the development organization under the HE Business Division has disappeared, research and development (R&D) is being conducted within the CTO division,” LG told The Bell. “We decided to delay the commercialization plan and focus on R&D.”

Previous reports from May 2024 suggested the LG/Meta deal was already on thin ice, as insiders alleged the South Korean tech giant wasn’t full steam ahead, but rather “controlling its pace”. Then, in June 2024, LG announced was shaking up its XR product division, which was unusual for the company.

The news comes nearly one year after Meta founder and CEO Mark Zuckerberg visited LG’s South Korea headquarters, where the two companies agreed to jointly develop XR products.

Mark Zuckerberg (Meta), William Cho (LG), and Park Hyoung-sei (LG)

At the time, LG said hoped to bring its own content/service capabilities to Meta’s platform, which would suggest LG was mostly interested in a lucrative content deal. While unconfirmed, it was however rumored as early as 2023 that Meta was contracting LG to manufacture a competitor to Vision Pro.

LG has been a minor player in XR, having only productized a single XR headset, its 2016 smartphone-tethered LG 360 VR headset for immersive media viewing, which due to poor reception never saw a follow-up.

Then, in 2017, the company announced it was working on a PC VR headset for SteamVR, however the project was quietly abandoned.

Filed Under: News, XR Industry News

McDonald’s Japan Launches Official ‘VRChat’ World, Tapping Into Japan’s Massive VTuber Trend

March 19, 2025 From roadtovr

When you think of corporate brand engagement in VR, Meta is typically the prime suspect. In the past, they’ve brokered exclusive deals with Wendy’s for a Horizon Worlds social experience, and KFC for its finger-lickin’ weird escape room. Now, McDonald’s Japan has opened its own little slice of brand engagement heaven in VRChat, underlining just how big the social VR platform has become in Japan.

Available from now until June 17th, the official McDonald’s Japan world isn’t particularly massive, only featuring a single room where you can munch on virtual fries and take photos at few of the virtual photo spots, which include a super-size fry container to climb into, virtual cardboard cutouts of various McDonald’s mascots, and floating promotional text with flying fries everywhere.

On the surface, it’s essentially the same sort of promotional brand experience you see pop up in Japan from time to time, albeit completely in VR. Under the hood though, it’s leveraging some of the most recent developments in getting Japan’s Gen-Z to the golden arches, mashing up Japanese virtual streamers (aka VTubers) and the country’s love for VRChat.

本日3/19(水)より「マクドナルド 渋谷東映プラザ店」が
ティロリミックスと特別コラボ!#Ado #YOASOBI #星街すいせい pic.twitter.com/j8c5rDzK77

— マクドナルド (@McDonaldsJapan) March 19, 2025

The world was built around McDonald’s most recent marketing campaigns in Japan, celebrating the release of its annual ‘Tirori Mix’ animated music video collaboration. First released in 2022, Tirori Mix mashes up vocals from beloved J-pop idols with an animated short that remixes the “Tirori” chime played in McDonald’s Japan restaurants when an order is ready. This year’s collab included Ado, YOASOBI, and Hoshimachi Suisei, which you can catch here.

But why VRChat and not Horizon Worlds? VRChat hasn’t released specific user stats, however Japanese users make up the top visitors to the the company’s website, according to Similarweb, accounting for over 33% of users. And there’s a good reason why.

Image courtesy Similarweb

Any random visit to VRChat can confirm just how big it is in Japan; it’s chock-full of Japanese language worlds—everything from recreations of the historic streets of Kyoto to more demure spots for community meetups—although one of the most important factors is VRChat’s support for user-generated avatars.

While anyone can create a unique avatar in a standard 3D modeling software like Blender and upload it to VRChat, or otherwise buy one, being able to have a persistent avatar across multiple platforms has increased the platform’s cross-promotion among Japan’s anime-garbed VTubers.

And VTubing is big business in Japan. Massive talent agencies like Hololive, Nijisanji and VShojo have essentially co-opted Japan’s long-engrained idol culture by recruiting, training, and managing this new subset of idols, which don full-articulated VR avatars.

Notably, Hoshimachi Suisei, who is featured in Tirori Mix 2025, is a one of the biggest Japanese language VTuber, who is not only the most popular Music VTuber in Japan at 2 million+ subscribers on YouTybe, but has also performed live concerts, appeared on TV, and even ranked on the Japanese music charts.

Image courtesy Hoshimachi Suisei

Meanwhile, Meta is fighting to gain consistent engagement in Horizon Worlds, which notably limits avatar customization and operates within a more closed ecosystem. To boot, in a bid to gain more traction among users, the company recently announced it was launching a $50 million creator fund to incentivize the creation of new and improved content in Horizon Worlds.

And while Meta may be after its own Gorilla Tag-style hit on Horizon Worlds in the short term, until it opens up avatar customization to include more than its standard avatars and pick-and-mix of accessories, it will have a hard time tapping into that sort of cross-promotional gold Japan’s VTubers have been so successful at driving.

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

Despite Years of Reports to the Contrary, PC VR Just Won’t Die—In fact, It’s Growing

March 18, 2025 From roadtovr

The XR landscape has changed significantly over the last five years with the flourishing of standalone headsets and new entrants like Apple and (soon) Google. Despite all of that, the PC VR platform has continued a slow but steady growth.

So much has happened in VR in last five years that if you had told me back in early 2020, I’m not sure I would have believed you.

After all, you’d have to say that Facebook is no longer called Facebook. And that the company went on to dissolve the ‘Oculus’ brand, which had long been the most recognizable name in the industry for enthusiasts and even outsiders. And you’d have to tell me that despite that, Facebook Meta still managed to turn its standalone Quest headset into the leading VR platform.

Not only that, you’d have to convince me that Apple would dive head-first into the market with its own headset… and it would cost $3,500! Oh and that Google would follow quickly behind with a complete Android XR operating system underpinning a flagship headset made by Samsung.

Not to mention Microsoft discontinuing its Windows MR platform and giving up on HoloLens (ok actually, that one I might have believed).

Despite all of this, the OG VR platform—PC VR—is still kicking, and has in fact continued to grow.

Monthly-connected Headsets on Steam Over the Last Five Years

Each month Valve collects info from Steam users to determine some baseline statistics about what kind of hardware and software is used by the platform’s population, and to see how things are changing over time, including the use of VR headsets.

The data shared in the survey represents the number of headsets connected to Steam over a given month, so we call the resulting figure ‘monthly-connected headsets’ for clarity; it’s the closest official figure there is to ‘monthly active VR users’ on Steam, with the caveat that it only tells us how many VR headsets were connected, not how many were actually used.

While Valve’s data is a useful way see which headsets are most popular on Steam, the trend of monthly-connected headsets is obfuscated because the data is given exclusively as percentages relative to Steam’s population—which itself is an unstated and constantly fluctuating figure.

If you looked only at the percent of VR users on Steam, you’d think the category must be shrinking.

But this isn’t the whole story. You need to take into account that the Steam population itself has grow a lot over the last five years. In fact, the Steam population has nearly doubled in that time.

To demystify the data Road to VR maintains a model—based on the historical survey data along with official data points directly from Valve and Steam—which aims to account for Steam’s changing population and estimate the actual count (not just the percent)—of headsets being used on Steam.

In this way we can see that the raw number of VR headsets in use on Steam has actually been slowly but steadily growing over time.

So the reality is that while Steam itself is growing faster proportionally than SteamVR users, the total number of VR users has been steadily climbing. Put another way: even though the percent of the Steam population using VR headsets is decreasing, from a developer standpoint, the number of potential VR customers has been growing.

This surely wouldn’t be the case if Valve hadn’t set up SteamVR from the outset as an open platform which any headset maker can opt into. There’s at least 24 different headsets in use on the platform each month, making SteamVR by far the largest and most diverse PC VR ecosystem.

PC VR no doubt also has Meta to thank for its continued growth after all these years and changes to the landscape. The wide availability and low cost of Quest headsets has brought many new people into the VR fold, and some of them wind up using the headset for PC VR too. Meta headsets account for a whopping 70% of monthly-connected headsets on Steam today.

What will the next five years hold for PC VR? We’ll see you in 2030 to find out!

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

Varjo is Moving Some Advanced Headset Features Behind a $2,500 Annual Paywall

March 17, 2025 From roadtovr

Varjo, the Finland-based maker of high-end XR headsets, announced they’re releasing a new paid licensing structure next month which will include some of XR-4’s previously free software features.

Many of Varjo’s headsets over the years have required a subscription of some sort, such as its fleet of enterprise-focused XR-3 headsets released in 2020. The company’s latest line of XR-4 headsets released in late 2023 without the need for a subscription however.

Now, Varjo says it’s introducing a new subscription affecting all new XR-4 and XR-4 Focal Edition headsets purchased after March 25th, which will kick off with two new tiers: ‘Varjo Base’ and the ‘Varjo Base Pro’ paid subscription.

Varjo Base is the free software suite, which includes core virtual reality and tracking features. Varjo Base Pro on the other hand is a paid subscription priced at $2,500 annually, or $5,000 for perpetual use.

Varjo Base Pro is packages to include more advanced mixed reality capabilities, such as chroma key, 3D reconstruction, and video post-processing, along with expanded tracking support, programmatic controls, and multi-app functionality. Notably, all XR-4 Secure Edition headsets purchased after March 25th will include a Pro license.

Granted, at $5,990 and $9,990 respectively, both XR-4 and XR-4 Focal Edition really only appeal to the highest-end PC VR prosumers and enterprise customers—which makes the price restructuring a little less of a blunt force trauma. Anyone who already owns the headset doesn’t need to pay for advanced features, with the ‘Pro’ price hike essentially only affecting deep pocketed enterprise users moving forward.

Here’s a breakdown, courtesy Varjo:

Varjo Base (free)

Varjo Base Pro (paid)

Virtual reality

Virtual reality rendering

Mixed reality – Video pass-through with Alpha mask
– Depth occlusion
Integrated microphone and speakers with DTS spatial audio
– Autofocus cameras (with Focal Edition)

– Chroma key
– Blend-control mask
– Video pass-through data stream
– Video post-process shader
– Environment cubemap for HDR lightning
– 3D reconstruction
– Programmatic control for camera settings

Tracking technologies – Varjo inside-out tracking
– SteamVR Tracking (depending on version)
– Varjo Controller tracking
– Varjo Markers
– Eye tracking for foveated rendering
– Automatic IPD adjustment
– Varjo Hand tracking

– Support for 3rd party tracking plugins
– Support for motion platforms
– Eye tracking for analytics and research
– Programmatic control for IPD adjustment

Productivity – Varjo Base desktop application
– Varjo Workspace

– Disable Varjo UIs and branding

Compatibility – OpenVR, OpenXR, Microsoft DirectX 11, DirectX 12, OpenGL, Vulkan

– Multi-app support

Filed Under: News, PC VR News & Reviews

Snap Spectacles Offer a Peek into All-day AR with New Geo-location Platform Update

March 17, 2025 From roadtovr

Snap, the company behind Snapchat, introduced its fifth-gen Spectacles AR glasses six months ago, and now the company is releasing a number of new features that aim to improve geo-located AR experiences.

Released in September 2024, Spectacles are still very much a developer kit—the AR glasses only have 45 minutes of standalone battery power—although Snap is one of the few companies out there actively engaging developers to build the sort of mainstay content you might find on the all-day consumer AR glasses of the near future.

While we’re not there yet, Snap announced that developers can start building Lenses (apps) integrating data from GPS, GNSS, compass heading, and custom locations, essentially giving devs access to geo-location data for better outdoor AR experiences.

Snap has highlighted a few sample Lenses to show off the integration, including Utopia Labs’ NavigatAR, which guide users with Snap Map Tiles, and Path Pioneer, which lets users create AR walking courses.

Geo-location data also helped Niantic bring multiplayer to Peridot Beyond, its AR pet simulator exclusively for Spectacles. The recent update also connects Spectacles with the mobile version of Peridot, allowing progression within the AR glasses experience to carry over to mobile.

Similarly, Snap has also worked with Wabisabi to integrate its machine learning model SnapML into Doggo Quest, the gamified dog-walking AR app, letting you overlay digital effects on your pooch as it tracks metrics such as routes and step counts.

Today’s update comes with a few more platform features too, including the ability to easily add leaderboards to Lenses, an AR keyboard for hand-tracked text input, and improved ability to open Lens links from messaging threads.

The update also features three new hand-tracking capabilities—phone detector to identify when a user has a phone in their hands, grab gesture, and refinements to targeting intent to reduce false positives while typing.

Additionally, Snap is kicking off a ‘Spectacles Community Challenges’ on April 1st that lets teams win cash prizes for submitting new or updating existing Lenses, which are judged on engagement, technical excellence, and Lens quality. The company says that each month it’s going to give out over $20,000 to the top five new Lenses, the top five updated Lenses, and top open source Lens.

This follows Snap’s recent bid to bring Spectacles to more than just developers. In January, Snap announced it was making the the fifth-gen device more affordable to students and teachers, bringing the price down to $594 for 12 months of subscription-free access, then $49.50 per month afterward for continued use of the headset.

While Snap’s Spectacles remain a developer-focused device, these updates signal the company’s long-term ambition for mainstream AR adoption, where it will notably be competing with companies like Meta, Apple and Google. Better geo-located experiences are undoubtedly a vital piece of the puzzle to making AR glasses a daily necessity rather than a niche tool.

Filed Under: AR apps, AR Design, AR News, News, XR Design & Development

Google Reportedly Set to Acquire Eye-tracking Startup to Bolster Android XR Hardware Efforts

March 13, 2025 From roadtovr

Google is reportedly set to acquire Canada-based eye-tracking startup AdHawk Microsystems Inc., something that would strengthen the company’s ongoing foray into XR headsets and glasses.

As reported by Bloomberg’s Mark Gurman, Google is allegedly acquiring AdHawk for $115 million, according to people with knowledge of the matter.

The deal is said to include $15 million in future payments based on the eye-tracking company reaching performance targets. While the acquisition is purportedly slated to conclude this week, a deal still hasn’t been signed, leaving some room for doubt. Furthermore, should the deal go through, the report maintains AdHawk’s staff will join Google’s Android XR team.

This isn’t the first time AdHawk has flirted with an acquisition by a key XR player. In 2022, Bloomberg reported the company was in the final stages of an acquisition by Meta.

Notably, AdHawk is best known for its innovations in eye-tracking, which replaces traditional cameras with micro-electromechanical systems (MEMS), which is said to result in faster processing and reduced power consumption—two things highly prized by AR and smart glasses creators today.

Image courtesy AdHawk Microsystems Inc.

Its flagship product, the MindLink glasses, is a research-focused device that is meant to connect eye movements with neurological and ocular health, human behavior, and state of mind, the company says on its website. Additionally, the company offers its camera-free eye-tracking modules for researchers working with VR devices, such as Meta Quest.

While neither Google nor AdHawk have commented on report, Google is ramping up its XR division to compete with the likes of Meta and Apple.

In December, Google announced Android XR, marking a decisive shift for the company’s XR efforts, as the company is bringing a ‘full fat’ version of Android to headsets for the first time, which not only includes XR-specific apps but also the full slate of Android content. Android XR is ostensibly set to debut on Samsung’s Project Moohan mixed reality headset, which still has no release date or price.

Then, in January, Google announced the acquisition of a number of HTC’s XR engineers, a deal amounting to $250 million. At the time, Google said HTC veterans would “accelerate the development of the Android XR platform across the headsets and glasses ecosystem.”

In addition to supporting its Android XR software efforts, the acquisition of a novel eye-tracking startup would also prove valuable in the company’s internal XR hardware efforts, which has been nothing short of fragmented over the years.

Google has summarily cancelled a number of XR projects in the past, including its Daydream VR platform in 2019, Google Glass for Enterprise in 2023, and its Iris AR glasses project in 2024.

Filed Under: AR Development, News, VR Development, XR Industry News

Metallica Comes to Vision Pro in Immersive Performance This Week

March 12, 2025 From roadtovr

Apple announced it’s releasing an immersive concert experience from Metallica, landing exclusively on Apple Vision Pro this week.

The concert experience, simply dubbed ‘Metallica’, captures a performance in Mexico City which took place during the second-year finale of the band’s M72 World Tour. It’s set to include classic Metallica songs ‘Whiplash’, ‘One’, and ‘Enter Sandman’.

The concert was captured in Apple’s own immersive video format, which features 8K 3D video and spatial audio, putting viewers face to face with band members James Hetfield, Lars Ulrich, Kirk Hammett, and Robert Trujillo, and offering close ups of the Snake Pit, one of the most expensive fan zones.

Image courtesy Apple

To create the immersive concert experience, Apple built a custom stage layout featuring 14 of its Apple Immersive Video cameras using a mix of stabilized cameras, cable-suspended cameras, and remote-controlled camera dolly systems that moved around the stage.

Vision Pro owners will be able to jump in starting March 14th, however Apple says it’s also demoing a full performance of ‘Whiplash’ to in-store customers who reserve a Vision Pro demo.

“Apple Immersive Video transforms the way people experience storytelling, and we’re thrilled to collaborate with Metallica on a concert unlike any before it” said Tor Myhren, Apple’s vice president of Marketing Communications. “With Metallica on Apple Vision Pro, you feel like you’re right there: front row, backstage, and even on stage with one of the biggest bands of all time.”

This follows a steady release of immersive video content on Vision Pro, including new episodes of the Adventure and Boundless series, as well as a host of content such as Wildlife, an immersive experience featuring The Weeknd, and the headset’s first scripted short film, Submerged.

Filed Under: Apple Vision Pro News & Reviews, News

Apple Reportedly to Reveal “feature-packed” visionOS 3.0 Update at WWDC in June

March 10, 2025 From roadtovr

Apple is planning a “feature-packed release” for visionOS 3.0, reports Bloomberg’s Mark Gurman, who says that Vision Pro’s operating system—and not new XR hardware—is going to be a focus at this year’s World Wide Developer Conference (WWDC).

Despite its high price and premium appeal, Apple hasn’t slowed down software updates for Vision Pro, which launched in February 2024 for $3,500.

Recently, the Cupertino tech giant has released a host of productivity features, including the long-promised ultra-wide Mac Virtual Display and the full suite of Apple Intelligence features in developer preview.

Now, Gurman reports Apple is gearing up to showcase visionOS 3.0 at WWDC, which typically takes place in June.

“All signs are pointing to the company’s Vision Products Group shifting its resources to other form factors,” Gurman maintains. “But Apple can’t just let the Vision Pro die out. It has invested too much and needs to keep churning out the device’s visionOS updates (the third edition will be a pretty feature-packed release, I’m told).”

There’s no indication yet what visionOS 3.0 could contain, although if it’s anything like visionOS 2.0, which was announced at WWDC 2024 last June, developers will likely be able to go hands-on as soon as it’s announced.

That said, information is still thin. One possible candidate for visionOS 3.0 could address the headset’s lack of motion controllers; Gurman reported last month Apple is currently working with Sony to adopt PSVR 2’s Sense Controllers as Vision Pro’s officially supported motion controller.

As for hardware reveals (or the lack thereof) at WWDC 2025, Gurman echoes previous claims made by Apple supply chain analyst Ming-Chi Kuo late last year, who reported that multiple Vision Pro follow-up are currently planned.

Gurman notes that Apple is planning a headset containing a new M-series chip (possibly M5), as well as cheaper versions of the headset. Contrary to Kuo’s report, which maintains an upgraded M5 version of Vision Pro is coming this year, Gurman claims we won’t see a follow-up headset from Apple in 2025.

Filed Under: Apple Vision Pro News & Reviews, News

Pimax Shares Development Updates on Dream Air and Crystal Super Headsets

March 6, 2025 From roadtovr

Pimax has two PC VR headsets in development: the ultralight Dream Air and the wide field-of-view Crystal Super. The company recently offered an update on the development progress of both headsets, including an update on the shipping timeline of Crystal Super.

Pimax Dream Air Update

Image courtesy Pimax

Pimax Dream Air is the company’s first effort to build an ultralight PC VR headset. First announced in December with a price of $1,900, the headset is undergoing various tweaks as the company completes the prototyping phase and moves toward an expected May release date.

In its latest update on Dream Air, Pimax says it has added speaker pods to the sides of the headset for improved audio.

Image courtesy Pimax

The headset’s tether is also changing from a single cable that runs along the left side of the headset to a split cable that will run along both sides and then combine into one cable behind the user’s head. Pimax says this change will help with the balance of the headset.

Image courtesy Pimax

Pimax is also moving the Dream Air’s USB-C accessory slot to the bottom of the headset to make it more accessible for clip-on accessories like trackers. And the newest iteration of the headset’s design now includes vents for active cooling, as the compact headset and displays will have plenty of heat to dissipate.

The company also says it has an early prototype of the headset’s pancake lenses, and specifies that they have a concave front surface that helps expand the headset’s field-of-view. Between that and slightly canting the lenses and displays, Pimax says it expects the final field of view to be 105° horizontally rather than the originally announced 102°.

Image courtesy Pimax

Field-of-view isn’t the only thing that could increase, however. The company says it’s still choosing between two candidate displays. Both are micro-OLED with identical resolution. But one of the panels (from Sony) has “better optical qualities,” according to the company, but also a higher price tag. If the final version ends up using the Sony panel, Pimax says it could increase the cost of the headset “a tiny bit.”

While it’s nice to see the field-of-view go up, potentially changing already-announced specs and prices with little more than two months before the headset is supposed to ship seems to reinforce longstanding criticism that the company often gets ahead of itself in planning and execution.

Speaking of the headset’s purported May release date, Pimax indicates in this latest update that it expects to have a “proper working demo unit [of Dream Air]” in April, one month before the headset is expected to ship. And in May, the company says it’ll have a “public event” to showcase the headset.

The video concludes with the company saying, “we are fine-tuning the final parts and at the same time also minimizing the risk for delays. The Dream Air is on the way and we’ll be showing it publicly soon.”

Pimax Crystal Super Update

Pimax Crystal Super | Image courtesy Pimax

Crystal Super is the company’s latest large form-factor PC VR headset which aims for a wide field-of-view (130° horizontal) and high resolution (3,840 × 3,840).

Crystal Super was originally announced in April, 2024, with an expected release date of Q4 2024. In the recent update, the company shares its latest projections for the headset’s release date: the end of March for the 50 PPD version and mid-April for the 57 PPD version.

Pimax says that early versions of the Crystal Super are in the hands of ‘beta testers’ who have been providing feedback. Based on that feedback, the company is seemingly regressing the Super’s headstrap design to something closer to its prior headsets: a simple over-the-head strap (instead of a horizontal strap with ratcheting adjustment) and a larger facepad for better weight distribution.

Image courtesy Pimax

The company also addressed newly imposed tariffs that the US has placed on products from China. Pimax says it will eat the cost of the tariffs for any orders placed before they were announced (February 4th). However, the company suggests that the tariffs will increase the cost of its headsets in the future.

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

Lauded VR Storytelling Studio Astrea Releases Latest Project on Quest & PC VR

March 5, 2025 From roadtovr

Astrea, the studio and publisher behind a host of VR narrative experiences, including Spheres, Astra, and Mobile Suit Gundam: Silver Phantom, has released an interactive VR experience on Quest and PC VR headsets that lets you embody passengers on a train, and help them face pivotal moments in their lives.

Called The Passengers, the four chapter, 40-minute interactive experience allows you to become one of four characters, experiencing their internal monologues and interacting with the environment with both your hands and voice.

Developed by Canada-based studio Couzin Films and France-based Les Produits Frais, The Passengers tells each story with a variety of styles, offering different visuals such as oil paint, watercolor, pencil, colored pencils, and immersive video.

“In this experience, you can be each one of the four passengers who all have their own personal quest. The course of each story is affected according to what they say, where they look, and what they do with their hands. You are one deciding all of that. The characters were created by volumetrically scanning the four actors. They were then rigged and animated through motion capture.”

While The Passengers is new to consumer headsets, it’s actually been on the international festival circuit since 2021 shortly after its completion.

The experience won the Best Immersive Experience – Fiction award at the Canadian Screen Awards (2022), and was selected as a finalist at the Prix Gémeaux (2022), Prix Numix (2021) and the VR Experience of the Year at the VR Awards (2021).

You can find The Passengers on the Horizon Store for Quest 2 and above, and Steam for PC VR headsets, priced at $5.

Filed Under: Meta Quest 3 News & Reviews, News, PC VR News & Reviews

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