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Infinite Reality Acquires Napster for $200M to Create Social Music Platform & Virtual Concerts

March 26, 2025 From roadtovr

Napster. Now there’s a name you haven’t heard in a few years… or more likely decades. Now, immersive web company Infinite Reality announced it’s acquired the brand for $207 million.

Having just closed a $3 billion investment in January, Immersive Reality says the Napster music streaming service will soon include a “social music platform” that will include branded 3D virtual spaces for virtual concerts and listening parties.

Additionally, the company says Napster will also sell both physical and virtual merchandise, exclusive digital content, and event tickets.

“By acquiring Napster, we’re paving a path to a brighter future for artists, fans, and the music industry at large,” said John Acunto, Infinite Reality co-Founder and CEO. “This strategic move aligns with Infinite Reality’s vision to lead an internet industry shift from a flat 2D clickable web to a 3D conversational one – giving all creators modern tools to better engage, monetize, and measure their audiences.”

CEO Jon Vlassopulos, formerly of Roblox, will continue leading Napster, noting he envisions a next-generation platform where fans can interact with artists in 3D virtual spaces, making music consumption more social and immersive.

Founded in 2019, Infinite Reality’s flagship product is iR Studio, an engine for building immersive websites, replete with social virtual environments and avatars. iR Studio sites support WebXR by default, meaning any XR headset that supports WebXR can access it directly through a web browser.

While the company hasn’t said as much, we’d expect Immersive Reality to leverage iR Studio in future Napster virtual concerts, which would ostensibly include support for Quest and PC VR headsets.

This isn’t the first time the Napster brand has changed hands since its 2002 bankruptcy, which was due to its platform allowing for unlicensed P2P sharing of music, attracting the ire of rock band Metallica. Over the years, the company has been acquired by a laundry list of companies that hoped to leverage the brand’s wide appeal, most recently turning the one-time music sharing platform into a subscriber-based music streaming platform.

Interestingly, Immersive Reality also isn’t the first XR-focused company to purchase Napster either. In August 2020, London-based virtual concert company MelodyVR acquired Napster for $70 million, which hoped to bring immersive video concerts to VR headset users. Prior to the Immersive Reality acquisition, Napster’s most recent owner was blockchain company Algorand, which hoped to decentralize music.

Filed Under: News, XR Industry News

Smartphone Giant Vivo Announces ‘Vision’ MR Headset, Copying Apple’s Name & Design

March 25, 2025 From roadtovr

Another Vision Pro knock-off is coming to town, and this time it even has the ‘Vision’ name.

While not a household name, China’s Vivo is known for its sensible, mid-range smartphones, regularly ranking it in the top five smartphone creators by market share.

Now, at the Boao Forum for Asia in China’s Hainan Province today, the company showed off its first entry into the XR segment: Vivo Vision.

In a press statement, Vivo says the move comes as a broader push to pursue both robotics and XR devices, referring to Vivo Vision as “a significant milestone in vivo’s exploration of mixed reality technology.”

Image courtesy GSM Arena

While Vivo Vision is expected to be officially unveiled in mid-2025, specifics are still thin on the ground, with notable question marks surrounding the MR headsets specs, operating system, release date, global availability, price—pretty much everything besides the device’s externals.

A display model was present at Vivo’s booth at Boao Forum for Asia however, revealing the company is taking more than a few design cues from Apple Vision Pro, including its unique headstrap design, digital crown button, and magnetically-tethered external battery.

Notably, Vivo’s fleet of smartphones run modified versions of Android, with Funtouch OS used as its global-facing OS, and Origin OS used for those shipped in China.

As Vivo’s first XR device, it’s possible the company may attempt the same feat with Google’s upcoming Android XR OS, which is being launched with Samsung’s upcoming mixed reality, ‘Project Moohan’, which is said to release sometime this year, although that’s pure speculation for now.

This marks a growing trend of look-alike Vision Pros arriving from Chinese manufacturers, with the first notable arriving from Play for Dream; its MR headset not only stole the show at CES 2025 earlier this year, but also garnered high praise from former Quest engineer Amanda Watson, who called it “absolutely the best all around HMD demo I saw on the floor today.”

Filed Under: News, XR Industry News

Quest Update Reveals More Vision Pro Features Are Coming, Including FaceTime-Style Selfie Cam

March 24, 2025 From roadtovr

Meta’s upcoming Horizon OS release is bringing a few more of Vision Pro’s most useful features to Quest, including a video chatting selfie cam for avatars and possibly the ability to share windows with other users when in its Horizon Home social space.

Discovered by serial dataminer ‘Luna’, a beta version of Horizon OS v76 is packing in a few new features, including the very Facetime-inspired avatar selfie cam which can be used in video chatting apps.

Quest’s v76 update is currently available on the Public Test Channel (PTC), although Luna went a bit further to implement the avatar selfie cam in a sideloaded version of Discord.

Meta Quest/Horizon OS v76 PTC – Avatar Selfie Cam running in sideloaded Discord. The call backgrounds aren’t enabled yet though.

Thanks @Phene420 for reminding me to test in other apps lol. https://t.co/6WkehJra8B pic.twitter.com/EzTeYPAop1

— Luna (@Lunayian) March 23, 2025

Backgrounds currently aren’t available, Luna notes, however they’re said to include multiple default options, such as Abstract, Beach, Greenhouse, Home Office, Light, Loft, and Office.

Luna also uncovered a hidden tutorial for an upcoming ‘Navigator’ system user interface overhaul on Horizon OS. Teased at Meta Connect 2024 in September, the new UI system restyles the current dock-based UI to a more traditional launcher overlay—putting it more in line with the sort of icon-based app selection you see in Vision Pro and mobile devices today.

NEW: I’ve datamined a tutorial for the upcoming “Navigator” system UI overhaul on Meta Horizon OS.

This was discovered in v76 PTC. You can find my previous reporting on this in the quoted post below, but TL;DR this is currently planned for v77+ https://t.co/mTtVv2KtSu pic.twitter.com/xIWTd2GQsP

— Luna (@Lunayian) March 22, 2025

While the tutorial was discovered in v76 PTC, Luna suspects the Navigator feature will arrive in v77 or beyond, possibly as an Experimental feature.

Furthermore, Luna’s datamining revealed that strings in the v76 PTC of Horizon OS “suggest that Meta is working on the ability to share windows with other users in Horizon Home (and possibly Worlds),” which they maintain “will likely work similarly to SharePlay on visionOS.”

The string in question states it “[s]hares a panel so that other users in your world can see it”.

Granted, Quest users have been asking for these features since well before Vision Pro was released, although it was Apple’s $3,500 mixed reality standalone that has ultimately been the key driver in the company’s quest to further mold the console-style Quest into a general computing device.

To boot, since Vision Pro’s launch in early 2024, Meta has released a number of features in effort to bring Quest’s software closer to parity with visionOS, including spatial video playback, pinch-style gesture controls, and better passthrough on Quest 3.

Still missing in action though is Meta’s long-promised photorealistic Codec Avatars though, which the company first teased in 2019.

Codec Avatars | image courtesy Meta

Like Vision Pro’s photorealistic avatars, Meta researchers demonstrated that Codec Avatars could use smartphones to scan and recreate a user’s face—much like Vision Pro does today.

The key limiter though is Quest 3’s lack of eye or facial tracking, which could mean Meta is waiting to release Codec Avatars with its next high-end headset—the totally hypothetically and still unconfirmed Quest Pro 2. And if we were betting, probably some more Vision Pro-inspired features too.

Filed Under: Apple Vision Pro News & Reviews, Meta Quest 3 News & Reviews, News

Samsung Reportedly Planning to Release XR Glasses This Year

March 24, 2025 From roadtovr

We’ve been waiting to hear about Samsung’s entrance into XR for a few years now, with the company’s still unnamed mixed reality headset ‘Project Moohan’ set to debut sometime this year running Google’s Android XR operating system. Now, a report from ETNews (Korean) maintains the South Korean tech giant may also have a pair of XR glasses up its sleeves.

Citing industry sources, the report alleges Samsung is developing XR glasses (noted as ‘smart glasses’ in the report—more on that below) with the goal of releasing them by the end of the year.

Samsung is reportedly now finalizing functions and specs of the device, which is said to be codenamed ‘Haen’ (‘coast’ or ‘seashore’ in Korean).

“With Apple’s Vision Pro already on the market, Samsung’s focus will be on providing a more advanced user experience,” an industry insider told ETNews.

Notably, the report doesn’t specify precisely what sort of device Haen is, which is why we’re simply calling them ‘XR glasses’ for now.

Samsung Project Moohan | Image courtesy Google

The report refers to the device as a pair of ‘smart glasses’ (machine translated from Korean), however this is sometimes used interchangeably to refer to two types of devices—AR glasses like Meta Orion, which blend digital images with the user’s physical surroundings, and smart glasses, which typically have a more simplistic heads-up display, like the now retired Google Glass. You can find out more about the differences between smart glasses and AR glasses here.

Since the report doesn’t specify Haen’s specific functions, we’ve referred to them as XR glasses for now.

While reports should generally be taken with a grain of salt, ETNews was the outlet that broke the news that LG was shaking up its XR product division, confirming that talks with Meta were going in a seemingly unplanned direction. Meta had tapped LG in February 2024 to partner on XR software and hardware, which at the time was rumored to include LG manufacturing a Vision Pro competitor for Meta. LG has since confirmed it’s closing its XR product division, instead focusing on long-term R&D.

Still, this isn’t the first time we’ve heard Samsung was getting ready to enter the XR glasses market. In 2021, Microsoft leaker ‘WalkingCat’ posted two leaked videos showing off futuristic AR concept devices from the company. Samsung has also filed a number of trademarks over the years, with its most recent ‘Galaxy Glasses’ patent filed with the United States Patent and Trademark Office (USPTO).

Then, a report from South Korea’s Yonhap News last year alleged Samsung would unveil a pair of XR glasses at the the company’s Unpacked product event in January, which unfortunately didn’t materialize. Small recompense: Samsung did show off a slide featuring XR glasses as a part of its future roadmap.

Image courtesy Samsung

The device mentioned in the Yonhap News report was said to include a payment function, gesture recognition, and facial recognition, noting that it was expected to launch around Q3 2025. Still, no mention of displays, or specific functions that would delineate it as smart glasses of AR glasses as such.

Whatever the case, Samsung seems to be gearing up to make the best use of its partnership with Google to integrate Android XR into its next big entry into the segment, Project Moohan.

Until now, we’ve gotten a hands-on with Moohan, and even seen a “near-final” version of the hardware back at Unpacked 2025 in January, although its launch date and actual name is still under wraps.

Provided Samsung wants to make a splash, it could reveal the device at a number of venues: Google’s upcoming I/O conference in May, Qualcomm’s Snapdragon Summit in October/November, or even a hypothetical special event dedicated to both Moohan and possibly its XR glasses efforts.

Filed Under: News, XR Industry News

Bigscreen Beyond 2 Outsells Original in First Day, Surpassing Months of Beyond 1 Sales

March 21, 2025 From roadtovr

Bigscreen launched orders for its upcoming Beyond 2 PC VR headset yesterday, which is boosting field-of-view and clarity thanks to the inclusion of a new pancake lens design. Now, the company says that within a mere 10 hours of sales going live, Beyond 2 has already outsold the original Beyond by a significant margin.

In a series of updates on X, Bigscreen revealed just how well Beyond 2 was doing among PC VR enthusiasts.

“In just the first 25 minutes, Beyond 2 outsold the first day of Beyond 1 sales. In the first hour, we’ve doubled Beyond 1 launch day sales.” Bigscreen said early yesterday.

As the day went on, the company released more info on sales performance of Beyond 2 and its eye-tracking variant, Beyond 2e. And the most recent stat is pretty staggering.

“Within 10 hours of launch…Beyond 2 has sold more than the first FOUR MONTHS of Beyond 1 sales.”

Bigscreen Beyond 2 | Image courtesy Bigscreen

At the time of this writing, Beyond 2 and Beyond 2e are now quoted to ship in June 2025, already blowing past the first shipment batches, which were planned for April and May respectively.

But why the hype for Beyond 2? While you can read more about Beyond 2 here, including specs, it may come down to the easy upgrade pathway laid out by Bigscreen. Not only can Beyond 1 users purchase at a discount—$849 for Beyond 2 and $1049 for Beyond 2e—but it’s also backwards compatible with most Beyond 1 accessories, including the custom facial interface that’s required for Beyond 1.

Moreover, Beyond 2 packs in a new pancake lens design, offering up a wider 116-degree diagonal FOV, an adjustable IPD mechanism, and a lighter 107g design, with the 2e model adding AI-powered eye-tracking. It still has the same dual 1-inch 2,560 × 2,560 micro-OLED displays as the original Beyond, although its new lenses boast better clarity and FOV over the original.

Beyond 2 and 2e are priced at $1,019 and $1,219 respectively (or discounted for Beyond 1 owners). It was also unveiled alongside a new halo-style mount and Lightblocker facial interface, which is set to arrive in Q3 2025.

You can find all of that available for purchase over on the Bigscreen website.

Filed Under: News, PC VR News & Reviews

PC VR Headset Bigscreen Beyond 2 Promises Big Boost to Field-of-view & Clarity, Launching Next Month

March 20, 2025 From roadtovr

Bigscreen today announced its next-gen Beyond PC VR headset, promising a big boost in field-of-view (FOV) and clarity thanks to the inclusion of new pancake lenses. Bigscreen is also making the slim and light headset more attractive to at-home and enterprise users too thanks to its new adjustable interpupillary distance (IPD) and a universal Lightseal facial interface.

Bigscreen is releasing two versions of its next headset—Beyond 2 and Beyond 2e. Unlike the ‘e’ naming scheme seen in Apple’s recent iPhone 16e, the ‘e’ in Beyond 2e denotes the inclusion of eye-tracking.

Beyond 2e contains everything Beyond 2 does, albeit with a very small eye-tracking suite, which is said to feature AI-powered computer vision for low-latency, privacy-focused tracking, and integrated with SteamVR, OpenXR, and platforms like VRChat, with a beta program launching in Summer 2025.

Bigscreen Beyond 2e | Image courtesy Bigscreen

The headsets are priced at $1,019 (Beyond 2) and $1,219 (Beyond 2e), although Bigscreen is discounting that for previous owners of the original Beyond, bringing them to $849 and $1049 respectively.

The company says the first batches are slated to launch in April, with an optional halo-style strap mount targeting a Q3 2025 release. Both Beyond 2 models will be available in three colorways: Carbon Black, Crystal Clear, and Nuclear Orange.

Like Beyond 1, the slim and light PC VR headset uses the SteamVR tracking standard, which includes support for SteamVR 1.0 and 2.0 base stations, as well as the usual cadre of SteamVR accessories, such as body trackers, and controller like Valve’s Index controllers (aka ‘Knuckles’).

Of course, you’ll need a VR-ready PC to use Bigscreen Beyond 2 and the required base stations. Click here to find out if your PC is ready.

Bigscreen Beyond 2 | Image courtesy Bigscreen

While we’re not getting a resolution bump with Beyond 2, since they contain the same dual 1-inch 2,560 × 2,560 micro-OLED displays as the original Beyond (2023), Beyond 2’s biggest improvement is undoubtedly the inclusion of new pancake lenses. The new lens design is said to boost FOV to a reported 116-degree diagonal over the original’s 102-degree diagonal FOV.

It’s also lighter too, weighing 16% less than the original Beyond, now at only 107 grams—notably lighter than standalone headsets like Meta Quest 3 (515g) or Apple Vision Pro (650g), as well as other PC VR headsets in the slim and light category, such as the upcoming MaganeX superlight 8K (179g).

Unchanged displays notwithstanding, Bigscreen says Beyond 2 has improved brightness and reduced glare by a good margin; the new pancake lens design features “dramatic improvements over Beyond 1 with total edge-to-edge clarity and a very large sweet spot,” the company says.

Bigscreen Beyond 2 | Image courtesy Bigscreen

And for the first time, Beyond 2 is introducing an adjustable IPD mechanism, which can be modified with an included tool. Visible markings on the inside of the headset show the current IPD setting in millimeters for both lenses, so users can dial in each lens independently for the best viewing clarity.

The company calls the new IPD mechanism “a major improvement” over Beyond 1’s fixed IPD system, which required selecting from 18 different sizes, and required users to scan their faces with an iPhone for the required custom facial interface.

And what about accessories? While Beyond 2 supports the same custom-fit cushions as Beyond 1, the headset is shipping with a universal-fit Lightseal interface, all of which ostensibly makes Beyond 2 more attractive to at-home users looking for better shareability as well as enterprise users.

To boot, many of the original Beyond’s accessories are said to work with Beyond 2, including its five-meter fiver optic cable, link box, Audio Strap, and soft stap. Notably, prescription lens inserts manufactured before 2025 for Beyond 1 will work with Beyond 2, however they won’t fit Beyond 2e. Prescription lens inserts manufactured in 2025 and onwards are compatible with Beyond 1, 2, and 2e, Bigscreen says.

The headset ships with an included soft strap, however Bigscreen is also launching a newly announced halo-style mount, shipping in Q3 2025, which the company says was inspired by night vision goggles.

Bigscreen Beyond 2 | Image courtesy Bigscreen

The halo mount features fine-tuned controls for tilt and eye relief and supports multiple configurations, including with the headset’s included lightseal, Beyond’s original custom facial interfaces, or none at all.

As a mount, and not a whole strap unit as such, the accessory is compatible with various strap solutions, including the included soft strap, Bigscreen’s Audio Strap, as well as third-party options. There’s no pricing yet, although we’re sure to learn more closer to its Q3 2025 launch.

Bigscreen Beyond 2 will be taking orders over on its website, which will ship from its Los Angeles, California factory to customers in the US, Canada, Japan, UK, Europe, New Zealand, and Australia. The company says it’s also planning to expand to countries such as South Korea, Mexico, Israel, and UAE sometime later this year.

Specifications

  • Field of View: 116° diagonal
  • Weight: 107 grams
  • IPD: Adjustable, 48mm to 75mm (55mm to 70mm physically)
  • Resolution: 2,560 × 2,560 per-eye
  • Refresh Rate: 90Hz, 75Hz
  • 6DOF Tracking: SteamVR tracking
  • Tracking Requirements: SteamVR 1.0 and 2.0 Base Stations (not included)
  • Eye Tracking: Yes, on Beyond 2e
  • Full-body Tracking: Compatible with SteamVR trackers such as HTC Vive Trackers, Tundra Trackers (not included)
  • Controllers: Compatible with SteamVR controllers such as Valve Index Controllers (not included)

PC Requirements

  • Audio Input: Dual microphone array
  • Audio Output: Built-in on-ear speakers with the Audio Strap (not included)
  • Accessory Ports: 1 × USB-C
  • Cable: 5-meter fiber optic cable
  • GPU: Nvidia RTX 2070 or AMD RX 5700 XT or newer (DisplayPort 1.4 and DSC required)
  • CPU: Quad-core Intel or AMD
  • Ports: 1 × DisplayPort 1.4, 2 × USB 3.0 ports
  • OS: Windows 10 or Windows 11

Filed Under: News, PC VR News & Reviews

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

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