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Vision Pro Knock-off Gets High Praise From Former Quest Engineer

January 10, 2025 From roadtovr

Wait, Apple Vision Pro doesn’t come in black, does it? Nope, but Play For Dream MR does. And with what some are calling the ‘Android Vision Pro’, owing to its Android-based OS, Play For Dream seems to have turned some heads at CES 2025 this past week.

Initially launched in Asia last year, China-based headset creator Play For Dream had its sights on bringing the heavily Vision Pro-inspired mixed reality headset to the West. Launching a Kickstarter campaign in September, Play For Dream MR went on to garner $2,271,650.00 Hong Kong dollars (~$292,000 USD).

Play For Dream MR has packed in a laundry list of modern XR features, including a Snapdragon XR2+ Gen 2 chipset running Android 15, dual 3,840 × 3,552 micro-OLED displays (90Hz), eye-tracking, auto IPD adjustment, wired and wireless PC streaming, and also a Quest Pro-inspired rear-mounted battery and Touch-style controllers.

In short, the headset appears to have it all—even Vision Pro’s user interface.

Design inspirations aside, former Quest engineer Amanda Watson got a chance go hands-on with Play For Dream’s MR headset, noting in an X post it was “absolutely the best all around HMD demo I saw on the floor today.”

“It is quite literally an ‘Android Apple Vision Pro’. but the execution was excellent. Great performance, optics, UI and media capture/playback features,” Watson continues, who departed Meta in 2022.

During her time at Meta/Oculus, Watson worked on a number of Quest-related projects, including both the tethered Link and the company’s Wi-Fi streaming tool, Air Link. At one time, she was the sole developer of Air Link for 13 months prior to its release. So when Watson says something is good, it probably is.

“It has USB and wireless PCVR streaming (I tried USB) — this was more [work-in-progress] quality (frame rate and latency) compared to other features, but it’s a relatively recent feature [as I understand it]. The basics like controller motion were nailed down and resolution was solid.”

Image courtesy Play For Dream

Furthermore, Watson reports its Touch-style controllers were “also very good. They said hand tracking exists, but they didn’t demo it.” Notably, the headset’s pancake lenses had “excellent distortion correction,” which Watson says is “the biggest thing to me personally.”

Established in 2020 under the name YVR, Play For Dream has already launched two generations of standalone VR headsets, its YVR 1 and YVR 2, both of which were released in China in 2022.

Play For Dream MR doesn’t have a firm release date or pricing yet, however the company has said it will come in under $2,000. For more, check out Play For Dream’s website for detailed specs and ordering opportunities when they arrive.

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

Shiftall Reveals Quest ‘Expansion’ Controller, New SteamVR Controllers

January 10, 2025 From roadtovr

Shiftall, the Japan-based creators behind MeganeX PC VR headsets, announced two new VR controller accessories at CES 2025—a SteamVR-compatible controller for PC VR, and a unique add-on to Quest Touch controllers that give users a scroll wheel and extra buttons.

GripVR

Image courtesy Shiftall

Shiftall is bringing out its own standard PC VR controller, called GripVR. Designed for SteamVR Tracking systems (1.0, 2.0), GripVR follows a standard button layout, featuring AB/XY input buttons, pressable joysticks, triggers, and grips—all of which are said to feature capacitive touch sensors.

GripVR is said to offer an eight-hour battery life, rechargeable via its USB Type-C port. Like all SteamVR tracked accessories, it’s set to be compatible with various SteamVR headsets, such as Valve Index, HTC Vive, as well as the company’s MeganeX superlight “8K”.

Shiftall’s GripVR is targeting launch sometime this summer at the estimated price of $299-$399.

AddCon

Image courtesy Shiftall

Shiftall also announced AddCon, a unique aftermarket attachment for the left-hand Touch controllers of Quest 3/3S/Pro. The device adds a wheel and buttons to extend the functionality of the controller, which presumably makes it easier to deal with 2D UI elements as well as VRChat specific controls.

Notably, AddCon also includes a shift function via an embedded capacitive sensor on the pinky finger rest, enabling users to toggle between different sets of commands.

Shift all says AddCon is intended for users who require additional control options for VR applications, such as adjusting camera settings or managing avatar functions in VRChat. The controller add-on is said to support over 14 assignable inputs and can be configured using a dedicated PC application, the latter of which can also function as an OSC command transmission device for standalone VRChat setups, Shiftall says.

AddCon connects to Quest over Bluetooth LE or GX6/GX2 dongle, and charges over it’s USB Type-C port. Like GripVR, Add on is targeting a summer 2025 release, priced however at $69 for the single left-hand Touch accessory.

This follows last year’s announcement of it’s latest MeganeX superlight “8K” PC VR headset, which is slated to ship in early 2025, priced at $1,899. As the latest MeganeX, the SteamVR-compatible headset boasts a slim and light profile, and dual 4K high-resolution OLED panels.

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

Meta’s VR Fitness App ‘Supernatural’ Now Has Over 100,000 Users

January 9, 2025 From roadtovr

Meta announced that Supernatural now boasts over 100,000 users, putting its first-party fitness app’s revenue in the millions.

Launched in 2020, Supernatural gamifies fitness with some very Beat Saber-inspired orb-smashing mechanics, which is set to the beat of a poppy soundtrack led by personal coaches in a variety of picturesque locales.

Now, Meta has released its first user figures for Supernatural, saying in a blog post it now counts 110,000 users of the app.

As the first user data released for Supernatural, it’s difficult to tell whether the app has floated or flourished since its release during the COVID-19 pandemic, which saw many gyms closed, forcing users to workout at home. Still, it’s clear Meta is putting some gas behind Supernatural, as the app recently released a workout led by fitness legend Jane Fonda.

Granted, Meta may be counting among its 110,000 users those taking advantage of the 14-day free trial, which you’d expect to be at its peak right now as users are looking to get fit in the new year. Provided Meta is counting actual subscribers though, that handily puts the app’s yearly revenue in the millions.

At $100 per year, or $10 per month, Supernatural’s yearly gross revenue could fit somewhere between $11 million and $13.2 million, or $917,000 and $1,100,000 when calculated monthly. It may also be slightly lower than that, considering the app can also be purchased in Quest 3/3S hardware bundle for an additional $50 than either headsets’ base version, which provides a one-year subscription to the app.

In comparison to leading non-VR fitness apps, Supernatural still has lot of room to grow if it wants to become the ‘Peloton of VR’. According to data compiled by Statista, Peloton’s mobile app subscription posted over $5 million revenue in January 2024 alone.

While Peloton can be used with nearly any mobile device, and be paired with any manufacture of rower, stationary bike, or treadmill, Supernatural’s bottleneck to higher user numbers invariably comes down to the number of Quest headsets in active use.

Meta hasn’t published recent figures on monthly active users (MAU) of its Quest headsets, however a 2023 Wall Street Journal report citing internal figures from October 2022 noted the Quest platform counted 6.37 million MAU.

And the need to recoup on Supernatural is very real, if only to justify the company’s costly legal process started by the United States Federal Trade Commission in 2022 to block the acquisition of original developer Within under the guise of unfairly monopolizing the VR fitness space.

Filed Under: Meta Quest 3 News & Reviews, News

Immersive Web Company Infinite Reality Raises $3 Billion From a Private Investor

January 8, 2025 From roadtovr

Infinite Reality, a company building an engine for creating immersive web content underpinned with WebXR support, announced it has raised a whopping $3 billion to continue building the company’s “vision for the next generation of the internet.” Not only is this a huge fundraising round, such an investment coming from a single private investor is highly uncommon.

Founded in 2019, Infinite Reality’s flagship product is iR Studio, an engine for building immersive websites that represent visitors as avatars in a virtual environment. iR Studio sites support multi-user and WebXR by default, meaning sites built with the engine can be visited in any XR headset that supports WebXR, directly through a web browser.

The company announced today that it has raised $3 billion in additional funding, bringing its valuation to $12.25 billion. For comparison, a ‘unicorn’ (a startup valued at $1 billion) is a commonly cited benchmark for a highly successful tech startup. That makes Infinite Reality’s $12.25 billion valuation quite rare.

Even rarer, however, is that this $3 billion investment was purportedly made by a single private investor. While there are often $1+ billion investments or acquisitions in the tech world, the money usually comes from an investment firm, a major corporation, or a combination of the two, rather than an individual.

The investor is said to have a portfolio that “focuses on global technology and real estate investments.”

While the identity of the investor has not been disclosed, the sheer amount of the investment likely whittles the list of possible investors down to someone among the 1,000 wealthiest people in the world.

Ashcroft Law Firm, the firm representing the investor in the deal, provided a statement on the client’s behalf:

Our client has made and evaluated several investments in the technology sector. What compelled this investment was not just [Infinite Reality CEO’s] stated vision for the product itself, but his commitment to giving customers ownership of their data. As everyone understands, it is a crucial time for businesses of all sizes to own their data, customers, and intellectual property as AI gains momentum in the marketplace. Recognizing the significance of scalability and mass marketability, our client was particularly impressed by what he believes is iR’s revolutionary product, which caters to individuals and artists seeking to build their brand image with immediate global reach while servicing clientele from small businesses to Fortune 500 companies. It is our client’s belief this investment underscores a pivotal move towards empowering users and redefining ownership in the digital age.

From Infinite Reality’s side, the company says the funding is a win for building a next-generation immersive internet and giving businesses control of their own data.

“While we are excited that our ability to secure this level of funding validates our mission to build an immersive experience platform that will power the next generation of the web, we are absolutely ecstatic to share this news with our customers: businesses all over the world,” says John Acunto, co-founder and CEO of Infinite Reality. “The ability to provide them a platform where they can not only create a great immersive environment, but one where they own their data, own their customer, and own their experience means the world to Infinite Reality—and to me personally.”

Despite its focus on the immersive web, and considering the amount the company has raised, Infinite Reality is not particularly well known in the XR space. In fact the company has seemingly grown into its own little conglomerate, having made several acquisitions of its own over the years.

On one hand, the company has made strategic acquisitions like the AR tech company Zappar, avatar company Action Face, and the immersive web company Ethereal Engine. But the company has also made a series of seemingly disjointed acquisitions like the entertainment and esports business RektGlobal. And, further afield still, the acquisition of the Drone Racing League.

The huge investment by a private investor and Infinite Reality’s assimilation of several different companies certainly make for a unique—but uncertain—situation.

Filed Under: News, XR Industry News

Sony’s Standalone MR Headset Now Called ‘XYN’, Release Date & Pricing Still to Be Revealed

January 7, 2025 From roadtovr

Sony announced its previously revealed XR standalone for enterprise is now called ‘XYN’, which the company is targeting at spatial content creators.

Initially unveiled at CES last year, XYN (pronounced ‘zin’) packs in some impressive displays, offering 13.6MP (3,552 × 3840) per-eye using Sony’s own ECX344A OLED microdisplay.

The display is capable of 90 FPS and 1,000 nits (at 20% duty cycle), with 96% DCI-P3 color coverage, putting it above Apple Vision Pro in terms of resolution and color accuracy.

We got an opportunity to go hands-on with the pre-XYN prototype in July, back when it was still being referred to as the Sony SRH-S1 “content creation system.”

Here’s the short of it: on one hand, the headset’s ergonomics, flip-up design, and display clarity were all great. On the other, the system’s stylus-ring controller combo was very poorly tracked during our demo, and the content shown wasn’t well optimized for its internal Snapdragon XR2 Gen 2 chipset.

Beyond that, information is still thin on the ground. XYN’s price and release date are still uncertain, which is a baffling move as far as product announcements go.

What is known however is that its XYN Motion Studio PC companion software is coming out in March 2025, which supports connection with 12 ‘mocopi’ sensors for more seamless motion capture workflow.

mocopi senesors | Image courtesy Sony

Additionally, Sony is also launching what it calls its XYN Spatial capture solution, which converts images captured with a mirrorless camera and proprietary algorithms into high-quality, photorealistic 3D CG assets.

Notably, the headset itself is said to support “a wide range of third-party tools,” according to XYN’s press release.

That said, you probably shouldn’t expect XYN to compete with Quest on the lower end in terms of price-performance, as Sony’s standalone is targeting businesses and professional users. Notably, two color ways have been seen on the showroom floor at CES 2025 this week, with a black colorway for prosumers and a grey scheme for enterprise.

Filed Under: News, XR Industry News

Somnium Begins Shipping VR1 PC VR Headset in the US, Announces Incoming Price Hike

January 6, 2025 From roadtovr

Somnium Space, the Prague, Czechia-based social platform creator, has officially begun launching its PC VR headset, Somnium VR1, in the US. Additionally, the company announced its streamlining the number of available variants, bringing it to just three consumer-focused versions, and also increasing prices soon on its higher-end units.

The company says it’s now discontinuing a number of previously offered configurations of Somnium VR1, including Striker Edition, Classic Edition, Specter Edition, and Translucent Edition.

The Classic Edition was previously its entry level, priced at €1,900 (~$1,980 USD), which didn’t include eye-tracking. Now the company’s cheapest VR1 is the Visionary Edition, which does include eye-tracking, and is priced at €2,499 (~$2,600 USD). Notably, these prices don’t include local tax.

Image courtesy Somnium Space

“For those who have already purchased these discontinued editions — don’t worry, your orders are safe, and you will receive them as planned,” the company says in a new announcement. “In fact, owning one of these variants will make your headset even more exclusive and unique.”

Continuing, the company outlines the reasoning behind discontinuing those versions:

“This decision allows us to focus our efforts on delivering the Visionary, Ultimate, and Titan Editions faster and more efficiently, while continuing to meet the highest standards of quality you expect from us.”

Somnium Space Founder & CEO Artur Sychov conducting quality assurance

Somnium Space is also increasing prices of its Visionary, Ultimate, and Titan Editions. For now, it’s unclear what those new prices will be. The company says it’s keeping current prices until January 16th, 2025. Thereafter, new pricing will be announced and become effective on January 16th, 2025, the company says.

Here’s a recap of its variants and pricing structure as it stands today (tax not included):

  • Visionary Edition (VR, eye-tracking): €2,499 (~$2,600 USD)
  • Titan Edition (VR, eye-tracking, hand-tracking): €2,899 (~$3,020 USD)
  • Ultimate Edition (VR, eye-tracking, hand-tracking, MR passthrough): €3,499 (~$3,659 USD)
  • Military Edition (VR, eye-tracking, hand-tracking, MR passthrough): ???

“While we strive to make Somnium VR1 as affordable as possible, we also refuse to compromise on quality. The production process for these headsets has turned out to be far more complex than initially anticipated. As a result, we will be increasing prices for the Visionary, Ultimate, and Titan Editions,” the company says.

Somnium Space maintains orders made today are currently estimated to arrive in February – March 2025, with shipping regions including most of Europe, the UK and US.

Moving forward into 2025, the Somnium Space says it plans to eventually sell spare parts for the Somnium VR1, including items such as optical modules, main boards, electronics, cables, screens, and more.

Somnium VR1 Specs

  • Display: QLED Mini-Led Fast LCD – 2,880 × 2,880 per-eye
  • Field of view: 130° horizontal, 105° vertical. The VR1 can render up to 140° horizontally, though the actual FOV may vary slightly depending on face and eye shape.
  • Refresh rate: 72 Hz, 90 Hz, upgradeable to 120 and 144 Hz (experimental)
  • Local dimming zones: 576 per eye
  • Eye tracking: 120 Hz, with an open-sourced algorithm that can be used and modified for any use case
  • Connectivity: USB-C, DisplayPort 1.4, 3.5mm audio jack
  • IPD Range: 57 to 76 mm

Looking for a more in-depth look at Somnium VR1? Check out our hands-on from July 2024 to hear our impressions.

Filed Under: News, PC VR News & Reviews

Meta Officially Discontinues Quest Pro, Its First (and most expensive) Mixed Reality Headset

January 6, 2025 From roadtovr

Meta has officially discontinued Quest Pro, the company’s first mixed reality headset.

Meta announced back in September that it was winding down Quest 2 and Quest Pro sales. At the time, the company said remaining stock would be sold through the end of the year or until they ran out, whichever came first.

Now, in place of the Quest Pro order page, Meta is suggesting users to buy Quest 3 “for the ultimate mixed reality experience and premium comfort.” You can still buy Quest Pro’s ‘Touch Pro’ controllers however, as they support Quest 2 and above.

Released in 2022 at the eye-water price of $1,500, Meta hoped to use the headset to kickstart its mixed reality ambitions among consumers, as it was the first to offer color-passthrough, pancake lenses, and both face and eye-tracking—coming in strong contrast to the company’s other offering at the time, Quest 2.

Quest 2 (left) & Quest Pro (right) | Photo by Road to VR

Nearly a year after launch, it was apparent the Pro-level headset wasn’t appealing to users nearly to the degree Meta had initially hoped, prompting the company to knock Quest Pro down to $1,000. To complicate matters, high initial pricing of Quest Pro put a strain on developers, which resulted in very few compelling MR experiences out of the gate.

It was clear what was needed was a more accessible headset. In October 2023, Meta released Quest 3, which housed much of the tech seen in Quest Pro—minus face and eye-tracking, and at the starting price of $499.

Clamping down yet further on price-performance, Meta released Quest 3S a year later, which houses the same Snapdragon XR2 Gen 2 chipset as Quest 3, although including the same cost-saving Fresnel lenses and displays as Quest 2—marking the company’s most energetic push to capitalize on its mixed reality ambitions.

While Meta’s strategy to capture the console price-point with Quest has been a winning strategy thus far, what’s uncertain is whether the company will head back into the ‘Pro’ pricing structure anytime soon. The Information reported earlier last year that Meta was cancelling a potential Quest Pro follow-up, however Meta CTO Andrew Bosworth partically refuted those claims, noting that “there might be a Quest Pro 2, there might not be. I’m not really telling you, but I will say don’t believe everything you read about what’s been stopped or started.”

Filed Under: Meta Quest 3 News & Reviews, News

Meta Offers Free Quest 3S Replacement Following Software Update That Bricked Some Headsets

December 30, 2024 From roadtovr

One of the worst things to happen on Christmas morning is downloading updates and charging batteries. Undoubtedly even worse though is downloading an update that then bricks your device before you can even use it. This apparently happened to a number of users last week, which Meta has responded by offering new devices and Horizon Store credit.

According to mass user reports that flooded Reddit on December 25th, some new Quest owners encountered a critical error after being forced to apply the latest update, with an error message stating “Your device is corrupt. It can’t be trusted.” From there, there was no way of resetting the headset, effectively bricking the device.

The issue appears to have been caused by applying Quest’s latest v72 update, which the company released earlier this month. User reports indicate it has affected new, but alsoold headsets that haven’t been updated in a while.

Here’s what Meta says in a user help thread addressing the issue:

“We’ve discovered a software update issue that caused some Quest 2/3/3S headsets to be unresponsive and unable to start up correctly. We are actively working on resolving the issue for all users, but in most cases, you are now able to use your device normally.”

Quest 3S (left), Quest 3 (right) | Images courtesy Meta

User reports suggested only a fraction of new headsets responded this way, although following a pause by Meta to pull its latest firmware update, new users are now likely in the clear if they still haven’t set up a new Quest. And for those with bricked headsets, Meta is sending out replacement units with some Horizon Store credit to smooth things over.

“We are aware that a limited number of Quest 3S devices are experiencing a software update issue that is causing headsets to be unresponsive and unable to boot up properly,” the company says in a ‘Next Steps’ thread for Quest 3S users. “If your device is affected by the issue, we’ll send you a replacement Quest device at no cost to you. We’ll also issue you Horizon Store credit as a token of our commitment to supporting you.”

While Meta was quick to respond, the damage was already done, prompting some to return faulty headsets to stores and hope their next device wasn’t afflicted with the same issue. Some users, such as Reddit poster ‘Physical-Slip5049’, says it ruined their son’s Christmas.

“I bought a never before used second hand Quest 2 from eBay as a Christmas present for my 9 year old son. He opened it Christmas morning, started it, and was forced to update it,” Physical-Slip5049 reports. “Having never used a VR headset before, I tried to reset it after following Meta’s own instructions. Now it’s hard-bricked. It’s been turned on for just 5 minutes in its entire 2-year life. My son spent 3 months waiting to play this but couldn’t use it when it came to the big day. He spent half of Christmas day crying and upset.”

Additionally, users are reporting that Meta is offering those with out-of-warranty headsets, such as Quest 2, with refurbished units to go along with store credit.


We’re following the after effects of this closely. Let us know in the comments below if you’ve been affected, and what steps Meta is taking to solve the issue. 

Filed Under: Meta Quest 3 News & Reviews, News

Pimax Announces Dream Air, a Compact VR Headset With One Totally Unique Feature

December 23, 2024 From roadtovr

The Pimax Dream Air headset represents a new area of focus for the company. While most of its headsets up to this point have been necessarily bulky to achieve their signature large field-of-view, the Dream Air aims to make a headset that’s compact but still feature-rich. One of those features—a headstrap that automatically tightens—would be an industry first.

Priced at $1,900 and purportedly shipping in May 2025, Pimax’s Dream Air headset aims to take on an emerging segment of compact high-end PC VR headsets like Bigscreen Beyond and the Shiftall MaganeX Superlight.

Image courtesy Pimax

But it wouldn’t be Pimax if it didn’t make additional ambitious promises which risk pulling the company’s attention away from delivering its products on time and as promised. For the Dream Air, that additional promise is an optional compute puck which the headset can plug into to become a standalone VR headset. The company is calling the puck ‘Cobb’, and says it will include a Snapdragon XR2 chip and battery. Oh, and don’t forget the optional SteamVR Tracking faceplate.

Speaking of pulling the company’s attention… the announcement of the Dream Air continues Pimax’s trend of revealing new products before delivering on those it has previously announced. The company’s Crystal Super headset was announced back in April 2024 and originally planned for a Q4 2024 release, but is now said to be releasing sometime in Q1 2025.

As for the Dream Air, it will purportedly be compact and also full of a wishlist of specs and features:

  • Weight of 200g
  • Resolution: 13MP (3,840 × 3,552) micro-OLED per-eye @ 90Hz and “HDR”
  • 102° field-of-view
  • Inside-out tracking
  • Motion controllers & hand-tracking
  • On-board audio
  • Optional prescription lenses
  • Eye-tracking
  • Automatic IPD and automatic strap tightening

That last one—automatic strap tightening—is a feature that hasn’t been included in any major headset to date. It’s an interesting idea considering the challenge of fitting a headset comfortably; many users want to crank their headset tight to their face so it won’t move, but the most comfortable way to use a headset is to balance tightness with stability.

The design of the auto-tightening strap also looks carefully considered. While we’ve only seen renders so far, it appears the tightening mechanism is hidden under fabric, making the tightening of the headstrap looks like it’s simply shrinking in place.

If the headset could effectively dial in the ideal tightness, it would be a boon for many users. Dream Air also has automatic IPD adjustment, which sets the distance between the lenses to match the user’s eye width (something most people also aren’t good at doing manually).

While it remains to be seen if Pimax can deliver something as svelte as promised, for now it looks like the company is flexing an industrial design muscle that’s been largely hidden by the utilitarian and boxy style of its previous headsets.

Image courtesy Pimax

However, Pimax isn’t giving up those boxy designs of yore. The company says that a compact headset is a new area of focus for the company, but it will continue developing its larger and wider field-of-view headsets.

Pimax is already taking pre-orders for the Dream Air, with a price of $1,900 and an expected release date of May 2025.

Filed Under: News, XR Industry News

Meta CTO on Wireless Compute Pucks for Quest: They Don’t Solve the Problem

December 20, 2024 From roadtovr

Reducing weight and increasing performance are two of the most important factors in pushing standalone XR headsets forward. While Meta has shown off its own Orion AR glasses prototype using a wireless compute unit, Meta’s CTO Andrew Bosworth doesn’t think a similar setup is the magic bullet for standalone VR gaming.

Bosworth, who is also head of the company’s Reality Labs XR team, held another one of his Instagram Q&As earlier this week, where he typically delves into a wide variety of topics—some professional, some personal.

In the latest session, Bosworth expounded on the subject of wireless compute units, and how the company thinks they aren’t the right fit for its standalone VR headsets.

Meta Quest 3S | Image courtesy Meta

“We have looked at this a bunch of times. Wireless compute pucks just really don’t solve the problem. If you’re wireless, they still have a battery on the headset, which is a major driver of weight. And, sure, you’re gaining some thermal space so your performance could potentially be better, although you’re somewhat limited now by bandwidth because you’re using a radio,” Bosworth says.

Technical hurdles aside, Meta is primarily focused on building something accessible to consumers, with its latest Quest 3S selling for as low as $300 for the 128GB version. Bosworth continues:

“You’ve increased your cost dramatically, because even if your major silicon is in the wireless compute puck, you still need quite a bit of silicon to just power the displays and do the local corrections required there, and handle the stream of data. So it really ends up … the math doesn’t work, is what I’m saying. And it doesn’t end up saving you that much weight and dramatically increases your cost and complexity.”

Meta’s Orion AR Glasses Prototype | Image courtesy Meta

This comes in contrast to Meta’s Orion prototype, which does incorporate a wireless compute unit. Granted, Orion isn’t going to be productized due to its enormous cost—a reported $10,000 per-unit owing to its difficult-to-produce silicon carbide lenses, however it’s clear that in some cases wireless pucks do make sense—namely in delivering less immersive graphics to AR glasses.

Then again, Bosworth has said its first pair of AR glasses for consumers won’t hit at that Quest price-point when they land at some point in the future. Bosworth said back in September that such a device is “not going to be cheap,” noting however the company aims to make them accessible “at least in the space of phone, laptop territory.”

Filed Under: Meta Quest 3 News & Reviews, News

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