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Bigscreen Beyond 2 Starts First Wave of Shipping, Aims for Immediate Fulfillment by September

June 27, 2025 From roadtovr

Bigscreen announced it’s officially begun shipping the first production units of Beyond 2, the company’s latest slim and light PC VR headset.

Following a recent production delay, the company says in a blogpost that Beyond 2 headsets are now shipping, noting that due to a backlog of pre-orders, fulfillment will continue through August and beyond.

Bigscreen says that new orders placed today are expected to ship between August and September, with the goal of clearing the backlog by late September and transitioning to near-immediate fulfillment.

This includes both versions currently on sale—Beyond 2 and Beyond 2e—the later of which includes eye-tracking. Beyond 2 is priced at $1,019 and Beyond 2e at $1,219, both of which can be purchased direct from Bigscreen.

And Beyond 2 has proven to be pretty popular with pre-order customers. The company said during its March pre-order launch that its first 24 hours of sales outsold the original Beyond by “more than the first four months”.

Additionally, Bigscreen now says that more units were sold in the first 11 days than all Beyond 1 units sold in its first year. This has prompted the company to expand manufacturing at its Los Angeles factory, as well as hire new technicians and customer support staff. Bigscreen says it’s additionally deployed engineers to overseas suppliers to supervise production.

As for its other products, the company says that orders with the optional Custom-Fit Cushions placed through May 7th will ship by mid-August, while Halo Mount orders will begin shipping in late September or October due to manufacturing delays.

What’s more, customers who ordered a Beyond 1 and haven’t received a unit yet will automatically be upgraded to Beyond 2, putting them first in line for shipments, which is expected to complete by July 25th, Bigscreen says.

Notably, the company assured customers back in April that its latest PC VR headset wouldn’t increase in price due to tariffs, which have been levied by the US government on many goods manufactured in China.

Filed Under: News, PC VR News & Reviews

Unofficial SteamVR Driver Will Reportedly Enable Support for WMR Headsets on Latest Windows Versions

June 9, 2025 From roadtovr

Microsoft pulled the plug on support for its entire WMR platform on Windows 11 last year, putting an official end to the company’s foray into PC VR headsets. Now, an unofficial SteamVR driver hopes to bring it back.

Microsoft deprecated the Mixed Reality Portal app, Windows Mixed Reality for SteamVR, and Steam VR Beta when Windows 11 24H2 update rolled out last October, making a fleet of PC VR headsets from Acer, Asus, Dell, Lenovo, HP, and Samsung essentially expensive paperweights.

Granted, if you haven’t updated to Windows 11 24H2, or are still on Windows 10, Microsoft says you’ll be able to play SteamVR content through November 2026 before the plug is pulled for good. Still, that’s a bitter pill to swallow for users of WMR’s most modern headset, HP Reverb G2, which released less than five years ago.

Now, Reddit user ‘mbucchia’ claims an unofficial SteamVR driver is in the works, which aims to bring all WMR headsets back into the fold sometime this Fall. Below you can see the first HP Reverb (2019) in action:

Dubbed the ‘Oasis’ driver, mbucchia says the SteamVR driver “does not need the Mixed Reality Portal,” which was deprecated in Windows 11 24H2 last year alongside SteamVR beta support.

“This means it can work on Windows 11 24H2 and newer. It supports full 6DoF tracking along with motion controllers,” mbucchia says.

“As mentioned on another post, I don’t have all WMR headsets to test with. Though I can tell you that it [also] works on the original Acer AH100. It should in theory work on any brand/model,” mbucchia says.

The first wave of WMR headsets launched in 2017 | Image courtesy Microsoft

Work on the driver is remaining behind closed doors, mbucchia says, noting that Oasis will be restricted to Nvidia GPUs due to the way SteamVR interfaces with the GPU drivers.

Most interesting of all, though, is Oasis isn’t being undertaken by just anyone. Mbucchia claims they are currently an employee at Microsoft who has previously worked in the company’s Mixed Reality division.

“I am bound by NDAs and other obligations. I want to be clear that I have taken much care to NOT BREACH any of these agreements while working on this project. In particular, I am leveraging SteamVR for a lot of heavy lifting and I am not borrowing any Microsoft intellectual property,” mbucchia says.

For these reasons, Oasis won’t feature a beta, or similar early access, before its release in Fall 2025. It also won’t be open source.

“Much of the code is the result of deep reverse-engineer. Reverse-engineering that if shared, could be construed as exposing internals of programs like SteamVR or the Nvidia GPU drivers,” mbucchia explains. “Not[e] that here again, I am NOT BREACHING any proprietary/intellectual property. Having respect for both Valve and Nvidia, I will not divulge any of the code that they do not consider public.”

Mbucchia says they’ll reveal more about the project in the Windows Mixed Reality subreddit leading up to its Fall 2025 release.

Filed Under: News, PC VR News & Reviews

Industry Insider Expects New Valve XR Headset to Launch in 2026

May 19, 2025 From roadtovr

It appears Valve has been developing a standalone XR headset, codenamed ‘Deckard’, for some time. Now, an industry insider has apparently gotten a peek at the headset’s design, calling it “quite amazing,” further noting it’s potentially arriving sometime next year.

Stan Larroque, Founder of XR hardware company Lynx, confirmed in a recent X post the he’s actually seen the design for Valve’s next XR headset.

The design of Valve next HMD is quite amazing!

— Stan Larroque (@stanlarroque) May 17, 2025

Larroque further confirmed that neither him nor his company Lynx, which released the Lynx R-1 mixed reality headset, is under any type of non-disclosure agreement (NDA).

Larroque tells Road to VR that Valve Deckard won’t compete against Lynx’s upcoming hardware, as they separately “address two different markets [and] price points.”

Still, beating around the bush somewhat, Larroque tells us Valve and Lynx “might share suppliers for some components,” which definitely smells like a supply chain leak.

“I would be equally pissed if Lynx nextgen ID got leaked so I won’t share more,” Larroque says in an X post. “I’m just excited for good new XR HMDs. The HMD-making world is so small, we all share the same suppliers for some components.”

Valve Patent from 2022 | Image courtesy Brad Lynch

Furthermore, he tells Road to VR that he’s heard that mass production and eventual availability is slated for 2026, which differs slightly from a previous report wherein leaker and data miner ‘Gabe Follower’ alleged Deckard would arrive by the end of 2025, priced at $1,200.

While Valve hasn’t confirmed anything yet, the rumor mill has been drumming up its fair share of speculation even since the Deckard naming scheme was discovered by data miners in January 2021.

There have been leaked prototype designs (seen above) from 2022, as well as leaked 3D models hidden in a SteamVR update late last year (seen below), which appeared to show off a new VR motion controller, codenamed ‘Roy’.

Valve ‘Roy’ Model Leak | Image courtesy Brad Lynch

Then, last month, tech analyst and VR pundit Brad ‘SadlyItsBradley‘ Lynch reported Valve was gearing up production for the long-awaited device, evidenced by Valve’s recent importation of equipment to manufacture VR headset facial interfaces inside the USA.

Lynch alleges the equipment in question “is being provided by Teleray Group who also manufactured the gaskets for the Valve Index and HP G2 Omnicept.”

Exactly what and when are still relatively big question marks, although it appears Valve is moving forward with its standalone XR headset at an opportune time. Provided Larroque’s supply chain leaks are true, and it is indeed coming in 2026, a number of previous reports suggest there will be some healthy competition out there when it does.

In July 2024, The Information alleged Meta is planning to release two flagship consumer headsets sometime in 2026, codenamed ‘Pismo Low’ and ‘Pismo High’. Beyond that, a competitor to Apple Vision Pro, tentatively thought of as ‘Quest Pro 2’, is reported to arrive in 2027. Meanwhile, we’re waiting for any real shred of evidence to come from Apple of any forthcoming headset.

By then, Samsung’s Project Moohan should be in the wild, which when it launched in late 2025 will run Google’s upcoming Android XR operating system. The device is slated to bring the full-fat Android App Store to an XR device for the first time in addition to XR content.

While we’d expect Valve to skip the flashy keynotes and simply seed developers first with hardware in its usual lowkey manner, you never know when a random purchase link might just pop up on Steam, so we’ll be keeping our eyes peeled from now until whenever.

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

Pimax Delays Thin & Light ‘Dream Air’ PC VR Headset to Q3 2025, Reveals Cheaper ‘Dream Air SE’ Version

May 12, 2025 From roadtovr

Pimax announced Dream Air last December, aiming to take on the emerging segment of compact high-end PC VR headsets, such as Bigscreen Beyond and Shiftall MaganeX Superlight 8K. And before the company has even released Dream Air, Pimax revealed it’s also producing a cheaper version: Dream Air SE.

Previously expected to release in May, the company announced during its Pimax Connect event that Dream Air has been delayed to August-September 2025, as the company says it’s waiting on high-end Sony micro-OLED panels, 3,840 × 3,552 per-eye.

“Sony’s micro-OLED panels are top-tier, also used by Apple and Google,” says Pimax European Marketing Director Martin Lammi. “They have an excellent quality consistency across all panels and their visual effect is better. This is because the brightness is higher and the pixels have a wider view angle or ‘chief ray angle’, up from 15 degrees to 20 degrees.”

Other updates to Dream Air include a more balanced split-cable design, which was revealed in March, as well as an optional flip-up style halo headstrap, and support for third-party head straps, such as HTC’s Deluxe Audio Strap.

In the meantime, Pimax revealed Dream Air SE, which includes many of the same features of Dream Air, including micro-OLED panels, integrated audio, self-adjusting strap, pancake lenses, hand-tracking, and Tobii eye-tracking. The standout difference though is Dream Air SE’s 2,560 × 2,560 resolution micro-OLEDs and lower price.

Image courtesy Pimax

Dream Air SE starts at $899 for the Lighthouse version, appealing to those with existing SteamVR base stations and controllers. The SLAM version, priced at $1,199, includes controllers and inside-out tracking. You can find them both available for pre-order on Pimax’s website.

Like Pimax’s other headsets, users pay an upfront cost for the headset which comes with a 14-day trial period. Afterwards, if users want to keep the headset, they then pay a Pimax Prime software membership for continued access. Here’s how that breaks down:

  • Dream Air SE – SLAM Version: $699 upfront + $500 Prime = $1,199 total
  • Dream Air SE – Lighthouse Version (no controllers or basestation): $599 upfront + $300 Prime = $899 total

For comparison, Dream Air Lighthouse version starts at $1,899 ($1,199 upfront + $700 Prime), with the Dream Air SLAM version priced at $2,199 ($1,399 upfront + $800 Prime).

Check out the Pimax Connect announcement below:

Filed Under: News, PC VR News & Reviews

Bigscreen Says Tariffs Will Not Increase Price of Beyond 2 PC VR Headset

April 17, 2025 From roadtovr

Wide sweeping tariffs levied by US President Donald Trump have led to uncertainty in just how the XR hardware industry will react. Now, Bigscreen says its recently announced Beyond 2 PC VR headset will not see a price increase as a result.

Bigscreen released a statement on X wherein the company maintains its Beyond 2 headset, priced at $1,019, isn’t getting a price bump despite increased tariffs applied to many goods manufactured in China.

According to Bigscreen, the company sources Beyond 2 components and assemblies from a variety of regions, including China, Japan and Europe. While “significant final assembly and testing” take place at its Los Angeles-based factory, many of the most expensive components and assemblies are made outside the US, which have “dramatically increased […] costs.”

“We expect to absorb all costs of the tariffs, trade war, and supply chain disruptions. We will not be increasing prices in any form for the foreseeable future,” Bigscreen says. “Customers will not pay any further shipping fees, tariffs, import duties, taxes, or VAT,” the company adds, noting that the final checkout amount includes no hidden fees.

Bigscreen Beyond 2 | Image courtesy Bigscreen

While the company says it “expected this may happen long before we announced Bigscreen Beyond 2,” the United States’ Harmonized Tariff Schedule is still evolving.

President Trump issued an executive order last week exempting many electronics, such as smartphones, monitors, and laptops, from the combined 145% reciprocal tariff rate.

Although not specifically named, VR headsets are expected benefit from the exemption, as UploadVR notes, however these devices will still be subject to a 20% tariff which was put in place in March 2025.

Prior to the exemption, Shanghai-based PC VR headset creator Pimax was the first to address tariffs with the announcement it would offload some of the pressure to its ‘Pimax Prime’ software subscription, keeping the final ‘all-in’ price of flagship Crystal Super at parity to the same ~$1,690 pre-tariff pricing, albeit with the inclusion of a $95 US-only surcharge.

Filed Under: News, PC VR News & Reviews

Pimax Updates Prices in Response to US-China Trade War, Using Software Subscription to Absorb Costs

April 11, 2025 From roadtovr

China-based PC VR headset creator Pimax has issued a statement addressing the impact of the recent US–China trade war on its operations, particularly concerning its Crystal Super VR headset. It’s going to be slightly more expensive for US-based customers, but Pimax’s recent subscription-based payment structure seems to be offsetting much of the costs.

Announced back in April 2024, Crystal Super is the company’s next flagship PC VR headset, offering a base 57 PPD version with QLED panels that features a resolution of 3,840 x 3,840 pixels per eye and a 120-degree field-of-view (FOV). It’s still only available in pre-order, although shipping is expected to start soon.

At the time of this writing, the US has levied a 145% tariff on all goods manufactured in China. This is bad news for XR headset creators the world over, as China is by far the segment’s largest manufacturing hub. And Shanghai-based Pimax is seemingly the first of the bunch to announce price changes in response.

Pimax released a blogpost wherein it describes just what’s happening to US-based customers in relation to new tariffs. And it’s not as bad as you’d think.

The company says all US orders of Crystal Super placed before February 4th, 2025 will not include any extra tariff costs, however they may face a delay of about 20 days due to bulk shipments to US-based warehouses.

Pimax Crystal Super | Image courtesy Pimax

Orders placed between February 4th and April 10th will include a $75 ‘Regional Surcharge’ however, which Pimax says partially offsets increased shipping and logistics costs.

Moreover, starting April 10th, all new US orders will carry a $95 surcharge, with shipments expected to begin in June. Pimax says it’s also establishing a factory in Delaware to handle final assembly.

That said, the overall price of Crystal Super isn’t really changing. Pimax has now updated its pricing structure, and although it’s become less straight forward following the rollout of its subscription-based software pricing, it’s actually helping to offset tariff-related costs.

Now, the base price of Pimax Crystal Super has been lowered to $799, with the remaining $885 payable later through Pimax Play with Prime—a total cost $1,684 (excl. US-only $95 surcharge).

For everyone else around the globe, it’s essentially a nominal change. Previously, Crystal Super was priced at $999 with the remaining Prime subscription costing $696—total cost $1,695. You’ll now see that local pricing has be updated to reflect the lower upfront cost.

Notably, the company highlights that its 14-day trial period is still in place. For users outside the US, this could make Crystal Super slightly more attractive than before, as it requires less upfront money down—still refundable if you send it back before the trial period ends and you need Prime to continue using it.

That said, Pimax is in a unique position to rebalance its costs by leveraging its expensive, but now extremely useful subscription model. The same can’t be said for platform holders like Meta, which already subsidize hardware in effort to make software more attractive.

While Meta hasn’t announced any price hikes, the company has actually raised headsets prices in the past, with the COVID-19 pandemic forcing the company to temporarily raise the price of Quest 2 from $300 to $400 back in 2022. So, we’ll just have to wait and see.

– – — – –

We’ll be following the effects of US-China trade war tariffs on XR hardware closely, so check back soon for more.

Filed Under: News, PC VR News & Reviews

Bigscreen Beyond 2 Sold the Equivalent of 6 Months of Beyond 1 Sales in First 24 Hours

March 24, 2025 From roadtovr

Bigscreen Beyond 2 orders flooded in last Thursday at a surprising pace. Now, the PC VR headset maker notes that its next slim and light headset outsold the original in 24 hours by an impressive margin, making its first day or sales equivalent to six months of what it did with Beyond 1.

We’ve already heard some impressive stats following Bigscreen’s launch for Beyond 2 orders. In 25 minutes, Beyond 2 outsold the first day of Beyond 1 sales. In the first hour, they doubled Beyond 1 launch day sales. Within 10 hours of launching orders, Beyond 2 sold more than the first four months of Beyond 1 sales.

In an X post on Friday, Bigscreen founder and CEO Darshan Shankar revealed the most impressive sales stat yet:

“In the first 24 hours, Beyond 2 has sold 10 TIMES as many Beyond 1s sold on its launch day 2 years ago. In the first 24 hours, Beyond 2 has sold as much as Beyond 1 did in its first 6 months of sales. That’s exceptional.”

Shankar says the company did this with zero ad spend, noting “[w]e didn’t pay influencers to pump our product. We didn’t pay an agency for an expensive video. No advertising.”

The company did however send a few early Beyond 2 units to reviewers, which Shankar says was “[l]ike 10 units,” which, among others, included Tested, Thrillseeker, MRTV and VR Flight Sim Guy.

In case you missed the news—you check out the specs, price and launch schedule here—Beyond 2 comes in two flavors, one with eye-tracking (Beyond 2e) and one without (Beyond 2), priced at $1,019 and $1,219 respectively.

While it’s packing in the same dual 1-inch 2,560 × 2,560 micro-OLED displays as the original Beyond, the biggest improvement overall is the headset’s larger field-of-view (FOV) and better clarity thanks to the inclusion of a new pancake lens design. This bumps Beyond 2 to a 116-degree diagonal FOV over the original’s 102-degree diagonal FOV, and also includes an adjustable IPD mechanism in a lighter 107g design.

Although the first batches were quoted to ship in April (Beyond 2) and May (Beyond 2e), at the time of this writing new orders of Beyond 2 and Beyond 2e are quoted to ship in June.

Filed Under: PC VR News & Reviews, 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

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

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