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Samsung Partners with Google & Qualcomm to Release Android-powered XR Device

February 6, 2023 From roadtovr

Samsung’s 2023 Unpacked event was all about the company’s Galaxy S23 hardware, although at the end of its hour-long presentation the South Korean tech giant announced it was working with Qualcomm and Google to develop an XR device.

TM Roh, Samsung’s president and head of mobile experiences, didn’t reveal any more than what was said on stage, namely the existence of the partnership itself, however speaking to The Washington Post he announced the companies are “getting there,” and that the XR device was “not too far away.”

It’s not clear what sort of device it will be, since ‘XR’ essentially covers the entire gamut of immersive headsets, including augmented reality (e.g. HoloLens), virtual reality (e.g. Meta Quest 2), and mixed reality (e.g. Meta Quest Pro). Our best bet though is on a standalone MR headset, which uses passthrough cameras to layer computer-generated visuals on top of the user’s physical space, essentially replicating the experience you might have on a see-through AR display, albeit on a VR device.

MR headsets include Meta Quest Pro, HTC Vive XR Elite, and Apple’s rumored headset which is reportedly set to arrive sometime early this year at around $3,000.

Meta Quest Pro | Image courtesy Meta

As you’d imagine, Qualcomm is tasked with building the XR device’s chipset, while Samsung will manufacture the headset’s hardware. Software will be provided by Google; WaPo reports it will be running on “the unannounced version of the Android operating system meant specifically to power devices such as wearable displays.”

With the exception of Qualcomm, which not only produces XR-specific chipsets but also regularly shows of its own XR headset references, both Samsung and Google’s commitment to the project are kind of a long-awaited homecoming.

Samsung was one of the first truly massive tech companies to develop VR hardware. Starting in 2014, the company partnered with Meta (then Oculus) on the Samsung Gear VR platform, which paired the Galaxy Note 4 phone with a headset shell sporting an optimized intertidal Measurment unit (IMU). Samsung Gear VR was essentially the first high-quality 3DOF mobile VR experience offered to consumers, marking a stark departure from the sort VR experiences you could find on Google’s more open, but decidedly lower-quality Cardboard platform.

Notably, Samsung hasn’t released a VR product since the launch of the PC VR headset Odyssey+. Like seemingly all big tech firms these days, it appears to be working on AR glasses.

Smasung Odyssey+ | Image courtesy Samsung

Google, although reportedly also working on AR device, similarly shelved its VR ambitions when it discontinued its standalone Daydream platform in 2019, something which at the time was essentially the nail in the company’s Android VR coffin. Google previously worked with Lenovo in 2018 to produce its first and only standalone Daydream VR headset, the Lenovo Mirage Solo, which offered 6DOF room-scale tracking while providing only a single 3DOF clicker-style controller.

Since then, Google has only really been vocal about its experimental system for immersive video chatting, Project Starline, which lets people engage in face-to-face video chats without needing an AR or VR headset.

Typically, we’d say Mobile World Congress 2023 would be the next logical place to share more info about the XR hardware partnership. Samsung, Qualcomm and Google will all be present, so we may just learn more there when the week-long event kicks off in Barcelona, Spain on February 27th.

Filed Under: google, google ar, google vr, google xr, News, Qualcomm, qualcomm ar, qualcomm vr, qualcomm xr platform, Samsung, samsung ar, samsung ar glasses, Samsung VR, samsung xr, VR Hardware, VR Headset

Shiftall’s Slim & Light PC VR Headset MeganeX to Launch Early 2023, Priced at $1,700

January 4, 2023 From roadtovr

MeganeX, the SteamVR-compatible headset from Panasonic’s Shiftall, made its big debut back at CES 2020, and after years of iterations shown at various trade shows, the company says it’s finally nearing launch.

Shiftall is set to sell two flavors of MeganeX, a consumer version priced at $1,699 and a Business Edition, the pricing of which is still to be determined.

MeganeX includes the option to use both inside-out roomscale tracking and SteamVR base stations (1.0 and 2.0), providing 2,560 × 2,560 per eye via two independent 1.3-inch micro OLED displays, which were built by Kopin. Owing to its slim profile are the headsets pancake lenses, which were created by parent company Panasonic.

Image courtesy Shiftall

Although it includes onboard processing thanks to a Snapdragon XR1, it cannot operate in standalone mode (re: only tethered PC VR). The wing-like attachable module seen above on the consumer version is for SteamVR base stations.

“These [two headsets] will deliver the world’s highest level of viewing experience and black expression that only OLED can provide,” the company says in a press statement. “A folding frame with built-in speakers makes it easy to carry around. It supports 6DoF and lets you enjoy a variety of SteamVR-enabled VR applications.”

The consumer version, which offers a wider IPD over the Business Edition at a range of 56-72mm, includes a glasses adapter to accommodate bespectacled users of all sorts. The Business Edition however includes built-in diopter adjustments for near-sighted users, supporting a range of up to -7D, which comes as an addition to the platform’s glasses adapter.

Both the consumer and enterprise version are said to go on sale around April or March of this year, with the consumer version set to launch direct on Shiftall’s website. Check out the specs for both versions below:

MeganeX Specs

Image courtesy Shiftall

We have boots on the ground at CES 2023 in Las Vegas this year, so check back for all the latest AR/VR news this week as we get knee deep in emerging tech on the tradeshow floor.

Filed Under: ces 2023, MeganeX, News, panasonic, Shiftall, shiftall meganex, VR Headset

Pico 4 Shipments Delayed in Europe Due to High Global Demand

October 18, 2022 From roadtovr

Pico released its standalone VR headset Neo 3 Link this summer, marking its first real push to launch a consumer device outside of Asia. Now it’s getting ready to ship the follow-up standalone Pico 4, and the company seems to be struggling to keep up with demand in some regions.

Pico opened up pre-orders of Pico 4 in late September with the aim of initially releasing the headset today across several regions, including 13 European countries, Japan, and Korea.

Note: there’s still no word on whether Pico 4 is coming to the US, although Pico Interactive, owned by TikTok parent ByteDance, is expanding to the US to compete with Meta.

Pico says in a recent tweet however some European customers may see delays in shipment due to high demand:

“Due to unprecedented global demand, there will unfortunately be delays in fulfilling some customer pre-orders in the EU region. We are working tirelessly to ensure that demand is satisfied by the end of October,” Pico says.

Continuing: “We strongly recommend that you keep your back order in place at your preferred retailer as we will be prioritising existing back orders first. If you are affected, please accept our sincerest apologies. We are doing everything we can to resolve it as quickly as possible. In the meantime, if you can’t wait any longer to get your hands on a PICO headset, Neo 3 Link is available and in stock right now.”

In Europe, Pico 4 is strongly positioned to compete with Meta Quest 2. At €430 for the 128GB model and €500 for the 256GB model, Pico 4 not only beats Quest 2 on pricing, but also goes toe-to-toe in the specs department while providing a slimmer profile thanks to the addition of pancake lenses.

Last month the company also announced Pico 4 Pro, an enterprise-focused variant due out later this year which adds three internal cameras for eye and face-tracking. Pricing and launch of that device is still unclear, although it may be looking to take market share away from the recently announced Meta Quest Pro, which is priced at an eye-watering $1,500.

Filed Under: News, pico, pico 4, pico 4 delay, pico 4 pro, Pico Interactive, pico neo 4, Standalone VR Headset, VR Headset

HTC Teases Next VR Headset Ahead of Meta Connect & It’s Supposed to Be Small

October 6, 2022 From roadtovr

HTC today teased what’s confirmed to be the company’s next VR headset, something the Vive-creator says will be “something big… we mean small.”

There’s not much to go on for now, only a tweet which shows a piece of the headset in question with the subtitle “Go small or go home.” No name, no price, no release window. Bupkis.

Go small or go home. pic.twitter.com/PUqqKn4V5E

— HTC VIVE (@htcvive) October 6, 2022

Is it an image of a pancake lens, which many VR headset creators like Meta and Lenovo are now using in place of traditional Fresnel lenses to lower overall bulk? HTC’s casual VR content device Vive Flow already uses one.

Is it an exterior shot of a facial plate, possibly in a bid to appear like a pair of sunglasses like… well… Vive Flow? Your guess is as good as ours at this point.

Turning up the contrast on the image reveals one thing, that’s for sure: a cheeky message congratulating us on our failure to sus out more salient info.

Image courtesy HTC

And although we’re still hoping to see something from HTC that brings real consumer competition to Meta, the emphasis on the headset’s size as the main selling point could suggest the release of another casual VR viewing device like Flow.

In any case, the company says it’s learned from mistakes in the past, and is “putting those learnings into this headset.” It’s also some pretty convenient timing too, as Meta is only days away from holding its yearly Connect developer conference, which this year will likely see the reveal of the heavily-leaked Quest Pro (née Project Cambria).

Vive Flow was largely criticized for not providing much more of a practical experience beyond first-generation mobile VR devices like Gear VR, Oculus Go, or Google Daydream. It also needs an external power source to function, which is better than having a front-heavy headset, but still a concern among some owners. Maybe the Taiwan-based manufacturer is going for a real standalone format this time?

HTC has been known to do successive reveals of its headsets in the past, so we’ll be following along with the company’s Twitter account in the meantime to find out just what the company has in store.

Filed Under: htc, htc vive, HTC Vive Flow, htc vive standalone, News, Vive, VR Headset

PlayStation VR 2 Launching Early 2023, Sony Confirms

August 22, 2022 From roadtovr

Sony confirmed today that its latest VR headset, PSVR 2, will see a release date in 2023. The company’s brief announcement didn’t include a price for PlayStation VR 2, one of the last pieces of key info that’s still unknown.

Sony today shared one of the last but most important pieces of info regarding PlayStation VR 2… its launch window. The company confirmed today on Instagram (of all places) that the headset’s release date will come in early 2023, but shared absolutely no other info about the headset’s launch.

Granted, we know almost everything there is to know about PSVR 2 by this point, except for its price.

The early 2023 launch window (presumably Q1) is a curious move by Sony. The company has only ever launched major PlayStation hardware in Q3 or Q4, dating all the way back to the original PS1, and including the first PSVR headset.

Our best guess for the move is that Sony is expecting the ongoing global supply chain and inflation issues to cause chaos in the electronics market this holiday, and it doesn’t want to battle other consumer electronics makers on price. It’s even possible that the company wasn’t able to secure the components it needed for a Q4 2022 launch, forcing it to delay to Q1 2023.

In any case, we finally have an idea of when PlayStation VR 2 will launch… and it will be more than six years since the original headset’s release.

Sony is promising that PSVR 2 will offer an innovative VR experience with many features not currently found in other consumer headsets, like eye-tracking, HDR, head-haptics, and advanced trigger haptics. Check out our breakdown of PlayStation VR 2 specs to learn everything we know about the headset and how it compares to the original PSVR.

Filed Under: News, PlayStation VR 2, PlayStation VR 2 Launch Date, playstation vr 2 release date, psvr 2 launch date, PSVR 2 release date, VR Headset

Pico 4 & Pico 4 Pro Standalone VR Headsets Spotted in FCC Filing

July 25, 2022 From roadtovr

Pico Interactive, the VR hardware subsidiary to Chinese tech giant ByteDance, is apparently getting ready to release a new series of standalone VR headsets.

As first reported by Protocol, Pico filed the devices with the FCC late last week, saying in the filing that it intends to launch both a Pico 4 Pro and Pico 4 standalone headsets.

Both headsets are identical in specs “except additional eye tracking & face tracking function for Pico 4 Pro,” the company says in the filing.

Image courtesy FCC, Pico Interactive

As noted by Protocol, Pico appears to have called the new hardware ‘Phoenix’ in the FCC filing, and it’s reported to run on Android Q via a Qualcomm processor. FCC filings are typically vague as to not give away too much information pre-launch, so we’ll just have to wait to see how much of an upgrade it is over its latest.

It’s uncertain whether ‘Pico 4’ is the final naming scheme, or whether it’s a shorthand for Pico Neo 4, although it’s clear the company is looking to bring competition to basically the only real name in consumer VR standalones: Meta. Since its founding in 2015, Pico pretty much only targeted consumers in China and enterprise users in the West. That was before it released it Neo 3 Link in Europe back in May, a device that features near spec parity with Quest 2.

At the time, we surmised Pico was quickly eyeballing North America with its Neo 3 Link in an attempt to earnestly compete with Meta there, although now it’s possible the company is looking to one-up the competition with the new hardware before it makes landfall on Meta’s home turf.

The filing doesn’t reveal to what extent Pico 4 will be able to match Meta’s upcoming Project Cambria, which is a VR headset capable of doing augmented reality tasks thanks to its mixed reality passthrough camera sensors. The price of Cambria is set to be “significantly higher than $800” though, so there may be some wiggle room from a name that’s so far unknown to consumers in the US.

Cambria is said to include both eye and face-tracking, so it will be interesting to see how Pico intends on competing (likely with Pico 4 Pro), whether it be by pushing specs slightly beyond Quest 2 or going for full spec parity with Cambria.

Filed Under: bytedance, News, pico, pico 4, pico 4 pro, Pico Interactive, pico neo 4, pico neo 4 pro, Pico VR, Standalone VR Headset, VR Headset

HTC Announces Vive Flow Business Edition, Optional 3DOF Controller

June 23, 2022 From roadtovr

Vive Flow, HTC’s compact VR headset, is targeted at travelers and consumers looking for casual VR experiences and media consumption. Now the company has announced it’s marketing a Business Edition of Vive Flow alongside an optional controller which should make navigating in-headset a bit easier for first-time users.

Vive Flow Business Edition is being pitched as a lightweight device for VR training, distance learning, bringing immersive experiences into the classroom, location-based entertainment, and healthcare and rehabilitation. The headset, which sells for $499 (€550) on the company’s website, includes a two-year business warranty as well as standard enterprise support.

HTC says new software features include a ‘kiosk mode’ so content can be queued up and remotely triggered, which is ideal for trade shows or running training sessions, the company says.

Vive Flow Controller | Image courtesy HTC

Launched for consumers last year, Vive Flow is a standalone VR headset that tethers to an Android smartphone for input via Bluetooth, and physically plugs into an external battery for power. Ok, so not entirely standalone, but the lightweight device does feature onboard processing. Granted, that Android-only device spec may change here soon, as HTC says it’s working on iPhone support for Vive Flow too.

By default, Vive Flow uses the smartphone as its only input device. Now the company is introducing an optional 3DOF controller for Vive Flow (seen above) that can be paired with either the consumer or business version of the headset.

Although we were hoping to hear more about hand-tracking or controllers (emphasis on the plural), going back to the old reliable controller style, which we’ve seen as early as 2016, makes a good deal of sense: blindly clicking on a smartphone when immersed in VR isn’t the most intuitive way for newcomers.

You can check out the full specs for Vive Flow here, including resolution, field of view, processor, and all of the ergonomic bits that help it achieve its 189 gram weight, making it several times lighter than any major VR headset on the market today.

Filed Under: HTC Vive Flow, News, vive flow, vive flow business, vive flow controller, VR Headset

Meta Reveals VR Headset Prototypes Designed to Make VR ‘Indistinguishable From Reality’

June 20, 2022 From roadtovr

Meta says its ultimate goal with its VR hardware is to make a comfortable, compact headset with visual finality that’s ‘indistinguishable from reality’. Today the company revealed its latest VR headset prototypes which it says represent steps toward that goal.

Meta has made it no secret that it’s dumping tens of billions of dollars in its XR efforts, much of which is going to long-term R&D through its Reality Labs Research division. Apparently in an effort to shine a bit of light onto what that money is actually accomplishing, the company invited a group of press to sit down for a look at its latest accomplishments in VR hardware R&D.

Reaching the Bar

To start, Meta CEO Mark Zuckerberg spoke alongside Reality Labs Chief Scientist Michael Abrash to explain that the company’s ultimate goal is to build VR hardware that meets all the visual requirements to be accepted as “real” by your visual system.

VR headsets today are impressively immersive, but there’s still no question that what you’re looking at is, well… virtual.

Inside of Meta’s Reality Labs Research division, the company uses the term ‘visual Turing Test’ to represent the bar that needs to be met to convince your visual system that what’s inside the headset is actually real. The concept is borrowed from a similar concept which denotes the point at which a human can tell the difference between another human and an artificial intelligence.

For a headset to completely convince your visual system that what’s inside the headset is actually real, Meta says you need a headset that can pass that “visual Turing Test.”

Four Challenges

Zuckerberg and Abrash outlined what they see as four key visual challenges that VR headsets need to solve before the visual Turing Test can be passed: varifocal, distortion, retina resolution, and HDR.

Briefly, here’s what those mean:

  • Varifocal: the ability to focus on arbitrary depths of the virtual scene, with both essential focus functions of the eyes (vergence and accommodation)
  • Distortion: lenses inherently distort the light that passes through them, often creating artifacts like color separation and pupil swim that make the existence of the lens obvious.
  • Retina resolution: having enough resolution in the display to meet or exceed the resolving power of the human eye, such that there’s no evidence of underlying pixels
  • HDR: also known as high dynamic range, which describes the range of darkness and brightness that we experience in the real world (which almost no display today can properly emulate).

The Display Systems Research team at Reality Labs has built prototypes that function as proof-of-concepts for potential solutions to these challenges.

Varifocal

Image courtesy Meta

To address varifocal, the team developed a series of prototypes which it called ‘Half Dome’. In that series the company first explored a varifocal design which used a mechanically moving display to change the distance between the display and the lens, thus changing the focal depth of the image. Later the team moved to a solid-state electronic system which resulted in varifocal optics that were significantly more compact, reliable, and silent. We’ve covered the Half Dome prototypes in greater detail here if you want to know more.

Virtual Reality… For Lenses

As for distortion, Abrash explained that experimenting with lens designs and distortion-correction algorithms that are specific to those lens designs is a cumbersome process. Novel lenses can’t be made quickly, he said, and once they are made they still need to be carefully integrated into a headset.

To allow the Display Systems Research team to work more quickly on the issue, the team built a ‘distortion simulator’, which actually emulates a VR headset using a 3DTV, and simulates lenses (and their corresponding distortion-correction algorithms) in-software.

Image courtesy Meta

Doing so has allowed the team to iterate on the problem more quickly, wherein the key challenge is to dynamically correct lens distortions as the eye moves, rather than merely correcting for what is seen when the eye is looking in the immediate center of the lens.

Retina Resolution

Image courtesy Meta

On the retina resolution front, Meta revealed a previously unseen headset prototype called Butterscotch, which the company says achieves a retina resolution of 60 pixels per degree, allowing for 20/20 vision. To do so, they used extremely pixel-dense displays and reduced the field-of-view—in order to concentrate the pixels over a smaller area—to about half the size of Quest 2. The company says it also developed a “hybrid lens” that would “fully resolve” the increased resolution, and it shared through-the-lens comparisons between the original Rift, Quest 2, and the Butterscotch prototype.

Image courtesy Meta

While there are already headsets out there today that offer retina resolution—like Varjo’s VR-3 headset—only a small area in the middle of the view (27° × 27°) hits the 60 PPD mark… anything outside of that area drops to 30 PPD or lower. Ostensibly Meta’s Butterscotch prototype has 60 PPD across its entirely of the field-of-view, though the company didn’t explain to what extent resolution is reduced toward the edges of the lens.

Continue on Page 2: High Dynamic Range, Downsizing »

Filed Under: butterscotch, Feature, half dome, holocake 2, mark zuckerberg, Meta, meta reality labs, meta reality labs research, michael abrash, News, Reality Labs, reality labs display systems research, starburst, vr hdr, VR Headset, vr headset prototypes, VR Research

Vive Flow’s Two Most Requested Features Are in the Works, Says HTC

June 2, 2022 From roadtovr

HTC’s compact VR headset, Vive Flow, launched late last year targeting a different kind of VR user. The company says that feedback since launch has consistently been around two features, both of which it plans to address.

Vive Flow is a compact VR headset targeting casual VR users who want a portable headset for relaxation and productivity. Out of the gate the product got high marks for its diminutive size, but HTC says there were two common themes in the post-launch feedback: a lack of support for iPhone and two-handed input.

Speaking during this week’s AWE 2022, Vive China President Alvin Wang Graylin tells Road to VR that both points are in active development and the company expects to have details to share soon.

Vive Flow isn’t a fully standalone headset; it must be plugged into a smartphone for both battery and input. But not just any smartphone… only Android devices have been supported since launch. For the huge number of iPhone users out there, that makes the device a non-starter, even if Flow’s unique ‘causal’ approach to VR is appealing.

Graylin said Vive Flow support for iPhone is on the way, though it may not offer the full set of capabilities that are possible when used with Android.

A big part of Vive Flow’s appeal is being able to cast flat apps from your phone into the headset, making the headset a simple personal theater for watching content on Netflix, YouTube, and the like. But if we had to guess, we’d say this capability could be limited when the headset is used with an iOS device, given Apple’s more restrictive approach to interoperability.

Image courtesy HTCViv

As mentioned, Vive Flow also uses the attached phone for input—both as a laser pointer and touchscreen input. But the single-handed and 3DOF nature of the ‘phone-as-a-controller’ leaves something to be desired. Graylin said that some form of two-handed input is in the works.

Two-handed input would not only make users feel a bit more capable in the headset, but could also open up more possibilities for different apps to work on the headset without being reworked for a single controller modality.

There’s a good chance the two-handed input will come in the form of hand-tracking—which HTC has supported on other headsets previously—but it’s possible the company might also surprise us by adding some kind of controller accessory to the headset. However, given the headset’s intention as a simple and portable device, hand-tracking seems to make the most sense.

Filed Under: HTC Vive Flow, htc vive flow ios, News, vive flow ios, Vive Flow iPhone, VR Headset

Allegedly Leaked Project Cambria Files Could Reveal Internal Design

June 2, 2022 From roadtovr

Meta is still pretty camera-shy when it comes to showing off Project Cambria, the company’s upcoming high-end VR headset which offers AR passthrough. It’s been intentionally blurred for its few on-screen demos, however now we may have just gotten a look under the hood.

YouTuber and tech analyst Brad Lynch (SadlyItsBradley) released a number of images in a post on his Patreon page which appear to be CAD files of Project Cambria.

Lynch previously released a render of an alleged production version of Cambria back in April, however he says some of those details were misinterpreted. With the leaked files, Lynch says there’s a few key items he’s noticed that are included in the upcoming headset that weren’t previously apparent.

“You may notice a wire on the right side of the device. In one of the pictures its sorta coiled/curved. This is the power delivery wire that connects the battery in the back of the head strap to the HMD up front. It seems that when you adjust the strap to the ‘closest point,’ it will coil automatically. And stretch to be straight when you adjust the opposite way,” Lynch says in the Patreon post.

Image courtesy Brad Lynch

Lynch notes that on the headset’s left side, a clip attached to the headstrap may be for the USB-C cable that is allegedly bundled with the device.

“This is very similar to how most PC VR HMDs include a plastic clip to run a tether around comfortable their devices. I am shocked they are including this, since I figured they would push the Oculus Air Link method rather than the Oculus (wired) Link method but there it is. Especially from the fact this device is almost certain to include Wifi-6E.”

In the image above you can also make out the adjustment knob for the headset’s strap.

Image courtesy Brad Lynch

Lynch also posits that a knob on the front of the headset is to dial-in lens distance from the face, or similar to how the comfort dial works on Valve Index.

He also alleges the IPD mechanism is set by “grabbing the lenses themselves and moving them,” as opposed to dialing them in with some sort of wheel mechanism. Unlike Quest 2, Lynch says it offers smooth adjustments between interpupillary distance (IPD) sizes for more precise user comfort.

Image courtesy Brad Lynch

And what sets Cambria apart from other headsets: Lynch alleges it has two “glacier” cameras on the front left and right, and one “teton” high resolution RGB Camera in the center, the latter of which is used to colorize the monochrome stereo glacier sensors.

Image courtesy Brad Lynch

A supposed infrared (IR) projector is also there—a small square sitting just above the centrally located RGB sensor—which is said to provide additional depth data for environmental mapping.

Lynch has spent considerable time over the past few months datamining with fellow VR cohorts Basti564 and Samulia to track down rumors and info. Although Lynch doesn’t reveal where this info came from, he maintains its a “large leak.”

Lynch has also included a prediction of specs based on those files and other obtained info. It’s said to feature:

  • 2,160 x 2,160 MiniLED Backlit LCD Panels (2)
  • Custom Pancake Lenses (2)
  • 16MP Color Camera for Color Passthrough
  • Eye + Face Tracking (IR Camera based)
  • Qualcomm XR2+ Gen 1 SoC
  • 12GB LPDDR5 RAM
  • 256GB SSD
  • WiFi 6E Support
  • ~5000 mAh battery

There’s still no precise launch information yet for Project Cambria, although Meta has gone one record saying it’s slated to be “significantly higher” than $800, making it targeted more squarely at developers and enthusiasts.

Filed Under: brad lynch, cambria, Meta, meta project cambria, News, project cambria, sadleyitsbradley, Standalone VR Headset, VR Headset

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