Meta announced at its annual developer conference today that Quest 3 is now available for pre-order starting at $500, shipping October 10th. The company also revealed a host of accessories which ought to help knock a few of those pesky paychecks from your bank account.
Here’s the full list of accessories announced today. You can find them all over at Meta’s website, and likely also through online retailers such as Amazon, Best Buy, Target and Walmart.
Quest 3 Charging Dock [$130]
Product description: Be ready to play and stay organized with an all-in-one wireless charging dock for the Meta Quest 3 headset and controllers. Includes rechargeable lithium-ion batteries for your controllers. The charging dock is also compatible with our other accessories including Elite Strap, Elite Strap with Battery, and Active Straps (sold separately).
Quest 3 Elite Strap [$70]
Product description: Play in comfort with this adjustable, ergonomic head strap that easily adjusts to fit most head sizes with the turn of a dial. This lightweight strap takes pressure off your face and evenly distributes the weight for a more comfortable fit.
Quest 3 Elite Strap with Battery [$130]
Product description: Play in comfort and get up to 2 hours additional VR game playtimewith this adjustable ergonomic head strap that features a built-in, lithium-ion battery. Easily adjusts to fit most head sizes while distributing the weight for a more comfortable fit. Charge your headset and head strap battery simultaneously with a single charging cable. *Battery life may vary based on headset usage, configurations, and settings.
Quest 3 Carrying Case [$70]
Product description: Take your headset and accessories on the go with style and complete protection. Designed for your Meta Quest 3 headset, Touch Plus controllers, charging cable, adapter, headstrap (standard or Elite) and Active Straps. This genuine Meta Quest accessory ensures a perfect fit, durability, and convenience anywhere you take your gear.
Quest 3 Silicone Facial Interface [$40]:
Product description: Wipe away sweat and dirt easily and get right back to your next workout or gaming session. This soft, silicone facial interface provides a cleaner feel and comfortable fit on your face. Get a perfect fit and block out unwanted light from entering your Meta Quest 3.
Quest Active Straps for Touch Plus Controllers [$40]
Product description: Play with confidence and intensity with these premium, adjustable straps that give extra grip and stability for your Meta Quest Touch Plus Controllers. Designed to comfortably fit most hand sizes, Active Straps provide added stability and effortless grip while you play, navigate and gesture in VR.
Quest 3 Facial Interface & Head Strap [$50]:
Product description: Express yourself in bold color and stay comfortable in Meta Quest 3. The fabric facial interface provides breathable cushioning while blocking out unwanted light. Color-matched, flexible head strap fully adjusts to fit most head sizes for added support. Available in Elemental Blue and Blood Orange.
VR Prescription Lenses for Quest 3 [$50]
Product description: Experience a seamless viewing experience without the hassle of glasses. Lightweight and easy to install, these lenses are custom made by Zenni for your exact prescription. Designed in collaboration with Meta, these prescription lenses provide a perfect fit and high-quality visual experience in your Meta Quest 3.
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Razer is also making wireless earbuds for Quest 3, named ‘Razer Hammerhead HyperSpeed Earbuds for Meta Quest 3’.
Additionally, the company is still hawking its $80 Quest Link Cable, which has been confirmed to work with Quest 3.
Like Quest 2, Quest 3 can also optionally swap out their standard Touch controllers for Quest Touch Pro Controllers, priced at an eye-watering $300. This includes more accurate inside-out tracking that doesn’t require line of sight, as with all other Touch controllers from generations past.
Connect 2023 kicks off today, taking place September 27th and 28th at Meta’s Menlo Park headquarters. There’s been a ton of news already, so make sure to follow along with Connect for all of the latest XR stuff from Meta.
At Meta Connect 2023 today, among the avalanche of news we learned Quest 3 is shipping October 10th, accessories are raining from the sky, and there will be “another 50+ titles” coming by year’s end.
Meta says over 100 new and upgraded titles are coming to Quest 3 by year’s end, with over half of them brand new.
Many of those 100+ apps and games are getting some form of “MR features” too, Meta says, which ought to help fill out what so far seems to be a fairly shallow pool of mixed reality content currently. Mixed reality games announced today include multiplayer tabletop battle game BAM! from I-Illusions, a mixed reality mode for Ghostbusters: Rise of the Ghost Lord,Lego Bricktales and Meta’s First Encounters tutorial app for Quest 3 (we’ll be filling out this list as we learn more). Meta also showed MR modes for Stranger Things VR and Less Mills Body Combat.
While full-color passthrough allows for mixed reality games, Quest 3 is thankfully also backwards compatible with Quest 2’s entire library of over 500+ VR games and apps.
Granted, individual developers will need to push Quest 3-specific updates that overhaul things like texture quality and render resolution to get the most out of the Meta’s latest and greatest.
Its higher-resolution, independent displays and second-gen Snapdragon XR2 (see the full specs here) will also boost Quest 2 content out of the gate though, making what’s there a little sharper and clear, and a little less resource intensive too.
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Connect 2023 kicks off today, taking place September 27th and 28th at Meta’s Menlo Park headquarters. There’s been a ton of news already, so make sure to follow along with Connect for all of the latest XR stuff from Meta.
At Connect 2023 today, Meta released the long-awaited info drop for Quest 3, its first mixed reality headset for consumers, which includes specs, price, online pre-orders, launch date and more. Here’s the main bits:
Quest 3 is officially now available for pre-order, with shipping slated to start on October 10th, 2023. In the US, you’ll be able to find Quest 3 online through Meta as well as its official partners, including Amazon, Best Buy, Target, and Walmart.
The mixed reality headset is being offered in two variants, a 128GB version for $500, and a 512GB version for $650. Here are those prices in GBP, EUR, and JPY:
£479.99 GBP (128GB), £619.99 GBP (512GB)
€549.99 EUR (128GB), €699.99 EUR (512GB)
¥74,800 JPY (128GB), ¥96,800 JPY (512GB)
Meta announced it’s bundling both variants of Quest 3 with Quest-exclusive sequel Asgard’s Wrath 2, valued at $60. On top of Asgard’s Wrath 2, which is due out sometime this winter, the 512GB version includes a six-month subscription to the PS Plus-style game service Meta Quest+, valued at $108.
Following the release of Quest Pro last year, which initially sold for $1,500 but was later reduced to $1,000, Quest 3 is the company’s first mixed reality headset created specifically with consumers in mind. It includes color passthrough sensors which allow the user to see the outside world, which is not only useful for switching between VR mode and checking out your surroundings, but also for playing AR games using your physically environment as a backdrop.
There are a ton more announcement on the way, so make sure to follow along with us for all of the latest XR news to come from Connect 2023.
Quest 3 Specs
Resolution
2,064 × 2,208 (4.5MP) per-eye, LCD (2x)
Refresh Rate
90Hz, 120Hz (experimental)
Optics
Pancake non-Fresnel
Field-of-view (claimed)
110ºH × 96ºV
Optical Adjustments
Continuous IPD, stepped eye-relief (built in)
IPD Adjustment Range
53–75mm
Processor
Snapdragon XR2 Gen 2
RAM
8GB
Storage
128GB, 512GB
Connectors
USB-C, contact pads for optional dock charging
Weight
515g
Battery Life
1.5-3 hours
Headset Tracking
Inside-out (no external beacons)
Controller Tracking
Headset-tracked (headset line-of-sight needed)
Expression Tracking
none
Eye Tracking
none
On-board cameras
6x external (18ppd RGB sensors 2x)
Input
Touch Plus (AA battery 1x), hand-tracking, voice
Audio
In-headstrap speakers, 3.5mm aux output
Microphone
Yes
Pass-through view
Yes (color)
MSRP
$500 (128GB), $650 (512GB)
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Connect 2023 kicks off today, taking place September 27th and 28th at Meta’s Menlo Park headquarters. There’s been a ton of news already, so make sure to follow along with Connect for all of the latest XR stuff from Meta.
Bigscreen Beyond is the most interesting and promising new dedicated PC VR headset to come out in years, and while there’s a lot to like, we’re still waiting on a key piece that will make or break the headset.
Bigscreen Beyond has one goal in mind: make the smallest possible headset with the highest possible image quality.
Generally speaking, this unlikely headset (born from a VR software startup, after all) has ‘pulled it off.’ It’s an incredibly compact VR headset with built-in SteamVR tracking. It feels like a polished, high-end product with a look and feel that’s all its own. The visuals are great, though not without a few compromises. And it delivers something that no other headset to date has: a completely custom facepad that’s specially made for each customer.
I’ll dig more into the visual details soon, but first I need to point out that Bigscreen Beyond missing something important: built-in audio.
While there’s an official deluxe audio strap on the way, as of right now the only way to use Bigscreen Beyond is with your own headphones. In my case that means a pair of wireless gaming headphones connected to my PC. And it also means another thing to put on my head.
For some headsets this would be a notable but not deal-breaking inconvenience, for Bigscreen Beyond, however, it’s amplified because the headset’s custom-fit facepad means absolutely zero light leakage. It wasn’t until I started using Beyond that I realize just how often I use the nose-gap in the bottom of most headsets to get a quick glimpse into the real world, whether that’s to grab controllers, make sure I didn’t miss an important notification on my phone, or even pick up a pair of headphones.
With no nose-gap and no passthrough camera, you are 100% blind to the real world when you put on Beyond. Then you need to feel around to find your headphones. Then you need to feel around for your controllers.
Oops, something messed up on your PC and you need to restart SteamVR? Sure, you can lift the headset to your forehead to deal with it in a pinch, but then you put it back down and realize you got some oil on the lenses from your hair or forehead. So now you need to wipe the lenses… ok, let me put down the controllers, take off the headphones, take off the headset, wipe the lenses, then put on the headset, feel around for my headphones, then feel around for my controllers. Now I want to fix my headstrap… oops the headphones are in the way. Let me take those off for a minute…
All of this and more was the most frustrating part of an otherwise quite good experience when using Beyond. And sure, I could use wireless earbuds or even external speakers. But both have downsides that don’t exist with a built-in audio solution.
A lack of built-in audio on a VR headset just feels like a huge step back in 2023. It’s a pain in the ass. Full stop.
Until we have the upcoming deluxe audio strap to pair with Beyond, it feels incomplete. We’re patiently waiting to get our hands on the strap—as it will really make-or-break the headset—and plan to update our review when that time comes. Bigscreen says it expects the deluxe audio start to be available sometime in Q4.
Bigscreen Beyond Review
With the audio situation in the back of our minds, we can certainty talk about the rest of the headset. Before we dive in, here’s a look at the tech specs for some context:
IPD (fixed, customized per headset) eye-relief (fixed, customized per facepad)
IPD Adjustment Range
53–74mm (fixed, single IPD value per device)
Connectors
DisplayPort 1.4, USB 3.0 (2x)
Accessory Ports
USB 2.0 (USB-C connector) (1x)
Cable Length
5m
Tracking
SteamVR Tracking 1.0 or 2.0 (external beacons)
On-board Cameras
None
Input
SteamVR Tracking controllers
On-board Audio
None
Optional Audio
Audio Strap accessory, USB-C audio output
Microphone
Yes (2x)
Pass-through view
No
Weight
170–185g
MSRP
$1,000
MSRP (with tracking & controllers)
$1,580
And here’s where it fits into the landscape of high-end PC VR headsets from a pricing standpoint:
Bigscreen Beyond
Varjo Aero
Vive Pro 2
Reverb G2
Valve Index
Headset Only
$1,000
$1,000
$800
–
$500
Full Kit
$1,580
$1,580
$1,400
$600
$1,000
Smaller Than it Looks
Bigscreen Beyond is an incredibly unique offering in a landscape of mostly much larger and much bulkier PC VR headsets. Beyond is even smaller than it looks in photos. In fact, it’s so small that it nearly fits inside other VR headsets.
Getting it so small required that the company individually create custom-fit facepads for each and every customer. Doing so involves using an app to 3D scan your face, which is sent to the company and used as the blueprint to make the facepad that ships with your headset. At present the face scan is only supported on iOS devices (specifically iPhone XR or newer) which means anyone without access to such a device can’t even order the headset.
And this isn’t an illusion of customization, the company isn’t just picking from one of, say, 5 or 10 facepad shapes to find the one that most closely fits your face. Each facepad is completely unique—and the result is that it fits your face like a glove.
That means zero light leakage (which can be good for immersion, but problematic for the reasons described above). The headset is also dialed in—at the hardware level—for your specific IPD, based on your face scan.
Eyebox is Everything
If there’s one thing you should take away from this review it’s that Bigscreen Beyond has very good visuals and is uniquely conformable, but getting your eyes in exactly the correct position is critical for a good experience.
The eyebox (the optimal optical position relative to the lenses) is so tight that even small deviations can amplify artifacts and reduce the field-of-view. In any other headset it would be far too small to make the headset even a viable product, but Beyond’s commitment to custom-fit facepads makes it possible because they have relatively precise control over where the customer’s pupil will sit.
The first facepad the company sent me fit my face well, but the headset’s sweet spot (the clarity across lens) felt so tight that it made the already somewhat small field-of-view feel even smaller—too small for my taste. But by testing the headset without any facepad, I could tell that having my eyes closer would give me a notably better visual experience.
When I reached out to the company about this, they sent back a newly made facepad, this time with and even tighter eye-relief. This was the key to opening up the headset’s field-of-view, sweet spot, and improving some other artifacts just enough to the point that it didn’t feel too much of a sacrifice next other headsets.
Here’s a look at my field-of-view measurements for Bigscreen Beyond (with the optimal facepad), next to some other PC VR headsets. While the field-of-view only increased slightly from the first facepad to the second, the improvement in the sweet spot was significant.
Personal Measurements – 64mm IPD (minimum-comfortable eye-relief, no glasses, measured with TestHMD 1.2)
Bigscreen Beyond
Varjo Aero
Vive Pro 2
Reverb G2
Valve Index
Horizontal FOV
98°
84°
102°
82°
106°
Vertical FOV
90°
65°
78°
78°
106°
It’s sort of incredible that moving from the first facepad to the second made such an improvement. At most, the difference in my pupil position between the two facepad was likely just a handful of milimeters. But the headset’s eye-box is just so tight that even small deviations will influence the visual experience.
Comfort & Visuals
With the ideal facepad—and ignoring the annoyance of dealing with an off-board audio solution—Bigscreen beyond felt like I jumped a few years forward into the future of headsets. It’s tiny, fits my face perfectly, the OLED displays offer true blacks, and the resolution is incredibly sharp with zero evidence of any screen-door-effect (unlit space between pixels).
While it does feel like you give up some field-of-view compared to other headsets, and there’s notable glare, the compact form-factor and light weight really makes a big difference to wearability.
With most VR headsets today I find myself adjusting them slightly on my head every 10 or 15 minutes to relieve pressure points and stay comfortable over a longer period. With Beyond, I found myself making those adjustments far less often, or not at all in some sessions. When playing over longer periods you just don’t notice the headset nearly as much as others, and you’re even less likely to have the occasional bonk on the headset from your flailing controllers, thanks to its much smaller footprint.
Brightness vs. Persistence
While Beyond’s resolution is very good—with resolving power that I found about equal to Varjo’s Aero headset—the default brightness level (100) leads to more persistence blur than I personally think is reasonable. Fortunately Bigscreen makes available a simple utility that lets you turn down brightness in favor of lower persistence blur.
I found that dialing it down to 50 was roughly the optimal balance between brightness and persistence for my taste. This level keeps the image sharp during head movement, but leaves dark scenes truly dark. Granted you can adjust the brightness on the fly if you really want.
Of course this will be content dependent, and Bigscreen is ostensibly tuning the headset with an eye toward movie viewing (considering their VR app is all about movie watching), where persistence blur wouldn’t be quite as bad because you move your head considerably less while watching a movie vs. playing a VR game.
Clarity
While Beyond doesn’t have Fresnel lenses, its pancake optics still end up with a lot of glare in high contrast scenes. I’d say it’s not quite as bad as what you get with most Fresnel optics, but it’s still quite notable. While Fresnel lenses tend to create ‘god rays’ which emanate from specific objects in the scene, Beyond’s pancake optics create glare that’s appears less directly attached to what’s in the scene.
Beyond the issues noted so far, other visual factors are all top notch: no pupil swim, geometric distortion, or chromatic aberration (again, this is all highly dependent on how well your facepad fits, so if you see much of the above, you might want to look into the fit of the headset).
Glassbreakers: Champions of Moss, the 1v1 battler from Polyarc launched into early access late last month, is releasing a new character today which aims to “hook” players into returning for more tactical rat-bashing action.
Revealed last week, new champion ‘Mojo’ is now available for players on Quest, which for now is the only platform with an open beta.
Polyarc says can wishlist Glassbreakers now on Steam, with a planned open beta release slated to arrive sometime in October.
Mojo (aka ‘MJ22’) brings a few new ranged abilities to the 1v1 real-time battler, such as the ‘Free Hugs’ ability which lets Mojo launch a hook attack to pull the opposing squad’s Champions in towards them.
Leveling up, the hook not only launches farther, but it also applies a slowing effect to enemies. Besides grabbing enemies, Mojo’s hook can also snag high-priority targets that the other squad is trying to protect.
The studio announced it’s also hosting a special ‘Quest for the Chest’ event from now until October 5th, which is boosting the speed at which players level up their weekly chests. What’s more, for the next two weeks the top-tier chests will contain “extra special rewards including a chance at never-before-seen masks and emblems for players and their squads,” Polyarc says.
The game is slated to make the transition from App Lab game to the Quest Store proper early next year.
To follow along with progress, take a look at the game’s Trello board to see how events are shaping up, and how bug fixes are coming along.
After a period of significant silence about VR from the company, Valve today surprise-released a beta for SteamVR 2.0, a major upgrade to the platform’s VR interface which finally brings more of the platform’s core capabilities into VR.
Valve originally said it planned to release “SteamVR 2.0” in 2020. But it would be Valve without the infamous Valve Time. So here we are three years later and SteamVR 2.0 has been released in beta.
This is a major upgrade to the SteamVR interface which better aligns SteamVR with the modern Steam and Steam Deck experiences.
Valve says that with the update “most of the current features of Steam and Steam Deck are now part of SteamVR.” That appears to include things that have been long-missing a native implementation into SteamVR, like chats, voice chats, and the modern Steam Store and Library. The update also adds an updated keyboard with the addition of emojis, themes, and more languages.
Valve says the beta update is “just the beginning of SteamVR 2.0’s journey, and we’ll have more to share in the coming weeks and months as we collect feedback and work on the features mentioned above. This beta will give us a chance to work out the kinks as more and more people try it out. As with all betas, this means SteamVR 2.0 will get better and better as we prepare it for its eventual full public launch.”
How to Install SteamVR 2.0 Beta
If you want to try the SteamVR 2.0 beta today, before it’s pushed out to all users, you need to opt into both the Steam beta branch, and the SteamVR beta branch. Here’s how:
Steam beta:
Open Steam > Click ‘Steam’ in menu bar > Settings > Interface > Client Beta Participation.
Set Client Beta Participation to ‘Steam Beta Update’
Set Beta Participation to ‘beta – SteamVR Beta Update’
Once you close the window, SteamVR will begin updating to the beta branch.
A Taste of Things to Come?
SteamVR 2.0 might be about more than just improving the platform’s VR interface. Recent work by the company that’s been happening right alongside these interface improvements also suggests Valve is still working on a standalone VR headset. Whether we’ll see that any time soon is unclear… Valve Time never ceases to surprise.
With the early 2024 release of Vision Pro quickly approaching, Apple is steadily updating its products to prepare for the new headset.
In addition to an upcoming spatial capture feature on iPhone 15 Pro, Apple also says its latest AirPods Pro wireless earbuds (2nd-gen, now with USB-C) will support lossless audio with ‘ultra-low latency’ to ensure that what you see and what you hear are closely synchronized for an immersive experience.
What Apple is calling a “groundbreaking wireless audio protocol” is powered by the H2 chip in the AirPods Pro 2 and Vision Pro. The specifics of the protocol haven’t been divulged, but the company says it will deliver 20-bit, 48 kHz lossless audio with a “massive reduction in audio latency.”
Low latency in XR is important because a headset’s visuals need to be as low latency as possible in order to keep users comfortable. Having audio that’s just as responsive (in order to keep sight and sounds in sync) sometimes comes at the cost of quality. The audio protocol Apple is now touting seems designed specifically to maintain lossless audio while also keeping latency as low as possible.
The AirPods Pro 2 have been out for a while, but when the company revealed its latest phones earlier this month with USB-C connectors for the first time, it also took the time to release the refreshed version of the Airpods Pro 2, now with USB-C as well.
This is also when we saw the first mention of the new low latency audio protocol; though considering that the original AirPods Pro 2 (with lightning connector) also has an H2 chip, we certainly hope it will also support the new protocol. As for the non-Pro version of AirPods—which only have an H1 chip—it isn’t clear if they will get support. We’ve reached out to Apple for more clarity on which devices will be supported.
It’s been a bumpy ride for social VR platform Neos VR over the past two years partly due to being removed from Steam for heavily featuring its own cryptocurrency. While Neos VR was eventually reinstated on Steam, original Neos VR developer Tomáš “Frooxius” Mariančík has since departed the project and now announced a spiritual successor called Resonite.
There’s a fair bit of drama surrounding Neos VR, something you can read up on over at Ryan Schulz’s blog, which delves into the cryptocurrency-fueled rift between Mariančík and Karel Hulec, CEO of the app’s publisher Sorilax. The two have completely parted ways, with Hulec still managing Neos while Mariančík has headed a new team developing Resonite.
From what by all accounts was a bitter split, Resonite is emerging from the controversy, bringing with it what Mariančík describes as a “novel digital universe with infinite possibilities.”
“Whether you resonate with people around the world in a casual conversation, playing games and socializing or you riff off each other when creating anything from art to programming complex games, you’ll find your place here,” the app’s Steam description reads.
Like Neos VR, Resonite heavily focuses on in-app content creation, allowing users to create their own interactive avatars, art, gadgets, and “complex interactive worlds and games.”
There’s no release date yet for Resonite, however the app’s Steam page says it’s launching into early access sometime in October. Whatever the case, Resonite doesn’t appear to have ambitions to launch on Quest, PSVR 2, or mobile hardware currently, essentially setting it up to be a PC-exclusive experience likely appealing mostly to enthusiasts.
We’re curious to learn more about Resonite, and what sets it apart from Neos. Whatever the case, there seems to be a fairly substantial expected migration of Neos users to Resonite, as Resonite’s Patreon page already boasts over $14,000 monthly donations.
According to cached pages, support for Neos VR’s Patreon has decreased significantly in the past two years since the project included its own cryptocurrency and friction arose between its creators; near its all-time high of over $18,000 per-month donations, today Neos garners a little under $5,000 per month from backers.
Valve is a notorious black box when it comes to basically everything. A recent update to Steam client for VR though suggests the company is still working behind the scenes on what appears to be its long-awaited standalone VR headset.
As revealed by tech analyst and consummate Steam data miner Brad Lynch, a recent update to Steam’s client included a number of VR-specific strings related to batteries, which seems to support the idea that Valve is currently readying the platform for some sort of standalone VR headset.
The update also included mention of new UI elements, icons, and animations added to the Steam Client for VR—something it probably wouldn’t do for a competitor’s headset, like Meta’s soon-to-release Quest 3 standalone.
Meanwhile, South Korean’s National Radio Research Agency (RAA) recently certified a “low-power wireless device” from Valve, also spotted by Lynch. It’s still too early to say whether the device in question is actually a standalone VR headset—the radio certification only mentions it uses 5 GHz wireless—however headsets like Meta Quest 2 are equally as vague when it comes to RAA listings.
Granted, Valve hasn’t come out and said it’s developing a standalone VR headset yet, although with mounting competition from Apple and Meta, 2024 may be the year we finally see the ‘Index of standalone VR’ come to the forefront. Valve Index has widely been regarded as the ‘best fit’ PC VR headset, owing to its excellent quality, performance, and comfort—something we called “the enthusiast’s choice” in our full review of the headset back when it launched in 2019.
But it hasn’t been entirely mum either. In early 2022, Valve chief Gabe Newell called its handheld gaming PC platform Steam Deck “a steppingstone” to standalone VR hardware, nothing that Steam Deck represented “battery-capable, high-performance horsepower that eventually you could use in VR applications as well.”
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While a capable, high-end standalone VR headset from Valve is certainly something to salivate over, a few big questions remain: What will happen when Valve opens Steam up to standalone VR content? How would the largely Meta-heavy ecosystem react as Steam becomes a new outlet for VR games? And what if Valve’s headset is instead capable of playing some subsection of standard PC VR content? We don’t know the answer to any of these questions, but with Valve’s continued interest in VR, we’re still pretty hopeful to find out.
Ubisoft announced Assassin’s Creed Nexus VR back in June, staying that we’d get the Quest exclusive sometime this holiday. Now the studio has revealed a first look at gameplay, and announced the official release date.
Coming to Quest on November 16th, the new Assassin’s Creed Nexus VR trailer shows off a few clips of each of the game’s three protagonists: Ezio (Assassin’s Creed II), Connor (Assassin’s Creed 3), and Kassandra (Assassin’s Creed Odyssey).
From the gameplay trailer, it seems there’s going to be a good slice of parkour, melee, and ranged combat too—basically what you’d expect from the long-awaited Assassin’s Creed VR game. Ubisoft says we should expect to “get caught up in a world of espionage, intrigue and betrayal.”
Locations in the game include Venice, Athens, Colonial Boston “and more,” the studio says in the game’s Quest page, noting that players will have the autonomy to “decide the best way to achieve your objectives” across open map environments. “Meet and interact with civilians and historical figures, all of whom react to your VR actions,” Ubisoft says.
As for combat, Assassin’s Creed Nexus VR melee includes blocking, parrying, and counterattacks, with weapons including bow and arrows, the Hidden Blade, swords, tomahawk, throwing knives, crossbow, and smoke bombs.
You can wishlist Assassin’s Creed Nexus VRfor Quest 2 and Quest Pro, with launch coming November 16th. The game is also presumably coming to Quest 3 whenever the headset launches, although Meta hasn’t mentioned yet when Quest 3 is due to release. Whatever the case, we’re sure to learn more next week at Connect 2023, which promises a big info dump on Meta’s latest VR headset.
Fast Travel Games announced it’s partnering with MoonHood, a new game studio founded by the creators of Lost in Random (2021) and VR game Ghost Giant (2019). MoonHood is creating a VR-supported game that aims to replicate the look and feel of claymation.
Based in Gothenburg, Sweden, MoonHood aims to “immerse players in strange worlds handcrafted in actual clay, cardboard and what have you,” studio says on its new website.
MoonHood says it’s hired a team of sculptors and miniature painters to create physical objects as the basis of their first project, which is currently unnamed. The sculptures are then 3D scanned and presumably animated in Blender and other engines. The game is slated to target consoles, PC, and VR headsets—no word on exact platforms for now.
In the partnership announcement seen below, MoonHood says it’s partnering with Fast Travel’s publishing wing, but also a second unnamed partner. The studio says on its website that the project is being funded by “one of the biggest platforms,” which, considering the VR landscape right now, basically means Meta. The studio hasn’t confirmed this, as the video conveniently teases the name as a part of a redaction.
As a publisher, Fast Travel Games has brought a number of VR games to life, including third-party titles Virtuoso, EVERSLAUGHT Invasion, and Ghost Signal: A Stellaris Game. It’s also developed a number of well-recieved VR games including upcoming single-player RPG Vampire: The Masquerade – Justiceand asymmetric multiplayer Mannequin.
Varjo, the Finland-based creator of high-end XR headsets, announced their businesses and prosumer-focused SteamVR headset Aero is now permanently 50% off its original $2,000 price tag.
Aero is essentially a pared down version of the company’s strictly enterprise headsets, offering industry-leading fidelity and advanced features such as eye-tracking.
Released in October 2021, Aero was (and still is) the company’s least expensive headset; it’s now priced at $990 (€990), bringing the Helsinki, Finland-based company into a new price segment which its hoping will appeal to at-home simulator fans.
Ther news was revealed during the company’s hour-long ‘Aeroversity’ livestream celebrating the device’s two years since launch. Besides the price drop reveal, Varjo focused heavily on the headset’s use in both driving and flight sims.
When we reviewed Varjo Aero in late 2021, we called it the “dream headset for VR simmers who aren’t afraid to trade cash for immersion,” as it offered some pretty stunning clarity (35 PPD) that’s beaten only by the company’s more expensive headsets.
Notably, the $990 package doesn’t include SteamVR base stations and motion controllers, making it appeal mostly to users already in the SteamVR tracking ecosystem. What’s in the box: Varjo Aero headset, VR adapter, power supply unit with 6 x power plugs (EURO, UK, US, AUS, KOR, CHN), in-ear headphones with microphone, user guide, cleaning cloth.
The price drop looks to be, in part, a response to the growing number of new PC VR headsets offering higher resolution micro displays, notably with the Bigscreen Beyond leading the charge at $1,000 for just the headset, which includes 2,560 × 2,560 (6.5MP) per-eye resolution microOLEDs clocked at 75/90Hz.