Valve unveiled its Steam Deck OLED late last week, offering up a hardware refresh for the first time since the company launched the handheld gaming device last year. While the company has been full steam ahead on handhelds and developing Steam OS, Valve says it’s “still pushing forward” on VR.
Valve ostensibly has a standalone VR headset in the works, and although there wasn’t any big announcement (or acknowledgement) of what the company has in store just yet. Talking to Norman Chan of Tested though, it was revealed the company is still working on VR.
In an interview, Valve designer Lawrence Yang spoke about the overlap between Steam Deck’s design relative to its VR efforts:
“There’s a lot of things [informing hardware decisions]. Working with an APU, working with miniaturization of computers. We don’t have anything to announce today in terms of a VR other than we are still working on VR, and we’re still pushing forward on it. Just like Steam Deck is learning a bunch of stuff from controllers and VR, future products will continue to learn from everything we’ve done with Steam Deck.”
“Obviously there’s a lot of overlap, from technology pieces that we can use; wireless streaming is very applicable to VR. That benefitted Steam Deck as well in improving the wireless experience. But also from just establishing relationships with part suppliers, hardware partners, and that kind of stuff. The SteamVR team and the Steam Deck team work together. There’s a lot of inoculation of ideas, parts and technologies.”
At Steam Deck’s initial launch in February 2022, Valve chief Gabe Newell told Edge Magazine that Steam Deck represented a “steppingstone” to portable VR for the company thanks to its battery-capable, high-performance horsepower.
More recently, the company released its long-awaited SteamVR 2.0 which drastically upgraded the platform’s VR interface. Whether this is in preparation for an upcoming VR standalone headset remains to be seen; it’s certainly a knock-on effect of improvements made specifically for Steam Deck’s UI.
You can check out the full breakdown of Steam Deck OLED in the Tested video below:
Skydance Interactive, the studio behind The Walking Dead: Saints and Sinners, revealed their next VR game Behemoth is being delayed by a year, now slated to arrive on all major headsets in late 2024.
The studio confirmed the delay with UploadVR, also noting that the game now has a new name: Skydance’s Behemoth.
First revealed at Meta Connect 2022 this time last year, the upcoming VR adventure puts you in what the studio calls a “plague-ravished wasteland of a once glorious empire, where its inhabitants are driven mad and cities have fallen to ruin.” In the story-driven campaign, you combat towering giants called Behemoths.
The studio also released a single work-in-progress image of the game (above), which more clearly shows one of the titular behemoths.
Behemoth is coming to Quest (presumably 2/3/Pro), PSVR 2, and PC VR sometime in late 2024. Meanwhile, we’re curious to see just how gameplay stacks up to the studio’s other skull-splitting adventure, The Walking Dead: Saints & Sinners.
Check out the cinematic trailer below, released in late 2022.
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.
Valve released its 1.26 update to SteamVR, which ought to make it easier to play any VR game using any type of motion controller thanks to automatic controller binding.
The company initially released a Compatibility Mode in its 1.24 update back in August 2022 which let games initially targeted towards specific controller types essentially be accessible to all controllers.
In the new SteamVR 1.26 update, Valve is going one step further with the new automatic binding feature, which automatically generates a new button binding profile, configures it based on a more common controller (like Index or Touch), and sets it to simulate that controller type. The idea is you won’t need to faff about in menus if something like your Windows Mixed Reality controller isn’t officially supported.
That’s the immediate stopgap for players at least, although if a developer decides to create a native binding for any specific controller down the road, SteamVR will automatically switch to that as soon as its available. Notably, this puts the onus on Valve to continuously update its compatibility layer to include new controller types down the road.
“While native support and explicit bindings will always give the greatest control, having this compatibility layer will smooth releases and lighten the load on game developers and controller manufacturers alike,” the company says in the update log. “Controller driver developers can get more information on creating a rebinding file at this documentation page.”
John Carmack, legendary programmer and former CTO of Oculus, is known for giving his unfiltered thoughts on almost every aspect of the XR industry. While he departed Meta in December, concluding his “decade in VR,” Carmack is still very interested in the medium, as he recently went hands-on with one of the latest PC VR headsets to hit the scene, the slim and light Bigscreen Beyond.
Bigscreen Beyond is a tethered PC VR headset that uses Valve’s SteamVR tracking standard, which starting at $1,000 for just the headset makes it an interesting value proposition for users already hooked into the SteamVR hardware ecosystem. It’s largely praised for its slim and light profile, which is thanks to the inclusion of pancake lenses and micro-OLEDs, serving up 2,560 × 2,560 pixels per eye at 70 to 90 Hz refresh.
You’ve probably already heard what we think of it though. Now for the master:
“Bigscreen Beyond feels like a prop for a futuristic movie, but it works!” Carmack said in a Twitter thread on Monday. “Far and away the smallest and lightest PC VR headset.”
That’s high praise coming from a key figure in the Oculus genesis story, not to mention co-founder and lead programmer of id Software, the studio behind pioneering ’90s 3D games Wolfenstein 3D, Doom, and Quake.
To hear all of Carmack’s thoughts on Bigscreen Beyond, we’ve formatted his tweets below for easier reading:
Bigscreen Beyond feels like a prop for a futuristic movie, but it works! Far and away the smallest and lightest PC VR headset.
As a result of the iPhone based face scanning before ordering, the fit is perfect, with zero light leaks. The custom printed facial interface is comfortable, but not breathable, so it isn’t great for fitness activities.
The prescription lens inserts snap in with magnets and work well. The visuals are a trade off vs Quest Pro. The resolution is clearly higher, but there are more internal reflections in the pancake optics, and the quality falls off more toward the edges. There are parts of the view where screens look fantastic, good enough for actual productivity work, but not across the entire view.
I sorely miss integrated audio. Having to mess with headphones severely impacts the minimalist feel of the headset. I know some people have strong opinions, but I still feel Quest made the right decisions around audio.
The cable to the PC and the tracking base stations are the biggest downside. The magic of stand-alone VR is real, and while some people happily trade it away for the raw power and flexibility of a PC, I wouldn’t recommend any PC VR setup as an entry point to VR.
For people considering an upgrade to a PC VR system, Bigscreen Beyond should be in the mix. I am very happy to see this extreme focus on light weight, and I hope it impacts Meta’s future designs.
In a follow-up tweet, Carmack points to a review from Adam Savage’s Tested, which he says “hits most of my points in more depth.”
In it, Tested’s Norman Chan reports back after having lived with the headset for a month, using a development unit as the office’s primary PC VR headset. Chan shows through-the-lens images, and discusses “the good, the bad, and the weird with this unique approach to high-end bespoke VR,” the video’s description reads.
Looking to get your hands on arguably the best PC VR headsets out there? Well, you might consider GameStop’s refurbished units for $600.
Used, refurbished units typically sell through GameStop for $700, which includes the full kit and kaboodle: SteamVR tracking base stations, Index motion controllers, cables, and of course the Index headset itself.
Now that package is on sale for $100 off, bringing it way below its $1,000 all-in price when new. All you’ll need left to play a host of SteamVR content, such as the award-winning Half-Life: Alyx, is a VR-ready PC.
Before plonking down those six crisp Benjamins though, you might want to try out Steam’s VR Performance Test first to see if your system has what it takes.
But the last hurdle to overcome is invariably deciding whether it’s worth that price in 2023, as Index is now nearly four years old. For the long of it, check out our 2023 VR headset buyer’s guide. Here’s the short of it:
If you’re looking for a good all-in alterative to the Index deal, Meta’s Quest 2 is cheap and cheerful at $300. In addition to offering its own native library of standalone content, it also works as a PC VR headset thanks to both a wired and wireless PC connection.
You can also pick up a refurbished HP Reverb G2 from NewEgg for $390—another headset that made our list. It’s a good all-around PC VR headset, although controller latency is markedly worse than either Quest 2 or SteamVR-tracked headsets like Index or anything HTC offers.
Wherever you look though, you’d be hard-pressed to find anything new for $600 that matches Index’s still excellent displays, off-ear audio, ergonomic headstrap, and Index controllers.
Here’s a full list of what’s included:
What’s in the Box
Headset
Integrated Headphones
Headset Cable
Headset Connection Cable with DisplayPort 1.2 and USB 3.0 Connections
When we first caught glimpse of HUMANITY, it was clear it was going to be a unique experience, although the crowd simulation puzzler was long delayed past the original 2020 launch window. Now Tokyo-based design studio Tha LTD announced HUMANITY is officially coming in May.
It was pretty vague what the hell HUMANITY was all about when it was first announced in 2019, however now the studio reveals its upcoming game is a “unique blend of puzzle-solving and action-platforming,” giving you control over an ethereal Shiba Inu dog who commands a massive crowd.
Like Lemmings, you control the crowd as they jump, turn, push, float, shoot, and climb their way to the end goal. Move past obstacles, enemies, puzzles, and gain unlockable skills in the main game, and upload and try out user-built levels with the in-game Stage Creator.
To create its stark and unique environments, developer Tha LTD is working with creative studio Enhance—founded by Tetsuya Mizuguchi, known as the mind behind Rez and Tetris Effect: Connected—and director and visual designer Yugo Nakamura.
Tha game is considered a VR-optional experience, offering up a fairly straightforward implementation that lets you turn the game’s puzzle-filled levels around and control your Shiba Inu buddy and direct the human horde. While nothing ground-breaking, it’s nice to see VR support from the get-go.
The game is slated to release on PSVR, PSVR 2, and SteamVR headsets sometime in May. What’s more, you can now play a free demo on those platforms from now until March 6th. The demo contains 10 levels, while the full game has “90 plus”, the studio says.
In the meantime, check out the demo gameplay video overview below to learn more:
The team behind social VR viewing app Bigscreen today unveiled a thin and light PC VR headset that not only promises a few intriguing enthusiast-grade specs, but also a custom-made fit based on a 3D scan of your face. In short, it’s a big first for the VR veterans, who are responsible for one of the most beloved VR content viewing platforms.
Called Bigscreen Beyond, the $999 headset presents an interesting set of features which are squarely aimed at PC VR enthusiasts: dual OLED microdisplays offering 2,560 × 2,560 per-eye resolution, pancake optics, and 6DOF SteamVR tracking support.
The company is billing the tethered PC VR headset as the smallest and lightest of its kind, weighing in at just 127 grams and measuring less than 1-inch at its thinnest point.
Bigscreen Beyond starts pre-orders today, priced at $999. Ostensibly, Beyond is targeting PC VR users who likely already in the SteamVR ecosystem but want something thinner and lighter than the last generation of headsets, such as Valve Index. Notably, the headset doesn’t include the requiste SteamVR tracking base stations or SteamVR-compatible controllers like the Valve Index controller or HTC Vive wand—you’ll have to purchase those separately.
The reasoning: Bigscreen founder and CEO Darshan Shankar says the VR software studio wanted to build “the VR headset we wanted for ourselves.”
“Today’s leading VR headsets have doubled in weight compared to headsets from 2016. We built Beyond because we felt VR was too heavy, bulky, and uncomfortable,” Shankar says. “We invented new technologies to increase comfort, and developed ultra-high-end components like OLED microdisplays and pancake optics to increase immersion. To deliver the best software experience for watching movies in Bigscreen, we also had to build the best hardware with Bigscreen Beyond.”
Like many forthcoming VR headsets, Beyond is able to slim down thanks to the inclusion of pancake lenses, which Bigscreen says are a three-element optical design composed of glass, plastic polymers, films, and coatings.
Paired with two OLED microdisplays, each with a resolution of 2,560 × 2,560 pixels, Beyond boasts a high fill-factor with its 7.2-μm wide pixels and RGB stripe subpixels, resulting in what the company says eliminates the screen door effect—when the non-illuminated spaces between pixels make it seem like you’re viewing VR content through a screen door.
Resolution alone doesn’t tell the whole story, although for reference Valve Index is 1,440 × 1,600 per-eye, Meta Quest Pro is 1,920 × 1,800 pixels per-eye, and Pico 4 is 2,160 × 2,160 pixels per-eye.
Another one of Beyond’s big enthusiast-grade features is owed to Bigscreen’s ability to customize the fit of the headset to each user, which will be done by doing a one-time scan of the user’s face using an iPhone XR or more recent Apple mobile device. The dedicated Bigscreen scanning app is said to measure the shape of the user’s face and the position of their eyes, which allows the company to form a facial interface a unique to the individual and determine interpupillar distance.
The hand-washable facial interface is said to provide “even weight distribution, zero light leakage, and aligns the eyes and optics correctly.” Additionally, glasses wearers will have to spring for custom prescription lenses that magnetically fit into Beyond, as glasses do not fit inside the small form factor.
Although it ships with a soft strap, users can also spring for the optional audiostrap. We haven’t confirmed pricing for that yet, however we’ll update once we do.
Granted, some things we’d consider ‘nex-gen’ are notably missing from Beyond, such as eye-tracking, face-tracking, optical 6DOF tracking, and the ability to use it wirelessly. As the first VR headset from a long-time VR veteran though, Beyond does check a lot of boxes for users such as simulator fans, and anyone looking for a better long-term VR media viewer.
Bigscreen Beyond is slate to ship in waves based on region. Preorders, which are fully cancellable and refundable up until shipping, are set to ship in the United States sometime in Q3 2023.
Second wave shipments will begin in Q4 2023 in Canada and Europe including the United Kingdom, Germany, France, Spain, Netherlands, Italy, and Belgium. A third wave of will come sometime in late 2023, including Japan, Australia, New Zealand. The company says Beyond will be available in more countries and regions in 2024.
Check out the spec sheet below:
Bigscreen Beyond Specs
Display Resolution
5120 x 2560 pixels (2560 x 2560 per eye) cloed at max 90Hz
Field Of View (FOV)
93° HFOV x 90° VFOV
Pixels Per Degree (PPD)
28°
Interpupillary Distance (IPD)
56mm-74mm accommodated (fixed IPD per device, 58mm-72mm)
Optics Type
Custom Pancake Optics
6DOF Tracking
SteamVR Tracking (aka Lighthouse)
Version
V1.0 or V2.0 Base Stations. Not included.
Controllers
SteamVR controllers (ex. Valve Index, HTC Vive). Not included.
Full-Body Tracking
SteamVR trackers (ex. HTC Vive Tracker, Tundra Tracker). Not included.
Audio
Not built-in (USB C port for Audio), or optional Audio Strap
Ports
USB-C accessory port (USB 2.0)
Microphone Input
Stereo microphones
PC Connection
DisplayPort 1.4 (video) and dual USB 3.0 ports (power, data)
Accessory ports
USB-C (USB 2.0 speed)
Cable
5-meter custom fiber optic cable and Link Box
PC Requirements
CPU
Quad Core Intel or AMD
GPU
Nvidia RTX 2070 or AMD RX 5700 XT or newer (DisplayPort 1.4 and DSC required)
Earlier this month Valve changed the longstanding format for displaying which VR headsets are supported on a game’s Steam Store page. The company says the change was made to ‘keep up with the growing VR market’.
Earlier this month some folks were alarmed to see that the ‘VR Support’ section on the right side of a game’s Steam store page—which showed the headsets and playspaces a game supported—had been removed, seemingly leaving only ‘Tracked Motion Controller Support’ to indicate that an app supported VR.
As Valve tells Road to VR, however, the information was not removed but merely reorganized and streamlined—and it seems it may have taken a bit for the changes to correctly proliferate across store pages.
“We decided to organize things a bit differently, as we found the old system wasn’t keeping up very well with the growing VR market,” a Valve spokesperson tells us. “You can now find this info in System Requirements. We also added flags for VR Only, VR Supported, and tracked motion controllers to the Features section. The changes are also aimed at giving developers more control and flexibility.”
So now instead of a game listing all supported headsets and/or VR platforms on the right side of the page, developers can choose to show ‘VR Only’ or ‘VR Supported’. Meanwhile, further down in the System Requirements section, developers can additionally specify which headsets or playspaces are supported under the ‘VR Support’ prefix.
Looking at several examples shows how this works in practice.
Half-Life: Alyx, for instance, lists ‘VR Only’ and ‘Tracked Controller Support’ on the right side of the page (and still prominently includes a notice that the game requires a VR headset). In its System Requirements we see ‘VR Support: SteamVR’, indicating that the game affirms support for all SteamVR headsets.
Dirt Rally 2 uses ‘VR Supported’ on the right side of the page, and under System Requirements we see ‘VR Support: SteamVR or Oculus PC’ (indicating that the game supports both the SteamVR and native Oculus PC runtimes). Notably the game does not list ‘Tracked Controller Support’ on the right side, meaning players cannot use VR controllers with the game but must use another input like keyboard or traditional controller instead.
While we don’t have any inside knowledge as to exactly why Valve decided to change this longstanding system, the reasons they gave do make sense from the outside. The previous system confusingly listed some specific headsets (ie: ‘Valve Index’, ‘Oculus Rift’ and ‘HTC Vive’) lumped right alongside a whole platform of headsets (ie: ‘Windows Mixed Reality’)—while ignoring more modern headsets like those from Pico or Pimax. Making this change streamlines things for Valve who would otherwise have to track and add all new SteamVR headsets as they come to market.
And further, the distinction between ‘Standing’ and ‘Room-scale’ playspace sizes has become much less important over the years; very few games require a room-scale space, even though most technically support it. That left the previous ‘Play Area’ section of the store page as something of a needless remnant (except for games that only support ‘Seated’ play).
That said, there’s no doubt the change feels like it’s coming out of nowhere. And with Valve’s minimal apparent interest in VR in the last few years, it raises questions as to ‘why now?’