Multiplayer Racer Boom Karts Supports VR & Mobile Crossplay

Free-to-play multiplayer racer Boom Karts VR is out now on Quest, supporting crossplay with the mobile edition.

Originally launched on iOS and Android, free-to-play racing game Boom Karts has now received a VR edition from Finnish developer Zaibatsu Interactive. This arcade racer sees you try to secure the race wins using power-ups while avoiding obstacles and traps, racing friends and sabotaging rivals along the way. Now, it’s come to Quest 2, Pro, 3, and 3S.

Featuring ranked leagues and ranked matches, Boom Karts VR also comes with an adventure mode and quests. Cars and characters can be customized alike through both cosmetic items and unlocking additional upgrades. Compared to the mobile edition, the VR edition of Boom Karts contains various new features like playing in a theater mode.

Game-specific friend lists are also available, as is a ‘Teams’ option that sees your group unlocking rewards, upgrades, and new items to upgrade your kart. One and two-handed control schemes are supported for the Meta Quest’s Touch controllers, as are USB controllers.

Boom Karts is out now on Quest, Android, and iOS.

Synthwave Courier Sim Transmission: Shortwave Is Out Now On Quest

Transmission: Shortwave, a casual VR delivery driving sim set in a retro-futuristic Great Britain, is now available on Quest.

Marking the debut game from British indie studio Cardboard Sword, you may recall Transmission: Shortwave recently appeared in the UploadVR Winter Showcase. Taking place in an alternative 1990s Great Britain, you’re tasked with delivering parcels across these UK-inspired landscapes at your own pace as a member of ParcelPal.

Detailing this further, Cardboard Sword calls Transmission: Shortwave a reflection of the team’s “tongue-in-cheek humour and nostalgia.” Leaning into the retro aesthetic, Transmission: Shortwave comes with an original soundtrack that’s inspired by early electronic dance music.

The developer states you can simulate driving “as much or as little” as you’d like, letting you use optional shifters, handbrakes, and turn signals. As you progress across the game, you can customize your courier by gradually unlocking different car models and colors.

Transmission: Shortwave is out now as a Meta Quest exclusive for $4.99.

Pocket Lands Crafts Miniature Worlds In Early Access Today On Quest

Pocket Lands, a mixed reality sandbox game where you can create miniature worlds, is out now in early access on Quest.

Originally announced at last month’s VR Games Showcase, Pocket Lands is a tabletop voxel sandbox game from Thomas van den Berge (Vermillion) through Mountainborn Studios. You can create diorama-like worlds across different biomes in mixed reality with support for both Touch controllers and hand tracking, then explore them in first person with fully immersive VR.

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In its current early access release, Pocket Lands features various biomes and the ability to create worlds of different sizes. The game also supports a day and night cycle, empty dioramas for building without distractions, quick construction tools, and a virtual camera to record and share your different builds.

For the full release, Thomas van den Berge previously advised Pocket Lands will launch in “the second half of 2026”. The store page’s “coming soon” section lists planned features such as multiplayer, cave systems, underground biomes, new surface biomes, creatures that roam these lands, and more. However, it’s unclear if each feature will arrive at full release or across incremental updates.

Pocket Lands is out now in early access on the Meta Quest platform.

Dimensional Double Shift Gets Solo Mode & Samsung Galaxy XR Launch

Dimensional Double Shift is out now on Samsung Galaxy XR, coinciding with the game’s “largest update ever.”

Previously released on Quest in early access, Dimensional Double Shift is a hand tracking party game where you serve food orders and fix motor vehicles for the locals of each dimension you visit. Following October’s New Joysey DLC, it’s now available on Samsung Galaxy XR headsets and offers cross-platform multiplayer support with Meta Quest headsets.

Today’s Samsung Galaxy XR launch is also joined by Dimensional Double Shift’s free Winter Update. Developer Owlchemy Labs confirmed that this includes Solo Practice Experiment, its first single-player mode for the former co-op only experience, which teaches you the game’s core systems.

Other new features include rotating weekend Boosters, starting with a limited-time ‘Midas Touch’ modifier where everything you touch turns to gold. Other Boosters include turning your mouth into a flamethrower, stretching your arms further, and more. Finally, the game’s celebrating ‘Snow-vertime Fest’ from December 18 until January 5, adding a festive hub alongside winter-themed avatar cosmetics and new interactions.

Dimensional Double Shift is out now in early access on the Meta Quest platform and Samsung Galaxy XR.

Google is Rolling out Photorealistic ‘Likeness’ Avatars on Android XR to Compete with Apple’s ‘Personas’

Google is starting to roll out new photorealistic avatars which they call “Likeness”. Similar to Apple’s Personas, Likeness avatars are generated by scanning a user’s face, then animated it with input from the sensors on a headset. The avatars can be used to represent the user in video call apps, but Google doesn’t yet have a way to have spatial meetings with other Likeness avatars.

The News

Google is launching its own photorealistic avatars called Likeness avatars, for use on compatible Android XR headsets. The idea is similar to Apple’s Persona avatars: scan the user’s face to create a realistic representation, then use the headset’s on-board cameras to animate the scan as realistically as possible.

 

Likenesses take a slightly different (and probably more user-friendly) approach for the initial face scan; rather than scanning by holding a headset out in front of your face, Google instead released a Likeness (beta) Android app to let people scan themselves with their phone instead. Holding your phone in front of your face for a scan is definitely a bit easier than awkwardly holding a whole headset with both hands.

According to Google, the Likeness (beta) app is only compatible with Google Pixel 8 or newer, Samsung Galaxy S23 or newer, or Samsung Z Fold5 or newer. Without a compatible device, you can’t create a Likeness avatar, meaning Android XR users with an iPhone (or unsupported Android phone) won’t be able to scan themselves. One benefit of Apple’s approach to scanning with the headset itself is that anyone can use a Persona avatar on Vision Pro regardless of what kind of phone they have.

Image courtesy Google

Like Apple’s approach, Likeness avatars can be used generically as a ‘virtual webcam’. That makes them widely compatible with most video call apps that expect a front-facing camera, like Google MeetZoom, Messenger, etc.

And just like Apple, the first ‘beta’ iteration of Likeness avatars are 2D only. They are presented as a 2D representation with no way to transmit them in a spatial format, or have a ‘spatial meeting’, like Vision Pro can do with spatial FaceTime calls. However, Google says it’s working on spatial meetings for the future.

My Take

Photorealistic avatars on XR headsets are a great value-add because of the ability to use video call apps naturally. Apple’s Personas are currently the state-of-the-art as far as consumer-available photorealistic avatars, and the company has shown that it’s possible to cross over the uncanny valley with this approach to avatars.

During a recent meeting with Google, I joined a demo video call on Google Meet with one of the participants using a Likeness avatar. From a photorealism standpoint, the results look impressive, and facial movements look convincing too. However, because I didn’t personally know the individual using the Likeness, I was unfamiliar with their actual idiolect, which makes it impossible for me to judge the accuracy of the facial motion. Still, facial motion only needs to be plausibly realistic to be passable in many circumstances, and that’s been achieved from what I can see.

Image courtesy Google

While it’s a bummer that there’s no ‘spatial meeting’ yet for Android XR (allowing users to chat face-to-face with fully spatial Likeness avatars), Google made the right choice in prioritizing virtual webcam usage at the start. It’s less impressive than spatial meetings, but more widely useful and compatible with existing services and apps.

There’s probably no chance we’ll see spatial calls between Likeness avatars and Persona avatars any time soon, but virtual webcam compatibility makes it trivial for both kinds of avatars to chat across headsets.

One thing worth noting is that Likeness avatars probably won’t be compatible with all Android XR devices. Forthcoming ‘Android XR’ smartglasses (which don’t run anything close to the full-blown version of Android XR) don’t have the power or sensors necessary to render or animate a Likeness avatar. Similarly, devices like XREAL Aura (which does run full-blown Android XR), might have the power but don’t have the sensors (eye and mouth tracking cameras) to animate a Likeness avatar.

It’s possible that Google could make Likeness avatars compatible with these devices by doing simulated eye movements and audio-based lip-sync. Although those technologies are already widely in use for more cartoonish avatars, they’re likely to fall deep into the uncanny valley when applied to photorealistic face scans. So I doubt Google will take that approach.

With the introduction of Likeness avatars, Google also has the same challenge I pointed out recently regarding Apple’s Persona avatars: as headsets get smaller, how will they bring this level of avatar fidelity to smaller headsets that have even less room for the cameras that are essential for these kinds of avatars?

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