
Game better without breaking the bank.
The post Samsung Goes All-In on Its 32″ Odyssey Gaming Monitor With 42% Off, Making It Cheaper Than the 27″ Model appeared first on Kotaku.

Game better without breaking the bank.
The post Samsung Goes All-In on Its 32″ Odyssey Gaming Monitor With 42% Off, Making It Cheaper Than the 27″ Model appeared first on Kotaku.

I don’t want to go to Alola if my Raichu can’t come with me
The post Here’s Why <em>Pokémon Sun</em> And <em>Moon</em> Is The Only One I’ve Never Finished appeared first on Kotaku.

For a limited time, you grab the TP-Link AX1800 Wi-Fi 6 Router (Archer AX21) at its lowest price ever.
The post TP-Link’s Wi-Fi 6 Router Is Back at a Record Low After a Weekend Price Hike, and This Dual-Band Mesh System Works With Alexa appeared first on Kotaku.

A simple upgrade to your workspace can make grinding at your laptop faster, easier, and far less cramped.
The post Amazon Clears Out 15.6″ Portable Monitor at Record Low After 10K+ Sold, Double Your Productivity and Screen Real Estate for Less appeared first on Kotaku.

Luke Ross, the prolific VR modder, has been forced to remove his popular Cyberpunk 2077 VR mod, citing legal concerns from CD PROJEKT.
Ross released word via his Patreon on Saturday that Cyberpunk 2077 developer CD Projekt had issued a DMCA takedown notice for the removal of the game’s unofficial VR mod—just one of many ‘REAL VR’ mods from Ross, which include Hogwarts Legacy, Marvel’s Spider-Man Remastered, Elden Ring, and Final Fantasy VII Remake.
And it seems to boil down to Ross having placed the VR mod behind a Patreon paywall—essentially selling access to it, CD Projekt maintains.
“At least they were a little more open about it, and I could get a reply both from their legal department and from the VP of business development,” Ross says, comparing proceedings to a similar takedown by Take Two Interactive. “But in the end it amounted to the same iron-clad corpo logic: every little action that a company takes is in the name of money, but everything that modders do must be absolutely for free,” Ross says.
CD Projekt states in its ‘Fan Guidelines’ however that content created by the community should have “[n]o commercial usage,” making it fairly clear where Ross ran afoul.
“We’d love for your fan content to be created by fans, for fans. Therefore, you cannot do anything with our games for any commercial purpose, unless explicitly permitted otherwise below (e.g. see section 3 about videos and streams). We’re happy for you to accept reasonable donations in connection with your fan content, but you’re not allowed to make people pay for it or have it behind any sort of paywall (e.g. don’t make content only available to paid subscribers).”
Still, there may be a way for CD Projekt to release an official VR version. Flat2VR Studios, the studio behind VR ports such as Trombone Champ, Half-Life 2 VR and Surviving Mars: Pioneer, has propositioned CR Project for its own officially sanctioned version.
Hey @CDPROJEKTRED — we’d love to explore the idea of a proper, official VR port of Cyberpunk 2077 if you were ever interested. It’s one of our “dream games to port”
Our @Flat2VRStudios has shipped multiple award-winning VR adaptations, focused on reimagining games to feel…
— Flat2VR (@Flat2VR) January 17, 2026
Check out Cas & Chary’s hands-on with the mod below:
It’s not a cautionary tale just yet, but it takes just one overzealous publisher to really ruin a VR modder hoping to monetize. While it doesn’t seem to be Luke Ross’ case with either Take Two or CD Project, the possibility of invoking the wrath of a corporate legal department is a real risk, which could include more than just a DMCA takedown.
Depending on how litigious a company is, they could go as far as prying into a modder’s revenue to see how much money they made off the mod’s release, and demanding statutory damages as a result. Although the mod has been up since 2022, Ross seems to have complied with takedown notice quickly, which has probably kept him safe from facing those sorts of actions.
That said, I have my doubts we’ll ever see an official VR version. I love the idea of Flat2VR Studios giving Cyberpunk 2077 the VR treatment, but it does have the potential to cause community backlash.
If it’s a VR port, some users may ask: “why would I buy a VR version of the game I already own?” Or, provided VR support becomes a paid add-on to the game: “why would I buy VR support that I already paid for?” Either way, its not a good look for a company to so clearly money grub.
As it is, I think the ship has sailed on Ross making the Cyberpunk 2077 VR mod free, which means either Flat2VR picks it up, or a third party creates their own free VR mod. We’ll just have to wait and see.
The post ‘Cyberpunk 2077’ VR Mod Taken Down Following Legal Complaint, But There May Still Be Hope appeared first on Road to VR.

Marc-Alexis Côté was previously in charge of Ubisoft’s biggest franchise
The post Ex-<i>Assassin’s Creed</i> Boss Sues Ubisoft For Nearly $1 Million Over Alleged Forced Firing appeared first on Kotaku.
In 2014, Mark Zuckerberg bought Oculus VR for a couple billion dollars with the premise virtual reality was to become the foundation of personal computing.
In 2026, virtual reality is really starting to dig its roots into those foundations with OpenXR and Flatpaks. Operating systems based around VR headsets with eye tracking as a key feature are now receiving updates from Google, Valve and Apple.
New walled gardens are building up fast even as old ones fall down. Valve is coming for gaming, Google is relying on Android APKs, and Apple is building out a new kind of live sports and TV experience, all of it with VR as the display for the entire landscape.
Earlier this week many hundreds of people lost their jobs as Meta announced the most dramatic course-correction to its strategy yet. Even though VR’s future has never been brighter, the weight of Meta’s shift might lead some to believe “Oculus VR” here was a “legendary misadventure” and virtual reality is dead, again.
That couldn’t be further from reality. If you care about the future you should have been reading UploadVR yesterday.
As I look across the last 10 years and try to piece together a picture of how Meta ended up here, I find one key technology conspicuously absent from almost all their headset and glasses designs, save for the failed Quest Pro.
Here’s a look at why the absence of eye tracking limits VR’s scale and Zuckerberg’s ambition for a new social network clouded the Oculus vision.
In 2017 I attended a pair of eye tracking demos at GDC, one of them inside Valve’s booth. From these demos I started to realize “just how empowering eye tracking will be for VR software designers.”
“The additional information [eye tracking] provides will allow creators to make games that are fundamentally different from the current generation,” I wrote. “It was like I had been suddenly handed a superpower and I naturally started using it as such — because it was fun. It is up to designers to figure out how much skill will be involved in achieving a particular task when the game knows exactly what you’re interested in at any given moment.”
Architecting an entire VR platform over a decade without a solid plan for default implementation of eye tracking is a study in long-term vision meeting short-term execution.
“Apple’s eye tracking is really nice,” Zuckerberg noted on Instagram in 2024 after saying he tried Apple’s headset. “We actually had those sensors back in Quest Pro. We took them out for Quest 3, and we’re gonna bring them back in the future.”
UploadVRDavid Heaney
You could see this tiny comment as one of the first public acknowledgments in which he is starting to realize something is deeply wrong with his current strategy.
When Facebook stopped selling Oculus Go it acknowledged the company wouldn’t ever make another 3DoF headset. The same thing should have happened after the Quest Pro launched in 2022 with eye tracking. It didn’t. By the time Meta ships a second VR headset with eye tracking, roughly five years will have passed from the first. The company is probably all in on full-body codec avatars being their prize for drawing you into their vision of the metaverse now, after Apple stole their initial thunder with FaceTime and Personas powered by good eye tracking.
I believe we now have evidence that VR headsets that can’t see what you want by following the intent of your eyes aren’t serious contenders as platform plays. Valve, Google, and Apple are all centered on the technology in their latest headsets for slightly different reasons. When you pull back far, you can see that Steam Frame’s DK1 was the HTC Vive in 2016 and Valve Index was its DK2 from 2019.
Valve decided SteamOS in VR is ready for prime time in 2026 with Steam Frame’s consumer release, following Apple deciding 2024 was the time to launch Vision Pro. Both use eye tracking to do key things for users.
For Zuckerberg’s organization, the ramping investments over the last decade would build the necessary technologies for a complete computing platform, starting with just a few billion to acquire the development team behind the Oculus Rift. Michael Abrash left Valve to found a modern Xerox PARC within Zuckerberg’s larger organization, drawn by the commitment to invest in costly long-term research and development.
Meta built those technologies in a fairly public way by showing work as it went, both in sharing research and selling products. Solid ideas like Oculus Medium during this early period were spun out and continued at places like Adobe.
Starting in 2020, Facebook tried forcing the linking of its accounts to the use of Quest headsets and, in early 2021, it tried advertising in virtual reality. VR users quickly rejected both efforts.
Facebook’s executives embarked on a rebranding effort to Meta alongside a new accounts system developed as a fresh start for Zuckerberg’s new computing platform in headsets and glasses. By the end of 2021, Facebook was Meta.
Quest 2 was selling well. There was a well-curated store, their hand tracking was quickly approaching state of the art, and there was no credible competition in the United States shipping a standalone VR headset. Any stink associated with Facebook was being put behind Meta with Zuckerberg’s bold new vision of the “Metaverse.”
And a high-end Quest Pro with eye tracking was still coming in late 2022.
“Setting out to build the metaverse is not actually the best way to wind up with the metaverse,” warned technical guide John Carmack in 2021. “The metaverse is a honeypot trap for architecture astronauts… Mark Zuckerberg has decided now is the time to build the metaverse….my worry is we could spend years and thousands of people possibly and wind up with things that didn’t contribute all that much to the ways that people are actually using the devices and hardware today…we need to concentrate on actual products rather than technology, architecture, or initiatives.”
In 2022 Carmack left Meta as he “wearied of the fight” and, four years later, thousands have departed as leadership reshaped the company in the form of VR and AR technologies. Until the layoffs in 2026, Meta’s leadership and design failures didn’t reek of the failure Carmack specifically warned about. Now they do.
After laying off the vast majority of the game developers Meta hired and tasking the rest to “Horizon” initiatives, do we see Beat Saber and Population: One become a last ditch effort to keep Horizon Worlds alive? Meta’s latest move in December, as some of the first Steam Frame kits arrived with devs, was to delist Population: One from the Steam store, noting that it was a move to stop “unfair play” by cheaters using the openness of a PC to break the multiplayer experience.
The legendary misadventure here was the entire Horizon Worlds effort, attempting to force a social network by brute force onto the wrong technology at the wrong time in the wrong way. 2026 represents a reset of Meta’s efforts, certainly, but the question is exactly how far back in this timeline Meta needs to go to figure out what went wrong, and which structural changes need to take place to fix it?
Meta acquired Beat Saber in November of 2019 and, over the next several years, doubled down multiple times by hiring dozens of developers skilled in the use of Oculus Touch controllers. Some of these decisions were set against unusual behavior patterns due to a generationally significant pandemic keeping people home near their headsets.
During the 2016-2018 period, NextVR streamed NBA games live to VR headsets, a startup called Spaces opened a walk around Terminator VR attraction, and the first decent eye tracking was demonstrated in consumer VR hardware. Apple released a headset that combined all those technologies mentioned from 2017 in a 2024 product.
At Meta, someone made decisions to ship headsets without eye tracking after shipping a single headset that tracks eyes. They have their reasons, but whatever they are may be the cause of Meta losing some of the lead in VR that was bought with Oculus in 2014. Whatever is going on with Meta’s decision-making process, leadership tried to rectify it by the end of 2025 with the hiring of a key executive from Apple.
Now Meta faces a world where it might increase production for its non-VR glasses products. Meanwhile, Apple, Google, Samsung, and Valve ship or plan to ship VR headsets with eye tracking.

Imagine two types of eyewear at opposite ends of this particular continuum from Paul Milgram’s seminal 1994 paper. One at the right is a relatively heavy VR headset that is essentially all display. The other at left is a pair of ultra lightweight frames with no display. Today Meta ships Quest 3, 3S, and Ray-Ban glasses in each of these categories, and they all lack eye tracking.
Apple ships only the Vision Pro with eye tracking today and it is a $3,500 device not many people have tried. The headset does a little magic trick with this chart. It is rooted at the right edge of the chart, but software defaults to starting you at the left side. Turn the dial on the headset and the world can shift from your environment being fully “real” to fully “virtual” across the whole continuum.
Apple is surely readying something to secure the left side of the chart. When they launch, what features will they focus on and how might Apple and Meta eyewear differ?
If Vision Pro is a spatial computer I want Apple’s answer to the Meta Ray-Ban glasses to function more like a spatial mouse. No display and all input.
Apple could take the sensors for tracking hand movements and eye movements from Vision Pro and put that technology into slim frames with Bluetooth and battery. Thin clear glasses can gather the same eye and finger input as a big enclosed VR headset. It’s difficult, surely, but it’s more useful than putting in a display system for one eye. The differentiating feature would be a universal remote for everything that’s so impossibly advanced it could feel like magic almost everywhere.
Google told me touch typing on any surface would be a solved problem in a couple of years at the end of 2024. In such a focused design, Apple could conceivably replace the mouse, trackpad and keyboard with eyewear at the opposite end of the spectrum from Vision Pro. I mean that literally because display-free means you only ever see the real environment through a pair of frames, and yet the glasses still track your eye movements the same as they do in Vision Pro.
In Apple Vision Pro, eye tracking is used to target what you’re looking at so that when you “mouse click” by pinching your fingers together the whole system responds to exactly what you want in that moment. It’s also used to drive the included Persona avatars and even the outward-facing display system showing recreated eyeballs to external viewers. That’s a lot of technology, weight and expense Apple introduced in Vision Pro to fully enclose a person in a focused virtual location represented as an Apple home environment, and then anywhere else along the mixed reality spectrum using a dial and software.
None of that seems like a mass market need unless you had an experience in 2017 that instantly made you feel like a superhero in a VR headset. Why do VR headsets need eye tracking? For the same reason a computer needs a mouse. It is how you tell the computer what you want in a graphical user interface, even if you still need something else to select what you’re looking at.
In 2014, Mark Zuckerberg bought Oculus VR for a couple billion dollars with the premise virtual reality was to become the foundation of personal computing.
In 2026, virtual reality is really starting to dig its roots into those foundations with OpenXR and Flatpaks. Operating systems based around VR headsets with eye tracking as a key feature are now receiving updates from Google, Valve and Apple.
New walled gardens are building up fast even as old ones fall down. Valve is coming for gaming, Google is relying on Android APKs, and Apple is building out a new kind of live sports and TV experience, all of it with VR as the display for the entire landscape.
Earlier this week many hundreds of people lost their jobs as Meta announced the most dramatic course-correction to its strategy yet. Even though VR’s future has never been brighter, the weight of Meta’s shift might lead some to believe “Oculus VR” here was a “grand misadventure” and virtual reality is dead, again.
That couldn’t be further from reality. If you care about the future you should have been reading UploadVR yesterday.
As I look across the last 10 years and try to piece together a picture of how Meta ended up here, I find one key technology conspicuously absent from almost all their headset and glasses designs, save for the failed Quest Pro.
Here’s a look at why the absence of eye tracking limits VR’s scale and Zuckerberg’s ambition for a new social network clouded the Oculus vision.
In 2017 I attended a pair of eye tracking demos at GDC, one of them inside Valve’s booth. From these demos I started to realize “just how empowering eye tracking will be for VR software designers.”
“The additional information [eye tracking] provides will allow creators to make games that are fundamentally different from the current generation,” I wrote. “It was like I had been suddenly handed a superpower and I naturally started using it as such — because it was fun. It is up to designers to figure out how much skill will be involved in achieving a particular task when the game knows exactly what you’re interested in at any given moment.”
Architecting an entire VR platform over a decade without a solid plan for default implementation of eye tracking is a study in long-term vision meeting short-term execution.
“Apple’s eye tracking is really nice,” Zuckerberg noted on Instagram in 2024 after saying he tried Apple’s headset. “We actually had those sensors back in Quest Pro. We took them out for Quest 3, and we’re gonna bring them back in the future.”
0:00
You could see this tiny comment as one of the first public acknowledgments in which he is starting to realize something is deeply wrong with his current strategy.
When Facebook stopped selling Oculus Go it acknowledged the company wouldn’t ever make another 3dof headset. The same thing should have happened after the Quest Pro launched in 2022 with eye tracking. It didn’t. By the time Meta will ship a second VR headset with eye tracking, roughly five years will have passed from the first. The company is probably all in on full-body codec avatars being their prize for drawing you into their vision of the metaverse now, after Apple stole their initial thunder with FaceTime and Personas powered by good eye tracking.
I believe we now have evidence that VR headsets that can’t see what you want by following the intent of your eyes aren’t serious contenders as platform plays. Valve, Google, and Apple are all centered on the technology in their latest headsets for slightly different reasons. When you pull back far, you can see that Steam Frame’s DK1 was the HTC Vive in 2016 and Valve Index was its DK2 from 2019.
Valve decided SteamOS in VR is ready for prime time in 2026 with Steam Frame’s consumer release, following Apple deciding 2024 was the time to launch Vision Pro. Both use eye tracking to do key things for users.
For Zuckerberg’s organization, the ramping investments over the last decade would build the necessary technologies for a complete computing platform, starting with just a few billion to acquire the development team behind the Oculus Rift. Michael Abrash left Valve to found a modern Xerox PARC within Zuckerberg’s larger organization, drawn by the commitment to invest in costly long-term research and development.
Meta built those technologies in a fairly public way by showing work as it went, both in sharing research and selling products. Solid ideas like Oculus Medium during this early period were spun out and continued at places like Adobe.
Starting in 2020, Facebook tried forcing the linking of its accounts to the use of Quest headsets and, in early 2021, it tried advertising in virtual reality. VR users quickly rejected both efforts.
Facebook’s executives embarked on a rebranding effort to Meta alongside a new accounts system developed as a fresh start for Zuckerberg’s new computing platform in headsets and glasses. By the end of 2021, Facebook was Meta.
Quest 2 was selling well. There was a well-curated store, their hand tracking was quickly approaching state of the art, and there was no credible competition in the United States shipping a standalone VR headset. Any stink associated with Facebook was being put behind Meta with Zuckerberg’s bold new vision of the “Metaverse.”
And a high-end Quest Pro with eye tracking was still coming in late 2022.
“Setting out to build the metaverse is not actually the best way to wind up with the metaverse,” warned technical guide John Carmack in 2021. “The metaverse is a honeypot trap for architecture astronauts… Mark Zuckerberg has decided now is the time to build the metaverse….my worry is we could spend years and thousands of people possibly and wind up with things that didn’t contribute all that much to the ways that people are actually using the devices and hardware today…we need to concentrate on actual products rather than technology, architecture, or initiatives.”
In 2022 Carmack left Meta as he “wearied of the fight” and, four years later, thousands have departed as leadership reshaped the company in the form of VR and AR technologies. Until the layoffs in 2026, Meta’s leadership and design failures didn’t reek of the failure Carmack specifically warned about. Now they do.
After laying off the vast majority of the game developers Meta hired and tasking the rest to “Horizon” initiatives, do we see Beat Saber and Population: One become a last ditch effort to keep Horizon Worlds alive? Meta’s latest move in December, as some of the first Steam Frame kits arrived with devs, was to delist Population: One from the Steam store, noting that it was a move to stop “unfair play” by cheaters using the openness of a PC to break the multiplayer experience.
The grand misadventure here was the entire Horizon Worlds effort, attempting to force a social network by brute force onto the wrong technology at the wrong time in the wrong way. 2026 represents a reset of Meta’s efforts, certainly, but the question is exactly how far back in this timeline Meta needs to go to figure out what went wrong, and which structural changes need to take place to fix it?
Meta acquired Beat Saber in November of 2019 and, over the next several years, doubled down multiple times by hiring dozens of developers skilled in the use of Oculus Touch controllers. Some of these decisions were set against unusual behavior patterns due to a generationally significant pandemic keeping people home near their headsets.
During the 2016-2018 period, NextVR streamed NBA games live to VR headsets, a startup called Spaces opened a walk around Terminator VR attraction, and the first decent eye tracking was demonstrated in consumer VR hardware. Apple released a headset that combined all those technologies mentioned from 2017 in a 2024 product.
At Meta, someone made decisions to ship headsets without eye tracking after shipping a single headset that tracks eyes. They have their reasons, but whatever they are may be the cause of Meta losing some of the lead in VR that was bought with Oculus in 2014. Whatever is going on with Meta’s decision-making process, leadership tried to rectify it by the end of 2025 with the hiring of a key executive from Apple.
Now Meta faces a world where it might increase production for its non-VR glasses products. Meanwhile, Apple, Google, Samsung, and Valve ship or plan to ship VR headsets with eye tracking.

Imagine two types of eyewear at opposite ends of this particular continuum from Paul Milgram’s seminal 1994 paper. One at the right is a relatively heavy VR headset that is essentially all display. The other at left is a pair of ultra lightweight frames with no display. Today Meta ships Quest 3, 3S, and Ray-Ban glasses in each of these categories, and they all lack eye tracking.
Apple ships only the Vision Pro with eye tracking today and it is a $3,500 device not many people have tried. The headset does a little magic trick with this chart. It is rooted at the right edge of the chart, but software defaults to starting you at the left side. Turn the dial on the headset and the world can shift from your environment being fully “real” to fully “virtual” across the whole continuum.
Apple is surely readying something to secure the left side of the chart. When they launch, what features will they focus on and how might Apple and Meta eyewear differ?
If Vision Pro is a spatial computer I want Apple’s answer to the Meta Ray-Ban glasses to function more like a spatial mouse. No display and all input.
Apple could take the sensors for tracking hand movements and eye movements from Vision Pro and put that technology into slim frames with Bluetooth and battery. Thin clear glasses can gather the same eye and finger input as a big enclosed VR headset. It’s difficult, surely, but it’s more useful than putting in a display system for one eye. The differentiating feature would be a universal remote for everything that’s so impossibly advanced it could feel like magic almost everywhere.
Google told me touch typing on any surface would be a solved problem in a couple of years at the end of 2024. In such a focused design, Apple could conceivably replace the mouse, trackpad and keyboard with eyewear at the opposite end of the spectrum from Vision Pro. I mean that literally because display-free means you only ever see the real environment through a pair of frames, and yet the glasses still track your eye movements the same as they do in Vision Pro.
In Apple Vision Pro, eye tracking is used to target what you’re looking at so that when you “mouse click” by pinching your fingers together the whole system responds to exactly what you want in that moment. It’s also used to drive the included Persona avatars and even the outward-facing display system showing recreated eyeballs to external viewers. That’s a lot of technology, weight and expense Apple introduced in Vision Pro to fully enclose a person in a focused virtual location represented as an Apple home environment, and then anywhere else along the mixed reality spectrum using a dial and software.
None of that seems like a mass market need unless you had an experience in 2017 that instantly made you feel like a superhero in a VR headset. Why do VR headsets need eye tracking? For the same reason a computer needs a mouse. It is how you tell the computer what you want in a graphical user interface, even if you still need something else to select what you’re looking at.
The camera Meta placed in multiple generations of glasses faces outward for photo capture, rather than inward at the eyes for intent detection. Meta moved fast, but it made the wrong decisions in the wrong order.
When I leave the house, I could grab a pair of glasses to listen to music, take calls through my phone, and control all my other computers more easily on the go. And when I get home, or I need to do real work, I enter my Apple Vision Pro (or future Meta headset or Steam Frame).
Apple doesn’t need to make camera glasses. It doesn’t need a social network. And it could kill the mouse and keyboard while fulfilling the exact words Michael Abrash at Meta said to me in 2022.
Meta is likely aiming to get back on track with an ultralight headset that does what Apple Vision Pro does with avatars, eye tracking, focus and movies. As Meta looks to the future and figures out which brands to leave in the past I have just one suggestion.
There is one brand in Meta’s arsenal with a very close association to both eyes and headsets that gamers love.
Just call the next headset Oculus.
It’s cleaner.
There’s a link on Reddit aging like fine wine. It carries the timestamp January 28, 2014 at 7:54:33 PM EST.
“So no way to confirm this, but my friend works in the same building as Oculus, and he ran into Mark Zuckerberg taking the elevator to Oculus’ floor,” Threewolfmtn posted. “Do you think he was just checking it out? Or is there somethign more devious going on?”
With whole teams shown the door from inside Meta’s VR and AR efforts in January 2026, you can put that time stamp in your mind relative to the one UploadVR published over half a decade ago. The important time stamp for the words we’re republishing from John Carmack to Oculus VR leaders is February 16, 2015.
Before you get to those words, in full below, here he is speaking directly to the public in 2021 before he “wearied of the fight” and exited near the end of 2022:
I reached out to Carmack earlier this week to invite fresh comment of any length. You can find it on UploadVR.com if he replies.
From: John Carmack
Date: February 16, 2015
Subject: Oculus Strategy (LONG)
In preparation for the executive retreat this week, I have tried to clarify some of my thoughts about the state and direction of Oculus. This is long, but I would appreciate it if everyone took the time to read it and consider the points for discussion. Are there people attending the meeting that aren’t on the ExecHQ list that I should forward this to?
Some of this reads as much more certain that I actually am; I recognize a lot of uncertainty in all the predictions, but I will defend them in more depth as needed.
Things are going OK. I am fairly happy with the current directions, and I think we are on a path that can succeed.
There are a number of things that I have been concerned about that seem to have worked out, but I remain a little wary of some of them metastasizing.
Oculus Box. Selling the world’s most expensive console would have both failed commercially and offended our PC base. Building it would have stolen resources from more important projects. Note that my objection is based on a high-end PC spec system. At some point in the future (or for some level of experiences), you start considering cheap, mobile based hardware, which is a different calculation.
Oculus OS. The argument goes something like “All important platforms have had their own OS. We want VR to be an important platform, therefore we need our own OS.” That is both confusing correlation with causation, and just wrong – Facebook is an important platform that doesn’t have its own OS. When you push hard enough, the question of “What, specifically, would we do with our own kernel that we can’t get from an existing platform?” turns out to be “Not much”. Supporting even a basic Linux distribution would be a huge albatross around our neck.
Indefinite innovator editions for Gear VR. We have been over this enough; I am happy with the resolution.
Major staff-up to “build the Metaverse”. Throw fifty new developers together and tell them to build a completely hand-wavey and abstract application. That was not going to go well. Oculus needs to learn how to deliver decent quality VR apps at a small scale before getting overly ambitious. I understand this choice wasn’t made willingly, but I am still happy with the outcome.
Write all new apps for CV1 in UE4. Would have been a recipe for failure this year, and would have unnecessarily divided efforts between mobile and PC. I recognize that my contention that we can build the current apps for both PC and mobile has not yet been demonstrated, and is in fact running quite a bit behind expectations.
Acceptance of non-interactive media. This is still grudging, as noted by the “interactive” bullet point in our official strategy presentation at the town hall, and Brendan’s derisive use of “viewmaster” when talking about Cardboard, but most now agree it has an important place. People like photos and video. You could go so far as to say it drives the consumer internet, and I think Oculus still underestimates this, which is why I am happy that Douglas Purdy’s VR Video team is outside the Oculus chain of command.
While it isn’t something I am directly involved in, I think the decision to push CV1 without controllers at a cheaper price point is a good one. Waiting for perfect is the wrong thing to do, and I am much less convinced of the necessity of novel controllers for VR’s success.
On to things with more room for improvement:
I suspect that this was not given the focus it deserved because many people thought Gear VR wasn’t going to be “real”, so it may have felt like there was a whole year of cushion before CV1 was going to need a platform. Launching Gear VR without commerce sucked. Some steps have been taken here, but there are still hazards. I won’t argue passionately about platform strategy, because it really isn’t my field, but I have opinions based on general software development with some relevance.
We still have definitional problems with what exactly “platform” is, and who is responsible for what. I would like to see this made very clear. I am unsure about having the Apps team responsible for the client side interfaces. It may be pragmatic right now, but it doesn’t feel right.
I have heard Holtman explain how we couldn’t just use Facebook commerce infra because it wouldn’t allow us to do some things like region specific pricing that are important factors for Steam, but I remain unconvinced that it is sufficient reason to make our development more challenging. There is so much value in Facebook’s infra that I feel we should bend our strategies around using it as much as possible. A good strategy on world class infra has a very good chance of beating out an ideal strategy on virgin infra.
We should be a really damn good app/media store and IAP platform before we start working on providing gaming services. App positioning, auto updates / update notification, featured lists, recommendations, media rentals, etc.
When we do get around to providing gaming services, we should incrementally clone Steamworks as needed to satisfy key developers, rather than trying to design something theoretically improved that developers will have to adapt to.
The near term social VR push should be based strictly on the Facebook social graph. We can prove out our interaction models and experiences without waiting for the platform team to make an anonymized parallel implementation…
We need to become a consumer software shop.
The Oculus founders came from a tool company background, which has given us an “SDK and demos” development style that I don’t think best suits our goals. Oculus also plays to the press, rather than to the customers that have bought things from us, and it is going to be an adjustment to get there. Having an entire research division that is explicitly tasked with staying away from products is also challenging, and is probably going to get more so as product people crunch.
Talk of software at Oculus has been largely aspirational rather than practical. “What we want” versus “what we can deliver”. I was exasperated at the talk about “Oculus Quality”, as if it was a real thing instead of a vague goal. I do have concerns that at the top of the software chain of command, Nate and Brendan haven’t shipped consumer software.
Everyone knows that we aren’t going to run out of money and be laid off in a few months. That gives us the freedom to experiment and explore, looking for “compelling experiences”, and discarding things that don’t seem to be working out. In theory, that sounds ideal. In practice, it means we have a lot of people working on things that are never going to contribute any value to our customers.
Most people, given the choice, will continue to take the path that avoids being judged. Calling our products “developer kits”, “innovator editions”, and “beta” has been an explicit strategy along those lines. To avoid being judged on our software, we largely just don’t ship it.
For example, I am unhappy with Nate’s decision to not commit to any kind of social component for the consumer launch this year. I’m going to try to do something anyway, but it means swimming against the tide.
I would like to see us behave more like a scrappy web / mobile developer. Demos become products, and if they suck, people take responsibility. Move fast, watch our numbers, and react quickly. “What’s new” on our website should report new features added and bugs fixed on a weekly basis, not just the interviews we have given.
The most effective way to add value to our platform is to leverage the work of other successful companies, even if that means doing all the work for them and letting them take all the money. I contend that adding value to our platform to make more happy users is much more important at this point than maximizing revenue from a tiny pool. I think win-first, then optimize monetization, is an effective way to take advantage of our relatively safe position inside Facebook.
It is fine to shotgun dev kits out to lots of prominent developers, but the conversion rate to shipping products from top tier companies isn’t very good. A focused effort will yield better results.
My pursuit of Minecraft has been an explicitly strategic operation. We will benefit hugely if it exists on our platform, and if we close the deal on it, the time I spent coding on it will have been among the most valuable of my contributions.
We need a big video library streaming service, and I would be similarly willing to personally write a bunch of code to make sure it turned out great. Ideally it would be Netflix, but even a third tier company like M-Go would be far better than doing it ourselves. There is an argument along the lines of “We don’t need Netflix, we’ll cut our own content deals and be better off in the long run.” That makes the conscious (sometimes defensible) choice to suck in the near term for a long term advantage, but it also grossly underestimates the amount of work that all those companies have done. I have low confidence that a little ad-hoc team inside Oculus is going to deliver a better, or even comparable, movie / TV show watching system than the established players.
I know I don’t have broad buy-in on the value, but I feel strongly enough about the merits of demonstrating a “VR Store” that I think it is worth basically writing the app for Comixology. I look at it as a free compelling dataset for us, rather than us doing free work for them.
What other applications could be platform-defining for us with a modest VR reinterpretation?
Picking winners like this does clearly sacrifice platform impartiality, but I think it is a cost worth paying.
Even amongst the general application pool, we should be actively fixing 3rd party apps, and letting them drive the shape of SDK development. I am bothered by a lot of the text aliasing in VR apps, so I need to finish up my Unity-GUI-in-overlay-plane work and provide it to developers.
The iPhone was a phone. Many people would say it wasn’t actually a great phone, but it subsumed the functionality of something that everyone had and used, and that was important for adoption. If it had been delivered as the iPod Touch first, it would have been far less successful, and, one step farther, if it wasn’t also an iPod, it would have been another obscure PDA.
Oculus’ position has been hostile to apps that aren’t specifically designed for VR, and I think that is a mistake. We do not have a flood of AAA, or even A level content, and I don’t think it will magically appear as soon as we yell CV1 at the top of our lungs. The economics are just not very compelling to big studios, and developing to the solid 90 fps stereo CV1 spec is very challenging.
There are a number of things that can help:
Encourage limited VR modes for existing games. Even simple viewer or tourist modes, or mini-games that aren’t representative of the real gameplay would be of some value to VR users. Do we have a head mount sensor on CV1? We win if we can get our customers to think that when you put on your HMD, a good game should do SOMETHING.
Embrace Asynchronous Time Warp on PC, so developers have a fighting chance to get a decent VR experience out of their existing codebases. We are going to be forced to make this work eventually, but we have strategically squandered six months of lead time. This is directly attributable to Atman’s strong opinions on the issue.
We should make first class support for running conventional 2D apps in VR, and we should support net application streaming on mobile. It is going to be a long time before we have high quality VR applications for everything that people want to do; 2D applications floating in VR will fill a valuable role, especially as we move towards switching between multiple resident applications.
Even driver intercept applications 3D/VR-ifying naïve applications may eventually have a place. It is technically feasible to deliver the full comfortable-VR experience from a naïve application in some cases.
Even aside from this almost killing Gear VR, our positioning on PC has been somewhat inconsistent. We talk about how critical SteamWorks-like functionality is to our platform, because Steam gamers are our (PC) user base, but the intersection of stationary viewpoint game experiences and the games people play on Steam is actually quite small.
We should not support developers “doing it wrong”, like using an incorrect FOV for rending, but “doing uncomfortable things”, like moving the viewpoint or playing panoramic video that can’t be positioned, are value decisions that will often be net positive. In fact, I believe that they will constitute the natural majority of hours spent in VR, and we do a disservice to our users by attempting to push against that natural position.
We have a problem here – It would be hard for the CEO of a sailboat company to be enthusiastic and genuine if they always got seasick whenever they went out, but Brendan is in exactly that position.
My Minecraft work is a good example. By its very nature, it is terrible from a comfort position — not only does it have navigation, but there is a lot of parabolic bounding up and down. Regardless, I have played more hours in it than any other VR experience except Cinema.
Brendan suggested there might be a better “Made for VR Minecraft” that was stationary and third person, like the HoloLens demo. This was frightening to hear, because it showed just how wide the gulf was between our views of what a great VR game should be. Playing with lego blocks can be fun, but running for your life while lost underground is moving.
It will not be that long until Note 4 class performance is available in much cheaper phones. Notably, being quad core (or octa-core on Exynos) does almost nothing for our VR performance, and neither does being able to burst to 2.5 GHz, both due to thermal reasons. A dual core Snapdragon that was only binned for 1.7 GHz CPU and 400 MHz GPU could run all the existing applications, and DK2 would argue that 1080p screens can still “Do VR”. This is still the most exciting vision for me – when everyone picks up a cheap Oculus headset holder for their phone when they walk out of the carrier store, just like grabbing a phone case.
I would rather push for cost reduction and model range expansion across all Samsung’s lines before going out to other vendors, but we are doing the right thing with Shaheen working towards building our own Android extensions to run Gear VR apps, so we have them on hand when we do need them.
The other major technical necessity is to engage with LCD panel manufacturers to see what the best non-OLD VR display can be, either with overclocked memory interfaces and global backlight controls, or custom building rolling portrait backlights. Once we have apps running on the custom dev kits with Shaheen’s work, we should be able to do experiments with this.
I am less enthusiastic about the dedicated LG headset that plugs into phones. It will require all the Android software engineering effort that Gear VR did for each headset it will be compatible with, as well as significant new hardware engineering, and the attach rate would be guaranteed to be a fraction of Gear VR due to a much higher price. It seems much more sensible to just make sure that CV2 is mobile friendly, rather than building a CV1.5 Mobile Edition. If you certify a phone for VR, you might as well have a drop-in holder for it as well as the plug in option; there would be little difference in the software, and the tradeoff between cost, position tracking, refresh rate, and resolution would be evaluated by the market.
If we want to allow mobile developers to prepare for eventual position tracking support, we could make a butchered DK2 / CV1 LED faceplate that attaches to a Gear VR so a PC could do the tracking and communicate positions back to the Gear VR over WiFi. I don’t feel any real urgency to do this, I doubt the apps people are developing today are going to be the killer apps of a somewhat distant position tracked mobile system.
Legendary Tales is a dark fantasy RPG with physics-based combat that’s just out on Quest.
Almost two years after its initial release on PC VR and PlayStation VR2, Legendary Tales is available now on the Meta Quest 3 and 3S. We found it has “satisfying” physics-based combat across its extensive dungeon-crawling, with the promise of more than 15 hours of content. Fully playable solo or in online co-op mode, its quest-driven storyline can be experienced with friends from the beginning all the way through to the end. While no specific port features were mentioned, developer Urban Wolf Games mentioned the Quest version has “the most advanced system updates that are not released on PCVR and PSVR2 yet.”
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Akin to a Dark Souls experience in VR, the core gameplay mechanic of Legendary Tales is the exploration of loot-filled dungeons complete with skeletons, orcs, and challenging boss fights. Its focus on a hands-on crafting system allows players to collect materials to craft weapons, as well as dabble in alchemy to use various potions to aid in battle. The physics-based combat focuses on precise parrying to retaliate against enemy attacks and hopefully leave every encounter unscathed. Finally, its detailed skill tree gives a bevy of specializations as a rogue, mage, warrior, or a personalized hybrid build.
In a heartfelt Reddit post the day before the game’s release this week, the developer acknowledged the bad timing while also talking about their personal experience regarding developing for virtual reality and its challenges. A DLC expansion named “Dawn of History” with new items, maps, and enemies is expected later this year.
Legendary Tales is out now for Meta Quest, PS VR2, and Steam.

Baby Steps deserves its flowers
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Gambler’s Table is an idle game all about flipping many coins as fast and efficiently as possible
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Also: Nvidia RTX 5070 Ti isn’t as dead as it sounds, at least according to Asus
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He wanted to lead design on The Elder Scrolls 6 but ended up leaving
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The launch of Android XR, a newly announced headset from Valve, and major strategic shifts at Meta, are just the start of what made 2025 a significant year for the XR industry at large. 2026 will mark the 15th year that we’ve been following this XR journey here at Road to VR. With the context that comes with that long-term perspective, it’s once again time to reflect on the biggest stories of the last year and to talk about what’s on the horizon.

In early 2025, Meta CTO Andrew Bosworth issued a memo calling it a ‘make or break’ year for the company’s XR ambitions.
“This year likely determines whether this entire [XR] effort will go down as the work of visionaries or a legendary misadventure,” Bosworth wrote.
Well, by early 2026 it’s looking like “legendary misadventure” takes the cake.
Apparently not seeing the growth and traction it wanted, Meta is making an aggressive shift in its XR strategy. The last few days have seen reports of multiple first-party VR studios being cut down to size or outright shuttered. The company’s business-focused virtual collaboration space, Horizon Workrooms, is being shut down, and more. In total, the company is said to be cutting roughly 10% of its entire Reality Labs division as it shifts focus away from VR and “metaverse” efforts.
It’s going to take a while for the dust to settle on this, and it probably won’t be until Q2 that the company shares a clear vision for what it hopes to accomplish with the cuts and new direction.
From what I’m seeing and hearing, it sounds like Meta isn’t exiting the XR space, but it’s shifting focus more strongly toward the glasses end of the spectrum, while doing away with the notion that building a “metaverse” (a digital space where people would gather, play, and work) is a strategic imperative.
Rather, it looks like Meta will continue to run its XR headset platform and let it evolve naturally rather than trying to place big content bets or force the metaverse into existence. Meanwhile, the company is said to be focused on boosting production of its smart glasses to serve growing demand.
Although that likely means a greater focus on smart glasses and AI assistants for the time being, it’s clear that the company’s end-goal is (and has been) to evolve its smart glasses into full-blown augmented reality glasses over time. In fact, Meta showed an early vision of this end goal back in 2024 with the Orion prototype. The 2025 release of the Ray-Ban Display glasses, and the ‘neural band’, was a clear step toward that goal.
Ray-Ban Display is still just a pair of smart glasses (ie: a small field-of-view and a static display with no tracking). But already the company that makes the waveguide in Meta’s glasses says it has a much larger 70° field-of-view waveguide that’s ready for production.
For many years I’ve explained that the industry has been working on the challenge of compact and affordable XR devices from two sides. On one hand, the industry has started by packing a wishlist of features into a bulky headset, and then trying to make it smaller. On the other hand, the industry is starting a tiny glasses-like package, and then trying to add back all the features enjoyed by the bulkier headsets.
Meta has mostly focused on the former (headsets), but it’s now shifting focus to the latter (glasses). The end goal, however, remains the same: an affordable and comfortable device that can digitally alter the world around you.
This big shift isn’t just a big deal for Meta, it’s a big deal for the whole industry. Meta has been dominant in the space for years, thanks in a big part to being able to out-price the competition and attract developers, thus building the leading standalone headset platform. With its standing in the industry, Meta has been able to direct much of what has happened within the industry, either explicitly or implicitly.
If Meta is pulling back on its VR and metaverse initiatives, the door may open for another company to take over its influential role. Or, the space might settle into a new equilibrium with a renewed competitive landscape, which has long been suffocated by Meta.
All we can say for certain is that 2026 will be a year of major realignment as the industry figures out how hands-on Meta plans to be with its VR platform going forward.
2025 turned out to be a huge year for XR hardware launches and announcements.
Google finally revealed and launched Android XR, a direct competitor to Apple’s VisionOS. Samsung launched the first Android XR headset, Galaxy XR, a direct competitor to Apple’s Vision Pro.
Apple also launched a new version of Vision Pro with an upgraded processor and (finally) an improved headstrap. And after years of rumors and speculation, Valve announced Steam Frame, its second-ever VR headset.
In parallel, we’re also seeing the rapid heating up of the smart glasses and AR glasses space.
Meta launched updated versions of its smart glasses, including Ray-Ban Display, its first smart glasses with a display. XREAL previewed Aura, which is set to launch in 2026 as the first AR headset running Android XR. The company subsequently raised $100 million in new funding as it announced an extended partnership with Google. VITURE, a company with similar approach to smart glasses and AR glasses, also raised $100 million in 2025.
Although they happened in the same year, all of these announcements represent the culmination of investments and development that happened over the last several years. With three major tech titans making XR plays (Meta, Apple, and Google), 2026 is shaping up to see a level of competition that truly hasn’t been seen yet since I started reporting on the industry back in 2011.
Meanwhile, Valve is taking a whole new approach to its VR architecture. Frame is a fully standalone headset—a first for Valve—and the company has designed it to be a better companion to people’s existing Steam library, by allowing it to play pretty much any Steam game (VR or otherwise) either locally or streamed from a nearby PC.
While Valve is giving PC VR some much needed love, I’m still not convinced that Frame is going to revolutionize the space. Although it has some neat extras (like improved wireless game streaming thanks to eye-tracked optimizations), it doesn’t really do that much more than a Quest 3 or Quest 3S, which will inevitably be the cheaper options. As with its prior headset, Frame will probably remain limited to an enthusiastic niche of hardcore PC VR players. But ultimately, Frame shows that Valve never stopped caring about VR and that the company is still focused on making Steam an open VR platform on PC that will be maintained for years to come.
Meta has been hard at work prototyping full-blown AR glasses, but it hasn’t actually launched such a product yet. Meanwhile, Xreal and Viture have been rapidly evolving their smart glasses with growing AR capabilities, seemingly catching companies like Meta by surprise. The pair of $100 million investments into Xreal and Viture (and especially Xreal’s close partnership with Google) will put pressure on Meta to release its AR glasses sooner rather than later.
Given that Valve launched Half-Life: Alyx back in 2020 to show what was possible with its first VR headset, there was widespread speculation that the company would similarly announce a new VR game to launch alongside Steam Frame. But as the company told me directly, there is no new first-party VR game in development.
The lack of a flagship launch title to go out the door with Steam Frame has left many scratching their heads. New headsets are exciting, but given the dearth of exciting PC VR content in the last few years, what are people actually going to play… more Beat Saber?
I’m glad Valve is still in on VR, but I’m not exactly bullish on Frame. Luckily the PC VR landscape has never had more options to serve various hardcore PC VR niches, thanks to companies like Pimax, Bigscreen, and Shiftall—and hey, even Sony technically makes a PC VR headset!
2025 was a brutal year for established VR studios. Highly immersive single-player apps were once the bread and butter of VR gaming. But VR was not insulated from the broader gaming industry shift toward free-to-play multiplayer games.
That shift seems to have reached a peak just as a wave of prior long-term bets on single-player VR content was coming to fruition in 2025. The result has been report after report of established VR studios struggling to stay afloat.
Among studios seeing underwhelming revenue, staff cuts, or outright closures this year was Cloudhead Games, Fast Travels Games, Soul Assembly, Vertigo Games, Toast Interactive, nDreams, and Phaser Lock. Not to mention Meta shuttering several of its first-party VR game studios that were focused on single-player content.
On the other hand, new studios focused on free-to-play multiplayer content have seen rapid growth and seemingly reached unprecedented new peaks of player counts and retention. Games like Gorilla Tag, Animal Company, Yeeps, and UG are dominating Quest’s Top Selling Charts by serving a younger demographic of players looking for free-to-play multiplayer experiences. Interestingly, all four of these newer top-earning titles are also built around arm-based locomotion.
Whether we like it or not, free-to-play multiplayer is here to stay. Many of the most popular non-VR games are free-to-play multiplayer games, so it should be no surprise that the same formula would take over VR as well. The unfortunate part is that the transition happened so fast that by the time the latest wave of big budget single-player VR games landed, they were launched into a void of demand. With production times of some bigger VR games spanning 1-3 years, it’s difficult to course-correct.
Especially with Meta’s latest cluster of studio closures, the message is now unambiguous: premium single-player VR games are no longer what the bulk of active VR users are looking for. That’s not to say there’s no room for great single-player experiences in VR, but the demand for them isn’t what it used to be.
Of the veteran VR studios that have managed to weather the storm, I expect to see many of them take their first stab at free-to-play multiplayer VR games, or focus on ‘VR optional’ titles, or even leave VR for the time being while they seek greater stability in the larger gaming market.
Frankly, I think this situation has a bit less to do with the ‘free-to-play’ part, and more to do with the ‘multiplayer’ part. As with almost every entertainment activity in existence, most people like to play games with their friends. The rise of massively successful paid multiplayer games with structures that are reminiscent of traditional single-player games (ie: Destiny, Valheim, Helldivers, Arc Raiders) tells me that pure single-player games as a whole will one day become a thing of the past.
That’s not to say that we won’t see great, ‘single-player style’ games still made (like, say, Red Dead Redemption 3) but I bet you’ll at least have the option to play them with a friend or two.
2025 was the year that we saw Apple working to fix first-generation product issues with Vision Pro. That included adding official support for PSVR 2 Motion Controllers and a Logitech stylus, several major new features included in the launch of VisionOS 26, and a refresh of the headset with a more powerful M5 processor and a better headstrap.
These changes were all clearly meant to address first-generation pain points. Specifically, the improved headstrap was a major admission that the headset was too heavy and bulky. Unfortunately a better head strap can only do so much.
I don’t expect we’ll see any new XR hardware from Apple in 2026. But I do expect to see the company continue to make more of these first-generation fixes and to further improve the headset’s most promising use-cases on the software side. I’m still personally hoping for better window management.
While there’s been much reporting about Vision Pro as a ‘failed’ product, those that are actually connected to the XR industry understand that Vision Pro is a significant contribution to the state-of-the-art that’s really only held back by its current size and weight. I’m certain Apple knows this too.
My bet is that Apple is far from done with Vision Pro and VisionOS. It’s rare for the company to make a product play only to cancel it after one generation. More likely, I’m willing to bet that Apple has set new and specific goals for the size and weight of its next Vision headset, and will happily wait for years until it can actually meet those goals. In the meantime, it will continue to invest in VisionOS, which I’ve long said is a more important contribution to the industry than the headset hardware itself.
What seemed on its face like an April Fool’s joke, was anything but. In 2025 Nintendo announced it is revitalizing its Virtual Boy console.
First released in 1995, the Virtual Boy was portrayed as a type of “virtual reality” experience, but considering its small field-of-view, lack of motion tracking, and single-color (red) display, it was functionally just a 3D display on a stand. Still, the console has been culturally associated with “virtual reality” ever since—and it’s not exactly a positive association.
Ambitious as it was, Virtual Boy was an infamous failure of a game console, owed largely to its minimal game catalog, single-color display, and reports of motion sickness while playing. It was discontinued less than a year after launch.
The upcoming $100 accessory will use Switch or Switch 2 as the brains (and display) of the device, and it will play original Virtual Boy games like Mario’s Tennis, Teleroboxer, and Galactic Pinball, with a planned total of 14 titles to be launched in time (that may not sound like many, but it’s more than 50% of the entire Virtual Boy game catalog).
Nintendo will also sell a $25 ‘cardboard’ version of the Virtual Boy accessory which will allow Switch to play the same games but without the stand and plastic facade to hold the console.
We still don’t know if the games are simply being emulated or if they have been retouched or remastered. I hope they’ll be at least updated to render at the native Switch or Switch 2 resolutions, rather than the tiny 0.086MP (384 × 224) per-eye resolution of the original Virtual Boy.
Nintendo continues its long history of weird decisions, and I’m here for it.
In my book, the biggest wild cards for 2026 are Snap and HTC.
HTC was once a prominent player in the VR space, having built a long line of PC VR headsets that rivaled Meta’s Rift. But once Meta shifted focus to standalone, HTC wasn’t able to keep up. Sure, HTC released several standalone headsets, but none have come close to the consumer and developer traction of Meta’s Horizon.
That’s left HTC meandering over the last several years, culminating last year in the unexpected sell-off of much of its XR engineering talent to Google for $250 million. Since then, HTC has followed Meta into the smart glasses space with VIVE Eagle. But, so far, the glasses have only launched in Taiwan.
Exactly where HTC heads next is unclear. Will it follow Meta’s lead again and shift its primary focus to smart glasses? Or could it swoop in and try to fill the vacuum left by Meta’s pullback from the VR and metaverse space?
The latter could be a significant opportunity for the company which, at very least, has the same core pieces already in place (standalone VR headsets, an app store, and a ‘metaverse’ platform). Not to mention strong traction in the B2B and LBE spaces, which Meta never quite got a handle on.
As for Snap, the company has been planning its entry into the consumer AR space for years at this point. Last year the company’s CEO effectively said that its bet on the AR space is fundamental to the company’s continued existence.
The company has launched two generations of its ‘Spectacles’ AR glasses, and the company has spent time focusing on developers and building out tooling based on feedback.
Snap plans to launch its first pair of consumer AR glasses this year, but it remains to be seen if it has any unique technological advantages compared to what’s already out there. Even if not, it’s possible that Snap’s social and fun-focused approach to AR glasses could be a winning play, especially if it can successfully draw its fleet of Snapchat AR developers over to its glasses. The company says that’s the plan, anyway, as it has been building tools that make it easier for developers to build Lenses that span both hand-held and head-worn AR.
– – — – –
As someone who has been reporting on this industry for nearly 15 years now, I truly mean it when I say I believe 2025 will be looked back upon as one of the most significant moments for the XR industry overall. The next five years are certain to see more change, competition, and innovation than the last five years.
The post XR Year in Review: The Most Important Stories of 2025 and What They Mean for 2026 appeared first on Road to VR.

It’s Pokémon meets Animal Crossing, and every character you cared about might be dead
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Gone are the 30-day suspensions for those egregiously cheating
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Big Hops is a nearly perfect platformer that rewards exploration and creativity
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It costs more than ever to get Cory In The House in your house
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Kratos is much more than a luxurious beard, and I’m unsure Ryan Hurst has the range to pull off the surprisingly complex role
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