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<title><![CDATA[ UploadVR ]]></title>
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<lastBuildDate>Mon, 14 Sep 2026 08:37:15 -0700</lastBuildDate>
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        <title><![CDATA[ I Had Never Built A VR App – 8 Days Later, Mine Was On The Quest Store ]]></title>
        <description><![CDATA[ Until a little over a week ago, Craig Storm had never built a VR app. Eight days later, his AI-assisted Quest game Punchable Face was live on Meta&#39;s store. ]]></description>
        <link>https://www.uploadvr.com/i-had-never-built-a-vr-app-8-days-later-mine-was-on-the-quest-store/</link>
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            <category><![CDATA[ App Development ]]></category>
        <dc:creator><![CDATA[ Craig Storm ]]></dc:creator>
        <pubDate>Mon, 14 Sep 2026 08:12:36 -0700</pubDate>
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        <content:encoded><![CDATA[ <p>Until a little over a week ago, I had never built a VR app.</p><p>I’ve spent a few years using VR and writing about it, so I have a pretty good sense of what feels natural inside a headset. Building those experiences was something I had always left to people who actually knew how to code.</p><p>I don’t know C#. My Unity experience was minimal. I had never built an APK for Quest or submitted an app to the Meta Quest Store.</p><p>After watching how quickly AI coding tools were improving, I started wondering how much of that gap I could cross without becoming a programmer first.</p><p>So I decided to try.</p><p>I intentionally chose a very simple idea. Punchable Face is about as straightforward as the name suggests. You stand in front of an obnoxious carnival barker and punch him. Your punches are scored based on velocity, his head reacts when you hit him, his face gets redder as he takes more punishment, and the whole thing happens inside a small carnival environment.</p><p>Punchable Face was deliberately small enough that I could keep the problem bounded.</p><p>I wasn’t trying to prove I could suddenly become a game developer. I wanted to see whether I could take a simple VR idea all the way from an empty Unity project to something people could actually download from the Quest Store.</p><p>That meant getting through the entire process, including development, testing on a real headset, creating the store assets, submitting the app to Meta and getting it approved.</p><h3 id="starting-with-almost-no-development-experience"><strong>Starting With Almost No Development Experience</strong></h3><p>I started Punchable Face on the morning of Saturday, September 5.</p><p>My hardware was an M2 MacBook Air and a Quest 3. The project was built in Unity 6.3 LTS using Unity’s OpenXR plugin with Meta XR SDK components for Quest-specific functionality. I also tested the finished app on Quest 2.</p><p>I used ChatGPT throughout the project to help plan what I wanted to build, work through problems and make design decisions. Codex handled most of the code changes and Unity project modifications.</p><p>I mostly used GPT-5.6 Sol at Medium reasoning for day-to-day work, and switched to GPT-6 Astra Medium when I hit harder problems, including a persistent XR positioning issue.</p><p>That created a development process I had never experienced before.</p><p>I would describe what I wanted Codex to build. It would modify the project. I would run a new build, put on the Quest and try it.</p><p>Then I would take the headset off and tell it what was wrong.</p><p>There was usually something.</p><p>The character was too low. The gloves were pointing in the wrong direction. Punches didn’t feel strong enough. A sound effect didn’t have enough impact. A UI element needed to move.</p><p>Then I would prompt it again.</p><p>Most of the project followed the same basic loop:</p><p>Prompt. Wait. Build. Test in the headset. Give feedback. Repeat.</p><p>I wasn’t writing the code. Codex was doing a huge amount of work that I simply didn’t know how to do.</p><p>But I was spending a lot of time deciding whether what it built was actually any good.</p><h3 id="building-it-piece-by-piece"><strong>Building It Piece By Piece</strong></h3><p>The first version of Punchable Face was barely anything.</p><p>There were placeholder hands, a target and basic punch detection. If I swung a controller fast enough and made contact, the app recognized it as a punch.</p><p>That was enough to tell me the basic idea worked.</p><figure class="kg-card kg-image-card kg-width-full kg-card-hascaption"><img src="https://storage.ghost.io/c/2a/2f/2a2f38f0-4b71-407a-9c7e-18a9e2541980/content/images/2026/09/Codex-Image-Sep-5--2026--09_46_11-PM.png" class="kg-image" alt="" loading="lazy" width="1536" height="1024" srcset="https://storage.ghost.io/c/2a/2f/2a2f38f0-4b71-407a-9c7e-18a9e2541980/content/images/size/w600/2026/09/Codex-Image-Sep-5--2026--09_46_11-PM.png 600w, https://storage.ghost.io/c/2a/2f/2a2f38f0-4b71-407a-9c7e-18a9e2541980/content/images/size/w1000/2026/09/Codex-Image-Sep-5--2026--09_46_11-PM.png 1000w, https://storage.ghost.io/c/2a/2f/2a2f38f0-4b71-407a-9c7e-18a9e2541980/content/images/2026/09/Codex-Image-Sep-5--2026--09_46_11-PM.png 1536w"><figcaption><span style="white-space: pre-wrap;">Development concept art for the Barker, used to establish the character’s look, proportions and visual direction.</span></figcaption></figure><p>From there, I kept adding one thing at a time.</p><p>The first target became the carnival barker. His head started reacting to punches with a spring-like motion. I added blinking, stronger haptics and visible damage feedback. Repeated punches caused his face to become increasingly red before slowly returning to normal.</p><p>I also used Meshy during character development, generating 3D mockups for both the Barker and the second target character, the Flexer, while I worked through their visual direction before settling on the versions used in the app.</p><p>The punch sound went through several versions. At one point I asked Codex to create something more elaborate and ended up liking the earlier, simpler sound better. I had it revert the change.</p><figure class="kg-card kg-video-card kg-width-regular kg-card-hascaption" data-kg-thumbnail="https://storage.ghost.io/c/2a/2f/2a2f38f0-4b71-407a-9c7e-18a9e2541980/content/media/2026/09/e1b48d8845a64739b715dcc990af5e44_thumb.jpg" data-kg-custom-thumbnail="">
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            <figcaption><p><span style="white-space: pre-wrap;">An early in-headset test showing the Barker reacting to punches before the final sounds, environments, and presentation were added.</span></p></figcaption>
        </figure><p>That happened more than once.</p><p>Codex could implement an idea very quickly. Sometimes I would put on the headset, try it and immediately decide the previous version was better.</p><p>The placeholder hands eventually became simple boxing gloves generated during the development process. I could have bought a more polished 3D asset, but for this first experiment I wanted to see how far I could get without adding paid art assets. The generated gloves worked well enough for what I was trying to learn, so I kept them and moved on.</p><p>I added an Impact Score ranging from 100 to 999 based on punch velocity, along with a Session Best score and an About panel explaining how the system worked.</p><p>Eventually I had a functioning punching mechanic and a character floating in space.</p><p>He needed somewhere to live, so I built out a carnival environment around him with a boardwalk, booths, lights, a Ferris wheel, coaster elements and a marquee. The Flexer got his own unique car meet environment. I kept both intentionally low-poly and simple, with the focus on the character. The environment just sets the right tone.</p><figure class="kg-card kg-image-card kg-width-full kg-card-hascaption"><img src="https://storage.ghost.io/c/2a/2f/2a2f38f0-4b71-407a-9c7e-18a9e2541980/content/images/2026/09/Screenshot-2026-09-13-at-2.25.02---PM-1.png" class="kg-image" alt="" loading="lazy" width="2000" height="1350" srcset="https://storage.ghost.io/c/2a/2f/2a2f38f0-4b71-407a-9c7e-18a9e2541980/content/images/size/w600/2026/09/Screenshot-2026-09-13-at-2.25.02---PM-1.png 600w, https://storage.ghost.io/c/2a/2f/2a2f38f0-4b71-407a-9c7e-18a9e2541980/content/images/size/w1000/2026/09/Screenshot-2026-09-13-at-2.25.02---PM-1.png 1000w, https://storage.ghost.io/c/2a/2f/2a2f38f0-4b71-407a-9c7e-18a9e2541980/content/images/size/w1600/2026/09/Screenshot-2026-09-13-at-2.25.02---PM-1.png 1600w, https://storage.ghost.io/c/2a/2f/2a2f38f0-4b71-407a-9c7e-18a9e2541980/content/images/2026/09/Screenshot-2026-09-13-at-2.25.02---PM-1.png 2095w"><figcaption><span style="white-space: pre-wrap;">Punchable Face in Unity 6.3 LTS during development, showing the Quest rig, carnival environment and core scene hierarchy.</span></figcaption></figure><p>That expansion brought another set of problems.</p><h3 id="you-still-have-to-put-the-headset-on"><strong>You Still Have To Put The Headset On</strong></h3><p>This was probably the biggest lesson from the entire project.</p><p>Something can work exactly as implemented and still feel wrong in VR.</p><p>Character height became a surprisingly annoying example. The barker kept appearing too low when I put on the headset. Codex tried compensating for headset height before eventually tracing part of the problem to the XR Origin camera offset.</p><p>That was one of the points where I switched over to GPT-6 Astra Medium because the problem involved several pieces of the XR setup interacting with each other.</p><p>A sound could trigger correctly every time and still sound bad.</p><p>A boxing glove could be positioned correctly and still look wrong attached to my hand.</p><p>Those were things I could only really judge by putting on the Quest.</p><p>That was also where my own experience with VR became useful. I didn’t know how to write the systems underneath the experience, but I knew what I wanted those systems to feel like.</p><p>I could tell when a punch felt weak. I could tell when something was positioned awkwardly in three-dimensional space. I could tell when an effect was distracting or when an interaction felt natural.</p><p>My role in the development process was telling Codex what I wanted the experience to do, then repeatedly judging the result and translating what I experienced in VR into human terms I could feed back to Codex for refinements or changes.</p><h3 id="from-saturday-to-tuesday-night"><strong>From Saturday To Tuesday Night</strong></h3><p>By Tuesday night, September 8, I had a version of Punchable Face that I considered ready to submit.</p><p>That was essentially four days after I started.</p><p>I hesitate to say I “built a game in four days” because that makes it sound like I spent four full days sitting in front of Unity.</p><p>I didn’t.</p><p>It was Labor Day weekend. I was doing family things and living my normal life. Most of the development happened in blocks of several hours, often in the evening.</p><p>I also didn’t keep a time sheet, so I’m not going to guess at an exact number of development hours afterward.</p><p>A surprising amount of the process involved waiting.</p><p>I would wait for Codex to finish. Then I would run another Unity build. Then I would put on the headset, test it, take the headset off and explain what I wanted changed.</p><p>Then the cycle started again.</p><p>By Tuesday night, though, I had gone from almost no software development experience to an app I was willing to submit to Meta.</p><h3 id="then-i-had-to-actually-publish-it"><strong>Then I Had To Actually Publish It</strong></h3><p>Finishing the app was only part of what I wanted to learn.</p><p>I still had to figure out how to release it.</p><p>That meant creating the store listing, making the app icon, thumbnail and key art, preparing the Android release build and working through Meta’s submission process.</p><p>Then I waited for Meta to review it.</p><p>Punchable Face was approved.</p><figure class="kg-card kg-image-card kg-width-full kg-card-hascaption"><img src="https://storage.ghost.io/c/2a/2f/2a2f38f0-4b71-407a-9c7e-18a9e2541980/content/images/2026/09/Screenshot-2026-09-13-at-12.11.28---PM.png" class="kg-image" alt="" loading="lazy" width="1976" height="948" srcset="https://storage.ghost.io/c/2a/2f/2a2f38f0-4b71-407a-9c7e-18a9e2541980/content/images/size/w600/2026/09/Screenshot-2026-09-13-at-12.11.28---PM.png 600w, https://storage.ghost.io/c/2a/2f/2a2f38f0-4b71-407a-9c7e-18a9e2541980/content/images/size/w1000/2026/09/Screenshot-2026-09-13-at-12.11.28---PM.png 1000w, https://storage.ghost.io/c/2a/2f/2a2f38f0-4b71-407a-9c7e-18a9e2541980/content/images/size/w1600/2026/09/Screenshot-2026-09-13-at-12.11.28---PM.png 1600w, https://storage.ghost.io/c/2a/2f/2a2f38f0-4b71-407a-9c7e-18a9e2541980/content/images/2026/09/Screenshot-2026-09-13-at-12.11.28---PM.png 1976w"><figcaption><span style="white-space: pre-wrap;">Punchable Face in Meta’s app submission dashboard after approval and release.</span></figcaption></figure><p>On September 13, eight days after I started the project, it went live on the <a href="https://www.meta.com/experiences/punchable-face/1482909477009074/?ref=uploadvr.com" rel="noreferrer">Meta Quest Store</a> for $1.99.</p><p>For the first time, something I had started building the previous weekend was publicly available on the Quest Store.</p><p>Anyone could buy it. Seeing it live on the Quest Store was genuinely exciting, and a little nerve-racking.</p><h3 id="what-this-actually-showed-me"><strong>What This Actually Showed Me</strong></h3><p>I still can’t sit down and write Punchable Face from scratch in C#.</p><p>I didn’t become a programmer in eight days.</p><p>There are pieces of the Unity project that I understand far better now than I did when I started, but there are also plenty of things Codex handled that I would struggle to reproduce on my own.</p><p>What changed was what I could attempt.</p><p>Before this, having an idea for a VR experience and actually turning it into software felt like two very different things. The technical barrier between them was high enough that I would have stopped at the idea.</p><p>Using ChatGPT and Codex lowered that barrier enough for me to get through it.</p><p>I still had to decide what to build.</p><p>I still had to decide what looked good.</p><p>I still had to decide whether an interaction felt right.</p><p>I still had to recognize when something Codex produced wasn’t working and explain what I wanted instead.</p><p>And I still had to eventually stop tweaking things and decide the app was finished.</p><p>What I didn’t have to do was spend months learning enough C# and Unity programming to get to the point where I could start testing the idea.</p><p>The experiment also made the gap between “working” and “well built” much more obvious to me.</p><p>I could get a simple idea running surprisingly quickly, but I was still relying on a tool to make technical decisions I didn’t fully understand. On a larger project, questions around architecture, performance, maintainability, interaction design and production would become much harder to navigate without deeper development experience.</p><p>With Punchable Face, I could keep the scope small, lean on my experience as a VR user and tester, and make judgment calls about what felt good enough to ship. That does not mean the same workflow would scale cleanly to a much more ambitious game.</p><p>Eight days after I opened the project, Punchable Face was on the Quest Store.</p><p>And by then I had learned something else.</p><p>I had built the entire app without using several newer tools that can give AI coding agents more direct access to Unity and a running XR application.</p><p>So for my next VR project, I decided to try a very different workflow.</p><p>Stay tuned.</p><figure class="kg-card kg-video-card kg-width-full kg-card-hascaption" data-kg-thumbnail="https://storage.ghost.io/c/2a/2f/2a2f38f0-4b71-407a-9c7e-18a9e2541980/content/media/2026/09/PF-Game-Play-2_thumb.jpg" data-kg-custom-thumbnail="">
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            <figcaption><p><span style="white-space: pre-wrap;">Punchable Face gameplay</span></p></figcaption>
        </figure><p></p><p></p> ]]></content:encoded>
    </item>
    <item>
        <title><![CDATA[ Apple Laid Off Around 100 Staff Working On Vision Pro, But Don&#x27;t Panic ]]></title>
        <description><![CDATA[ Apple laid off around 100 staff working on Vision Pro, including &quot;largely shutting down&quot; the spatial gaming team and downsizing the immersive video team, Bloomberg&#39;s Mark Gurman reported. ]]></description>
        <link>https://www.uploadvr.com/apple-vision-pro-layoffs-2026-gaming-immersive-video/</link>
        <guid isPermaLink="false">6aa71daf2ceff300017ad9ab</guid>
            <category><![CDATA[ Industry News ]]></category>
        <dc:creator><![CDATA[ David Heaney ]]></dc:creator>
        <pubDate>Mon, 14 Sep 2026 06:06:59 -0700</pubDate>
        <media:content url="https://storage.ghost.io/c/2a/2f/2a2f38f0-4b71-407a-9c7e-18a9e2541980/content/images/2026/09/Apple-Vision-Pro.png" medium="image"/>
        <content:encoded><![CDATA[ <p>Apple laid off around 100 staff working on Vision Pro, including "largely shutting down" the spatial gaming team and downsizing the immersive video team, Bloomberg's Mark Gurman reported.</p><p>Gurman reported the layoffs in a series of two reports near the end of August. In the second report, he said the layoffs also affected some people working on headset security, spatial audio engineering, spatial Siri integration, and visionOS itself.</p><p>Apple provided an official statement to Bloomberg when asked about the layoffs:</p><blockquote>“While we will create new roles as part of this change, it will also impact a limited number of existing roles”<br><br>“We are grateful to these team members for their contributions, and we are committed to supporting them throughout their transition, including opportunities to apply for other roles at Apple.”</blockquote><figure class="kg-card kg-bookmark-card"><a class="kg-bookmark-container" href="https://www.uploadvr.com/apple-didnt-cancel-the-vision-headset-line-forever/"><div class="kg-bookmark-content"><div class="kg-bookmark-title">No, Apple Didn’t Cancel The Vision Headset Line Forever - Here’s What’s Happening</div><div class="kg-bookmark-description">Multiple reports this year claimed that Apple, and particularly its incoming CEO John Ternus, has canceled the Vision headset line altogether. But that just isn’t true.</div><div class="kg-bookmark-metadata"><img class="kg-bookmark-icon" src="https://storage.ghost.io/c/2a/2f/2a2f38f0-4b71-407a-9c7e-18a9e2541980/content/images/icon/UploadCircle_favicon-c9a2eee2-3190-4c9d-ad5a-a716b6c01245.png" alt=""><span class="kg-bookmark-author">UploadVR</span><span class="kg-bookmark-publisher">David Heaney</span></div></div><div class="kg-bookmark-thumbnail"><img src="https://storage.ghost.io/c/2a/2f/2a2f38f0-4b71-407a-9c7e-18a9e2541980/content/images/thumbnail/Apple-headset-and-glasses-5552ec9a-1895-4fc4-8b1b-881d5e61d7be.png" alt="" onerror="this.style.display = 'none'"></div></a></figure><p>However, this does <strong>not </strong>mean that Apple is exiting the VR/MR space.</p><p>According to Gurman, Apple executives told staff that Vision Pro headsets and the visionOS operating system are <strong>not</strong> going away.</p><p>The shutdown of Apple's spatial gaming unit, Gurman explains, is due to the fact that the device is rarely used for gaming. Vision Pro does have <a href="https://www.uploadvr.com/apple-now-sells-the-ps-vr2-sense-controllers/">support for PlayStation VR2 controllers</a>, but the $250 addon hasn't seen much uptake among owners, and only a tiny fraction of VR games are available natively on visionOS. It's just not what people use Vision Pro for in practice.</p><p>Meanwhile, the reduction in the immersive video team is related to the extreme cost of producing each video relative to the number of Vision Pro owners. Each episode can cost millions of dollars to make, and third-party creators are now leveraging <a href="https://www.uploadvr.com/blackmagic-design-apple-immersive-video-preorders-davinci-resolve/">Blackmagic's immersive camera</a> and DaVinci Resolve's support for the format to <a href="https://www.uploadvr.com/category/immersive-video/">build out a content ecosystem</a> without Apple.</p><figure class="kg-card kg-bookmark-card"><a class="kg-bookmark-container" href="https://www.uploadvr.com/visionos-27-announced-apple-vision-pro-wwdc-26/"><div class="kg-bookmark-content"><div class="kg-bookmark-title">visionOS 27 Is A Much Bigger Update Than Apple’s Keynote Suggested</div><div class="kg-bookmark-description">There’s a whole lot more coming in visionOS 27 than what Apple announced in its keynote. Read our extensive rundown of all the biggest features &amp; improvements.</div><div class="kg-bookmark-metadata"><img class="kg-bookmark-icon" src="https://storage.ghost.io/c/2a/2f/2a2f38f0-4b71-407a-9c7e-18a9e2541980/content/images/icon/UploadCircle_favicon-65b3c74a-f0c1-40dc-82b6-8ddb3f94c94e.png" alt=""><span class="kg-bookmark-author">UploadVR</span><span class="kg-bookmark-publisher">David Heaney</span></div></div><div class="kg-bookmark-thumbnail"><img src="https://storage.ghost.io/c/2a/2f/2a2f38f0-4b71-407a-9c7e-18a9e2541980/content/images/thumbnail/visionOS-27-512e5801-b22b-4b80-a272-02c08c736395.jpeg" alt="" onerror="this.style.display = 'none'"></div></a></figure><p>Gurman also reiterated his claim from his <a href="https://www.uploadvr.com/apple-didnt-cancel-the-vision-headset-line-forever/">May report</a> that the company is still working on a "slimmer and lighter" headset to succeed Vision Pro that could launch in late 2028. But if the wider headset market, such as <a href="https://www.uploadvr.com/meta-project-phoenix-headset-first-clear-visuals/">Meta's next headset</a>, hasn't gained traction by then, the new CEO John Ternus is "open" to canceling the device. Executives below Ternus have been trying to convince him to continue investing in visionOS, Gurman writes, with a view to the longer-term potential of the platform.</p><p>Apple's primary wearable focus remains its upcoming screenless smart glasses, intended to take on <a href="https://www.uploadvr.com/meta-launches-cheaper-smart-glasses-without-ray-ban-branding/">Meta Glasses</a> and Ray-Ban Meta next year.</p><hr><p><em>I'm back writing on UploadVR again (for real this time), and this article is part of a series rounding up what happened in XR over the summer.</em></p> ]]></content:encoded>
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        <title><![CDATA[ EssilorLuxottica Acquired Lynx After Liquidation, Leaving R2 Launch Unlikely ]]></title>
        <description><![CDATA[ French XR startup Lynx was acquired by eyewear giant EssilorLuxottica following its compulsory liquidation, but the fate of its R2 headset remains unclear. ]]></description>
        <link>https://www.uploadvr.com/essilorluxottica-acquired-lynx-after-liquidation-leaving-r2-launch-unlikely/</link>
        <guid isPermaLink="false">6aa6f8422ceff300017ad8fc</guid>
            <category><![CDATA[ Industry News ]]></category>
        <dc:creator><![CDATA[ David Heaney ]]></dc:creator>
        <pubDate>Sun, 13 Sep 2026 13:11:00 -0700</pubDate>
        <media:content url="https://storage.ghost.io/c/2a/2f/2a2f38f0-4b71-407a-9c7e-18a9e2541980/content/images/2026/09/Lynx-R2-featured.png" medium="image"/>
        <content:encoded><![CDATA[ <p>French XR startup Lynx found a buyer, but the fate of its second headset remains unclear.</p><p>Lynx founder and CEO Stan Larroque confirmed in July that EssilorLuxottica acquired the company, including its intellectual property, assets and most of its team.</p><p>The acquisition comes after Lynx <a href="https://www.uploadvr.com/lynx-has-entered-liquidation-r2-headset-wont-launch/">entered compulsory liquidation</a> in March.</p><figure class="kg-card kg-bookmark-card"><a class="kg-bookmark-container" href="https://www.uploadvr.com/lynx-has-entered-liquidation-r2-headset-wont-launch/"><div class="kg-bookmark-content"><div class="kg-bookmark-title">Lynx Has Entered Liquidation, Meaning Its R2 Headset Won’t Launch</div><div class="kg-bookmark-description">French XR startup Lynx has entered compulsory liquidation, meaning it must shut down and its R2 headset will not be launching.</div><div class="kg-bookmark-metadata"><img class="kg-bookmark-icon" src="https://storage.ghost.io/c/2a/2f/2a2f38f0-4b71-407a-9c7e-18a9e2541980/content/images/icon/UploadCircle_favicon-585a8a71-29ea-4d67-9e56-39f4ba13e205.png" alt=""><span class="kg-bookmark-author">UploadVR</span><span class="kg-bookmark-publisher">David Heaney</span></div></div><div class="kg-bookmark-thumbnail"><img src="https://storage.ghost.io/c/2a/2f/2a2f38f0-4b71-407a-9c7e-18a9e2541980/content/images/thumbnail/Stan-Larroque-Lynx-3db3bba7-c154-4ddb-8ca0-1e00131013f3.png" alt="" onerror="this.style.display = 'none'"></div></a></figure><p>The French-Italian giant EssilorLuxottica is the largest eyewear company in the world by far. It owns iconic brands like Ray-Ban, Oakley, Oliver Peoples, and Persol, and has exclusive licenses with major fashion companies like Prada, Armani, Burberry, and Chanel. It also owns Sunglass Hut, and has more than 18,000 retail stores in total worldwide.</p><p>Meta <a href="https://www.uploadvr.com/meta-invests-3-billion-in-essilorluxottica-taking-stake/">owns a 3% stake</a> in EssilorLuxottica, which it has partnered with for all of its smart glasses so far. </p><p>Larroque is not joining EssilorLuxottica, instead moving to a leadership role at French drone manufacturer Parrot. Financial terms were not disclosed.</p><figure class="kg-card kg-bookmark-card"><a class="kg-bookmark-container" href="https://www.uploadvr.com/lynx-r2-standalone-specs-announced/"><div class="kg-bookmark-content"><div class="kg-bookmark-title">Lynx-R2 Has 126° Field Of View Via Aspheric Pancake Lenses</div><div class="kg-bookmark-description">Lynx-R2, coming “this summer”, is set to have the widest field of view of any standalone headset to date.</div><div class="kg-bookmark-metadata"><img class="kg-bookmark-icon" src="https://storage.ghost.io/c/2a/2f/2a2f38f0-4b71-407a-9c7e-18a9e2541980/content/images/icon/UploadCircle_favicon-62d3d828-4c16-4a20-a88d-e17ff4426b4d.png" alt=""><span class="kg-bookmark-author">UploadVR</span><span class="kg-bookmark-publisher">David Heaney</span></div></div><div class="kg-bookmark-thumbnail"><img src="https://storage.ghost.io/c/2a/2f/2a2f38f0-4b71-407a-9c7e-18a9e2541980/content/images/thumbnail/Lynx-R2-featured-6d44bcc1-a825-4803-be7c-84e49ad0a810.png" alt="" onerror="this.style.display = 'none'"></div></a></figure><p>Announced early this year, Lynx-R2 was set to be powered by the same&nbsp;<a href="https://www.uploadvr.com/snapdragon-xr2-gen-2/">XR2 Gen 2 chipset</a>&nbsp;as Quest 3 and Pico 4 Ultra, have similar displays and sensors, but feature aspheric pancake lenses, developed in partnership with Israeli startup Hypervision, that would have offered a field of view of 126° horizontal and 103° vertical. That would have made it one of the widest field of view VR headsets to ship as a product anyone can buy, and by far the widest standalone of any kind.</p><p>Larroque's email to backers stated that "it might take a few months for the operations to be smooth again, pending all legal approvals."</p><p>Whether EssilorLuxottica will revive the headset, or simply leverage the IP and expertise of the Lynx team, remains to be seen. It seems quite unlikely.</p><hr><p><em>I'm back writing on UploadVR again (for real this time), and this article is part of a series rounding up what happened in XR over the summer.</em></p> ]]></content:encoded>
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        <title><![CDATA[ Threads Apps Arrived On Quest &amp; Meta Ray-Ban Display ]]></title>
        <description><![CDATA[ Threads arrived on Quest headsets and Meta Ray-Ban Display, alongside a swathe of other updates for Meta&#39;s smart glasses. ]]></description>
        <link>https://www.uploadvr.com/threads-apps-arrived-on-quest-meta-ray-ban-display/</link>
        <guid isPermaLink="false">6a8efca672e9610001542d55</guid>
            <category><![CDATA[ AR Apps ]]></category>
        <dc:creator><![CDATA[ David Heaney ]]></dc:creator>
        <pubDate>Sun, 13 Sep 2026 11:48:46 -0700</pubDate>
        <media:content url="https://storage.ghost.io/c/2a/2f/2a2f38f0-4b71-407a-9c7e-18a9e2541980/content/images/2026/09/Threads-on-Quest-and-Meta-Ray-Ban-Display.png" medium="image"/>
        <content:encoded><![CDATA[ <p>Threads arrived on Quest headsets and Meta Ray-Ban Display, alongside a swathe of other updates for Meta's smart glasses.</p><h3 id="threads">Threads</h3><p>Launched three years ago, Threads is Meta's X competitor, launched in the aftermath of Elon Musk's acquisition of Twitter. Threads now has almost as many active users as X, though still lacks much of the political and intellectual user base.</p><p>In early August, Meta launched a Threads client <a href="https://www.meta.com/experiences/threads/25017910261166697/?ref=uploadvr.com">on the Meta Horizon Store</a> for Quest, and set it as a preinstalled app, force-downloading it to most Quest headsets.</p><p>While it was already possible to use Threads in the browser, the app offers a slightly more refined design. However, many Quest owners were unhappy to see it forcibly downloaded onto their headset, including while they were in the middle of playing VR games.</p><figure class="kg-card kg-video-card kg-width-regular kg-card-hascaption" data-kg-thumbnail="https://storage.ghost.io/c/2a/2f/2a2f38f0-4b71-407a-9c7e-18a9e2541980/content/media/2026/09/Threads-is-Now-Available-As-a-Native-app-on-Quest_thumb.jpg" data-kg-custom-thumbnail="">
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            <figcaption><p dir="ltr"><span style="white-space: pre-wrap;">The Threads app on Quest's Horizon OS.</span></p></figcaption>
        </figure><p>Where Threads is potentially more wanted is on the Meta Ray-Ban Display monocular HUD glasses, where the social network arrived in late July.</p><p>The glasses already had an Instagram app, and the Threads app functions relatively similarly, letting you scroll the feed by swiping your thumb against the side of your index finger (the regular Meta Neural Band scroll gesture), as well as like or share posts and even watch the videos.</p><figure class="kg-card kg-video-card kg-width-regular kg-card-hascaption" data-kg-thumbnail="https://storage.ghost.io/c/2a/2f/2a2f38f0-4b71-407a-9c7e-18a9e2541980/content/media/2026/09/Threads-on-Meta-Ray-Ban-Display_thumb.jpg" data-kg-custom-thumbnail="">
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            <figcaption><p dir="ltr"><span style="white-space: pre-wrap;">The Threads app on Meta Ray-Ban Display</span></p></figcaption>
        </figure><p>It's a greatly simplified interface compared to other platforms, but it works.</p><h2 id="other-meta-smart-glasses-updates">Other Meta Smart Glasses Updates</h2><p>Meta Ray-Ban Display, and the screenless Ray-Ban and Oakley smart glasses Meta powers, received a number of other updates over the summer.</p><ul><li><strong>Meta AI was upgraded to be powered by Muse Spark</strong>, Meta's new series of AI models shipped this year to replace the old Llama 4. After being massively outperformed by competitors, Meta laid off much of the Llama team and spent billions of dollars hiring some of the top talent from across the AI industry.</li><li><strong>Photo Ultra HDR </strong>"brings your photos to life with deeper, realistic and more true-to-life colors"</li><li><strong>“Hey Meta, take a dynamic photo”</strong> takes a burst of photos over the course of a few seconds, and in the smartphone companion app you can choose the best shot.</li><li><strong>Instagram Instants</strong> lets you put up what is essentially a story that can only be viewed once, via "Hey Meta, share an Instant", which Meta claims lets you 'share spontaneous, unfiltered photos with friends".</li><li>You can <strong>have a WhatsApp group voice chat on the glasses</strong>, started from your phone, and continue to listen to music, capture photos and videos, and get notifications while the call runs in the background.</li><li>A new <strong>Battery Saver Mode</strong> "limits high-drain features and dramatically extend your runtime"</li><li>For people in Meta's Early Access program (US &amp; Canada only), a new feature called <strong>Wi-Fi Aware</strong> makes auto-importing media from the glasses to an iPhone more seamless, removing the "Meta AI wants to Join Wi-Fi network…" prompt.</li></ul><p>We expect to see more significant new features announced for Meta's smart glasses, as well as new hardware, at <a href="https://www.uploadvr.com/meta-connect-2026-dates-confirmed/">Meta Connect 2026</a> later this month.</p><hr><p><em>I'm back writing on UploadVR again (for real this time), and this article is part of a series rounding up what happened in XR over the summer.</em></p> ]]></content:encoded>
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        <title><![CDATA[ Moss VR Developer Polyarc Games Has Shut Down ]]></title>
        <description><![CDATA[ Polyarc Games, the developer of the two Moss VR games and Glassbreakers: Champions of Moss, has shut down. ]]></description>
        <link>https://www.uploadvr.com/moss-vr-developer-polyarc-games-has-shut-down/</link>
        <guid isPermaLink="false">6aa4668a2ceff300017ad68a</guid>
            <category><![CDATA[ VR Gaming ]]></category>
        <dc:creator><![CDATA[ Mike Johnson ]]></dc:creator>
        <pubDate>Fri, 11 Sep 2026 15:20:49 -0700</pubDate>
        <media:content url="https://storage.ghost.io/c/2a/2f/2a2f38f0-4b71-407a-9c7e-18a9e2541980/content/images/2026/09/uvr-polyarc-shutdown.png" medium="image"/>
        <content:encoded><![CDATA[ <p>Developer Polyarc Games, best known for the Moss series in VR, has closed its doors for good after nearly twelve years.</p><p>A post on <a href="https://www.linkedin.com/posts/today-is-the-end-of-an-era-for-polyarc-share-7504247060351758337-zaR2/?ref=uploadvr.com">Polyarc's LinkedIn account</a> confirmed the news with the following statement:</p><blockquote>Today is the end of an era for Polyarc.<br><br>After nearly 12 years riding the joyous rollercoaster of emotions that is making video games, our time together has come to an end. As we wind down active development, we are saying our farewells to each other.<br><br>Working together over all of these years has been an honor. Bringing surprise and delight to those who played our games has been a privilege. Thank you to everyone at Polyarc, our work is now finished.<br><br>Polyarc has been home to exceptional developers across all disciplines. If you are hiring, please see the link below.<br><br>Thank you to everyone who has been part of this journey.</blockquote><p>The post also links to a <a href="https://www.linkedin.com/redir/redirect?url=https%3A%2F%2Flnkd%2Ein%2FgAWXwrit&urlhash=9FNv&trk=public_post-text&ref=uploadvr.com">spreadsheet listing the affected employees</a> and their positions for any companies who are hiring. </p><p>Polyarc saw a <a href="https://www.uploadvr.com/moss-developer-polyarc-games-announces-layoffs/" rel="noreferrer">round of layoffs</a> in March of this year resulting in two-thirds of the team being let go. </p><hr><p>The two mainline Moss games were beloved by players and critics alike, proving that a primarily third-person experience can translate well to VR with smart game design and mechanics. The franchise has over 160 awards and nominations.</p><p><a href="https://www.uploadvr.com/moss-psvr-review/" rel="noreferrer"><strong>Moss</strong></a> (now titled Moss VR) originally launched on the first PlayStation VR in February 2018, followed by PC VR in June of the same year. It was a launch day title for the first Oculus Quest in May 2019 and has over seven thousand five-star reviews across its platforms. </p><figure class="kg-card kg-video-card kg-width-regular" data-kg-thumbnail="https://storage.ghost.io/c/2a/2f/2a2f38f0-4b71-407a-9c7e-18a9e2541980/content/media/2026/09/YTDown.com_YouTube_Moss-Accolades-Trailer-HD_Media_dHgIHdKYy1o_001_1080p_thumb.jpg" data-kg-custom-thumbnail="">
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        </figure><figure class="kg-card kg-bookmark-card"><a class="kg-bookmark-container" href="https://www.uploadvr.com/moss-psvr-review/"><div class="kg-bookmark-content"><div class="kg-bookmark-title">Moss Review: Quill is The Little Mouse That Could</div><div class="kg-bookmark-description">Moss remains excellent on Rift and Vive, with sharper visuals and better tracking enhancing Quill’s charming puzzle adventure.</div><div class="kg-bookmark-metadata"><img class="kg-bookmark-icon" src="https://storage.ghost.io/c/2a/2f/2a2f38f0-4b71-407a-9c7e-18a9e2541980/content/images/icon/UploadCircle_favicon-8aeaec21-a4d7-4116-a150-bd881910c1e6.png" alt=""><span class="kg-bookmark-author">UploadVR</span><span class="kg-bookmark-publisher">David Jagneaux</span></div></div><div class="kg-bookmark-thumbnail"><img src="https://storage.ghost.io/c/2a/2f/2a2f38f0-4b71-407a-9c7e-18a9e2541980/content/images/thumbnail/Moss_SCREENSHOT-review-2-64ef2279-5875-4c8d-b9fc-0e57b8bca501.jpg" alt="" onerror="this.style.display = 'none'"></div></a></figure><hr><p>The sequel, originally titled <a href="https://www.uploadvr.com/moss-book-2-review/" rel="noreferrer"><strong>Moss: Book II</strong></a>, followed a few years later, again starting on the original PlayStation VR in March 2022 followed by Quest 2 that July and PC VR in October. That game won VR/AR Game of the Year at The Game Awards, Game of the Year at the VR Awards, and multiple other nominations and wins at the D.I.C.E. Awards, NYX Game Awards, and New York Video Game Critics Circle, among others. </p><figure class="kg-card kg-video-card kg-width-regular" data-kg-thumbnail="https://storage.ghost.io/c/2a/2f/2a2f38f0-4b71-407a-9c7e-18a9e2541980/content/media/2026/09/YTDown.com_YouTube_Moss-Book-II-Accolades-Trailer_Media_Ufp4-TrY_Rc_001_1080p_thumb.jpg" data-kg-custom-thumbnail="">
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        </figure><figure class="kg-card kg-bookmark-card"><a class="kg-bookmark-container" href="https://www.uploadvr.com/moss-book-2-review/"><div class="kg-bookmark-content"><div class="kg-bookmark-title">Moss: Book 2 Review - A Satisfying Sequel That Leaves More Room To Grow</div><div class="kg-bookmark-description">Moss: Book 2 takes the logical steps to improve upon the first game, resulting in a stronger sequel.</div><div class="kg-bookmark-metadata"><img class="kg-bookmark-icon" src="https://storage.ghost.io/c/2a/2f/2a2f38f0-4b71-407a-9c7e-18a9e2541980/content/images/icon/UploadCircle_favicon-28772ed4-e42b-45f9-b0dc-36c13cf13198.png" alt=""><span class="kg-bookmark-author">UploadVR</span><span class="kg-bookmark-publisher">Jamie Feltham</span></div></div><div class="kg-bookmark-thumbnail"><img src="https://storage.ghost.io/c/2a/2f/2a2f38f0-4b71-407a-9c7e-18a9e2541980/content/images/thumbnail/Moss-Book-II_Featured-be2f38a0-d019-448f-9e50-a3dda4a87b33.jpg" alt="" onerror="this.style.display = 'none'"></div></a></figure><p>Both games were renamed earlier to Moss VR and Moss 2 VR to avoid confusion with this year's flatscreen port, <strong>Moss: The Forgotten Relic</strong>, that combined both games into a single fantasy adventure.</p><hr><p>Before The Forgotten Relic, Polyarc expanded the Moss universe with the Hero Academy-inspired PvP strategy game <a href="https://www.uploadvr.com/glassbreakers-champions-of-moss-review/" rel="noreferrer"><strong>Glassbreakers: Champions of Moss</strong></a>. That game had an extended early beta period in 2023 before going back into development and officially launching in November 2025. Glassbreakers failed to capture the same audience as its predecessors, currently sitting with a 'Mixed' rating from just 22 reviews on Steam and a 4.7 score from 229 ratings on the Meta Horizon Store. It was also released on Apple Arcade.</p><figure class="kg-card kg-video-card kg-width-regular" data-kg-thumbnail="https://storage.ghost.io/c/2a/2f/2a2f38f0-4b71-407a-9c7e-18a9e2541980/content/media/2026/09/YTDown.com_YouTube_Glassbreakers-Champions-of-Moss-Gameplay_Media_unR3cJJrw8U_001_1080p_thumb.jpg" data-kg-custom-thumbnail="">
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        </figure><figure class="kg-card kg-bookmark-card"><a class="kg-bookmark-container" href="https://www.uploadvr.com/glassbreakers-champions-of-moss-review/"><div class="kg-bookmark-content"><div class="kg-bookmark-title">Glassbreakers Review: Nuanced PvP Strategy With Adorable Whiskers</div><div class="kg-bookmark-description">Glassbreakers: Champions of Moss is a brilliantly designed PvP strategy game that’s worth your time.</div><div class="kg-bookmark-metadata"><img class="kg-bookmark-icon" src="https://storage.ghost.io/c/2a/2f/2a2f38f0-4b71-407a-9c7e-18a9e2541980/content/images/icon/UploadCircle_favicon-01956077-211a-49cb-92b5-1d3c5583cb42.png" alt=""><span class="kg-bookmark-author">UploadVR</span><span class="kg-bookmark-publisher">Pete Austin</span></div></div><div class="kg-bookmark-thumbnail"><img src="https://storage.ghost.io/c/2a/2f/2a2f38f0-4b71-407a-9c7e-18a9e2541980/content/images/thumbnail/Key-Art-2aee3936-997a-427b-99f2-143b14d6afb1.png" alt="" onerror="this.style.display = 'none'"></div></a></figure><p>Moss: The Forgotten Relic released in July after Polyarc noted it had racked up over two hundred thousand wishlists prior to release. Presumably, given today's news, those wishlists did not convert into enough sales to keep the studio afloat. </p> ]]></content:encoded>
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    <item>
        <title><![CDATA[ iPhone Duo Seemingly Can&#x27;t Capture Spatial Photos Or Video ]]></title>
        <description><![CDATA[ Apple&#39;s $2000 iPhone Duo has two rear cameras, but seemingly can&#39;t capture spatial photos or video for viewing on Apple Vision Pro. ]]></description>
        <link>https://www.uploadvr.com/iphone-duo-seemingly-cant-capture-spatial-photos-or-video/</link>
        <guid isPermaLink="false">6aa4165b2ceff300017ad588</guid>
            <category><![CDATA[ 3D Media ]]></category>
        <dc:creator><![CDATA[ Craig Storm ]]></dc:creator>
        <pubDate>Fri, 11 Sep 2026 14:15:11 -0700</pubDate>
        <media:content url="https://storage.ghost.io/c/2a/2f/2a2f38f0-4b71-407a-9c7e-18a9e2541980/content/images/2026/09/iPhone-Duo-pointing-camera-crop.png" medium="image"/>
        <content:encoded><![CDATA[ <p>Apple's new $1,999 iPhone Duo has two rear cameras, but seemingly can't capture spatial photos or spatial video for viewing on Apple Vision Pro.</p><p>Apple first introduced spatial video capture on <a href="https://www.apple.com/newsroom/2023/12/apple-introduces-spatial-video-capture-on-iphone-15-pro/?ref=uploadvr.com" rel="noreferrer">iPhone 15 Pro</a> in 2023, ahead of the launch of Vision Pro. The feature records simultaneously from the Main and Ultra Wide cameras, with Apple combining the two views into a single spatial video file. Apple added native <a href="https://www.apple.com/ie/newsroom/2024/09/apple-debuts-iphone-16-pro-iphone-16-pro-max/?ref=uploadvr.com" rel="noreferrer">spatial photo capture</a> to the iPhone lineup the <a href="https://www.apple.com/newsroom/2024/09/apple-introduces-iphone-16-and-iphone-16-plus/?ref=uploadvr.com" rel="noreferrer">following year</a> with the iPhone 16 lineup, including both base and Pro models.</p><p>Apple's technical specifications for iPhone Duo list a 48MP Fusion Main camera and a 48MP Fusion Ultra Wide camera. Spatial photos and spatial video recording are both absent from the <a href="https://www.apple.com/iphone-duo/specs/?ref=uploadvr.com" rel="noreferrer">list of supported camera features</a>.</p><p>That's different from <a href="https://www.apple.com/iphone-18-pro/specs/?ref=uploadvr.com" rel="noreferrer">iPhone 18 Pro and 18 Pro Max</a>, which explicitly list spatial photos and spatial video recording at 1080p 30fps.</p><figure class="kg-card kg-image-card kg-card-hascaption"><img src="https://storage.ghost.io/c/2a/2f/2a2f38f0-4b71-407a-9c7e-18a9e2541980/content/images/2026/09/iPhone-Camera-Specs.png" class="kg-image" alt="" loading="lazy" width="1672" height="941" srcset="https://storage.ghost.io/c/2a/2f/2a2f38f0-4b71-407a-9c7e-18a9e2541980/content/images/size/w600/2026/09/iPhone-Camera-Specs.png 600w, https://storage.ghost.io/c/2a/2f/2a2f38f0-4b71-407a-9c7e-18a9e2541980/content/images/size/w1000/2026/09/iPhone-Camera-Specs.png 1000w, https://storage.ghost.io/c/2a/2f/2a2f38f0-4b71-407a-9c7e-18a9e2541980/content/images/size/w1600/2026/09/iPhone-Camera-Specs.png 1600w, https://storage.ghost.io/c/2a/2f/2a2f38f0-4b71-407a-9c7e-18a9e2541980/content/images/2026/09/iPhone-Camera-Specs.png 1672w" sizes="(min-width: 720px) 720px"><figcaption><span style="white-space: pre-wrap;">Photo: Apple's iPhone Comparison Tool</span></figcaption></figure><p>The omission doesn't appear to be down to processing power. iPhone Duo uses the same A20 Pro chip as the iPhone 18 Pro models, including Apple's Dual 16-core Neural Engine. Apple also says the iPhone Duo's 48MP Fusion Ultra Wide camera is the same one used in the iPhone 18 Pro models.</p><p>Apple hasn't explained why spatial capture isn't listed for iPhone Duo, and we haven't been able to test the device ourselves yet. Apple's existing iPhone implementation uses the Main and Ultra Wide cameras together to capture separate views of a scene.</p><p>Software-based 2D-to-3D conversion has also improved since Apple first introduced spatial video capture.</p><p>Apple Vision Pro can use machine learning to turn ordinary 2D photos, including photos captured on an iPhone, into spatial photos after they've been taken. That means photos taken on iPhone Duo can still be converted into spatial photos on Vision Pro, even without native spatial capture.</p><p>Meta has also expanded 2D-to-3D conversion on Quest. Earlier this year, Quest 3 <a href="https://www.uploadvr.com/quests-latest-ptc-update-turns-web-photos-into-3d/" rel="noreferrer">gained the ability</a> to turn ordinary images in the web browser into stereoscopic 3D. Meta's Instagram app on Quest goes further, using AI view synthesis to convert both regular photos and videos into 3D when viewed in the headset.</p><p>Meta's conversion also works with videos originally shot as ordinary 2D footage on a phone. Apple does not currently offer the same built-in conversion for ordinary 2D video on Vision Pro.</p><p>AI conversion uses a different process from native spatial capture. Spatial video recorded on an iPhone uses two cameras to capture separate views of the scene, while AI conversion estimates depth and creates the second view in software.</p><p>In practice, the difference isn't always obvious. When UploadVR tested Meta's 3D <a href="https://www.uploadvr.com/quest-instagram-app-now-ai-converts-videos-to-3d-too/" rel="noreferrer">conversion for Instagram</a> videos last year, David Heaney found that it looked very similar to spatial video recorded on an iPhone, with only occasional artifacts.</p><p>Software conversion gives iPhone Duo owners another way to view regular photos as spatial photos on Vision Pro, while Quest can also add 3D depth to regular video.</p><p>It's still a curious omission from Apple's most expensive new iPhone. Apple continues to support spatial photo and video capture on the iPhone 18 Pro models, while its new $1,999 foldable seemingly leaves both behind.</p> ]]></content:encoded>
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    <item>
        <title><![CDATA[ Real VR Fishing Celebrates 7th Anniversary With Prehistoric Sharks Event ]]></title>
        <description><![CDATA[ Real VR Fishing&#39;s seventh anniversary event kicks off Sept 15 on Quest and PC VR, bringing seven ancient sharks to hidden prehistoric locations for anglers to hook! ]]></description>
        <link>https://www.uploadvr.com/real-vr-fishing-celebrates-7th-anniversary-with-prehistoric-sharks-event/</link>
        <guid isPermaLink="false">6aa3e9822ceff300017ad4c3</guid>
            <category><![CDATA[ VR Gaming ]]></category>
        <dc:creator><![CDATA[ Mike Johnson ]]></dc:creator>
        <pubDate>Fri, 11 Sep 2026 07:08:52 -0700</pubDate>
        <media:content url="https://storage.ghost.io/c/2a/2f/2a2f38f0-4b71-407a-9c7e-18a9e2541980/content/images/2026/09/7th-Anniv_Banner_2560_1440.png" medium="image"/>
        <content:encoded><![CDATA[ <p>Real VR Fishing's seventh anniversary event, kicking off on September 15 on Quest and PC VR, brings seven ancient sharks to hidden prehistoric locations for new and old anglers to hook.</p><p>Apparently megalodons were not enough. Every now and then, the usually cozy realistic fishing simulator <a href="https://www.uploadvr.com/real-vr-fishing-sold-one-million-copies-so-far/" rel="noreferrer">Real VR Fishing</a> will veer off into some peculiar ideas for events. This year alone, there was a collaboration with popular deep-sea adventure game Dave the Diver in June and April's Spring Shark Frenzy Event had you catching multiple 'Dark Hero Sharks' for a chance at wrangling the Dark Megalodon. </p><figure class="kg-card kg-gallery-card kg-width-wide kg-card-hascaption"><div class="kg-gallery-container"><div class="kg-gallery-row"><div class="kg-gallery-image"><img src="https://storage.ghost.io/c/2a/2f/2a2f38f0-4b71-407a-9c7e-18a9e2541980/content/images/2026/09/Banner---Spring-Shark-Frenzy.png" width="2000" height="1125" loading="lazy" alt="" srcset="https://storage.ghost.io/c/2a/2f/2a2f38f0-4b71-407a-9c7e-18a9e2541980/content/images/size/w600/2026/09/Banner---Spring-Shark-Frenzy.png 600w, https://storage.ghost.io/c/2a/2f/2a2f38f0-4b71-407a-9c7e-18a9e2541980/content/images/size/w1000/2026/09/Banner---Spring-Shark-Frenzy.png 1000w, https://storage.ghost.io/c/2a/2f/2a2f38f0-4b71-407a-9c7e-18a9e2541980/content/images/size/w1600/2026/09/Banner---Spring-Shark-Frenzy.png 1600w, https://storage.ghost.io/c/2a/2f/2a2f38f0-4b71-407a-9c7e-18a9e2541980/content/images/size/w2400/2026/09/Banner---Spring-Shark-Frenzy.png 2400w" sizes="(min-width: 720px) 720px"></div><div class="kg-gallery-image"><img src="https://storage.ghost.io/c/2a/2f/2a2f38f0-4b71-407a-9c7e-18a9e2541980/content/images/2026/09/Dave-the-Diver-DLC.png" width="2000" height="1125" loading="lazy" alt="" srcset="https://storage.ghost.io/c/2a/2f/2a2f38f0-4b71-407a-9c7e-18a9e2541980/content/images/size/w600/2026/09/Dave-the-Diver-DLC.png 600w, https://storage.ghost.io/c/2a/2f/2a2f38f0-4b71-407a-9c7e-18a9e2541980/content/images/size/w1000/2026/09/Dave-the-Diver-DLC.png 1000w, https://storage.ghost.io/c/2a/2f/2a2f38f0-4b71-407a-9c7e-18a9e2541980/content/images/size/w1600/2026/09/Dave-the-Diver-DLC.png 1600w, https://storage.ghost.io/c/2a/2f/2a2f38f0-4b71-407a-9c7e-18a9e2541980/content/images/size/w2400/2026/09/Dave-the-Diver-DLC.png 2400w" sizes="(min-width: 720px) 720px"></div></div></div><figcaption><p><span style="white-space: pre-wrap;">Real VR Fishing is no stranger to unique events: Spring Shark Frenzy (L); Dave the Diver collab (R)</span></p></figcaption></figure><p>So after seven years on the market with over one million copies sold, developer Devs United Games cooked up another interesting premise. The Prehistoric Sharks Event tasks you with researching prehistoric predators of the seas by fishing for fossils in real-world locations with ties to the Paleozoic, Mesozoic, and Cenozoic eras. One era will unlock each week over a three-week span. </p><p>Here's the schedule:</p><ul><li>Week 1 — September 15, 2026: Paleozoic</li><li>Week 2 — September 22, 2026: Mesozoic</li><li>Week 3 — September 29, 2026: Cenozoic</li></ul><figure class="kg-card kg-gallery-card kg-width-wide kg-card-hascaption"><div class="kg-gallery-container"><div class="kg-gallery-row"><div class="kg-gallery-image"><img src="https://storage.ghost.io/c/2a/2f/2a2f38f0-4b71-407a-9c7e-18a9e2541980/content/images/2026/09/01_IsurusHastalis.png" width="1920" height="1080" loading="lazy" alt="" srcset="https://storage.ghost.io/c/2a/2f/2a2f38f0-4b71-407a-9c7e-18a9e2541980/content/images/size/w600/2026/09/01_IsurusHastalis.png 600w, https://storage.ghost.io/c/2a/2f/2a2f38f0-4b71-407a-9c7e-18a9e2541980/content/images/size/w1000/2026/09/01_IsurusHastalis.png 1000w, https://storage.ghost.io/c/2a/2f/2a2f38f0-4b71-407a-9c7e-18a9e2541980/content/images/size/w1600/2026/09/01_IsurusHastalis.png 1600w, https://storage.ghost.io/c/2a/2f/2a2f38f0-4b71-407a-9c7e-18a9e2541980/content/images/2026/09/01_IsurusHastalis.png 1920w" sizes="(min-width: 720px) 720px"></div><div class="kg-gallery-image"><img src="https://storage.ghost.io/c/2a/2f/2a2f38f0-4b71-407a-9c7e-18a9e2541980/content/images/2026/09/02_Scapanorhynchus.png" width="1920" height="1080" loading="lazy" alt="" srcset="https://storage.ghost.io/c/2a/2f/2a2f38f0-4b71-407a-9c7e-18a9e2541980/content/images/size/w600/2026/09/02_Scapanorhynchus.png 600w, https://storage.ghost.io/c/2a/2f/2a2f38f0-4b71-407a-9c7e-18a9e2541980/content/images/size/w1000/2026/09/02_Scapanorhynchus.png 1000w, https://storage.ghost.io/c/2a/2f/2a2f38f0-4b71-407a-9c7e-18a9e2541980/content/images/size/w1600/2026/09/02_Scapanorhynchus.png 1600w, https://storage.ghost.io/c/2a/2f/2a2f38f0-4b71-407a-9c7e-18a9e2541980/content/images/2026/09/02_Scapanorhynchus.png 1920w" sizes="(min-width: 720px) 720px"></div><div class="kg-gallery-image"><img src="https://storage.ghost.io/c/2a/2f/2a2f38f0-4b71-407a-9c7e-18a9e2541980/content/images/2026/09/03.Cretoxyrhina.png" width="1920" height="1080" loading="lazy" alt="" srcset="https://storage.ghost.io/c/2a/2f/2a2f38f0-4b71-407a-9c7e-18a9e2541980/content/images/size/w600/2026/09/03.Cretoxyrhina.png 600w, https://storage.ghost.io/c/2a/2f/2a2f38f0-4b71-407a-9c7e-18a9e2541980/content/images/size/w1000/2026/09/03.Cretoxyrhina.png 1000w, https://storage.ghost.io/c/2a/2f/2a2f38f0-4b71-407a-9c7e-18a9e2541980/content/images/size/w1600/2026/09/03.Cretoxyrhina.png 1600w, https://storage.ghost.io/c/2a/2f/2a2f38f0-4b71-407a-9c7e-18a9e2541980/content/images/2026/09/03.Cretoxyrhina.png 1920w" sizes="(min-width: 720px) 720px"></div></div><div class="kg-gallery-row"><div class="kg-gallery-image"><img src="https://storage.ghost.io/c/2a/2f/2a2f38f0-4b71-407a-9c7e-18a9e2541980/content/images/2026/09/04_Hybodus.png" width="1920" height="1080" loading="lazy" alt="" srcset="https://storage.ghost.io/c/2a/2f/2a2f38f0-4b71-407a-9c7e-18a9e2541980/content/images/size/w600/2026/09/04_Hybodus.png 600w, https://storage.ghost.io/c/2a/2f/2a2f38f0-4b71-407a-9c7e-18a9e2541980/content/images/size/w1000/2026/09/04_Hybodus.png 1000w, https://storage.ghost.io/c/2a/2f/2a2f38f0-4b71-407a-9c7e-18a9e2541980/content/images/size/w1600/2026/09/04_Hybodus.png 1600w, https://storage.ghost.io/c/2a/2f/2a2f38f0-4b71-407a-9c7e-18a9e2541980/content/images/2026/09/04_Hybodus.png 1920w" sizes="(min-width: 720px) 720px"></div><div class="kg-gallery-image"><img src="https://storage.ghost.io/c/2a/2f/2a2f38f0-4b71-407a-9c7e-18a9e2541980/content/images/2026/09/05_Orthacanthus.png" width="1920" height="1080" loading="lazy" alt="" srcset="https://storage.ghost.io/c/2a/2f/2a2f38f0-4b71-407a-9c7e-18a9e2541980/content/images/size/w600/2026/09/05_Orthacanthus.png 600w, https://storage.ghost.io/c/2a/2f/2a2f38f0-4b71-407a-9c7e-18a9e2541980/content/images/size/w1000/2026/09/05_Orthacanthus.png 1000w, https://storage.ghost.io/c/2a/2f/2a2f38f0-4b71-407a-9c7e-18a9e2541980/content/images/size/w1600/2026/09/05_Orthacanthus.png 1600w, https://storage.ghost.io/c/2a/2f/2a2f38f0-4b71-407a-9c7e-18a9e2541980/content/images/2026/09/05_Orthacanthus.png 1920w" sizes="(min-width: 720px) 720px"></div></div><div class="kg-gallery-row"><div class="kg-gallery-image"><img src="https://storage.ghost.io/c/2a/2f/2a2f38f0-4b71-407a-9c7e-18a9e2541980/content/images/2026/09/06.Xenacanthus.png" width="1920" height="1080" loading="lazy" alt="" srcset="https://storage.ghost.io/c/2a/2f/2a2f38f0-4b71-407a-9c7e-18a9e2541980/content/images/size/w600/2026/09/06.Xenacanthus.png 600w, https://storage.ghost.io/c/2a/2f/2a2f38f0-4b71-407a-9c7e-18a9e2541980/content/images/size/w1000/2026/09/06.Xenacanthus.png 1000w, https://storage.ghost.io/c/2a/2f/2a2f38f0-4b71-407a-9c7e-18a9e2541980/content/images/size/w1600/2026/09/06.Xenacanthus.png 1600w, https://storage.ghost.io/c/2a/2f/2a2f38f0-4b71-407a-9c7e-18a9e2541980/content/images/2026/09/06.Xenacanthus.png 1920w" sizes="(min-width: 720px) 720px"></div><div class="kg-gallery-image"><img src="https://storage.ghost.io/c/2a/2f/2a2f38f0-4b71-407a-9c7e-18a9e2541980/content/images/2026/09/07.Bandringa.png" width="2000" height="1125" loading="lazy" alt="" srcset="https://storage.ghost.io/c/2a/2f/2a2f38f0-4b71-407a-9c7e-18a9e2541980/content/images/size/w600/2026/09/07.Bandringa.png 600w, https://storage.ghost.io/c/2a/2f/2a2f38f0-4b71-407a-9c7e-18a9e2541980/content/images/size/w1000/2026/09/07.Bandringa.png 1000w, https://storage.ghost.io/c/2a/2f/2a2f38f0-4b71-407a-9c7e-18a9e2541980/content/images/size/w1600/2026/09/07.Bandringa.png 1600w, https://storage.ghost.io/c/2a/2f/2a2f38f0-4b71-407a-9c7e-18a9e2541980/content/images/size/w2400/2026/09/07.Bandringa.png 2400w" sizes="(min-width: 720px) 720px"></div></div></div><figcaption><p><span style="white-space: pre-wrap;">The 7 new species in the Prehistoric Sharks Event</span></p></figcaption></figure><p>To participate when the event goes live, you have to check the hints on the event map screen to determine the specific locations where fossils can be caught. Catch the required number of fossils and the event map for that week unlocks. Each map, once unlocked, stays unlocked until the end of the event in early October. All Prehistoric Sharks participants get a new fishing rod, hat, boat, and title only available during the event. </p><figure class="kg-card kg-image-card kg-card-hascaption"><img src="https://storage.ghost.io/c/2a/2f/2a2f38f0-4b71-407a-9c7e-18a9e2541980/content/images/2026/09/Log-book.png" class="kg-image" alt="" loading="lazy" width="1083" height="1452" srcset="https://storage.ghost.io/c/2a/2f/2a2f38f0-4b71-407a-9c7e-18a9e2541980/content/images/size/w600/2026/09/Log-book.png 600w, https://storage.ghost.io/c/2a/2f/2a2f38f0-4b71-407a-9c7e-18a9e2541980/content/images/size/w1000/2026/09/Log-book.png 1000w, https://storage.ghost.io/c/2a/2f/2a2f38f0-4b71-407a-9c7e-18a9e2541980/content/images/2026/09/Log-book.png 1083w" sizes="(min-width: 720px) 720px"><figcaption><span style="white-space: pre-wrap;">The new Angler's Logbook</span></figcaption></figure><p>Additionally, a personalized <strong>Angler's Logbook </strong>will be available to all players. The Logbook chronicles your journey in Real VR Fishing, every milestone, fish caught, and location visited, and compiles them into a shareable record. Longtime players of the game will appreciate seeing their history on the water in one place. Finally, three new fish species, aside from the prehistoric sharks, have been added to the game.</p><p>The Prehistoric Sharks event starts September 15 on <a href="https://www.meta.com/experiences/real-vr-fishing/2582932495064035/?srsltid=AfmBOoq0zxIexWj2-diU2nQ21PKBb1gBOgrbRupWYYTie3v644wIbwNE&ref=uploadvr.com" rel="noreferrer noopener">Quest</a> and <a href="https://store.steampowered.com/app/1266470/Real_VR_Fishing/?ref=uploadvr.com" rel="noreferrer noopener">Steam</a>. Real VR Fishing is available on both platforms for $19.99.</p> ]]></content:encoded>
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    <item>
        <title><![CDATA[ First Clear Visuals Of Meta&#x27;s Project Phoenix Headset Found In Quest Firmware ]]></title>
        <description><![CDATA[ The first visuals of Meta&#39;s Project Phoenix headset have been found in Horizon OS firmware, revealing a slim design with a tether for the compute puck. ]]></description>
        <link>https://www.uploadvr.com/meta-project-phoenix-headset-first-clear-visuals/</link>
        <guid isPermaLink="false">6aa30cca16059c00010bbbb0</guid>
            <category><![CDATA[ Headsets &amp; Tech ]]></category>
        <dc:creator><![CDATA[ Luna ]]></dc:creator>
        <pubDate>Thu, 10 Sep 2026 15:53:46 -0700</pubDate>
        <media:content url="https://storage.ghost.io/c/2a/2f/2a2f38f0-4b71-407a-9c7e-18a9e2541980/content/images/2026/09/Meta-Phoenix-headset-clear-visuals-featured.png" medium="image"/>
        <content:encoded><![CDATA[ <p>The first clear visuals of Meta's next headset have been found in Horizon OS firmware.</p><p>It has been widely reported by multiple reputable sources that Meta is working on a premium, ultralight, open-periphery headset with a tethered compute puck, intended to occupy a similar high-end position to Meta Quest Pro, but in a much sleeker form factor. The project and its underlying layers have appeared under the codenames Phoenix, Stanley, and Loma.</p><p>UploadVR published an extensive report on the device last month, and I highly recommend that you read it if you wish to know more.</p><figure class="kg-card kg-bookmark-card"><a class="kg-bookmark-container" href="https://www.uploadvr.com/phoenix-everything-we-know-so-far-meta-next-headset/"><div class="kg-bookmark-content"><div class="kg-bookmark-title">Everything We Know (So Far) About Meta’s Next Headset</div><div class="kg-bookmark-description">Here’s everything we know (so far) about Project Phoenix, Meta’s next headset.</div><div class="kg-bookmark-metadata"><img class="kg-bookmark-icon" src="https://storage.ghost.io/c/2a/2f/2a2f38f0-4b71-407a-9c7e-18a9e2541980/content/images/icon/UploadCircle_favicon-35c4ac5c-39c3-4ee2-adc3-e7faa643ee3d.png" alt=""><span class="kg-bookmark-author">UploadVR</span><span class="kg-bookmark-publisher">Luna</span></div></div><div class="kg-bookmark-thumbnail"><img src="https://storage.ghost.io/c/2a/2f/2a2f38f0-4b71-407a-9c7e-18a9e2541980/content/images/thumbnail/combined-2-3e794e2d-e368-401f-8904-5dc1dde76473.png" alt="" onerror="this.style.display = 'none'"></div></a></figure><p>In August 2026, Meta released a free app called <a href="https://www.meta.com/experiences/quest/1220744097790431?ref=uploadvr.com" rel="noreferrer">HorizonOS Prescription Lens</a>. Many users noticed it via the new section of the Horizon Store and found it strange, as it seemed to be a system-reliant package and did not appear in the App Library after being downloaded.</p><figure class="kg-card kg-image-card"><img src="https://storage.ghost.io/c/2a/2f/2a2f38f0-4b71-407a-9c7e-18a9e2541980/content/images/2026/09/zsda-2.png" class="kg-image" alt="" loading="lazy" width="2000" height="1442" srcset="https://storage.ghost.io/c/2a/2f/2a2f38f0-4b71-407a-9c7e-18a9e2541980/content/images/size/w600/2026/09/zsda-2.png 600w, https://storage.ghost.io/c/2a/2f/2a2f38f0-4b71-407a-9c7e-18a9e2541980/content/images/size/w1000/2026/09/zsda-2.png 1000w, https://storage.ghost.io/c/2a/2f/2a2f38f0-4b71-407a-9c7e-18a9e2541980/content/images/size/w1600/2026/09/zsda-2.png 1600w, https://storage.ghost.io/c/2a/2f/2a2f38f0-4b71-407a-9c7e-18a9e2541980/content/images/size/w2400/2026/09/zsda-2.png 2400w" sizes="(min-width: 720px) 720px"></figure><p>Upon inspection, this app was served to devices as a ZIP file rather than a standard APK, so opening it and viewing the assets inside required no additional tools beyond a standard file manager. At the time, the app mostly appeared to be a placeholder package that allowed testers to pair prescription lens inserts with the Phoenix headset, with few actual assets inside.</p><p>Now, in September, Meta has updated the package, and it contains clear visuals of the device, showing how prescription lens inserts are attached and detached, as well as how their QR code is scanned.</p><figure class="kg-card kg-video-card kg-width-regular" data-kg-thumbnail="https://storage.ghost.io/c/2a/2f/2a2f38f0-4b71-407a-9c7e-18a9e2541980/content/media/2026/09/rx_attach_thumb.jpg" data-kg-custom-thumbnail="">
            <div class="kg-video-container">
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        </figure><p>The visuals clearly depict a slim headset with glasses-style nose pads instead of a face interface, with sensors visible on the sides and undersides of the temples.</p><p>A separate visual showcases a user holding a prescription lens QR code up for the device to scan. It also shows the device from behind, with the compute puck's cable attached to the end of the left temple.</p><figure class="kg-card kg-image-card"><img src="https://storage.ghost.io/c/2a/2f/2a2f38f0-4b71-407a-9c7e-18a9e2541980/content/images/2026/09/rxi_qrcode.webp" class="kg-image" alt="" loading="lazy" width="2000" height="2000" srcset="https://storage.ghost.io/c/2a/2f/2a2f38f0-4b71-407a-9c7e-18a9e2541980/content/images/size/w600/2026/09/rxi_qrcode.webp 600w, https://storage.ghost.io/c/2a/2f/2a2f38f0-4b71-407a-9c7e-18a9e2541980/content/images/size/w1000/2026/09/rxi_qrcode.webp 1000w, https://storage.ghost.io/c/2a/2f/2a2f38f0-4b71-407a-9c7e-18a9e2541980/content/images/size/w1600/2026/09/rxi_qrcode.webp 1600w, https://storage.ghost.io/c/2a/2f/2a2f38f0-4b71-407a-9c7e-18a9e2541980/content/images/2026/09/rxi_qrcode.webp 2048w" sizes="(min-width: 720px) 720px"></figure><hr><p><a href="https://www.meta.com/connect/agenda/?ref=uploadvr.com" rel="noreferrer">Meta Connect 2026</a> draws near, and the company's agenda shows a session titled "A practical guide to controller-free interaction." Given Phoenix's focus on eye and hand interaction, this suggests Meta's next-generation headset plans could be revealed in more detail.</p><figure class="kg-card kg-image-card"><img src="https://storage.ghost.io/c/2a/2f/2a2f38f0-4b71-407a-9c7e-18a9e2541980/content/images/2026/09/connect.png" class="kg-image" alt="" loading="lazy" width="1044" height="416" srcset="https://storage.ghost.io/c/2a/2f/2a2f38f0-4b71-407a-9c7e-18a9e2541980/content/images/size/w600/2026/09/connect.png 600w, https://storage.ghost.io/c/2a/2f/2a2f38f0-4b71-407a-9c7e-18a9e2541980/content/images/size/w1000/2026/09/connect.png 1000w, https://storage.ghost.io/c/2a/2f/2a2f38f0-4b71-407a-9c7e-18a9e2541980/content/images/2026/09/connect.png 1044w" sizes="(min-width: 720px) 720px"></figure> ]]></content:encoded>
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    <item>
        <title><![CDATA[ Exoshock Open Beta Begins Next Week On Quest &amp; PC VR ]]></title>
        <description><![CDATA[ Exoshock developers PolarityOne announced that an open beta for their sci-fi VR shooter will launch next week. ]]></description>
        <link>https://www.uploadvr.com/exoshock-open-beta-begins-next-week-on-quest-pc-vr/</link>
        <guid isPermaLink="false">6aa307ac16059c00010bbb70</guid>
            <category><![CDATA[ VR Gaming ]]></category>
        <dc:creator><![CDATA[ James Tocchio ]]></dc:creator>
        <pubDate>Thu, 10 Sep 2026 14:31:11 -0700</pubDate>
        <media:content url="https://storage.ghost.io/c/2a/2f/2a2f38f0-4b71-407a-9c7e-18a9e2541980/content/images/2026/09/EXS_Open_Beta_Banner_2560x1440.png" medium="image"/>
        <content:encoded><![CDATA[ <p>Exoshock developers PolarityOne announced that an open beta for their sci-fi VR shooter will launch next week.</p><p>Exoshock will launch an open beta beginning on September 17. The beta will serve as the final free playtest ahead of the game's planned Early Access release later this fall. </p><p>The open beta will support both single-player and multiplayer co-op runs for up to four players, and you'll be able to play the game through SteamVR and on Quest 3 and 3S headsets. Flat screen gamers can also play, and cross-play will be available between VR and standard PC players. </p><figure class="kg-card kg-video-card kg-width-regular" data-kg-thumbnail="https://storage.ghost.io/c/2a/2f/2a2f38f0-4b71-407a-9c7e-18a9e2541980/content/media/2026/09/Exoshock-Open-Beta-Invite---Trailer_thumb.jpg" data-kg-custom-thumbnail="https://storage.ghost.io/c/2a/2f/2a2f38f0-4b71-407a-9c7e-18a9e2541980/content/images/2026/09/EXS_Open_Beta_Banner_2560x1440-1.png">
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        </figure><p>Ahead of the open beta, you can download the free "Playtest App," which includes access to the shooting range, weapons, loadout options, a tutorial, and character customization so that you're ready to go the minute the beta launches on September 17. </p><p><a href="https://www.uploadvr.com/exoshock-hands-on-with-the-founders-edition/" rel="noreferrer">We went hands-on with Exoshock</a> when it launched its "Founder's Edition," and discovered a game that's "shaping up to be one of the most exciting shooters VR has seen in a long time."</p><p>You can find everything Exoshock on its <a href="https://store.steampowered.com/app/3549390/EXOSHOCK/?ref=uploadvr.com" rel="noopener">SteamVR</a> and <a href="https://www.meta.com/experiences/exoshock/9912140795471966/?ref=uploadvr.com" rel="noopener">Quest</a> store pages.</p> ]]></content:encoded>
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    <item>
        <title><![CDATA[ Golf+ Adds Mixed Reality &quot;Immersive Putting&quot; On Quest 3 &amp; 3S ]]></title>
        <description><![CDATA[ Golf+ introduced a mixed reality feature that lets you use your real putter, but it comes with notable caveats. ]]></description>
        <link>https://www.uploadvr.com/golf-adds-immersive-putting/</link>
        <guid isPermaLink="false">6aa2fdf316059c00010bbb38</guid>
            <category><![CDATA[ Mixed Reality Games ]]></category>
        <dc:creator><![CDATA[ James Tocchio ]]></dc:creator>
        <pubDate>Thu, 10 Sep 2026 14:03:36 -0700</pubDate>
        <media:content url="https://storage.ghost.io/c/2a/2f/2a2f38f0-4b71-407a-9c7e-18a9e2541980/content/images/2026/09/maxresdefault-1.jpg" medium="image"/>
        <content:encoded><![CDATA[ <p>Golf+ introduced a mixed reality feature that lets you use your real putter, but it comes with notable caveats.</p><p>Immersive Putting lets Golf+ players use their own real-world golf club and ball, not a controller, to practice putting. </p><p>Using the headset's passthrough cameras, room-mapping, and mixed reality, the game maps a virtual green directly onto your physical surroundings, and then instantly calculates your swing and the speed and trajectory of your shot. The game then carries your real-world shot onto the virtual green, complete with its simulated contours, breaks, grain, and speed. </p><p>The feature provides feedback on each stroke, including start line, speed and pace, results, and proximity to the hole, as well as trends which can help players identify patterns in their putting and improve their form over time. </p><figure class="kg-card kg-video-card kg-width-regular" data-kg-thumbnail="https://storage.ghost.io/c/2a/2f/2a2f38f0-4b71-407a-9c7e-18a9e2541980/content/media/2026/09/Immersive-Putting-is-HERE-_thumb.jpg" data-kg-custom-thumbnail="">
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        </figure><p>Importantly, there are several requirements that must be met to use this new feature, and it won't be available to every Golf+ player automatically. </p><p>To start, Immersive Putting is only available to <a href="https://www.meta.com/experiences/golf/2412327085529357/?click_session_id=1054621427395661&ref=uploadvr.com" rel="noreferrer">Golf+ Pass</a> subscribers. The service costs $49.99 for the first year, $99.99 every year after, and unlocks full access to Golf+'s extensive course library, plus tournaments and events. </p><p>Immersive Putting is also currently only available on Meta Quest 3 and 3S, as the experience relies on the headset's passthrough cameras and depth-sensing capabilities. The older Quest 2 does not support the feature. </p><p>You'll also need (of course) your own real-world putter and ball, plus a few feet of clean and clear space in a reasonably well-lit room. </p><p>GOLF+ is available on&nbsp;<a href="https://www.meta.com/experiences/golf/2412327085529357/?ref=uploadvr.com" rel="noopener">Quest</a>&nbsp;for $29.99 and comes with three original courses. It is also available as part of Meta's Horizon+ subscription service. It can be&nbsp;wishlisted on <a href="https://store.steampowered.com/app/4404180/GOLF/?ref=uploadvr.com" rel="noopener">Steam</a>&nbsp;now ahead of its upcoming release on that platform.</p> ]]></content:encoded>
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        <title><![CDATA[ The Barbie Dance &#x27;N Dream Experience In Synth Riders Ends Later This Month ]]></title>
        <description><![CDATA[ Synth Riders&#39; immersive Barbie Dance &#39;N Dream experience ends on September 30. ]]></description>
        <link>https://www.uploadvr.com/the-barbie-dance-n-dream-experience-in-synth-riders-ends-later-this-month/</link>
        <guid isPermaLink="false">6aa2f48c16059c00010bbafb</guid>
            <category><![CDATA[ VR Gaming ]]></category>
        <dc:creator><![CDATA[ Mike Johnson ]]></dc:creator>
        <pubDate>Thu, 10 Sep 2026 13:17:42 -0700</pubDate>
        <media:content url="https://storage.ghost.io/c/2a/2f/2a2f38f0-4b71-407a-9c7e-18a9e2541980/content/images/2026/09/2bRDcrZpcVg-HD.jpg" medium="image"/>
        <content:encoded><![CDATA[ <p>The immersive Barbie Dance 'N Dream experience for Synth Riders ends on September 30. It has been available since December 2024.</p><p>Dance 'N Dream paired a unique Barbie-themed environment with FIFTY FIFTY’s “Barbie Dreams (feat. Kaliii)" from Barbie: The Album, the soundtrack to the 2023 hit film. The song itself will remain available to purchase, but the companion environment will go away at the end of this month. Anyone who already owns the full experience will retain access to it.</p><figure class="kg-card kg-video-card kg-width-regular" data-kg-thumbnail="https://storage.ghost.io/c/2a/2f/2a2f38f0-4b71-407a-9c7e-18a9e2541980/content/media/2026/09/YTDown.com_YouTube_Synth-Riders-Experience-Barbie-Dance-n-D_Media_2bRDcrZpcVg_001_1080p_thumb.jpg" data-kg-custom-thumbnail="">
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        </figure><p>The Dance 'N Dream experience was built by the same team that delivered similar experiences for tracks by Muse, The Offspring, and Lindsey Stirling. It also incorporated mixed reality support into its presentation for supported headsets with a giant Barbie box serving as the portal from the pink-laden immersive world into your living room. </p><p>Dance 'N Dream is available now through September 30 on <a href="https://www.meta.com/addons/1867572094650532?ref=uploadvr.com" rel="noopener">Meta Quest</a>,&nbsp;<a href="https://store.steampowered.com/bundle/79003/Synth_Riders_Linkin_Park_Music_Pack?ref=uploadvr.com" rel="noopener">Steam</a>,&nbsp;<a href="https://store.playstation.com/en-us/product/UP5238-PPSA11406_00-LINKINPARKBUNDLE?ref=uploadvr.com" rel="noopener">PlayStation VR2</a>, and <a href="https://apps.apple.com/us/app/synth-riders/id6473729300?ref=uploadvr.com">Apple Vision Pro</a>.</p> ]]></content:encoded>
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    <item>
        <title><![CDATA[ Revenge Thriller FPS I Am Your Beast Comes To PC VR Next Week ]]></title>
        <description><![CDATA[ Revenge thriller I Am Your Beast VR from Flat2VR Spark hits PC VR on September 17. ]]></description>
        <link>https://www.uploadvr.com/revenge-thriller-fps-i-am-your-beast-comes-to-pc-vr-next-week/</link>
        <guid isPermaLink="false">6aa2ebaa16059c00010bbaae</guid>
            <category><![CDATA[ VR Gaming ]]></category>
        <dc:creator><![CDATA[ Mike Johnson ]]></dc:creator>
        <pubDate>Thu, 10 Sep 2026 13:16:47 -0700</pubDate>
        <media:content url="https://storage.ghost.io/c/2a/2f/2a2f38f0-4b71-407a-9c7e-18a9e2541980/content/images/2026/09/VR-Showcase_I-AM-Your-Beast-Thumbnail.png" medium="image"/>
        <content:encoded><![CDATA[ <p>I Am Your Beast VR, the latest project from the Flat2VR Spark program, releases on SteamVR on September 17.</p><p>The revenge thriller FPS first released in September 2024 and currently has an 'Overwhelmingly Positive' rating on Steam from 4.5K reviews. You play as Alphonse Harding, a retired secret agent exacting revenge on your former employer. It plays out as a series of micro-sandbox 'scenarios' that you can replay to improve the efficiency in taking out the bad guys.</p><figure class="kg-card kg-video-card kg-width-regular" data-kg-thumbnail="https://storage.ghost.io/c/2a/2f/2a2f38f0-4b71-407a-9c7e-18a9e2541980/content/media/2026/09/I-Am-Your-Beast-VR---VRGS-optimized_thumb.jpg" data-kg-custom-thumbnail="">
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        </figure><p>Flat2VR Studios is having a <strong>busy</strong> 2026 with the releases of <a href="https://www.uploadvr.com/wrath-aeon-of-ruin-vr-brutal-edition-review/" rel="noreferrer">Wrath: Aeon of Ruin VR</a> and <a href="https://www.uploadvr.com/flatout-4-total-insanity-vr-impressions-a-rough-ride-in-the-best-possible-way/" rel="noreferrer">FlatOut 4: Total Insanity VR</a>, the Quest port and co-op update for <a href="https://www.uploadvr.com/roboquest-vr-launches-today-on-quest-3-along-with-cross-platform-co-op/" rel="noreferrer">Roboquest VR</a>, and this week's launch of <a href="https://www.uploadvr.com/drop-dead-the-cabin-and-a-vault-of-other-titles-are-coming-to-playstation-vr2/" rel="noreferrer">Drop Dead: The Cabin</a> on PlayStation VR2. It also recently announced that ports of <a href="https://www.uploadvr.com/system-shock-vr-announced-for-meta-quest-playstation-vr2-and-pc-vr/" rel="noreferrer">System Shock</a> and <a href="https://www.uploadvr.com/high-on-life-vr-announced-for-pc-vr-playstation-vr2-meta-quest/" rel="noreferrer">High On Life</a> are in development along with its various other projects.</p><p>The Spark program is an initiative spearheaded by Flat2VR Studios pairing experienced VR modders with studios interested in porting their titles to virtual reality. <a href="https://www.uploadvr.com/roguelike-revenge-shooter-i-am-your-beast-roars-to-pc-vr-early-access-later-this-year/" rel="noreferrer">I Am Your Beast VR</a> is the second release from the program after the <em>excellent</em> <a href="https://www.uploadvr.com/flatout-4-total-insanity-vr-impressions-a-rough-ride-in-the-best-possible-way/" rel="noreferrer">FlatOut 4: Total Insanity VR</a> earlier this year. If you want to learn more about it, check out <a href="https://www.uploadvr.com/interview-flat2vrs-elliott-tate-on-kicking-off-the-spark-initiative-with-flatout-4-vr/" rel="noreferrer">our interview with Flat2VR's Elliott Tate</a> where he goes in-depth about how Spark works.</p><figure class="kg-card kg-bookmark-card"><a class="kg-bookmark-container" href="https://www.uploadvr.com/interview-flat2vrs-elliott-tate-on-kicking-off-the-spark-initiative-with-flatout-4-vr/"><div class="kg-bookmark-content"><div class="kg-bookmark-title">Interview: Flat2VR’s Elliott Tate On Kicking Off The Spark Initiative With FlatOut 4 VR</div><div class="kg-bookmark-description">We sat down with Flat2VR Studios’ Elliott Tate about the Spark initiative, pairing VR modders with game developers for ports, and its first release, FlatOut 4.</div><div class="kg-bookmark-metadata"><img class="kg-bookmark-icon" src="https://storage.ghost.io/c/2a/2f/2a2f38f0-4b71-407a-9c7e-18a9e2541980/content/images/icon/UploadCircle_favicon-e9bdfb08-3f0d-47cc-ba9e-51f90b93df88.png" alt=""><span class="kg-bookmark-author">UploadVR</span><span class="kg-bookmark-publisher">Mike Johnson</span></div></div><div class="kg-bookmark-thumbnail"><img src="https://storage.ghost.io/c/2a/2f/2a2f38f0-4b71-407a-9c7e-18a9e2541980/content/images/thumbnail/elliott-tate-interview-479561f0-433a-4b73-afce-455ce63e80c6.png" alt="" onerror="this.style.display = 'none'"></div></a></figure><p>I Am Your Beast VR can be wishlisted now on <a href="https://store.steampowered.com/app/3844740/I_AM_YOUR_BEAST_VR/?ref=uploadvr.com">Steam</a>.</p> ]]></content:encoded>
    </item>
    <item>
        <title><![CDATA[ Murder Mystery Puzzler Detective VR Available Now For PC VR &amp; PlayStation VR2 ]]></title>
        <description><![CDATA[ Detective VR, a crime scene investigation puzzle game, is out now for PC VR and PS VR2. It launched on Quest in 2025. ]]></description>
        <link>https://www.uploadvr.com/murder-mystery-puzzler-detective-vr-available-now-for-pc-vr-playstation-vr2/</link>
        <guid isPermaLink="false">6aa2de5d86cc7c0001946d6b</guid>
            <category><![CDATA[ VR Gaming ]]></category>
        <dc:creator><![CDATA[ Mike Johnson ]]></dc:creator>
        <pubDate>Thu, 10 Sep 2026 13:10:53 -0700</pubDate>
        <media:content url="https://storage.ghost.io/c/2a/2f/2a2f38f0-4b71-407a-9c7e-18a9e2541980/content/images/2026/09/DetectiveVR_StandardEdition_3840x2160_A.jpg" medium="image"/>
        <content:encoded><![CDATA[ <p>Murder mystery puzzle game Detective VR launched on SteamVR and PlayStation VR2 this week with hand tracking support for the latter. </p><p>Hand tracking support is a <strong>rarity</strong> for a PS VR2 title and, having played the game myself, I found that the investigatory gameplay works well without controllers. In <a href="https://www.uploadvr.com/detective-vr-coming-to-playstation-vr2-and-pc-vr-this-september/">Detective VR</a>, you search crime scenes for clues and photograph them with a pinch-and-pull gesture, interview witnesses, and use an interactive murder board to put your case together and find the culprit. There's also a meta-level mechanic where you "put on a pair of VR glasses" to reconstruct the crime scene.</p><p>Here is the official PlayStation trailer:</p><figure class="kg-card kg-video-card kg-width-regular" data-kg-thumbnail="https://storage.ghost.io/c/2a/2f/2a2f38f0-4b71-407a-9c7e-18a9e2541980/content/media/2026/09/YTDown.com_YouTube_Detective-VR-Launch-Trailer-PS-VR2-Games_Media_K5UWjmcFV_I_001_1080p_thumb.jpg" data-kg-custom-thumbnail="">
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        </figure><p>We reviewed the game on Quest last year, saying "while there's room for improvement with the gameplay, it's an impressive effort from Studio Chipo y Juan that's a delight to play, with so much room for more to come."</p><figure class="kg-card kg-bookmark-card"><a class="kg-bookmark-container" href="https://www.uploadvr.com/detective-vr-review/"><div class="kg-bookmark-content"><div class="kg-bookmark-title">Detective VR Review: Unraveling The Mixed Reality Mystery</div><div class="kg-bookmark-description">Now available on Quest 3, does Detective VR’s alibi stand up to scrutiny? We put the clues together in our latest investigation.</div><div class="kg-bookmark-metadata"><img class="kg-bookmark-icon" src="https://storage.ghost.io/c/2a/2f/2a2f38f0-4b71-407a-9c7e-18a9e2541980/content/images/icon/UploadCircle_favicon-f6c24bce-d1c6-4ad6-a83d-158aaeefd59c.png" alt=""><span class="kg-bookmark-author">UploadVR</span><span class="kg-bookmark-publisher">Josh Petersel</span></div></div><div class="kg-bookmark-thumbnail"><img src="https://storage.ghost.io/c/2a/2f/2a2f38f0-4b71-407a-9c7e-18a9e2541980/content/images/thumbnail/GfQaE61XQAAwxXp-88727826-0ac5-459b-9e76-4f7dd35f71c3.jpg" alt="" onerror="this.style.display = 'none'"></div></a></figure><p>With the new platforms not having a mixed reality focus like Meta's Quest 3, developer Chipo y Juan wisely added immersive environments for more traditional VR gameplay, though the core mechanics remain unchanged. A patch has already been issued to address some early reports of issues with locomotion and hand tracking. </p><p>Detective VR is available now on <a href="https://store.playstation.com/en-us/concept/10016530?ref=uploadvr.com" rel="noopener">PlayStation VR2</a>,&nbsp;<a href="https://store.steampowered.com/app/3939360/Detective_VR/?ref=uploadvr.com" rel="noopener">Steam</a>, and <a href="https://www.meta.com/en-gb/experiences/detective-vr/9146074265423412/?ref=uploadvr.com" rel="noopener">Quest</a>. There is a free demo available on Steam.</p> ]]></content:encoded>
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        <title><![CDATA[ Breachers: Outbreak Effectively Canceled By Triangle Factory ]]></title>
        <description><![CDATA[ Co-op zombie shooter Breachers: Outbreak has been put on hold by Triangle Factory, effectively canceled, less than three months after its reveal. ]]></description>
        <link>https://www.uploadvr.com/breachers-outbreak-canceled/</link>
        <guid isPermaLink="false">6aa2d40586cc7c0001946c1f</guid>
            <category><![CDATA[ VR Gaming ]]></category>
        <dc:creator><![CDATA[ Mike Johnson ]]></dc:creator>
        <pubDate>Thu, 10 Sep 2026 10:23:07 -0700</pubDate>
        <media:content url="https://storage.ghost.io/c/2a/2f/2a2f38f0-4b71-407a-9c7e-18a9e2541980/content/images/2026/09/Thumbnail_NoPlatforms.png" medium="image"/>
        <content:encoded><![CDATA[ <p>Developer Triangle Factory has put its latest project, co-op PvE extraction shooter Breachers: Outbreak, on hold less than three months after it was officially revealed.</p><p><a href="https://www.uploadvr.com/triangle-factory-announces-hybrid-zombie-extraction-shooter-breachers-outbreak/" rel="noreferrer">Outbreak</a> was announced at June's <a href="https://www.uploadvr.com/vr-games-showcase-roundup-everything-shown-at-todays-event/" rel="noreferrer">VR Games Showcase</a>, actually opening the main show as the first big reveal. Triangle Factory broke the disappointing news in an announcement on its Discord: </p><blockquote>After a lot of internal discussion, we've made the difficult decision to put development of Breachers: Outbreak on hold.</blockquote><blockquote>The truth is that it's a hard time to build and ship a high-quality VR game like this, and the interest we've seen so far doesn't support a project of this scale. We'd rather be upfront about that now than keep going and release something we're not proud of. We want to put our efforts into a project that VR players everywhere will be extremely excited about.</blockquote><blockquote>We're sorry to let down everyone who was excited about Outbreak. But not everything is going to waste. Some of what we built for Outbreak will find its way into the main Breachers game itself. More on that when the time is right.</blockquote><p>The end of the statement offers hope of the PvE gameplay Outbreak promised coming to the original Breachers, but that very idea implies the standalone game is effectively dead. "On hold" and "on the shelf" are common phrases studios will use to avoid saying the word 'canceled' outright. This is the second project this year Triangle Factory has put out to pasture after announcing its long-running shooter Hyper Dash will <a href="https://www.uploadvr.com/futuristic-vr-fps-hyper-dash-shutting-down-this-november/">shut down in November</a>.</p><figure class="kg-card kg-bookmark-card"><a class="kg-bookmark-container" href="https://www.uploadvr.com/futuristic-vr-fps-hyper-dash-shutting-down-this-november/"><div class="kg-bookmark-content"><div class="kg-bookmark-title">Futuristic VR FPS Hyper Dash Shutting Down This November</div><div class="kg-bookmark-description">Triangle Factory shutting down its aging futuristic FPS Hyper Dash this November.</div><div class="kg-bookmark-metadata"><img class="kg-bookmark-icon" src="https://storage.ghost.io/c/2a/2f/2a2f38f0-4b71-407a-9c7e-18a9e2541980/content/images/icon/UploadCircle_favicon-c50b07f6-9e8a-4860-9156-f8361440a15f.png" alt=""><span class="kg-bookmark-author">UploadVR</span><span class="kg-bookmark-publisher">Mike Johnson</span></div></div><div class="kg-bookmark-thumbnail"><img src="https://storage.ghost.io/c/2a/2f/2a2f38f0-4b71-407a-9c7e-18a9e2541980/content/images/thumbnail/hyperdash-ending-f346c7df-78dd-403e-bcbf-e9a142a9d2dc.png" alt="" onerror="this.style.display = 'none'"></div></a></figure><p>It is also not the first in-development 'shelving' of a VR game this year, with The Binary Mill announcing the same for <a href="https://www.uploadvr.com/survive-the-night-on-indefinite-hiatus-less-than-2-months-after-announcement/" rel="noreferrer">Survive The Night</a> a short time after its public reveal.</p> ]]></content:encoded>
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        <title><![CDATA[ Gunman Contracts: Stand Alone Early Access Review - Such Beautiful Violence ]]></title>
        <description><![CDATA[ Gunman Contracts: Stand Alone, out now on Steam in Early Access, is disgusting, violent, and brutal. It&#39;s also one of the best VR shooters we&#39;ve ever played. ]]></description>
        <link>https://www.uploadvr.com/gunman-contracts-stand-alone-early-access-review-such-beautiful-violence/</link>
        <guid isPermaLink="false">6aa186ed86cc7c000194475d</guid>
            <category><![CDATA[ VR Gaming ]]></category>
        <dc:creator><![CDATA[ James Tocchio ]]></dc:creator>
        <pubDate>Thu, 10 Sep 2026 10:14:23 -0700</pubDate>
        <media:content url="https://storage.ghost.io/c/2a/2f/2a2f38f0-4b71-407a-9c7e-18a9e2541980/content/images/2026/09/gunman-contracts-header-image-21.jpg" medium="image"/>
        <content:encoded><![CDATA[ <p>Before I played Gunman Contracts: Stand Alone, I worried that the game would be too violent and too disgusting. After blasting my way through the three contracts included in its Early Access campaign, I now know my apprehension was entirely reasonable.</p><p>Gunman Contracts: Stand Alone <em>is</em> violent and disgusting.</p><p>But its violence is justified by the world of its fiction, by its protagonist's brutal morality, and by its villains' despicable cruelty. It's a game about doing violence to criminals who do horrible things to innocent people.</p><p>Yes, Gunman Contracts: Stand Alone is violent and disgusting. But I wouldn't have it any other way.</p><div class="kg-card kg-callout-card kg-callout-card-grey"><div class="kg-callout-text"><b><strong style="white-space: pre-wrap;">The Facts</strong></b><br><br><b><strong style="white-space: pre-wrap;">What is it?</strong></b>:&nbsp;An intense, action-movie-inspired single-player shooter which began life as a Half-Life: Alyx mod.<br><b><strong style="white-space: pre-wrap;">Platforms</strong></b>: <a href="https://store.steampowered.com/app/2421750/Gunman_Contracts__Stand_Alone/?ref=uploadvr.com" rel="noreferrer">SteamVR</a> (reviewed using Steam Link and Meta Quest 3S on Medium graphics settings)<br><b><strong style="white-space: pre-wrap;">Release Date</strong></b>: September 10, 2026<br><b><strong style="white-space: pre-wrap;">Developer</strong></b>: ANB_Seth<br><b><strong style="white-space: pre-wrap;">Publisher</strong></b>: 2080 Games<br><b><strong style="white-space: pre-wrap;">Price:</strong></b> $25 </div></div><figure class="kg-card kg-video-card kg-width-regular kg-card-hascaption" data-kg-thumbnail="https://storage.ghost.io/c/2a/2f/2a2f38f0-4b71-407a-9c7e-18a9e2541980/content/media/2026/09/knock-knock-gunman-contracts-optimized_thumb.jpg" data-kg-custom-thumbnail="">
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            <figcaption><p><span style="white-space: pre-wrap;">Knock, knock. Who's there? Pew pew.</span></p></figcaption>
        </figure><p>Beginning life in 2021 as a Half-Life: Alyx mod, Gunman Contracts (the mod) expanded through two chapters and has now evolved into a new, bespoke game. <a href="https://store.steampowered.com/app/2421750/Gunman_Contracts__Stand_Alone/?ref=uploadvr.com" rel="noreferrer">Gunman Contracts: Stand Alone</a> is a solo-developed single-player shooter in which you play as a hitman working outside the legal system to bring punitive consequences to those who harm society. </p><p>The just-released Early Access version contains three distinct and connected Story Contracts. It's also packing a fully immersive home base known as “The Hive,” where you can unlock and customize 18 unique weapons and attachments, practice at the range, play skill games, and train at several combat stations. There are Challenge Modes like Takedown, in which you face off against 30 opponents, and Last Stand, in which you fight waves of enemies and disarm bombs for as long as you’re able.</p><p>The game’s developer says that those who pony up for the EA release will get the game at the lowest price possible, and that they'll receive three new Story Contracts as free updates in the future. </p><p>As it stands, what’s here will take about six or seven hours to get through. But the challenges are infinitely replayable and highly customizable. There’s also enough variation in the weaponry and enough baked-in variety in the missions that you’ll want to run through them a few times each. All told, the Early Access release of Gunman Contracts: Stand Alone has about ten hours of shootin’, rootin’, and tootin.’</p><p>Do I wish there was more game here? Of course. But is there enough in the EA release to justify the purchase? Absolutely.</p><figure class="kg-card kg-gallery-card kg-width-wide"><div class="kg-gallery-container"><div class="kg-gallery-row"><div class="kg-gallery-image"><img src="https://storage.ghost.io/c/2a/2f/2a2f38f0-4b71-407a-9c7e-18a9e2541980/content/images/2026/09/gunman-contracts-screen-05.jpg" width="1024" height="1024" loading="lazy" alt="" srcset="https://storage.ghost.io/c/2a/2f/2a2f38f0-4b71-407a-9c7e-18a9e2541980/content/images/size/w600/2026/09/gunman-contracts-screen-05.jpg 600w, https://storage.ghost.io/c/2a/2f/2a2f38f0-4b71-407a-9c7e-18a9e2541980/content/images/size/w1000/2026/09/gunman-contracts-screen-05.jpg 1000w, https://storage.ghost.io/c/2a/2f/2a2f38f0-4b71-407a-9c7e-18a9e2541980/content/images/2026/09/gunman-contracts-screen-05.jpg 1024w" sizes="(min-width: 720px) 720px"></div><div class="kg-gallery-image"><img src="https://storage.ghost.io/c/2a/2f/2a2f38f0-4b71-407a-9c7e-18a9e2541980/content/images/2026/09/gunman-contracts-screen-02.jpg" width="1872" height="1872" loading="lazy" alt="" srcset="https://storage.ghost.io/c/2a/2f/2a2f38f0-4b71-407a-9c7e-18a9e2541980/content/images/size/w600/2026/09/gunman-contracts-screen-02.jpg 600w, https://storage.ghost.io/c/2a/2f/2a2f38f0-4b71-407a-9c7e-18a9e2541980/content/images/size/w1000/2026/09/gunman-contracts-screen-02.jpg 1000w, https://storage.ghost.io/c/2a/2f/2a2f38f0-4b71-407a-9c7e-18a9e2541980/content/images/size/w1600/2026/09/gunman-contracts-screen-02.jpg 1600w, https://storage.ghost.io/c/2a/2f/2a2f38f0-4b71-407a-9c7e-18a9e2541980/content/images/2026/09/gunman-contracts-screen-02.jpg 1872w" sizes="(min-width: 720px) 720px"></div><div class="kg-gallery-image"><img src="https://storage.ghost.io/c/2a/2f/2a2f38f0-4b71-407a-9c7e-18a9e2541980/content/images/2026/09/gunman-contracts-screen-01.jpg" width="1872" height="1872" loading="lazy" alt="" srcset="https://storage.ghost.io/c/2a/2f/2a2f38f0-4b71-407a-9c7e-18a9e2541980/content/images/size/w600/2026/09/gunman-contracts-screen-01.jpg 600w, https://storage.ghost.io/c/2a/2f/2a2f38f0-4b71-407a-9c7e-18a9e2541980/content/images/size/w1000/2026/09/gunman-contracts-screen-01.jpg 1000w, https://storage.ghost.io/c/2a/2f/2a2f38f0-4b71-407a-9c7e-18a9e2541980/content/images/size/w1600/2026/09/gunman-contracts-screen-01.jpg 1600w, https://storage.ghost.io/c/2a/2f/2a2f38f0-4b71-407a-9c7e-18a9e2541980/content/images/2026/09/gunman-contracts-screen-01.jpg 1872w" sizes="(min-width: 720px) 720px"></div></div></div></figure><figure class="kg-card kg-video-card kg-width-regular kg-card-hascaption" data-kg-thumbnail="https://storage.ghost.io/c/2a/2f/2a2f38f0-4b71-407a-9c7e-18a9e2541980/content/media/2026/09/human-trafficking-square_thumb.jpg" data-kg-custom-thumbnail="">
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            <figcaption><p><span style="white-space: pre-wrap;">Oh, so, they're like BAD bad.</span></p></figcaption>
        </figure><h3 id="beautiful-violence">Beautiful Violence</h3><p>Gunman Contracts: Stand Alone is one of the best shooters I've played in years. Not just because the mechanics feel good and the weapons are fun and engaging, but because using them on these villainous enemies is so righteously satisfying.</p><p>Early in our second contract, we learn that our enemies aren't simply bad guys. They're the worst guys. They're doing things to people that are unforgivable. Nor do any of them, from the lowliest henchman to the CEO of Evil Incorporated himself, ever repent. Their remorselessness is convenient for our protagonist (and the player) in that it allows him (and us) to be unflinchingly brutal in our retribution. This happy fact turns a game about shootin’ dudes into something like a feel-good vacation. Thumbs up!</p><p>Combat feels immediate and chaotic. As is normal in VR, gunplay is incredibly physical. You’ll reload, chamber rounds, aim down sights, and holster weapons using physical movements, and in Gunman Contracts: Stand Alone, these actions are, for the most part, well designed and well executed.</p><p>Very few gaming experiences are as satisfying as deploying dual pistols to dispatch as many enemies as you’ve got bullets in the magazines, before stuffing the depleted guns into your hip holsters, pulling a shotgun from over your shoulder, and pumping a final jerk full of birdshot. And if that’s not quite satisfying enough, you can do it all in slow motion.</p><figure class="kg-card kg-video-card kg-width-regular" data-kg-thumbnail="https://storage.ghost.io/c/2a/2f/2a2f38f0-4b71-407a-9c7e-18a9e2541980/content/media/2026/09/gunman-contracts-explosions_thumb.jpg" data-kg-custom-thumbnail="">
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        </figure><p>Stages are designed to funnel you into close-quarters combat, where you’ll check corners barrel-first and clear a room, only to suddenly have a new wave of evildoers burst through a door or rush you from an adjacent hallway. The action seldom stops, pausing just long enough for some exposition, usually delivered through dialogue between the protagonist and his wonderfully voice-acted Controller.</p><p>Enemies don’t stand around waiting to get shot. They’re aggressive, mobile, and frequently positioned in ways that force you to consider the space you’re in, where best to find cover, and when and where to move and fire. Gunfights can quickly spiral into desperate brawls where, with no time to reload, you’re forced to clobber someone with the butt of your pistol, pull a knife from a nearby kitchen cabinet, and finish the job à la Ginsu.</p><p>For some players, all this violence will be too much. And that’s fair. For those who can’t stomach it, there’s a toggle to turn off most (but not all) of the blood and splatter.</p><figure class="kg-card kg-video-card kg-width-regular" data-kg-thumbnail="https://storage.ghost.io/c/2a/2f/2a2f38f0-4b71-407a-9c7e-18a9e2541980/content/media/2026/09/rainy-shootout-gunman-contracts_thumb.jpg" data-kg-custom-thumbnail="">
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        </figure><h3 id="sights-and-sounds">Sights and Sounds</h3><p>The world of Gunman Contracts: Stand Alone turns our VR headset into a bloody projector flinging violent imagery against the backs of our eyeballs. And what we see by the flickering fluorescence and the blinding lights of flashing muzzles is gorgeous. Its urban environments are drenched in shadow. Its grimy streets are awash in moonlit rain. Its dank basements are full of dread.</p><p>Not only does it technically look amazing, but it’s artfully designed, too. The world is convincing and polished. Weather effects add atmosphere, while granular details make the places feel real, rather than simply a collection of corridors and rooms in which to shoot folk.</p><p>The game’s sound design is strong as well. Gunshots echo and boom, powerful and dangerous. Environmental audio sells the illusion of place. The voice acting is superb. While the character roster is, by the nature of the story, rather limited, each character’s personality is played to perfection.</p><div class="kg-card kg-toggle-card" data-kg-toggle-state="close">
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                <h4 class="kg-toggle-heading-text"><span style="white-space: pre-wrap;">Comfort</span></h4>
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            <div class="kg-toggle-content"><p><span style="white-space: pre-wrap;">Gunman Contracts: Stand Alone presents a veritable cornucopia of comfort and control settings. There's snap and smooth turning, headset or controller steering, sitting or standing modes, height adjustment, vignette movement options, blink teleport options, and more. </span></p><p><span style="white-space: pre-wrap;">While it is most certainly a game best suited for those familiar with and accustomed to VR play, the dev has done everything possible to make most players comfortable. </span></p></div>
        </div><figure class="kg-card kg-video-card kg-width-regular" data-kg-thumbnail="https://storage.ghost.io/c/2a/2f/2a2f38f0-4b71-407a-9c7e-18a9e2541980/content/media/2026/09/gunman-contracts-gun-customization-paint_thumb.jpg" data-kg-custom-thumbnail="">
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        </figure><h3 id="early-access-misfires">Early Access Misfires</h3><p>But not everything is perfect. While I’ve mentioned the excellent gunplay, wonderful visuals, and satisfying narrative, there are a few termites gnawing on these tentpoles.</p><p>Guns can get hung up on environmental obstacles, pulling away or disappearing as you walk, taking your disembodied hands with them. It’s a janky, weird problem that can mean death in certain gunfights. There’s also a tendency for some weapons to react poorly to being holstered, or for reloads to glitch certain automatic weaponry. When these problems happen, they are really annoying.</p><p>There are also a lot of repeating enemy models, and without giving away spoilers, there’s a moment in one mission where many characters are identical. It totally breaks the immersion.</p><p>Lastly, the Story Contracts are good, but there are only three of them, as mentioned. I want more. The promise of additional missions sounds great but promises aren't the same thing as finished content.</p><p>These qualms that I have with Gunman Contracts: Stand Alone can be explained with two words: Early Access. </p><p>In the future, I suspect none of these gripes will stand. I’m sure new contracts will be added, weapons will be balanced, and bugs and jank will be fixed. But even if they’re not, the version of Gunman Contracts: Stand Alone that you’ll play today feels substantial enough to stand on its own, because the foundational act of picking up a gun and shooting an irredeemably scummy dude is, in this particular video game, extremely satisfying.&nbsp;</p><p><a href="https://store.steampowered.com/app/2421750/Gunman_Contracts__Stand_Alone/?ref=uploadvr.com" rel="noreferrer">Gunman Contracts: Stand Alone</a> is one of the best VR shooters I've ever played. </p><hr><p><em>UploadVR uses a 5-Star rating system for our game reviews – you can read a breakdown of each star rating in our </em><a href="https://www.uploadvr.com/uploadvr-review-guidelines/"><em>review guidelines</em></a><em>. As an early access release, this review is unscored.</em></p> ]]></content:encoded>
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    <item>
        <title><![CDATA[ Squingle Arcade Is Available Now For Free On PC VR ]]></title>
        <description><![CDATA[ Squingle Arcade, the follow up to the original fluid-maze-navigating puzzle game Squingle, is out now for PC VR. ]]></description>
        <link>https://www.uploadvr.com/squingle-arcade-available-now-on-pcvr/</link>
        <guid isPermaLink="false">6aa1bda386cc7c0001944c8a</guid>
            <category><![CDATA[ VR Gaming ]]></category>
        <dc:creator><![CDATA[ Mike Johnson ]]></dc:creator>
        <pubDate>Wed, 09 Sep 2026 17:14:39 -0700</pubDate>
        <media:content url="https://storage.ghost.io/c/2a/2f/2a2f38f0-4b71-407a-9c7e-18a9e2541980/content/images/2026/09/Squingle-Arcade---Key-Art--Landscape-.png" medium="image"/>
        <content:encoded><![CDATA[ <p>Squingle Arcade, the quickplay version of the award-winning fluid-maze puzzler Squingle, is available now on SteamVR. </p><p>The game <a href="https://www.uploadvr.com/vr-mr-puzzler-squingle-arcade-is-out-today-on-meta-quest-for-free/" rel="noreferrer">launched earlier this year</a> on Quest. Arcade takes the original game's unique maze-navigation mechanic and turns it into a faster-paced, free-to-play competitive spatial experience. You guide glowing orbs through an amorphous gel-like structure while collecting color pods, defeating enemies, and avoiding hazards to reach the goal. All this is presented in a rapid gameplay loop, letting you dive back in to chase high scores on the requisite leaderboards. </p><p>Here's the Steam trailer:</p><figure class="kg-card kg-video-card kg-width-regular" data-kg-thumbnail="https://storage.ghost.io/c/2a/2f/2a2f38f0-4b71-407a-9c7e-18a9e2541980/content/media/2026/09/Squingle-Arcade-Steam-Trailer---Download-Now-1_thumb.jpg" data-kg-custom-thumbnail="">
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        </figure><p>Squingle Arcade comes with over sixty different levels of varying difficulty and developer Dr. Benjamin Outram promised a <strong>free DLC pack</strong> with over <strong>twenty additional levels</strong> that is in development and expected to launch very soon. The game also has <strong>asynchronous multiplayer and ghost racing</strong>, allowing you to chase your friend's time or chase the best players in the world even while playing solo. </p><p>Upon completion of a maze, you get Star Orbs, an in-game currency that can be cashed in for extended time or extra energy during a run and new skins.</p><p>One feature we do not see too often is that the maze is <strong>scalable</strong>, meaning you can grab the corners and make the puzzle extremely large to fill out your play space and literally 'walk' the orb to the finish, physically twisting, turning, and dipping it through the maze. Alternatively, make it small enough to hover over your desk for a more relaxed run. </p><p>Squingle Arcade is available now for free on <a href="https://store.steampowered.com/app/4586600/Squingle_Arcade/?ref=uploadvr.com">Steam</a> and <a href="http://www.meta.com/experiences/squingle-arcade/26553242190959859?ref=uploadvr.com">Quest</a>.</p> ]]></content:encoded>
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    <item>
        <title><![CDATA[ The Lightkeepers Impressions: This Unique Co-op Tower Defense Wants You To Grind ]]></title>
        <description><![CDATA[ The Lightkeepers, out this week on Quest 3, has a satisfying gameplay loop that somehow works despite no individual part of the game being exceptional on its own. ]]></description>
        <link>https://www.uploadvr.com/the-lightkeepers-vr-impressions-on-meta-quest/</link>
        <guid isPermaLink="false">6aa19c8886cc7c000194478e</guid>
            <category><![CDATA[ VR Gaming ]]></category>
        <dc:creator><![CDATA[ Mike Johnson ]]></dc:creator>
        <pubDate>Wed, 09 Sep 2026 17:14:10 -0700</pubDate>
        <media:content url="https://storage.ghost.io/c/2a/2f/2a2f38f0-4b71-407a-9c7e-18a9e2541980/content/images/2026/09/uvr-lightkeepersImpressions--1-.png" medium="image"/>
        <content:encoded><![CDATA[ <p>Co-op survival tower defense The Lightkeepers, out this week on Quest 3, wraps multiple mechanics into a tight gameplay loop that plays much better than the quality of its individual elements would have you believe.</p><p>The Lightkeepers comes from developer Spectral Games (<a href="https://www.uploadvr.com/medieval-dynasty-new-settlement-gets-early-access-co-op-bhaptics-support/" rel="noreferrer">Medieval Dynasty: New Settlement</a>) and combines strategic tower defense with scavenging and crafting in a familiar roguelite-adjacent style. By day, you and your friends scavenge the island around the lighthouse you are tasked to defend, with the option to take a boat to a nearby island for more resources. At night, you return to the lighthouse to prepare and defend it against waves of grotesque Lovecraft-inspired creatures. A watch on your left wrist lets you know how much time is left in the day and a foreboding tone with a few minutes left before nightfall is your final warning to get ready.</p><figure class="kg-card kg-video-card kg-width-regular" data-kg-thumbnail="https://storage.ghost.io/c/2a/2f/2a2f38f0-4b71-407a-9c7e-18a9e2541980/content/media/2026/09/com.spectralgames.lightkeepers-20260908-154955-0-00.15.53.789-00.17.00.152-seg3_thumb.jpg" data-kg-custom-thumbnail="">
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        </figure><div class="kg-card kg-callout-card kg-callout-card-grey"><div class="kg-callout-text"><b><strong style="white-space: pre-wrap;">The Facts</strong></b><br><br><b><strong style="white-space: pre-wrap;">What is it?</strong></b>: A co-op tower defense survival game<br><b><strong style="white-space: pre-wrap;">Platforms</strong></b>: Meta Quest 3/3S (played on Quest 3)<br><b><strong style="white-space: pre-wrap;">Release Date</strong></b>: September 10, 2026<br><b><strong style="white-space: pre-wrap;">Developer</strong></b>: Spectral Games SA<br><b><strong style="white-space: pre-wrap;">Price:</strong></b> $19.99</div></div><p>The loop feels similar to <a href="https://www.uploadvr.com/bootstrap-island-1-0-review-a-sterling-vr-survivor-adventure/" rel="noreferrer">Bootstrap Island</a>'s explore-by-day/survive-by-night and <a href="https://www.uploadvr.com/drop-dead-the-cabin-and-a-vault-of-other-titles-are-coming-to-playstation-vr2/" rel="noreferrer">Drop Dead: The Cabin</a>'s zombie-wave gameplay. The combination of elements here mostly works if you are able to get up to speed quickly. I played with <a href="https://www.uploadvr.com/writer/james_tocchio/" rel="noreferrer">James Tocchio</a> and in our first run, we fumbled around trying to get our bearings. Between learning the basics of crafting, exploring the base island, and figuring out the hand-to-shoulder inventory, we did not even get to the separate island until our second run. </p><p>The inventory takes some getting used to, specifically on your shoulders. What you grab depends on which shoulder you reach for <strong>and</strong> which hand you reach with. Your right hand grabs your gun from your left shoulder and melee weapon from your right shoulder. The left hand pulls the backpack from the left shoulder and a lamp from the right. It is intuitive enough once you get it down, but you will likely fumble to start.</p><figure class="kg-card kg-video-card kg-width-regular" data-kg-thumbnail="https://storage.ghost.io/c/2a/2f/2a2f38f0-4b71-407a-9c7e-18a9e2541980/content/media/2026/09/com.spectralgames.lightkeepers-20260908-154955-0-00.11.27.327-00.12.30.431-seg2_thumb.jpg" data-kg-custom-thumbnail="">
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        </figure><div class="kg-card kg-toggle-card" data-kg-toggle-state="close">
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                <h4 class="kg-toggle-heading-text"><span style="white-space: pre-wrap;">Comfort</span></h4>
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            <div class="kg-toggle-content"><p><span style="white-space: pre-wrap;">The Lightkeepers supports seated or standing gameplay with smooth and snap turning. There is some climbing involved and the lighthouse you defend has an optional zipline to quickly move between floors. </span></p><p><span style="white-space: pre-wrap;">The constant motion may be troublesome for newer VR users.</span></p></div>
        </div><p>The gameplay loop overall is very satisfying. You scavenge for items of various types (fuel, scrap metal, cloth, wood) on the base island or hop a boat and ride to a remote island. The remote island, even during daytime, is overrun with monsters that have to be cleared out before looting. The boat is controlled by the driver from an overhead viewpoint which was jarring at first, but ultimately did not matter enough to detract from the experience. </p><p>The same can be said for the game as a whole. <strong>Everything works together</strong> in harmony just well enough to be satisfying, even if individually, <em>nothing</em> truly stands out as exceptional<em>.</em> Visually, it is <strong>not</strong> great, a far cry from the jaw-dropping  Bootstrap Island. The weapons are <em>serviceable</em>, but very basic. I have played multiple shooters with better feeling guns. The item-category-style looting is lifted straight from<a href="https://www.uploadvr.com/the-walking-dead-saints-and-sinners-review/"> <u>The Walking Dead: Saints &amp; Sinners</u></a>, but that had a wider variety of individual items. The combat feels floaty and could benefit from stronger haptics and sound design on impact. No single element of the game stands out as a wow factor, but the time limit does not afford you the luxury to stop and notice because you have <em>work</em> <em>to do</em>. Everything is good enough to keep you going, unless you have a specific preference. For instance, if you only play high-fidelity games, prefer physics-based combat, or highly realistic weapons, The Lightkeepers may rub you the wrong way. It is basic in its total execution, almost to a fault, by virtue of the number of moving parts in play at once.</p><figure class="kg-card kg-video-card kg-width-regular" data-kg-thumbnail="https://storage.ghost.io/c/2a/2f/2a2f38f0-4b71-407a-9c7e-18a9e2541980/content/media/2026/09/com.spectralgames.lightkeepers-20260908-161314-0-00.08.08.151-00.10.09.342_thumb.jpg" data-kg-custom-thumbnail="">
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        </figure><p>Lastly, plan on a grindy long-term experience. Runs have multiple difficulty levels and lengths, so you will need time invested and better gear to take on the more challenging runs. The single-shot pistol you start with is <strong>rough</strong>, most likely by design, and you will want a new gun quickly. The game has a wealth of unlockable weapons, gear, and cosmetics that unlock through a combination of in-game stat compiling (kill one hundred of one enemy type with a pistol), in-game currency accrued from runs, and paid microtransactions. Similar to the recently released<a href="https://www.uploadvr.com/knights-of-fiona-vr-review/"> <u>Knights of Fiona</u></a> and <a href="https://www.uploadvr.com/after-the-fall-review-vr-co-op-shooter/"><u>After the Fall</u></a>, you will spend a lot of time in The Lightkeepers if you enjoy it out of the gates because there is plenty to play for.</p><p>The Lightkeepers releases September 10 for Quest 3 headsets.</p> ]]></content:encoded>
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    <item>
        <title><![CDATA[ With Steam Frame Looming, No Man&#x27;s Sky To Add PC VR Eye-Tracked Foveated Rendering ]]></title>
        <description><![CDATA[ The new Cosmos update for No Man&#39;s Sky also adds eye-tracked foveated rendering on PC VR, boosting performance ahead of Valve&#39;s upcoming Steam Frame headset. ]]></description>
        <link>https://www.uploadvr.com/no-mans-sky-adds-pc-vr-eye-tracked-foveated-rendering/</link>
        <guid isPermaLink="false">6aa1797086cc7c00019446c2</guid>
            <category><![CDATA[ VR Gaming ]]></category>
        <dc:creator><![CDATA[ Mike Johnson ]]></dc:creator>
        <pubDate>Wed, 09 Sep 2026 10:14:49 -0700</pubDate>
        <media:content url="https://storage.ghost.io/c/2a/2f/2a2f38f0-4b71-407a-9c7e-18a9e2541980/content/images/2026/09/No-Man-s-Sky-foveated-rendering-PSVR2.png" medium="image"/>
        <content:encoded><![CDATA[ <p>Today's Cosmos update for No Man's Sky lists support for eye-tracked dynamic foveated rendering on SteamVR, providing a performance boost for the game ahead of the release of Valve's eye-tracking-supporting Steam Frame headset.</p><h2 id="updateseptember-11-2026">UPDATE - September 11, 2026</h2><p>XR influencer Brad Lynch posted on X that eye-tracked foveated rendering <strong><u>was not</u></strong> added in the Cosmos update. According to Lynch, it is planned for a later patch, but the notes were accidentally added to the Cosmos patch notes. </p><figure class="kg-card kg-embed-card"><blockquote class="twitter-tweet"><p lang="en" dir="ltr">No Man’s Sky foveated rendering on PCVR isn’t actually released yet<br><br>It is supposed to be added in a later patch<br><br>They accidentally included the feature in the Cosmos update patch notes a bit too early <a href="https://t.co/HXBfoboriN?ref=uploadvr.com">https://t.co/HXBfoboriN</a></p>— Brad Lynch (@SadlyItsBradley) <a href="https://x.com/SadlyItsBradley/status/2098505736254828634?ref_src=twsrc%5Etfw&ref=uploadvr.com">September 11, 2026</a></blockquote>
<script async="" src="https://platform.x.com/widgets.js" charset="utf-8"></script></figure><p>We have updated the title to this article and will leave it up for the analysis included, since the feature is still planned to come. </p><hr><h2 id="original-article">ORIGINAL ARTICLE</h2><p>Hidden deep in the patch notes for the <a href="https://www.uploadvr.com/no-mans-skys-cosmos-update-overhauls-the-outer-space-experience/" rel="noreferrer">Cosmos update</a>, about a third of the way down the 'Rendering' section, were these two notes:</p><ul><li>Added support for foveated rendering on PCVR.</li><li>Utilizing eye-tracking technology, foveated rendering concentrates rendering resources at the center of your vision, sharpening and beautifying the details you focus on.</li></ul><figure class="kg-card kg-bookmark-card"><a class="kg-bookmark-container" href="https://www.uploadvr.com/no-mans-sky-foveated-rendering-psvr2-echoes-update/"><div class="kg-bookmark-content"><div class="kg-bookmark-title">No Man’s Sky Now Uses Foveated Rendering On PSVR 2</div><div class="kg-bookmark-description">The Echoes update overhauls space combat and adds foveated rendering on PSVR 2 to dramatically improve visual quality.</div><div class="kg-bookmark-metadata"><img class="kg-bookmark-icon" src="https://storage.ghost.io/c/2a/2f/2a2f38f0-4b71-407a-9c7e-18a9e2541980/content/images/icon/UploadCircle_favicon-c9f67613-50c2-46b7-8335-7143c563dbe8.png" alt=""><span class="kg-bookmark-author">UploadVR</span><span class="kg-bookmark-publisher">Henry Stockdale</span></div></div><div class="kg-bookmark-thumbnail"><img src="https://storage.ghost.io/c/2a/2f/2a2f38f0-4b71-407a-9c7e-18a9e2541980/content/images/thumbnail/No-Man-s-Sky-foveated-rendering-PSVR2-ed50c040-1210-4ca0-ad73-79f19b35da8c.png" alt="" onerror="this.style.display = 'none'"></div></a></figure><p>Hello Games previously <a href="https://www.uploadvr.com/no-mans-sky-foveated-rendering-psvr2-echoes-update/">added the same feature</a> to the PlayStation VR2 version of the game in August 2023. Prior to that update, players complained of blurry visuals on Sony's then-recently-launched headset. Post update, players who have played No Man's Sky on both SteamVR and PS VR2 said the PlayStation version provided the best visual experience. </p><p>We cannot help but note the curious timing of this update. PC VR has had multiple headsets with eye tracking as a feature for years, including the Meta Quest Pro, Pimax Crystal Super and Vive Focus Vision. That said, looking at the most recent Steam hardware survey for August 2026, the eye-tracking supported headset with the highest percentage of users on SteamVR is the PlayStation VR2 at a mere 2.24% followed by the Quest Pro at 1.51%. SteamVR averages 1.8M-3M users in a given month, so the high end of those two combined is just over 110,000 users per month and there is no chance all of them are playing No Man's Sky. </p><p>However, with the imminent launch of Valve's highly-anticipated Steam Frame, there will presumably be a wave of users with an eye-tracking supported headset on the platform.</p><p>Speaking from experience, No Man's Sky is a tough game to get running well in VR on PC. The procedural generation baked into the game taxes CPUs and adding the GPU overhead required for high resolution rendering in VR creates a tall task for anything below a top tier PC. I personally had to lower the resolution scale to around fifty percent and drop the in-game graphics to just above the lowest settings to get an acceptable framerate, sacrificing visual fidelity in the process. This was on a Quest 3 using an RTX 3070 and a Ryzen 5 5600X. I upgraded my PC earlier this year, moving to a Ryzen 7 9850X3D CPU and an RTX 5070 Ti and I <em>still</em> have to reduce the graphics from the max settings I normally play the game at when I play flatscreen. While the <em>experience </em>is great in VR, I am still nerfing the graphics to make it playable.</p><p>Going off my experience, the chances of a performant standalone Steam Frame version of No Man's Sky running on a mobile chipset are slim to none. So it makes business sense to capitalize on a high-profile, hotly anticipated headset with eye-tracking with this update, enticing users to add No Man's Sky to the list of PC VR games to test when they get their Steam Frames. We do not know if the performance boost with eye-tracked dynamic foveated rendering will bring the same night-and-day difference PlayStation VR2 users experienced, but it can only help.</p><figure class="kg-card kg-bookmark-card"><a class="kg-bookmark-container" href="https://www.uploadvr.com/no-mans-skys-cosmos-update-overhauls-the-outer-space-experience/"><div class="kg-bookmark-content"><div class="kg-bookmark-title">No Man’s Sky’s Cosmos Update Overhauls The Outer Space Experience</div><div class="kg-bookmark-description">The free Cosmos update for No Man’s Sky is out now, completely overhauling outer space with orbital bases, space station ownership, and massive hulks to salvage.</div><div class="kg-bookmark-metadata"><img class="kg-bookmark-icon" src="https://storage.ghost.io/c/2a/2f/2a2f38f0-4b71-407a-9c7e-18a9e2541980/content/images/icon/UploadCircle_favicon-ef560b31-5783-44fb-86d7-fe08e385453f.png" alt=""><span class="kg-bookmark-author">UploadVR</span><span class="kg-bookmark-publisher">Mike Johnson</span></div></div><div class="kg-bookmark-thumbnail"><img src="https://storage.ghost.io/c/2a/2f/2a2f38f0-4b71-407a-9c7e-18a9e2541980/content/images/thumbnail/No-Man-s-Sky-COSMOS-Thumbnail-1-19116373-b200-4199-9d2d-4d656590b277.png" alt="" onerror="this.style.display = 'none'"></div></a></figure><p>No Man's Sky <a href="https://www.uploadvr.com/no-mans-skys-cosmos-update-overhauls-the-outer-space-experience/" rel="noopener noreferrer">Cosmos</a> is available now on all supported platforms, including SteamVR and PlayStation VR2.</p> ]]></content:encoded>
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        <title><![CDATA[ Color-A-Cube Voxelizes Walkabout Mini Golf Courses In New Collab ]]></title>
        <description><![CDATA[ Color-A-Cube has partnered with Walkabout Mini Golf for a four-week collaboration bringing four of Walkabout&#39;s courses into the voxel cube-coloring app. ]]></description>
        <link>https://www.uploadvr.com/color-a-cube-voxelizes-walkabout-mini-golf-courses-in-new-collab/</link>
        <guid isPermaLink="false">6aa0dbd0b473a700018118e9</guid>
            <category><![CDATA[ VR Gaming ]]></category>
        <dc:creator><![CDATA[ Mike Johnson ]]></dc:creator>
        <pubDate>Wed, 09 Sep 2026 08:10:01 -0700</pubDate>
        <media:content url="https://storage.ghost.io/c/2a/2f/2a2f38f0-4b71-407a-9c7e-18a9e2541980/content/images/2026/09/673759338_1615997353524812_129550227081992422_n.webp" medium="image"/>
        <content:encoded><![CDATA[ <p>Cozy voxel-cube-coloring game Color-A-Cube is running a four-week collaboration with Walkabout Mini Golf, bringing four of Walkabout's courses in as 3D voxel coloring projects.</p><p>Over the course of four weeks this month, a different Walkabout course will be featured as a three-dimensional voxel coloring map in <a href="https://www.uploadvr.com/color-a-cube-impressions-a-deepl-satisfying-color-by-number-game/" rel="noreferrer">Color-A-Cube</a>. The scheduled courses are as follows:</p><ul><li>Week 1 - <a href="https://www.uploadvr.com/walkabout-tiki-a-coco-the-origins-of-mini-golf/" rel="noreferrer">Tiki à Coco</a></li><li>Week 2 - <a href="https://www.uploadvr.com/walkabout-mini-golf-dlc-sweetopia/" rel="noreferrer">Sweetopia</a></li><li>Week 3 - <a href="https://www.uploadvr.com/raptor-cliffs-tour-walkabout/" rel="noreferrer">Raptor Cliffs</a></li><li>Week 4 - <a href="https://www.uploadvr.com/walkabout-mini-golf-8-bit-tour/" rel="noreferrer">8-Bit Lair</a></li></ul><p>This event started a few days ago, so Tiki à Coco is already live. The collab is part of Color-A-Cube's weekly drops series, which has included seasonal puzzles and content from other games. We played Color-A-Cube when <a href="https://www.uploadvr.com/color-a-cube-impressions-a-deepl-satisfying-color-by-number-game/" rel="noreferrer">it left Early Access</a> earlier this year, with James Tocchio saying "Ultimately, Color-A-Cube succeeds by embracing simplicity. Rather than burying players beneath complicated systems, it builds around one central idea and executes it with confidence."</p><figure class="kg-card kg-bookmark-card"><a class="kg-bookmark-container" href="https://www.uploadvr.com/color-a-cube-impressions-a-deepl-satisfying-color-by-number-game/"><div class="kg-bookmark-content"><div class="kg-bookmark-title">Color-A-Cube Impressions: A Deeply Satisfying Color-By-Number Game</div><div class="kg-bookmark-description">Color-A-Cube is a cozy color-by-number game built around charming voxel models and simple, satisfying game mechanics.</div><div class="kg-bookmark-metadata"><img class="kg-bookmark-icon" src="https://storage.ghost.io/c/2a/2f/2a2f38f0-4b71-407a-9c7e-18a9e2541980/content/images/icon/UploadCircle_favicon-8b4e155f-bb95-4eaf-bf75-bd02b6c0e6c2.png" alt=""><span class="kg-bookmark-author">UploadVR</span><span class="kg-bookmark-publisher">James Tocchio</span></div></div><div class="kg-bookmark-thumbnail"><img src="https://storage.ghost.io/c/2a/2f/2a2f38f0-4b71-407a-9c7e-18a9e2541980/content/images/thumbnail/Color-a-cube-impressions-1-1949be82-a9a7-405c-b488-f04653047dc0.jpg" alt="" onerror="this.style.display = 'none'"></div></a></figure><p>Color-A-Cube is available now on&nbsp;<a href="https://store-global.picoxr.com/global/detail/1/7573704775435485237?ref=uploadvr.com" rel="noreferrer noopener">Pico</a>&nbsp;and&nbsp;<a href="https://www.meta.com/experiences/color-a-cube/8774301352666408/?ref=uploadvr.com" rel="noreferrer noopener">Meta Quest</a>.</p> ]]></content:encoded>
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        <title><![CDATA[ In Death: Unchained Rises From The Ashes With A New Season Coming Later This Month ]]></title>
        <description><![CDATA[ In Death: Unchained on Quest will end its long-running season on September 29 and launch its new Fall Season 2026 on the same day. ]]></description>
        <link>https://www.uploadvr.com/in-death-unchained-rises-from-the-ashes-with-a-new-season-coming-later-this-month/</link>
        <guid isPermaLink="false">6aa062a9b473a70001811896</guid>
            <category><![CDATA[ VR Gaming ]]></category>
        <dc:creator><![CDATA[ Mike Johnson ]]></dc:creator>
        <pubDate>Wed, 09 Sep 2026 08:08:03 -0700</pubDate>
        <media:content url="https://storage.ghost.io/c/2a/2f/2a2f38f0-4b71-407a-9c7e-18a9e2541980/content/images/2026/09/InDeath_2026_Season_Fall2026_Announcement_Socials.png" medium="image"/>
        <content:encoded><![CDATA[ <p>Fantasy roguelike In Death: Unchained's long-running current season will end on September 29 with Fall Season 2026 starting on the same day. </p><p>It should be noted that Superbright is only responsible for <a href="https://www.uploadvr.com/in-death-unchained-review/" rel="noreferrer">In Death Unchained</a>, the Quest version of the game. The original In Death on SteamVR was developed by Sólfar Studios and has not been updated in several years.</p><p>Wojtek, the CEO of developer Superbright posted an update on the fantasy game's Discord detailing the company's troubled history in recent years and plans for the future:</p><blockquote>The last two years have not been easy. We were working on something new alongside our work on In Death: Unchained, and we had some difficulties of our own to deal with. The war in Ukraine affecting our guys and what's been happening across the games industry added to that too.</blockquote><blockquote>We're a smaller team now trying to juggle multiple responsibilities. We weren't sure when we'd have something concrete to share. We didn't want to get your hopes up before we knew we could follow through.</blockquote><blockquote>Through all of this, your messages and emails have meant so much to us. Hearing that this is people's favorite game, that you're still playing, people asking us for a way to pay for the game again just to support us... wow, that meant a lot to us on a personal level. It really did help keep us going.</blockquote><blockquote>So I'm really happy to tell you: a new season is on the way, and we've made sure season changes are going to come every six months or so from now on. There's more, but right now I just wanted to give you this heads up ahead of sharing the details on our socials soon.</blockquote><p>By now, it should not be necessary to detail the plethora of layoffs and closures that struck the gaming industry in the last few years and from Wojtek's message, the ongoing Russia/Ukraine war was an additional complicating factor for Superbright. Companies have been forced to pivot direction or cancel projects outright as the ecosystem's struggles continue.</p><p>For anyone unfamiliar with how Unchained handles its season changes, the leaderboards award you 'Legend Points' based on your overall performance to rank up and unlock rewards. The boards then reset, but you retain your achievements. </p><p>Acknowledging how long the current season has lasted, Superbright is also giving bonus Legend Points to anyone who participated in the season, including from now until it ends later this month. The bonus will reportedly be "large enough for even a player starting from zero Legend Points to unlock a reward."</p><p>In Death Unchained is available now on <a href="https://www.meta.com/experiences/in-death-unchained/2334376869949242/?srsltid=AfmBOop4JeC4uHmUNON5ymW5Cfe1ExQV-pC0RWK6_QkA5mXPOlcF9CYf&ref=uploadvr.com">Meta Quest</a>.</p><p></p> ]]></content:encoded>
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        <title><![CDATA[ Vaelorys Is A Spellcasting Action RPG For Quest You Can Play Right Now For Free ]]></title>
        <description><![CDATA[ Vaelorys is a Diablo-inspired dark fantasy ARPG that you can play right now for free via an open playtest on Quest. ]]></description>
        <link>https://www.uploadvr.com/vaelorys-is-a-spellcasting-action-rpg-for-quest-you-can-play-right-now-for-free/</link>
        <guid isPermaLink="false">6aa05c46faf2810001adee5f</guid>
            <category><![CDATA[ VR Gaming ]]></category>
        <dc:creator><![CDATA[ Mike Johnson ]]></dc:creator>
        <pubDate>Wed, 09 Sep 2026 08:00:50 -0700</pubDate>
        <media:content url="https://storage.ghost.io/c/2a/2f/2a2f38f0-4b71-407a-9c7e-18a9e2541980/content/images/2026/09/LandscapeZoomedOut.png" medium="image"/>
        <content:encoded><![CDATA[ <p>You can go hands-on with Vaelorys, an upcoming spell-based combat game on Quest, for free in a playtest running through September 21.</p><p>In our ongoing effort to pass along any <a href="https://www.uploadvr.com/vr-games-you-can-playtest-to-help-bring-to-market/" rel="noreferrer">playtests</a> we are notified of, Spellbound Studio, the team behind Vaelorys, kicked off an open playtest on September 7 that runs for two weeks, ending on September 21. </p><p><a href="https://www.meta.com/experiences/vaelorys/31826464120285956/?ref=uploadvr.com">Vaelorys</a> is an upcoming <strong>Diablo-inspired</strong> dark fantasy hack-and-slash role-playing game featuring physical, gesture-based spellcasting you use to wipe out waves of enemies standing between you and your loot. </p><p>Here's the trailer:</p><figure class="kg-card kg-video-card kg-width-regular" data-kg-thumbnail="https://storage.ghost.io/c/2a/2f/2a2f38f0-4b71-407a-9c7e-18a9e2541980/content/media/2026/09/TrailerLandscape-optimized_thumb.jpg" data-kg-custom-thumbnail="">
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        </figure><p>You fight your way through replayable dungeon and wilderness environments to acquire artifacts, money, and new gear, the latter of which can be used to enhance your abilities and take on great challenges. There are thirty spells to unlock and upgrade and a full skill tree progression system. </p><p>The game is slated for an Early Access release on Meta Quest this winter, with community feedback helping to shape the game as it moves towards a full release. You can sign up via Meta Quest's channel access invitation system <a href="https://www.meta.com/s/3RCEUDyiH?ref=uploadvr.com">here</a>.</p> ]]></content:encoded>
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        <title><![CDATA[ No Man&#x27;s Sky&#x27;s Cosmos Update Overhauls The Outer Space Experience ]]></title>
        <description><![CDATA[ The free Cosmos update for No Man&#39;s Sky is out now, completely overhauling outer space with orbital bases, space station ownership, and massive hulks to salvage. ]]></description>
        <link>https://www.uploadvr.com/no-mans-skys-cosmos-update-overhauls-the-outer-space-experience/</link>
        <guid isPermaLink="false">6aa04e74faf2810001adedf1</guid>
            <category><![CDATA[ VR Gaming ]]></category>
        <dc:creator><![CDATA[ Mike Johnson ]]></dc:creator>
        <pubDate>Wed, 09 Sep 2026 06:00:00 -0700</pubDate>
        <media:content url="https://storage.ghost.io/c/2a/2f/2a2f38f0-4b71-407a-9c7e-18a9e2541980/content/images/2026/09/No-Man-s-Sky-COSMOS-Thumbnail-1.png" medium="image"/>
        <content:encoded><![CDATA[ <p>The Cosmos update for No Man's Sky teased in Hello Games' Tenth Year Anniversary video is here and it completely changes the outer space component of the game.</p><p>Despite being termed a "space game" by many of its players, comparatively little of No Man's Sky's gameplay actually takes place in space aside from the odd freighter or pirate battle. The vast expanses of systems and galaxies mostly served as transitions from one planet or space station or freighter to another. With Cosmos, that significantly changes as space now feels more "alive."</p><p>Cosmos will be available as an automatic free update starting today with an optional expedition titled 'Our Journey Continues.' This expedition features milestones pertaining to each of the forty major updates since No Man's Sky launched in 2016.  </p><p>Here's the trailer:</p><figure class="kg-card kg-video-card kg-width-regular" data-kg-thumbnail="https://storage.ghost.io/c/2a/2f/2a2f38f0-4b71-407a-9c7e-18a9e2541980/content/media/2026/09/No-Man-s-Sky-Cosmos-Update-Trailer-optimized_thumb.jpg" data-kg-custom-thumbnail="">
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        </figure><p>After warping to a system, initiating a scan will reveal a multitude of points of interest <em>in space</em> similar to what you typically experience when on a planet. Players who preferred the building and scavenging aspects of No Man's Sky will be especially interested in the new features.</p><p>Here's a quick list:</p><ul><li><strong>Space Hulks</strong> are massive structures that can be stripped and salvaged using the Gravitino Coil, a gravity gun introduced in the Remnant update earlier this year. The chunks of metal pulled from hulks can be thrown to a new ship tractor beam, but stripping too much may cause the hulk to melt down and explode!</li><li><strong>Space outposts</strong> are new features similar to the random outposts encountered on planets where you can trade with other alien lifeforms, buy maps, and take on new missions. Some of the outposts can be infected with biological hazards and have to be cleaned out and reclaimed.</li><li><strong>Asteroid belts</strong> can provide resources beyond the standard gold, silver, and tritium and some are large enough to land and build a <strong>star base</strong> on.</li><li><strong>Orbital bases</strong> are new, free-floating modular bases that can be built <em>anywhere</em> in space. </li><li><strong>Space station ownership</strong> has been the most requested feature according to Hello Games. Now you can buy your own space station and decorate it inside and out.</li><li><strong>Alliances</strong> are community-formed networks of players and stations, with a separate leaderboard to compete for the largest, richest, or most prominent alliance.</li><li>Finally, you can take on the task of <strong>reaching the star center</strong> of your own star system.</li></ul><figure class="kg-card kg-gallery-card kg-width-wide"><div class="kg-gallery-container"><div class="kg-gallery-row"><div class="kg-gallery-image"><img src="https://storage.ghost.io/c/2a/2f/2a2f38f0-4b71-407a-9c7e-18a9e2541980/content/images/2026/09/No-Man-s-Sky-COSMOS-Screen-3.png" width="2000" height="1125" loading="lazy" alt="" srcset="https://storage.ghost.io/c/2a/2f/2a2f38f0-4b71-407a-9c7e-18a9e2541980/content/images/size/w600/2026/09/No-Man-s-Sky-COSMOS-Screen-3.png 600w, https://storage.ghost.io/c/2a/2f/2a2f38f0-4b71-407a-9c7e-18a9e2541980/content/images/size/w1000/2026/09/No-Man-s-Sky-COSMOS-Screen-3.png 1000w, https://storage.ghost.io/c/2a/2f/2a2f38f0-4b71-407a-9c7e-18a9e2541980/content/images/size/w1600/2026/09/No-Man-s-Sky-COSMOS-Screen-3.png 1600w, https://storage.ghost.io/c/2a/2f/2a2f38f0-4b71-407a-9c7e-18a9e2541980/content/images/size/w2400/2026/09/No-Man-s-Sky-COSMOS-Screen-3.png 2400w" sizes="(min-width: 720px) 720px"></div><div class="kg-gallery-image"><img src="https://storage.ghost.io/c/2a/2f/2a2f38f0-4b71-407a-9c7e-18a9e2541980/content/images/2026/09/No-Man-s-Sky-COSMOS-Screen-4.png" width="2000" height="1125" loading="lazy" alt="" srcset="https://storage.ghost.io/c/2a/2f/2a2f38f0-4b71-407a-9c7e-18a9e2541980/content/images/size/w600/2026/09/No-Man-s-Sky-COSMOS-Screen-4.png 600w, https://storage.ghost.io/c/2a/2f/2a2f38f0-4b71-407a-9c7e-18a9e2541980/content/images/size/w1000/2026/09/No-Man-s-Sky-COSMOS-Screen-4.png 1000w, https://storage.ghost.io/c/2a/2f/2a2f38f0-4b71-407a-9c7e-18a9e2541980/content/images/size/w1600/2026/09/No-Man-s-Sky-COSMOS-Screen-4.png 1600w, https://storage.ghost.io/c/2a/2f/2a2f38f0-4b71-407a-9c7e-18a9e2541980/content/images/size/w2400/2026/09/No-Man-s-Sky-COSMOS-Screen-4.png 2400w" sizes="(min-width: 720px) 720px"></div><div class="kg-gallery-image"><img src="https://storage.ghost.io/c/2a/2f/2a2f38f0-4b71-407a-9c7e-18a9e2541980/content/images/2026/09/No-Man-s-Sky-COSMOS-Screen-6.png" width="2000" height="1125" loading="lazy" alt="" srcset="https://storage.ghost.io/c/2a/2f/2a2f38f0-4b71-407a-9c7e-18a9e2541980/content/images/size/w600/2026/09/No-Man-s-Sky-COSMOS-Screen-6.png 600w, https://storage.ghost.io/c/2a/2f/2a2f38f0-4b71-407a-9c7e-18a9e2541980/content/images/size/w1000/2026/09/No-Man-s-Sky-COSMOS-Screen-6.png 1000w, https://storage.ghost.io/c/2a/2f/2a2f38f0-4b71-407a-9c7e-18a9e2541980/content/images/size/w1600/2026/09/No-Man-s-Sky-COSMOS-Screen-6.png 1600w, https://storage.ghost.io/c/2a/2f/2a2f38f0-4b71-407a-9c7e-18a9e2541980/content/images/size/w2400/2026/09/No-Man-s-Sky-COSMOS-Screen-6.png 2400w" sizes="(min-width: 720px) 720px"></div></div><div class="kg-gallery-row"><div class="kg-gallery-image"><img src="https://storage.ghost.io/c/2a/2f/2a2f38f0-4b71-407a-9c7e-18a9e2541980/content/images/2026/09/No-Man-s-Sky-COSMOS-Screen-8.png" width="2000" height="1125" loading="lazy" alt="" srcset="https://storage.ghost.io/c/2a/2f/2a2f38f0-4b71-407a-9c7e-18a9e2541980/content/images/size/w600/2026/09/No-Man-s-Sky-COSMOS-Screen-8.png 600w, https://storage.ghost.io/c/2a/2f/2a2f38f0-4b71-407a-9c7e-18a9e2541980/content/images/size/w1000/2026/09/No-Man-s-Sky-COSMOS-Screen-8.png 1000w, https://storage.ghost.io/c/2a/2f/2a2f38f0-4b71-407a-9c7e-18a9e2541980/content/images/size/w1600/2026/09/No-Man-s-Sky-COSMOS-Screen-8.png 1600w, https://storage.ghost.io/c/2a/2f/2a2f38f0-4b71-407a-9c7e-18a9e2541980/content/images/size/w2400/2026/09/No-Man-s-Sky-COSMOS-Screen-8.png 2400w" sizes="(min-width: 720px) 720px"></div><div class="kg-gallery-image"><img src="https://storage.ghost.io/c/2a/2f/2a2f38f0-4b71-407a-9c7e-18a9e2541980/content/images/2026/09/No-Man-s-Sky-COSMOS-Screen-1.png" width="2000" height="1125" loading="lazy" alt="" srcset="https://storage.ghost.io/c/2a/2f/2a2f38f0-4b71-407a-9c7e-18a9e2541980/content/images/size/w600/2026/09/No-Man-s-Sky-COSMOS-Screen-1.png 600w, https://storage.ghost.io/c/2a/2f/2a2f38f0-4b71-407a-9c7e-18a9e2541980/content/images/size/w1000/2026/09/No-Man-s-Sky-COSMOS-Screen-1.png 1000w, https://storage.ghost.io/c/2a/2f/2a2f38f0-4b71-407a-9c7e-18a9e2541980/content/images/size/w1600/2026/09/No-Man-s-Sky-COSMOS-Screen-1.png 1600w, https://storage.ghost.io/c/2a/2f/2a2f38f0-4b71-407a-9c7e-18a9e2541980/content/images/size/w2400/2026/09/No-Man-s-Sky-COSMOS-Screen-1.png 2400w" sizes="(min-width: 720px) 720px"></div><div class="kg-gallery-image"><img src="https://storage.ghost.io/c/2a/2f/2a2f38f0-4b71-407a-9c7e-18a9e2541980/content/images/2026/09/No-Man-s-Sky-COSMOS-Screen-2.png" width="2000" height="1125" loading="lazy" alt="" srcset="https://storage.ghost.io/c/2a/2f/2a2f38f0-4b71-407a-9c7e-18a9e2541980/content/images/size/w600/2026/09/No-Man-s-Sky-COSMOS-Screen-2.png 600w, https://storage.ghost.io/c/2a/2f/2a2f38f0-4b71-407a-9c7e-18a9e2541980/content/images/size/w1000/2026/09/No-Man-s-Sky-COSMOS-Screen-2.png 1000w, https://storage.ghost.io/c/2a/2f/2a2f38f0-4b71-407a-9c7e-18a9e2541980/content/images/size/w1600/2026/09/No-Man-s-Sky-COSMOS-Screen-2.png 1600w, https://storage.ghost.io/c/2a/2f/2a2f38f0-4b71-407a-9c7e-18a9e2541980/content/images/size/w2400/2026/09/No-Man-s-Sky-COSMOS-Screen-2.png 2400w" sizes="(min-width: 720px) 720px"></div></div></div></figure><p>Speaking as someone with hundreds of hours in No Man's Sky, this feels like the biggest overhaul of an update for the game since the two-part Worlds update. That said, Worlds was more exploration focused with a new system type, biomes, and fauna to discover. </p><p>Cosmos, by contrast, feels more hands-on with an emphasis on scavenging, building, and personalization. Spend any amount of time in a No Man's Sky community and you are bound to see pictures of amazing freighter interiors, bases, and Corvette ships players have constructed over the years. Cosmos opens up space to that same creativity. </p><figure class="kg-card kg-bookmark-card"><a class="kg-bookmark-container" href="https://www.uploadvr.com/no-mans-sky-adds-pc-vr-eye-tracked-foveated-rendering/"><div class="kg-bookmark-content"><div class="kg-bookmark-title">With Steam Frame Looming, No Man’s Sky Adds PC VR Eye-Tracked Foveated Rendering</div><div class="kg-bookmark-description">The new Cosmos update for No Man’s Sky also adds eye-tracked foveated rendering on PC VR, boosting performance ahead of Valve’s upcoming Steam Frame headset.</div><div class="kg-bookmark-metadata"><img class="kg-bookmark-icon" src="https://storage.ghost.io/c/2a/2f/2a2f38f0-4b71-407a-9c7e-18a9e2541980/content/images/icon/UploadCircle_favicon-cce3eb34-eee3-4b39-b8b4-d9a9bb319dd3.png" alt=""><span class="kg-bookmark-author">UploadVR</span><span class="kg-bookmark-publisher">Mike Johnson</span></div></div><div class="kg-bookmark-thumbnail"><img src="https://storage.ghost.io/c/2a/2f/2a2f38f0-4b71-407a-9c7e-18a9e2541980/content/images/thumbnail/No-Man-s-Sky-foveated-rendering-PSVR2-341fd255-3aac-4a11-9134-176c1f6649fc.png" alt="" onerror="this.style.display = 'none'"></div></a></figure><p>No Man's Sky is available on&nbsp;<a href="https://store.steampowered.com/app/275850/No_Mans_Sky/?ref=uploadvr.com" rel="noreferrer noopener">Steam</a>&nbsp;and&nbsp;<a href="https://www.playstation.com/en-us/games/no-mans-sky/?ref=uploadvr.com" rel="noreferrer noopener">PS VR2</a>. The Cosmos update is free to all players.</p> ]]></content:encoded>
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        <title><![CDATA[ VRChat World Wins Emmy With Uncanny Alley: A New Day Immersive Theatre Production ]]></title>
        <description><![CDATA[ Uncanny Alley: A New Day, an immersive theatre experience built for VRChat, won an Emmy for Outstanding Emerging Media Program at this year&#39;s Emmy Awards ceremony. ]]></description>
        <link>https://www.uploadvr.com/vrchat-wins-its-first-emmy-with-uncanny-alley-a-new-day-immersive-theatre-production/</link>
        <guid isPermaLink="false">6aa026c9faf2810001aded89</guid>
            <category><![CDATA[ Social VR ]]></category>
        <dc:creator><![CDATA[ Mike Johnson ]]></dc:creator>
        <pubDate>Tue, 08 Sep 2026 09:30:13 -0700</pubDate>
        <media:content url="https://storage.ghost.io/c/2a/2f/2a2f38f0-4b71-407a-9c7e-18a9e2541980/content/images/2026/09/1pMIz2Mwo6I-HD.jpg" medium="image"/>
        <content:encoded><![CDATA[ <p>Uncanny Alley: A New Day, an immersive theatre experience built for VRChat, won an Emmy for Outstanding Emerging Media Program at this year's Emmy Awards ceremony.</p><p>The project, headed by a small non-profit theatre company, won over <a href="https://www.uploadvr.com/blumhouse-enhanced-cinema-out-now-quest-3-m3gan-the-black-phone/">Blumhouse Enhanced Cinema</a> from Blumhouse and NBC and The World of Fallout from Amazon and Bethesda.</p><figure class="kg-card kg-video-card kg-width-regular" data-kg-thumbnail="https://storage.ghost.io/c/2a/2f/2a2f38f0-4b71-407a-9c7e-18a9e2541980/content/media/2026/09/YTDown.com_YouTube_Official-Trailer-UNCANNY-ALLEY-A-NEW-DAY_Media_1pMIz2Mwo6I_001_1080p_thumb.jpg" data-kg-custom-thumbnail="">
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        </figure><p>Uncanny Alley held its premiere at Venice Immersive, the XR/VR-focused section of the Venice International Film Festival and has since been featured at SXSW (South by Southwest), Raindance Immersive, NewImages Festival, and AWE (Augmented World Expo). The VRChat world's creators Ferryman Collective and Virtual Worlds Company have had almost 750,000 visitors across their VRC projects.</p><p>The cyberpunk world-based Uncanny Alley: A New Day transports you into a dystopian dark-ride shared with the performers and other audience members. You start in prison after protesting an upcoming New Day update at a local rally. Ghost, a hacker, recruits her friend Puck to assist in a thrilling jailbreak that plays out in real time, with audience members speaking directly with the characters and interacting with the world around them as characters inserted into the story. The audience participation results in a journey that never repeats itself, even with the ending being the same.</p><p>You can visit the world in VRChat <a href="https://vrchat.com/home/launch?worldId=wrld_00f0c531-5bc5-49ae-b6a9-aa14d823a334&ref=uploadvr.com">here</a>.</p> ]]></content:encoded>
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        <title><![CDATA[ Tiny Flock, The New VR Game From The Makers Of Human: Fall Flat, Launches This Month ]]></title>
        <description><![CDATA[ The creators of Human: Fall Flat have announced their next game, Tiny Flock, is coming this month. ]]></description>
        <link>https://www.uploadvr.com/tiny-flock-the-new-vr-game-from-the-makers-of-human-fall-flat-launches-this-month/</link>
        <guid isPermaLink="false">6aa02211faf2810001aded64</guid>
            <category><![CDATA[ VR Gaming ]]></category>
        <dc:creator><![CDATA[ James Tocchio ]]></dc:creator>
        <pubDate>Tue, 08 Sep 2026 09:29:03 -0700</pubDate>
        <media:content url="https://storage.ghost.io/c/2a/2f/2a2f38f0-4b71-407a-9c7e-18a9e2541980/content/images/2026/09/slack-imgs.png" medium="image"/>
        <content:encoded><![CDATA[ <p>The creators of Human: Fall Flat have announced their next game, Tiny Flock, is coming this month. </p><p>No Brakes Games, best known as the creators of Human: Fall Flat, have revealed that Tiny Flock is launching on Meta Quest and SteamVR on September 29.  </p><p>Tiny Flock is a made-for-VR physics-based puzzle game in which you shepherd a group of adorable sheep through 21 gorgeous 3D diorama levels with fully interactive environments and puzzles. Using physics, creativity, and objects in the game space, you'll find your own way of leading your tiny flock safely through each level.<br><br>You'll create paths and bridges, stack and throw objects, pull ropes and levers to create safe passage for your adorable sheep. As in the best puzzle games, there are no pre-determined solutions. Instead, the game encourages the use of physics, creativity, and the environment around you to save your wayward sheep.</p><p>A new trailer has been released as well, showcasing the game's gorgeous, cozy art style and lovely string-based soundtrack.</p><figure class="kg-card kg-video-card kg-width-regular" data-kg-thumbnail="https://storage.ghost.io/c/2a/2f/2a2f38f0-4b71-407a-9c7e-18a9e2541980/content/media/2026/09/Tiny-Flock-Release-Date-Reveal-Trailer_thumb.jpg" data-kg-custom-thumbnail="">
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        </figure><p>Tiny Flock is coming to <a href="https://store.steampowered.com/app/3133010/Tiny_Flock/?ref=uploadvr.com" rel="noreferrer">SteamVR</a> and <a href="https://www.meta.com/experiences/tiny-flock/3701633553270281/?click_session_id=2335205470586524&ref=uploadvr.com" rel="noreferrer">Meta Quest</a>. The game will cost $18.99. You can wishlist it today on Steam and pre-order on Quest.</p> ]]></content:encoded>
    </item>
    <item>
        <title><![CDATA[ Quest&#x27;s Meta Virtual Display Got A New Name, Input Forwarding &amp; Mac Parity ]]></title>
        <description><![CDATA[ The Meta Virtual Display feature of Quest headsets has continued to receive improvements, including input forwarding, and the Mac version now offers functionality previously exclusive to Windows. ]]></description>
        <link>https://www.uploadvr.com/quests-meta-virtual-display-got-a-new-name-input-forwarding-mac-parity/</link>
        <guid isPermaLink="false">6a9ec72cfaf2810001adeba1</guid>
            <category><![CDATA[ Productivity ]]></category>
        <dc:creator><![CDATA[ Craig Storm ]]></dc:creator>
        <pubDate>Tue, 08 Sep 2026 07:50:34 -0700</pubDate>
        <media:content url="https://storage.ghost.io/c/2a/2f/2a2f38f0-4b71-407a-9c7e-18a9e2541980/content/images/2026/09/Screenshot-2026-09-07-at-6.26.31---PM.png" medium="image"/>
        <content:encoded><![CDATA[ <p>The Meta Virtual Display feature of Quest headsets has continued to receive improvements, including input forwarding, and the Mac version now offers the same core functionality previously exclusive to Windows.</p><p>While using my MacBook with Quest, I recently noticed a connection prompt I had previously only seen with Windows. Looking directly at the physical Mac now brings up a floating “Connect to view in headset” button, letting me start a Virtual Display session without first opening the app and selecting the computer manually.</p><p>UploadVR previously covered <a href="https://www.uploadvr.com/quest-windows-11-seamless-remote-desktop-experimental/" rel="noreferrer">this connection method</a> when Meta introduced it for Windows 11 in late 2024. The headset recognizes the computer you are looking at and places the connection prompt directly over it in passthrough.</p><p>That same interaction is now working with my Mac.</p><figure class="kg-card kg-image-card kg-width-full kg-card-hascaption"><img src="https://storage.ghost.io/c/2a/2f/2a2f38f0-4b71-407a-9c7e-18a9e2541980/content/images/2026/09/88d6279cd5e24938a3883b34e6872c35--1--2-1.jpg" class="kg-image" alt="" loading="lazy" width="1462" height="823" srcset="https://storage.ghost.io/c/2a/2f/2a2f38f0-4b71-407a-9c7e-18a9e2541980/content/images/size/w600/2026/09/88d6279cd5e24938a3883b34e6872c35--1--2-1.jpg 600w, https://storage.ghost.io/c/2a/2f/2a2f38f0-4b71-407a-9c7e-18a9e2541980/content/images/size/w1000/2026/09/88d6279cd5e24938a3883b34e6872c35--1--2-1.jpg 1000w, https://storage.ghost.io/c/2a/2f/2a2f38f0-4b71-407a-9c7e-18a9e2541980/content/images/2026/09/88d6279cd5e24938a3883b34e6872c35--1--2-1.jpg 1462w"><figcaption><span style="white-space: pre-wrap;">Meta Virtual Display's new Mac quick-connect interface</span></figcaption></figure><p>Once connected, Virtual Display on macOS also offers the same core display formats Meta previously brought to Windows: Portrait, Compact, Wide, and Ultrawide. There are also Larger text, Default, and More space settings for adjusting how much of the desktop fits inside the virtual display.</p><p>Some of these display options had already begun appearing on Mac earlier this year, but Meta has rolled out several Virtual Display improvements with little fanfare and without detailed release notes for every change.</p><p>I primarily tested the new features on an M2 MacBook Air, but I also tried Virtual Display on a 2017 27-inch 5K iMac with Intel Core i7 processor, running macOS Ventura. Meta's previous Remote Desktop app had failed to work properly for me on that iMac for more than a year, but the current Virtual Display app now connects successfully, including the same quick-connect prompt.</p><figure class="kg-card kg-image-card kg-width-full kg-card-hascaption"><img src="https://storage.ghost.io/c/2a/2f/2a2f38f0-4b71-407a-9c7e-18a9e2541980/content/images/2026/09/VD-iMAC.jpg" class="kg-image" alt="" loading="lazy" width="2000" height="1125" srcset="https://storage.ghost.io/c/2a/2f/2a2f38f0-4b71-407a-9c7e-18a9e2541980/content/images/size/w600/2026/09/VD-iMAC.jpg 600w, https://storage.ghost.io/c/2a/2f/2a2f38f0-4b71-407a-9c7e-18a9e2541980/content/images/size/w1000/2026/09/VD-iMAC.jpg 1000w, https://storage.ghost.io/c/2a/2f/2a2f38f0-4b71-407a-9c7e-18a9e2541980/content/images/size/w1600/2026/09/VD-iMAC.jpg 1600w, https://storage.ghost.io/c/2a/2f/2a2f38f0-4b71-407a-9c7e-18a9e2541980/content/images/size/w2400/2026/09/VD-iMAC.jpg 2400w"><figcaption><span style="white-space: pre-wrap;">Virtual Display's quick-connect prompt on a 2017 27-inch 5K iMac running macOS Ventura</span></figcaption></figure><p>I also tested a 2017 MacBook Pro (Intel Core i5) running Ventura. Virtual Display itself worked, but I could not get the quick-connect prompt to appear on that machine. The current app clearly still supports older Intel Macs, though some features may vary by model.</p><p>The macOS client I tested is running <a href="https://www.meta.com/help/quest/1370025034331518/?ref=uploadvr.com" rel="noreferrer">Meta Quest Virtual Display version 104.0.0.1.109</a>.</p><figure class="kg-card kg-image-card kg-card-hascaption"><img src="https://storage.ghost.io/c/2a/2f/2a2f38f0-4b71-407a-9c7e-18a9e2541980/content/images/2026/09/Screenshot-2026-09-07-at-1.49.51---PM-1.png" class="kg-image" alt="" loading="lazy" width="1384" height="1162" srcset="https://storage.ghost.io/c/2a/2f/2a2f38f0-4b71-407a-9c7e-18a9e2541980/content/images/size/w600/2026/09/Screenshot-2026-09-07-at-1.49.51---PM-1.png 600w, https://storage.ghost.io/c/2a/2f/2a2f38f0-4b71-407a-9c7e-18a9e2541980/content/images/size/w1000/2026/09/Screenshot-2026-09-07-at-1.49.51---PM-1.png 1000w, https://storage.ghost.io/c/2a/2f/2a2f38f0-4b71-407a-9c7e-18a9e2541980/content/images/2026/09/Screenshot-2026-09-07-at-1.49.51---PM-1.png 1384w" sizes="(min-width: 720px) 720px"><figcaption><span style="white-space: pre-wrap;">Settings panel of Meta Virtual Display on Mac</span></figcaption></figure><h3 id="input-forwarding-is-now-available-on-windows-and-mac"><strong>Input Forwarding Is Now Available On Windows And Mac</strong></h3><p>Virtual Display has also gained input forwarding on both Windows and Mac.</p><p>Earlier versions of Meta’s remote display system were mainly a way to view your computer inside Quest. Meta support previously described Remote Display as a&nbsp;<a href="https://communityforums.atmeta.com/discussions/PairingConnection/cant-click-anything-using-remote-desktop-with-quest-3/1147494/replies/1316718?ref=uploadvr.com">one-way connection</a>, with Quest controller input unable to control the computer.</p><p>That has changed. On both Windows and Mac, Quest input can now control the connected computer. Windows users have had Quest-side keyboard and mouse forwarding for some time, and the same core behavior is now available on Mac.</p><p>On my Mac, I can use the Touch controllers to move the cursor and click around macOS inside Virtual Display. Windows users now have the same kind of input forwarding to control their PC.</p><p>Keyboard and mouse support depends on where those peripherals are connected. If I pair a Bluetooth keyboard and mouse directly to Quest, I can use them to control both the remote Mac inside Virtual Display and Horizon OS itself.</p><p>If the keyboard, mouse, or trackpad is connected only to the computer, those inputs remain limited to the remote desktop. For example, my MacBook’s built-in trackpad controls macOS inside Virtual Display, but I cannot move that cursor beyond the virtual Mac screen and use it to control Quest menus or other Horizon OS panels.</p><p>In practice, pairing a keyboard and mouse directly to Quest gives you the more flexible setup because the same peripherals can control both the computer and the headset interface.</p><p>Meta’s Mac client also requests Accessibility permission with the description that it allows you to “use your keyboard and track your cursor in your headset,” which lines up with using those inputs inside the remote Mac session.</p><figure class="kg-card kg-video-card kg-width-regular kg-card-hascaption" data-kg-thumbnail="https://storage.ghost.io/c/2a/2f/2a2f38f0-4b71-407a-9c7e-18a9e2541980/content/media/2026/09/AQMXUiBM9tysZOkV1Jg_Fq8CZtgsFig1FtYhtaWbMFaJNEPAslbzgkOM4nCNVHDeXQ2peG5sUMLbVjd0GyXlD4cQ1RPMl9cc-PaqNg-optimized_thumb.jpg" data-kg-custom-thumbnail="">
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            <figcaption><p><span style="white-space: pre-wrap;">Switching display formats in Meta Virtual Display on Mac. Lighting in Ultrawide mode is adjustable.</span></p></figcaption>
        </figure><h3 id="remote-desktop-became-virtual-display"><strong>Remote Desktop Became Virtual Display</strong></h3><p>Virtual Display has changed quite a bit over the past year.</p><p>Meta officially documented its latest name change with Horizon OS 2.7, which began rolling out the week of August 17. Remote Desktop is now called <strong>Virtual Display</strong>.</p><p>Meta says Virtual Display is automatically installed on Quest headsets and supports Windows and Mac computers with up to three large virtual screens.</p><p>The new name also fits the feature better now that computers are no longer the only devices it can display.</p><p>Horizon OS 2.7 also folded the functionality of <a href="https://www.meta.com/experiences/meta-quest-hdmi-link/7452106424824357/?ref=uploadvr.com" rel="noreferrer">Meta Quest HDMI Link</a> into Virtual Display. With a compatible HDMI-to-USB-C capture solution, devices such as gaming consoles, handhelds, and phones can be displayed on a large virtual screen inside Quest.</p><p>Meta says support for the standalone HDMI Link app will eventually wind down, while HDMI functionality will continue through Virtual Display.</p><p>UploadVR covered HDMI Link when <a href="https://www.uploadvr.com/meta-quest-hdmi-link-app-capture-cards/" rel="noreferrer">Meta originally launched it</a> as a separate app in 2024, and more recently <a href="https://www.uploadvr.com/qhorizon-os-2-7-adds-gamepad-emulation-and-207-hz-display-mode-240-hz-in-dev-mode" rel="noreferrer">covered its move into Virtual Display</a> as part of Horizon OS 2.7.</p><p>Meta now has one first-party app for displaying Windows PCs, Macs, and external HDMI devices inside Quest.</p><h3 id="mac-now-has-the-core-windows-features"><strong>Mac Now Has The Core Windows Features</strong></h3><p>Windows has generally received Meta’s newest remote desktop features first.</p><p>UploadVR covered the <a href="https://www.uploadvr.com/quest-windows-11-seamless-remote-desktop-experimental/" rel="noreferrer">Windows connection experience</a> in 2024, followed by <a href="https://www.uploadvr.com/quest-3-windows-11-remote-desktop-ultrawide-mode/" rel="noreferrer">expanded display formats</a> in 2025. Compact uses a standard 16:9 layout, Wide expands that to 21:9, Portrait turns the display vertically, and Ultrawide creates a large curved workspace.</p><figure class="kg-card kg-image-card kg-width-full kg-card-hascaption"><img src="https://storage.ghost.io/c/2a/2f/2a2f38f0-4b71-407a-9c7e-18a9e2541980/content/images/2026/09/664a229f1f4f4b05ae5044b49562d806.jpg" class="kg-image" alt="" loading="lazy" width="2000" height="1125" srcset="https://storage.ghost.io/c/2a/2f/2a2f38f0-4b71-407a-9c7e-18a9e2541980/content/images/size/w600/2026/09/664a229f1f4f4b05ae5044b49562d806.jpg 600w, https://storage.ghost.io/c/2a/2f/2a2f38f0-4b71-407a-9c7e-18a9e2541980/content/images/size/w1000/2026/09/664a229f1f4f4b05ae5044b49562d806.jpg 1000w, https://storage.ghost.io/c/2a/2f/2a2f38f0-4b71-407a-9c7e-18a9e2541980/content/images/size/w1600/2026/09/664a229f1f4f4b05ae5044b49562d806.jpg 1600w, https://storage.ghost.io/c/2a/2f/2a2f38f0-4b71-407a-9c7e-18a9e2541980/content/images/size/w2400/2026/09/664a229f1f4f4b05ae5044b49562d806.jpg 2400w"><figcaption><span style="white-space: pre-wrap;">Screen size settings in Meta Virtual Display on Mac</span></figcaption></figure><p>The macOS version has gradually picked up those same core capabilities.</p><p>The new quick-connect prompt removes one of the remaining differences I noticed between Mac and Windows versions. Instead of launching Virtual Display and finding the Mac in a device list, I can now simply look at my MacBook and connect from the prompt floating directly over it.</p><p>Windows 11 and macOS still use different connection software, with Windows relying on Microsoft’s Mixed Reality Link while macOS uses Meta Quest Virtual Display. But for the main Virtual Display experience, macOS now has the same display formats, multi-monitor support, and seamless connection flow that Meta previously introduced on Windows. </p><figure class="kg-card kg-image-card kg-width-full kg-card-hascaption"><img src="https://storage.ghost.io/c/2a/2f/2a2f38f0-4b71-407a-9c7e-18a9e2541980/content/images/2026/09/c56c16e4e8bf46159287e75b64eb93f5.jpg" class="kg-image" alt="" loading="lazy" width="2000" height="1125" srcset="https://storage.ghost.io/c/2a/2f/2a2f38f0-4b71-407a-9c7e-18a9e2541980/content/images/size/w600/2026/09/c56c16e4e8bf46159287e75b64eb93f5.jpg 600w, https://storage.ghost.io/c/2a/2f/2a2f38f0-4b71-407a-9c7e-18a9e2541980/content/images/size/w1000/2026/09/c56c16e4e8bf46159287e75b64eb93f5.jpg 1000w, https://storage.ghost.io/c/2a/2f/2a2f38f0-4b71-407a-9c7e-18a9e2541980/content/images/size/w1600/2026/09/c56c16e4e8bf46159287e75b64eb93f5.jpg 1600w, https://storage.ghost.io/c/2a/2f/2a2f38f0-4b71-407a-9c7e-18a9e2541980/content/images/size/w2400/2026/09/c56c16e4e8bf46159287e75b64eb93f5.jpg 2400w"><figcaption><span style="white-space: pre-wrap;">Screen resolution settings in Meta Virtual Display on Mac</span></figcaption></figure><p>Virtual Display does a lot more than it did when UploadVR last looked closely at the feature. It can now display Windows PCs, Macs, and external HDMI devices, with multiple screen formats and more capable input support all handled through the same Quest app.</p><p>With the same quick-connect prompt now working on macOS, there are fewer practical differences between the Mac and Windows versions than before.</p><p><em>A previous version of this article incorrectly suggested that keyboard and mouse forwarding was Windows-only. This has been corrected.</em></p> ]]></content:encoded>
    </item>
    <item>
        <title><![CDATA[ Fovii Showcases Immersive Videos And Their Creators On Apple Vision Pro ]]></title>
        <description><![CDATA[ The Fovii app on Apple Vision Pro offers a new platform to experience 180-degree immersive videos and discover the creators behind them. ]]></description>
        <link>https://www.uploadvr.com/fovii-showcases-immersive-videos-and-their-creators-on-apple-vision-pro/</link>
        <guid isPermaLink="false">6a9b4ad0faf2810001ade907</guid>
            <category><![CDATA[ Immersive Video ]]></category>
        <dc:creator><![CDATA[ Laura Mingail ]]></dc:creator>
        <pubDate>Tue, 08 Sep 2026 07:00:00 -0700</pubDate>
        <media:content url="https://storage.ghost.io/c/2a/2f/2a2f38f0-4b71-407a-9c7e-18a9e2541980/content/images/2026/09/Film_Detail_Page-1.png" medium="image"/>
        <content:encoded><![CDATA[ <p>The Fovii app is now available for Apple Vision Pro. It was founded by John Racine, who was NextVR’s VR Systems Specialist before the company’s acquisition by Apple in 2020.</p><p>Racine later supported Apple’s development of Apple Immersive Video, helping to advance its stereoscopic 180-degree format, which is now core to the content curated for his new platform, along with the on-demand and live-streamed experiences on Apple TV and other immersive video apps. </p><figure class="kg-card kg-video-card kg-width-regular kg-card-hascaption" data-kg-thumbnail="https://storage.ghost.io/c/2a/2f/2a2f38f0-4b71-407a-9c7e-18a9e2541980/content/media/2026/09/fovii_Launch_Social_Final_4K-optimized_thumb.jpg" data-kg-custom-thumbnail="">
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            <figcaption><p><a href="https://drive.google.com/drive/folders/1GAm5Vc5ZWVUAKNYfpZhrFbpXldeXvDyL?usp=sharing&ref=uploadvr.com"><span style="white-space: pre-wrap;">Fovii Trailer Video</span></a></p></figcaption>
        </figure><p>As a U.S. ambassador for Blackmagic’s immersive camera technology working with a range of immersive filmmakers, and a creator himself, Racine saw the opportunity to create a destination to showcase both more immersive content being created and the talent behind it. He created the Fovii platform in collaboration with Krishna Jagadish of Chaarana Labs.&nbsp;</p><figure class="kg-card kg-image-card kg-card-hascaption"><img src="https://storage.ghost.io/c/2a/2f/2a2f38f0-4b71-407a-9c7e-18a9e2541980/content/images/2026/09/John_CineImmersive_Image-Credit---Blackmagic-Design.jpg" class="kg-image" alt="" loading="lazy" width="1745" height="1017" srcset="https://storage.ghost.io/c/2a/2f/2a2f38f0-4b71-407a-9c7e-18a9e2541980/content/images/size/w600/2026/09/John_CineImmersive_Image-Credit---Blackmagic-Design.jpg 600w, https://storage.ghost.io/c/2a/2f/2a2f38f0-4b71-407a-9c7e-18a9e2541980/content/images/size/w1000/2026/09/John_CineImmersive_Image-Credit---Blackmagic-Design.jpg 1000w, https://storage.ghost.io/c/2a/2f/2a2f38f0-4b71-407a-9c7e-18a9e2541980/content/images/size/w1600/2026/09/John_CineImmersive_Image-Credit---Blackmagic-Design.jpg 1600w, https://storage.ghost.io/c/2a/2f/2a2f38f0-4b71-407a-9c7e-18a9e2541980/content/images/2026/09/John_CineImmersive_Image-Credit---Blackmagic-Design.jpg 1745w" sizes="(min-width: 720px) 720px"><figcaption><span style="white-space: pre-wrap;">John Racine CineImmersive. Credit: Blackmagic Design</span></figcaption></figure><p>Fovii is home to more than primarily live action captured immersive story content. I appreciate the app’s additional sections that let visitors learn a little more about the studios and team members for each project, and also access additional content like behind-the-scenes videos and spatial photos. While this is nice exposure for the creators, peeling the curtain back on each production can also inspire users to think about what they may want to create themselves, especially as the technology needed to create incredible immersive videos becomes more accessible. And Apple Vision Pro owners need more quality immersive experiences.</p><p>The UI is simple and elements like rotating home screen feature spots, recently added and most-watched content signal the Fovii team’s intent to find ways to give new and great content exposure, as more is added. At the time of launch, there are a couple new and exclusive titles for Apple Vision Pro users to see which are both from Rogue Labs, where Racine is Creative &amp; Technical Director. There are several projects available which have previously launched, such as <a href="https://www.uploadvr.com/the-longest-day-explores-new-paths-for-immersive-sports-stories/"><u>The Longest Day</u></a> which can also be experienced on both the Amplium and Theater apps.&nbsp;</p><p>The app is free to download with subscriptions priced at $9.99 USD monthly or $99.99 USD annually. Individual film rentals are also available. When comparing pricing to a popular video streaming platform, the amount and length of content that can be accessed make the price feel steep. Details of the business model and how creators are compensated were not provided but if the pricing helps support immersive studios, and more content is added, it does not feel as steep.</p><p>Fovii is currently targeting to release two new immersive videos a month and the team is actively looking to house new content on the app. Interested studios can reach out to them on <a href="http://fovii.com/?ref=uploadvr.com"><u>Fovii.com</u></a>.&nbsp;</p> ]]></content:encoded>
    </item>
    <item>
        <title><![CDATA[ FunFitLand Brings Live Heart Rate Tracking Into VR With New Phone App ]]></title>
        <description><![CDATA[ FunFitLand&#39;s new smartphone app brings live heart rate data from compatible wearables directly into your VR workouts on Quest and Apple Vision Pro. ]]></description>
        <link>https://www.uploadvr.com/funfitland-brings-live-heart-rate-tracking-into-vr-with-new-phone-app/</link>
        <guid isPermaLink="false">6a99da76faf2810001ade78d</guid>
            <category><![CDATA[ Fitness ]]></category>
        <dc:creator><![CDATA[ Craig Storm ]]></dc:creator>
        <pubDate>Mon, 07 Sep 2026 19:00:00 -0700</pubDate>
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        <content:encoded><![CDATA[ <p>FunFitLand is expanding beyond the headset with a new smartphone companion app for <a href="https://apps.apple.com/us/app/funfitland/id6744429139?ref=uploadvr.com" rel="noreferrer">iOS </a>and <a href="https://play.google.com/store/apps/details?id=com.delightscapeinteractives.funfitland&ref=uploadvr.com" rel="noreferrer">Android</a>, bringing live heart rate data from compatible wearables directly into its VR workouts on Meta Quest and Apple Vision Pro.</p><p>I’ve been testing the new app and heart rate integration in beta using my Apple Watch. During workouts, my live heart rate appears inside the headset alongside a circular indicator showing how much of the current song remains and another indicator showing which song I’m on in the workout.</p><figure class="kg-card kg-video-card kg-width-regular" data-kg-thumbnail="https://storage.ghost.io/c/2a/2f/2a2f38f0-4b71-407a-9c7e-18a9e2541980/content/media/2026/09/Introducing-Live-Heart-Rate---the-FunFitLand-Mobile-App_thumb.jpg" data-kg-custom-thumbnail="">
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        </figure><p>I enjoyed having that additional information available while exercising. Together, the heart rate reading and progress indicators gave me a better sense of both my effort and where I was in the workout without having to interrupt it.</p><p>Afterward, the mobile app provides a more detailed record, including average and maximum heart rate, a graph of the session and time spent across five heart rate zones.</p><p>The app also lets users browse FunFitLand’s workout library, save favorites, review previous sessions, track goals and streaks, set workout reminders and, on Quest, exchange kudos with friends. Social features aren't included in the Vision Pro version at launch, though FunFitLand says that's temporary.</p><h3 id="bringing-heart-rate-into-the-workout"><strong>Bringing Heart Rate Into The Workout</strong></h3><p>At launch, FunFitLand will directly support standard Bluetooth Low Energy heart rate straps, Apple Watch and supported Samsung watches. Other watches and fitness bands may also work, with the mobile app providing a compatibility test. Headset support includes Meta Quest and Apple Vision Pro.</p><p>Getting that heart rate reading from a wearable into VR requires several steps.</p><p>FunFitLand founder Meng Zhang explained that a compatible watch or heart rate strap sends its reading to the FunFitLand mobile app. The phone passes that data to FunFitLand's servers, which send it to the headset.</p><p>“The number you see while you train came off your wrist a moment earlier,” Zhang told me.</p><figure class="kg-card kg-image-card kg-card-hascaption"><img src="https://storage.ghost.io/c/2a/2f/2a2f38f0-4b71-407a-9c7e-18a9e2541980/content/images/2026/09/FunFitLand_Mobile_App_Screenshot_Close_Rings.png" class="kg-image" alt="" loading="lazy" width="1242" height="2478" srcset="https://storage.ghost.io/c/2a/2f/2a2f38f0-4b71-407a-9c7e-18a9e2541980/content/images/size/w600/2026/09/FunFitLand_Mobile_App_Screenshot_Close_Rings.png 600w, https://storage.ghost.io/c/2a/2f/2a2f38f0-4b71-407a-9c7e-18a9e2541980/content/images/size/w1000/2026/09/FunFitLand_Mobile_App_Screenshot_Close_Rings.png 1000w, https://storage.ghost.io/c/2a/2f/2a2f38f0-4b71-407a-9c7e-18a9e2541980/content/images/2026/09/FunFitLand_Mobile_App_Screenshot_Close_Rings.png 1242w" sizes="(min-width: 720px) 720px"><figcaption><span style="white-space: pre-wrap;">FunFitLand integration with Apple Fitness on iPhone. Photo: FunFitLand </span></figcaption></figure><p>Zhang says the harder problem was dealing with all the ways that chain can break. Phone permissions, operating system power management, individual wearable requirements and even a watch shifting enough to lose contact with someone's wrist can interrupt the reading.</p><p>“Making this feel seamless means getting Meta Quest, Apple, Google and watch/strap manufacturers to cooperate in an order none of them designed for,” Zhang said.</p><p>I encountered one of those complications during beta testing when FunFitLand incorrectly warned me that my heart rate monitor wasn't connected even though it was. Zhang says my report helped the team address a problem with how the app communicated connection failures.</p><p>The in-headset display is also still being refined. I found that the information initially appeared too close to my field of view, requiring a moment of refocusing to read it comfortably. I shared that feedback during the beta, though Zhang says other testers have asked for different behavior, including keeping the information stationary rather than having it follow their head.</p><p>“The lazy version of listening to users is a settings page with a hundred options, which just moves the design problem onto the person using the thing,” Zhang told me.</p><p>Zhang says the team plans to gather more feedback before settling on the one or two options users actually need.</p><p>At launch, FunFitLand doesn't use heart rate to affect scoring, workout pace or calorie estimates. During a workout, the benefit is simply being able to see how your body is responding without checking a watch.</p><p>Zhang describes his approach as “measure, then monitor, then motivate.”</p><p>“Everything else on screen is the app's measure of you: combo, accuracy, targets hit,” Zhang said. “Your heart rate is your body's measure of YOU, and it doesn't care how well you're playing.”</p><p>Afterward, that data becomes part of the workout record, allowing users to compare how their bodies responded across different sessions.</p><h3 id="a-different-approach-to-mobile-vr-fitness"><strong>A Different Approach To Mobile VR Fitness</strong></h3><p>FunFitLand's expansion comes as VR fitness companies are expanding onto smartphones.</p><p>FitXR <a href="https://www.uploadvr.com/fitxr-expands-beyond-vr-with-personalized-smartphone-workouts/" rel="noreferrer">recently launched</a> mobile workouts that can be completed directly on a smartphone, allowing subscribers to exercise without putting on a VR headset. FitXR does not currently include heart rate tracking or health monitoring.</p><p>FunFitLand is taking a different approach. Its workouts remain in the headset, while the phone handles workout browsing, history, goals and social features. It also carries heart rate data from a wearable into VR.</p><figure class="kg-card kg-gallery-card kg-width-wide kg-card-hascaption"><div class="kg-gallery-container"><div class="kg-gallery-row"><div class="kg-gallery-image"><img src="https://storage.ghost.io/c/2a/2f/2a2f38f0-4b71-407a-9c7e-18a9e2541980/content/images/2026/09/FunFitLand_Mobile_App_Screenshot_Workouts-1.png" width="1242" height="2478" loading="lazy" alt="" srcset="https://storage.ghost.io/c/2a/2f/2a2f38f0-4b71-407a-9c7e-18a9e2541980/content/images/size/w600/2026/09/FunFitLand_Mobile_App_Screenshot_Workouts-1.png 600w, https://storage.ghost.io/c/2a/2f/2a2f38f0-4b71-407a-9c7e-18a9e2541980/content/images/size/w1000/2026/09/FunFitLand_Mobile_App_Screenshot_Workouts-1.png 1000w, https://storage.ghost.io/c/2a/2f/2a2f38f0-4b71-407a-9c7e-18a9e2541980/content/images/2026/09/FunFitLand_Mobile_App_Screenshot_Workouts-1.png 1242w" sizes="(min-width: 720px) 720px"></div><div class="kg-gallery-image"><img src="https://storage.ghost.io/c/2a/2f/2a2f38f0-4b71-407a-9c7e-18a9e2541980/content/images/2026/09/FunFitLand_Mobile_App_Screenshot_Workout_Detail-1.png" width="1242" height="2478" loading="lazy" alt="" srcset="https://storage.ghost.io/c/2a/2f/2a2f38f0-4b71-407a-9c7e-18a9e2541980/content/images/size/w600/2026/09/FunFitLand_Mobile_App_Screenshot_Workout_Detail-1.png 600w, https://storage.ghost.io/c/2a/2f/2a2f38f0-4b71-407a-9c7e-18a9e2541980/content/images/size/w1000/2026/09/FunFitLand_Mobile_App_Screenshot_Workout_Detail-1.png 1000w, https://storage.ghost.io/c/2a/2f/2a2f38f0-4b71-407a-9c7e-18a9e2541980/content/images/2026/09/FunFitLand_Mobile_App_Screenshot_Workout_Detail-1.png 1242w" sizes="(min-width: 720px) 720px"></div></div><div class="kg-gallery-row"><div class="kg-gallery-image"><img src="https://storage.ghost.io/c/2a/2f/2a2f38f0-4b71-407a-9c7e-18a9e2541980/content/images/2026/09/FunFitLand_Mobile_App_Screenshot_Social-1.png" width="1242" height="2478" loading="lazy" alt="" srcset="https://storage.ghost.io/c/2a/2f/2a2f38f0-4b71-407a-9c7e-18a9e2541980/content/images/size/w600/2026/09/FunFitLand_Mobile_App_Screenshot_Social-1.png 600w, https://storage.ghost.io/c/2a/2f/2a2f38f0-4b71-407a-9c7e-18a9e2541980/content/images/size/w1000/2026/09/FunFitLand_Mobile_App_Screenshot_Social-1.png 1000w, https://storage.ghost.io/c/2a/2f/2a2f38f0-4b71-407a-9c7e-18a9e2541980/content/images/2026/09/FunFitLand_Mobile_App_Screenshot_Social-1.png 1242w" sizes="(min-width: 720px) 720px"></div><div class="kg-gallery-image"><img src="https://storage.ghost.io/c/2a/2f/2a2f38f0-4b71-407a-9c7e-18a9e2541980/content/images/2026/09/FunFitLand_Mobile_App_Screenshot_Streaks-1.png" width="1242" height="2478" loading="lazy" alt="" srcset="https://storage.ghost.io/c/2a/2f/2a2f38f0-4b71-407a-9c7e-18a9e2541980/content/images/size/w600/2026/09/FunFitLand_Mobile_App_Screenshot_Streaks-1.png 600w, https://storage.ghost.io/c/2a/2f/2a2f38f0-4b71-407a-9c7e-18a9e2541980/content/images/size/w1000/2026/09/FunFitLand_Mobile_App_Screenshot_Streaks-1.png 1000w, https://storage.ghost.io/c/2a/2f/2a2f38f0-4b71-407a-9c7e-18a9e2541980/content/images/2026/09/FunFitLand_Mobile_App_Screenshot_Streaks-1.png 1242w" sizes="(min-width: 720px) 720px"></div></div></div><figcaption><p><span style="white-space: pre-wrap;">Page views inside the new FunFitLand mobile app. Photos: FunFitLand </span></p></figcaption></figure><p>The FunFitLand mobile app bears some similarities to Supernatural's companion app, which similarly extends a headset-based fitness service onto a smartphone with workout discovery, history, goals, social features and heart rate tracking. FunFitLand differs by keeping the live reading visible during the active VR workout itself rather than requiring the user to pause to see it.</p><p>On Apple Vision Pro, Zhang believes FunFitLand is the first native app to show live heart rate from a wearable inside the headset during a workout and attach the resulting heart rate record to that workout. He qualifies that claim, noting that Vision Pro can also run compatible iPhone and iPad apps and that he hasn't checked every one.</p><p>Zhang makes no similar claim that displaying heart rate inside VR is new to Quest, which already supports Bluetooth heart rate monitors. FunFitLand instead integrates the reading directly into its workout interface and connects it with the detailed post-workout record.</p><h3 id="beyond-the-headset"><strong>Beyond The Headset</strong></h3><p>The mobile app also gives users access to FunFitLand between workouts.</p><p>“Before this, FunFitLand was somewhere you visited,” Zhang told me. “You put a headset on, you were with us for half an hour, and then you were gone until the next time.”</p><p>“Now there's a thread that stays open in between.”</p><p>Zhang describes what the team has built as a foundation rather than a finished feature set. The app currently lets users browse workouts, save favorites, review sessions and heart rate data, follow goals and streaks, receive reminders and use some social features.</p><p>“The headset is where the effort happens. The wearable is where the truth is, because your body knows how hard that was better than your score does. The phone is where the routine lives: deciding, reviewing, remembering, being reminded.”</p><p>FunFitLand isn't yet using heart rate to dynamically adjust workouts or make recommendations. Zhang says the team is talking with people working in rehabilitation and exercise physiology, but he doesn't want to promise features without a timeline.</p><p>In a follow-up after answering my questions, Zhang told me the immediate goal is to “help people understand their own body first.” He also emphasized the realities of developing FunFitLand with a small team, saying he'd rather spend its resources on “real problems” than “whatever is hot right now.”</p><p>“We're not looking for the next feature,” Zhang said. “We're looking for the next thing that makes it easier to keep going.”</p><p>FunFitLand is available on <a href="https://www.meta.com/experiences/funfitland-boxing-cardio-meditation/6909643465732986/?ref=uploadvr.com" rel="noreferrer">Meta Quest</a> and <a href="https://apps.apple.com/us/app/funfitland/id6744429139?ref=uploadvr.com" rel="noreferrer">Apple Vision Pro</a>. The new mobile companion app is available at the <a href="https://apps.apple.com/us/app/funfitland/id6744429139?ref=uploadvr.com" rel="noreferrer">iOS App Store</a> and <a href="https://play.google.com/store/apps/details?id=com.delightscapeinteractives.funfitland&ref=uploadvr.com" rel="noreferrer">Google Play store</a>.</p><p></p><p></p> ]]></content:encoded>
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        <title><![CDATA[ Museas &amp; Astronoma On Apple Vision Pro Support Curiosity &amp; Discovery ]]></title>
        <description><![CDATA[ What makes exploring art and science in spatial apps so compelling? We look at Apple Vision Pro apps Museas and Astronoma to learn how to design for curiosity and discovery. ]]></description>
        <link>https://www.uploadvr.com/museas-astronoma-on-apple-vision-pro-support-curiosity-discovery/</link>
        <guid isPermaLink="false">6a9ea534faf2810001adeb74</guid>
            <category><![CDATA[ Education ]]></category>
        <dc:creator><![CDATA[ Laura Mingail ]]></dc:creator>
        <pubDate>Mon, 07 Sep 2026 16:28:57 -0700</pubDate>
        <media:content url="https://storage.ghost.io/c/2a/2f/2a2f38f0-4b71-407a-9c7e-18a9e2541980/content/images/2026/09/Moon.jpeg" medium="image"/>
        <content:encoded><![CDATA[ <p>When spatial apps are intentionally designed to support curiosity and discovery, they feel more like engaging experiences than educational lessons.</p><p>The <a href="https://apps.apple.com/us/app/museas/id6496682427?ref=uploadvr.com"><u>Museas</u></a> and <a href="https://apps.apple.com/us/app/astronoma/id6502267850?ref=uploadvr.com"><u>Astronoma</u></a> apps for Apple Vision Pro are gold standard examples of this approach. Developed entirely by Miguel Garcia Gonzalez, founder of Augmenos, <a href="https://www.uploadvr.com/an-immersive-perspective-of-artistic-masterpieces-in-apple-vision-pro/"><u>Museas</u></a> brings centuries of art history into users’ homes, while Astronoma offers a unique form of space exploration. Both use real-world source material and factual information to create experiences that encourage exploration and repeat visits, especially as new content is added.</p><figure class="kg-card kg-embed-card"><iframe width="200" height="113" src="https://www.youtube.com/embed/th6oLTHSq_s?feature=oembed" frameborder="0" allow="accelerometer; autoplay; clipboard-write; encrypted-media; gyroscope; picture-in-picture; web-share" referrerpolicy="strict-origin-when-cross-origin" allowfullscreen="" title="Astronoma on Apple Vision Pro – Extended Preview"></iframe></figure><p>Here are some of the themes I took away from my interview with Gonzalez on creating captivating immersive edutainment experiences.</p><figure class="kg-card kg-image-card kg-card-hascaption"><img src="https://storage.ghost.io/c/2a/2f/2a2f38f0-4b71-407a-9c7e-18a9e2541980/content/images/2026/09/Miguel_London.jpeg" class="kg-image" alt="" loading="lazy" width="2000" height="1125" srcset="https://storage.ghost.io/c/2a/2f/2a2f38f0-4b71-407a-9c7e-18a9e2541980/content/images/size/w600/2026/09/Miguel_London.jpeg 600w, https://storage.ghost.io/c/2a/2f/2a2f38f0-4b71-407a-9c7e-18a9e2541980/content/images/size/w1000/2026/09/Miguel_London.jpeg 1000w, https://storage.ghost.io/c/2a/2f/2a2f38f0-4b71-407a-9c7e-18a9e2541980/content/images/size/w1600/2026/09/Miguel_London.jpeg 1600w, https://storage.ghost.io/c/2a/2f/2a2f38f0-4b71-407a-9c7e-18a9e2541980/content/images/size/w2400/2026/09/Miguel_London.jpeg 2400w" sizes="(min-width: 720px) 720px"><figcaption><span style="white-space: pre-wrap;">Miguel Garcia Gonzalez, Founder, Augmenos</span></figcaption></figure><p><strong>Make Curiosity the Starting Point</strong></p><figure class="kg-card kg-image-card kg-card-hascaption"><img src="https://storage.ghost.io/c/2a/2f/2a2f38f0-4b71-407a-9c7e-18a9e2541980/content/images/2026/09/Exhibitions.png" class="kg-image" alt="" loading="lazy" width="2000" height="1125" srcset="https://storage.ghost.io/c/2a/2f/2a2f38f0-4b71-407a-9c7e-18a9e2541980/content/images/size/w600/2026/09/Exhibitions.png 600w, https://storage.ghost.io/c/2a/2f/2a2f38f0-4b71-407a-9c7e-18a9e2541980/content/images/size/w1000/2026/09/Exhibitions.png 1000w, https://storage.ghost.io/c/2a/2f/2a2f38f0-4b71-407a-9c7e-18a9e2541980/content/images/size/w1600/2026/09/Exhibitions.png 1600w, https://storage.ghost.io/c/2a/2f/2a2f38f0-4b71-407a-9c7e-18a9e2541980/content/images/size/w2400/2026/09/Exhibitions.png 2400w" sizes="(min-width: 720px) 720px"><figcaption><span style="white-space: pre-wrap;">Screen capture from Museas</span></figcaption></figure><p>“Learning a new subject can be difficult, but that experience is much more engaging when done with immersive technologies. It shouldn’t have to feel like a tedious lesson, but rather a curious journey that you happen to learn from in the end” shares Gonzalez. As he designs experiences, he starts with the “wow” moments to capture a sense of awe and then layers in different design elements that “let the user freely explore at the depth and scale they are naturally interested in reaching.”&nbsp;</p><p>So as to not overwhelm users with the many options they have to explore in his apps, Gonzalez “compartmentalize[s] more specific content through exhibitions” to allow them to proceed down a path should they choose to keep engaging with a particular subject. </p><p><strong>Not Everything Needs to Be Spatial</strong></p><figure class="kg-card kg-image-card kg-card-hascaption"><img src="https://storage.ghost.io/c/2a/2f/2a2f38f0-4b71-407a-9c7e-18a9e2541980/content/images/2026/09/Sputnik.jpeg" class="kg-image" alt="" loading="lazy" width="2000" height="1125" srcset="https://storage.ghost.io/c/2a/2f/2a2f38f0-4b71-407a-9c7e-18a9e2541980/content/images/size/w600/2026/09/Sputnik.jpeg 600w, https://storage.ghost.io/c/2a/2f/2a2f38f0-4b71-407a-9c7e-18a9e2541980/content/images/size/w1000/2026/09/Sputnik.jpeg 1000w, https://storage.ghost.io/c/2a/2f/2a2f38f0-4b71-407a-9c7e-18a9e2541980/content/images/size/w1600/2026/09/Sputnik.jpeg 1600w, https://storage.ghost.io/c/2a/2f/2a2f38f0-4b71-407a-9c7e-18a9e2541980/content/images/size/w2400/2026/09/Sputnik.jpeg 2400w" sizes="(min-width: 720px) 720px"><figcaption><span style="white-space: pre-wrap;">Screen capture from Astronoma</span></figcaption></figure><p>&nbsp;“There is a lot of content in art and science that is better presented in 3D, which no phone or tablet can produce as well as a mixed reality device” explains Gonzalez. “It feels more ‘hands-on’, even if virtual, helping users literally grasp concepts better.” But not everything needs to be spatial in an immersive app. The integrity of the content must be preserved above all else. “With newer Apple APIs like Spatial Scenes, I can convert select artworks and space images into 3D.” He is, however, selective about which content gets this treatment so that only the images that present well in Spatial Scenes are integrated.&nbsp;</p><p>Choosing to present some content in 2D also focuses more attention on the 3D elements. For example, in Astronoma, when “learning about Sputnik 1, the spacecraft is presented in 3D while the content complimentary to it (archival images, diagrams), appears planar in spatial coordinates. This centers the attention on the 3D content without distracting elements on the peripheral."</p><p><strong>Immersion Should Support the Content, Not Compete With It</strong></p><figure class="kg-card kg-image-card kg-card-hascaption"><img src="https://storage.ghost.io/c/2a/2f/2a2f38f0-4b71-407a-9c7e-18a9e2541980/content/images/2026/09/Japanese-Shrine.png" class="kg-image" alt="" loading="lazy" width="2000" height="1125" srcset="https://storage.ghost.io/c/2a/2f/2a2f38f0-4b71-407a-9c7e-18a9e2541980/content/images/size/w600/2026/09/Japanese-Shrine.png 600w, https://storage.ghost.io/c/2a/2f/2a2f38f0-4b71-407a-9c7e-18a9e2541980/content/images/size/w1000/2026/09/Japanese-Shrine.png 1000w, https://storage.ghost.io/c/2a/2f/2a2f38f0-4b71-407a-9c7e-18a9e2541980/content/images/size/w1600/2026/09/Japanese-Shrine.png 1600w, https://storage.ghost.io/c/2a/2f/2a2f38f0-4b71-407a-9c7e-18a9e2541980/content/images/size/w2400/2026/09/Japanese-Shrine.png 2400w" sizes="(min-width: 720px) 720px"><figcaption><span style="white-space: pre-wrap;">Screen capture from Museas</span></figcaption></figure><p>“The educational content is the star” shares Gonzalez, “ and a flawless design needs to support that.”&nbsp;</p><p>I feel like his design celebrates the subject by giving users such close, seamless access to it in their living rooms. The proximity to the planets and priceless art goes beyond the virtual physical closeness you can get to discovering the items and their stories. The facts, intuitive navigation through to the audio guides support the immersive journey.</p><p>Immersive experiences unlock new ways to create emotional connections to the star content. And, just like a good <a href="https://www.uploadvr.com/how-to-design-mixed-reality-experiences-like-a-magician/" rel="noreferrer">magic trick</a>, emotions can help to make a mixed reality experience feel real. Design choices “such as the atmospheric background music tied to thematic scenes like the drums for the “Artifact Room” in Museas or the ethereal notes for the “Nebula” environment in Astronoma, add layers of connection to the content.”</p><p><strong>Use Authentic Content to Create Credible Experiences </strong></p><figure class="kg-card kg-video-card kg-width-regular kg-card-hascaption" data-kg-thumbnail="https://storage.ghost.io/c/2a/2f/2a2f38f0-4b71-407a-9c7e-18a9e2541980/content/media/2026/09/Astronoma-Space-Station-optimized_thumb.jpg" data-kg-custom-thumbnail="">
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            <figcaption><p><span style="white-space: pre-wrap;">Astronoma</span></p></figcaption>
        </figure><p>“The purpose of my apps is to learn, and being factual is paramount,” shares Gonzalez.&nbsp; While Augmenos apps integrate real-world scans of artifacts and photos, he pushes the quality of the experiences further by integrating real data into additional details, from the audio guides and written copy, to user interactions.&nbsp;</p><p>As an example, “the recent ‘Space Station’ environment … was made from real ISS orbital data and space imagery from NASA. It was designed natively using Reality Composer Pro and its shader graph editor, wired up with RealityKit in the backend.” Gonzalez has optimized performance “to the point that users can change the position of the sun in real-time, while keeping the underlying experience grounded on real science.” </p><p>Build around what people want to discover, and give them the tools and freedom to explore.</p> ]]></content:encoded>
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        <title><![CDATA[ Secret Of The Pyramid Builders Is An Educational VR Wonder ]]></title>
        <description><![CDATA[ Excurio&#39;s latest immersive VR experience, The Secret of the Pyramid Builders, is an educational wonder that explores how the Great Pyramids were built. ]]></description>
        <link>https://www.uploadvr.com/secret-of-the-pyramid-builders-is-an-educational-vr-wonder/</link>
        <guid isPermaLink="false">6a9ee3dafaf2810001adeba6</guid>
            <category><![CDATA[ Location-Based ]]></category>
        <dc:creator><![CDATA[ Alicia Haddick ]]></dc:creator>
        <pubDate>Mon, 07 Sep 2026 15:36:13 -0700</pubDate>
        <media:content url="https://storage.ghost.io/c/2a/2f/2a2f38f0-4b71-407a-9c7e-18a9e2541980/content/images/2026/09/aR8WzWGnmrmGqE3Q_Insidethemastaba--TheSecretofthePyramidBuilders---Excurio.jpeg" medium="image"/>
        <content:encoded><![CDATA[ <p>Entering the iconic Pyramids of Giza and uncovering new truths about how they were built is an experience most simply can’t try for themselves. They’re not Egyptologists for one, but it’s also unlikely they can easily take a trip to Egypt to even see it for themselves, never mind journey and discover new facts about these towering mysteries of historical engineering. At least now, VR can share everything we know so far about the truth of their creation, for those unable to make the trip, thanks to Excurio.</p><p><em>The Secret of the Pyramid Builders</em> is self-explanatory, using the medium of free-roaming immersive VR to take people on a journey through history to learn more about the construction process of the Great Pyramids of Egypt. This is the latest project to debut at Japan’s Immersive Journey, a VR experience location dedicated to allowing visitors to try out a range of experiences that seek to shine a light on history using VR. <a href="https://www.uploadvr.com/excurios-immersive-vr-locations-are-some-of-the-most-ambitious-to-date/" rel="noreferrer">We actually reviewed two of these experiences a few months ago</a>, with this latest project having launched at the location earlier this summer (it’s also accessible in other locations around the world <a href="https://www.excurio.com/en/the-secret-of-the-pyramid-builders/?ref=uploadvr.com" rel="noreferrer">as stated here</a>).</p><figure class="kg-card kg-embed-card"><iframe width="200" height="113" src="https://www.youtube.com/embed/TbQEhbX0Klk?feature=oembed" frameborder="0" allow="accelerometer; autoplay; clipboard-write; encrypted-media; gyroscope; picture-in-picture; web-share" referrerpolicy="strict-origin-when-cross-origin" allowfullscreen="" title="『The Secret of the Pyramid Builders ーピラミッド建造者の秘密ー』予告編"></iframe></figure><p>One of those experiences was one called <em>Horizon of Khufu</em>, which sought to teach about the purpose of the pyramids by taking us inside, exploring areas closed to the public while going back in time to learn the journey taken by the pharaoh to his final resting place. It was all wrapped in a rather endearing narrative where you and your guide, a young Egyptologist named Mona, are led by a talking cat who may or may not be the god Bastet through time and space to Ancient Egypt and back to witness it first hand.</p><p>This time, <em>The Secret of the Pyramid Builders</em> goes further into their construction using the latest scientific discoveries. For many thousands of years, people have speculated how these pyramids were built, such as through the use of external ramps that would allow the heavy stones to be lifted, but few have proven concrete and supported by fact as the record has been lost. This particular method, however, appeared unlikely due to the scale of these pyramids requiring a ramp larger and more ambitious than the constructions themselves to work.</p><p>More recently, modern technology has allowed scientists to scan the inside of the pyramids and learn even more about how they were made, discovering massive unexplained open spaces known as ‘voids’ by <a href="https://en.wikipedia.org/wiki/ScanPyramids?ref=uploadvr.com" rel="noreferrer">ScanPyramids</a>, the group who led this technological breakthrough. Considering their shape, many have begun to speculate new methods such as an internal ramp to explain them, nonetheless opening new scientific breakthroughs thanks to the science.</p><p>This scientific push for technological understanding of the pyramids is worth knowing not just because it’s interesting - going beyond the scope of this experience, the ScanPyramids project seeks to create 3D understandings of the pyramids beyond any understood since the time of their construction, but has faced government and local roadblocks in their mission that have led to a drawn-out process in new discoveries - but because it also underpins this experience.</p><figure class="kg-card kg-image-card"><img src="https://storage.ghost.io/c/2a/2f/2a2f38f0-4b71-407a-9c7e-18a9e2541980/content/images/2026/09/aY8CZFWLo0XkEfQT_Dahshur--TheSecretofthePyramidBuilders---Excurio.jpeg" class="kg-image" alt="" loading="lazy" width="2000" height="1125" srcset="https://storage.ghost.io/c/2a/2f/2a2f38f0-4b71-407a-9c7e-18a9e2541980/content/images/size/w600/2026/09/aY8CZFWLo0XkEfQT_Dahshur--TheSecretofthePyramidBuilders---Excurio.jpeg 600w, https://storage.ghost.io/c/2a/2f/2a2f38f0-4b71-407a-9c7e-18a9e2541980/content/images/size/w1000/2026/09/aY8CZFWLo0XkEfQT_Dahshur--TheSecretofthePyramidBuilders---Excurio.jpeg 1000w, https://storage.ghost.io/c/2a/2f/2a2f38f0-4b71-407a-9c7e-18a9e2541980/content/images/size/w1600/2026/09/aY8CZFWLo0XkEfQT_Dahshur--TheSecretofthePyramidBuilders---Excurio.jpeg 1600w, https://storage.ghost.io/c/2a/2f/2a2f38f0-4b71-407a-9c7e-18a9e2541980/content/images/size/w2400/2026/09/aY8CZFWLo0XkEfQT_Dahshur--TheSecretofthePyramidBuilders---Excurio.jpeg 2400w" sizes="(min-width: 720px) 720px"></figure><p>Using the ScanPyramids discoveries as a basis, this experience seeks to use the same characters as Horizon of Khufu to try and teach people about the science, debates and underpinnings of our modern understandings of the pyramids in the most engaging way.</p><p>Actually beginning the experience is a relatively identical experience to that of prior Excurio experiences: after signing in for your slot, you will receive an HTC Vive headset with which to enter the virtual world, hand tracking being used not to necessarily interact with the world but provide bearings for your sense of self in the space you will inhabit. A basic tutorial explains how to move around the space - the location uses a large open room with tracking markers to help the headset understand its location in 3D space, and you follow the direction of the story by physically walking from place to place to progress the narrative. If you step outside of the bounds you will be directed back, with other players in other memories appearing as particles to prevent bumping into others also inhabiting the space.</p><p><em>Secret of the Pyramid Builders</em> treats you, the tour guest, as simply a new visitor, but the experience makes a surprisingly large number of references to <em>Horizon of Khufu</em>. Mona will reminisce of her past group, lament that the supernatural journey is happening ‘again’ before getting excited to go back in time and experience her research first hand. Of course, some locations are familiar. It’s notable enough to be something you pick up on and even feel a narrative connection in how Mona has grown between the experiences, but it won’t be lost if you don’t experience one before the other.</p><p>If anything, it’s easier to recommend this over <em>Horizon of Khufu </em>as, though the topics are different, enough of the knowledge is repeated while teaching a wealth of new information in a more engaging manner that it makes this the superior Ancient Egyptian journey. Not only are certain facts updated thanks to the ScanPyramids initiative, teaching updated information about the role of the Queen’s Chamber and burial tombs inside these pyramids, but the knowledge the development team has accumulated from years of creating these experiences makes actually traversing through <em>Secret of the Pyramid Builders</em> far smoother. Fewer cramped corridors and more open spaces with NPCs and plenty to see in all directions.</p><figure class="kg-card kg-image-card"><img src="https://storage.ghost.io/c/2a/2f/2a2f38f0-4b71-407a-9c7e-18a9e2541980/content/images/2026/09/aR8bkmGnmrmGqE6F_VISUELSFULL3D_05A_3-1.jpeg" class="kg-image" alt="" loading="lazy" width="2000" height="1125" srcset="https://storage.ghost.io/c/2a/2f/2a2f38f0-4b71-407a-9c7e-18a9e2541980/content/images/size/w600/2026/09/aR8bkmGnmrmGqE6F_VISUELSFULL3D_05A_3-1.jpeg 600w, https://storage.ghost.io/c/2a/2f/2a2f38f0-4b71-407a-9c7e-18a9e2541980/content/images/size/w1000/2026/09/aR8bkmGnmrmGqE6F_VISUELSFULL3D_05A_3-1.jpeg 1000w, https://storage.ghost.io/c/2a/2f/2a2f38f0-4b71-407a-9c7e-18a9e2541980/content/images/size/w1600/2026/09/aR8bkmGnmrmGqE6F_VISUELSFULL3D_05A_3-1.jpeg 1600w, https://storage.ghost.io/c/2a/2f/2a2f38f0-4b71-407a-9c7e-18a9e2541980/content/images/size/w2400/2026/09/aR8bkmGnmrmGqE6F_VISUELSFULL3D_05A_3-1.jpeg 2400w" sizes="(min-width: 720px) 720px"></figure><p>I found myself immediately engrossed by how, as opposed to a virtual lecture on Egyptian history, I felt a part of discovering the creation of the pyramids. As we journeyed back in time to Ancient Egypt, we got to see large piers where Egyptian ships would return with limestone for the outer casing of the pyramids, and even read real hieroglyphs that later research proved to be actual discovered remnants from those involved in their creation that scientists have discovered. Rather than being told how the pyramids were built, we experienced it, reading these texts and mixing these discoveries between conversations and first-hand witnessing the events for ourselves in the context of the experience.</p><p>I also found myself genuinely learning something new with this experience. Objective facts like the casing stones of limestone are shown through historical grounding we can be a part of, while the topic of scientific debate is seamlessly woven in by Mona talking us through each side’s debate with visual reference in 3D space enhanced by VR. As we debate internal versus external ramp theory, these are visualized and imposed onto the pyramids. Similar visualizations of what is inside the voids are conducted similarly, ensuring we don’t mix fact with theory in learning about this history.</p><p>Indeed, my only complaint comes in pronunciation, not the experience itself - the pronunciation used for Giza was at times distracting in its consistent departure from established pronunciations for the city in English and even Arabic. While you can’t interact physically with this world, by walking through it and engaging, you learn in a way only immersive VR in such a large, open space with this much ambition can provide. <em>Secret of the Pyramid Builders</em> is, like the pyramids themselves, a wonder to behold, and worth seeking out if you visit Tokyo.</p> ]]></content:encoded>
    </item>
    <item>
        <title><![CDATA[ Pico Space Pro Appears To Receive FCC Certification Following Delay To Q4 ]]></title>
        <description><![CDATA[ A new Pico device, highly likely the upcoming Space Pro, received FCC certification following a delay to Q4. Filings reveal a tethered compute and battery puck. ]]></description>
        <link>https://www.uploadvr.com/pico-space-pro-appears-to-receive-fcc-certification-following-delay-to-q4/</link>
        <guid isPermaLink="false">6a9ad9e7faf2810001ade855</guid>
            <category><![CDATA[ Headsets &amp; Tech ]]></category>
        <dc:creator><![CDATA[ Luna ]]></dc:creator>
        <pubDate>Sat, 05 Sep 2026 16:39:38 -0700</pubDate>
        <media:content url="https://storage.ghost.io/c/2a/2f/2a2f38f0-4b71-407a-9c7e-18a9e2541980/content/images/2026/09/Pico-Project-Swan-headset-visual.webp" medium="image"/>
        <content:encoded><![CDATA[ <p>A new Pico device, highly likely to be the upcoming Space Pro, has received FCC certification.</p><p>The FCC is the US regulatory agency with responsibility over wireless frequency use. Its approval is necessary to sell a device with wireless capabilities in the US market.</p><figure class="kg-card kg-image-card kg-card-hascaption"><img src="https://storage.ghost.io/c/2a/2f/2a2f38f0-4b71-407a-9c7e-18a9e2541980/content/images/2026/09/HRPW7JMXwAIdLEA.jpg" class="kg-image" alt="" loading="lazy" width="2000" height="991" srcset="https://storage.ghost.io/c/2a/2f/2a2f38f0-4b71-407a-9c7e-18a9e2541980/content/images/size/w600/2026/09/HRPW7JMXwAIdLEA.jpg 600w, https://storage.ghost.io/c/2a/2f/2a2f38f0-4b71-407a-9c7e-18a9e2541980/content/images/size/w1000/2026/09/HRPW7JMXwAIdLEA.jpg 1000w, https://storage.ghost.io/c/2a/2f/2a2f38f0-4b71-407a-9c7e-18a9e2541980/content/images/size/w1600/2026/09/HRPW7JMXwAIdLEA.jpg 1600w, https://storage.ghost.io/c/2a/2f/2a2f38f0-4b71-407a-9c7e-18a9e2541980/content/images/size/w2400/2026/09/HRPW7JMXwAIdLEA.jpg 2400w" sizes="(min-width: 720px) 720px"><figcaption><span style="white-space: pre-wrap;">Label locations for </span><a href="https://fccid.io/2A5NV-AA1Z0?ref=uploadvr.com" rel="noreferrer"><span style="white-space: pre-wrap;">2A5NV-AA1Z0</span></a><span style="white-space: pre-wrap;"> and </span><a href="https://fccid.io/2A5NV-B3110?ref=uploadvr.com" rel="noreferrer"><span style="white-space: pre-wrap;">2A5NV-B3110</span></a><span style="white-space: pre-wrap;">, as shown in the FCC database.</span></figcaption></figure><p>Pico and TikTok owner ByteDance publicly teased its next headset&nbsp;back in March, calling it 'Project Swan'.</p><p>Pico said the headset will have micro-OLED panels with 4000 pixels per inch (PPI), a dual-chip architecture with a self-developed coprocessor for computer vision and image processing, and a new main processor that will have twice the CPU and GPU performance of the&nbsp;<a href="https://www.uploadvr.com/snapdragon-xr2-gen-2/">Snapdragon XR2 Gen 2</a>&nbsp;in today's Pico 4 Ultra and Meta Quest 3 headsets. It also detailed many of the visionOS-like features of Pico OS 6 and the RealityKit-like Pico Spatial Engine.</p><figure class="kg-card kg-bookmark-card"><a class="kg-bookmark-container" href="https://www.uploadvr.com/pico-project-swan-official-display-compute-specs-announcement/"><div class="kg-bookmark-content"><div class="kg-bookmark-title">Pico’s Next Headset Has 4000 PPI Micro-OLEDs, Powerful New Chip &amp; Next-Gen OS</div><div class="kg-bookmark-description">ByteDance’s Pico announced the key display and compute specs of its next headset, coming later this year, and detailed the revamped XR operating system it will run.</div><div class="kg-bookmark-metadata"><img class="kg-bookmark-icon" src="https://storage.ghost.io/c/2a/2f/2a2f38f0-4b71-407a-9c7e-18a9e2541980/content/images/icon/UploadCircle_favicon-809e8683-e09f-401d-a57a-7eae92f29713.png" alt=""><span class="kg-bookmark-author">UploadVR</span><span class="kg-bookmark-publisher">David Heaney</span></div></div><div class="kg-bookmark-thumbnail"><img src="https://storage.ghost.io/c/2a/2f/2a2f38f0-4b71-407a-9c7e-18a9e2541980/content/images/thumbnail/Pico-Project-Swan-headset-visual-a2d182e9-9742-4cdc-8f66-316d15f3e67f.png" alt="" onerror="this.style.display = 'none'"></div></a></figure><p>Pico simultaneously opened applications for a "Global Early Access Program" that provided closed beta access to Pico OS 6 and the Project Swan headset.</p><p>The company said it would choose "a select few with deep expertise across XR platforms" to join the program, and wanted "rigorous feedback" on the hardware and software before a wider release. </p><p>While the company showed a stylized silhouette of the headset, it did not show an actual image or render, nor did it give any details at all about the design.</p><p>Then, in June, videos depicting the design were found to be present in a public Pico SDK.</p><figure class="kg-card kg-bookmark-card"><a class="kg-bookmark-container" href="https://www.uploadvr.com/picos-next-headset-leaks-via-sdk-videos/"><div class="kg-bookmark-content"><div class="kg-bookmark-title">The Design Of Pico’s Next Headset Leaked Via SDK Videos</div><div class="kg-bookmark-description">The design of Pico’s next headset leaked in videos from a public SDK, and it looks like a cross between Apple Vision Pro and Samsung Galaxy XR.</div><div class="kg-bookmark-metadata"><img class="kg-bookmark-icon" src="https://storage.ghost.io/c/2a/2f/2a2f38f0-4b71-407a-9c7e-18a9e2541980/content/images/icon/UploadCircle_favicon-c05a60b2-e350-47ef-a60f-d7f380f410cd.png" alt=""><span class="kg-bookmark-author">UploadVR</span><span class="kg-bookmark-publisher">David Heaney</span></div></div><div class="kg-bookmark-thumbnail"><img src="https://storage.ghost.io/c/2a/2f/2a2f38f0-4b71-407a-9c7e-18a9e2541980/content/images/thumbnail/Pico-Project-Swan-SDK-video-leak-662940c8-dbb7-4335-ba92-93b8f78fecb1.png" alt="" onerror="this.style.display = 'none'"></div></a></figure><p>The clips show a headset that is clearly inspired by both Apple Vision Pro and Samsung Galaxy XR, with a rear strap almost identical to the former's Solo Knit Band and a visor and forehead pad strongly resembling the latter. They also show an external tethered puck.</p><p>In August, the company announced a launch event for the device via <a href="https://space.bilibili.com/396895652/dynamic?ref=uploadvr.com" rel="noreferrer">Asia-region social media channels</a>, and also revealed the product name to be Pico Space Pro.</p><figure class="kg-card kg-image-card kg-card-hascaption"><img src="https://storage.ghost.io/c/2a/2f/2a2f38f0-4b71-407a-9c7e-18a9e2541980/content/images/2026/09/7468f46100d318d4752b1c93f50e264e396895652.jpg@1052w_-web-dynamic.png" class="kg-image" alt="" loading="lazy" width="1052" height="1403" srcset="https://storage.ghost.io/c/2a/2f/2a2f38f0-4b71-407a-9c7e-18a9e2541980/content/images/size/w600/2026/09/7468f46100d318d4752b1c93f50e264e396895652.jpg@1052w_-web-dynamic.png 600w, https://storage.ghost.io/c/2a/2f/2a2f38f0-4b71-407a-9c7e-18a9e2541980/content/images/size/w1000/2026/09/7468f46100d318d4752b1c93f50e264e396895652.jpg@1052w_-web-dynamic.png 1000w, https://storage.ghost.io/c/2a/2f/2a2f38f0-4b71-407a-9c7e-18a9e2541980/content/images/2026/09/7468f46100d318d4752b1c93f50e264e396895652.jpg@1052w_-web-dynamic.png 1052w" sizes="(min-width: 720px) 720px"><figcaption><span style="white-space: pre-wrap;">Announcement post from Pico's Bilibili channel.</span></figcaption></figure><p>Machine translation into English:</p><blockquote>Lightweight in form, immersed in everything<br><br>PICO Space Pro Product Launch Event<br><br>September 2, 2026 - 2:30 PM Beijing Time</blockquote><figure class="kg-card kg-embed-card"><blockquote class="twitter-tweet"><p lang="ja" dir="ltr">PICO 2026 新製品発表会<br>軽やかに、美しい世界へ<br>2026.09.03（木）16:00〜<br><br>その日を、楽しみに。<a href="https://x.com/hashtag/PICO?src=hash&ref_src=twsrc%5Etfw&ref=uploadvr.com">#PICO</a> <a href="https://x.com/hashtag/PICOSpacePro?src=hash&ref_src=twsrc%5Etfw&ref=uploadvr.com">#PICOSpacePro</a> <a href="https://t.co/MMAWHdbcAh?ref=uploadvr.com">pic.twitter.com/MMAWHdbcAh</a></p>— PICO XR Japan【公式】 (@PICO_Japan) <a href="https://x.com/PICO_Japan/status/2090002523965014195?ref_src=twsrc%5Etfw&ref=uploadvr.com">August 19, 2026</a></blockquote>
<script async="" src="https://platform.x.com/widgets.js" charset="utf-8"></script></figure><p>However, just days later, the company abruptly announced the cancelation of the event, and noted that the device would be delayed to Q4 2026.</p><figure class="kg-card kg-image-card kg-card-hascaption"><img src="https://storage.ghost.io/c/2a/2f/2a2f38f0-4b71-407a-9c7e-18a9e2541980/content/images/2026/09/0b7b873eb4ec0d66847b61b04315e57d396895652.png@1052w_-web-dynamic.png" class="kg-image" alt="" loading="lazy" width="1052" height="1403" srcset="https://storage.ghost.io/c/2a/2f/2a2f38f0-4b71-407a-9c7e-18a9e2541980/content/images/size/w600/2026/09/0b7b873eb4ec0d66847b61b04315e57d396895652.png@1052w_-web-dynamic.png 600w, https://storage.ghost.io/c/2a/2f/2a2f38f0-4b71-407a-9c7e-18a9e2541980/content/images/size/w1000/2026/09/0b7b873eb4ec0d66847b61b04315e57d396895652.png@1052w_-web-dynamic.png 1000w, https://storage.ghost.io/c/2a/2f/2a2f38f0-4b71-407a-9c7e-18a9e2541980/content/images/2026/09/0b7b873eb4ec0d66847b61b04315e57d396895652.png@1052w_-web-dynamic.png 1052w" sizes="(min-width: 720px) 720px"><figcaption><span style="white-space: pre-wrap;">Delay announcement post from Pico's Bilibili channel.</span></figcaption></figure><p>Machine translation into English: </p><blockquote>PICO Space Pro<br>Release Schedule Adjustment<br><br>Hello everyone,<br><br>To bring you PICO Space Pro in a more complete form, we have decided to move its release to the fourth quarter of this year.<br><br>Over the past few months, PICO Space Pro’s hardware and software have reached an advanced stage of development. However, during the final phase of user-experience testing, we discovered an exciting new opportunity, and we hope to include it in the initial release.<br><br>We have therefore decided to spend more time making a major upgrade to the software experience. We hope this effort will ultimately deliver a better product experience and bring you some new surprises.<br><br>We sincerely apologize for this change to the release schedule and the additional wait, and thank you for your continued interest and patience.<br><br>Over the coming months, we will expand our early-access program, inviting more users to try PICO Space Pro ahead of release and work with us to refine the product.</blockquote><p>Now, in September, Pico Space Pro appears to have received FCC certification one day before its originally planned launch event. The filings list a "Mixed Reality Computer", with separate entries for the headset and external tethered puck under FCC IDs <a href="https://fccid.io/2A5NV-AA1Z0?ref=uploadvr.com" rel="noreferrer">2A5NV-AA1Z0</a> and <a href="https://fccid.io/2A5NV-B3110?ref=uploadvr.com" rel="noreferrer">2A5NV-B3110</a>, respectively.</p><figure class="kg-card kg-image-card"><img src="https://storage.ghost.io/c/2a/2f/2a2f38f0-4b71-407a-9c7e-18a9e2541980/content/images/2026/09/HRPW2jObgAA60nK.jpg" class="kg-image" alt="" loading="lazy" width="1525" height="495" srcset="https://storage.ghost.io/c/2a/2f/2a2f38f0-4b71-407a-9c7e-18a9e2541980/content/images/size/w600/2026/09/HRPW2jObgAA60nK.jpg 600w, https://storage.ghost.io/c/2a/2f/2a2f38f0-4b71-407a-9c7e-18a9e2541980/content/images/size/w1000/2026/09/HRPW2jObgAA60nK.jpg 1000w, https://storage.ghost.io/c/2a/2f/2a2f38f0-4b71-407a-9c7e-18a9e2541980/content/images/2026/09/HRPW2jObgAA60nK.jpg 1525w" sizes="(min-width: 720px) 720px"></figure><p>Some documents in the FCC filings are withheld under short- and long-term confidentiality requests, but the labels are publicly available. The headset's label appears in a PDF named "HMD铭牌_镭雕20060520", while the puck's appears in "BOX铭牌_A_20060520".</p><p>More interestingly, these labels describe the two components as a "Mixed Reality Headset" and a "Mixed Reality Main Unit", respectively, with both listing the model number B3110.</p><figure class="kg-card kg-image-card"><img src="https://storage.ghost.io/c/2a/2f/2a2f38f0-4b71-407a-9c7e-18a9e2541980/content/images/2026/09/HMD.png" class="kg-image" alt="" loading="lazy" width="628" height="356" srcset="https://storage.ghost.io/c/2a/2f/2a2f38f0-4b71-407a-9c7e-18a9e2541980/content/images/size/w600/2026/09/HMD.png 600w, https://storage.ghost.io/c/2a/2f/2a2f38f0-4b71-407a-9c7e-18a9e2541980/content/images/2026/09/HMD.png 628w"></figure><figure class="kg-card kg-image-card"><img src="https://storage.ghost.io/c/2a/2f/2a2f38f0-4b71-407a-9c7e-18a9e2541980/content/images/2026/09/BOX.png" class="kg-image" alt="" loading="lazy" width="1128" height="404" srcset="https://storage.ghost.io/c/2a/2f/2a2f38f0-4b71-407a-9c7e-18a9e2541980/content/images/size/w600/2026/09/BOX.png 600w, https://storage.ghost.io/c/2a/2f/2a2f38f0-4b71-407a-9c7e-18a9e2541980/content/images/size/w1000/2026/09/BOX.png 1000w, https://storage.ghost.io/c/2a/2f/2a2f38f0-4b71-407a-9c7e-18a9e2541980/content/images/2026/09/BOX.png 1128w" sizes="(min-width: 720px) 720px"></figure><p>There is no Wi-Fi authorization shown under the headset's FCC ID, but the test documentation describes a radio operating between 2.402 and 2.480 GHz, and an nRF link with a controller. Meanwhile, the main unit's label explicitly lists a 7,000 mAh battery rated at 54.32 Wh, and the documentation lists support for Wi-Fi 7.</p><p>This strongly suggests that the external puck houses both the battery and at least some computing hardware, similar to <a href="https://www.uploadvr.com/xreal-aura-ships-this-fall-with-snapdragon-reality-elite-in-its-puck/" rel="noreferrer">XREAL's Aura</a> and Meta's long-reported <a href="https://www.uploadvr.com/phoenix-everything-we-know-so-far-meta-next-headset/" rel="noreferrer">mixed reality device codenamed Phoenix</a>.</p><p>In July, Pico also received FCC certification for a new "Wireless Keyboard", <a href="https://fccid.io/2A5NV-C6110?ref=uploadvr.com" rel="noreferrer">FCC ID 2A5NV-C6110</a>, which may be intended as an accessory for Space Pro.</p><figure class="kg-card kg-image-card"><img src="https://storage.ghost.io/c/2a/2f/2a2f38f0-4b71-407a-9c7e-18a9e2541980/content/images/2026/09/xs.png" class="kg-image" alt="" loading="lazy" width="801" height="102" srcset="https://storage.ghost.io/c/2a/2f/2a2f38f0-4b71-407a-9c7e-18a9e2541980/content/images/size/w600/2026/09/xs.png 600w, https://storage.ghost.io/c/2a/2f/2a2f38f0-4b71-407a-9c7e-18a9e2541980/content/images/2026/09/xs.png 801w" sizes="(min-width: 720px) 720px"></figure><figure class="kg-card kg-image-card"><img src="https://storage.ghost.io/c/2a/2f/2a2f38f0-4b71-407a-9c7e-18a9e2541980/content/images/2026/09/HOz3VqLXMAArMxh.jpg" class="kg-image" alt="" loading="lazy" width="1178" height="791" srcset="https://storage.ghost.io/c/2a/2f/2a2f38f0-4b71-407a-9c7e-18a9e2541980/content/images/size/w600/2026/09/HOz3VqLXMAArMxh.jpg 600w, https://storage.ghost.io/c/2a/2f/2a2f38f0-4b71-407a-9c7e-18a9e2541980/content/images/size/w1000/2026/09/HOz3VqLXMAArMxh.jpg 1000w, https://storage.ghost.io/c/2a/2f/2a2f38f0-4b71-407a-9c7e-18a9e2541980/content/images/2026/09/HOz3VqLXMAArMxh.jpg 1178w" sizes="(min-width: 720px) 720px"></figure><hr><p>It remains to be seen exactly when Pico Space Pro will launch, though the company says it is now targeting Q4 2026. Short-term confidentiality for documents in the FCC filings is set to expire on February 28, 2027.</p> ]]></content:encoded>
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        <title><![CDATA[ Puzzling Places 5-Year Birthday Update Includes Weekly Puzzles &amp; A Guest Pass ]]></title>
        <description><![CDATA[ Puzzling Places celebrates five years with a new update including a free weekly puzzle, a guest pass system for multiplayer, and refinements in its mixed reality integration. ]]></description>
        <link>https://www.uploadvr.com/puzzling-places-5-year-birthday-update-includes-weekly-puzzles-a-guest-pass/</link>
        <guid isPermaLink="false">6a9b2671faf2810001ade882</guid>
            <category><![CDATA[ VR Gaming ]]></category>
        <dc:creator><![CDATA[ Mike Johnson ]]></dc:creator>
        <pubDate>Fri, 04 Sep 2026 16:12:48 -0700</pubDate>
        <media:content url="https://storage.ghost.io/c/2a/2f/2a2f38f0-4b71-407a-9c7e-18a9e2541980/content/images/2026/09/-2H0q59tsMM-HD.jpg" medium="image"/>
        <content:encoded><![CDATA[ <p>Cozy 3D puzzle game Puzzling Places is celebrating its five-year anniversary with a new weekly free puzzle initiative, a guest pass for multiplayer gameplay, and improvements in its usage of mixed reality.</p><p>Here's a rundown of the new features:</p><ul><li>The <strong>weekly free puzzle</strong> is a rotating selection from its extensive catalog of paid add-on puzzles. It starts with the twenty-five-piece version as the only option. If you complete that challenge, you unlock the fifty-piece option for the following week. Completing each weekly puzzle for five consecutive weeks unlocks the four-hundred-piece variant and an additional bonus puzzle. Players who miss a week get a mulligan and can continue the streak the following week. This feature will be Quest only for now as the developer Realities.io currently cannot unlock DLC content for free on Steam. Puzzles will update every Friday night at midnight UTC. </li><li>The <strong>guest pass</strong> is similar to Walkabout Mini Golf's, where players completing puzzles together in multiplayer now only require the host player to own it. Guests can join the room, download, and play for free. This feature is also restricted to Quest for now.</li><li>The <strong>passthrough portal</strong> is a slider option for players to blend the game's virtual environment with their physical surroundings to their preference. This feature is for Quest, Pico, and Steam Frame headsets.</li><li>The Quest version has also been updated to start in mixed reality instead of the black loading screens.</li><li>A <strong>news carousel</strong> has been added to keep players up to date on announcements, new pack releases, and special offers. </li></ul><p>Puzzling Places is available now on&nbsp;<a href="https://www.meta.com/experiences/puzzling-places/3931148300302917/?srsltid=AfmBOoqzVantzKCLIo1UlQn-CbBqbNrVKqmaHqmzH81aoD2bEWQQqfRA&ref=uploadvr.com" rel="noopener">Quest</a>, <a href="https://store.steampowered.com/app/3530820/Puzzling_Places__3D_Jigsaw_Sim/?ref=uploadvr.com" rel="noopener">Steam</a>,&nbsp;<a href="https://www.playstation.com/en-us/games/puzzling-places/?ref=uploadvr.com" rel="noopener">PlayStation VR2</a>,&nbsp;<a href="https://store-global.picoxr.com/global/detail/1/2870?ref=uploadvr.com" rel="noopener">Pico</a>&nbsp;and&nbsp;<a href="https://apps.apple.com/gb/app/puzzling-places/id6473639841?ref=uploadvr.com" rel="noopener">Apple Vision Pro</a>.</p> ]]></content:encoded>
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        <title><![CDATA[ Play Drifters: Blackout Crew For Free This Weekend On Quest ]]></title>
        <description><![CDATA[ Sci-fi VR team extraction shooter Drifters: Blackout Crew is holding a free open playtest this weekend on Quest. ]]></description>
        <link>https://www.uploadvr.com/play-drifters-blackout-crew-for-free-this-weekend-on-quest/</link>
        <guid isPermaLink="false">6a9b28c8faf2810001ade886</guid>
            <category><![CDATA[ VR Gaming ]]></category>
        <dc:creator><![CDATA[ Mike Johnson ]]></dc:creator>
        <pubDate>Fri, 04 Sep 2026 16:07:47 -0700</pubDate>
        <media:content url="https://storage.ghost.io/c/2a/2f/2a2f38f0-4b71-407a-9c7e-18a9e2541980/content/images/2026/09/hero.png" medium="image"/>
        <content:encoded><![CDATA[ <p>Sci-fi VR team extraction shooter Drifters: Blackout Crew is holding an open playtest through Sunday morning. </p><p><a href="https://www.uploadvr.com/drifters-blackout-crew-is-a-new-co-op-sci-fi-extraction-shooter-coming-to-pc-vr-quest/" rel="noreferrer">Blackout Crew</a> is the latest title from Salmi Games (<a href="https://www.uploadvr.com/sweet-surrender-playstation-vr2-post-mortem/" rel="noreferrer">Sweet Surrender</a>). You and up to three other players are a crew stranded in deep space with a ship in need of supplies and repairs. Your crew raids temples filled with hostile machines guarding ancient power systems you need to keep your ship running. After a successful raid, you turn your loot into new parts for your modular, customized weapons, tools, and suit upgrades.</p><p>You can sign up via <a href="https://discord.gg/bgq3u9Tgpj?ref=uploadvr.com"><strong>Discord</strong></a> for the Quest playtests. Salmi says it will also be opening up SteamVR playtesting soon. The playtest ends Sunday morning, so don't miss out. </p><p>For more info on Blackout Crew, check out our recent interview with Salmi Games founder Yacine Salmi on the <a href="https://www.youtube.com/watch?v=YoVw3SF2fOM&t=7s&ref=uploadvr.com">UploadVR Gamescast</a>.</p><figure class="kg-card kg-embed-card"><iframe width="200" height="113" src="https://www.youtube.com/embed/YoVw3SF2fOM?start=7&amp;feature=oembed" frameborder="0" allow="accelerometer; autoplay; clipboard-write; encrypted-media; gyroscope; picture-in-picture; web-share" referrerpolicy="strict-origin-when-cross-origin" allowfullscreen="" title="VR Gamescast: Salmi Games' Yacine Salmi talks Drifters: Blackout Crew and porting to Steam Frame"></iframe></figure> ]]></content:encoded>
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        <title><![CDATA[ Loony Laps Brings Tiny Cars &amp; Big Chaos To Quest 3 In 2027 ]]></title>
        <description><![CDATA[ The solo-developed Loony Laps is an arcade toy racer for VR and mixed reality coming to Quest 3 headsets next year. ]]></description>
        <link>https://www.uploadvr.com/loony-laps-brings-tiny-cars-big-chaos-to-quest-3-in-2027/</link>
        <guid isPermaLink="false">6a99a79afaf2810001ade74c</guid>
            <category><![CDATA[ VR Gaming ]]></category>
        <dc:creator><![CDATA[ James Tocchio ]]></dc:creator>
        <pubDate>Thu, 03 Sep 2026 16:35:19 -0700</pubDate>
        <media:content url="https://storage.ghost.io/c/2a/2f/2a2f38f0-4b71-407a-9c7e-18a9e2541980/content/images/2026/09/trailer-cover-1.webp" medium="image"/>
        <content:encoded><![CDATA[ <p>The solo-developed Loony Laps is an arcade toy racer coming to Quest 3 and Quest 3S in Q1 2027. </p><p>Created by solo developer Paulo Cunha, Loony Laps is an upcoming toy car racing game that brings the magic of die-cast racing and elaborate toy tracks into mixed reality and VR. </p><p>The game features 29 handcrafted tracks designed around chaos and laughs, rather than realism. These tracks feature loops, jumps, magnetic objects, branching paths, mobile machinery and ridiculous hazards. The cars are designed to look like detailed die-cast toys, and are customizable with paint, wheels, and materials. </p><p>A recently-released trailer shows off the game's many wacky races, and it's looking like a well-polished machine!</p><figure class="kg-card kg-video-card kg-width-regular" data-kg-thumbnail="https://storage.ghost.io/c/2a/2f/2a2f38f0-4b71-407a-9c7e-18a9e2541980/content/media/2026/09/Loony-Laps-----Official-Trailer_thumb.jpg" data-kg-custom-thumbnail="">
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        </figure><p>The game is playable in VR and mixed reality. In VR, players race within a dedicated miniature environment while in mixed reality, the wacky racetracks appear inside your physical space. </p><p>Loony Laps will launch with three play modes. Championship progression unlocks cars and tracks, while Quick Race lets you jump right into a chosen event. Time Trial lets you focus on beating your best times. The game is built around short, replayable arcade sessions.</p><p>Loony Laps is currently scheduled for a Q1 release in 2027. A price has not been announced, though <a href="https://www.meta.com/experiences/loony-laps/9985267951599483/?ref=uploadvr.com" rel="noreferrer">the game's Meta Horizon Store page is up</a> and open for wishlisting. </p> ]]></content:encoded>
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    <item>
        <title><![CDATA[ Loop One: Done VR Mode Exits Beta In Recent Update ]]></title>
        <description><![CDATA[ The VR mode of mixed reality factory management game Loop One: Done has exited beta. ]]></description>
        <link>https://www.uploadvr.com/loop-one-done-adds-vr/</link>
        <guid isPermaLink="false">6a998af0faf2810001ade6d9</guid>
            <category><![CDATA[ VR Gaming ]]></category>
        <dc:creator><![CDATA[ James Tocchio ]]></dc:creator>
        <pubDate>Thu, 03 Sep 2026 16:34:41 -0700</pubDate>
        <media:content url="https://storage.ghost.io/c/2a/2f/2a2f38f0-4b71-407a-9c7e-18a9e2541980/content/images/2026/09/Loop-One-Done---VR-Update.png" medium="image"/>
        <content:encoded><![CDATA[ <p>A recent update for the mixed reality factory management game Loop One: Done has the game's VR mode officially exiting beta.</p><p>Loop One: Done's VR update has left beta on Quest. The factory management game's VR mode lets players build beautiful automated factories in one of three new virtual reality environments. Prior to the VR Update, which launched in beta earlier this year, the game was playable in mixed reality only.</p><p>A recent update further includes a newly designed UI that moves with you, plus several locomotion settings for the game's VR mode. </p><p>A trailer has been released alongside the new update, which you can see below:</p><figure class="kg-card kg-video-card kg-width-regular" data-kg-thumbnail="https://storage.ghost.io/c/2a/2f/2a2f38f0-4b71-407a-9c7e-18a9e2541980/content/media/2026/09/Loop-One-Done---PCVR-Teaser-Trailer-optimized_thumb.jpg" data-kg-custom-thumbnail="">
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        </figure><p>In addition to the full VR mode release and improvements to the UI and controls, new updates also bring new recipes, improved hand-tracking, added micro-gestures for selecting and switching tools, plus streamlined methodologies for moving around in VR. </p><p>Loop One: Done is described by its solo dev creator, Jonas Sandstedt, as “an automation game where you record loops with drones and robots, complete orders to gain research tokens to unlock new advanced facilities and recipes, and build a large multi-floored server tower." Jonas also describes the game as "a toy about building and solving problems in a very tactile way."</p><p>Loop One: Done is out now in <a href="https://www.meta.com/experiences/loop-one-done/7997634810352504/?ref=uploadvr.com" rel="noreferrer">Early Access on Meta Quest</a>, and costs $12.99. As of September 1, it's available for free to those who subscribe to <a href="https://www.uploadvr.com/warplanes-prison-boss-vr-are-quests-horizon-monthly-games-for-september-2026/" rel="noreferrer">Meta's Horizon+ subscription</a> service. <a href="https://store.steampowered.com/app/4530230/Loop_One_Done/?ref=uploadvr.com" rel="noreferrer">A Steam release</a> is coming in Q3 2026. </p> ]]></content:encoded>
    </item>
    <item>
        <title><![CDATA[ Finding Frida Uses VR To Rediscover A Forgotten Textile Artist ]]></title>
        <description><![CDATA[ Finding Frida is a 41-minute VR documentary at Venice Immersive using photorealistic 3D scans and animated artwork to explore the life of forgotten Norwegian textile artist Frida Hansen. ]]></description>
        <link>https://www.uploadvr.com/finding-frida-uses-vr-to-rediscover-a-forgotten-textile-artist/</link>
        <guid isPermaLink="false">6a99647efaf2810001ade62c</guid>
            <category><![CDATA[ Location-Based ]]></category>
        <dc:creator><![CDATA[ Craig Storm ]]></dc:creator>
        <pubDate>Thu, 03 Sep 2026 16:33:29 -0700</pubDate>
        <media:content url="https://storage.ghost.io/c/2a/2f/2a2f38f0-4b71-407a-9c7e-18a9e2541980/content/images/2026/09/Finding-Frida-Hero.jpeg" medium="image"/>
        <content:encoded><![CDATA[ <p>Finding Frida is a 41-minute VR documentary at Venice Immersive using photorealistic 3D scans and animated artwork to explore the life of forgotten Norwegian textile artist Frida Hansen.</p><p>A miniature Art Nouveau villa appears in front of you before expanding to full scale. Inside, photographs, objects and woven artwork become portals into the life of Norwegian textile artist Frida Hansen.</p><p>That's the premise of Finding Frida, a 41-minute VR documentary experience from director Hilde K. Kjøs that's now being shown in competition at Venice Immersive.</p><p>UploadVR can exclusively reveal a new trailer for Finding Frida below.</p><figure class="kg-card kg-video-card kg-width-regular kg-card-hascaption" data-kg-thumbnail="https://storage.ghost.io/c/2a/2f/2a2f38f0-4b71-407a-9c7e-18a9e2541980/content/media/2026/09/Finding-Frida-----Official-Trailer_thumb-1.jpg" data-kg-custom-thumbnail="">
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            <figcaption><p><span style="white-space: pre-wrap;">UploadVR Exclusive: Finding Frida - Official Trailer</span></p></figcaption>
        </figure><h3 id="stepping-into-frida-hansens-art"><strong>Stepping Into Frida Hansen's Art</strong></h3><p>Finding Frida is guided by Hansen's great-great-granddaughter Cecilie Levy, who also wrote the experience's original story and script. Hansen was an internationally recognized textile artist during her lifetime, but her work later largely faded from public awareness.</p><p>Rather than presenting that history as a conventional VR documentary, Finding Frida builds its environments around Hansen's life and artwork. Archival photographs, a gramophone and her woven works become portals into different parts of her story. A lush garden, for example, withers as the experience explores Hansen's bankruptcy and personal loss before moving toward her artistic reawakening.</p><figure class="kg-card kg-gallery-card kg-width-wide kg-card-hascaption"><div class="kg-gallery-container"><div class="kg-gallery-row"><div class="kg-gallery-image"><img src="https://storage.ghost.io/c/2a/2f/2a2f38f0-4b71-407a-9c7e-18a9e2541980/content/images/2026/09/Image-1_Finding-Frida_Semper-Vadentes-ladies_RipplexStudios_300dpi.png" width="2000" height="1125" loading="lazy" alt="" srcset="https://storage.ghost.io/c/2a/2f/2a2f38f0-4b71-407a-9c7e-18a9e2541980/content/images/size/w600/2026/09/Image-1_Finding-Frida_Semper-Vadentes-ladies_RipplexStudios_300dpi.png 600w, https://storage.ghost.io/c/2a/2f/2a2f38f0-4b71-407a-9c7e-18a9e2541980/content/images/size/w1000/2026/09/Image-1_Finding-Frida_Semper-Vadentes-ladies_RipplexStudios_300dpi.png 1000w, https://storage.ghost.io/c/2a/2f/2a2f38f0-4b71-407a-9c7e-18a9e2541980/content/images/size/w1600/2026/09/Image-1_Finding-Frida_Semper-Vadentes-ladies_RipplexStudios_300dpi.png 1600w, https://storage.ghost.io/c/2a/2f/2a2f38f0-4b71-407a-9c7e-18a9e2541980/content/images/size/w2400/2026/09/Image-1_Finding-Frida_Semper-Vadentes-ladies_RipplexStudios_300dpi.png 2400w" sizes="(min-width: 720px) 720px"></div><div class="kg-gallery-image"><img src="https://storage.ghost.io/c/2a/2f/2a2f38f0-4b71-407a-9c7e-18a9e2541980/content/images/2026/09/Image-2_Finding-Frida_Young-Frida-baby-gramophone_RipplexStudios_300dpi.png" width="2000" height="1090" loading="lazy" alt="" srcset="https://storage.ghost.io/c/2a/2f/2a2f38f0-4b71-407a-9c7e-18a9e2541980/content/images/size/w600/2026/09/Image-2_Finding-Frida_Young-Frida-baby-gramophone_RipplexStudios_300dpi.png 600w, https://storage.ghost.io/c/2a/2f/2a2f38f0-4b71-407a-9c7e-18a9e2541980/content/images/size/w1000/2026/09/Image-2_Finding-Frida_Young-Frida-baby-gramophone_RipplexStudios_300dpi.png 1000w, https://storage.ghost.io/c/2a/2f/2a2f38f0-4b71-407a-9c7e-18a9e2541980/content/images/size/w1600/2026/09/Image-2_Finding-Frida_Young-Frida-baby-gramophone_RipplexStudios_300dpi.png 1600w, https://storage.ghost.io/c/2a/2f/2a2f38f0-4b71-407a-9c7e-18a9e2541980/content/images/size/w2400/2026/09/Image-2_Finding-Frida_Young-Frida-baby-gramophone_RipplexStudios_300dpi.png 2400w" sizes="(min-width: 720px) 720px"></div><div class="kg-gallery-image"><img src="https://storage.ghost.io/c/2a/2f/2a2f38f0-4b71-407a-9c7e-18a9e2541980/content/images/2026/09/Image-3_Finding-Frida_Frida-atelier-looking-up_RipplexStudios_300dpi.png" width="2000" height="1238" loading="lazy" alt="" srcset="https://storage.ghost.io/c/2a/2f/2a2f38f0-4b71-407a-9c7e-18a9e2541980/content/images/size/w600/2026/09/Image-3_Finding-Frida_Frida-atelier-looking-up_RipplexStudios_300dpi.png 600w, https://storage.ghost.io/c/2a/2f/2a2f38f0-4b71-407a-9c7e-18a9e2541980/content/images/size/w1000/2026/09/Image-3_Finding-Frida_Frida-atelier-looking-up_RipplexStudios_300dpi.png 1000w, https://storage.ghost.io/c/2a/2f/2a2f38f0-4b71-407a-9c7e-18a9e2541980/content/images/size/w1600/2026/09/Image-3_Finding-Frida_Frida-atelier-looking-up_RipplexStudios_300dpi.png 1600w, https://storage.ghost.io/c/2a/2f/2a2f38f0-4b71-407a-9c7e-18a9e2541980/content/images/size/w2400/2026/09/Image-3_Finding-Frida_Frida-atelier-looking-up_RipplexStudios_300dpi.png 2400w" sizes="(min-width: 720px) 720px"></div></div></div><figcaption><p><span style="white-space: pre-wrap;">Images from Finding Frida, Photos courtesy of JCPR</span></p></figcaption></figure><p>The production combines photorealistic 3D scans, animated artwork and dreamlike projections with an original score and reworked foley. Voice-over material is drawn from interviews with Hansen and contemporary historical sources.</p><p>Finding Frida is Kjøs's first VR project, though she has been exploring the medium since 2019 alongside her documentary and photography work. Producer Bjørn-Morten Nerland has more than 15 years of experience creating immersive projects and founded RippleX Studios, a production company focused on VR, spatial storytelling and interactive experiences.</p><h3 id="finding-an-audience-after-venice"><strong>Finding An Audience After Venice</strong></h3><p>For now, seeing Finding Frida isn't as simple as downloading it onto a headset.</p><p>The experience is premiering at Venice as an XR installation, though its press notes also list PCVR and standalone formats. There is currently no announced home release.</p><p>A representative for the project tells UploadVR that Venice is the starting point for Finding Frida's international launch. A festival and exhibition run is planned in Norway and elsewhere, while the team is also exploring distribution partnerships.</p><p>Finding Frida is being shown in competition at Venice Immersive, which runs through September 12 as part of the 83rd Venice International Film Festival.</p> ]]></content:encoded>
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        <title><![CDATA[ Knights of Fiona Review: Jack Of Some Trades, Master Of None ]]></title>
        <description><![CDATA[ Knights of Fiona is the best example yet of a native VR JRPG, but it tries to be a jack of all trades for two different audiences, ultimately not fully satisfying either. ]]></description>
        <link>https://www.uploadvr.com/knights-of-fiona-vr-review/</link>
        <guid isPermaLink="false">6a946a6e8216940001cb42b4</guid>
            <category><![CDATA[ VR Gaming ]]></category>
        <dc:creator><![CDATA[ Mike Johnson ]]></dc:creator>
        <pubDate>Thu, 03 Sep 2026 10:00:48 -0700</pubDate>
        <media:content url="https://storage.ghost.io/c/2a/2f/2a2f38f0-4b71-407a-9c7e-18a9e2541980/content/images/2026/08/vlcsnap-2026-08-31-03h11m38s048.png" medium="image"/>
        <content:encoded><![CDATA[ <p>Knights of Fiona brings nearly every element of a typical JRPG to VR while exposing the challenges the genre presents when translated to virtual reality.</p><p>I have been playing JRPGs my entire life, starting with the first Final Fantasy in the '80s through Persona, Xenoblade Chronicles, and the Trails series today, just to name a few. I offer this qualifier to start this review of Character Bank's <a href="https://www.uploadvr.com/knights-of-fiona-characterbank/" rel="noreferrer">Knights of Fiona</a> so you understand that my words come from a love and appreciation for <strong><u>both</u></strong> mediums. I <em>want</em> this to work, which is all the more disappointing when Knights of Fiona doesn't.</p><div class="kg-card kg-callout-card kg-callout-card-grey"><div class="kg-callout-text"><b><strong style="white-space: pre-wrap;">The Facts</strong></b><br><br><b><strong style="white-space: pre-wrap;">What is it?</strong></b>: A co-op Japanese role-playing game<br><b><strong style="white-space: pre-wrap;">Platforms</strong></b>: <a href="https://www.meta.com/experiences/knights-of-fiona/7147710718618946/?ref=uploadvr.com" rel="noreferrer">Meta Quest 3/3S</a>, <a href="https://store.steampowered.com/app/4147100/Knights_of_Fiona/?ref=uploadvr.com">Steam</a> (played on Steam)<br><b><strong style="white-space: pre-wrap;">Release Date</strong></b>: September 3, 2026<br><b><strong style="white-space: pre-wrap;">Developer</strong></b>: Character Bank<br><b><strong style="white-space: pre-wrap;">Price:</strong></b> Free-to-start with an $18.99 Story Pass to unlock the full campaign</div></div><p>The game starts with stylized opening cinematics detailing the war-torn history of the land of Gallia. This is presented with a striking red-on-black presentation, followed by the introduction of the lead protagonist who is <strong>not</strong> the player character. The titular Fiona is a seventeen-year-old girl serving as the typical "chosen one" fantasy stories have built around for years and you play as one of her knights, a passive background character in this fantasy story. The paid Story Pass add-on has five chapters, with a sixth due out before the end of 2026.</p><p>The central town square itself is lovely, but I cannot say the same for the bland battle environments. They are not bad. There is just nothing to them. The town, as nice as it looks, is sadly not fully open to explore. There are a half dozen designated areas to shop, trade (only for paid players), collect achievements, and select your next quest. You get to these areas via signposts in the town square with a fade out and in on a button press to enter. The music, however, is very good. <a href="https://www.uploadvr.com/ruinsmagus-review/" rel="noreferrer">RuinsMagus</a>, a previous Character Bank title, has an <em>excellent</em> musical score and while Knights is not on that level, I will still be picking up the soundtrack.</p><figure class="kg-card kg-video-card kg-width-regular" data-kg-thumbnail="https://storage.ghost.io/c/2a/2f/2a2f38f0-4b71-407a-9c7e-18a9e2541980/content/media/2026/09/2026-08-30-22-34-36-01.50.41.854-01.52.06.919-optimized_thumb.jpg" data-kg-custom-thumbnail="">
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        </figure><h3 id="trying-to-please-two-different-player-types">Trying To Please Two Different Player Types</h3><p>After RuinsMagus had you traversing dungeons in ten-to-twenty-minute runs, Knights of Fiona cuts this combat time to a few minutes, excluding boss fights. You load into an arena-like environment to dispatch several waves of enemies, usually in less than three minutes, and the mission is over. That's it. Rewards are distributed on the victory screen, then off to the next mission. It plays more like Thirdverse's <a href="https://www.uploadvr.com/soul-covenant-review/" rel="noreferrer">Soul Covenant</a>, which had similar arena battle-style missions, than RuinsMagus. Given the combat itself is mostly a pedestrian affair with weightless weapons and standard block/dodge and attack mechanics, this shift to quick arena battles feels like a step back. Also, because you have to keep selecting new missions every few minutes, expect a <strong>lot</strong> of loading screens.</p><div class="kg-card kg-toggle-card" data-kg-toggle-state="close">
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                <h4 class="kg-toggle-heading-text"><span style="white-space: pre-wrap;">PC Specs Used</span></h4>
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            <div class="kg-toggle-content"><p><span style="white-space: pre-wrap;">My PC uses a Ryzen 7 9850X3D processor with 32 GB of DDR5 RAM and an RTX 5070 Ti GPU.</span></p><p><span style="white-space: pre-wrap;">This review was conducted using a Meta Quest 3 via the Virtual Desktop app on the Godlike graphics preset. The game lacks in-game settings to adjust graphics. </span></p><p><span style="white-space: pre-wrap;">You can find the minimum and recommended specs on the </span><a href="https://store.steampowered.com/app/4147100/Knights_of_Fiona/?ref=uploadvr.com" target="_blank" rel="noreferrer noopener"><span style="white-space: pre-wrap;">Steam</span></a><span style="white-space: pre-wrap;"> page to learn more. </span></p></div>
        </div><p>Knights of Fiona feels like it badly wants to be a free-to-play title. The short missions, constant rewards, in-game shop, and quantity-based achievements all feel very free-to-play coded. Even the cinematics count as a mission completion, victory screen and all, but uninterested players will simply button-mash to speed through the dialogue and get the completion check.</p><p>On the other hand, the spliced missions and cutscenes as a whole form an interesting story with different personalities, interpersonal relationships, and world-building that fantasy gamers would likely enjoy over twelve hours of main story. Combined with weapon customization and progression systems, there's a good, lengthy (by VR standards) JRPG experience here. However, the start-and-stop combat loop may grate on <em>that</em> crowd.</p><p>It feels like Knights of Fiona wants to have <em>two</em> target audiences, but the preferences of one may hurt the attractiveness of the end product for the other.</p><figure class="kg-card kg-video-card kg-width-regular" data-kg-thumbnail="https://storage.ghost.io/c/2a/2f/2a2f38f0-4b71-407a-9c7e-18a9e2541980/content/media/2026/09/2026-08-30-19-30-04-00.56.26.905-00.57.43.177-seg2_thumb.jpg" data-kg-custom-thumbnail="">
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        </figure><h3 id="hitting-all-the-jrpg-tropes">Hitting All The JRPG Tropes</h3><p>The overall vibe of Knights is not going to be for everyone. The time from the first cinematic and mandatory tutorials to the first official mission in the game is nearly twenty minutes. To be fair, this is <em>very</em> typical of a JRPG. As a genre, these games are usually slow starters. The scenery-chewing voice acting is often over the top. Cinematics can veer into a silly direction. There are a <strong>lot</strong> of names, races, and lore to keep up with right from the start. Your health and stamina persist as a UI element on the screen and hitting an enemy pops up a damage number. As a lifelong fan of the genre, I expected all of this and enjoyed every bit, but it is an acquired taste. If you are not into JRPG-like fantasy games, Knights of Fiona is not changing your mind.</p><p>Gripes about the combat aside, the weapon loadout and party building are terrifically executed. Weapons have different stats, charged attacks, and secondary functions. A shop in the town allows you to reassign functions from one weapon to another, in essence making custom weapons. You collect glyphs from books discovered throughout the game that offer buffs to your character. Each has a point value with limited points to spend that increase as you level up. A restaurant in town has dishes that grant temporary buffs. The progression and loadout systems are genuinely well designed. </p><div class="kg-card kg-toggle-card" data-kg-toggle-state="close">
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                <h4 class="kg-toggle-heading-text"><span style="white-space: pre-wrap;">Comfort</span></h4>
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            <div class="kg-toggle-content"><p><span style="white-space: pre-wrap;">Knights of Fiona uses stick-based locomotion with an option for teleport movement. It also supports snap and smooth turning, with angle/speed options for each and a variable motion vignette. The accessibility options make it a safe choice for VR newcomers.</span></p></div>
        </div><p>Then there are the bugs. Thankfully, nothing that prevents progression or soft locks the campaign. Just sloppy little inconsistencies that weighed on me the longer I played. </p><ul><li>The game is voice-acted and subtitled in Japanese and English. However, some of the English subtitles do not match the spoken dialogue.</li><li>Some of the Japanese, like the names of at least two bosses, is not translated into English when they flash on screen.</li><li>There are multiple typos in the subtitles, including the <strong>name</strong> of a fairly important character when they are introduced.</li><li>The English dialogue sometimes cuts off, missing the last few words and advancing to the next character's line instead.</li><li>Sometimes the voice lines for AI party members stack on top of each other, doubling up the same line. In one mission, I had an ally go down and still keep speaking as if they were attacking.</li><li>There would randomly be a slight delay using the bow and arrow. You aim, fire, and a full second or two later, the arrow actually shoots off, usually missing the target that has already moved. </li><li>The skip cutscene button selectively works. If I was defeated and had to replay a mission, none of its cinematics were skippable. The 'skip' countdown would get to zero and the scene would continue on, ignoring my controller input.</li><li>After customizing my character, including changing the skin color, the original default hand models show up in some cutscenes, but not in others.</li></ul><figure class="kg-card kg-video-card kg-width-regular" data-kg-thumbnail="https://storage.ghost.io/c/2a/2f/2a2f38f0-4b71-407a-9c7e-18a9e2541980/content/media/2026/09/2026-08-30-19-30-04-00.26.28.731-00.28.45.708-seg1_thumb.jpg" data-kg-custom-thumbnail="">
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        </figure><h2 id="knights-of-fiona-reviewthe-final-verdict">Knights of Fiona Review - The Final Verdict</h2><p>Knights of Fiona feels like it wants to serve two masters: the free-to-play crowd and those seeking a layered fantasy campaign. These two play tug-of-war, resulting in a final product that is constantly at odds with itself and thus not truly <strong>great</strong> for either group. Ultimately, it lands right in the middle, with some satisfactory elements offset by bland combat on the battlefield. </p><p>Since it is free-to-start, I recommend at least giving Knights of Fiona a try if you are into fantasy action games to see if there is enough there to keep you interested. </p><figure class="kg-card kg-image-card"><img src="https://storage.ghost.io/c/2a/2f/2a2f38f0-4b71-407a-9c7e-18a9e2541980/content/images/2023/11/3-Stars.png" class="kg-image" alt="" loading="lazy" width="1500" height="546" srcset="https://storage.ghost.io/c/2a/2f/2a2f38f0-4b71-407a-9c7e-18a9e2541980/content/images/size/w600/2023/11/3-Stars.png 600w, https://storage.ghost.io/c/2a/2f/2a2f38f0-4b71-407a-9c7e-18a9e2541980/content/images/size/w1000/2023/11/3-Stars.png 1000w, https://storage.ghost.io/c/2a/2f/2a2f38f0-4b71-407a-9c7e-18a9e2541980/content/images/2023/11/3-Stars.png 1500w" sizes="(min-width: 720px) 720px"></figure><hr><p><em>UploadVR uses a 5-Star rating system for our game reviews – you can read a breakdown of each star rating in our </em><a href="https://www.uploadvr.com/uploadvr-review-guidelines/"><em>review guidelines</em></a><em>. </em></p> ]]></content:encoded>
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        <title><![CDATA[ Discovery: Rogue Planet Review - Ode To A Bygone Era Of Story-Based Shooters ]]></title>
        <description><![CDATA[ Discovery: Rogue Planet, out now for Quest 3, feels like it was ripped straight from the narrative FPS games of the late 90s &amp; early aughts, with all the good and bad that comes with that. ]]></description>
        <link>https://www.uploadvr.com/discovery-rogue-planet-review-ode-to-a-bygone-era-of-story-based-shooters/</link>
        <guid isPermaLink="false">6a95d8b298d85000014cb2e7</guid>
            <category><![CDATA[ VR Gaming ]]></category>
        <dc:creator><![CDATA[ Mike Johnson ]]></dc:creator>
        <pubDate>Thu, 03 Sep 2026 09:45:05 -0700</pubDate>
        <media:content url="https://storage.ghost.io/c/2a/2f/2a2f38f0-4b71-407a-9c7e-18a9e2541980/content/images/2026/09/uvr-RoguePlanetReview.png" medium="image"/>
        <content:encoded><![CDATA[ <p>Discovery: Rogue Planet, out now for Quest 3, feels like it was ripped straight from the narrative FPS games of the late '90s &amp; early aughts, with all the good and bad that comes with that.</p><p>Halo. <a href="https://www.uploadvr.com/system-shock-vr-announced-for-meta-quest-playstation-vr2-and-pc-vr/" rel="noreferrer">System Shock</a>. Metroid Prime. Turok. GoldenEye. BioShock. Any gamer thirty or older is at least familiar with story-based first-person shooters of yesteryear like these titles. Linear campaigns with a plethora of weapons and limited, highly predictable enemy behavior. That is <a href="https://www.uploadvr.com/discovery-rogue-planet-sci-fi-shooter-coming-to-pc-vr-and-quest-3/" rel="noreferrer">Discovery: Rogue Planet</a> in a nutshell with a liberal dose of generative AI thrown in.</p><div class="kg-card kg-callout-card kg-callout-card-grey"><div class="kg-callout-text"><b><strong style="white-space: pre-wrap;">The Facts</strong></b><br><br><b><strong style="white-space: pre-wrap;">What is it?</strong></b>: A sci-fi story-based shooter<br><b><strong style="white-space: pre-wrap;">Platforms</strong></b>: Meta Quest 3/3S (played on Quest 3)<br><b><strong style="white-space: pre-wrap;">Release Date</strong></b>: August 13, 2026<br><b><strong style="white-space: pre-wrap;">Developer</strong></b>: Immersmind Studio<br><b><strong style="white-space: pre-wrap;">Price:</strong></b> $14.99</div></div><p>You play as a stereotypically gruff bounty hunter on the planet Rogax, a frontier planet packed with hostile mercenaries and creatures. The story kicks off with taking a job cleaning vermin out of a farm. This mission doubles as a tutorial on basic weapon handling and customization, the inventory sling over your left shoulder, and a multitool akin to the one in <a href="https://www.uploadvr.com/star-wars-tales-from-the-galaxys-edge-full-review/" rel="noreferrer">Star Wars: Tales From the Galaxy's Edge</a>. </p><p>This mission also establishes the gameplay loop for the rest of the game. Cutscenes are presented as a series of comic-book-style 2D images on a black screen with some truly bad voice acting. Then off to a mostly contained map to explore, loot, and face loads of enemies with cringeworthily bad AI. <em>Run straight ahead and attack</em> is their single directive. </p><p>Each mission requires you to complete a series of tasks (find an item, repair broken equipment, eliminate enemies). Then you are back to a black screen for another few minutes of static image storytelling.</p><figure class="kg-card kg-video-card kg-width-regular" data-kg-thumbnail="https://storage.ghost.io/c/2a/2f/2a2f38f0-4b71-407a-9c7e-18a9e2541980/content/media/2026/09/com.stepico.Discovery-20260903-013842-0-00.09.50.231-00.10.54.991_thumb.jpg" data-kg-custom-thumbnail="">
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        </figure><h3 id="bad-vr-storytelling-powered-by-generative-ai">Bad VR Storytelling Powered By Generative AI</h3><p>These interludes and the voice acting within them are <em>bad</em>. Dialogue is full of stilted delivery, unnatural pauses and word inflections no human actor would ever perform. Ironically, the best realized character in the game is your silver-tongued <strong>robot</strong> companion Fifi, who sounds more human than the actual humans and humanoid races! The spoken dialogue has mismatches with the written text on screen. All of the images look like they were prompt-generated, including a baffling end credit image sequence that I won't spoil here.</p><p>It's frustrating, <em>not</em> because this content is AI-generated, as that is a larger discussion than I care to have in <em>this</em> review, but because it's just <em>bad</em> storytelling in a VR setting. We did not like it in <a href="https://www.uploadvr.com/soul-covenant-review/" rel="noreferrer">Soul Covenant</a> or <a href="https://www.uploadvr.com/system-critical-3-review-a-poorly-designed-arcade-shooter/" rel="noreferrer">System Critical 3</a> and we do not like it here. Physically removing you from the world and telling you to stand still and listen to mundane, badly delivered exposition while staring at grainy images for several minutes is very boring and the game suffers for it. The story being told is fine, but the delivery lets it down.</p><figure class="kg-card kg-video-card kg-width-regular" data-kg-thumbnail="https://storage.ghost.io/c/2a/2f/2a2f38f0-4b71-407a-9c7e-18a9e2541980/content/media/2026/09/com.stepico.Discovery-20260902-114158-0-01.17.26.916-01.18.17.356-seg2_thumb.jpg" data-kg-custom-thumbnail="">
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        </figure><h3 id="variety-keeps-things-interesting">Variety Keeps Things Interesting</h3><p>That said, Rogue Planet wins on variety. The game has well over twenty weapons, a good mix of knives, pistols, shotguns, and rifles that let you make the combat your own. Guns also come with different attachments to choose from. You can also color your weapons with spray cans found in stashes.</p><p>The campaign takes you through a mishmash of biomes like deserts, swamps and caves with creatures unique to each area. The level design is pretty good too, with a fair amount of verticality via ladders, loot chests, ammo, and new weapons to find. None of the combat is truly challenging due to the weak enemy AI, but the number of different weapons and environments was enough to keep me engaged and it was still satisfying to clear out a mob.</p><p>Occasionally, you drive to your next destination in a massive land rover controlled with two handles. Entire conversations occur during these sequences and it was such a refreshing change from the still images that I wish it happened more often.</p><figure class="kg-card kg-video-card kg-width-regular" data-kg-thumbnail="https://storage.ghost.io/c/2a/2f/2a2f38f0-4b71-407a-9c7e-18a9e2541980/content/media/2026/09/com.stepico.Discovery-20260902-114158-0-00.44.26.196-00.45.21.396-seg1_thumb.jpg" data-kg-custom-thumbnail="">
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                        <button class="kg-video-mute-icon kg-video-hide" aria-label="Mute">
                            <svg xmlns="http://www.w3.org/2000/svg" viewBox="0 0 24 24">
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        </figure><div class="kg-card kg-toggle-card" data-kg-toggle-state="close">
            <div class="kg-toggle-heading">
                <h4 class="kg-toggle-heading-text"><span style="white-space: pre-wrap;">Comfort</span></h4>
                <button class="kg-toggle-card-icon" aria-label="Expand toggle to read content">
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            <div class="kg-toggle-content"><p><span style="white-space: pre-wrap;">Discovery: Rogue Planet uses stick-based locomotion and does have an option for teleport movement. You can choose between snap and smooth turning with settings for each and every ladder has a 'grab here to teleport' option. </span></p><p><span style="white-space: pre-wrap;">Newer VR users will be fine with the other accessibility settings available.</span></p></div>
        </div><h3 id="dated-design">Dated Design</h3><p>Gunplay is functional and responsive aside from grab jank when reloading, but I wish the tablet you use for a map and switching your weapons out wasn't placed directly behind your ammo pouch and the knife wasn't above said pouch. Games like <a href="https://www.uploadvr.com/alien-rogue-incursion-review/" rel="noreferrer">Alien: Rogue Incursion</a>, <a href="https://www.uploadvr.com/metro-awakening-review-a-mesmerizing-tale-of-survival-in-moscows-dark-underworld/" rel="noreferrer">Metro Awakening</a>, and The Walking Dead: Saints &amp; Sinners series avoid this level of grab jank by never putting two different items in the same general area on your virtual body. It is not unplayable, just a nuisance when it counts. Using the tablet to switch weapons had me begging for a button-press-activated weapon wheel too, even if it would break immersion. I appreciate a virtual body inventory system, but the execution here is clunky. </p><p>I complimented the level <em>design</em>, but the graphical <em>fidelity</em> feels like it belongs in the era of those early 2000s shooters. Discovery: Rogue Planet is not a great-looking game, even by Quest standards. A <strong>lot</strong> gets crammed into these environments and maybe developer Immersmind ran into some overhead issues due to the sheer amount of things on screen, but unfortunately, a lot of the game is an eyesore. Sound design is similarly weak. Weapons don't sound impactful and would benefit from stronger controller haptics. None of this really hurts the game while playing it, but a coat of polish in all areas would certainly help.</p><p>On the upside, I did not have a single performance issue. The only bugs I encountered were the critters in the game and I had guns for those.</p><h2 id="discovery-rogue-planetthe-final-verdict">Discovery: Rogue Planet - The Final Verdict</h2><p>Rogue Planet doesn't outstay its welcome in its four to five hour runtime. At $14.99 with collectibles, in-game achievements, and an optional arena mode, it is priced appropriately for what it offers. It doesn't stack up with the very best VR has to offer in the genre, falling well short in story and visuals, but the retro-level story FPS formula still holds up, flaws and all.</p><p>I will not say whether or not you should buy and play this game solely due to the presence of generative AI, nor am I going to dock the final score simply for its inclusion. That is a personal choice for every gamer and a divisive topic these days. I will just say that the end result hurts the experience.</p><figure class="kg-card kg-image-card"><img src="https://storage.ghost.io/c/2a/2f/2a2f38f0-4b71-407a-9c7e-18a9e2541980/content/images/2023/11/3-Stars.png" class="kg-image" alt="" loading="lazy" width="1500" height="546" srcset="https://storage.ghost.io/c/2a/2f/2a2f38f0-4b71-407a-9c7e-18a9e2541980/content/images/size/w600/2023/11/3-Stars.png 600w, https://storage.ghost.io/c/2a/2f/2a2f38f0-4b71-407a-9c7e-18a9e2541980/content/images/size/w1000/2023/11/3-Stars.png 1000w, https://storage.ghost.io/c/2a/2f/2a2f38f0-4b71-407a-9c7e-18a9e2541980/content/images/2023/11/3-Stars.png 1500w" sizes="(min-width: 720px) 720px"></figure><hr><p><em>UploadVR uses a 5-Star rating system for our game reviews – you can read a breakdown of each star rating in our </em><a href="https://www.uploadvr.com/uploadvr-review-guidelines/"><em>review guidelines</em></a><em>. </em></p> ]]></content:encoded>
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        <title><![CDATA[ Steam Link&#x27;s Latest Public Beta Adds Wired USB Support On Quest Headsets ]]></title>
        <description><![CDATA[ Following Virtual Desktop&#39;s implementation of the feature, the latest Public Beta release for Valve&#39;s Steam Link on Quest adds support for wired USB PC streaming. ]]></description>
        <link>https://www.uploadvr.com/steam-links-latest-public-beta-adds-wired-usb-support-on-quest-headsets/</link>
        <guid isPermaLink="false">6a97730276f2ed000110f873</guid>
            <category><![CDATA[ VR Apps ]]></category>
        <dc:creator><![CDATA[ Luna ]]></dc:creator>
        <pubDate>Wed, 02 Sep 2026 14:56:06 -0700</pubDate>
        <media:content url="https://storage.ghost.io/c/2a/2f/2a2f38f0-4b71-407a-9c7e-18a9e2541980/content/images/2026/09/Steam-Link-for-Quest.webp" medium="image"/>
        <content:encoded><![CDATA[ <p>Following <a href="https://www.uploadvr.com/virtual-desktop-beta-adds-wired-usb-support-on-quest-headsets/" rel="noreferrer">Virtual Desktop's implementation of the feature</a>, the latest Public Beta release for <a href="https://www.meta.com/experiences/steam-link/5841245619310585/?ref=uploadvr.com" rel="noreferrer">Valve's Steam Link</a> on Quest adds support for wired USB PC streaming. </p><figure class="kg-card kg-image-card"><img src="https://storage.ghost.io/c/2a/2f/2a2f38f0-4b71-407a-9c7e-18a9e2541980/content/images/2026/09/HRKNCdJXUAAJ0WB.jpg" class="kg-image" alt="" loading="lazy" width="1080" height="710" srcset="https://storage.ghost.io/c/2a/2f/2a2f38f0-4b71-407a-9c7e-18a9e2541980/content/images/size/w600/2026/09/HRKNCdJXUAAJ0WB.jpg 600w, https://storage.ghost.io/c/2a/2f/2a2f38f0-4b71-407a-9c7e-18a9e2541980/content/images/size/w1000/2026/09/HRKNCdJXUAAJ0WB.jpg 1000w, https://storage.ghost.io/c/2a/2f/2a2f38f0-4b71-407a-9c7e-18a9e2541980/content/images/2026/09/HRKNCdJXUAAJ0WB.jpg 1080w" sizes="(min-width: 720px) 720px"></figure><p>Meta Horizon OS 2.5 and later includes <a href="https://developers.meta.com/horizon/documentation/android-apps/features-overview?ref=uploadvr.com" rel="noreferrer">Android USB networking (NCM) support</a>, meaning that apps can request a direct network link to a connected host computer over USB after the user approves the system-wide permission required to enable the feature.</p><figure class="kg-card kg-image-card"><img src="https://storage.ghost.io/c/2a/2f/2a2f38f0-4b71-407a-9c7e-18a9e2541980/content/images/2026/09/USBNCMPerm.jpg" class="kg-image" alt="" loading="lazy" width="2000" height="1221" srcset="https://storage.ghost.io/c/2a/2f/2a2f38f0-4b71-407a-9c7e-18a9e2541980/content/images/size/w600/2026/09/USBNCMPerm.jpg 600w, https://storage.ghost.io/c/2a/2f/2a2f38f0-4b71-407a-9c7e-18a9e2541980/content/images/size/w1000/2026/09/USBNCMPerm.jpg 1000w, https://storage.ghost.io/c/2a/2f/2a2f38f0-4b71-407a-9c7e-18a9e2541980/content/images/size/w1600/2026/09/USBNCMPerm.jpg 1600w, https://storage.ghost.io/c/2a/2f/2a2f38f0-4b71-407a-9c7e-18a9e2541980/content/images/2026/09/USBNCMPerm.jpg 2359w" sizes="(min-width: 720px) 720px"></figure><p>In the case of Steam Link, this works by simply plugging a data-capable USB-C cable into the headset after launching the app. An active USB connection is currently indicated by a cycling Wi-Fi signal on the SteamVR dock.</p><figure class="kg-card kg-video-card kg-width-regular" data-kg-thumbnail="https://storage.ghost.io/c/2a/2f/2a2f38f0-4b71-407a-9c7e-18a9e2541980/content/media/2026/09/VRLinkUSBNCM_thumb.jpg" data-kg-custom-thumbnail="">
            <div class="kg-video-container">
                <video src="https://storage.ghost.io/c/2a/2f/2a2f38f0-4b71-407a-9c7e-18a9e2541980/content/media/2026/09/VRLinkUSBNCM.mp4" poster="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" width="1920" height="1080" playsinline="" preload="metadata" style="aspect-ratio: 1920 / 1080; background: transparent url('https://storage.ghost.io/c/2a/2f/2a2f38f0-4b71-407a-9c7e-18a9e2541980/content/media/2026/09/VRLinkUSBNCM_thumb.jpg') 50% 50% / cover no-repeat;"></video>
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                            /<span class="kg-video-duration">0:11</span>
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                        <input type="range" class="kg-video-seek-slider" max="100" value="0">
                        <button class="kg-video-playback-rate" aria-label="Adjust playback speed">1×</button>
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                            <svg xmlns="http://www.w3.org/2000/svg" viewBox="0 0 24 24">
                                <path d="M16.177 4.3a.248.248 0 0 0 .073-.176v-1.1a1 1 0 0 0-1.061-1 9.728 9.728 0 0 0-7.924 4.85.249.249 0 0 1-.221.133H5.25a3 3 0 0 0-3 3v2a3 3 0 0 0 3 3h.114a.251.251 0 0 0 .177-.073ZM23.707 1.706A1 1 0 0 0 22.293.292l-22 22a1 1 0 0 0 0 1.414l.009.009a1 1 0 0 0 1.405-.009l6.63-6.631A.251.251 0 0 1 8.515 17a.245.245 0 0 1 .177.075 10.081 10.081 0 0 0 6.5 2.92 1 1 0 0 0 1.061-1V9.266a.247.247 0 0 1 .073-.176Z"></path>
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        </figure><p>You can join the Steam Link for Meta Quest Public Beta channel using <a href="https://www.meta.com/s/1hti7gedQ?ref=uploadvr.com" rel="noreferrer">Valve's official invite link</a> while signed in to your Meta account, and you can join the <strong>SteamVR Beta on PC</strong> by <a href="https://help.steampowered.com/en/faqs/view/4F5E-AD22-7402-2EAD?ref=uploadvr.com" rel="noreferrer">following these instructions</a>.</p><p>You should also opt into the <strong>Steam Client Beta on PC</strong> by <a href="https://help.steampowered.com/en/faqs/view/276C-85A0-C531-AFA3?ref=uploadvr.com" rel="noreferrer">following these instructions</a>, as this is a prerequisite for wired USB streaming without Wi-Fi. However, in my testing, Steam Link would still fail to find the host PC without an active Wi-Fi connection. It instead seemed to require the PC to be discovered over Wi-Fi before switching to USB streaming, so the feature may not yet be fully implemented in <a href="https://store.steampowered.com/news/app/250820/view/697648355380036491?ref=uploadvr.com" rel="noreferrer">the current release</a>.</p> ]]></content:encoded>
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        <title><![CDATA[ Starclash Immersive Animated Experience Out Now On Apple Vision Pro &amp; Quest ]]></title>
        <description><![CDATA[ The 33-minute immersive experience Starclash makes you the star of an animated film on Apple Vision Pro and Quest headsets. ]]></description>
        <link>https://www.uploadvr.com/starclash-immersive-film-out-not-on-apple-vision-pro-and-quest/</link>
        <guid isPermaLink="false">6a9846dc458cde0001866a7e</guid>
            <category><![CDATA[ VR Experiences ]]></category>
        <dc:creator><![CDATA[ James Tocchio ]]></dc:creator>
        <pubDate>Wed, 02 Sep 2026 14:07:48 -0700</pubDate>
        <media:content url="https://storage.ghost.io/c/2a/2f/2a2f38f0-4b71-407a-9c7e-18a9e2541980/content/images/2026/09/starclash-og.png" medium="image"/>
        <content:encoded><![CDATA[ <p>The 33-minute immersive experience makes you the star of an animated film on Apple Vision Pro and Meta Quest. </p><p>Out on Apple Vision Pro and Meta Quest, Starclash is an animated film that places you front and center as the star of the show. You will play the role of the film's main character, an aspiring singer and performer named Jack, as he reaches for fame, suffers sabotage at the hands of a rival, and pushes forward to regain his lost voice. </p><p>A trailer has been released, which you can see below: </p><figure class="kg-card kg-video-card kg-width-regular" data-kg-thumbnail="https://storage.ghost.io/c/2a/2f/2a2f38f0-4b71-407a-9c7e-18a9e2541980/content/media/2026/09/STARCLASH---Official-Trailer-Immersive-Animation_thumb.jpg" data-kg-custom-thumbnail="https://storage.ghost.io/c/2a/2f/2a2f38f0-4b71-407a-9c7e-18a9e2541980/content/images/2026/09/starclash-og-1.png">
            <div class="kg-video-container">
                <video src="https://storage.ghost.io/c/2a/2f/2a2f38f0-4b71-407a-9c7e-18a9e2541980/content/media/2026/09/STARCLASH---Official-Trailer-Immersive-Animation.mp4" poster="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" width="1920" height="1080" playsinline="" preload="metadata" style="aspect-ratio: 1920 / 1080; background: transparent url('https://storage.ghost.io/c/2a/2f/2a2f38f0-4b71-407a-9c7e-18a9e2541980/content/images/2026/09/starclash-og-1.png') 50% 50% / cover no-repeat;"></video>
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        </figure><p>Starclash comes from Tack Entertainment, a creative studio based in Hollywood and Tokyo, and was directed by Jack Yoshida. You experience Starclash seated, using no controllers on both Apple Vision Pro and Meta Quest.</p><p>Here are some additional key details as outlined in Starclash's press release: </p><p>• <strong>First-person embodiment</strong>: You don't just watch the story unfold; you enter the animated world as the protagonist to experience your own on-stage performances and red-carpet moments directly.<br>• <strong>Supported platforms</strong>: The experience is confirmed for both Apple Vision Pro and Meta Quest.<br>• <strong>The inciting incident</strong>: Jack makes it to the "Star Clash finals" but is poisoned by a toxin from a rival named Adrian. He loses five years of his life, while Adrian becomes a top star in his place.<br>• <strong>The main quest</strong>: Jack wakes up to discover he has lost his voice. With a "Star Clash remake" reunion show only a month away, he must travel to a place called Star Valley to heal and get his voice back.<br>• <strong>Thematic focus</strong>: The narrative builds up to a triumphant return to the stage, driven by his father's advice to "be the star the world needs."</p><p>Starclash is available as a free preview, with a $14.99 in-app purchase to unlock the entire experience. You can check it out on <a href="https://apps.apple.com/us/app/starclash-immersive-animation/id6770366685?ref=uploadvr.com" rel="noreferrer">Apple Vision Pro</a> and <a href="https://www.meta.com/experiences/starclash/1198711463333498/?ref=uploadvr.com" rel="noreferrer">Meta Quest</a>.</p> ]]></content:encoded>
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        <title><![CDATA[ Galápagos: The Last Eden Is An Android XR Interactive Wildlife Experience ]]></title>
        <description><![CDATA[ Galápagos: The Last Eden is an hour-long interactive Android XR experience made in collaboration with Google and narrated by Margot Robbie. ]]></description>
        <link>https://www.uploadvr.com/galapagos-the-last-eden-is-an-android-xr-interactive-wildlife-experience/</link>
        <guid isPermaLink="false">6a95d0df98d85000014cb2c0</guid>
            <category><![CDATA[ AR/MR Experiences ]]></category>
        <dc:creator><![CDATA[ Craig Storm ]]></dc:creator>
        <pubDate>Wed, 02 Sep 2026 07:57:33 -0700</pubDate>
        <media:content url="https://storage.ghost.io/c/2a/2f/2a2f38f0-4b71-407a-9c7e-18a9e2541980/content/images/2026/09/Screenshot-2026-09-01-at-6.16.27-AM.png" medium="image"/>
        <content:encoded><![CDATA[ <p>The hour-long Android XR experience is made in collaboration with Google and narrated by Margot Robbie.</p><p>Galápagos: The Last Eden will let visitors explore the wildlife, oceans and volcanic history of the Galápagos Islands through an interactive experience running on Xreal Aura at Venice Immersive this week.</p><p>The 60-minute experience was produced by documentary filmmaker and Atlantic Studios founder and CEO Anthony Geffen, directed by Lina Zilinskaite and Marcus Moresby, and narrated by Margot Robbie. It's made in collaboration with Google using Android XR and is competing at this year's Venice Immersive.</p><p>A representative for the project confirmed to UploadVR that the Venice presentation will run on Xreal Aura.</p><p>But Galápagos isn't simply an immersive nature film viewed through a headset. Visitors can interact with the environment as the experience explores the volcanic activity that formed the islands, their surrounding oceans, and the evolution and behavior of their wildlife.</p><h3 id="capturing-the-gal%C3%A1pagos-for-xr">Capturing The Galápagos For XR</h3><p>Geffen says the team used several specialized camera systems to capture the Galápagos in stereoscopic 180-degree video. The primary system was Blackmagic's URSA Cine Immersive, which uses dual 8K sensors, alongside a RED camera fitted with a specialized dual-lens VR rig for underwater footage and a custom-adapted drone for stereoscopic 180-degree aerial capture.</p><p>The experience also lets visitors have a personalized conversation with Charles Darwin using Google's Gemini Live API. The creators say Darwin's responses are grounded in research and material from the production, with a system prompt used to define his personality and speaking style. His animated appearance is driven using OpenXR blendshapes in Unity.</p><figure class="kg-card kg-image-card kg-card-hascaption"><img src="https://storage.ghost.io/c/2a/2f/2a2f38f0-4b71-407a-9c7e-18a9e2541980/content/images/2026/08/Galapagos_BTS-7.png" class="kg-image" alt="" loading="lazy" width="1512" height="851" srcset="https://storage.ghost.io/c/2a/2f/2a2f38f0-4b71-407a-9c7e-18a9e2541980/content/images/size/w600/2026/08/Galapagos_BTS-7.png 600w, https://storage.ghost.io/c/2a/2f/2a2f38f0-4b71-407a-9c7e-18a9e2541980/content/images/size/w1000/2026/08/Galapagos_BTS-7.png 1000w, https://storage.ghost.io/c/2a/2f/2a2f38f0-4b71-407a-9c7e-18a9e2541980/content/images/2026/08/Galapagos_BTS-7.png 1512w" sizes="(min-width: 720px) 720px"><figcaption><span style="white-space: pre-wrap;">Charles Darwin as seen in the experience, Photo: Atlantic Studios</span></figcaption></figure><p>Geffen has a long history of using emerging technology for immersive documentary storytelling. His company, <a href="https://atlanticstudios.co.uk/?ref=uploadvr.com" rel="noreferrer">Atlantic Productions</a>, and its former immersive arm, Alchemy Immersive, produced several VR experiences with Sir David Attenborough, including Micro Monsters and Kingdom of Plants. Atlantic Productions was also involved in the 2022 expedition with deep-sea mapping specialist Magellan that captured more than 700,000 images of Titanic to create a highly detailed <a href="https://www.magellan.gg/magellan-titanic-tt24/?ref=uploadvr.com" rel="noreferrer">digital twin of the wreck</a>. That scan later formed the basis of the National Geographic documentary Titanic: The Digital Resurrection.</p><figure class="kg-card kg-image-card kg-card-hascaption"><img src="https://storage.ghost.io/c/2a/2f/2a2f38f0-4b71-407a-9c7e-18a9e2541980/content/images/2026/08/MR_Galapagos.jpg" class="kg-image" alt="" loading="lazy" width="2000" height="1317" srcset="https://storage.ghost.io/c/2a/2f/2a2f38f0-4b71-407a-9c7e-18a9e2541980/content/images/size/w600/2026/08/MR_Galapagos.jpg 600w, https://storage.ghost.io/c/2a/2f/2a2f38f0-4b71-407a-9c7e-18a9e2541980/content/images/size/w1000/2026/08/MR_Galapagos.jpg 1000w, https://storage.ghost.io/c/2a/2f/2a2f38f0-4b71-407a-9c7e-18a9e2541980/content/images/size/w1600/2026/08/MR_Galapagos.jpg 1600w, https://storage.ghost.io/c/2a/2f/2a2f38f0-4b71-407a-9c7e-18a9e2541980/content/images/size/w2400/2026/08/MR_Galapagos.jpg 2400w" sizes="(min-width: 720px) 720px"><figcaption><span style="white-space: pre-wrap;">Margot Robbie narrates Galápagos: The Last Eden. Photo: Jessie Cohen PR &amp; Consulting</span></figcaption></figure><p>Robbie has a personal connection to the islands. She says she visited the Galápagos when she was 18 and was "completely captivated by them," and sees immersive technology as a way for audiences to develop a more personal connection with the islands and their wildlife.</p><h3 id="a-wider-android-xr-release-is-planned">A Wider Android XR Release Is Planned</h3><p>Galápagos won't be limited to its Venice presentation. A representative for the project tells UploadVR that the experience will be released on Google Play for Android XR devices, though no release date has been announced.</p><p>That means Xreal Aura won't be the only way to experience Galápagos. We've asked for more details on release timing and which Android XR devices will be supported.</p><figure class="kg-card kg-image-card kg-card-hascaption"><img src="https://storage.ghost.io/c/2a/2f/2a2f38f0-4b71-407a-9c7e-18a9e2541980/content/images/2026/08/Galapagos_TheLastEden_poster--1--3.png" class="kg-image" alt="" loading="lazy" width="2000" height="2989" srcset="https://storage.ghost.io/c/2a/2f/2a2f38f0-4b71-407a-9c7e-18a9e2541980/content/images/size/w600/2026/08/Galapagos_TheLastEden_poster--1--3.png 600w, https://storage.ghost.io/c/2a/2f/2a2f38f0-4b71-407a-9c7e-18a9e2541980/content/images/size/w1000/2026/08/Galapagos_TheLastEden_poster--1--3.png 1000w, https://storage.ghost.io/c/2a/2f/2a2f38f0-4b71-407a-9c7e-18a9e2541980/content/images/size/w1600/2026/08/Galapagos_TheLastEden_poster--1--3.png 1600w, https://storage.ghost.io/c/2a/2f/2a2f38f0-4b71-407a-9c7e-18a9e2541980/content/images/size/w2400/2026/08/Galapagos_TheLastEden_poster--1--3.png 2400w" sizes="(min-width: 720px) 720px"><figcaption><span style="white-space: pre-wrap;">Photo Credit: Atlantic Studios</span></figcaption></figure><p>Galápagos: The Last Eden is being shown in competition at Venice Immersive, which runs September 2-12 as part of the 83rd Venice International Film Festival.</p> ]]></content:encoded>
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    <item>
        <title><![CDATA[ New Trailer Reveals Project Hail Mary: Journey Among The Stars Gameplay ]]></title>
        <description><![CDATA[ A new trailer reveals gameplay of Project Hail Mary: Journey Among The Stars, a mixed reality experience launching on Quest, Pico, and Android XR this fall. ]]></description>
        <link>https://www.uploadvr.com/trailer-reveals-first-project-hail-mary-journey-among-the-stars-gameplay/</link>
        <guid isPermaLink="false">6a97535a76f2ed000110f833</guid>
            <category><![CDATA[ VR Gaming ]]></category>
        <dc:creator><![CDATA[ James Tocchio ]]></dc:creator>
        <pubDate>Wed, 02 Sep 2026 07:47:20 -0700</pubDate>
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        <content:encoded><![CDATA[ <p>The mixed reality experience from writer Andy Weir launches on Quest, Pico, and Android XR this fall.</p><p><a href="https://www.maze-theory.com/?ref=uploadvr.com" rel="noreferrer noopener">Maze Theory</a>&nbsp;has released a new trailer showing the first extended look at gameplay from their upcoming immersive mixed reality game Project Hail Mary: Journey Among the Stars. </p><p>Coming to "major MR and VR platforms" this fall, the game is developed in collaboration with Andy Weir, author of The Martian and Project Hail Mary, and is a completely new chapter in the Project Hail Mary story. </p><figure class="kg-card kg-video-card kg-width-regular" data-kg-thumbnail="https://storage.ghost.io/c/2a/2f/2a2f38f0-4b71-407a-9c7e-18a9e2541980/content/media/2026/09/Project-Hail-Mary-Journey-Among-the-Stars---Gameplay-Reveal-Trailer_thumb.jpg" data-kg-custom-thumbnail="https://storage.ghost.io/c/2a/2f/2a2f38f0-4b71-407a-9c7e-18a9e2541980/content/images/2026/09/project-hail-mary-gameplay-1.jpg">
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        </figure><p>You'll play as Ryland Grace, the main protagonist of Weir's novel and the character played by Ryan Gosling in the recently released film adaptation, as you experience a critical moment in the Hail Mary mission. The ship's systems are failing, and it's up to you to diagnose and solve the problem with the help of your friend Rocky, the alien intelligence whose partnership with Grace defines the story's emotional core.</p><p>You'll build a relationship with Rocky, bond over the course of the experience, and use your scientific and engineering skills to keep the Hail Mary intact and bring your world-saving cargo to Rocky's home planet. </p><p><a href="https://www.maze-theory.com/our-games/projecthailmaryvr?ref=uploadvr.com" rel="noreferrer noopener">Project Hail Mary: Journey Among the Stars</a>&nbsp;will launch on <a href="https://www.meta.com/experiences/project-hail-mary-journey-among-the-stars/26564792246496349/?srsltid=AfmBOoonEgMWVmL6Ivn3HbbAhACcVl2TMI3IcsCbTxg26hi1Ay1O-xPj&ref=uploadvr.com" rel="noreferrer">Meta Quest</a>, Pico, and Android XR in fall, 2026. </p> ]]></content:encoded>
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        <title><![CDATA[ Amelia&#x27;s Escape VR Review: A Promising Escape Room Puzzler Cut Too Short ]]></title>
        <description><![CDATA[ Amelia&#39;s Escape VR is a fine escape room puzzler, but its all-too-brief runtime makes it a tough sell for all but hardcore puzzle lovers. ]]></description>
        <link>https://www.uploadvr.com/amelias-escape-vr-review-a-promising-escape-room-puzzler-cut-too-short/</link>
        <guid isPermaLink="false">6a97146ab3d43f0001a3af73</guid>
            <category><![CDATA[ VR Gaming ]]></category>
        <dc:creator><![CDATA[ Mike Johnson ]]></dc:creator>
        <pubDate>Tue, 01 Sep 2026 15:12:37 -0700</pubDate>
        <media:content url="https://storage.ghost.io/c/2a/2f/2a2f38f0-4b71-407a-9c7e-18a9e2541980/content/images/2026/09/vlcsnap-2026-09-01-15h36m41s108.png" medium="image"/>
        <content:encoded><![CDATA[ <p>Amelia's Escape VR promises more than it ultimately delivers with a story that feels like it was just getting started when it ends.</p><p>I am not going to bury the lead here. <a href="https://www.uploadvr.com/amelias-escape-impressions-a-bit-de-myst-ifying/" rel="noreferrer">Amelia's Escape</a> is too short. I have played a number of environmental puzzle games in VR and can only recall a few that were less than two hours long: The Curious Tale of Stolen Pets, the first A Fisherman's Tale, Rogue Escape (if you figure out the controls quickly), and this game. </p><div class="kg-card kg-callout-card kg-callout-card-grey"><div class="kg-callout-text"><b><strong style="white-space: pre-wrap;">The Facts</strong></b><br><br><b><strong style="white-space: pre-wrap;">What is it?</strong></b> An escape room-style puzzle game<br><b><strong style="white-space: pre-wrap;">Platforms</strong></b>: <a href="https://store.steampowered.com/app/3263090/Amelias_Escape/?ref=uploadvr.com">Steam</a>, <a href="https://www.meta.com/experiences/amelias-escape/8224279467652677/?ref=uploadvr.com">Quest</a><br><b><strong style="white-space: pre-wrap;">Release Date</strong></b>: July 23, 2026<br><b><strong style="white-space: pre-wrap;">Developer</strong></b>: Reality Syndrome Symphony<br><b><strong style="white-space: pre-wrap;">Price:</strong></b> $14.99 </div></div><figure class="kg-card kg-video-card kg-width-regular" data-kg-thumbnail="https://storage.ghost.io/c/2a/2f/2a2f38f0-4b71-407a-9c7e-18a9e2541980/content/media/2026/09/amelias-escape---photos_thumb.jpg" data-kg-custom-thumbnail="">
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        </figure><p>After finishing in just over one hour, I was not even upset at the runtime, though I think for the price, there is nowhere near enough game here. I was frustrated because the story being set up was legitimately fascinating and felt incomplete. You play as the titular Amelia, a young British girl on a train to an unknown location when blue lights and streaks flash all around you. Then, after a few 'stops' you end up in the room that comprises the full game, a bunker-like science lab where a seemingly mad scientist obsessed with time travel has brought you. It is impossible to go any deeper into the story here without major spoilers, so I will just say that it feels like the start of a larger story without a proper payoff. </p><p>That all said, if you are just there for the puzzles, this is still a good time. Amelia's Escape is the type of game where you just <em>sit there</em> until you figure it out. The 'escape' is through a door locked by multiple keycards scattered throughout the room. To locate them all, you have to pay attention to everything in the room, more specifically any object you can interact with. Most escape room games like this in VR only allow you to interact with things you <em>need</em> to interact with. </p><div class="kg-card kg-toggle-card" data-kg-toggle-state="close">
            <div class="kg-toggle-heading">
                <h4 class="kg-toggle-heading-text"><span style="white-space: pre-wrap;">Comfort</span></h4>
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            <div class="kg-toggle-content"><p><span style="white-space: pre-wrap;">Amelia's Escape utilizes stick-based locomotion with options for smooth or snap turning and teleport movement. There is also a motion vignette, but a lack of customization for any of these options. If you have a fairly large space, roomscale is an option as well. </span></p></div>
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        </figure><p>That does not mean the game is too easy. Instead, you'll hold an object and think, 'What do I do with this?' There are context clues and Amelia occasionally says a bit <em>too</em> much, but this is still a game that requires you to think logically. <em>Okay, this says the number 1, but what does that mean?</em> There were three keycards I figured out in the first few minutes in the room, with the remaining batch taking the rest of the hour, walking back and forth, holding some random object unsure of its purpose. If you have played <a href="https://www.uploadvr.com/myst-vr-how-cyan-worlds-modernizing-pc-gaming-classic/" rel="noreferrer">Myst</a> or the <a href="https://www.uploadvr.com/i-expect-you-to-die-2-review/" rel="noreferrer">I Expect You To Die</a> series, this will feel very familiar to you. </p><div class="kg-card kg-toggle-card" data-kg-toggle-state="close">
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                <h4 class="kg-toggle-heading-text"><span style="white-space: pre-wrap;">PC Specs Used</span></h4>
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            <div class="kg-toggle-content"><p><span style="white-space: pre-wrap;">My PC uses a Ryzen 7 9850X3D processor with 32GB of DDR5 RAM and an RTX 5070 Ti GPU.</span></p><p><span style="white-space: pre-wrap;">This review was conducted using a Meta Quest 3 via the Virtual Desktop app on the Godlike graphics preset. </span></p><p><span style="white-space: pre-wrap;">Amelia's Escape does not have any settings to adjust graphics. </span></p><p><span style="white-space: pre-wrap;">You can find the minimum and recommended specs on the </span><a href="https://store.steampowered.com/app/3263090/Amelias_Escape/?ref=uploadvr.com" target="_blank" rel="noreferrer noopener"><span style="white-space: pre-wrap;">Steam</span></a><span style="white-space: pre-wrap;"> page to learn more. </span></p></div>
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        </figure><p>Visually, Amelia's Escape is on the bland side. After a few minutes exploring the room and realizing very little in the room could be interacted with, I started working out keycards with the things I <em>could</em> touch. The grab interactions were <em>mostly</em> jank free, but the hand/grab animations (or lack thereof) stick out. I also had to reset the room when one of the keycards I found fell through the floor and could not be retrieved. Thankfully, I remembered the solutions and caught up quickly even with some objects and lock boxes randomized to new locations.</p><h2 id="amelias-escape-vrthe-final-verdict">Amelia's Escape VR - The Final Verdict</h2><p>Amelia's Escape offers a satisfying bit of puzzle gameplay, but it is let down by an abrupt ending and a story that left me unfulfilled. Puzzle game lovers will get something out of this, but even then the short length makes it hard to justify its current $14.99 price tag. There are other similar games in the same price range with more to offer. Hardcore puzzle gamers only.</p><figure class="kg-card kg-image-card"><img src="https://storage.ghost.io/c/2a/2f/2a2f38f0-4b71-407a-9c7e-18a9e2541980/content/images/2023/11/3-Stars.png" class="kg-image" alt="" loading="lazy" width="1500" height="546" srcset="https://storage.ghost.io/c/2a/2f/2a2f38f0-4b71-407a-9c7e-18a9e2541980/content/images/size/w600/2023/11/3-Stars.png 600w, https://storage.ghost.io/c/2a/2f/2a2f38f0-4b71-407a-9c7e-18a9e2541980/content/images/size/w1000/2023/11/3-Stars.png 1000w, https://storage.ghost.io/c/2a/2f/2a2f38f0-4b71-407a-9c7e-18a9e2541980/content/images/2023/11/3-Stars.png 1500w" sizes="(min-width: 720px) 720px"></figure><hr><p><em>UploadVR uses a 5-Star rating system for our game reviews – you can read a breakdown of each star rating in our </em><a href="https://www.uploadvr.com/uploadvr-review-guidelines/"><em>review guidelines</em></a><em>. </em></p> ]]></content:encoded>
    </item>
    <item>
        <title><![CDATA[ Warplanes &amp; Prison Boss VR Are Quest&#x27;s Horizon+ Monthly Games For September 2026 ]]></title>
        <description><![CDATA[ From a modern combat flight game to a comedic prison gang simulator, here are Quest&#39;s Meta Horizon+ subscription monthly redeemable titles for September 2026. ]]></description>
        <link>https://www.uploadvr.com/warplanes-prison-boss-vr-are-quests-horizon-monthly-games-for-september-2026/</link>
        <guid isPermaLink="false">6a96fabeb3d43f0001a3af08</guid>
            <category><![CDATA[ VR Gaming ]]></category>
        <dc:creator><![CDATA[ James Tocchio ]]></dc:creator>
        <pubDate>Tue, 01 Sep 2026 15:07:40 -0700</pubDate>
        <media:content url="https://storage.ghost.io/c/2a/2f/2a2f38f0-4b71-407a-9c7e-18a9e2541980/content/images/2026/09/meta-horizon---september-2026.png" medium="image"/>
        <content:encoded><![CDATA[ <p>The Meta Horizon+ Games Catalog also gets seven new titles added to the subscription service. </p><p>It's the first of the month, and that means a whole new batch of games have been added to the Meta Horizon+ subscription service. September's Monthly Games are Warplanes: Air Corp and Prison Boss VR. </p><p>The rotating Games Catalog and Indie Catalog are also bolstered this month by a combined seven new titles:</p><ul><li>Cave Crave</li><li>Loop One: Done (which also gets a new VR-mode update)</li><li>I Am Cat</li><li>StarWave</li><li>BattleGlide</li><li>Cave Digger 2</li><li>Toy Monsters</li></ul><figure class="kg-card kg-bookmark-card"><a class="kg-bookmark-container" href="https://www.uploadvr.com/loop-one-done-early-access/"><div class="kg-bookmark-content"><div class="kg-bookmark-title">Loop One: Done Is A Roomscale Mixed Reality Sandbox About Automation</div><div class="kg-bookmark-description">Loop One: Done is a roomscale mixed reality sandbox game about automation that’s heading to Quest Early Access next week.</div><div class="kg-bookmark-metadata"><img class="kg-bookmark-icon" src="https://storage.ghost.io/c/2a/2f/2a2f38f0-4b71-407a-9c7e-18a9e2541980/content/images/icon/UploadCircle_favicon-c2ddb379-42d4-4254-8e61-fed7e2d9ebe3.png" alt=""><span class="kg-bookmark-author">UploadVR</span><span class="kg-bookmark-publisher">Henry Stockdale</span></div></div><div class="kg-bookmark-thumbnail"><img src="https://storage.ghost.io/c/2a/2f/2a2f38f0-4b71-407a-9c7e-18a9e2541980/content/images/thumbnail/Loop-One-Done---Promo-Poster---Early-Access-8acee8a6-de0b-4a0d-8da3-e071cd740e1d.png" alt="" onerror="this.style.display = 'none'"></div></a></figure><p>Let's take a closer look at the Monthly Games!</p><hr><figure class="kg-card kg-video-card kg-width-regular" data-kg-thumbnail="https://storage.ghost.io/c/2a/2f/2a2f38f0-4b71-407a-9c7e-18a9e2541980/content/media/2026/09/warplanes-air-corp_thumb.jpg" data-kg-custom-thumbnail="https://storage.ghost.io/c/2a/2f/2a2f38f0-4b71-407a-9c7e-18a9e2541980/content/images/2026/09/warplanes-thumb.jpg">
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        </figure><h3 id="warplanes-air-corp">Warplanes: Air Corp</h3><p><a href="https://www.meta.com/experiences/warplanes-air-corp/5014131998634540/?ref=uploadvr.com" rel="noreferrer">Warplanes: Air Corp</a> is an action-focused flight combat game that drops you into the cockpit of modern fighter jets and other aircraft to battle it out against enemy planes, drones, convoys, tanks, and military bases. The third release in the Warplanes series, which had previously focused on </p><p><a href="https://www.uploadvr.com/warplanes-ww1-fighters-review/">WW1 Fighters</a>&nbsp;and&nbsp;<a href="https://www.uploadvr.com/warplanes-battles-over-pacific-launch/">Battles Over Pacific</a>, Air Corp makes for a more modern aviation combat experience. </p><figure class="kg-card kg-bookmark-card"><a class="kg-bookmark-container" href="https://www.uploadvr.com/warplanes-air-corp-quest/"><div class="kg-bookmark-content"><div class="kg-bookmark-title">Warplanes: Air Corp Returns To VR Battlefields On Quest</div><div class="kg-bookmark-description">Warplanes: Air Corp takes VR aerial combat to the modern battlefield on Quest App Lab.</div><div class="kg-bookmark-metadata"><img class="kg-bookmark-icon" src="https://storage.ghost.io/c/2a/2f/2a2f38f0-4b71-407a-9c7e-18a9e2541980/content/images/icon/UploadCircle_favicon-a364f26a-85fe-474b-a3a9-58068e1bf9c0.png" alt=""><span class="kg-bookmark-author">UploadVR</span><span class="kg-bookmark-publisher">Henry Stockdale</span></div></div><div class="kg-bookmark-thumbnail"><img src="https://storage.ghost.io/c/2a/2f/2a2f38f0-4b71-407a-9c7e-18a9e2541980/content/images/thumbnail/warplanes_air_corp_screenshot_01-fd93f8cb-d234-4dcb-82d3-296cd3fdd48b.jpg" alt="" onerror="this.style.display = 'none'"></div></a></figure><hr><figure class="kg-card kg-video-card kg-width-regular" data-kg-thumbnail="https://storage.ghost.io/c/2a/2f/2a2f38f0-4b71-407a-9c7e-18a9e2541980/content/media/2026/09/prison-boss-vr_thumb.jpg" data-kg-custom-thumbnail="https://storage.ghost.io/c/2a/2f/2a2f38f0-4b71-407a-9c7e-18a9e2541980/content/images/2026/09/maxresdefault.jpg">
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        </figure><h3 id="prison-boss-vr">Prison Boss VR</h3><p><a href="https://www.meta.com/experiences/prison-boss-vr/3446712548672561/?ref=uploadvr.com" rel="noreferrer">Prison Boss VR</a> is a classic "job simulator" that tosses you into a prison cell and throws away the key. You'll spend your nights secretly building and running a small contraband business, crafting items to sell to your fellow inmates. Our review called Prison Boss VR "a breath of fresh air [...] with a [...] light-hearted and whimsical tone."</p><figure class="kg-card kg-bookmark-card"><a class="kg-bookmark-container" href="https://www.uploadvr.com/prison-boss-vr-review/"><div class="kg-bookmark-content"><div class="kg-bookmark-title">Prison Boss VR Review (PC VR): Job Simulator Meets The Life Of A Criminal</div><div class="kg-bookmark-description">Prison Boss VR is out on Quest today. Below is our original PC VR review published in September 2017. Job Simulator is still, even a year and a half after its release, one of the very first VR apps I put a new user inside. It just does so much</div><div class="kg-bookmark-metadata"><img class="kg-bookmark-icon" src="https://storage.ghost.io/c/2a/2f/2a2f38f0-4b71-407a-9c7e-18a9e2541980/content/images/icon/UploadCircle_favicon-1d26a033-79cf-43e8-af94-2318b019d466.png" alt=""><span class="kg-bookmark-author">UploadVR</span><span class="kg-bookmark-publisher">David Jagneaux</span></div></div><div class="kg-bookmark-thumbnail"><img src="https://storage.ghost.io/c/2a/2f/2a2f38f0-4b71-407a-9c7e-18a9e2541980/content/images/thumbnail/prison-boss-vr-2-84d7a935-3806-43fe-a064-032f6f2a8e94.jpg" alt="" onerror="this.style.display = 'none'"></div></a></figure><hr><h3 id="horizon-games-catalog-games">Horizon+ Games Catalog Games</h3><p>Horizon+ continues offering both a Games Catalog and Indie Games Catalog of Quest titles that any subscriber can access. Meta can add new games to and remove games from these catalogs at any time.</p><p>Here are all of the 100+ games included in the current combined&nbsp;<a href="https://www.meta.com/experiences/section/746836817401205/?ref=uploadvr.com" rel="noopener">Horizon+ Games Catalog</a>&nbsp;and <a href="https://www.meta.com/experiences/section/3170833353093973/?ref=uploadvr.com" rel="noreferrer">Indie Games Catalog</a> in the US:</p><ul><li>Action Hero</li><li>After the Fall</li><li>Alvo</li><li>Angry Birds VR: Isle of Pigs</li><li>Arcade Paradise VR</li><li>Asgard’s Wrath II</li><li>Audio Trip</li><li>Banners &amp; Bastions</li><li>Barbaria</li><li>Barbershop Simulator</li><li>BattleGlide</li><li>Beauty Salon Simulator VR</li><li>Blacktop Hoops</li><li>Breachers</li><li>Cactus Cowboy: Desert Warfare</li><li>Cave Crave</li><li>Cave Digger 2: Dig Harder</li><li>Chess Club</li><li>Coffee Quest VR</li><li>Cooking Clash</li><li>Crime Shop Simulator</li><li>Crisis Brigade 2: Reloaded</li><li>Darksword: Battle Eternity</li><li>Demeo</li><li>Dig VR</li><li>Discovery 2</li><li>Dragon Fist: VR Kung Fu</li><li>Dungeons of Eternity</li><li>Elements Divided</li><li>Escaping Wonderland</li><li>Espire 1: VR Operative</li><li>First Person Tennis - The Real Tennis Simulator</li><li>Fruit Ninja VR</li><li>Galaxy Kart</li><li>Genotype</li><li>Ghost Signal: A Stellaris Game</li><li>Golf+</li><li>Green Hell VR</li><li>Grill on Wheels</li><li>Hide The Corpse</li><li>I Am Cat</li><li>I Am Hamster: Simulator</li><li>I Expect You to Die 2</li><li>iB Cricket</li><li>In Death Unchained</li><li>Innkeeper VR</li><li>Into the Radius</li><li>Iron Guard</li><li>Iron Guard: Salvation</li><li>Ironlights</li><li>Job Simulator: The 2050 Archives</li><li>Killer Frequency</li><li>Laser Thief</li><li>Last Stand</li><li>Les Mills XR Bodycombat</li><li>Little Cities</li><li>Little Thief</li><li>Loop One: Done</li><li>Maestro</li><li>Medieval Dynasty New Settlement</li><li>Moss</li><li>Motion Soccer Pro</li><li>Onward</li><li>Outta Hand</li><li>Pets &amp; Stuff</li><li>Pistol Whip</li><li>Premium Bowling</li><li>Prison Boss VR</li><li>Project Demigod</li><li>Puzzling Places</li><li>Racket Club</li><li>Real VR Fishing</li><li>Red Matter 2</li><li>Retropolis 2: Never Say Goodbye</li><li>Runner</li><li>Shave &amp; Stuff</li><li>Shooty Fruity</li><li>Slot Car VR</li><li>StarWave</li><li>Stilt</li><li>Survival Nation</li><li>Surviving Mars: Pioneer</li><li>Synth Riders</li><li>Table Troopers</li><li>The 7th Guest VR</li><li>The Climb 2</li><li>The Curious Tale of the Stolen Pets</li><li>The Secret of Retropolis</li><li>The Thrill of the Fight</li><li>The Wizards</li><li>Thief Simulator VR: Greenview Street</li><li>Tiny Archers: Adam’s Tale</li><li>Titans Clinic VR</li><li>Toy Monsters</li><li>Ultimate Swing Golf</li><li>Vacation Simulator</li><li>Vibe Punch</li><li>Viral Descent</li><li>Walkabout Mini Golf</li><li>War of Wizards</li><li>Warplanes: Air Corp</li><li>We Are One</li><li>Zero Caliber: Reloaded</li></ul><p>Meta Horizon+ is a subscription service that gives players access to a monthly selection of games for $7.99 USD per month, or $59.99 USD a year. New&nbsp;<a href="https://www.meta.com/experiences/meta-horizon-plus/?intern_source=blog&intern_content=meta-horizon-plus-vr-subscription-service-february-glassbreakers-real-fishing-clay-hunt&ref=uploadvr.com" rel="noopener"><u>Horizon+ users can enjoy a one-month free trial</u></a>.</p> ]]></content:encoded>
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        <title><![CDATA[ Evangelion: Δ Cross Reflections Hands-On Preview Coming To San Francisco This Month ]]></title>
        <description><![CDATA[ A hands-on preview of Evangelion: Δ Cross Reflections is coming to San Francisco later this month. ]]></description>
        <link>https://www.uploadvr.com/evangelion-d-cross-reflections-hands-on-preview-coming-to-san-francisco-this-month/</link>
        <guid isPermaLink="false">6a96eac4b3d43f0001a3aecc</guid>
            <category><![CDATA[ VR Gaming ]]></category>
        <dc:creator><![CDATA[ James Tocchio ]]></dc:creator>
        <pubDate>Tue, 01 Sep 2026 10:05:44 -0700</pubDate>
        <media:content url="https://storage.ghost.io/c/2a/2f/2a2f38f0-4b71-407a-9c7e-18a9e2541980/content/images/2026/09/EVAXR_Hands-onPreview_banner.png" medium="image"/>
        <content:encoded><![CDATA[ <p>Pixelity Inc. has announced that a hands-on preview of its upcoming VR/MR experience Evangelion: Δ Cross Reflections is coming to San Francisco on September 25. </p><p>In addition to gameplay of the in-development game, the hands-on preview will showcase an AR experience with an as-yet-unannounced "major" Evangelion character and a VR experience in which players will explore a recreation of NERV headquarters.</p><p>To attend the free preview event in San Francisco, interested parties must apply to attend via an online form, <a href="https://docs.google.com/forms/d/e/1FAIpQLScysaPZ1Dvbhmwxywl6N4fj9rzWFzlNq6G2s6kPCmJk7tKJIg/viewform?ref=uploadvr.com" rel="noreferrer">which can be found here</a>. Approximately 80 participants will be selected and notified by email on September 22.</p><p>Supporting both VR and mixed reality gameplay, Evangelion: Δ Cross Reflections is the first installment in a planned trilogy that aims to cover all 26 episodes of the TV series. The immersive action-adventure will tell <strong>a new story</strong> from the perspective of an original protagonist who dreams of becoming a pilot, making connections between the anime's “key episodes” and the game's new characters.</p><p>“Players will enjoy the story set in the locations from the anime from their own perspective. Battles between Evangelions and Angels, various interactive elements, and engaging captivating storylines with original characters are also planned,” Pixelity noted in a press release.</p><p>Pixelity has not yet revealed specifics on platform or release date, listing "2027" and "various VR devices" in press documents. </p> ]]></content:encoded>
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        <title><![CDATA[ FitXR Expands Beyond VR With Personalized Smartphone Workouts ]]></title>
        <description><![CDATA[ FitXR is expanding beyond VR with a redesigned smartphone app, introducing personalized strength, cardio, and mobility workouts that can be completed without a headset. ]]></description>
        <link>https://www.uploadvr.com/fitxr-expands-beyond-vr-with-personalized-smartphone-workouts/</link>
        <guid isPermaLink="false">6a963534b7c1df0001436a4b</guid>
            <category><![CDATA[ Fitness ]]></category>
        <dc:creator><![CDATA[ Craig Storm ]]></dc:creator>
        <pubDate>Tue, 01 Sep 2026 07:07:15 -0700</pubDate>
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        <content:encoded><![CDATA[ <p>FitXR's redesigned smartphone app introduces personalized strength, cardio and mobility workouts that can be completed without a headset, with members able to move workouts between mobile and VR.</p><p>FitXR is expanding its fitness platform beyond VR with personalized mobile workouts that can be completed without a headset.</p><p>The new Mobile Workouts beta is launching through FitXR's redesigned app for <a href="https://apps.apple.com/us/app/fitxr-companion-app/id1634421621?ref=uploadvr.com" rel="noreferrer">iOS</a> and <a href="https://play.google.com/store/apps/details?id=com.fitxr.mobile&ref=uploadvr.com" rel="noreferrer">Android</a>, with short video workouts across strength, cardio and mobility based on a member's goals and fitness ability.</p><p>The mobile workouts are integrated into FitXR's Your Journey training plans. Once enabled, FitXR says they can begin appearing from a member's next Journey checkpoint. Members can also manually switch an existing Journey workout between VR and mobile from the phone.</p><p>I tried the new mobile workout system at launch. During setup, FitXR asked what equipment I had available, offering options including dumbbells, resistance bands, loop bands and a chair, as well as bodyweight-only workouts. I could then select either Casey or Dane as my coach.</p><p>FitXR's Atlas assistant says it will build sessions around a member's goals, while the selected coach demonstrates each movement. Workouts can also be adjusted for length, difficulty, style and available equipment.</p><p>In my testing, FitXR generated a mobile workout based on the preferences I selected during setup. The workout used short exercise videos, with my selected coach demonstrating each movement and Atlas guiding me through the session. I was also able to adjust the workout's length, difficulty, style and available equipment.</p><figure class="kg-card kg-video-card kg-width-regular kg-card-hascaption" data-kg-thumbnail="https://storage.ghost.io/c/2a/2f/2a2f38f0-4b71-407a-9c7e-18a9e2541980/content/media/2026/09/FitXR-Mobile-App-Workout-BETA_thumb.jpg" data-kg-custom-thumbnail="">
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            <figcaption><p><span style="white-space: pre-wrap;">FitXR Mobile Workouts (beta) running on iPhone.</span></p></figcaption>
        </figure><h2 id="your-journey-comes-to-mobile">Your Journey Comes To Mobile</h2><p>Speaking with UploadVR ahead of the update, FitXR CEO and co-founder Sam Cole said the company has historically given its mobile app less attention than its VR app.</p><p>"The headset is still the best place to work out we've ever built. What it can't do is be in your pocket," Cole said. "The phone is where people decide, plan, and adjust."</p><p>Cole said FitXR remains heavily invested in VR while looking for ways to support members outside the time they spend in a headset.</p><p>The redesigned mobile app now lets members view their Journey progress, see upcoming workouts and make changes to their training plan from their phone. Those decisions carry back to VR, allowing members to plan a workout before putting on their headset. FitXR says it has also rebuilt the app's navigation, class details, plan management and onboarding.</p><figure class="kg-card kg-image-card kg-card-hascaption"><img src="https://storage.ghost.io/c/2a/2f/2a2f38f0-4b71-407a-9c7e-18a9e2541980/content/images/2026/09/FitXR_Mobile_Key-Asset_01-1.png" class="kg-image" alt="" loading="lazy" width="1024" height="500" srcset="https://storage.ghost.io/c/2a/2f/2a2f38f0-4b71-407a-9c7e-18a9e2541980/content/images/size/w600/2026/09/FitXR_Mobile_Key-Asset_01-1.png 600w, https://storage.ghost.io/c/2a/2f/2a2f38f0-4b71-407a-9c7e-18a9e2541980/content/images/size/w1000/2026/09/FitXR_Mobile_Key-Asset_01-1.png 1000w, https://storage.ghost.io/c/2a/2f/2a2f38f0-4b71-407a-9c7e-18a9e2541980/content/images/2026/09/FitXR_Mobile_Key-Asset_01-1.png 1024w" sizes="(min-width: 720px) 720px"><figcaption><span style="white-space: pre-wrap;">Photo: FitXR</span></figcaption></figure><p>The mobile update builds on FitXR's <a href="https://www.uploadvr.com/fitxr-journey-workout-recommendations-july-update/" rel="noreferrer">introduction of Your Journey</a> earlier this year. Journey shifted the app toward providing members with an ongoing training plan, recommending workouts based on their goals and preferences rather than leaving them to choose every class themselves.</p><p>FitXR has continued iterating on Journey since launch, and Cole told UploadVR that community feedback has already influenced its roadmap.</p><p>A new <a href="https://www.meta.com/en-gb/experiences/app/developer-post/1067121126249897/?ref=uploadvr.com" rel="noreferrer">Smart Intensity</a> feature now asks members to rate how difficult a workout felt after each class. At each checkpoint, Journey uses those ratings to recommend increasing the intensity, holding steady or easing off.</p><p>The feedback prompt can be disabled, in which case FitXR says Journey will continue making recommendations based on recent workout results.</p><p>"We want our customers to feel like, 'Oh wow, the system really knows and understands me and my goals,'" Cole said.</p><figure class="kg-card kg-image-card kg-card-hascaption"><img src="https://storage.ghost.io/c/2a/2f/2a2f38f0-4b71-407a-9c7e-18a9e2541980/content/images/2026/09/673716021_1409908754390705_989398878436950929_n.png" class="kg-image" alt="" loading="lazy" width="2000" height="1125" srcset="https://storage.ghost.io/c/2a/2f/2a2f38f0-4b71-407a-9c7e-18a9e2541980/content/images/size/w600/2026/09/673716021_1409908754390705_989398878436950929_n.png 600w, https://storage.ghost.io/c/2a/2f/2a2f38f0-4b71-407a-9c7e-18a9e2541980/content/images/size/w1000/2026/09/673716021_1409908754390705_989398878436950929_n.png 1000w, https://storage.ghost.io/c/2a/2f/2a2f38f0-4b71-407a-9c7e-18a9e2541980/content/images/size/w1600/2026/09/673716021_1409908754390705_989398878436950929_n.png 1600w, https://storage.ghost.io/c/2a/2f/2a2f38f0-4b71-407a-9c7e-18a9e2541980/content/images/2026/09/673716021_1409908754390705_989398878436950929_n.png 2048w" sizes="(min-width: 720px) 720px"><figcaption><span style="white-space: pre-wrap;">Photo: FitXR</span></figcaption></figure><h2 id="how-fitxr-builds-a-mobile-workout">How FitXR Builds A Mobile Workout</h2><p>FitXR describes its new mobile sessions as "made-to-order" classes. Instead of matching a member with an existing prerecorded class, the company says each session is assembled on demand around their goals, stated preferences and readiness to train that day.</p><p>Movement selection, sequencing, intervals and intensity can vary, meaning two members pursuing the same goal can receive different sessions.</p><p>The mobile onboarding process adds several other inputs. Members tell FitXR what equipment they have available and choose a coach before their first workout.</p><figure class="kg-card kg-image-card kg-card-hascaption"><img src="https://storage.ghost.io/c/2a/2f/2a2f38f0-4b71-407a-9c7e-18a9e2541980/content/images/2026/09/IMG_2377.PNG" class="kg-image" alt="" loading="lazy" width="1290" height="2796" srcset="https://storage.ghost.io/c/2a/2f/2a2f38f0-4b71-407a-9c7e-18a9e2541980/content/images/size/w600/2026/09/IMG_2377.PNG 600w, https://storage.ghost.io/c/2a/2f/2a2f38f0-4b71-407a-9c7e-18a9e2541980/content/images/size/w1000/2026/09/IMG_2377.PNG 1000w, https://storage.ghost.io/c/2a/2f/2a2f38f0-4b71-407a-9c7e-18a9e2541980/content/images/2026/09/IMG_2377.PNG 1290w" sizes="(min-width: 720px) 720px"><figcaption><span style="white-space: pre-wrap;">Mobile Workouts can account for the equipment a member has available. Photo: UploadVR</span></figcaption></figure><p>The workouts themselves are presented as short exercise videos. Atlas guides the session, while the selected coach demonstrates the movements. FitXR currently offers Casey, described in the app as "High energy, no BS," and Dane, described as a "Daily mood booster."</p><figure class="kg-card kg-gallery-card kg-width-wide kg-card-hascaption"><div class="kg-gallery-container"><div class="kg-gallery-row"><div class="kg-gallery-image"><img src="https://storage.ghost.io/c/2a/2f/2a2f38f0-4b71-407a-9c7e-18a9e2541980/content/images/2026/09/IMG_2378.PNG" width="1290" height="2796" loading="lazy" alt="" srcset="https://storage.ghost.io/c/2a/2f/2a2f38f0-4b71-407a-9c7e-18a9e2541980/content/images/size/w600/2026/09/IMG_2378.PNG 600w, https://storage.ghost.io/c/2a/2f/2a2f38f0-4b71-407a-9c7e-18a9e2541980/content/images/size/w1000/2026/09/IMG_2378.PNG 1000w, https://storage.ghost.io/c/2a/2f/2a2f38f0-4b71-407a-9c7e-18a9e2541980/content/images/2026/09/IMG_2378.PNG 1290w" sizes="(min-width: 720px) 720px"></div><div class="kg-gallery-image"><img src="https://storage.ghost.io/c/2a/2f/2a2f38f0-4b71-407a-9c7e-18a9e2541980/content/images/2026/09/IMG_2379.PNG" width="1290" height="2796" loading="lazy" alt="" srcset="https://storage.ghost.io/c/2a/2f/2a2f38f0-4b71-407a-9c7e-18a9e2541980/content/images/size/w600/2026/09/IMG_2379.PNG 600w, https://storage.ghost.io/c/2a/2f/2a2f38f0-4b71-407a-9c7e-18a9e2541980/content/images/size/w1000/2026/09/IMG_2379.PNG 1000w, https://storage.ghost.io/c/2a/2f/2a2f38f0-4b71-407a-9c7e-18a9e2541980/content/images/2026/09/IMG_2379.PNG 1290w" sizes="(min-width: 720px) 720px"></div></div></div><figcaption><p><span style="white-space: pre-wrap;">Photos: UploadVR</span></p></figcaption></figure><p>Members aren't locked into the workout FitXR initially creates. An Edit Workout menu lets them change its length, difficulty, style and equipment, causing the workout to be adjusted around those selections.</p><p>The connection between mobile and VR also works in both directions. FitXR lets members change a scheduled VR workout to a mobile workout, while a mobile workout can be switched back to VR.</p><figure class="kg-card kg-gallery-card kg-width-wide kg-card-hascaption"><div class="kg-gallery-container"><div class="kg-gallery-row"><div class="kg-gallery-image"><img src="https://storage.ghost.io/c/2a/2f/2a2f38f0-4b71-407a-9c7e-18a9e2541980/content/images/2026/09/IMG_2369.PNG" width="1290" height="2796" loading="lazy" alt="" srcset="https://storage.ghost.io/c/2a/2f/2a2f38f0-4b71-407a-9c7e-18a9e2541980/content/images/size/w600/2026/09/IMG_2369.PNG 600w, https://storage.ghost.io/c/2a/2f/2a2f38f0-4b71-407a-9c7e-18a9e2541980/content/images/size/w1000/2026/09/IMG_2369.PNG 1000w, https://storage.ghost.io/c/2a/2f/2a2f38f0-4b71-407a-9c7e-18a9e2541980/content/images/2026/09/IMG_2369.PNG 1290w" sizes="(min-width: 720px) 720px"></div><div class="kg-gallery-image"><img src="https://storage.ghost.io/c/2a/2f/2a2f38f0-4b71-407a-9c7e-18a9e2541980/content/images/2026/09/IMG_2384.PNG" width="1290" height="2796" loading="lazy" alt="" srcset="https://storage.ghost.io/c/2a/2f/2a2f38f0-4b71-407a-9c7e-18a9e2541980/content/images/size/w600/2026/09/IMG_2384.PNG 600w, https://storage.ghost.io/c/2a/2f/2a2f38f0-4b71-407a-9c7e-18a9e2541980/content/images/size/w1000/2026/09/IMG_2384.PNG 1000w, https://storage.ghost.io/c/2a/2f/2a2f38f0-4b71-407a-9c7e-18a9e2541980/content/images/2026/09/IMG_2384.PNG 1290w" sizes="(min-width: 720px) 720px"></div></div></div><figcaption><p><span style="white-space: pre-wrap;">Switching between VR and Mobile workouts. Photo: UploadVR</span></p></figcaption></figure><p>FitXR VP of Product Rob Mayes says the company is launching Mobile Workouts as a beta so it can gather feedback from members before expanding the feature.</p><p>"Our best feature releases have all started as betas because our community is the most reliable source of truth we have," Mayes said.</p><p>The Mobile Workouts beta is available as an opt-in for existing FitXR members at no additional cost, while some new users will receive access through an A/B test. The redesigned FitXR mobile app is available on <a href="https://apps.apple.com/us/app/fitxr-companion-app/id1634421621?ref=uploadvr.com" rel="noreferrer">iOS</a> and <a href="https://play.google.com/store/apps/details?id=com.fitxr.mobile&ref=uploadvr.com" rel="noreferrer">Android</a>. <a href="https://www.meta.com/experiences/fitxr/2327205800645550/?ref=uploadvr.com" rel="noreferrer">FitXR membership</a> currently costs $12.99 per month, or $107.99 annually.</p><p></p> ]]></content:encoded>
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        <title><![CDATA[ Empire At Sea Brings A Shared Mixed Reality Drama To Venice Immersive ]]></title>
        <description><![CDATA[ Interactive mixed reality drama Empire At Sea stars Orlando Jones and Ayelet Zurer, with a new trailer debuting exclusively on UploadVR. ]]></description>
        <link>https://www.uploadvr.com/empire-at-sea-brings-a-shared-adrama-to-venice-immersive/</link>
        <guid isPermaLink="false">6a92f6738216940001cb41ab</guid>
            <category><![CDATA[ Location-Based ]]></category>
        <dc:creator><![CDATA[ Craig Storm ]]></dc:creator>
        <pubDate>Tue, 01 Sep 2026 03:34:02 -0700</pubDate>
        <media:content url="https://storage.ghost.io/c/2a/2f/2a2f38f0-4b71-407a-9c7e-18a9e2541980/content/images/2026/08/empire_at_sea-1.jpg" medium="image"/>
        <content:encoded><![CDATA[ <p>The interactive production stars Orlando Jones, Ayelet Zurer and others, with a new trailer debuting exclusively on UploadVR.</p><p>A group of ten people wearing Apple Vision Pro gathers around a table. Through passthrough mixed reality, volumetrically captured actors appear within the scene in front of them, while viewers can move around the table, change their perspective and take part in a branching story.</p><p>That's the setup for Empire At Sea, a new 22-minute immersive drama from director Peter Flaherty premiering in competition at <a href="https://www.labiennale.org/en/cinema/2026/venice-immersive-0?ref=uploadvr.com">Venice Immersive</a> this week. The creators describe it as a "solarpunk AR drama", drawing on a science-fiction genre that imagines more sustainable futures.</p><p>Venice Immersive runs September 2-12 as part of the 83rd Venice International Film Festival, with Empire At Sea among the projects competing in this year's immersive program.</p><p>UploadVR can exclusively reveal a new trailer for Empire At Sea below.</p><figure class="kg-card kg-video-card kg-width-regular kg-card-hascaption" data-kg-thumbnail="https://storage.ghost.io/c/2a/2f/2a2f38f0-4b71-407a-9c7e-18a9e2541980/content/media/2026/08/fla_emp_teaser_260814d_thumb.jpg" data-kg-custom-thumbnail="">
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            <figcaption><p><span style="white-space: pre-wrap;">Video Credit: Flaherty Pictures</span></p></figcaption>
        </figure><p>Empire At Sea follows a group of climate scientists who move to a remote oil rig to try to build a sustainable community at sea. Their experiment takes on a very different purpose after a catastrophic event devastates the mainland and leaves them cut off from the outside world.</p><p>The story picks up five years later, when a young woman named Lani spots a boat on the horizon. It's the first sign of civilization the community has seen since the disaster, forcing them to decide whether to welcome the strangers or keep them away by force.</p><h3 id="a-shared-story-around-the-table"><strong>A Shared Story Around The Table</strong></h3><p>The story plays out around a custom-built LED table, with Vision Pro blending the volumetrically captured performers into the physical scene. Ten participants can move around the table simultaneously and follow the action from different positions, while participatory elements influence the branching narrative.</p><p>The cast includes Orlando Jones (American Gods), Ayelet Zurer (Munich), Geoffrey Arend (Goliath), Beth Grant (No Country for Old Men), Imani Jade Powers and Mary Chieffo. The actors were <a href="https://www.uploadvr.com/4dv-ai-webxr-demo-volumetric-6dof-video/?utm_source=chatgpt.com" rel="noreferrer">volumetrically captured</a> for the production, which uses technology from <a href="https://www.4dv.ai/?ref=uploadvr.com" rel="noreferrer">4DV.ai</a>. Flaherty previously created the AR and projection-mapping experience The Dial, shown at Sundance in 2019, and served as creative director for Marvel Studios and Disney's Eternals AR project in 2021, among other immersive media projects.</p><h3 id="beyond-venice">Beyond Venice</h3><p>Empire At Sea was commissioned by <a href="https://www.lincolncenter.org/home?ref=uploadvr.com" rel="noreferrer">Lincoln Center</a> and <a href="https://www.asugammage.com/?ref=uploadvr.com" rel="noreferrer">ASU Gammage</a>, and Venice won't be the only place to experience it. The production is scheduled to appear at Lincoln Center in January 2027, and its press notes say versions are also planned for VR headsets and mobile phones for at-home audiences.</p><p>Specific platforms and release timing haven't yet been announced.</p> ]]></content:encoded>
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        <title><![CDATA[ Gunman Contracts Stand Alone, Said To Launch &quot;Alongside Steam Frame&quot;, Releases Next Week ]]></title>
        <description><![CDATA[ Gunman Contracts - Stand Alone, which the developer once said would launch &quot;alongside Steam Frame&quot;, releases next week on Steam. ]]></description>
        <link>https://www.uploadvr.com/gunman-contracts-stand-alone-said-to-launch-alongside-steam-frame-releases-next-week/</link>
        <guid isPermaLink="false">6a95b78198d85000014cb272</guid>
            <category><![CDATA[ VR Gaming ]]></category>
        <dc:creator><![CDATA[ Mike Johnson ]]></dc:creator>
        <pubDate>Tue, 01 Sep 2026 02:13:39 -0700</pubDate>
        <media:content url="https://storage.ghost.io/c/2a/2f/2a2f38f0-4b71-407a-9c7e-18a9e2541980/content/images/2026/08/GMC---Keyart-2-3.png" medium="image"/>
        <content:encoded><![CDATA[ <p>Gunman Contracts, a John Wick-style first-person shooter that started as a mod for Half-Life: Alyx, launches in Early Access on September 10 on Steam.</p><p>We normally do not traffic in copium, but this is a curious bit of news. At the August VR Games Showcase, developer ANB_Seth's mod-turned-standalone title Gunman Contracts announced it would launch on Steam as a hybrid title (supporting VR and non-VR gameplay) "alongside Steam Frame" in 2026. </p><figure class="kg-card kg-bookmark-card"><a class="kg-bookmark-container" href="https://www.uploadvr.com/gunman-contracts-stand-alone-will-launch-alongside-steam-frame/"><div class="kg-bookmark-content"><div class="kg-bookmark-title">Gunman Contracts Stand Alone Will Launch Alongside Steam Frame</div><div class="kg-bookmark-description">Gunman Contracts Stand Alone, the action-movie inspired shooter, will launch in Early Access alongside Steam Frame’s eventual release.</div><div class="kg-bookmark-metadata"><img class="kg-bookmark-icon" src="https://storage.ghost.io/c/2a/2f/2a2f38f0-4b71-407a-9c7e-18a9e2541980/content/images/icon/UploadCircle_favicon-44c3c03e-fba9-413d-aa06-924f7cedfe79.png" alt=""><span class="kg-bookmark-author">UploadVR</span><span class="kg-bookmark-publisher">James Tocchio</span></div></div><div class="kg-bookmark-thumbnail"><img src="https://storage.ghost.io/c/2a/2f/2a2f38f0-4b71-407a-9c7e-18a9e2541980/content/images/thumbnail/GMC---Keyart-2-9680fa97-aa86-47af-b8a8-56b63e6b2851.png" alt="" onerror="this.style.display = 'none'"></div></a></figure><p>Due to that promise, the game has since been closely monitored by a segment of the gaming community tracking any possible Steam Frame news. Earlier today, the <a href="https://store.steampowered.com/app/2421750/Gunman_Contracts__Stand_Alone/?ref=uploadvr.com">Steam listing</a> was updated with a release date of September 10. Valve itself has not, at the time of this article, officially confirmed a release date for its new headset. The developer made a brief statement with the release date announcement on Reddit:</p><blockquote>Note: While the initial plan was to launch the same day as Steam Frame, we ultimately decided to choose our own launch timing. But we still have full trust that Steam Frame will be coming this Summer, as this is Valve's last standing statement. So we wanted to pick a date that will make sure that Gunman Contracts - Stand Alone will be available close to any possible Steam Frame Summer-release.</blockquote><p>In Gunman Contracts, you play as a professional hitman working for a mysterious order that has vowed to dispense justice to the criminal underworld. The Early Access launch will include three contracts, with three more reportedly already in development.</p><p>Gunman Contracts can be wishlisted now on <a href="https://uploadvr.ghost.io/ghost/?ref=uploadvr.com#/editor/post/6a95b78198d85000014cb272">Steam</a>.</p> ]]></content:encoded>
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        <title><![CDATA[ BRINK Traveler Brings One Of Its Real-World Locations To Virtual Desktop ]]></title>
        <description><![CDATA[ Virtual Desktop added a new environment from BRINK Traveler, bringing a stunning 3D capture of Iceland&#39;s Landmannalaugar to Guy Godin&#39;s popular VR PC streaming app. ]]></description>
        <link>https://www.uploadvr.com/brink-traveler-brings-one-of-its-real-world-locations-to-virtual-desktop/</link>
        <guid isPermaLink="false">6a90f1d28216940001cb40b1</guid>
            <category><![CDATA[ VR Apps ]]></category>
        <dc:creator><![CDATA[ Craig Storm ]]></dc:creator>
        <pubDate>Tue, 01 Sep 2026 02:08:51 -0700</pubDate>
        <media:content url="https://storage.ghost.io/c/2a/2f/2a2f38f0-4b71-407a-9c7e-18a9e2541980/content/images/2026/08/VRDesktop.BRINKXR.jpeg" medium="image"/>
        <content:encoded><![CDATA[ <p>Virtual Desktop added a new environment from BRINK Traveler, bringing a stunning 3D capture of Iceland's Landmannalaugar to Guy Godin's popular VR PC streaming app.</p><p><a href="https://www.meta.com/experiences/brink-traveler/3635172946605196/?ref=uploadvr.com" rel="noreferrer">BRINK Traveler</a> brings real-world destinations into VR as explorable 3D environments captured on location by developer BRINK XR. Unlike 360-degree photos and videos that limit users to a fixed viewpoint, BRINK's locations let you move around a small area with six degrees of freedom, giving a better sense of their scale and depth.</p><figure class="kg-card kg-image-card kg-card-hascaption"><img src="https://storage.ghost.io/c/2a/2f/2a2f38f0-4b71-407a-9c7e-18a9e2541980/content/images/2026/08/Screenshot-2026-08-27-at-10.46.33---PM-1.png" class="kg-image" alt="" loading="lazy" width="2000" height="1112" srcset="https://storage.ghost.io/c/2a/2f/2a2f38f0-4b71-407a-9c7e-18a9e2541980/content/images/size/w600/2026/08/Screenshot-2026-08-27-at-10.46.33---PM-1.png 600w, https://storage.ghost.io/c/2a/2f/2a2f38f0-4b71-407a-9c7e-18a9e2541980/content/images/size/w1000/2026/08/Screenshot-2026-08-27-at-10.46.33---PM-1.png 1000w, https://storage.ghost.io/c/2a/2f/2a2f38f0-4b71-407a-9c7e-18a9e2541980/content/images/size/w1600/2026/08/Screenshot-2026-08-27-at-10.46.33---PM-1.png 1600w, https://storage.ghost.io/c/2a/2f/2a2f38f0-4b71-407a-9c7e-18a9e2541980/content/images/size/w2400/2026/08/Screenshot-2026-08-27-at-10.46.33---PM-1.png 2400w" sizes="(min-width: 720px) 720px"><figcaption><span style="white-space: pre-wrap;">BRINK Traveler's library includes captured locations from around the world, including Landmannalaugar, Iceland. Photo: BRINK XR</span></figcaption></figure><p><a href="https://www.vrdesktop.net/?ref=uploadvr.com" rel="noreferrer">Virtual Desktop</a> lets VR headset owners access their computers from inside a headset, stream PC VR games, watch media, and use virtual screens within a choice of immersive environments. Its latest update adds BRINK's <a href="https://www.meta.com/experiences/quest/developer-post/2605754273206716/?ref=uploadvr.com" rel="noreferrer">Iceland Riverbed</a> to those surroundings.</p><p>I spent some time in the new environment before speaking with BRINK XR co-founder Akin Bilgic, who told me the collaboration grew out of something the three-person studio has wanted to do for years.</p><h2 id="from-brink-traveler-to-your-virtual-home">From BRINK Traveler To Your Virtual Home</h2><p>When BRINK Traveler <a href="https://www.uploadvr.com/brink-traveler-impressions/" rel="noreferrer">launched on Quest in 2021</a>, it came with a bonus Quest home environment based on one of its locations. Bilgic says the response convinced the team there was an opportunity to do more.</p><p>"We've wanted to do more," Bilgic told me. "These locations are all perfect. It's like the desktop wallpaper of VR."</p><p>BRINK continued talking with Meta about bringing more of its locations to Quest home environments, but Bilgic says those efforts eventually stalled as Meta's priorities shifted.</p><p>The team explored other possibilities before Bilgic eventually approached Godin about bringing one of BRINK's locations to Virtual Desktop.</p><p>"There's a lot of Virtual Desktop users," Bilgic said, noting his respect for an app that has remained popular despite years of competing alternatives. "That app has stood the test of time."</p><p>There was one problem. Getting a BRINK environment running inside Virtual Desktop wasn't as simple as moving it from one app to another.</p><h2 id="making-room-for-virtual-desktop">Making Room For Virtual Desktop</h2><p>BRINK's environments already push standalone hardware hard. Bilgic says roughly 90% of the team's work involves optimizing the experience to run on VR headsets, something BRINK has been wrestling with since shifting its original PC-focused project to the first Quest.</p><p>"When you're in our locations in our app, the Quest is redlined," Bilgic said. "It's using all the resources."</p><p>Virtual Desktop can't give an environment that luxury.</p><p>Virtual Desktop still needs resources to handle PC streaming, virtual displays and PC VR gaming while rendering the environment around the user. Bilgic pointed to a demonstration of the new environment showing three PC monitors at once, with Netflix, Steam and Discord running across them.</p><p>"There's a lot going on," Bilgic said. "If you had shown that to somebody like 10 years ago at Oculus, they would just be like, 'What are you talking about?'"</p><p>BRINK therefore had to create a more heavily optimized version of its Iceland capture.</p><p>Iceland Riverbed was particularly well suited to that process. Bilgic said its relatively flat topography made it a good fit for a Virtual Desktop environment, where users aren't expected to explore the same five-meter radius available in BRINK Traveler.</p><p>"It was definitely a process of pushing what we could do visually, but also giving as much headroom as possible for Virtual Desktop to do its thing," Bilgic said.</p><p>The differences aren't necessarily obvious when you first put on the headset.</p><p>BRINK Traveler gives users roughly a five-meter radius to move around each location, which means the captured terrain around you has to remain detailed as you explore it. A Virtual Desktop environment is designed around a much more stationary experience.</p><p>That gave BRINK somewhere to save resources.</p><p>Bilgic says that standing in the center of the Iceland environment, the Virtual Desktop and BRINK Traveler versions should ideally look the same. Walk several meters away from that position, however, and the differences become more apparent. Ground that remains sharp in BRINK Traveler can become blurry or distorted in the Virtual Desktop version.</p><figure class="kg-card kg-video-card kg-width-regular kg-card-hascaption" data-kg-thumbnail="https://storage.ghost.io/c/2a/2f/2a2f38f0-4b71-407a-9c7e-18a9e2541980/content/media/2026/08/VRD.BRINK-1_thumb.jpg" data-kg-custom-thumbnail="">
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            <figcaption><p><span style="white-space: pre-wrap;">Selecting the new Iceland Riverbed environment in Virtual Desktop.</span></p></figcaption>
        </figure><p>BRINK could therefore reduce detail in areas a Virtual Desktop user isn't expected to explore while preserving the view around their workspace.</p><p>Having tried the environment myself, that compromise isn't apparent from where you're intended to use it. The mountains still have the depth and scale I associate with BRINK Traveler, except now they're surrounding my virtual workspace instead of being the destination itself.</p><h3 id="an-idea-that-goes-back-to-oculus-story-studio">An Idea That Goes Back To Oculus Story Studio</h3><p>Bilgic's interest in capturing real-world places for VR goes back to his time at Oculus Story Studio, the experimental VR filmmaking team behind <em>Lost</em>, <em>Henry</em> and <em>Dear Angelica</em>. <a href="https://www.uploadvr.com/oculus-story-studio-taught-vr-storytelling" rel="noreferrer">Story Studio</a> explored how placing viewers inside an experience could change the way stories were told.</p><p>While working there around a decade ago, Bilgic began experimenting with photogrammetry and 3D reconstruction in his spare time.</p><p>"What is the VR equivalent of photography?" Bilgic recalled asking himself.</p><p>His early experiments involved scanning places he visited, reconstructing them in 3D and viewing them through a headset. Photographs of the same places couldn't give him the sense of scale he experienced while standing there.</p><p>"It was kind of this like, 'Whoa, holy crap, it's like a teleporter device,'" Bilgic recalled.</p><p>After Oculus closed Story Studio in 2017, Bilgic chose to pursue the idea that eventually became BRINK Traveler.</p><p>Nearly a decade later, the Virtual Desktop collaboration puts one of those real-world captures to a different use, turning a destination into an immersive space for working, gaming, browsing or watching media on virtual screens.</p><h3 id="more-environments-could-follow">More Environments Could Follow</h3><p>Virtual Desktop developer Guy Godin told UploadVR that BRINK approached him about bringing its environments to Virtual Desktop after receiving numerous requests from users.</p><p>"We've had to do some back and forth testing the limits of what was possible with today's headsets (in terms of texture resolutions) and also where to focus more details in the environment," Godin wrote.</p><p>That testing ultimately produced the more heavily optimized version Bilgic described, concentrating detail where Virtual Desktop users are most likely to see it while leaving resources available for the app itself.</p><p>Iceland Riverbed may not be the last BRINK location to make the jump.</p><p>"We'd be happy to bring more environments from BRINK in the future or from other apps who reach out to us," Godin said. "Always open to collaborations like this one."</p> ]]></content:encoded>
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        <title><![CDATA[ UPDATED: New VR Games &amp; Releases September 2026: Quest, PS VR2, PC VR &amp; More ]]></title>
        <description><![CDATA[ Here&#39;s a full roundup of release dates for new VR games coming in September. ]]></description>
        <link>https://www.uploadvr.com/new-vr-games-releases-september-2026-quest-ps-vr2-pc-vr-more/</link>
        <guid isPermaLink="false">6a8dd23fdb2b980001bf6898</guid>
            <category><![CDATA[ VR Gaming ]]></category>
        <dc:creator><![CDATA[ Mike Johnson ]]></dc:creator>
        <pubDate>Tue, 01 Sep 2026 02:06:53 -0700</pubDate>
        <media:content url="https://storage.ghost.io/c/2a/2f/2a2f38f0-4b71-407a-9c7e-18a9e2541980/content/images/2026/08/uvr-newGamesSept2026.png" medium="image"/>
        <content:encoded><![CDATA[ <p>Looking for a list of the new VR releases for PC VR, Meta Quest, PlayStation VR2 and other platforms in September? We've got you covered.</p><p>With two-thirds of 2026 behind us, we start looking ahead to one of the busiest seasons in the gaming industry. After a summer full of anticipation-building showcases and speculation on new hardware, September sees the releases of games we've seen in multiple VR showcases this year like Sol Protocol, The Lightkeepers, and Knights of Fiona. On the hardware side, Meta hosts its annual <a href="https://www.uploadvr.com/meta-connect-2026-dates-confirmed/" rel="noreferrer">Meta Connect</a> summit and we're expecting Valve's Steam Frame <em>any</em> day now. The new headset already has <a href="https://www.uploadvr.com/great-on-steam-frame-vr-games-valve/" rel="noreferrer">over fifty VR games certified</a> at the time of this article.</p><p>We will update this article all month long with any new dates or delays. Some games have 'September 2026' as the release window without a specific date, so we are keeping an eye on those. If we missed any new titles with confirmed dates, let us know down in the comments. For a list of all the upcoming VR games we are aware of, check out that article <a href="https://www.uploadvr.com/upcoming-vr-games/">here</a>.</p><figure class="kg-card kg-bookmark-card"><a class="kg-bookmark-container" href="https://www.uploadvr.com/upcoming-vr-games/"><div class="kg-bookmark-content"><div class="kg-bookmark-title">Upcoming VR Games 2026: New Releases On Quest, PC, PS VR2 &amp; More</div><div class="kg-bookmark-description">Need a refresher on all upcoming VR games? Here’s every major game coming to Quest, PS VR2, PC VR, Pico, Apple Vision Pro, Galaxy XR, and more.</div><div class="kg-bookmark-metadata"><img class="kg-bookmark-icon" src="https://storage.ghost.io/c/2a/2f/2a2f38f0-4b71-407a-9c7e-18a9e2541980/content/images/icon/UploadCircle_favicon-d1e05470-e3dc-4514-adea-0076bcb2af54.png" alt=""><span class="kg-bookmark-author">UploadVR</span><span class="kg-bookmark-publisher">Henry Stockdale</span></div></div><div class="kg-bookmark-thumbnail"><img src="https://storage.ghost.io/c/2a/2f/2a2f38f0-4b71-407a-9c7e-18a9e2541980/content/images/thumbnail/payday-mask-hold-up-4d9d3647-0253-41dd-9335-b7b30774df37.png" alt="" onerror="this.style.display = 'none'"></div></a></figure><p><em>Games marked with an asterisk (*) are slated to release in Early Access.</em></p><div class="kg-card kg-toggle-card" data-kg-toggle-state="close">
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                <h4 class="kg-toggle-heading-text"><span style="white-space: pre-wrap;">Update Notice</span></h4>
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            <div class="kg-toggle-content"><p><i><em class="italic" style="white-space: pre-wrap;">September 3 - Transformers: Beyond Reality Redux rescheduled to September 10; Added Squingle Arcade for SteamVR.</em></i></p><p><i><em class="italic" style="white-space: pre-wrap;">September 6 - Added Tales of Glory 4, Demeo x DnD: Battlemarked's Twilight's End DLC and Tiny Flock.</em></i></p></div>
        </div><hr><h3 id="knights-of-fionaseptember-3-pc-vr-quest-3"><strong>Knights of Fiona</strong>&nbsp;- September 3 (PC VR, Quest 3)</h3><figure class="kg-card kg-video-card kg-width-regular" data-kg-thumbnail="https://storage.ghost.io/c/2a/2f/2a2f38f0-4b71-407a-9c7e-18a9e2541980/content/media/2026/08/Copy-Of-Vrgsknightsoffiona-2-1_thumb.jpg" data-kg-custom-thumbnail="">
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        </figure><p><a href="https://www.uploadvr.com/co-op-vr-jrpg-knights-of-fiona-to-launch-free-to-start-with-paid-story-pass/" rel="noreferrer">Knights of Fiona</a> is a co-op JRPG-inspired adventure from Character Bank (<a href="https://www.uploadvr.com/ruinsmagus-review/" rel="noreferrer">RuinsMagus</a>).  The developer announced that Knights will launch on September 3 under a free-to-start model. The base game will be free with access to co-op gameplay and the game's introduction. The full story campaign and other features like community trading will require the purchase of a Story Pass add-on, currently priced at $18.99. </p><ul><li><strong>Store Link(s) - </strong><a href="https://store.steampowered.com/app/4147100/Knights_of_Fiona/?ref=uploadvr.com">Steam</a>, <a href="https://www.meta.com/experiences/knights-of-fiona/7147710718618946/?ref=uploadvr.com">Quest</a></li></ul><hr><h3 id="paleo-diveseptember-4-pc-vr"><strong>Paleo Dive&nbsp;-&nbsp;</strong>September 4 (PC VR)</h3><figure class="kg-card kg-video-card kg-width-regular" data-kg-thumbnail="https://storage.ghost.io/c/2a/2f/2a2f38f0-4b71-407a-9c7e-18a9e2541980/content/media/2026/08/YTDown.com_YouTube_Paleo-Dive-Gameplay-Trailer-01-Prehistor_Media_J5tCIsJ4jvg_001_1080p_thumb.jpg" data-kg-custom-thumbnail="">
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        </figure><p>Paleo Dive is a deep-sea exploration adventure that sees you documenting over forty species in five prehistoric oceans. Creatures are photographed from multiple angles to add to your personal gallery. You also collect DNA samples to map each creature's genome, allowing you to keep them in an aquarium. Moon rocks, fossils, coins, and other valuables can be traded in for upgrades to your equipment.</p><ul><li><strong>Store Link(s) - </strong><a href="https://store.steampowered.com/app/4818760/Paleo_Dive/?ref=uploadvr.com" rel="noopener">Steam</a></li></ul><hr><h3 id="battle-beyond-the-wallseptember-7-quest">Battle Beyond The Wall - September 7 (Quest)</h3><figure class="kg-card kg-video-card kg-width-regular" data-kg-thumbnail="https://storage.ghost.io/c/2a/2f/2a2f38f0-4b71-407a-9c7e-18a9e2541980/content/media/2026/08/YTDown.com_YouTube_Battle-Beyond-The-Wall-VR-Reveal-Trailer_Media_0lE6V1TBIMw_001_1080p_thumb.jpg" data-kg-custom-thumbnail="">
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        </figure><p>Battle Beyond The Wall is a multiplayer sandbox real-time strategy game from Globiss Interactive (<a href="https://www.uploadvr.com/titanic-a-space-between-reveal/" rel="noreferrer">Titanic: A Space Between</a>). You will deploy your troops from an overhead perspective before taking to the battlefield yourself in first-person shooter action.</p><ul><li><strong>Store Link(s) - </strong><a href="https://www.meta.com/experiences/25701188709518355/?ref=uploadvr.com">Quest</a></li></ul><hr><h3 id="tales-of-glory-4september-9-pc-vr">Tales of Glory 4* - September 9 (PC VR)</h3><figure class="kg-card kg-embed-card"><iframe width="200" height="113" src="https://www.youtube.com/embed/3deBIPXvdkY?feature=oembed" frameborder="0" allow="accelerometer; autoplay; clipboard-write; encrypted-media; gyroscope; picture-in-picture; web-share" referrerpolicy="strict-origin-when-cross-origin" allowfullscreen="" title="Tales of Glory 4 : Ragnarök - Official Trailer"></iframe></figure><p>Tales of Glory 4 is a physics-based story-driven medieval combat game with multiple game modes and battlefields, and support for fan-made mods. Developer BlackTale Games says the game is a return to the medieval design of the first game in the series as opposed to the modern tactical shooter second game and the 80s kung fu gameplay of the third.</p><ul><li><strong>Store Link(s) - </strong><a href="https://store.steampowered.com/app/4274260/Tales_Of_Glory_4__Ragnarok/?ref=uploadvr.com">Steam</a></li></ul><hr><h3 id="squingle-arcadeseptember-9-pc-vr">Squingle Arcade - September 9 (PC VR)</h3><figure class="kg-card kg-embed-card"><iframe width="200" height="113" src="https://www.youtube.com/embed/uQgZLlWGoPk?feature=oembed" frameborder="0" allow="accelerometer; autoplay; clipboard-write; encrypted-media; gyroscope; picture-in-picture; web-share" referrerpolicy="strict-origin-when-cross-origin" allowfullscreen="" title="Squingle Arcade - Official Steam Release Trailer"></iframe></figure><p>In <a href="https://www.uploadvr.com/vr-mr-puzzler-squingle-arcade-is-out-today-on-meta-quest-for-free/" rel="noreferrer">Squingle Arcade</a>, players manipulate glowing spheres and attempt to make them travel through complicated tubular obstacle courses. The object of the game is to keep the orbs from touching the sides of the courses, to avoid obstacles, collect other orbs scattered along the route, and to do all of this in the shortest time possible.&nbsp;Squingle Arcade follows on from the previously released <a href="https://www.uploadvr.com/squingle-psychedelic-puzzles-quest-pc-vr/" rel="noreferrer">Squingle</a>, an award-winning 3D puzzle game that first debuted in 2021.</p><ul><li><strong>Store Link(s)</strong> - <a href="https://store.steampowered.com/app/4586600/Squingle_Arcade/?ref=uploadvr.com">Steam</a></li></ul><hr><h3 id="detective-vrseptember-9-pc-vr-ps-vr2"><strong>Detective VR</strong>&nbsp;- September 9 (PC VR, PS VR2)</h3><figure class="kg-card kg-video-card kg-width-regular" data-kg-thumbnail="https://storage.ghost.io/c/2a/2f/2a2f38f0-4b71-407a-9c7e-18a9e2541980/content/media/2026/08/DetectiveVR---UVRS---2026-06-01-optimized_thumb.jpg" data-kg-custom-thumbnail="">
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        </figure><p><a href="https://www.uploadvr.com/detective-vr-coming-to-playstation-vr2-and-pc-vr-this-september/" rel="noreferrer">Detective VR</a> is coming to PlayStation VR2 and SteamVR on September 9. The narrative-driven mixed reality and VR investigation game allows you to control time, collect clues and interview witnesses, hear their unreliable testimonies, and confront suspects to find out what happened. The game has been available on Meta Quest since early 2025.</p><ul><li><strong>Store Link(s) - </strong><a href="https://store.steampowered.com/app/3939360/Detective_VR/?ref=uploadvr.com">Steam</a>, <a href="https://store.playstation.com/en-us/concept/10016530?ref=uploadvr.com">PS VR2</a></li></ul><hr><h3 id="gunman-contractsstand-aloneseptember-10-steam">Gunman Contracts - Stand Alone - September 10 (Steam)</h3><figure class="kg-card kg-video-card kg-width-regular" data-kg-thumbnail="https://storage.ghost.io/c/2a/2f/2a2f38f0-4b71-407a-9c7e-18a9e2541980/content/media/2026/08/Gunman-Contracts---Stand-Alone-VRGS-2026-Gameplay-Trailer-4K-optimized-1_thumb.jpg" data-kg-custom-thumbnail="">
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        </figure><p>Originally a Half-Life: Alyx mod, Gunman Contracts Stand Alone is an action-movie-inspired first-person shooter (playable in both VR and flat). You play as a professional hitman taking on the city's ruthless criminal element, bringing justice to a seedy underworld beyond the reach of the law.</p><ul><li><strong>Store Link(s) - </strong><a href="https://store.steampowered.com/app/2421750/Gunman_Contracts__Stand_Alone/?ref=uploadvr.com">Steam</a></li></ul><hr><h3 id="the-lightkeepersseptember-10-quest"><strong>The Lightkeepers</strong>&nbsp;- September 10 (Quest)</h3><figure class="kg-card kg-video-card kg-width-regular" data-kg-thumbnail="https://storage.ghost.io/c/2a/2f/2a2f38f0-4b71-407a-9c7e-18a9e2541980/content/media/2026/08/The-Lightkeepers-Price-Reveal-Trailer-Vrgs-August-2026-1_thumb.jpg" data-kg-custom-thumbnail="">
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        </figure><p>Developed by Spectral Games, likely best known for its work on&nbsp;<a href="https://www.uploadvr.com/medieval-dynasty-new-settlement-gets-early-access-co-op-bhaptics-support/" rel="noreferrer">Medieval Dynasty New Settlement</a>, <a href="https://www.uploadvr.com/the-lightkeepers-confirms-september-release-date-for-meta-quest-3-in-new-trailer/" rel="noreferrer">The Lightkeepers</a> takes place in the 1920s in a world “where daylight unveils discoveries and nightfall demands survival.” You and your friends travel by boat to various uncharted islands during the day in search of weapons, gear, and treasure to prepare to defend your lighthouse base. This will include some puzzle solving to unlock certain doors and secrets. At night, the lighthouse must be defended against an onslaught of various monsters.</p><ul><li><strong>Store Link(s) - </strong><a href="https://www.meta.com/experiences/the-lightkeepers/27856043040707456/?ref=uploadvr.com">Quest</a></li></ul><hr><h3 id="bomb-the-hillseptember-10-quest">Bomb The Hill - September 10 (Quest)</h3><figure class="kg-card kg-video-card kg-width-regular" data-kg-thumbnail="https://storage.ghost.io/c/2a/2f/2a2f38f0-4b71-407a-9c7e-18a9e2541980/content/media/2026/08/BOMB-THE-HILL---UVRS---2026-05-28-optimized_thumb.jpg" data-kg-custom-thumbnail="">
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        </figure><p>In <a href="https://www.uploadvr.com/downhill-skateboarding-game-bomb-the-hill-coming-to-steamvr/" rel="noreferrer">Bomb the Hill</a>, you'll race down dangerous mountain roads, weave through traffic at insane speeds, battle desperate rivals, perform tricks, and survive brutal crashes. The game blends realistic downhill skating mechanics with atmospheric storytelling and a road-trip vibe.</p><ul><li><strong>Store Link(s) - </strong><a href="https://www.meta.com/experiences/26974030992211215/?ref=uploadvr.com">Quest</a></li></ul><hr><h3 id="fresh-tracks-vrseptember-10-pc-vr">Fresh Tracks VR - September 10 (PC VR)</h3><figure class="kg-card kg-video-card kg-width-regular" data-kg-thumbnail="https://storage.ghost.io/c/2a/2f/2a2f38f0-4b71-407a-9c7e-18a9e2541980/content/media/2026/08/Fresh-Tracks---Uvrs---November-25Th_thumb.jpg" data-kg-custom-thumbnail="">
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        </figure><p><a href="https://www.uploadvr.com/fresh-tracks-vr-announcement/" rel="noreferrer">Fresh Tracks VR</a> is an action-rhythm game where players ride hectic slopes all while navigating obstacles, upgrading skills, and swiping away at aggressive enemies. Initially released in August 2025 as a flatscreen experience, Fresh Tracks is officially coming to VR as a separate release.</p><ul><li><strong>Store Link(s) - </strong><a href="https://store.steampowered.com/app/4200240/?ref=uploadvr.com" rel="noreferrer">Steam</a></li></ul><hr><h3 id="transformers-beyond-reality-reduxseptember-10-quest"><strong>Transformers: Beyond Reality Redux</strong>&nbsp;- September 10 (Quest)</h3><figure class="kg-card kg-video-card kg-width-regular" data-kg-thumbnail="https://storage.ghost.io/c/2a/2f/2a2f38f0-4b71-407a-9c7e-18a9e2541980/content/media/2026/08/Transformers_FINAL_V2-1-optimized_thumb.jpg" data-kg-custom-thumbnail="">
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        </figure><p>META4 Interactive's VR retro arcade rail shooter <a href="https://www.uploadvr.com/transformers-beyond-reality-redux-is-coming-to-meta-quest-in-september/" rel="noreferrer">Transformers: Beyond Reality Redux</a> is coming to Meta Quest on September 10. Previously released on PlayStation VR1 and then ported to PlayStation VR2, the upcoming Quest version will have "new features" (though what those features are exactly has yet to be revealed).</p><ul><li><strong>Store Link(s) - </strong><a href="https://www.meta.com/en-gb/experiences/transformers-beyond-reality-redux/34014552811522021/?ref=uploadvr.com" rel="noopener">Quest</a></li></ul><hr><h3 id="cleansheet-soccer-2september-17-quest"><strong>CleanSheet Soccer 2&nbsp;</strong>- September 17 (Quest)</h3><figure class="kg-card kg-video-card kg-width-regular" data-kg-thumbnail="https://storage.ghost.io/c/2a/2f/2a2f38f0-4b71-407a-9c7e-18a9e2541980/content/media/2026/08/cleansheet-soccer-2-quest_thumb.jpg" data-kg-custom-thumbnail="">
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        </figure><p>Incisiv, the developer of CleanSheet Soccer 2, has announced that their goaltending arcade game is coming to Meta Quest on September 17. The game had previously been available on PlayStation VR2 only. Rather than chase the fantasy of scoring spectacular goals, in CleanSheet Soccer 2 you're trying to stop them.&nbsp;You play as a goalkeeper, using your hands to punch, block, catch, and deflect shots in training missions, mock games, and arcade-style minigames.</p><ul><li><strong>Store Link(s) - </strong><a href="https://www.meta.com/experiences/cleansheet-soccer-2/1430734128822271/?ref=uploadvr.com" rel="noopener">Quest</a></li></ul><figure class="kg-card kg-bookmark-card"><a class="kg-bookmark-container" href="https://www.uploadvr.com/cleansheet-soccer-2-hands-on-breaking-a-sweat-with-playstation-vr2s-new-goalkeeping-game/"><div class="kg-bookmark-content"><div class="kg-bookmark-title">CleanSheet Soccer 2 Hands On: Breaking A Sweat With PlayStation VR2’s New Goalkeeping Game</div><div class="kg-bookmark-description">CleanSheet Soccer 2 is a seriously engaging sports and fitness game for PlayStation VR2.</div><div class="kg-bookmark-metadata"><img class="kg-bookmark-icon" src="https://storage.ghost.io/c/2a/2f/2a2f38f0-4b71-407a-9c7e-18a9e2541980/content/images/icon/UploadCircle_favicon-04223daa-3fe5-49f1-94ca-65e116e9f8b2.png" alt=""><span class="kg-bookmark-author">UploadVR</span><span class="kg-bookmark-publisher">James Tocchio</span></div></div><div class="kg-bookmark-thumbnail"><img src="https://storage.ghost.io/c/2a/2f/2a2f38f0-4b71-407a-9c7e-18a9e2541980/content/images/thumbnail/cleansheet-soccer-2-1-4e4d51d7-92b3-4cb4-bc63-6e02e373c3c7.jpg" alt="" onerror="this.style.display = 'none'"></div></a></figure><hr><h3 id="convrgence-10-releaseseptember-17-pc-vr"><strong>CONVRGENCE 1.0 Release</strong> - September 17 (PC VR)</h3><figure class="kg-card kg-video-card kg-width-regular" data-kg-thumbnail="https://storage.ghost.io/c/2a/2f/2a2f38f0-4b71-407a-9c7e-18a9e2541980/content/media/2026/08/Convrgencereleasedateannouncementtrailerfinal-1-1_thumb.jpg" data-kg-custom-thumbnail="">
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        </figure><p>Created by solo developer Monkey-With-a-Bomb, CONVRGENCE is a STALKER-esque shooter with horror elements similar to&nbsp;<a href="https://www.uploadvr.com/into-the-radius-sequel-announcement/" rel="noreferrer">Into the Radius</a>. You play as a mystical artifact hunter scavenging for loot, and each expedition across the Chernokamensk exclusion zone takes place in a procedurally generated location.</p><p>CONVRGENCE has been in Early Access for over two years, first releasing in April 2024. In that time, it has seen a steady stream of content updates adding new enemies, missions, guns, and features. According to the roadmap, the 1.0 update will see a rework of the main missions (including a proper ending) with added story context and voice acting. Other features expected are advanced graphics and difficulty settings, cloud saves, and a new tutorial.</p><ul><li><strong>Store Link(s) - </strong><a href="https://store.steampowered.com/app/2609610/CONVRGENCE/?ref=uploadvr.com" rel="noopener">Steam</a></li></ul><hr><h3 id="sol-protocolseptember-17-quest"><strong>Sol Protocol</strong>* - September 17 (Quest)</h3><figure class="kg-card kg-video-card kg-width-regular" data-kg-thumbnail="https://storage.ghost.io/c/2a/2f/2a2f38f0-4b71-407a-9c7e-18a9e2541980/content/media/2026/08/Sol-Protocol---Steam-Release-Date-Trailer--2_thumb.jpg" data-kg-custom-thumbnail="">
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        </figure><p>Developed by Singular Perception (<a href="https://www.uploadvr.com/epyka-vr-review/" rel="noreferrer">Epyka</a>), <a href="https://www.uploadvr.com/co-op-interstellar-vr-roguelike-sol-protocol-blasts-off-in-early-access-this-september/" rel="noreferrer">Sol Protocol</a> draws inspiration from the now delisted&nbsp;<a href="https://www.uploadvr.com/star-trek-bridge-crew-delisted/" rel="noreferrer">Star Trek: Bridge Crew</a>, 2012's FTL: Faster Than Light, &amp; 2024's Void Crew. You and two friends assume three interchangeable roles on a fully interactive spaceship: pilot, gunner, and engineer. Your team travels through hostile star systems and works together to survive a variety of procedurally generated encounters in deep space, including battles with enemy ships and exploration of abandoned outposts, stations, and other structures.</p><ul><li><strong>Steam Link(s) - </strong><a href="https://www.meta.com/en-gb/experiences/sol-protocol/10067260370018011/?ref=uploadvr.com" rel="noopener">Quest</a></li></ul><hr><h3 id="demeo-x-dnd-battlemarkedtwilights-end-dlc">Demeo x DnD: Battlemarked - Twilight's End DLC</h3><h3 id="september-22-pc-vr-quest-ps-vr2-pico">September 22 (PC VR, Quest, PS VR2, Pico)</h3><figure class="kg-card kg-embed-card"><iframe width="200" height="113" src="https://www.youtube.com/embed/Usw1NTVUxrQ?feature=oembed" frameborder="0" allow="accelerometer; autoplay; clipboard-write; encrypted-media; gyroscope; picture-in-picture; web-share" referrerpolicy="strict-origin-when-cross-origin" allowfullscreen="" title="Twilight’s End Announcement Trailer"></iframe></figure><p>Twilight's End, <a href="https://www.uploadvr.com/twilights-end-demeo-x-dnd-battlemarkeds-next-dlc-campaign-drops-next-month/">Demeo x Dungeons &amp; Dragons Battlemarked</a>'s next story campaign, will release on September 22 as a paid DLC.&nbsp;Battlemarked&nbsp;launched with two full campaigns, Embers of Chaos and Crown of Frost, and without spoiling those stories for anyone who has not played them yet, there is a pervasive thread that runs through both. Twilight's End will complete that running arc.</p><ul><li><strong>Store Link(s) </strong>-  <a href="https://store.steampowered.com/app/3124340/Demeo_x_Dungeons__Dragons_Battlemarked/?ref=uploadvr.com">Steam</a>, <a href="https://vr.meta.me/s/1YVQIaUeEDst021?ref=uploadvr.com">Quest</a>, <a href="https://store.playstation.com/concept/10014283//?ref=uploadvr.com">PS VR2</a>, <a href="https://store-global.picoxr.com/global/detail/1/7558760299575230525?device_name=A92Y0&ref=uploadvr.com">Pico</a></li></ul><hr><h3 id="scared-by-squaresseptember-24-pc-vr"><strong>Scared by Squares</strong>&nbsp;- September 24 (PC VR)</h3><figure class="kg-card kg-video-card kg-width-regular" data-kg-thumbnail="https://storage.ghost.io/c/2a/2f/2a2f38f0-4b71-407a-9c7e-18a9e2541980/content/media/2026/08/Multiplayer-Trailer-1-optimized_thumb.jpg" data-kg-custom-thumbnail="">
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        </figure><p>The entire world of <a href="https://www.uploadvr.com/surreal-vr-horror-platformer-scared-by-squares-to-add-multiplayer/" rel="noreferrer">Scared by Squares</a> is made of cubes, playing out as a series of rooms players have to navigate from one side to the other. The rooms can shift and transform while moving through them, presenting unpredictable challenges in an eerie, unnerving atmosphere. Scared by Squares is available for Meta Quest and the Steam listing has a free demo available.</p><ul><li><strong>Store Link(s) - </strong><a href="https://store.steampowered.com/app/3719480/Scared_by_Squares/?ref=uploadvr.com" rel="noopener">Steam</a></li></ul><hr><h3 id="into-the-radius-2september-24-ps-vr2"><strong>Into the Radius 2</strong>&nbsp;- September 24 (PS VR2)</h3><figure class="kg-card kg-video-card kg-width-regular" data-kg-thumbnail="https://storage.ghost.io/c/2a/2f/2a2f38f0-4b71-407a-9c7e-18a9e2541980/content/media/2026/08/YTDown.com_YouTube_Into-the-Radius-2-1-0-Launch-Trailer-Ste_Media_5U0lIaTOhqg_001_1080p--2--1_thumb.jpg" data-kg-custom-thumbnail="">
            <div class="kg-video-container">
                <video src="https://storage.ghost.io/c/2a/2f/2a2f38f0-4b71-407a-9c7e-18a9e2541980/content/media/2026/08/YTDown.com_YouTube_Into-the-Radius-2-1-0-Launch-Trailer-Ste_Media_5U0lIaTOhqg_001_1080p--2--1.mp4" poster="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" width="1920" height="1080" playsinline="" preload="metadata" style="aspect-ratio: 1920 / 1080; background: transparent url('https://storage.ghost.io/c/2a/2f/2a2f38f0-4b71-407a-9c7e-18a9e2541980/content/media/2026/08/YTDown.com_YouTube_Into-the-Radius-2-1-0-Launch-Trailer-Ste_Media_5U0lIaTOhqg_001_1080p--2--1_thumb.jpg') 50% 50% / cover no-repeat;"></video>
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                                <path d="M16.177 4.3a.248.248 0 0 0 .073-.176v-1.1a1 1 0 0 0-1.061-1 9.728 9.728 0 0 0-7.924 4.85.249.249 0 0 1-.221.133H5.25a3 3 0 0 0-3 3v2a3 3 0 0 0 3 3h.114a.251.251 0 0 0 .177-.073ZM23.707 1.706A1 1 0 0 0 22.293.292l-22 22a1 1 0 0 0 0 1.414l.009.009a1 1 0 0 0 1.405-.009l6.63-6.631A.251.251 0 0 1 8.515 17a.245.245 0 0 1 .177.075 10.081 10.081 0 0 0 6.5 2.92 1 1 0 0 0 1.061-1V9.266a.247.247 0 0 1 .073-.176Z"></path>
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        </figure><p>Dystopian survival shooter <a href="https://www.uploadvr.com/into-the-radius-2-coming-to-playstation-vr2-in-step/" rel="noreferrer">Into the Radius 2</a> launches on PlayStation VR2 on September 24. Developer CM Immersive says the port will run at a native 90fps with eye-tracked dynamic foveated rendering to boost performance. It also has headset haptics and utilizes the Sense controllers' adaptive triggers. That said, the game will not support co-op gameplay at launch. That is planned for a free update in Q4 2026.</p><ul><li><strong>Store Link(s) - </strong><a href="https://store.playstation.com/en-us/concept/10019955?ref=uploadvr.com">PS VR2</a></li></ul><hr><h3 id="tiny-flockseptember-29-quest">Tiny Flock - September 29 (Quest)</h3><figure class="kg-card kg-embed-card"><iframe width="200" height="113" src="https://www.youtube.com/embed/UiXxGMYVyDM?feature=oembed" frameborder="0" allow="accelerometer; autoplay; clipboard-write; encrypted-media; gyroscope; picture-in-picture; web-share" referrerpolicy="strict-origin-when-cross-origin" allowfullscreen="" title="Tiny Flock | Official Announce Trailer"></iframe></figure><p><a href="https://www.uploadvr.com/the-studio-behind-human-fall-flat-announces-new-vr-puzzle-game-tiny-flock/" rel="noreferrer">Tiny Flock</a> is a cozy, physics-based puzzle game from <a href="https://www.uploadvr.com/human-fall-flat-vr-launches-an-experimental-first-person-mode-on-steam/" rel="noreferrer">Human Fall Flat</a> developer No Brakes Games. You herd your flock of sheep through diorama levels to get them to safety. The game will support hand-tracking and passthrough. A PC VR version is also in development.</p><ul><li><strong>Store Link(s)</strong> - <a href="https://www.meta.com/experiences/tiny-flock/3701633553270281/?srsltid=AfmBOoovHuwFpEzUvTG4E02zc_37YN6YRYJGav4gEJgo8lJD310KYzto&ref=uploadvr.com">Quest</a></li></ul> ]]></content:encoded>
    </item>
    <item>
        <title><![CDATA[ Horizon OS 2.7 Brings Gamepad Emulation &amp; 240 Hz Refresh Rate To Quest 3 ]]></title>
        <description><![CDATA[ Meta&#39;s Horizon OS 2.7 is rolling out, bringing Gamepad Emulation to Quest Touch Plus controllers and extended refresh rates up to 240Hz on Quest 3. ]]></description>
        <link>https://www.uploadvr.com/qhorizon-os-2-7-adds-gamepad-emulation-and-207-hz-display-mode-240-hz-in-dev-mode/</link>
        <guid isPermaLink="false">6a9441a48216940001cb422c</guid>
            <category><![CDATA[ Headsets &amp; Tech ]]></category>
        <dc:creator><![CDATA[ Luna ]]></dc:creator>
        <pubDate>Tue, 01 Sep 2026 01:44:44 -0700</pubDate>
        <media:content url="https://storage.ghost.io/c/2a/2f/2a2f38f0-4b71-407a-9c7e-18a9e2541980/content/images/2026/08/Meta_Quest_3_PDP.png" medium="image"/>
        <content:encoded><![CDATA[ <p>Meta's <a href="https://www.meta.com/help/quest/172903867975450/?ref=uploadvr.com" rel="noreferrer">latest update for Quest headsets</a> adds a Gamepad Emulation mode for Touch Plus controllers and a range of <a href="https://developers.meta.com/horizon/documentation/unity/unity-set-disp-freq/?ref=uploadvr.com" rel="noreferrer">extended refresh rates</a> on Quest 3, alongside other changes.</p><hr><h2 id="gamepad-mode">Gamepad Mode</h2><figure class="kg-card kg-video-card kg-width-regular kg-card-hascaption" data-kg-thumbnail="https://storage.ghost.io/c/2a/2f/2a2f38f0-4b71-407a-9c7e-18a9e2541980/content/media/2026/08/OEkSU9qbItIKCOSj_thumb.jpg" data-kg-custom-thumbnail="">
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            <figcaption><p><span style="white-space: pre-wrap;">Gamepad Mode being tested in Valve's Steam Link in 2D mode, with the game Zenless Zone Zero.</span></p></figcaption>
        </figure><p>Gamepad Mode is a new feature rolling out in Horizon OS 2.7, allowing Quest 3 and 3S users to emulate Xbox gamepad inputs on their Touch Plus controllers after setting up the feature in Settings &gt; Devices &gt; Controllers.</p><p>This is similar to the controller-mapping features offered by apps such as <a href="https://www.meta.com/experiences/virtual-desktop/2017050365004772/?ref=uploadvr.com" rel="noreferrer">Virtual Desktop</a> and various emulators. The Grip button or Thumbrest can be used as an input modifier, like the Shift key on a keyboard, and holding it changes specific controls into buttons not physically present on the Touch Plus controllers.</p><figure class="kg-card kg-image-card"><img src="https://storage.ghost.io/c/2a/2f/2a2f38f0-4b71-407a-9c7e-18a9e2541980/content/images/2026/08/HNbDfaZXYAAmKo9.jpg" class="kg-image" alt="" loading="lazy" width="2000" height="815" srcset="https://storage.ghost.io/c/2a/2f/2a2f38f0-4b71-407a-9c7e-18a9e2541980/content/images/size/w600/2026/08/HNbDfaZXYAAmKo9.jpg 600w, https://storage.ghost.io/c/2a/2f/2a2f38f0-4b71-407a-9c7e-18a9e2541980/content/images/size/w1000/2026/08/HNbDfaZXYAAmKo9.jpg 1000w, https://storage.ghost.io/c/2a/2f/2a2f38f0-4b71-407a-9c7e-18a9e2541980/content/images/size/w1600/2026/08/HNbDfaZXYAAmKo9.jpg 1600w, https://storage.ghost.io/c/2a/2f/2a2f38f0-4b71-407a-9c7e-18a9e2541980/content/images/size/w2400/2026/08/HNbDfaZXYAAmKo9.jpg 2400w" sizes="(min-width: 720px) 720px"></figure><p>Meta describes this feature as being compatible with <a href="https://www.meta.com/experiences/xbox/6096836170400630/?ref=uploadvr.com" rel="noreferrer">Xbox </a>and <a href="https://www.meta.com/experiences/steam-link/5841245619310585/?ref=uploadvr.com" rel="noreferrer">Steam Link</a>. In my testing, the feature seems to work best with games that rely on mostly unidirectional inputs, so casual and medium-paced action games will likely be the most suitable. In-headset documentation still recommends physical Xbox controllers for the "best" experience.</p><figure class="kg-card kg-image-card"><img src="https://storage.ghost.io/c/2a/2f/2a2f38f0-4b71-407a-9c7e-18a9e2541980/content/images/2026/08/gamepad_tut_step3-1.webp" class="kg-image" alt="" loading="lazy" width="768" height="410" srcset="https://storage.ghost.io/c/2a/2f/2a2f38f0-4b71-407a-9c7e-18a9e2541980/content/images/size/w600/2026/08/gamepad_tut_step3-1.webp 600w, https://storage.ghost.io/c/2a/2f/2a2f38f0-4b71-407a-9c7e-18a9e2541980/content/images/2026/08/gamepad_tut_step3-1.webp 768w" sizes="(min-width: 720px) 720px"></figure><p>Meta has historically prioritized native VR/MR content over flat-screen gaming, and in April <a href="https://www.instagram.com/stories/highlights/17980943234989797?ref=uploadvr.com" rel="noreferrer">CTO Andrew Bosworth suggested that major controller hardware revisions are not currently planned</a>.</p><p>While that makes split-gamepad designs like <a href="https://www.uploadvr.com/valve-steam-frame-official-announcement-features-details/" rel="noreferrer">Valve's Steam Frame</a> unlikely for Meta's future VR/MR hardware, this emulation feature gives users a functional software-based alternative when a physical gamepad is unavailable.</p><hr><h2 id="up-to-207-hz-refresh-rate-on-quest-3-and-up-to-240-hz-with-adb-commands">Up To 207 Hz Refresh Rate On Quest 3, And Up To 240 Hz With ADB Commands</h2><figure class="kg-card kg-video-card kg-width-regular kg-card-hascaption" data-kg-thumbnail="https://storage.ghost.io/c/2a/2f/2a2f38f0-4b71-407a-9c7e-18a9e2541980/content/media/2026/08/BeatSaber240hzOVRM_thumb.jpg" data-kg-custom-thumbnail="">
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            <figcaption><p><span style="white-space: pre-wrap;">Beat Saber running at 240 Hz refresh rate via ADB commands.</span></p></figcaption>
        </figure><p>Since launch, Quest 3 has supported a range of display refresh rates up to 120 Hz, with the explicit options being 72 Hz, 80 Hz, 90 Hz, and 120 Hz. Earlier this year, 96 Hz and 100 Hz options were also added for developers.</p><p>Now, Meta has added support for significantly higher display refresh rates on Quest 3, with a feature <a href="https://developers.meta.com/horizon/documentation/unity/unity-set-disp-freq/?ref=uploadvr.com" rel="noreferrer">the company calls extended refresh rates</a>.</p><figure class="kg-card kg-image-card"><img src="https://storage.ghost.io/c/2a/2f/2a2f38f0-4b71-407a-9c7e-18a9e2541980/content/images/2026/08/Support.png" class="kg-image" alt="" loading="lazy" width="1094" height="429" srcset="https://storage.ghost.io/c/2a/2f/2a2f38f0-4b71-407a-9c7e-18a9e2541980/content/images/size/w600/2026/08/Support.png 600w, https://storage.ghost.io/c/2a/2f/2a2f38f0-4b71-407a-9c7e-18a9e2541980/content/images/size/w1000/2026/08/Support.png 1000w, https://storage.ghost.io/c/2a/2f/2a2f38f0-4b71-407a-9c7e-18a9e2541980/content/images/2026/08/Support.png 1094w" sizes="(min-width: 720px) 720px"></figure><figure class="kg-card kg-image-card"><img src="https://storage.ghost.io/c/2a/2f/2a2f38f0-4b71-407a-9c7e-18a9e2541980/content/images/2026/08/EnableDRR-1.png" class="kg-image" alt="" loading="lazy" width="1091" height="422" srcset="https://storage.ghost.io/c/2a/2f/2a2f38f0-4b71-407a-9c7e-18a9e2541980/content/images/size/w600/2026/08/EnableDRR-1.png 600w, https://storage.ghost.io/c/2a/2f/2a2f38f0-4b71-407a-9c7e-18a9e2541980/content/images/size/w1000/2026/08/EnableDRR-1.png 1000w, https://storage.ghost.io/c/2a/2f/2a2f38f0-4b71-407a-9c7e-18a9e2541980/content/images/2026/08/EnableDRR-1.png 1091w" sizes="(min-width: 720px) 720px"></figure><p>In Horizon OS 2.7, apps can now request refresh rates far above 120 Hz, reaching 207 Hz via the standard APIs.</p><p>Meta notes that this functionality is "exclusive to Meta Quest 3. It is not available on Meta Quest 3S, and it is not available on any other headset."</p><p>For devices in Developer Mode, the refresh rate can even be set above 207 Hz, reaching as high as 240 Hz. This is done with ADB commands and first requires display scaling to be enabled, which renders frames at a lower resolution and then they are upscaled to the panel's native resolution by the display hardware.</p><p>Meta says that display scaling trades image quality for bandwidth and that the upscaled image is not identical to a natively rendered full-resolution image, which is visible in details such as small text and thin geometry. The company also cautions that "Perceived motion blur changes at extended refresh rates" and in my testing, this is most noticeable at refresh rates above 144 Hz.</p><figure class="kg-card kg-image-card"><img src="https://storage.ghost.io/c/2a/2f/2a2f38f0-4b71-407a-9c7e-18a9e2541980/content/images/2026/08/MotionBlur-1.png" class="kg-image" alt="" loading="lazy" width="805" height="280" srcset="https://storage.ghost.io/c/2a/2f/2a2f38f0-4b71-407a-9c7e-18a9e2541980/content/images/size/w600/2026/08/MotionBlur-1.png 600w, https://storage.ghost.io/c/2a/2f/2a2f38f0-4b71-407a-9c7e-18a9e2541980/content/images/2026/08/MotionBlur-1.png 805w" sizes="(min-width: 720px) 720px"></figure><p>Multiple apps have already been updated to take advantage of extended refresh rates, including both the sideloadable <a href="https://www.quest-games-optimizer.com/?ref=uploadvr.com" rel="noreferrer">Quest Games Optimizer</a> and <a href="https://www.meta.com/experiences/virtual-desktop/2017050365004772?ref=uploadvr.com" rel="noreferrer">Virtual Desktop</a> on the Meta Horizon Store now offering 144 Hz modes, with the latter being available in the app's beta channel.</p><figure class="kg-card kg-embed-card"><blockquote class="twitter-tweet"><p lang="en" dir="ltr">Just added 144 fps support with Quest 3 in Virtual Desktop on our Beta channel. Go try it out and let us know what you think!</p>— Guy Godin (@VRDesktop) <a href="https://x.com/VRDesktop/status/2093512998455529596?ref_src=twsrc%5Etfw&ref=uploadvr.com">August 29, 2026</a></blockquote>
<script async="" src="https://platform.x.com/widgets.js" charset="utf-8"></script></figure><hr><h2 id="display-size">Display Size</h2><figure class="kg-card kg-image-card"><img src="https://storage.ghost.io/c/2a/2f/2a2f38f0-4b71-407a-9c7e-18a9e2541980/content/images/2026/08/DisplaySize-1.jpg" class="kg-image" alt="" loading="lazy" width="2000" height="1083" srcset="https://storage.ghost.io/c/2a/2f/2a2f38f0-4b71-407a-9c7e-18a9e2541980/content/images/size/w600/2026/08/DisplaySize-1.jpg 600w, https://storage.ghost.io/c/2a/2f/2a2f38f0-4b71-407a-9c7e-18a9e2541980/content/images/size/w1000/2026/08/DisplaySize-1.jpg 1000w, https://storage.ghost.io/c/2a/2f/2a2f38f0-4b71-407a-9c7e-18a9e2541980/content/images/size/w1600/2026/08/DisplaySize-1.jpg 1600w, https://storage.ghost.io/c/2a/2f/2a2f38f0-4b71-407a-9c7e-18a9e2541980/content/images/2026/08/DisplaySize-1.jpg 2023w" sizes="(min-width: 720px) 720px"></figure><p>Horizon OS 2.7 adds a new Size section in Settings &gt; Display &amp; brightness. This builds on the existing text size adjustment settings by allowing users to adjust the relative size of all UI elements and windows.</p><p>In my testing, at Extra Large, a maximum-size standard window is about the same size as, if not larger than, a Medium (Default) Focus/Theater Window.</p><figure class="kg-card kg-image-card kg-card-hascaption"><img src="https://storage.ghost.io/c/2a/2f/2a2f38f0-4b71-407a-9c7e-18a9e2541980/content/images/2026/08/DisplaySizeEx.jpg" class="kg-image" alt="" loading="lazy" width="2000" height="1125" srcset="https://storage.ghost.io/c/2a/2f/2a2f38f0-4b71-407a-9c7e-18a9e2541980/content/images/size/w600/2026/08/DisplaySizeEx.jpg 600w, https://storage.ghost.io/c/2a/2f/2a2f38f0-4b71-407a-9c7e-18a9e2541980/content/images/size/w1000/2026/08/DisplaySizeEx.jpg 1000w, https://storage.ghost.io/c/2a/2f/2a2f38f0-4b71-407a-9c7e-18a9e2541980/content/images/size/w1600/2026/08/DisplaySizeEx.jpg 1600w, https://storage.ghost.io/c/2a/2f/2a2f38f0-4b71-407a-9c7e-18a9e2541980/content/images/size/w2400/2026/08/DisplaySizeEx.jpg 2400w" sizes="(min-width: 720px) 720px"><figcaption><span style="white-space: pre-wrap;">Maximum-size window in standard view with the Display Size set to Extra Large.</span></figcaption></figure><hr><h2 id="remote-desktop-is-now-virtual-display-adds-hdmi-link-functionality">Remote Desktop Is Now Virtual Display &amp; Adds HDMI Link Functionality</h2><figure class="kg-card kg-image-card"><img src="https://storage.ghost.io/c/2a/2f/2a2f38f0-4b71-407a-9c7e-18a9e2541980/content/images/2026/08/Windows11MR.png" class="kg-image" alt="" loading="lazy" width="2000" height="1124" srcset="https://storage.ghost.io/c/2a/2f/2a2f38f0-4b71-407a-9c7e-18a9e2541980/content/images/size/w600/2026/08/Windows11MR.png 600w, https://storage.ghost.io/c/2a/2f/2a2f38f0-4b71-407a-9c7e-18a9e2541980/content/images/size/w1000/2026/08/Windows11MR.png 1000w, https://storage.ghost.io/c/2a/2f/2a2f38f0-4b71-407a-9c7e-18a9e2541980/content/images/size/w1600/2026/08/Windows11MR.png 1600w, https://storage.ghost.io/c/2a/2f/2a2f38f0-4b71-407a-9c7e-18a9e2541980/content/images/size/w2400/2026/08/Windows11MR.png 2400w" sizes="(min-width: 720px) 720px"></figure><p>In July 2026, Meta rebranded the Remote Desktop app as&nbsp;<a href="https://www.meta.com/experiences/4809522785759352/?ref=uploadvr.com" rel="noreferrer">Virtual Display</a>, while Horizon OS 2.7 merged <a href="https://www.uploadvr.com/meta-quest-hdmi-link-app-capture-cards/" rel="noreferrer">Meta Quest HDMI Link's functionality into it</a>, creating a single app for multiple screen-mirroring use cases.</p><figure class="kg-card kg-image-card"><img src="https://storage.ghost.io/c/2a/2f/2a2f38f0-4b71-407a-9c7e-18a9e2541980/content/images/2026/08/virtdisplay-2.png" class="kg-image" alt="" loading="lazy" width="764" height="155" srcset="https://storage.ghost.io/c/2a/2f/2a2f38f0-4b71-407a-9c7e-18a9e2541980/content/images/size/w600/2026/08/virtdisplay-2.png 600w, https://storage.ghost.io/c/2a/2f/2a2f38f0-4b71-407a-9c7e-18a9e2541980/content/images/2026/08/virtdisplay-2.png 764w" sizes="(min-width: 720px) 720px"></figure><p>Meta notes that "Support for the HDMI Link app will be winding down soon, but support will continue in Virtual Display" and in my testing the functionality is identical, as connecting an HDMI-to-USB-C capture card will automatically open Virtual Display.</p> ]]></content:encoded>
    </item>
    <item>
        <title><![CDATA[ Prison-Break Comedy Sandbox Bad Inmate Coming Soon To Quest &amp; PlayStation VR2 ]]></title>
        <description><![CDATA[ The physics-driven comedic prison-break sandbox game is coming to Quest and PlayStation VR2 in October. ]]></description>
        <link>https://www.uploadvr.com/prison-break-comedy-sandbox-bad-inmate-coming-soon-to-quest-playstation-vr2/</link>
        <guid isPermaLink="false">6a958cfc98d85000014cb176</guid>
            <category><![CDATA[ VR Gaming ]]></category>
        <dc:creator><![CDATA[ James Tocchio ]]></dc:creator>
        <pubDate>Mon, 31 Aug 2026 08:43:03 -0700</pubDate>
        <media:content url="https://storage.ghost.io/c/2a/2f/2a2f38f0-4b71-407a-9c7e-18a9e2541980/content/images/2026/08/BI_16x9_Master_Image_PS_3840x2160.jpg" medium="image"/>
        <content:encoded><![CDATA[ <p>The physics-driven comedic prison-break sandbox game is coming to Meta Quest and PlayStation VR2 in October. </p><p>HyperVR Games, the publisher and studio behind Shave &amp; Stuff and Titans Clinic, has announced that their made-for-VR physics-driven prison escape simulator, Bad Inmate, will release on Meta Quest and PlayStation VR2 on October 15.</p><p>Bad Inmate locks you behind bars and throws away the key, leaving you with one simple goal: to escape! You'll use ordinary (and not-so-ordinary) objects as escape tools, steal keys, outwit the guards, crawl through passages, and use your resources and creativity to wriggle your way between the greasy fingers of the law. </p><p>Here's a trailer:</p><figure class="kg-card kg-video-card kg-width-regular" data-kg-thumbnail="https://storage.ghost.io/c/2a/2f/2a2f38f0-4b71-407a-9c7e-18a9e2541980/content/media/2026/08/bad-inmate-trailer_thumb.jpg" data-kg-custom-thumbnail="">
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        </figure><p>HyperVR Games lists Bad Inmate's gameplay features on the game's store page, and we've pasted these below: </p><ul><li>Turn everyday objects into weapons and fight with a full ragdoll physics combat system.</li><li>Befriend, betray, or brawl with your fellow inmates, each with an agenda of their own.</li><li>Craft your way to freedom by combining objects into new tools with unexpected solutions.</li><li>Every escape plan is a gamble, so dig with a spoon, steal a key, or ally with the toughest inmate in the block.</li><li>Hit the yard to enjoy basketball, pull-ups, and weightlifting built for immersive VR interaction.</li></ul><p>HyperVR Games has previously released some extremely popular sandbox simulators. <a href="https://www.meta.com/experiences/titans-clinic/6035422123217068/?srsltid=AfmBOopxO5A5HC32H1_Ogh8JmT-a0bWqN6HMIRBF6Rn40I3lUFh1a1qT&ref=uploadvr.com" rel="noreferrer">Titans Clinic</a>, in which you play as a dentist, currently enjoys a Meta Store rating of 4.8 out of 5 stars based on over 16,000 user reviews. <a href="https://www.meta.com/experiences/shave-stuff/7532973430077887/?ref=uploadvr.com" rel="noreferrer">Shave &amp; Stuff</a>, a silly barbershop sim, is rated 4.8 out of 5 stars based on over 14,000 reviews. </p><p>Bad Inmate releases on October 15. You can wishlist&nbsp;the game now on&nbsp;<a href="https://u15209703.ct.sendgrid.net/ls/click?upn=u001.ccgs6cDmqBRpWmPH-2B0gu8-2BiKiEHpatCIdGyju9ZEYjkwJdd1ljUiRhfbvD8CCuxwJD-2BJ37Sr7z3lFNzdJrAAcIBWenjGn1vKI-2FWEKhA0SzRRGT3UA8rQMP3Ucp9y703jfzkoSobTyBWRKvs4lTOkYpM5FNFxAAOmnl-2BVueUTvqSd1AlTvSeI6pK5SUJmofAj1LPl_JaQeO65kz-2F6Sejrki9wGLsbY79JPZ8T5EeEBhA4-2BBVzoZJNMguyTTVEyhoCSNccMBSJ0XiymtyypxUamMwi0cUzgQVWkJFfKKajpCPpN8rKXh2bbuyyzcWWyCHDYThZH7j8g-2FdA8QT0PFOvfDPeD6I-2BMvkWr3wdXHXMx4wT5xQHeemabZxI0PKDfPao-2Bo-2BF90LpEtEZjRL7th4makEQvgnUohCNY-2Fl-2BFGjAekixyuUgcTA-2FB7AqtaDDiLdhuehjnq9tXjmSDyjibObO3b-2BjkUSXjmtkirSHl55liAH0YOu4U2pbOEVsXosoxcKizBMqINKgXTlNXxcTF1-2FT4RvZqsi6lwr91XLFo6VTQQm5UkmeRRelpwXeVYoIM-2F-2F9Fvrp3-2BwaRuEO2DrSk3FoYi9KFuxoMDD7wQIhUzhGvH2VBLJUCPLAfZIOiL-2BAASaXlNT8RZBBWHbX3-2BCFKlRKRnDKHyl5YxtNCnvqdg2gSgUUYL8m3nMuBNPL15jF4UXidS8XDYE9RMxYHSQSRKfAVvDuxLw-3D-3D&ref=uploadvr.com" rel="noopener noreferrer">Meta Quest</a> and <a href="https://u15209703.ct.sendgrid.net/ls/click?upn=u001.ccgs6cDmqBRpWmPH-2B0gu82-2FZaHDPXczNtkXnOrUd1RblS6UGydEuPP7WvFZQstyWo8vV5JgTnggzV-2FrO2OoV8Q-3D-3D_0gU_JaQeO65kz-2F6Sejrki9wGLsbY79JPZ8T5EeEBhA4-2BBVzoZJNMguyTTVEyhoCSNccMBSJ0XiymtyypxUamMwi0cUzgQVWkJFfKKajpCPpN8rKXh2bbuyyzcWWyCHDYThZH7j8g-2FdA8QT0PFOvfDPeD6I-2BMvkWr3wdXHXMx4wT5xQHeemabZxI0PKDfPao-2Bo-2BF90LpEtEZjRL7th4makEQvgnUohCNY-2Fl-2BFGjAekixyuUgcTA-2FB7AqtaDDiLdhuehjnq9tXjmSDyjibObO3b-2BjkUSXjmtkirSHl55liAH0YOu4U2pbOEVsXosoxcKizBMqINKgXTlNXxcTF1-2FT4RvZqsi6lwr91XLFo6VTQQm5UkmeRRelpwXeVYoIM-2F-2F9Fvrp3RYDYjufn2wt1Ov6MTy1XkxjNVyhvpuxTmlBIANh0m2cCuecA6sKArs3LtWVPQK5HDQgOgRXthldsof-2BtTB-2F-2FwVeIuWsVllnoG8yM226gw-2BuN-2BiLh-2FUOIJ5jrSWT9dGpp2XW699g1jdANdsnvTV-2FzSQ-3D-3D&ref=uploadvr.com" rel="noopener noreferrer">PlayStation VR2</a>. Bad Inmate&nbsp;will also be released for&nbsp;<a href="https://u15209703.ct.sendgrid.net/ls/click?upn=u001.ccgs6cDmqBRpWmPH-2B0gu81-2BxBWpoO13W1-2FJkr1waHxpJCnoij8BuZxyf7rzZlCZGge-2BYLc90ZUxdiqnK9hBocQ-3D-3DgvAR_JaQeO65kz-2F6Sejrki9wGLsbY79JPZ8T5EeEBhA4-2BBVzoZJNMguyTTVEyhoCSNccMBSJ0XiymtyypxUamMwi0cUzgQVWkJFfKKajpCPpN8rKXh2bbuyyzcWWyCHDYThZH7j8g-2FdA8QT0PFOvfDPeD6I-2BMvkWr3wdXHXMx4wT5xQHeemabZxI0PKDfPao-2Bo-2BF90LpEtEZjRL7th4makEQvgnUohCNY-2Fl-2BFGjAekixyuUgcTA-2FB7AqtaDDiLdhuehjnq9tXjmSDyjibObO3b-2BjkUSXjmtkirSHl55liAH0YOu4U2pbOEVsXosoxcKizBMqINKgXTlNXxcTF1-2FT4RvZqsi6lwr91XLFo6VTQQm5UkmeRRelpwXeVYoIM-2F-2F9Fvrp3Ify65ymfdR-2B4vU-2BHhwnge5IOQE4VSc2DI6p8UNhxmqt284OTrq7uwE6JPkSGGRqOLpILHf1I2kYln7FFWAs6xKPj1vQVa6PJvQknOd9OHEr-2BABcqyBhL8qQKQ4P9AffTQxaW7FoN7lmzrLa2WNRQlA-3D-3D&ref=uploadvr.com" rel="noopener noreferrer">SteamVR</a>, though a release date has not yet been announced. </p> ]]></content:encoded>
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        <title><![CDATA[ Meta Is Working To Spin Off Worlds From The Horizon Mobile App ]]></title>
        <description><![CDATA[ Recent datamining suggests Meta is preparing to spin off Horizon Worlds into a separate mobile app, dedicating the current app to XR headsets. ]]></description>
        <link>https://www.uploadvr.com/meta-is-working-to-spin-off-worlds-from-the-horizon-mobile-app/</link>
        <guid isPermaLink="false">6a8ee15272e9610001542cf4</guid>
            <category><![CDATA[ Social VR ]]></category>
        <dc:creator><![CDATA[ Luna ]]></dc:creator>
        <pubDate>Fri, 28 Aug 2026 23:34:14 -0700</pubDate>
        <media:content url="https://storage.ghost.io/c/2a/2f/2a2f38f0-4b71-407a-9c7e-18a9e2541980/content/images/2026/08/Meta-Horizon-2.webp" medium="image"/>
        <content:encoded><![CDATA[ <p>Assets added in recent updates to the Meta Horizon mobile app suggest that Meta is preparing to spin off the now mobile game-focused Horizon Worlds into a separate app, codenamed Eclipse.</p><figure class="kg-card kg-image-card kg-card-hascaption"><img src="https://storage.ghost.io/c/2a/2f/2a2f38f0-4b71-407a-9c7e-18a9e2541980/content/images/2026/08/applink.png" class="kg-image" alt="" loading="lazy" width="900" height="196" srcset="https://storage.ghost.io/c/2a/2f/2a2f38f0-4b71-407a-9c7e-18a9e2541980/content/images/size/w600/2026/08/applink.png 600w, https://storage.ghost.io/c/2a/2f/2a2f38f0-4b71-407a-9c7e-18a9e2541980/content/images/2026/08/applink.png 900w" sizes="(min-width: 720px) 720px"><figcaption><span style="white-space: pre-wrap;">Link to the Eclipse app, found in the August 2026 builds of the Horizon mobile app by </span><a href="https://x.com/noridoesvr/status/2092581776837280052?ref=uploadvr.com" rel="noreferrer"><span style="white-space: pre-wrap;">dataminer and programmer Nori</span></a><span style="white-space: pre-wrap;">.</span></figcaption></figure><p>In March, following <a href="https://www.uploadvr.com/meta-cto-explains-layoffs-strategy-shift-vr-is-growing-less-quickly-than-we-hoped/" rel="noreferrer">far-reaching layoffs and reorganization</a> of the VR and Horizon teams within Reality Labs, and a <a href="https://www.uploadvr.com/meta-explicitly-separating-horizon-worlds-from-quest-focusing-on-third-party-apps/" rel="noreferrer">declaration to begin "Explicitly Separating" Horizon Worlds From Quest</a>, Meta made the decision to <a href="https://www.uploadvr.com/meta-horizon-worlds-dropping-vr-support/" rel="noreferrer">drop Horizon Worlds from its series of VR devices</a>, going mobile-only. The company then <a href="https://www.uploadvr.com/meta-will-keep-horizon-worlds-vr-support-for-existing-games/" rel="noreferrer">partially reversed </a>this decision just days later, clarifying that only the Horizon Engine-based Worlds would be deprecated on VR devices.</p><p>Now, Meta appears to be preparing to spin off Horizon Worlds from the Horizon mobile app into a new one, internally codenamed Eclipse, with Horizon Create appearing to be its current pre-release name.</p><figure class="kg-card kg-embed-card"><blockquote class="twitter-tweet"><p lang="en" dir="ltr">Meta appears to be working on a standalone app for “remixing” Horizon Engine worlds, letting users personalize existing worlds or create entirely new ones from scratch simply by prompting an AI. <a href="https://t.co/WxsmkNDA3H?ref=uploadvr.com">pic.twitter.com/WxsmkNDA3H</a></p>— Nori 🦈 (@noridoesvr) <a href="https://x.com/noridoesvr/status/2085058598615261477?ref_src=twsrc%5Etfw&ref=uploadvr.com">August 5, 2026</a></blockquote>
<script async="" src="https://platform.x.com/widgets.js" charset="utf-8"></script></figure><p>In early August, dataminer and programmer Nori discovered in-development pages in the Meta Horizon mobile app referencing the new Meta Horizon Create app, which is described as an app for playing, remixing, and building mobile game Worlds with integrated AI tools.</p><p>In the August 25th update to the Meta Horizon mobile app, numerous strings were added describing the transition to Horizon Create and informing users that they’ll need to migrate there to access mobile games.</p><p>This would represent the clearest separation yet between Worlds and VR, further establishing them as increasingly distinct platforms.</p><figure class="kg-card kg-image-card kg-card-hascaption"><img src="https://storage.ghost.io/c/2a/2f/2a2f38f0-4b71-407a-9c7e-18a9e2541980/content/images/2026/08/v4-1.png" class="kg-image" alt="" loading="lazy" width="763" height="240" srcset="https://storage.ghost.io/c/2a/2f/2a2f38f0-4b71-407a-9c7e-18a9e2541980/content/images/size/w600/2026/08/v4-1.png 600w, https://storage.ghost.io/c/2a/2f/2a2f38f0-4b71-407a-9c7e-18a9e2541980/content/images/2026/08/v4-1.png 763w" sizes="(min-width: 720px) 720px"><figcaption><span style="white-space: pre-wrap;">Strings added in the August 25th build of the Meta Horizon mobile app, referencing the migration of mobile game Worlds.</span></figcaption></figure><p>Since March 2026, most of Meta’s public comments about Horizon have focused on VR. The company <a href="https://x.com/Lunayian/status/2022602925835485414?ref=uploadvr.com" rel="noreferrer">even seemingly canceled planned GDC 2026 talks related to Horizon Worlds</a>, while the <a href="https://www.uploadvr.com/meta-horizon-studio-upgrade-ai-assistant-horizon-worlds/" rel="noreferrer">Horizon Studio creation tools announced </a>at Meta Connect 2025 have received few new announcements.</p><p>At GDC 2026, Meta detailed changes to the Horizon Store, including the removal of World listings and a more modern page design intended to encourage users to engage with VR apps and games. <a href="https://www.youtube.com/watch?v=iRADficrLCc&t=921s&ref=uploadvr.com" rel="noreferrer">In one session, the company showcased some of this new design work</a>.</p><p>But notably, the design shown for the Meta Horizon mobile app was dramatically simplified, with the Store as the primary landing page and the navigation bar only containing additional headset, messages, and search buttons. </p><figure class="kg-card kg-image-card kg-card-hascaption"><img src="https://storage.ghost.io/c/2a/2f/2a2f38f0-4b71-407a-9c7e-18a9e2541980/content/images/2026/08/mobileGDC.png" class="kg-image" alt="" loading="lazy" width="1185" height="845" srcset="https://storage.ghost.io/c/2a/2f/2a2f38f0-4b71-407a-9c7e-18a9e2541980/content/images/size/w600/2026/08/mobileGDC.png 600w, https://storage.ghost.io/c/2a/2f/2a2f38f0-4b71-407a-9c7e-18a9e2541980/content/images/size/w1000/2026/08/mobileGDC.png 1000w, https://storage.ghost.io/c/2a/2f/2a2f38f0-4b71-407a-9c7e-18a9e2541980/content/images/2026/08/mobileGDC.png 1185w" sizes="(min-width: 720px) 720px"><figcaption><span style="white-space: pre-wrap;">The designs for the Meta Horizon Store and mobile app showcased in Meta's "Discovery Decoded: Your Guide to the Meta Horizon Store" GDC 2026 session.</span></figcaption></figure><p>As of late August 2026, that design does not match the Meta Horizon mobile app, which still mixes numerous World recommendations with VR experiences and other platform features.</p><figure class="kg-card kg-image-card kg-card-hascaption"><img src="https://storage.ghost.io/c/2a/2f/2a2f38f0-4b71-407a-9c7e-18a9e2541980/content/images/2026/08/mobile.jpg" class="kg-image" alt="" loading="lazy" width="810" height="1193" srcset="https://storage.ghost.io/c/2a/2f/2a2f38f0-4b71-407a-9c7e-18a9e2541980/content/images/size/w600/2026/08/mobile.jpg 600w, https://storage.ghost.io/c/2a/2f/2a2f38f0-4b71-407a-9c7e-18a9e2541980/content/images/2026/08/mobile.jpg 810w" sizes="(min-width: 720px) 720px"><figcaption><span style="white-space: pre-wrap;">The design of the Meta Horizon mobile app as shown on the App Store and Google Play as of late August 2026.</span></figcaption></figure><p>This suggests the design showcased at GDC 2026 may instead represent how the app is intended to look after the removal of Worlds, leaving it focused on VR app and game discovery, headset management, and off-headset socialization.</p><p>Meta promises updates at its Meta Connect 2026 conference on “expert-led VR developer sessions covering SDK updates, AI development workflows, controller-free interactions and new ways to grow revenue.” The company has meanwhile offered few hints about Horizon Worlds or Horizon Studio, so it remains to be seen whether either will feature at the event, and whether any such announcements form part of a broader reboot of Worlds.</p><figure class="kg-card kg-embed-card"><blockquote class="twitter-tweet"><p lang="en" dir="ltr">Meta Connect 2026 livestream registration is open! 🎟️<br><br>📅 September 23-24<br><br>Tune in for expert-led VR developer sessions covering SDK updates, AI development workflows, controller-free interactions and new ways to grow revenue.<br><br>Register 👉 <a href="https://t.co/KTH94smJln?ref=uploadvr.com">https://t.co/KTH94smJln</a><a href="https://x.com/hashtag/MetaConnect?src=hash&ref_src=twsrc%5Etfw&ref=uploadvr.com">#MetaConnect</a> <a href="https://t.co/hS6hL6UBLV?ref=uploadvr.com">pic.twitter.com/hS6hL6UBLV</a></p>— Meta Horizon Developers (@MetaHorizonDevs) <a href="https://x.com/MetaHorizonDevs/status/2082891415433187374?ref_src=twsrc%5Etfw&ref=uploadvr.com">July 30, 2026</a></blockquote>
<script async="" src="https://platform.x.com/widgets.js" charset="utf-8"></script></figure> ]]></content:encoded>
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        <title><![CDATA[ Beat Saber Hip Hop Mixtape 2 Features Kendrick Lamar, Doja Cat, 21 Savage &amp; More ]]></title>
        <description><![CDATA[ Beat Saber released its second Hip Hop Mixtape with 8 tracks featuring Cardi B, Kendrick Lamar, Doja Cat, &amp; more. ]]></description>
        <link>https://www.uploadvr.com/beat-sabers-hip-hop-mixtape-2-is-out-now-with-kendrick-lamar-doja-cat-2/</link>
        <guid isPermaLink="false">6a9095868216940001cb403c</guid>
            <category><![CDATA[ VR Gaming ]]></category>
        <dc:creator><![CDATA[ Mike Johnson ]]></dc:creator>
        <pubDate>Fri, 28 Aug 2026 02:26:27 -0700</pubDate>
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        <content:encoded><![CDATA[ <p>Hip Hop Mixtape 2 is Beat Saber's latest DLC collection, featuring eight tracks from chart-topping artists and custom lightshows for each song's map. Mixtape 2 is available now for Meta Quest and PC VR.</p><p>Here's the full tracklist:</p><ul><li>Kendrick Lamar – tv off (Feat. Lefty Gunplay)</li><li>Lil Nas X &amp; Jack Harlow – INDUSTRY BABY</li><li>Doja Cat – Kiss Me More (Feat. SZA)</li><li>JID – Surround Sound (Feat. 21 Savage &amp; Baby Tate)</li><li>Lil Wayne – 6 Foot 7 Foot (Feat. Cory Gunz)</li><li>Cardi B – I Like It (with Bad Bunny and J Balvin)</li><li>Doechii – NISSAN ALTIMA</li><li>Tommy Richman – MILLION DOLLAR BABY</li></ul><figure class="kg-card kg-video-card kg-width-regular" data-kg-thumbnail="https://storage.ghost.io/c/2a/2f/2a2f38f0-4b71-407a-9c7e-18a9e2541980/content/media/2026/08/YTDown.com_YouTube_Hip-Hop-Mixtape-2-Trailer-Beat-Saber_Media_3ZySIaXu2Q8_001_1080p_thumb.jpg" data-kg-custom-thumbnail="">
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        </figure><p>Mixtape 2 features more contemporary artists than its 2024 predecessor, which had songs from Grandmaster Flash &amp; the Furious Five, Dr. Dre, and 2Pac as a tribute to the fifty-year celebration of hip hop. </p><p>Like the first Mixtape, this collection features the uncensored versions of each song and makes use of the explicit lyric toggle, so users over 13 years of age can choose to show and hide songs with explicit language. This toggle is only available for users over 13 years old. Younger users will not see the pack at all.</p><p>Hip Hop Mixtape 2 can be purchased for <a href="https://www.meta.com/experiences/beat-saber/2224899508254018/?ref=uploadvr.com">Quest</a> and <a href="https://store.steampowered.com/bundle/79241/Hip_Hop_Mixtape_2/?ref=uploadvr.com">Steam</a> as a full collection for $10.99 or each track separately for $1.99 each. Beat Saber was also recently <a href="https://www.uploadvr.com/great-on-steam-frame-vr-games-valve/" rel="noreferrer">Steam Frame certified</a>, so users of Valve's new headset, whenever it releases, will be able to play it standalone.</p> ]]></content:encoded>
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        <title><![CDATA[ Vertigo Rush Impressions: Charming Parkour Racing That Needs To Find Its Rhythm ]]></title>
        <description><![CDATA[ Vertigo Rush is an arcade-style racer with a twist, using arm-swing locomotion to complete parkour-inspired urban race tracks in a picturesque dieselpunk setting. ]]></description>
        <link>https://www.uploadvr.com/vertigo-rush-impressions-charming-parkour-racing-that-needs-to-find-its-rhythm/</link>
        <guid isPermaLink="false">6a8eac7ddb2b980001bf69d2</guid>
            <category><![CDATA[ VR Gaming ]]></category>
        <dc:creator><![CDATA[ Pete Austin ]]></dc:creator>
        <pubDate>Thu, 27 Aug 2026 08:24:26 -0700</pubDate>
        <media:content url="https://storage.ghost.io/c/2a/2f/2a2f38f0-4b71-407a-9c7e-18a9e2541980/content/images/2026/08/2026_08_26T21_07_36_000Z.jpg" medium="image"/>
        <content:encoded><![CDATA[ <p>Vertigo Rush is the latest game from SumaLab, the indie developer behind the light-gun arcade cabinet-inspired Crisis Brigade/VRigade series, and is available now on both Quest and Steam in Early Access.</p><p>Vertigo Rush takes a novel approach to the racing genre. Doing away with the traditional schtick of ‘cool people in even cooler vehicles’, SumaLab has instead asked the question: “What if we mounted small, bobble-headed children on dieselpunk-inspired parkour robots and combined that with dizzying verticality and arm-swinging movement?”</p><p>An important question indeed. And while the result is initially a charming idea, it doesn't quite stick the landing… at least, not yet.</p><div class="kg-card kg-callout-card kg-callout-card-grey"><div class="kg-callout-text"><b><strong style="white-space: pre-wrap;">The Facts</strong></b><br><br><b><strong style="white-space: pre-wrap;">What is it?</strong></b>: A parkour adjacent racing game that uses arm swinging locomotion to scale urban courses laden with verticality.<br><b><strong style="white-space: pre-wrap;">Platforms</strong></b>: <a href="https://www.meta.com/en-gb/experiences/vertigo-rush/8731055120282939/?srsltid=AfmBOoqo-9BhXFx8iH-AVk23vQs9d_p24nG5bNql7fUQMisRSpi6Y-cJ&ref=uploadvr.com" rel="noreferrer">Meta Quest</a>, <a href="https://store.steampowered.com/app/1483380/Vertigo_Rush/?ref=uploadvr.com" rel="noreferrer">Steam</a> (played on Meta Quest 3)<br><b><strong style="white-space: pre-wrap;">Release Date</strong></b>: July 1 2026 (Quest), August 25 2026 (Steam)<br><b><strong style="white-space: pre-wrap;">Developer</strong></b>: SumaLab<br><b><strong style="white-space: pre-wrap;">Price:</strong></b> $14.99 </div></div><figure class="kg-card kg-video-card kg-width-regular" data-kg-thumbnail="https://storage.ghost.io/c/2a/2f/2a2f38f0-4b71-407a-9c7e-18a9e2541980/content/media/2026/08/Race-1_thumb.jpg" data-kg-custom-thumbnail="">
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        </figure><h3 id="off-to-the-races"><strong>Off To The Races</strong></h3><p>Vertigo Rush sees you (initially) take on the role of a brash young street urchin named Jack who is intent on piloting a rust-bucket robot to victory in a series of races known as 'The Derby'. Supported by a pit crew that consists of your precociously adept engineer/sister Sarah and a completely superfluous bearded man, you set off to claim glory across a series of challenging urban courses. </p><p>You propel your little mechanoid racer forward using an arm-swinging locomotion system similar to that popularized by Gorilla Tag. Additionally, you can vault, jump, climb and rocket boost yourself around the course. There are also sections where you grab onto rails that zoom you around sections of the track.</p><p>Vertigo Rush even includes a classic arcade racer-style weapon system, with a range of power-ups that can be collected and fired at opponents to slow them down or knock them off the track. As a premise, everything lands very well and in <em>some </em>ways the game puts me in mind of one of my favorite VR racers ever: Sprint Vector.</p><h3 id="testing-your-metal"><strong>Testing Your Metal</strong></h3><p>Unfortunately, I found the core locomotion mechanic just a little too finicky. I've played a great many games that focus on arm-swinging locomotion, so I’m no stranger to the technique, but there is something about this game's implementation of that system that I found just a little too fussy. Your arm movements need to be much more precise than feels necessary and even a small misstep will cost you your momentum.</p><p>There is definitely a skill curve to learning the correct technique, so with some practice you can find the required rhythm, but even after a couple of hours I would often find myself frustratingly stalling. Games like <a href="https://www.uploadvr.com/orion-drift-opens-early-access-on-february-25/" rel="noreferrer">Orion Drift</a> make a similar movement system feel fluid, and in that game, moving over varied terrain feels both challenging and intuitive. By comparison, Vertigo Rush ends up feeling a little clunky. However, this is something that could no doubt be smoothed out during Early Access.</p><p>That said, the climbing and boosting mechanics work well and once you do get a decent flow going, the game becomes quite enjoyable. The level design complements this nicely with tracks that mix verticality, twists, turns and platforming elements, ensuring that players have to make use of the full range of movement mechanics at their disposal.</p><figure class="kg-card kg-video-card kg-width-regular" data-kg-thumbnail="https://storage.ghost.io/c/2a/2f/2a2f38f0-4b71-407a-9c7e-18a9e2541980/content/media/2026/08/Race-2_thumb.jpg" data-kg-custom-thumbnail="">
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        </figure><h3 id="in-need-of-a-tune-up"><strong>In Need Of A Tune Up</strong></h3><p>As Vertigo Rush is just entering Early Access, it's difficult to be too critical, but there are several areas that clearly need further development.</p><p>The current version contains a time trial mode and three cups in the campaign, each consisting of only three tracks. Unfortunately, the AI opponents you face when playing solo don't provide much of a challenge and I was able to place first in every cup on my second attempt. By the end, I was winning some races by a minute or more, which meant there wasn't much incentive to replay the tracks once I'd finished them.</p><p>I was excited when I saw the range of playable characters, including both the riders and the robots themselves, thinking that much like Mario Kart we would see some interesting specialization that would give the game some depth and nuance. Unfortunately, these are purely cosmetic and none of the different bots appear to have any stats that influence how they handle on the course, which feels like a real missed opportunity.</p><div class="kg-card kg-toggle-card" data-kg-toggle-state="close">
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                <h4 class="kg-toggle-heading-text"><span style="white-space: pre-wrap;">Comfort</span></h4>
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            <div class="kg-toggle-content"><p><span style="white-space: pre-wrap;">Vertigo Rush is a racing game based on intense, fast-paced movement over varied terrain. There are very limited options of any kind available, let alone the usual comfort options. Players prone to VR motion sickness should definitely approach with caution.</span></p></div>
        </div><h3 id="where-my-bots-at"><strong>Where My Bots At?</strong></h3><p>Vertigo Rush does not seem to currently offer open online matches, with multiplayer only available via room codes. One can only hope that open lobbies will find their way into the game soon, as it is a sorely needed feature.</p><p>Thankfully, family sharing is available for Vertigo Rush which feels particularly important for the game's intended audience. I <em>was </em>able to play online using both my account and my daughter's, allowing us to enjoy some games together. For a game that appears reasonably focused on families or younger audiences, that feels essential.</p><figure class="kg-card kg-video-card kg-width-regular" data-kg-thumbnail="https://storage.ghost.io/c/2a/2f/2a2f38f0-4b71-407a-9c7e-18a9e2541980/content/media/2026/08/Race-3_thumb.jpg" data-kg-custom-thumbnail="">
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        </figure><h3 id="final-stretch"><strong>Final Stretch</strong></h3><p>Vertigo Rush is charming, well-presented and built around a novel idea. Its level design is very strong, mixing verticality, branching pathways and a range of movement mechanics to create courses that encourage you to find your own rhythm.</p><p>Unfortunately, finding that rhythm is currently easier said than done. The limited number of tracks combined with weak AI opponents and limited multiplayer options means there isn't currently enough challenge to keep players coming back after completing the cups.</p><p>For now, Vertigo Rush is a pleasant experience that I think is worth keeping an eye on, particularly for families or a younger VR audience. Those who are less patient with Early Access limitations, however, may want to wait a little longer before diving into the world of Vertigo Rush.</p> ]]></content:encoded>
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        <title><![CDATA[ Dragon Quest: The Dive Is A VR Attraction Capturing 40 Years of Gaming ]]></title>
        <description><![CDATA[ Dragon Quest: The Dive attempts to capture 40 years of the iconic franchise with a thrilling VR motion ride, but the Tokyo exhibition&#39;s steep entry price makes it a tough sell. ]]></description>
        <link>https://www.uploadvr.com/dragon-quest-the-dive-is-a-vr-attraction-capturing-40-years-of-gaming/</link>
        <guid isPermaLink="false">6a8eeb8d72e9610001542cf9</guid>
            <category><![CDATA[ Location-Based ]]></category>
        <dc:creator><![CDATA[ Alicia Haddick ]]></dc:creator>
        <pubDate>Thu, 27 Aug 2026 02:41:55 -0700</pubDate>
        <media:content url="https://storage.ghost.io/c/2a/2f/2a2f38f0-4b71-407a-9c7e-18a9e2541980/content/images/2026/08/sub9.jpg" medium="image"/>
        <content:encoded><![CDATA[ <p>After forty years, the Dragon Quest series has grown from a handwritten idea from Yuji Horii at Chunsoft penciled onto publisher Enix company office paper into a global franchise, and one of gaming’s most iconic IPs.</p><p>How do you celebrate that history? You could go moment by moment, carving out knowledge and archival pieces for every minute portion of the franchise, but when you have a series this large, how do you make such an exhibit truly exhaustive of every nook and cranny of the series? Which is why Dragon Quest: The Dive took a different approach, and it used VR to achieve that.</p><p>This celebration of four decades of this massive franchise is split into three distinct sections. The third and final area is the most traditional aspect of the exhibition for those wanting a pure look at franchise history. Encased in glass with a strict no-photography policy, were original design documents unearthed from vaults now on rare display. Handwritten, the original proposal lists almost all of the initial game’s very small team, which even at this early stage includes Akira Toriyama’s name as a designer of characters and monsters. Many of his initial sketches for the Slime and every monster were on display, as were entire dungeon maps and large tables that showed the specific stat increases of every level as the team sought to find balance.</p><p>Even musical notation for the main theme has been preserved and displayed. It’s a small space only focused on the first game - there are no documents for any other title in the series, but it’s such a fascinating look into the often-logical, nerdy necessities of programming and design in these early days of gaming.</p><figure class="kg-card kg-embed-card"><iframe width="200" height="113" src="https://www.youtube.com/embed/u4WxdUdu_Ow?feature=oembed" frameborder="0" allow="accelerometer; autoplay; clipboard-write; encrypted-media; gyroscope; picture-in-picture; web-share" referrerpolicy="strict-origin-when-cross-origin" allowfullscreen="" title="『ドラゴンクエスト the DIVE -まだ見ぬ冒険の舞台へ-』プロモーション映像"></iframe></figure><p>The second area focuses primarily on the mainline titles for the series, starting with statues that offer life-size recreations of recognizable creatures and scenes that you can enter and take photos as the hero. Inflatable slimes can be squished and hugged, while stone golems and a knight aberrant stand menacingly. If you ever wondered what a creature in these games might feel like to the touch, there was an experience where you could touch a slime, or place your hand on the surprisingly warm surface of a rock bomb. Other areas scanned you to find out your kin monster or sprite - I was one of the many bunny girls from Dragon Quest’s history.</p><p>While certainly colorful with enough to engage audiences of all ages, it’s not something that will educate you if you’re already up to speed on the series. Aside from a neat visual of the original designs of Dragon Quest XII’s protagonist, likely the last to be designed by Toriyama before his sudden passing in 2024, much of this was designed to evoke memories or emotions more than educate. There are screenshots and quotes from every mainline title to point to and reminisce about, and displays to bring scenes to life.</p><p>What it does achieve by taking this approach is capturing the experience of being a Dragon Quest fan and bringing that to the space, rather than dryly recapping history that those fans already know. It’s a space that demands that you feel what 40 years of this series were like to live through, using this concept as the design philosophy driving this exhibit, rather than a more typical recap of documents and dates. Celebrate the fans, in that sense.</p><p>Which is where the VR aspect of Dragon Quest: The Dive comes into play. Rather than an introductory movie or series recap, this is a 5-minute VR attraction that speeds through locales while placing you in the role of the hero assisting a healslime named Homita with naive hopes of saving the world and a killer panther.</p><figure class="kg-card kg-image-card"><img src="https://storage.ghost.io/c/2a/2f/2a2f38f0-4b71-407a-9c7e-18a9e2541980/content/images/2026/08/sub12.jpg" class="kg-image" alt="" loading="lazy" width="1920" height="1080" srcset="https://storage.ghost.io/c/2a/2f/2a2f38f0-4b71-407a-9c7e-18a9e2541980/content/images/size/w600/2026/08/sub12.jpg 600w, https://storage.ghost.io/c/2a/2f/2a2f38f0-4b71-407a-9c7e-18a9e2541980/content/images/size/w1000/2026/08/sub12.jpg 1000w, https://storage.ghost.io/c/2a/2f/2a2f38f0-4b71-407a-9c7e-18a9e2541980/content/images/size/w1600/2026/08/sub12.jpg 1600w, https://storage.ghost.io/c/2a/2f/2a2f38f0-4b71-407a-9c7e-18a9e2541980/content/images/2026/08/sub12.jpg 1920w" sizes="(min-width: 720px) 720px"></figure><p>We climb aboard the killer panther and, at first, the adventure is pretty run-of-the-mill. Alongside Homita and his wooden sword, we wander through the woods until Treefaces, stone golems and more attack. That’s when things go far off plan, as we run and bound away till we have to jump from cliffs and ride upon a giant Hades Condor as recognizable creatures rush past and attack and we simply do everything we can to survive. Even that doesn’t go as we had hoped, however, as we are tossed into fast-paced river rapids and continue to be tossed and turned till we even find ourselves in an underground dungeon, where the most threatening creatures appear.</p><p>Here we are pitted face to face with an Estark, a lord of the Underworld against pits of fire and smoke. All seems lost, until the wooden sword begins to resonate inside you. That resonance transforms it into a mighty hero’s sword that slices down the creature and saves you all.</p><p>The entire attraction is on-rails and non-interactive, essentially an immersive video pre-rendered and displayed on Quest 3 headsets provided to all audiences. Immersion for the experience comes not just from the fact this video places you directly inside the world of Dragon Quest, but also from how the exhibition itself leads you into feeling a direct part of this world even as you are prevented from playing an active role.</p><figure class="kg-card kg-image-card"><img src="https://storage.ghost.io/c/2a/2f/2a2f38f0-4b71-407a-9c7e-18a9e2541980/content/images/2026/08/sub10.jpg" class="kg-image" alt="" loading="lazy" width="1920" height="1080" srcset="https://storage.ghost.io/c/2a/2f/2a2f38f0-4b71-407a-9c7e-18a9e2541980/content/images/size/w600/2026/08/sub10.jpg 600w, https://storage.ghost.io/c/2a/2f/2a2f38f0-4b71-407a-9c7e-18a9e2541980/content/images/size/w1000/2026/08/sub10.jpg 1000w, https://storage.ghost.io/c/2a/2f/2a2f38f0-4b71-407a-9c7e-18a9e2541980/content/images/size/w1600/2026/08/sub10.jpg 1600w, https://storage.ghost.io/c/2a/2f/2a2f38f0-4b71-407a-9c7e-18a9e2541980/content/images/2026/08/sub10.jpg 1920w" sizes="(min-width: 720px) 720px"></figure><p>By stepping into the exhibition, you get an introduction video from your new Slime friend that leaves you acquainted. Following that, you step into the exhibition room and not only are you required to put on your headset, but you must also securely strap yourself into a 4DX-like chair that jolts you around with every duck and weave of your brief journey. Far from a minor jolt, this is intense in ways more reminiscent of an immersive rollercoaster from a theme park than a temporary attraction, and certainly not for the faint of heart when drops into ravines can feel near-blind and incredibly steep in this setup.</p><p>Not that this isn’t entertaining, but it could prove too much for audiences less familiar with the medium.</p><p>It’s certainly the highlight of the exhibition, but also a very different approach to what has become a growing trend in Japanese showcases as they seek new ways to integrate modern technologies into the traditional retrospective. <a href="https://www.uploadvr.com/how-tokyos-ghost-in-the-shell-exhibition-embraces-ar/" rel="noreferrer">During an exhibition for the beloved manga and anime franchise Ghost in the Shell</a>, centered on its many made-for-TV and theatrical adaptations, the exhibition used AR glasses not to transport people into the world of the series, but to enhance what already exists in the show to provide context through audio and video that simply can’t be printed on a piece of paper alongside static displays. Between the two exhibitions, whether by creating a virtual overlay to the real-world show or whisking audiences away into the world itself, the purpose of this is to provide a new dimension that can’t be offered without the use of additional technology.</p><figure class="kg-card kg-image-card"><img src="https://storage.ghost.io/c/2a/2f/2a2f38f0-4b71-407a-9c7e-18a9e2541980/content/images/2026/08/IMG_4143.jpeg" class="kg-image" alt="" loading="lazy" width="2000" height="1500" srcset="https://storage.ghost.io/c/2a/2f/2a2f38f0-4b71-407a-9c7e-18a9e2541980/content/images/size/w600/2026/08/IMG_4143.jpeg 600w, https://storage.ghost.io/c/2a/2f/2a2f38f0-4b71-407a-9c7e-18a9e2541980/content/images/size/w1000/2026/08/IMG_4143.jpeg 1000w, https://storage.ghost.io/c/2a/2f/2a2f38f0-4b71-407a-9c7e-18a9e2541980/content/images/size/w1600/2026/08/IMG_4143.jpeg 1600w, https://storage.ghost.io/c/2a/2f/2a2f38f0-4b71-407a-9c7e-18a9e2541980/content/images/size/w2400/2026/08/IMG_4143.jpeg 2400w" sizes="(min-width: 720px) 720px"></figure><p>In Dragon Quest: The Dive, the approach has flaws. While the VR ride itself is truly a full-body excursion that does integrate well into the exhibition - the following room with statues is placed in a manner that maintains the illusion of stepping into the world from the VR ride and translates it to a slow transition back to reality. Only, once the transition has ended, there is very little left of the exhibition, which can feel disappointing considering the high cost of entry. Tickets start at 4,400 yen per person when standard exhibitions of this caliber for other franchises typically cost half this price. It begins to feel like the VR ride is the point of the experience, not merely an enhancement, and at that point the question of whether such a high price for a 5-minute experience is justified begins to arise.</p><p>Especially when, if we were to compare it to VR attractions of similar length, the price similarly can feel steep. Just a few minutes away on the train from the exhibition’s location in Tokyo’s Harajuku area is Shinjuku, where the Kabukicho Tower plays host to numerous VR attractions based on IP like Evangelion for just a quarter of the price (and with more interactivity). Places like <a href="https://www.uploadvr.com/excurios-immersive-vr-locations-are-some-of-the-most-ambitious-to-date/" rel="noreferrer">Immersive Journey</a> and <a href="https://www.uploadvr.com/tyffonium-vr-japan-2025/" rel="noreferrer">Tyffonium</a> exist. <a href="https://www.uploadvr.com/monster-hunter-bridge-impressions/" rel="noreferrer">Monster Hunter Bridge</a>, which was a fully interactive AR experience at the 2025 World Expo in Osaka before that event's closure, will move to Nijigen no Mori theme park in 2027. Also present at the theme park? Dragon Quest Island, a full themed area complete with interactive attractions, accessible starting from a similar price to this exhibition.</p><figure class="kg-card kg-image-card"><img src="https://storage.ghost.io/c/2a/2f/2a2f38f0-4b71-407a-9c7e-18a9e2541980/content/images/2026/08/IMG_4151.jpeg" class="kg-image" alt="" loading="lazy" width="2000" height="1500" srcset="https://storage.ghost.io/c/2a/2f/2a2f38f0-4b71-407a-9c7e-18a9e2541980/content/images/size/w600/2026/08/IMG_4151.jpeg 600w, https://storage.ghost.io/c/2a/2f/2a2f38f0-4b71-407a-9c7e-18a9e2541980/content/images/size/w1000/2026/08/IMG_4151.jpeg 1000w, https://storage.ghost.io/c/2a/2f/2a2f38f0-4b71-407a-9c7e-18a9e2541980/content/images/size/w1600/2026/08/IMG_4151.jpeg 1600w, https://storage.ghost.io/c/2a/2f/2a2f38f0-4b71-407a-9c7e-18a9e2541980/content/images/size/w2400/2026/08/IMG_4151.jpeg 2400w" sizes="(min-width: 720px) 720px"></figure><p>For the brief runtime of the VR attraction part of Dragon Quest: The Dive, I truly felt immersed in the world of Dragon Quest in a way that the series has genuinely never achieved virtually before. Offered in other formats, this attraction is a must-try experience for anyone interested. While in theory this could complement a more voluminous exhibition, the lackluster offerings elsewhere in this showcase feel lacking for what should be an anniversary celebration for one of the biggest gaming franchises in Japan. Rather than enhancing the exhibit, like AR did for Ghost in the Shell, it exposes how lacking the rest of the showcase is, making this feel like an (expensive) paid test run for this ride’s possible installation elsewhere at a later date.</p><p>Which I hope can be done! But compared to how immersive technology has been able to enhance exhibitions in Japan in recent months, this is a case where, for all its individual merits, it can’t justify the price of admission.</p> ]]></content:encoded>
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        <title><![CDATA[ Isle Of Food Impressions: A Pretty Tasty Tropical Restaurant Sim ]]></title>
        <description><![CDATA[ Isle of Food takes a novel approach to a cooking simulation game by having you explore an island for food to prepare for your guests. ]]></description>
        <link>https://www.uploadvr.com/isle-of-food-impressions-a-pretty-tasty-tropical-restaurant-sim/</link>
        <guid isPermaLink="false">6a8cb2aa71f6ab0001c46147</guid>
            <category><![CDATA[ VR Gaming ]]></category>
        <dc:creator><![CDATA[ Luis Aviles ]]></dc:creator>
        <pubDate>Wed, 26 Aug 2026 15:57:20 -0700</pubDate>
        <media:content url="https://storage.ghost.io/c/2a/2f/2a2f38f0-4b71-407a-9c7e-18a9e2541980/content/images/2026/08/1000198665.jpg" medium="image"/>
        <content:encoded><![CDATA[ <p>Isle of Food recently launched on Quest after an Early Access period on Steam, and its ingredient collecting and cooking sim recipes combine for a delicious dish.</p><p>The tactile nature of virtual reality, with its granular interactivity, can greatly enhance the experience of playing simulation games. Pulling a carrot seed from your backpack, scattering it onto the earth, watering it, and harvesting it with a shovel feels somehow more meaningful when every one of those actions is a physical one. This is where Isle of Food shines.</p><div class="kg-card kg-callout-card kg-callout-card-grey"><div class="kg-callout-text"><b><strong style="white-space: pre-wrap;">The Facts</strong></b><br><br><b><strong style="white-space: pre-wrap;">What is it?</strong></b>: A cooking and ingredient-collecting sim on a tropical island.<br><b><strong style="white-space: pre-wrap;">Platforms</strong></b>: <a href="https://www.meta.com/experiences/isle-of-food/31091861580461807/?ref=uploadvr.com" rel="noreferrer">Quest</a>, <a href="https://store.steampowered.com/app/4072850/Isle_of_Food/?ref=uploadvr.com" rel="noreferrer">SteamVR (Early Access)</a><br><b><strong style="white-space: pre-wrap;">Release Date</strong></b>: Out now<br><b><strong style="white-space: pre-wrap;">Developer</strong></b>: Svaiy Art Industries <br><b><strong style="white-space: pre-wrap;">Publisher</strong></b>: Istifa Games <br><b><strong style="white-space: pre-wrap;">Price:</strong></b> $19.99</div></div><figure class="kg-card kg-video-card kg-width-regular kg-card-hascaption" data-kg-thumbnail="https://storage.ghost.io/c/2a/2f/2a2f38f0-4b71-407a-9c7e-18a9e2541980/content/media/2026/08/Isle-Of-Food_thumb.jpg" data-kg-custom-thumbnail="">
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            <figcaption><p><span style="white-space: pre-wrap;">A gameplay video of how attending to a customer's order usually goes.</span></p></figcaption>
        </figure><p>In Isle of Food, you play as the chef of a restaurant on a tropical island. You must attend to hungry tourists by collecting every resource—alive or dead—on the island to serve as a proper, edible dish. Spawning at a wooden dock, your tiki hut restaurant is bustling with hungry customers. Equipped with a grill, oven, blender, and plenty of cute little umbrellas for cocktails, the only items missing are the ingredients. One half of Isle of Food's gameplay involves cooking up delightful recipes for your hungry tourists. The other half is all about collecting raw ingredients.</p><p>On this densely packed island, there are tomatoes, potatoes, cows, deer, fish, and more that appear in the mornings or evenings, whether it's rainy or not. Anything that is not naturally accessible around you can be bought and crafted with a rather futuristic 3D printer to spend your hard-earned money on. Among the many items on offer, buying new furniture to customize the business and attract new types of customers is one of the main goals.</p><p>One of the first dishes a customer requests is a grilled sliced apple. Surprise. There are no apples in your pantry. You need to go and pick the apple from a tree and cook it within an allotted time. Once back with the juicy fruit, the cookbook on the table directly explains how to chop it into five slices, cook, flip, and deliver. Voila. Completing dishes quickly and accurately makes your customers happy, which awards you experience points. Get enough of these, and you level up, learn new recipes, and continue to expand your nascent business.</p><figure class="kg-card kg-image-card kg-card-hascaption"><img src="https://storage.ghost.io/c/2a/2f/2a2f38f0-4b71-407a-9c7e-18a9e2541980/content/images/2026/08/1000198663.jpg" class="kg-image" alt="" loading="lazy" width="1920" height="1080" srcset="https://storage.ghost.io/c/2a/2f/2a2f38f0-4b71-407a-9c7e-18a9e2541980/content/images/size/w600/2026/08/1000198663.jpg 600w, https://storage.ghost.io/c/2a/2f/2a2f38f0-4b71-407a-9c7e-18a9e2541980/content/images/size/w1000/2026/08/1000198663.jpg 1000w, https://storage.ghost.io/c/2a/2f/2a2f38f0-4b71-407a-9c7e-18a9e2541980/content/images/size/w1600/2026/08/1000198663.jpg 1600w, https://storage.ghost.io/c/2a/2f/2a2f38f0-4b71-407a-9c7e-18a9e2541980/content/images/2026/08/1000198663.jpg 1920w" sizes="(min-width: 720px) 720px"><figcaption><span style="white-space: pre-wrap;">Mysterious structures in the tropical paradise allude to more than just cooking.</span></figcaption></figure><p>Isle of Food does not concern itself too much with realism, to its benefit. For instance, while a spatula can be used to flimsily plate a boiling hot veggie, I found it easier to simply grab it with my hand and put it on the dish. A handy wristwatch you can click on will make any tool you require appear, like a shovel or fishing rod. There is no fall damage, stamina, or life bar to consider either, as evidenced when I simply stopped holding the top of a palm tree to reach some coconuts. Lastly, offloading any collected ingredients from your backpack automatically to your kitchen’s stock with the press of a button is refreshing.</p><p>An interesting detail you notice while scavenging for ingredients is how the island itself feels full of secrets, many of which are not fully explored. There are giant glowing crystals next to where grapes grow. More puzzling even is the fact that an elaborate throne of an ancient civilization, complete with a shiny crown, is just lying there. Perhaps the medieval sword stuck a la Camelot’s Excalibur foreshadows more combat options, considering hunting animals with a bow and slingshot is necessary to obtain certain proteins.</p><figure class="kg-card kg-image-card kg-card-hascaption"><img src="https://storage.ghost.io/c/2a/2f/2a2f38f0-4b71-407a-9c7e-18a9e2541980/content/images/2026/08/1000198664.jpg" class="kg-image" alt="" loading="lazy" width="1920" height="1080" srcset="https://storage.ghost.io/c/2a/2f/2a2f38f0-4b71-407a-9c7e-18a9e2541980/content/images/size/w600/2026/08/1000198664.jpg 600w, https://storage.ghost.io/c/2a/2f/2a2f38f0-4b71-407a-9c7e-18a9e2541980/content/images/size/w1000/2026/08/1000198664.jpg 1000w, https://storage.ghost.io/c/2a/2f/2a2f38f0-4b71-407a-9c7e-18a9e2541980/content/images/size/w1600/2026/08/1000198664.jpg 1600w, https://storage.ghost.io/c/2a/2f/2a2f38f0-4b71-407a-9c7e-18a9e2541980/content/images/2026/08/1000198664.jpg 1920w" sizes="(min-width: 720px) 720px"><figcaption><span style="white-space: pre-wrap;">The cookbook is handy and will unlock up to 7 levels of dishes.</span></figcaption></figure><div class="kg-card kg-toggle-card" data-kg-toggle-state="close">
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                <h4 class="kg-toggle-heading-text"><span style="white-space: pre-wrap;">Comfort</span></h4>
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            <div class="kg-toggle-content"><p><span style="white-space: pre-wrap;">Isle of Food provides expected accessibility features. The movement hand can be toggled between left and right. Snap or smooth turning, along with the respective angle and turn speed, can be tweaked. A seated mode is available. For those with motion sickness a tunneling vignette with various levels of intensity is also an option. As mentioned, no teleporting means getting stuck will equal restarting the game, for the time being.</span></p></div>
        </div><p>Although it is billed as a full release, it does feel like the game still has some technical issues that need work. There is noticeable pop-in on the corners of the peripheral view. I got stuck in one part of the map with no unstuck button to speak of, which required a reboot. Some ingredients did not register as being placed on the dish I put them on, acting as floating objects instead.</p><p>Restaurant simulators are nothing new, but the physicality that VR brings to the process of exploring and collecting ingredients makes the experience feel novel. Hunting animals, harvesting vegetables, or climbing palm trees blends easily with the cooking part of the game, making for a hectic but fun gameplay loop. Isle of Food could do with more time in the oven, but what is on offer is worth a taste.</p><p>Isle of Food is out now for <a href="https://store.steampowered.com/app/4072850/Isle_of_Food/?ref=uploadvr.com" rel="noreferrer">SteamVR</a> in Early Access and <a href="https://www.meta.com/experiences/isle-of-food/31091861580461807/?ref=uploadvr.com" rel="noreferrer">Meta Quest</a>.</p> ]]></content:encoded>
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        <title><![CDATA[ Honking My Way Through Trombone Champ: Unflattened&#x27;s Disney DLC ]]></title>
        <description><![CDATA[ We honked our way through Disney Movie Magic Volume 1, the latest DLC for Trombone Champ: Unflattened. ]]></description>
        <link>https://www.uploadvr.com/trombone-champ-unflattened-disney-movie-magic-volume-1-dlc-impressions/</link>
        <guid isPermaLink="false">6a8f1fc272e9610001542e27</guid>
            <category><![CDATA[ VR Gaming ]]></category>
        <dc:creator><![CDATA[ James Tocchio ]]></dc:creator>
        <pubDate>Wed, 26 Aug 2026 15:56:55 -0700</pubDate>
        <media:content url="https://storage.ghost.io/c/2a/2f/2a2f38f0-4b71-407a-9c7e-18a9e2541980/content/images/2026/08/trombone-champ-header-disney.jpg" medium="image"/>
        <content:encoded><![CDATA[ <p>I just came home from my family's annual vacation, a week in Florida's Walt Disney World Resort, where we ate Mickey-shaped pancakes, rode magical mountain roller coasters, watched fireworks at 1am, and rubbed shoulders with anthropomorphic ducks, dogs, and mice.</p><p>After such a fun-filled trip, returning to the real world has been a drag. So it was a nice little surprise to come home and find that Trombone Champ: Unflattened's Disney Movie Magic Volume 1 DLC pack had tooted its way onto <a href="https://www.meta.com/experiences/trombone-champ-unflattened/25085547287757633/?ref=uploadvr.com" rel="noreferrer">Meta Quest</a>, <a href="https://store.steampowered.com/app/4849840/Trombone_Champ__Disney_Movie_Magic_Volume_1/?ref=uploadvr.com" rel="noreferrer">SteamVR</a>, and <a href="https://store.playstation.com/en-us/concept/10011900/?ref=uploadvr.com" rel="noreferrer">PlayStation VR2</a> while I was away.  </p><p>I've spent the last few days honking my way through the paid music pack, unlocking its collectibles, and fighting back the post-vacation blues via the immersive power of VR.</p><div class="kg-card kg-callout-card kg-callout-card-grey"><div class="kg-callout-text"><b><strong style="white-space: pre-wrap;">The Facts</strong></b><br><br><b><strong style="white-space: pre-wrap;">What is it?</strong></b>: Disney Movie Magic Volume 1 is a Disney-themed DLC pack for Trombone Champ: Unflattened, a comical musical rhythm game in which you play a trombone (in my case, badly). <br><b><strong style="white-space: pre-wrap;">Platforms</strong></b>: <a href="https://www.meta.com/experiences/trombone-champ-unflattened/25085547287757633/?ref=uploadvr.com" rel="noreferrer">Meta Quest</a>, <a href="https://store.steampowered.com/app/4849840/Trombone_Champ__Disney_Movie_Magic_Volume_1/?ref=uploadvr.com" rel="noreferrer">SteamVR</a>, and <a href="https://store.playstation.com/en-us/concept/10011900/?ref=uploadvr.com" rel="noreferrer">PlayStation VR2</a> (played on Quest)<br><b><strong style="white-space: pre-wrap;">Release Date</strong></b>: August 20, 2026 <br><b><strong style="white-space: pre-wrap;">Developer</strong></b>: Flat2VR Studios<br><b><strong style="white-space: pre-wrap;">Publisher</strong></b>: Impact Inked<br><b><strong style="white-space: pre-wrap;">Price:</strong></b> $9.99 (DLC); $19.99 (base game)</div></div><p>To catch you up, Trombone Champ: Unflattened is the VR port of Trombone Champ, a flat screen musical rhythm game with a decidedly comedic tone that made a huge splash when it debuted in 2022. The game's silly presentation and the naturally oddball charm of playing a trombone to well-known tunes really struck a chord (to use a mixed musical metaphor). </p><p>The Flat2VR Studios-made VR port was similarly <a href="https://www.uploadvr.com/trombone-champ-unflattened-impressions/" rel="noreferrer">well-received when it debuted in 2024</a>, and has benefited from several DLC music packs since then. The Disney Movie Magic Volume 1 DLC is the latest, and it brings seven beloved Disney songs, two Disney-themed concert environments, and a smattering of Disney-esque cosmetics to the game.</p><figure class="kg-card kg-video-card kg-width-regular kg-card-hascaption" data-kg-thumbnail="https://storage.ghost.io/c/2a/2f/2a2f38f0-4b71-407a-9c7e-18a9e2541980/content/media/2026/08/trombone-champ-lion-king-optimized_thumb.jpg" data-kg-custom-thumbnail="">
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            <figcaption><p><span style="white-space: pre-wrap;">Video captured by UploadVR.</span></p></figcaption>
        </figure><p>Launching into the DLC we find six songs available from the start. Each has three achievements, and by collecting a certain number of cumulative achievements, you can unlock the "Final Boss," which is a medley mashup of all the songs included in the pack. </p><p>The songs can be played in any Trombone Champ: Unflattened environment, but Disney freaks will likely want to dive right into the new ones: there's one that's reminiscent of Andy's room from Pixar's Toy Story, and another undersea area which references Ariel's grotto from the 1989 film The Little Mermaid. </p><p>The full track list follows: </p><ul><li>"A Whole New World" from Aladdin</li><li>"Under the Sea" from The Little Mermaid</li><li>"You've Got a Friend in Me" from Toy Story</li><li>"Be Our Guest" from Beauty and the Beast</li><li>"Circle of Life" from The Lion King</li><li>"Part of Your World" from The Little Mermaid</li></ul><p>It's a solid playlist of Disney classics, and anyone who grew up watching these films will instantly recognize the tunes. And the DLC is populated with plenty of little Easter eggs to keep Disney fans smiling. My youngest daughter's favorite characters are the little green aliens from Toy Story, and seeing their rocket ship sitting in the corner of the Toy Story environment was a sweet treat.</p><p>But don't let the cute presentation and warm nostalgia fool you. While some of the included songs are relatively easy to play, others are diabolically tricky. "Be Our Guest" from Beauty and the Beast is fast-paced, with rapid pitch changes that really challenge your coordination, especially on everything but the easiest difficulty mode. Similarly, "Under the Sea" from The Little Mermaid is a real hand-eye workout. </p><figure class="kg-card kg-video-card kg-width-regular kg-card-hascaption" data-kg-thumbnail="https://storage.ghost.io/c/2a/2f/2a2f38f0-4b71-407a-9c7e-18a9e2541980/content/media/2026/08/trombone-champ-be-our-guest_thumb.jpg" data-kg-custom-thumbnail="">
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            <figcaption><p><span style="white-space: pre-wrap;">Oof! It ain't easy.</span></p></figcaption>
        </figure><p>That said, mastering the songs is extremely rewarding, as confetti bursts from the ceiling and a roar of appreciative applause rolls from the crowd. As in the base game, the mechanics and gameplay loop are simply solid. </p><div class="kg-card kg-toggle-card" data-kg-toggle-state="close">
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                <h4 class="kg-toggle-heading-text"><span style="white-space: pre-wrap;">Comfort</span></h4>
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            <div class="kg-toggle-content"><p><span style="white-space: pre-wrap;">Trombone Champ: Unflattened requires no locomotion, and can be played seated or standing. You can also select left or right hand controls. </span></p></div>
        </div><p><a href="https://www.uploadvr.com/trombone-champ-unflattened-full-release/" rel="noreferrer">When we reviewed Trombone Champ: Unflattened</a> we described it as being "more like a brand-new game than a flatscreen port, [that builds] upon the existing foundations well to deliver ridiculously silly fun." This DLC naturally carries on with everything great about the base game, just with a Disney-esque skin that fans of the film studios' works will appreciate. </p><p>For me, Trombone Champ: Unflattened's latest DLC is a real pleasure. It's been a blast playing along to some of the most memorable tunes from some of my kids' (and, admittedly, my own) favorite animated films. And watching my two daughters honk their way (off-key) through some of these great songs has filled my house with joy, even if my family and I are no longer partying in "the most magical place on Earth."</p> ]]></content:encoded>
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        <title><![CDATA[ Among Us 3D Developer Schell Games Confirms Layoffs ]]></title>
        <description><![CDATA[ Among Us 3D &amp; I Expect You To Die developer Schell Games has laid off employees for the first time in its history. ]]></description>
        <link>https://www.uploadvr.com/among-us-3d-schell-games-confirms-layoffs/</link>
        <guid isPermaLink="false">6a8f098572e9610001542d7e</guid>
            <category><![CDATA[ Industry News ]]></category>
        <dc:creator><![CDATA[ Mike Johnson ]]></dc:creator>
        <pubDate>Wed, 26 Aug 2026 09:28:06 -0700</pubDate>
        <media:content url="https://storage.ghost.io/c/2a/2f/2a2f38f0-4b71-407a-9c7e-18a9e2541980/content/images/2026/08/a7830c8063e844d6c8bf0c9a61c6fc85b801eaca-1920x1080-1.jpg" medium="image"/>
        <content:encoded><![CDATA[ <p>Schell Games, the studio best known for Among Us 3D and the I Expect You To Die series, confirmed its first layoffs in the company's twenty-plus-year history.</p><p>Late last week, several Schell Games employees posted news of layoffs at the veteran studio. One person unaffected by the cuts stated "this has happened not because of anything you did or did not do. Our industry (and beyond) right now is hemorrhaging." The cuts reportedly hit multiple departments including marketing, art, design, and visual effects.</p><p>Schell Games CEO and founder Jesse Schell has said in past interviews that he avoids layoffs as a company philosophy, including this quote from a GamesIndustry interview in 2024:</p><blockquote>At the heart of it all is choosing not to put jobs at risk. We'll put cash at risk when we make a game, but we don't put jobs at risk. Even if our own IP brings in zero dollars, we still haven't put any jobs at risk—we still have a path forward where we'll be able to keep people on. So, in a lot of ways, it's a choice.</blockquote><p>Schell's highest-profile VR project is <a href="https://www.uploadvr.com/among-us-vr-review/" rel="noreferrer">Among Us VR</a>, which started as a VR-only title of the hit social deception game before being ported to flatscreen, renamed <a href="https://www.uploadvr.com/among-us-vr-is-becoming-among-us-3d-2/" rel="noreferrer">Among Us 3D</a>, and eventually <a href="https://www.uploadvr.com/schell-games-to-step-away-from-among-us-3d-later-this-month/" rel="noreferrer">turned over to Among Us developer Innersloth</a>. The studio has also released horror game <a href="https://www.uploadvr.com/silent-slayer-vault-of-the-vampire-review/" rel="noreferrer">Silent Slayer: Vault of the Vampire</a>, free-to-play hybrid title <a href="https://www.uploadvr.com/project-freefall-early-access-impressions/" rel="noreferrer">Project Freefall</a>, and the <a href="https://www.uploadvr.com/i-expect-you-to-die-3-credits-opening-video/" rel="noreferrer">I Expect You To Die</a> series of games. Aside from gaming, Schell Games has also done XR work in <a href="https://schellgames.com/portfolio?refinementList%5Bplatform%5D%5B0%5D=Location-based&ref=uploadvr.com">location-based entertainment</a> and <a href="https://schellgames.com/portfolio?refinementList%5Bgenre%5D%5B0%5D=Educational&ref=uploadvr.com">education</a>.</p><p>Schell Games joins a growing number of studios working in game development, in and out of VR, that have had layoffs in 2026. In VR specifically, that list includes Polyarc Games, Mighty Coconut, Kluge Interactive, and nDreams among others.</p> ]]></content:encoded>
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        <title><![CDATA[ Supernatural&#x27;s New Independent App Is Now Available To Wishlist On Quest ]]></title>
        <description><![CDATA[ The new independent Supernatural app is now available to wishlist on Quest ahead of its launch this fall, while Meta&#39;s version has been renamed Legacy Edition. ]]></description>
        <link>https://www.uploadvr.com/supernaturals-new-independent-app-is-now-available-to-wishlist-on-quest/</link>
        <guid isPermaLink="false">6a8df098db2b980001bf68b3</guid>
            <category><![CDATA[ Fitness ]]></category>
        <dc:creator><![CDATA[ Craig Storm ]]></dc:creator>
        <pubDate>Wed, 26 Aug 2026 07:43:40 -0700</pubDate>
        <media:content url="https://storage.ghost.io/c/2a/2f/2a2f38f0-4b71-407a-9c7e-18a9e2541980/content/images/2026/08/SN-Wishlist.jpg" medium="image"/>
        <content:encoded><![CDATA[ <p>The new independent Supernatural now has a Coming Soon page on the Meta Horizon Store ahead of its planned launch this fall.</p><p>Supernatural's new independent app can now be <a href="https://www.meta.com/experiences/supernatural/1340246269161324/?ref=uploadvr.com" rel="noreferrer">wishlisted</a>, while Meta's existing version has been renamed Supernatural - Legacy Edition.</p><p>The two apps now appear separately in the Horizon Store. Existing athletes who own Supernatural will see the Legacy Edition in their library, while the new Supernatural is listed as Coming Soon.</p><figure class="kg-card kg-image-card kg-card-hascaption"><img src="https://storage.ghost.io/c/2a/2f/2a2f38f0-4b71-407a-9c7e-18a9e2541980/content/images/2026/08/Screenshot-2026-08-25-at-3.39.13-PM.png" class="kg-image" alt="" loading="lazy" width="1598" height="732" srcset="https://storage.ghost.io/c/2a/2f/2a2f38f0-4b71-407a-9c7e-18a9e2541980/content/images/size/w600/2026/08/Screenshot-2026-08-25-at-3.39.13-PM.png 600w, https://storage.ghost.io/c/2a/2f/2a2f38f0-4b71-407a-9c7e-18a9e2541980/content/images/size/w1000/2026/08/Screenshot-2026-08-25-at-3.39.13-PM.png 1000w, https://storage.ghost.io/c/2a/2f/2a2f38f0-4b71-407a-9c7e-18a9e2541980/content/images/2026/08/Screenshot-2026-08-25-at-3.39.13-PM.png 1598w" sizes="(min-width: 720px) 720px"><figcaption><span style="white-space: pre-wrap;">Search results in the Quest app store for "Supernatural", showing the renamed Legacy Edition beside the new, unreleased app</span></figcaption></figure><p>In a post to the Official Supernatural Community on Facebook, coach Mark Harari said the new app will bring back Boxing and Flow with fresh workouts, new music, and environments presented “in higher definition.”</p><p>Supernatural is also directing existing athletes to wishlist the new app from inside the existing VR app. A message posted inside the Legacy Edition announces the new Coming Soon page and asks athletes to wishlist it ahead of the relaunch.</p><figure class="kg-card kg-video-card kg-width-regular kg-card-hascaption" data-kg-thumbnail="https://storage.ghost.io/c/2a/2f/2a2f38f0-4b71-407a-9c7e-18a9e2541980/content/media/2026/08/SN-in-app-Wishlist-1_thumb.jpg" data-kg-custom-thumbnail="">
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            <figcaption><p><span style="white-space: pre-wrap;">Video captured on Quest 3, inside the Supernatural - Legacy Edition</span></p></figcaption>
        </figure><p>The separate listings reflect how the transition will work. The new Supernatural is separate from Meta's existing app. Athletes will need to move to the new app developed by <a href="https://www.uploadvr.com/supernatural-to-return-under-new-independent-company-as-coaches-rejoin-platform/" rel="noreferrer">Supernatural Health</a>, the independent company formed to take over the Supernatural experience.</p><p>As UploadVR <a href="https://www.uploadvr.com/how-supernatural-got-a-second-life-without-meta/" rel="noreferrer">reported last week</a>, Meta ended new development of Supernatural and laid off its team in January. Five months later, Meta announced that Supernatural Health would take over the experience, with the original founders returning and former members of the team coming back.</p><p>Supernatural Head of Fitness Leanne Pedante told UploadVR that the independent company is operating with a team of about 15 people, compared with nearly 200 at its largest. All six current Supernatural coaches are joining the new company.</p><p>Meta's Supernatural - Legacy Edition will remain available until December 3, 2026, while the independent Supernatural is expected to launch this fall. An exact release date hasn't been announced.</p><figure class="kg-card kg-image-card kg-card-hascaption"><img src="https://storage.ghost.io/c/2a/2f/2a2f38f0-4b71-407a-9c7e-18a9e2541980/content/images/2026/08/Screenshot-2026-08-25-at-3.41.14-PM.png" class="kg-image" alt="" loading="lazy" width="2000" height="1661" srcset="https://storage.ghost.io/c/2a/2f/2a2f38f0-4b71-407a-9c7e-18a9e2541980/content/images/size/w600/2026/08/Screenshot-2026-08-25-at-3.41.14-PM.png 600w, https://storage.ghost.io/c/2a/2f/2a2f38f0-4b71-407a-9c7e-18a9e2541980/content/images/size/w1000/2026/08/Screenshot-2026-08-25-at-3.41.14-PM.png 1000w, https://storage.ghost.io/c/2a/2f/2a2f38f0-4b71-407a-9c7e-18a9e2541980/content/images/size/w1600/2026/08/Screenshot-2026-08-25-at-3.41.14-PM.png 1600w, https://storage.ghost.io/c/2a/2f/2a2f38f0-4b71-407a-9c7e-18a9e2541980/content/images/2026/08/Screenshot-2026-08-25-at-3.41.14-PM.png 2398w" sizes="(min-width: 720px) 720px"><figcaption><span style="white-space: pre-wrap;">Call to action inside the listing for the Legacy Edition.</span></figcaption></figure><p>Supernatural Health previously announced pricing of $20 per month or $200 annually. Athletes who register for a Founding Membership through Supernatural Health's website can lock in a discounted annual price of $180 for the first year.</p><p>For now, athletes can wishlist the new Supernatural directly through its <a href="https://www.meta.com/experiences/supernatural/1340246269161324/?ref=uploadvr.com" rel="noreferrer">Meta Horizon Store page.</a></p> ]]></content:encoded>
    </item>
    <item>
        <title><![CDATA[ Snoop Dogg Is The New Free Limited-Time Hitman World Of Assassination Elusive Target ]]></title>
        <description><![CDATA[ Snoop Dogg is the next limited-time Elusive Target in Hitman World of Assassination. &#39;The Herbalist&#39; mission releases this Thursday. ]]></description>
        <link>https://www.uploadvr.com/snoop-dogg-is-the-new-free-limited-hitman-world-of-assassination-elusive-target/</link>
        <guid isPermaLink="false">6a8e004edb2b980001bf68f3</guid>
            <category><![CDATA[ VR Gaming ]]></category>
        <dc:creator><![CDATA[ Mike Johnson ]]></dc:creator>
        <pubDate>Wed, 26 Aug 2026 07:26:52 -0700</pubDate>
        <media:content url="https://storage.ghost.io/c/2a/2f/2a2f38f0-4b71-407a-9c7e-18a9e2541980/content/images/2026/08/j51iu24UIjU-HD.jpg" medium="image"/>
        <content:encoded><![CDATA[ <p>'The Herbalist' is the latest limited-time Elusive Target mission for Hitman: World of Assassination. The free DLC starring hip-hop icon Snoop Dogg releases on August 27.</p><p>The announcement was made at Geoff Keighley's Opening Night Live games showcase at Gamescom this week. The Herbalist runs from August 27 to September 26. Here's the trailer:</p><figure class="kg-card kg-video-card kg-width-regular" data-kg-thumbnail="https://storage.ghost.io/c/2a/2f/2a2f38f0-4b71-407a-9c7e-18a9e2541980/content/media/2026/08/YTDown.com_YouTube_HITMAN-World-of-Assassination-The-Herbal_Media_j51iu24UIjU_001_1080p_thumb.jpg" data-kg-custom-thumbnail="">
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        </figure><p>In The Herbalist, you once again assume the role of Agent 47, this time on the hunt for Dr. Cyrus Cane, an entrepreneur preparing to launch his latest product, Morsizzles, a cookie product said to be 'addictively' tasty. Behind the scenes, an elaborate cover-up scheme is hiding evidence of deaths during internal product testing. As always, Agent 47's mission is to eliminate the target, this time during a product pre-launch event on Haven Island. You will need to have access to the Haven Island location to complete this mission.</p><p>The Elusive Target series is a line of free, limited-time DLCs dating back to the 2016 Hitman game. Past Elusive Targets have featured actors&nbsp;<a href="https://www.uploadvr.com/hitman-world-of-assassination-gets-limited-time-mission-starring-milla-jovovich/" rel="noreferrer">Milla Jovovich</a>, Sean Bean and Jean-Claude Van Damme and rappers Eminem and <a href="https://www.uploadvr.com/rapper-wiz/" rel="noreferrer">Wiz Khalifa</a>.</p><p>Hitman: World of Assassination is available in VR on&nbsp;<a href="https://store.steampowered.com/app/1659040/HITMAN_World_of_Assassination/?ref=uploadvr.com" rel="noopener">Steam</a>&nbsp;and&nbsp;<a href="https://store.playstation.com/en-us/product/UP4572-PPSA01768_00-00000000000VR2AC?ref=uploadvr.com" rel="noopener">PlayStation VR2</a>. The Herbalist is a free add-on to the game available starting August 27.</p> ]]></content:encoded>
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    <item>
        <title><![CDATA[ Fast Travel Games&#x27; Erik Odeldahl On Building Payday: Aces High For VR ]]></title>
        <description><![CDATA[ We played Payday: Aces High with Fast Travel Games and talked to Chief Creative Officer Erik Odeldahl about the VR design philosophies behind the co-op heist shooter. ]]></description>
        <link>https://www.uploadvr.com/fast-travel-games-erik-odeldahl-on-building-payday-aces-high-for-vr/</link>
        <guid isPermaLink="false">6a8c7c8f71f6ab0001c4607f</guid>
            <category><![CDATA[ VR Gaming ]]></category>
        <dc:creator><![CDATA[ Mike Johnson ]]></dc:creator>
        <pubDate>Tue, 25 Aug 2026 07:05:16 -0700</pubDate>
        <media:content url="https://storage.ghost.io/c/2a/2f/2a2f38f0-4b71-407a-9c7e-18a9e2541980/content/images/2026/08/ss_5bea2bfc606cf4dbf6d2b9761e41c34fda3153e6.1920x1080--1-.jpg" medium="image"/>
        <content:encoded><![CDATA[ <p>Minutes after playing Payday: Aces High for the first time, we talked to Fast Travel Games' Chief Creative Officer Erik Odeldahl about the design philosophies behind the upcoming co-op heist shooter. </p><p>The interview is on this week's UploadVR Gamescast with <a href="https://www.uploadvr.com/writer/james_tocchio/" rel="noreferrer">James Tocchio</a> and me. This interview was conducted on August 12 immediately following our media session and held under coverage embargo until now. </p><p>Below are some highlights from the nearly forty-minute conversation. </p><hr><h2 id="how-much-content-to-expect-at-launch">How much content to expect at launch</h2><figure class="kg-card kg-video-card kg-width-regular" data-kg-thumbnail="https://storage.ghost.io/c/2a/2f/2a2f38f0-4b71-407a-9c7e-18a9e2541980/content/media/2026/08/clip---payday-aces-high---launch-content_thumb.jpg" data-kg-custom-thumbnail="">
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        </figure><p><strong>Erik Odeldahl: </strong><em>You basically start the game with six heists and five difficulty levels. You can play them stealthily or go loud. We will launch another heist very soon after launch, and then we'll keep supporting it. So, we've got a really good plan to basically keep the game active. We're not just launching heists. There's going to be other stuff, which I'm not sure my marketing department wants me to talk about.</em></p><hr><h2 id="making-hard-choices-on-features-to-cut">Making hard choices on features to cut</h2><figure class="kg-card kg-video-card kg-width-regular" data-kg-thumbnail="https://storage.ghost.io/c/2a/2f/2a2f38f0-4b71-407a-9c7e-18a9e2541980/content/media/2026/08/clip---payday-aces-high---no-hostages_thumb.jpg" data-kg-custom-thumbnail="">
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        </figure><p><strong>Erik Odeldahl: </strong><em>What we decided early on to skip in our implementation, basically, we want to focus on the guns. We want to focus on gadgets. We want to focus on physical interactions. There's a hostage exchange thing where you can take customers at a bank hostage and buy yourself time before the security come and cops come swarming in. And we basically removed that because one thing that is super hard in VR is to physically interact with other NPCs without it becoming a bit janky. And we really didn't want this game to be janky.</em></p><p><em>Also, we felt that we wanted a slightly higher tempo than the flat as well, a bit more hectic, a bit more intense. So that was the one thing we decided early on to actually take out of the design and instead focus and basically try to give players other means of staving off security and more stealth options.</em></p><hr><h2 id="on-researching-heists-during-development">On researching heists during development</h2><figure class="kg-card kg-video-card kg-width-regular" data-kg-thumbnail="https://storage.ghost.io/c/2a/2f/2a2f38f0-4b71-407a-9c7e-18a9e2541980/content/media/2026/08/clip---payday-aces-high---inspiration-and-research_thumb.jpg" data-kg-custom-thumbnail="">
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        </figure><p><strong>Erik Odeldahl: </strong><em>I bought a book, which I can't remember the name of, but it's an amazing book which is basically like the city from the eyes of a thief. It's like how you scale these walls. You know, the walls are beautiful for you and me, but for a thief, they're perfect.</em></p><p><em>And when we did research for the game, there's a classical museum in the game which is very much inspired by the National Museum of Art in Stockholm. And we had a guided tour with the entire team. At the end of the tour, he was like, "Do you have any questions for me?" There was a famous art theft in the late '90s, I think, there. So we were basically, "How did they get in? Where's your security room? Where can, you know, if we wanted to disable the cameras or steal the footage, where would we go?" And that got a bit awkward.</em></p><div class="kg-card kg-callout-card kg-callout-card-blue"><div class="kg-callout-emoji">💡</div><div class="kg-callout-text"><b><strong style="white-space: pre-wrap;">Note: </strong></b>the art theft Erik is referring to happened in December 2000.</div></div><hr><p>Get the full interview on our <a href="https://youtu.be/ZPjsvwcY2Q4?ref=uploadvr.com">YouTube channel</a> or your preferred podcast platform. </p><figure class="kg-card kg-embed-card"><iframe width="200" height="113" src="https://www.youtube.com/embed/ZPjsvwcY2Q4?feature=oembed" frameborder="0" allow="accelerometer; autoplay; clipboard-write; encrypted-media; gyroscope; picture-in-picture; web-share" referrerpolicy="strict-origin-when-cross-origin" allowfullscreen="" title="VR Gamescast: Talking Payday: Aces High With Fast Travel Games' Erik Odeldahl"></iframe></figure> ]]></content:encoded>
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        <title><![CDATA[ Real VR Fishing &quot;US South&quot; DLC Launches On Quest &amp; Steam ]]></title>
        <description><![CDATA[ Real VR Fishing brings players to warm waters with its latest expansion, the US South DLC, out now on Quest and Steam. ]]></description>
        <link>https://www.uploadvr.com/real-vr-fishing-us-south-dlc-launches-on-quest-steam/</link>
        <guid isPermaLink="false">6a8c8f9371f6ab0001c46097</guid>
            <category><![CDATA[ VR Gaming ]]></category>
        <dc:creator><![CDATA[ James Tocchio ]]></dc:creator>
        <pubDate>Tue, 25 Aug 2026 06:59:07 -0700</pubDate>
        <media:content url="https://storage.ghost.io/c/2a/2f/2a2f38f0-4b71-407a-9c7e-18a9e2541980/content/images/2026/08/real-vr-fishing-US-South-DLC_Banner_2560_1440.png" medium="image"/>
        <content:encoded><![CDATA[ <p>Real VR Fishing brings players to warm waters with its latest expansion, the US South DLC, out now on Quest and Steam.</p><p>Devs United Games have announced that the latest DLC for Real VR Fishing will let players cast their lines across 7 new locations in the waters of the southern United States. The "US South" DLC drops today, and adds fishing spots from Texas, the Texas Gulf Coast, the Mississippi River in New Orleans, the Atlantic coasts of Georgia and Florida, and way out in the Florida Keys. </p><p>In addition to the seven new fishing locations, the US South DLC adds many new species of fish drawn from the DLC regions' real-world ecosystems. These include bonefish, tarpon, and the infamously tricky snook. The DLC also adds a new rod and reel set. </p><p>Devs United Games is also keen to point out that this latest expansion is the first to utilize a new "image-upscaling pipeline" which is said to produce environments that are "noticeably sharper and higher-fidelity" than any which have appeared previously in the photorealistic fishing game. </p><figure class="kg-card kg-gallery-card kg-width-wide"><div class="kg-gallery-container"><div class="kg-gallery-row"><div class="kg-gallery-image"><img src="https://storage.ghost.io/c/2a/2f/2a2f38f0-4b71-407a-9c7e-18a9e2541980/content/images/2026/08/USS_02_Jacksonville.png" width="2000" height="1125" loading="lazy" alt="" srcset="https://storage.ghost.io/c/2a/2f/2a2f38f0-4b71-407a-9c7e-18a9e2541980/content/images/size/w600/2026/08/USS_02_Jacksonville.png 600w, https://storage.ghost.io/c/2a/2f/2a2f38f0-4b71-407a-9c7e-18a9e2541980/content/images/size/w1000/2026/08/USS_02_Jacksonville.png 1000w, https://storage.ghost.io/c/2a/2f/2a2f38f0-4b71-407a-9c7e-18a9e2541980/content/images/size/w1600/2026/08/USS_02_Jacksonville.png 1600w, https://storage.ghost.io/c/2a/2f/2a2f38f0-4b71-407a-9c7e-18a9e2541980/content/images/size/w2400/2026/08/USS_02_Jacksonville.png 2400w" sizes="(min-width: 720px) 720px"></div><div class="kg-gallery-image"><img src="https://storage.ghost.io/c/2a/2f/2a2f38f0-4b71-407a-9c7e-18a9e2541980/content/images/2026/08/USS_01_CrescentCityConnection.png" width="2000" height="1125" loading="lazy" alt="" srcset="https://storage.ghost.io/c/2a/2f/2a2f38f0-4b71-407a-9c7e-18a9e2541980/content/images/size/w600/2026/08/USS_01_CrescentCityConnection.png 600w, https://storage.ghost.io/c/2a/2f/2a2f38f0-4b71-407a-9c7e-18a9e2541980/content/images/size/w1000/2026/08/USS_01_CrescentCityConnection.png 1000w, https://storage.ghost.io/c/2a/2f/2a2f38f0-4b71-407a-9c7e-18a9e2541980/content/images/size/w1600/2026/08/USS_01_CrescentCityConnection.png 1600w, https://storage.ghost.io/c/2a/2f/2a2f38f0-4b71-407a-9c7e-18a9e2541980/content/images/size/w2400/2026/08/USS_01_CrescentCityConnection.png 2400w" sizes="(min-width: 720px) 720px"></div></div></div></figure><p>The full list of included content is pasted here from the studio's press release:</p><ul><li><strong>7 new fishing locations</strong> spanning freshwater, brackish and saltwater: Hamilton Pool Overhang (Austin, TX), Fulton Harbor (Texas Gulf Coast), The Crescent City Connection (New Orleans, LA), Saint Marys River at Night (GA), Friendship Fountain (Jacksonville, FL), Bahia Honda State Park (FL Keys), and Sunset in Key West (FL)</li><li><strong>New species</strong>, including snook, bonefish, permit, tarpon, Guadalupe bass, Atlantic sturgeon, mangrove/mutton/yellowtail snapper, gafftopsail catfish and ladyfish</li><li><strong>A new and reel rod set</strong> built for Southern inshore fishing</li><li><strong>Upgraded visual fidelity</strong> — the first expansion built on the new image-upscaling pipeline, delivering the sharpest environments in the series to date</li><li><strong>Two night stages and a sunset stage</strong> — Jacksonville's illuminated waterfront, Saint Marys River after dark, and the southernmost sunset in the continental United States</li></ul><p>Real VR Fishing's US South DLC launches today (August 25) on <a href="https://www.meta.com/experiences/real-vr-fishing/2582932495064035/?srsltid=AfmBOoq0zxIexWj2-diU2nQ21PKBb1gBOgrbRupWYYTie3v644wIbwNE&ref=uploadvr.com" rel="noreferrer">Meta Quest</a> and <a href="https://store.steampowered.com/app/1266470/Real_VR_Fishing/?ref=uploadvr.com" rel="noreferrer">SteamVR</a> for $9.99. The base game is priced at $19.99.</p> ]]></content:encoded>
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        <title><![CDATA[ Into The Radius 2 Coming To PlayStation VR2 In September ]]></title>
        <description><![CDATA[ Into the Radius 2 lands on PlayStation VR2 on September 24. It takes full advantage of the headset&#39;s features, but co-op support will come later this year. ]]></description>
        <link>https://www.uploadvr.com/into-the-radius-2-coming-to-playstation-vr2-in-step/</link>
        <guid isPermaLink="false">6a8c707c71f6ab0001c46022</guid>
            <category><![CDATA[ VR Gaming ]]></category>
        <dc:creator><![CDATA[ Mike Johnson ]]></dc:creator>
        <pubDate>Tue, 25 Aug 2026 06:44:30 -0700</pubDate>
        <media:content url="https://storage.ghost.io/c/2a/2f/2a2f38f0-4b71-407a-9c7e-18a9e2541980/content/images/2026/08/itr2header.png" medium="image"/>
        <content:encoded><![CDATA[ <p>Dystopian survival shooter Into the Radius 2 launches on PlayStation VR2 on September 24, but if you are looking to play with a friend, you have to wait for co-op support to be added later.</p><p>Developer CM Immersive announced the release date on the PlayStation Blog and detailed how this version of the game takes advantage of the features of Sony's headsets. <a href="https://www.uploadvr.com/into-the-radius-2-exits-early-access-later-this-month/" rel="noreferrer">Into the Radius 2</a> will run at a native 90fps with eye-tracked dynamic foveated rendering to boost performance. It also has headset haptics and utilizes the Sense controllers' adaptive triggers. </p><p>That said, the game will not support co-op gameplay at launch. That is planned for a free update in Q4 2026. </p><p>This news comes on the heels of last week's confirmation that the Quest 3 version of the game will <a href="https://www.uploadvr.com/into-the-radius-2-exits-early-access-on-quest-3-later-this-month/" rel="noreferrer">leave Early Access</a> later this week on August 27. Following the 1.0 update on the original SteamVR edition in April, CM Immersive is moving quickly to expand the full experience to other platforms.</p><figure class="kg-card kg-bookmark-card"><a class="kg-bookmark-container" href="https://www.uploadvr.com/into-the-radius-2-exits-early-access-on-pc-looks-to-the-future/"><div class="kg-bookmark-content"><div class="kg-bookmark-title">Into The Radius 2 Exits Early Access On PC &amp; Looks To The Future</div><div class="kg-bookmark-description">Into The Radius 2’s PC VR full release is available now - and CM Immersive is already planning its future updates.</div><div class="kg-bookmark-metadata"><img class="kg-bookmark-icon" src="https://storage.ghost.io/c/2a/2f/2a2f38f0-4b71-407a-9c7e-18a9e2541980/content/images/icon/UploadCircle_favicon-5007e893-c7e8-4dd2-8187-04dd838ec758.png" alt=""><span class="kg-bookmark-author">UploadVR</span><span class="kg-bookmark-publisher">Mike Johnson</span></div></div><div class="kg-bookmark-thumbnail"><img src="https://storage.ghost.io/c/2a/2f/2a2f38f0-4b71-407a-9c7e-18a9e2541980/content/images/thumbnail/uvr---banner--8--5d3a12eb-39c3-472d-851d-7d77615c9c9d.png" alt="" onerror="this.style.display = 'none'"></div></a></figure><p>As far as future updates, when the game left Steam Early Access, CMI stated it did not plan to add new locations or content expansions, instead focusing on more features like mod support and localization for non-English languages. </p><p>Into the Radius 2 can be wishlisted on PS VR2 <a href="https://store.playstation.com/en-us/concept/10019955?ref=uploadvr.com">here</a>.</p><p></p> ]]></content:encoded>
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        <title><![CDATA[ Project Phoenix: Everything We Know So Far About Meta&#x27;s Next Headset ]]></title>
        <description><![CDATA[ Here&#39;s everything we know (so far) about Project Phoenix, Meta&#39;s next headset. ]]></description>
        <link>https://www.uploadvr.com/phoenix-everything-we-know-so-far-meta-next-headset/</link>
        <guid isPermaLink="false">6a867e7b17a1560001698c0c</guid>
            <category><![CDATA[ Headsets &amp; Tech ]]></category>
        <dc:creator><![CDATA[ Luna ]]></dc:creator>
        <pubDate>Mon, 24 Aug 2026 10:04:15 -0700</pubDate>
        <media:content url="https://storage.ghost.io/c/2a/2f/2a2f38f0-4b71-407a-9c7e-18a9e2541980/content/images/2026/08/combined-2.png" medium="image"/>
        <content:encoded><![CDATA[ <p>It has been widely reported by multiple reputable sources that Meta is working on a premium, ultralight, open-periphery headset with a tethered compute puck, intended to occupy a similar high-end position to Meta Quest Pro, but in a much sleeker form factor.</p><p>Here is everything we know so far about Meta's next VR/MR device.</p><hr><h2 id="phoenix-is-a-passthrough-vr-mixed-reality-headset">Phoenix Is A Passthrough VR (Mixed Reality) Headset</h2><figure class="kg-card kg-bookmark-card"><a class="kg-bookmark-container" href="https://www.uploadvr.com/meta-puffin-ultralight-headset-report/"><div class="kg-bookmark-content"><div class="kg-bookmark-title">Meta Plans Ultralight Headset With Tethered Puck For 2027</div><div class="kg-bookmark-description">Meta reportedly plans a new extremely light headset with a tethered compute &amp; battery puck for 2027 instead of the canceled Quest Pro 2.</div><div class="kg-bookmark-metadata"><img class="kg-bookmark-icon" src="https://storage.ghost.io/c/2a/2f/2a2f38f0-4b71-407a-9c7e-18a9e2541980/content/images/icon/UploadCircle_favicon-e73aad8e-42a9-494c-b520-3469022509f0.png" alt=""><span class="kg-bookmark-author">UploadVR</span><span class="kg-bookmark-publisher">David Heaney</span></div></div><div class="kg-bookmark-thumbnail"><img src="https://storage.ghost.io/c/2a/2f/2a2f38f0-4b71-407a-9c7e-18a9e2541980/content/images/thumbnail/1000019438-1-d063ae37-d901-4c04-a1ed-c62e0bc24198.png" alt="" onerror="this.style.display = 'none'"></div></a></figure><p>The headset project now known by the codename <strong>Phoenix </strong>was initially reported by <a href="https://www.theinformation.com/articles/meta-considers-mixed-reality-glasses-code-named-puffin?ref=uploadvr.com" rel="noreferrer">The Information</a> all the way back in 2024. In that report, an earlier prototype known as <strong>Puffin </strong>was described as <strong>"a bulky pair of glasses"</strong> that <strong>weighed less than 110 grams,</strong> yet  was an <strong>opaque VR-style headset with pancake lenses and passthrough cameras, </strong>with its light weight being achieved by <strong>offloading both the battery and computing hardware to an external tethered puck</strong>. This is distinct from devices like <a href="https://www.uploadvr.com/apple-vision-pro-review/" rel="noreferrer">Apple Vision Pro</a> and <a href="https://www.uploadvr.com/samsung-galaxy-xr-android-xr-first-impressions-hands-on/" rel="noreferrer">Samsung Galaxy XR</a>, which only offload the battery. The report describes Puffin as not including controllers, instead leveraging <strong>Eye and Hand Tracking to use the gaze-and-pinch input scheme</strong> introduced by Apple Vision Pro, and later utilized by <a href="https://www.uploadvr.com/meta-connect-2024-orion-prototype-ar-glasses/" rel="noreferrer">Meta's own Orion AR Glasses</a> prototype. Meta reportedly hoped to ship the device in 2027.</p><p>This came shortly after The Information's reporting that <a href="https://www.uploadvr.com/meta-reportedly-canceled-quest-pro-2/" rel="noreferrer">Meta had canceled a more direct Quest Pro successor</a> and Vision Pro competitor codenamed La Jolla due to concerns over the costs of the micro-OLED displays and other components. This was later <a href="https://www.uploadvr.com/meta-confirms-quest-pro-2-cancelation-ultralight-headset-plan/" rel="noreferrer">confirmed by Meta CTO Andrew Bosworth</a> in an interview with then–The Verge reporter Alex Heath.</p><p>In essence, Meta made a choice to prioritize comfort and wearability, rather than having the best possible specs in its next high-end VR/MR device. When Meta CTO Andrew Bosworth was asked “What do you think is a worthy tech tradeoff to get VR headsets smaller and lighter?” <a href="https://www.instagram.com/stories/highlights/17858613990492520/?ref=uploadvr.com" rel="noreferrer">during a November 2025 Instagram "Ask Me Anything" session</a>, his response strongly hinted at this shift in philosophy:</p><blockquote>"You know, I love this question because so often the features I get asked for are more features. People want to know, when’s this feature I want coming, and when’s that coming, and when’s this coming, and when can I get more field of view and more of everything?<br><br>And I always try to tell you, well, <strong>these are real trade-offs</strong>, and be careful what you wish for, because <strong>there’s headsets out there that deliver the thing that you want and nobody’s using them</strong>, and this is why I think a lot of them are not being used:<br><br><strong>I think lightness is premium on the headset. I think it’s more important than a lot of other features.</strong><br><br>John Carmack used to say, “Simplicate and add lightness,” which is, uh, from an aeronautical engineer, if I recall correctly.<br><br>So, yeah, this is the right question to ask. And the answer is, like, I think we can. I think there’s a <strong>lot of trades</strong> that we can make. <strong>Instead of taking the wins from each generation and pouring it into more features, you can take those wins and pour it into lightness and smallness, and that’s probably the right call."</strong></blockquote><figure class="kg-card kg-video-card kg-width-regular kg-card-hascaption" data-kg-thumbnail="https://storage.ghost.io/c/2a/2f/2a2f38f0-4b71-407a-9c7e-18a9e2541980/content/media/2026/08/Boz_11_24_2025_thumb.jpg" data-kg-custom-thumbnail="">
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            <figcaption><p><span style="white-space: pre-wrap;">Meta CTO Andrew Bosworth sharing his thoughts on headset form factor and weight in a November 2025 Instagram AMA response.</span></p></figcaption>
        </figure><hr><h2 id="phoenix-comes-into-focus">Phoenix Comes Into Focus </h2><figure class="kg-card kg-bookmark-card"><a class="kg-bookmark-container" href="https://www.uploadvr.com/meta-prioritizing-puffin-for-2026-pushing-out-quest-4-to-2027/"><div class="kg-bookmark-content"><div class="kg-bookmark-title">Meta Prioritizing Ultra-Light Headset With Puck Over Traditional Quest 4</div><div class="kg-bookmark-description">Meta is prioritizing shipping an ultralight Horizon OS headset with a tethered compute puck in 2026, and might not ship a new traditional form factor Quest until 2027.</div><div class="kg-bookmark-metadata"><img class="kg-bookmark-icon" src="https://storage.ghost.io/c/2a/2f/2a2f38f0-4b71-407a-9c7e-18a9e2541980/content/images/icon/UploadCircle_favicon-cfcaf8ab-8f17-4cee-91a8-837dd6339121.png" alt=""><span class="kg-bookmark-author">UploadVR</span><span class="kg-bookmark-publisher">David Heaney</span></div></div><div class="kg-bookmark-thumbnail"><img src="https://storage.ghost.io/c/2a/2f/2a2f38f0-4b71-407a-9c7e-18a9e2541980/content/images/thumbnail/Meta-Reality-Labs-white-11c332fc-64a5-4031-95e0-41d574b44063.png" alt="" onerror="this.style.display = 'none'"></div></a></figure><p>Reports regarding the device were quiet for some time, but in June 2025 UploadVR learned from multiple people familiar with the matter that Meta was prioritizing an ultralight open-periphery headset with a tethered compute puck for 2026 over a traditional Quest 4.</p><p>Before this, in July 2024, The Information reported on a 2026 Quest 4 product line that would have a budget model and a premium model, <a href="https://www.uploadvr.com/meta-quest-4-2026-quest-pro-2-2027-report/" rel="noreferrer">codenamed Pismo Low and Pismo High</a>, and a <a href="https://www.uploadvr.com/meta-focus-group-quest-4-face-eye-tracking/" rel="noreferrer">focus group listing found in October 2024</a> suggested that at least one of these models would have both Eye and Face Tracking. Both of these devices were effectively canceled, and the existing prototypes became internal development units.</p><p>At that point, the ultralight open-periphery headset with a tethered compute puck became Meta's focus, with the goal of shipping it in 2026. It was reported that the device would run the same Horizon OS as Quest headsets, but be strongly focused on virtual screens for productivity and entertainment, and other seated mixed reality and VR use cases. A new prospective traditional Quest 4 was planned to ship no earlier than 2027.</p><p>Just days later in June 2025, <a href="https://www.uploadvr.com/meta-ultralight-headset-with-puck-less-than-1000-wall-street-journal/" rel="noreferrer">The Wall Street Journal reported</a> that Meta plans to release a "premium virtual-reality headset" codenamed <strong>Loma </strong>in 2026, which looks <strong>"similar to a large pair of eyeglasses"</strong> with a puck — clearly referring to the same headset. Meta often uses separate codenames for projects and the hardware candidates within those projects.&nbsp;The publication also claimed that Meta was "planning to charge less than $1000" for the device.</p><p>Around a month later, while reporting on <a href="https://www.uploadvr.com/bytedance-reportedly-working-on-lightweight-pico-headset-with-tethered-puck/" rel="noreferrer">ByteDance's next PICO device</a>, The Information claimed that the primary codename for Meta's ultralight open-periphery headset was now known to be <strong>Phoenix</strong>.</p><figure class="kg-card kg-image-card kg-card-hascaption"><img src="https://storage.ghost.io/c/2a/2f/2a2f38f0-4b71-407a-9c7e-18a9e2541980/content/images/2026/08/stanley.png" class="kg-image" alt="" loading="lazy" width="436" height="640"><figcaption><span style="white-space: pre-wrap;">A page in the Horizon mobile app showing STANLEY (Phoenix Puck) as a device option, found by dataminer and programmer </span><a href="https://x.com/noridoesvr?ref=uploadvr.com" rel="noreferrer"><span style="white-space: pre-wrap;">Nori</span></a><span style="white-space: pre-wrap;">.</span></figcaption></figure><p>It is my understanding that the codename <strong>Phoenix </strong>refers to the overall project initiative, while <strong>Loma </strong>refers to the hardware candidate, and the additional codename <strong>Stanley </strong>refers to the underlying mainboard and software platform.</p><p>This is consistent with Meta's previous devices. For example, <a href="https://www.uploadvr.com/quest-pro-specs-features-details/" rel="noreferrer">Quest Pro</a> was developed under the project codename <a href="https://www.uploadvr.com/oculus-pro-cambria-revealed/" rel="noreferrer">Cambria</a>, with the hardware candidate codenamed <a href="https://www.theinformation.com/articles/meta-plots-ambitious-vr-release-schedule-of-four-headsets-by-2024?ref=uploadvr.com" rel="noreferrer">Arcata</a> and its underlying mainboard and software platform codenamed <a href="https://www.uploadvr.com/quest-pro-specs-controllers-leak/" rel="noreferrer">Seacliff</a>.</p><hr><h2 id="design-form-factor">Design &amp; Form Factor</h2><figure class="kg-card kg-image-card kg-card-hascaption"><img src="https://storage.ghost.io/c/2a/2f/2a2f38f0-4b71-407a-9c7e-18a9e2541980/content/images/2026/08/mymockup2-1.png" class="kg-image" alt="" loading="lazy" width="1901" height="789" srcset="https://storage.ghost.io/c/2a/2f/2a2f38f0-4b71-407a-9c7e-18a9e2541980/content/images/size/w600/2026/08/mymockup2-1.png 600w, https://storage.ghost.io/c/2a/2f/2a2f38f0-4b71-407a-9c7e-18a9e2541980/content/images/size/w1000/2026/08/mymockup2-1.png 1000w, https://storage.ghost.io/c/2a/2f/2a2f38f0-4b71-407a-9c7e-18a9e2541980/content/images/size/w1600/2026/08/mymockup2-1.png 1600w, https://storage.ghost.io/c/2a/2f/2a2f38f0-4b71-407a-9c7e-18a9e2541980/content/images/2026/08/mymockup2-1.png 1901w" sizes="(min-width: 720px) 720px"><figcaption><b><strong style="white-space: pre-wrap;">2D mock-up/sketch</strong></b><span style="white-space: pre-wrap;"> that I created </span><b><strong style="white-space: pre-wrap;">based on the development units I saw</strong></b><span style="white-space: pre-wrap;"> in December 2025.</span></figcaption></figure><p>In December 2025, I had the opportunity to view development units of the Phoenix device. The 2D mock-up/sketch above is based on what I personally observed at the time (most depictions of the device found online are speculative or derivative edits <a href="https://x.com/Lunayian/status/2006840962102997389?ref=uploadvr.com" rel="noreferrer">based on my original post</a> and imagery, rather than independent depictions), while the descriptions below reflect both those observations and information shared by people familiar with the device, rather than the final product.</p><p>On a technical level, <strong>Phoenix is firmly a glasses-like Passthrough VR (Mixed Reality) headset, </strong>operating on the same basic principle as Meta Quest 3 and 3S<strong>.</strong> It may also be described in broader terms as an XR or spatial computing device, but those terms do not place it in a separate hardware category: Phoenix remains an opaque VR headset that uses camera passthrough to enable Mixed Reality.</p><p><strong>It is not a see-through AR device,</strong> like <a href="https://www.uploadvr.com/meta-connect-2024-orion-prototype-ar-glasses/" rel="noreferrer">Meta's Orion prototype</a>, nor does it fall into the same product category as the many see-through display-mirroring glasses marketed under broad “XR” or “AR” labels, despite sharing a broadly similar glasses-like form factor. Meta may even ultimately market Phoenix as “Mixed Reality Glasses”, though this would describe its positioning and form factor rather than distinguish it from Passthrough VR.</p><p>Phoenix has a glossy, ski-goggle-like front visor reminiscent of <a href="https://www.uploadvr.com/quest-pro-specs-features-details/" rel="noreferrer">Meta Quest Pro</a>, though considerably smaller, with IR and passthrough cameras along the upper edge and additional sensing components positioned toward the center. Its overall shape and upper-edge camera layout are broadly similar to <a href="https://www.uploadvr.com/gravityxr-x100-chip-lightweight-headsets/" rel="noreferrer">GravityXR's M1 reference design</a>. Labels on some early development units also identified a <strong>dToF (direct Time-of-Flight) depth-sensing</strong> subsystem within the central sensor array.</p><p>The visor itself is slim, with a front-to-back thickness much closer to a device like <a href="https://www.uploadvr.com/viture-luma-viture-the-beast-display-glasses-announce-preorders/" rel="noreferrer">VITURE's Beast</a> display glasses than a Quest 3.</p><p>Like Quest Pro, Phoenix uses an open-periphery design by default, with no facial interface or light blocker. Unlike Quest Pro’s halo-style forehead support, however, Phoenix rests on the user’s nose, more akin to the fit of display glasses. Its nose pad assembly is adjustable, allowing the pads to be repositioned vertically and moved closer together or farther apart to accommodate different nose shapes. The assembly can also be removed entirely and replaced with differently sized options.</p><figure class="kg-card kg-image-card kg-card-hascaption"><img src="https://storage.ghost.io/c/2a/2f/2a2f38f0-4b71-407a-9c7e-18a9e2541980/content/images/2026/08/R6_21_be80c14a-9412-41ab-8f0d-c05c1292a4ee.png" class="kg-image" alt="" loading="lazy" width="1200" height="800" srcset="https://storage.ghost.io/c/2a/2f/2a2f38f0-4b71-407a-9c7e-18a9e2541980/content/images/size/w600/2026/08/R6_21_be80c14a-9412-41ab-8f0d-c05c1292a4ee.png 600w, https://storage.ghost.io/c/2a/2f/2a2f38f0-4b71-407a-9c7e-18a9e2541980/content/images/size/w1000/2026/08/R6_21_be80c14a-9412-41ab-8f0d-c05c1292a4ee.png 1000w, https://storage.ghost.io/c/2a/2f/2a2f38f0-4b71-407a-9c7e-18a9e2541980/content/images/2026/08/R6_21_be80c14a-9412-41ab-8f0d-c05c1292a4ee.png 1200w" sizes="(min-width: 720px) 720px"><figcaption><span style="white-space: pre-wrap;">VITURE's Beast display glasses. Note the visor thickness and nose pad assembly.</span></figcaption></figure><p>Phoenix has temples with a thick but conventional glasses-like profile, housing speakers as well as additional cameras. The development units I saw had volume controls under the right arm, and a physical <a href="https://www.uploadvr.com/quest-3s-action-button-official-passthrough-meta-support/" rel="noreferrer">Action Button</a> on the top right of the visor.</p><p>Both temples can fold inward on hinges for storage and portability, in a manner broadly similar to Meta’s Orion prototype. On the units I saw, the ends of the temples were made of a silicone-like material, and the compute puck's cable was attached to the end of the left temple.</p><figure class="kg-card kg-image-card kg-card-hascaption"><img src="https://storage.ghost.io/c/2a/2f/2a2f38f0-4b71-407a-9c7e-18a9e2541980/content/images/2026/08/HAHaqAkW4AAB11E-1.jpg" class="kg-image" alt="" loading="lazy" width="2000" height="1000" srcset="https://storage.ghost.io/c/2a/2f/2a2f38f0-4b71-407a-9c7e-18a9e2541980/content/images/size/w600/2026/08/HAHaqAkW4AAB11E-1.jpg 600w, https://storage.ghost.io/c/2a/2f/2a2f38f0-4b71-407a-9c7e-18a9e2541980/content/images/size/w1000/2026/08/HAHaqAkW4AAB11E-1.jpg 1000w, https://storage.ghost.io/c/2a/2f/2a2f38f0-4b71-407a-9c7e-18a9e2541980/content/images/size/w1600/2026/08/HAHaqAkW4AAB11E-1.jpg 1600w, https://storage.ghost.io/c/2a/2f/2a2f38f0-4b71-407a-9c7e-18a9e2541980/content/images/2026/08/HAHaqAkW4AAB11E-1.jpg 2272w" sizes="(min-width: 720px) 720px"><figcaption><span style="white-space: pre-wrap;">How the temples fold inward on Meta's Orion prototype.</span></figcaption></figure><p>Inside the headset are pancake lenses. On the development units I saw, the interior of the frame was lined with dark gray fabric. The lenses themselves appeared somewhat similar in shape to those used in Apple Vision Pro, although considerably smaller. Separately, people familiar with Phoenix have described its field of view as narrower than most traditional VR/MR devices, with the optical design instead balancing a smaller form factor with pixel density, while noting that the open-periphery design makes the limitation less noticeable in use, particularly in Mixed Reality experiences.</p><figure class="kg-card kg-image-card kg-card-hascaption"><img src="https://storage.ghost.io/c/2a/2f/2a2f38f0-4b71-407a-9c7e-18a9e2541980/content/images/2026/08/Vision-Pro-and-Quest-3-without-straps.webp" class="kg-image" alt="" loading="lazy" width="1000" height="334" srcset="https://storage.ghost.io/c/2a/2f/2a2f38f0-4b71-407a-9c7e-18a9e2541980/content/images/size/w600/2026/08/Vision-Pro-and-Quest-3-without-straps.webp 600w, https://storage.ghost.io/c/2a/2f/2a2f38f0-4b71-407a-9c7e-18a9e2541980/content/images/2026/08/Vision-Pro-and-Quest-3-without-straps.webp 1000w" sizes="(min-width: 720px) 720px"><figcaption><span style="white-space: pre-wrap;">Meta Quest 3 (left) and Apple Vision Pro (right) pancake lenses. </span></figcaption></figure><p>The other major component of Phoenix is its compute puck. Early development versions of the compute puck resembled a large battery bank, and were larger than the battery-only packs used by devices such as Apple Vision Pro and Samsung Galaxy XR. The puck featured exhaust vents around the upper part of its enclosure, similar to <a href="https://www.uploadvr.com/xreal-aura-ships-this-fall-with-snapdragon-reality-elite-in-its-puck/" rel="noreferrer">XREAL Aura</a>, but extending continuously around the top.</p><figure class="kg-card kg-image-card kg-card-hascaption"><img src="https://storage.ghost.io/c/2a/2f/2a2f38f0-4b71-407a-9c7e-18a9e2541980/content/images/2026/08/batteries_aurapuck_v2-1.png" class="kg-image" alt="" loading="lazy" width="2000" height="618" srcset="https://storage.ghost.io/c/2a/2f/2a2f38f0-4b71-407a-9c7e-18a9e2541980/content/images/size/w600/2026/08/batteries_aurapuck_v2-1.png 600w, https://storage.ghost.io/c/2a/2f/2a2f38f0-4b71-407a-9c7e-18a9e2541980/content/images/size/w1000/2026/08/batteries_aurapuck_v2-1.png 1000w, https://storage.ghost.io/c/2a/2f/2a2f38f0-4b71-407a-9c7e-18a9e2541980/content/images/size/w1600/2026/08/batteries_aurapuck_v2-1.png 1600w, https://storage.ghost.io/c/2a/2f/2a2f38f0-4b71-407a-9c7e-18a9e2541980/content/images/size/w2400/2026/08/batteries_aurapuck_v2-1.png 2400w" sizes="(min-width: 720px) 720px"><figcaption><span style="white-space: pre-wrap;">Apple Vision Pro (left) and Samsung Galaxy XR (center) battery-only packs, alongside XREAL Aura’s compute puck (right).</span></figcaption></figure><p>Dataminer and programmer <a href="https://x.com/noridoesvr/status/2019847513470357625?ref=uploadvr.com" rel="noreferrer">Nori created a 3D model of Phoenix's compute puck</a> based on "physical prototypes" she had seen in February 2026 (most depictions of the puck found online are speculative or derivative edits based on her original post and imagery, rather than independent depictions) and the model is consistent with my own observations.</p><figure class="kg-card kg-image-card kg-card-hascaption"><img src="https://storage.ghost.io/c/2a/2f/2a2f38f0-4b71-407a-9c7e-18a9e2541980/content/images/2026/08/noripuckwm2.png" class="kg-image" alt="" loading="lazy" width="2000" height="744" srcset="https://storage.ghost.io/c/2a/2f/2a2f38f0-4b71-407a-9c7e-18a9e2541980/content/images/size/w600/2026/08/noripuckwm2.png 600w, https://storage.ghost.io/c/2a/2f/2a2f38f0-4b71-407a-9c7e-18a9e2541980/content/images/size/w1000/2026/08/noripuckwm2.png 1000w, https://storage.ghost.io/c/2a/2f/2a2f38f0-4b71-407a-9c7e-18a9e2541980/content/images/size/w1600/2026/08/noripuckwm2.png 1600w, https://storage.ghost.io/c/2a/2f/2a2f38f0-4b71-407a-9c7e-18a9e2541980/content/images/2026/08/noripuckwm2.png 2062w" sizes="(min-width: 720px) 720px"><figcaption><b><strong style="white-space: pre-wrap;">3D render</strong></b><span style="white-space: pre-wrap;"> of Phoenix’s compute puck </span><b><strong style="white-space: pre-wrap;">created by dataminer and programmer Nori based on "physical prototypes" she saw in February 2026.</strong></b></figcaption></figure><p>Consistent with Nori's 3D model, the development units I saw had a clip mounted on the back of the puck. My understanding is that this is intended to attach to the user’s waistband, helping keep the puck secure during movement while leaving its cooling system exposed during higher-power workloads.</p><hr><h2 id="design-appears-in-firmware">Design Appears In Firmware</h2><figure class="kg-card kg-image-card"><img src="https://storage.ghost.io/c/2a/2f/2a2f38f0-4b71-407a-9c7e-18a9e2541980/content/images/2026/08/etnux_early-1.jpg" class="kg-image" alt="" loading="lazy" width="1799" height="1031" srcset="https://storage.ghost.io/c/2a/2f/2a2f38f0-4b71-407a-9c7e-18a9e2541980/content/images/size/w600/2026/08/etnux_early-1.jpg 600w, https://storage.ghost.io/c/2a/2f/2a2f38f0-4b71-407a-9c7e-18a9e2541980/content/images/size/w1000/2026/08/etnux_early-1.jpg 1000w, https://storage.ghost.io/c/2a/2f/2a2f38f0-4b71-407a-9c7e-18a9e2541980/content/images/size/w1600/2026/08/etnux_early-1.jpg 1600w, https://storage.ghost.io/c/2a/2f/2a2f38f0-4b71-407a-9c7e-18a9e2541980/content/images/2026/08/etnux_early-1.jpg 1799w" sizes="(min-width: 720px) 720px"></figure><p>In February 2026, dataminer Samuila managed to download an early version of the Eye Tracking NUX firmware package for Phoenix. <a href="https://www.uploadvr.com/graphics-depicting-metas-next-headset-found-in-quest-firmware/" rel="noreferrer">I was then able to inspect the package and get it running on a Meta Quest Pro</a>. The package itself contained a vector outline and a very low-resolution image of Phoenix that clearly depict a slim headset with glasses-style nose pads instead of a face interface.</p><figure class="kg-card kg-image-card kg-card-hascaption"><img src="https://storage.ghost.io/c/2a/2f/2a2f38f0-4b71-407a-9c7e-18a9e2541980/content/images/2026/08/bridge_calibration.png" class="kg-image" alt="" loading="lazy" width="540" height="540"><figcaption><span style="white-space: pre-wrap;">Very low-resolution image of Phoenix found in the Eye Tracking NUX package.</span></figcaption></figure><p>Then, in July 2026, <a href="https://x.com/ToastConcern/status/2082182672806232347?ref=uploadvr.com" rel="noreferrer">dataminer and security researcher ToastConcern managed to download an updated version of the Eye Tracking NUX firmware package</a>. This new version included blurred renders of the headset itself, alongside other device-setup assets labeled "PHX".</p><figure class="kg-card kg-video-card kg-width-regular" data-kg-thumbnail="https://storage.ghost.io/c/2a/2f/2a2f38f0-4b71-407a-9c7e-18a9e2541980/content/media/2026/08/OrthoFit_HeadsetFit_Down_Panel_v001_thumb.jpg" data-kg-custom-thumbnail="">
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        </figure><p>While blurry, the videos clearly show a slim headset with an opaque front visor and pancake lenses, with dedicated segments demonstrating how to adjust and detach the nose pad assembly and change the IPD spacing.</p><hr><h2 id="focus-on-media-immersive-video-screens">Focus On Media, Immersive Video &amp; Screens</h2><figure class="kg-card kg-image-card kg-card-hascaption"><img src="https://storage.ghost.io/c/2a/2f/2a2f38f0-4b71-407a-9c7e-18a9e2541980/content/images/2026/08/G1FuCOVXoAE0ieC.jpg" class="kg-image" alt="" loading="lazy" width="1920" height="1025" srcset="https://storage.ghost.io/c/2a/2f/2a2f38f0-4b71-407a-9c7e-18a9e2541980/content/images/size/w600/2026/08/G1FuCOVXoAE0ieC.jpg 600w, https://storage.ghost.io/c/2a/2f/2a2f38f0-4b71-407a-9c7e-18a9e2541980/content/images/size/w1000/2026/08/G1FuCOVXoAE0ieC.jpg 1000w, https://storage.ghost.io/c/2a/2f/2a2f38f0-4b71-407a-9c7e-18a9e2541980/content/images/size/w1600/2026/08/G1FuCOVXoAE0ieC.jpg 1600w, https://storage.ghost.io/c/2a/2f/2a2f38f0-4b71-407a-9c7e-18a9e2541980/content/images/2026/08/G1FuCOVXoAE0ieC.jpg 1920w" sizes="(min-width: 720px) 720px"><figcaption><span style="white-space: pre-wrap;">Mark Zuckerberg announcing Horizon TV and Quest's media apps at Meta Connect 2025. </span></figcaption></figure><p>There are several indications that Meta intends for Phoenix to have a strong focus on entertainment in the form of media and immersive video, rather than centering primarily on productivity and business use cases as it did with Quest Pro, or on immersive gaming like Quest 3.</p><figure class="kg-card kg-bookmark-card"><a class="kg-bookmark-container" href="https://www.uploadvr.com/meta-partnering-with-james-cameron-quest-3d-entertainment-content/"><div class="kg-bookmark-content"><div class="kg-bookmark-title">Meta &amp; James Cameron Partner To Help Bring 3D Video Content To Quest</div><div class="kg-bookmark-description">James Cameron announced an exclusive multi-year partnership with Meta to help bring significantly more 3D video content to Quest headsets.</div><div class="kg-bookmark-metadata"><img class="kg-bookmark-icon" src="https://storage.ghost.io/c/2a/2f/2a2f38f0-4b71-407a-9c7e-18a9e2541980/content/images/icon/UploadCircle_favicon-622d4292-ec86-4d8e-afec-ceb7e9c332c1.png" alt=""><span class="kg-bookmark-author">UploadVR</span><span class="kg-bookmark-publisher">David Heaney</span></div></div><div class="kg-bookmark-thumbnail"><img src="https://storage.ghost.io/c/2a/2f/2a2f38f0-4b71-407a-9c7e-18a9e2541980/content/images/thumbnail/Andrew-Bosworth-and-James-Cameron-d4fa890c-4791-4ab6-bb87-1a554a0a56d6.jpg" alt="" onerror="this.style.display = 'none'"></div></a></figure><p>In December 2024, Meta and James Cameron announced an exclusive multi-year partnership to help bring significantly more 3D video content to Quest headsets, via Cameron's company <a href="https://lightstorm.vision/?ref=uploadvr.com" rel="noreferrer">Lightstorm Vision</a>. Meta said the partnership will bring "world-class 3D entertainment experiences spanning live sports and concerts, feature films, and TV series featuring big-name IP" to Horizon OS. So far, the only publicly released results of the partnership have been an <a href="https://www.uploadvr.com/avatar-fire-and-ash-3d-trailer-on-quest-limited-time/" rel="noreferrer">Avatar: Fire and Ash 3D clip</a> that was available on Quest in the <a href="https://www.uploadvr.com/meta-overhauls-quest-tv-app-to-be-hub-for-streaming-content/" rel="noreferrer">redesigned Horizon TV app</a> for a limited time, as well as 3D conversions of the film's trailers.</p><p>Then in April 2025, Cameron said in a publicized&nbsp;<a href="https://www.youtube.com/watch?v=qOdjM14QW0s&ref=uploadvr.com" rel="noreferrer">conversation</a>&nbsp;with Meta CTO Andrew Bosworth that headsets <a href="https://www.uploadvr.com/james-cameron-vr-headsets-solve-the-problems-of-3d-movies/" rel="noreferrer">effectively solve the problems of 3D cinema</a>.</p><p>More notably for Phoenix, during Meta Connect 2025, Cameron appeared in an extended conversation with Meta CTO Andrew Bosworth, and did interviews with several content creators. <a href="https://www.youtube.com/watch?v=hoNpFAUo0jo&ref=uploadvr.com" rel="noreferrer">In a conversation with Norman Chan from Adam Savage's Tested</a>, when asked about the future of headsets and content, Cameron responded:</p><blockquote><em>"I think it’s going to be the portal for all media that we consume, you know. I mean, really, I think when the <strong>weight and the form factor and all of those things are all conquered</strong> — and that’s <strong>imminent</strong>.<strong> That’s not some pie-in-the-sky thing. That is imminent</strong>, certainly to my satisfaction, and I have very exacting standards, as you might imagine.”</em></blockquote><figure class="kg-card kg-video-card kg-width-regular kg-card-hascaption" data-kg-thumbnail="https://storage.ghost.io/c/2a/2f/2a2f38f0-4b71-407a-9c7e-18a9e2541980/content/media/2026/08/CameronTestedConnect2025_thumb.jpg" data-kg-custom-thumbnail="">
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            <figcaption><p><span style="white-space: pre-wrap;">Clip of James Cameron's response in Tested's "James Cameron's Theory of 3D Cinema" interview.</span></p></figcaption>
        </figure><p>In June 2025, The Wall Street Journal reported that Meta was offering firms including Disney and A24 "millions of dollars" to provide "episodic and stand-alone immersive video based on well-known intellectual property" for the device codenamed <strong>Loma</strong>.</p><figure class="kg-card kg-bookmark-card"><a class="kg-bookmark-container" href="https://www.uploadvr.com/meta-courting-disney-a24-to-make-immersive-video/"><div class="kg-bookmark-content"><div class="kg-bookmark-title">Meta “Courting” Disney &amp; A24 To Make Immersive Video For Horizon OS</div><div class="kg-bookmark-description">Meta is “courting” Disney and A24 to produce immersive video for Horizon OS, offering “millions of dollars”, The Wall Street Journal reports.</div><div class="kg-bookmark-metadata"><img class="kg-bookmark-icon" src="https://storage.ghost.io/c/2a/2f/2a2f38f0-4b71-407a-9c7e-18a9e2541980/content/images/icon/UploadCircle_favicon-75d61492-f219-45f8-8126-36df16e6671f.png" alt=""><span class="kg-bookmark-author">UploadVR</span><span class="kg-bookmark-publisher">David Heaney</span></div></div><div class="kg-bookmark-thumbnail"><img src="https://storage.ghost.io/c/2a/2f/2a2f38f0-4b71-407a-9c7e-18a9e2541980/content/images/thumbnail/Meta-Disney-A24-29f5c737-31c5-4d06-b83b-c7d256e46a5f.png" alt="" onerror="this.style.display = 'none'"></div></a></figure><p>In October 2025, <a href="https://variety.com/2025/tv/news/talk-to-me-series-spinoff-immersive-3d-meta-1236564710/?ref=uploadvr.com" rel="noreferrer">Variety then reported</a> that Meta and XRTV were working on a 3D spin-off series of A24's 2022 horror film <em>Talk to Me</em>, exclusively&nbsp;for Meta's VR headsets. The production and cast were then <a href="https://deadline.com/2026/02/talk-to-me-series-sets-cast-1236736439/?ref=uploadvr.com" rel="noreferrer">confirmed by Deadline</a> in February 2026, describing it as a six-episode series "created exclusively for Meta’s immersive VR devices."</p><p>Finally, in March 2026, Meta Director of Games Chris Pruett offered what might be the clearest indication yet of the company’s future hardware priorities during <a href="https://www.youtube.com/watch?v=_NMYZYzva6Q&t=1492s&ref=uploadvr.com" rel="noreferrer">Meta's GDC 2026 The State of VR panel</a>. In the <a href="https://developers.meta.com/horizon/blog/gdc-2026-state-of-vr/?ref=uploadvr.com" rel="noreferrer">company's accompanying blog post</a>, he wrote:</p><blockquote><em>"Over the next couple of years, we expect more&nbsp;Mainstream Adults&nbsp;to enter VR through <strong>media consumption first, then discover games once they are in-headset.</strong> These are folks who don't move the needle today, but we expect to arrive as a large ecosystem player in the next few years. <strong>They purchase VR as a TV replacement first, then discover that it can also play video games.</strong> They are mid-core, love Meta Horizon+, and <strong>probably play seated without controllers.</strong>"</em></blockquote><figure class="kg-card kg-video-card kg-width-regular kg-card-hascaption" data-kg-thumbnail="https://storage.ghost.io/c/2a/2f/2a2f38f0-4b71-407a-9c7e-18a9e2541980/content/media/2026/08/MetaGDC2026Clip_thumb.jpg" data-kg-custom-thumbnail="">
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            <figcaption><p><span style="white-space: pre-wrap;">Meta Director of Games Chris Pruett’s original remarks, which the blog post excerpt is based on (24:52–28:42).</span></p></figcaption>
        </figure><p>This isn't to say Phoenix will be entirely focused on media and immersive video. Meta has been continually updating the Horizon OS Remote Desktop app and its Windows 11 integration, adding new features such as an Ultrawide mode, headset-side input forwarding, and more.</p><figure class="kg-card kg-bookmark-card"><a class="kg-bookmark-container" href="https://www.uploadvr.com/quest-3-windows-11-remote-desktop-ultrawide-mode/"><div class="kg-bookmark-content"><div class="kg-bookmark-title">Quest 3’s Windows 11 Remote Desktop Gets Aspect Ratio Setting &amp; Ultrawide Mode</div><div class="kg-bookmark-description">The official Windows 11 Remote Desktop of Horizon OS now has 21:9 and 3:4 aspect ratio options, as well as an enveloping visionOS-like Ultrawide Mode.</div><div class="kg-bookmark-metadata"><img class="kg-bookmark-icon" src="https://storage.ghost.io/c/2a/2f/2a2f38f0-4b71-407a-9c7e-18a9e2541980/content/images/icon/UploadCircle_favicon-a48023dd-901b-446f-a2ce-821cb477565c.png" alt=""><span class="kg-bookmark-author">UploadVR</span><span class="kg-bookmark-publisher">David Heaney</span></div></div><div class="kg-bookmark-thumbnail"><img src="https://storage.ghost.io/c/2a/2f/2a2f38f0-4b71-407a-9c7e-18a9e2541980/content/images/thumbnail/Quest-3-Windows-11-Remote-Desktop-new-aspect-ratios-GIF-145afda1-33c5-4413-8a2f-da3a67a5db00.gif" alt="" onerror="this.style.display = 'none'"></div></a></figure><p>In July 2026, the company even rebranded the app as <a href="https://www.meta.com/experiences/4809522785759352/?ref=uploadvr.com" rel="noreferrer">Virtual Display</a>, while Horizon OS 2.7 merged the features of <a href="https://www.uploadvr.com/meta-quest-hdmi-link-app-capture-cards/" rel="noreferrer">Meta Quest HDMI Link into it</a>, creating a single app for multiple screen-mirroring use cases.</p><figure class="kg-card kg-image-card"><img src="https://storage.ghost.io/c/2a/2f/2a2f38f0-4b71-407a-9c7e-18a9e2541980/content/images/2026/08/VirtDisplayNotes-1.png" class="kg-image" alt="" loading="lazy" width="1108" height="595" srcset="https://storage.ghost.io/c/2a/2f/2a2f38f0-4b71-407a-9c7e-18a9e2541980/content/images/size/w600/2026/08/VirtDisplayNotes-1.png 600w, https://storage.ghost.io/c/2a/2f/2a2f38f0-4b71-407a-9c7e-18a9e2541980/content/images/size/w1000/2026/08/VirtDisplayNotes-1.png 1000w, https://storage.ghost.io/c/2a/2f/2a2f38f0-4b71-407a-9c7e-18a9e2541980/content/images/2026/08/VirtDisplayNotes-1.png 1108w" sizes="(min-width: 720px) 720px"></figure><p>There are also dedicated strings and assets related to gaze-and-pinch input within the app, suggesting that getting it working on a device where <strong>Eyes and Hands</strong> serve as the primary inputs has been a meaningful priority.</p><figure class="kg-card kg-image-card kg-card-hascaption"><img src="https://storage.ghost.io/c/2a/2f/2a2f38f0-4b71-407a-9c7e-18a9e2541980/content/images/2026/08/virtdisplaygaze.png" class="kg-image" alt="" loading="lazy" width="1495" height="202" srcset="https://storage.ghost.io/c/2a/2f/2a2f38f0-4b71-407a-9c7e-18a9e2541980/content/images/size/w600/2026/08/virtdisplaygaze.png 600w, https://storage.ghost.io/c/2a/2f/2a2f38f0-4b71-407a-9c7e-18a9e2541980/content/images/size/w1000/2026/08/virtdisplaygaze.png 1000w, https://storage.ghost.io/c/2a/2f/2a2f38f0-4b71-407a-9c7e-18a9e2541980/content/images/2026/08/virtdisplaygaze.png 1495w" sizes="(min-width: 720px) 720px"><figcaption><span style="white-space: pre-wrap;">Strings describing gaze-and-pinch input within the Virtual Display app.</span></figcaption></figure><p>Meta is also rethinking the core virtual screen experience in Horizon OS through an overhaul of its 2D window and panel system codenamed Display Evo.</p><p>While the <a href="https://www.uploadvr.com/meta-horizon-os-navigator-ui-finally-rolled-out-to-all-quest-headsets/" rel="noreferrer">Navigator</a> replaced the operating system's tablet-style app dock with a more modern overlay-style launcher, the underlying window system remained largely unchanged, still centering the experience around three apps in a relatively restrictive triple-monitor-style layout and forcing users to juggle additional windows between the now-simplified dock and the space around them.</p><p>Display Evo removes the simplified dock entirely. </p><figure class="kg-card kg-video-card kg-width-regular kg-card-hascaption" data-kg-thumbnail="https://storage.ghost.io/c/2a/2f/2a2f38f0-4b71-407a-9c7e-18a9e2541980/content/media/2026/08/DisplayEvoWindowManager_v206_thumb.jpg" data-kg-custom-thumbnail="">
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            <figcaption><p><span style="white-space: pre-wrap;">Footage of the in-development versions of Display Evo, Window Manager, and Quick Actions Menu v2 in Horizon OS 2.6</span></p></figcaption>
        </figure><p>In the Horizon OS 2.7 development version of Display Evo, 2D windows can instead open freely around the user, be "snapped" into groups by moving their edges together, or arranged into a Stack that users can flip through like cards.</p><p>Display Evo also introduces a redesigned Quick Actions Menu, providing access to a new Window Manager for viewing all open 2D windows, bringing them forward, or closing them individually or all at once. This is broadly similar to Android XR's app management interface, presenting open spatial windows in one place for quick selection or dismissal. In the Horizon OS 2.7 development version of the feature, the Window Manager also includes Stack and 3-Up presets for automatically organizing windows into stacked or triple-monitor-style layouts.</p><hr><h2 id="eye-tracking-gaze-and-pinch">Eye Tracking &amp; Gaze-And-Pinch</h2><figure class="kg-card kg-image-card kg-card-hascaption"><img src="https://storage.ghost.io/c/2a/2f/2a2f38f0-4b71-407a-9c7e-18a9e2541980/content/images/2026/08/499314641_1423854199634873_3828513961534237780_n-2.jpg" class="kg-image" alt="" loading="lazy" width="1240" height="696" srcset="https://storage.ghost.io/c/2a/2f/2a2f38f0-4b71-407a-9c7e-18a9e2541980/content/images/size/w600/2026/08/499314641_1423854199634873_3828513961534237780_n-2.jpg 600w, https://storage.ghost.io/c/2a/2f/2a2f38f0-4b71-407a-9c7e-18a9e2541980/content/images/size/w1000/2026/08/499314641_1423854199634873_3828513961534237780_n-2.jpg 1000w, https://storage.ghost.io/c/2a/2f/2a2f38f0-4b71-407a-9c7e-18a9e2541980/content/images/2026/08/499314641_1423854199634873_3828513961534237780_n-2.jpg 1240w" sizes="(min-width: 720px) 720px"><figcaption><span style="white-space: pre-wrap;">Upscaled outline of Phoenix as found in the Prescription Lens firmware package.</span></figcaption></figure><p>Some of the most critical elements of Phoenix are its Eye Tracking and gaze-and-pinch input scheme. This is done in a way that is broadly similar to <a href="https://www.uploadvr.com/apple-vision-pro-review/" rel="noreferrer">Apple Vision Pro</a>, <a href="https://www.uploadvr.com/samsung-galaxy-xr-android-xr-first-impressions-hands-on/" rel="noreferrer">Samsung Galaxy XR</a>, and <a href="https://www.uploadvr.com/meta-connect-2024-orion-prototype-ar-glasses/" rel="noreferrer">Meta's own Orion AR Glasses prototype</a>. Users look at UI elements they want to interact with and pinch their fingers together to select them. This is in stark contrast to <a href="https://www.uploadvr.com/meta-quest-pro-review/" rel="noreferrer">Meta Quest Pro</a>, where Eye Tracking was primarily for avatars and, in limited scenarios, for foveated rendering.</p><p>Horizon OS firmware packages indicate that this is intended to be the default input scheme on Phoenix, prioritizing the user's <strong>Eyes and Hands</strong>.</p><p>The device has an extensive Eye Tracking calibration setup, similar to Apple Vision Pro and Samsung Galaxy XR. <a href="https://x.com/noridoesvr/status/2082258099319017768?ref=uploadvr.com" rel="noreferrer">Dataminer and programmer Nori managed to get a functional version of the Eye Tracking NUX firmware package running on her Quest 2</a>, using headset gaze to simulate eyes.</p><figure class="kg-card kg-video-card kg-width-regular kg-card-hascaption" data-kg-thumbnail="https://storage.ghost.io/c/2a/2f/2a2f38f0-4b71-407a-9c7e-18a9e2541980/content/media/2026/08/zBud4ZBVvoVTMktP-1_thumb.jpg" data-kg-custom-thumbnail="">
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            <figcaption><p><span style="white-space: pre-wrap;">Footage of Phoenix's Eye Tracking NUX, enabled to run on Quest 2 by dataminer and programmer </span><a href="https://x.com/noridoesvr?ref=uploadvr.com" rel="noreferrer"><span style="white-space: pre-wrap;">Nori</span></a><span style="white-space: pre-wrap;">.</span></p></figcaption>
        </figure><p>The setup flow also provides further evidence for the return of the <a href="https://www.uploadvr.com/quest-3s-action-button-official-passthrough-meta-support/" rel="noreferrer">Action Button that debuted on Quest 3S</a>, positioned on the top right of Phoenix.</p><p>Because of the importance of Eye Tracking, prescription inserts on Phoenix appear to need to be paired to the device to apply distortion correction, again similar to Apple Vision Pro and Samsung Galaxy XR.</p><figure class="kg-card kg-image-card kg-card-hascaption"><img src="https://storage.ghost.io/c/2a/2f/2a2f38f0-4b71-407a-9c7e-18a9e2541980/content/images/2026/08/qr_code_pairing-3.webp" class="kg-image" alt="" loading="lazy" width="2000" height="2000" srcset="https://storage.ghost.io/c/2a/2f/2a2f38f0-4b71-407a-9c7e-18a9e2541980/content/images/size/w600/2026/08/qr_code_pairing-3.webp 600w, https://storage.ghost.io/c/2a/2f/2a2f38f0-4b71-407a-9c7e-18a9e2541980/content/images/size/w1000/2026/08/qr_code_pairing-3.webp 1000w, https://storage.ghost.io/c/2a/2f/2a2f38f0-4b71-407a-9c7e-18a9e2541980/content/images/size/w1600/2026/08/qr_code_pairing-3.webp 1600w, https://storage.ghost.io/c/2a/2f/2a2f38f0-4b71-407a-9c7e-18a9e2541980/content/images/size/w2400/2026/08/qr_code_pairing-3.webp 2400w" sizes="(min-width: 720px) 720px"><figcaption><span style="white-space: pre-wrap;">Sample Phoenix prescription inserts QR code card found in firmware, with a placeholder link.</span></figcaption></figure><p>Meta's partner for Phoenix's prescription inserts appears to be Zenni Optical, the same company behind the <a href="https://www.zennioptical.com/vr-prescription-lenses-meta-quest-3?ref=uploadvr.com" rel="noreferrer">Quest 3 and 3S prescription inserts</a>. The lens inserts pair with the device either by scanning an included QR code card, or by manually entering their serial number within the headset.</p><hr><h2 id="eye-unlock">Eye Unlock</h2><figure class="kg-card kg-video-card kg-width-regular kg-card-hascaption" data-kg-thumbnail="https://storage.ghost.io/c/2a/2f/2a2f38f0-4b71-407a-9c7e-18a9e2541980/content/media/2026/08/eyeun_thumb.jpg" data-kg-custom-thumbnail="">
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            <figcaption><p><span style="white-space: pre-wrap;">Eye Unlock animations as found in firmware.</span></p></figcaption>
        </figure><p>Meta seems to be working on a new feature for Phoenix called Eye Unlock, similar to Optic ID on Apple Vision Pro.</p><figure class="kg-card kg-image-card kg-card-hascaption"><img src="https://storage.ghost.io/c/2a/2f/2a2f38f0-4b71-407a-9c7e-18a9e2541980/content/images/2026/08/eyeunlock.png" class="kg-image" alt="" loading="lazy" width="761" height="634" srcset="https://storage.ghost.io/c/2a/2f/2a2f38f0-4b71-407a-9c7e-18a9e2541980/content/images/size/w600/2026/08/eyeunlock.png 600w, https://storage.ghost.io/c/2a/2f/2a2f38f0-4b71-407a-9c7e-18a9e2541980/content/images/2026/08/eyeunlock.png 761w" sizes="(min-width: 720px) 720px"><figcaption><span style="white-space: pre-wrap;">Strings found in Horizon OS 2.7 describing Eye Unlock.</span></figcaption></figure><p>This feature appears designed to work alongside the existing Passcode integration. It appears to leverage the inward-facing cameras to verify the user and unlock the device, make purchases, and access other authentication-gated items.</p><figure class="kg-card kg-image-card kg-card-hascaption"><img src="https://storage.ghost.io/c/2a/2f/2a2f38f0-4b71-407a-9c7e-18a9e2541980/content/images/2026/08/eyeunlockpanel.jpg" class="kg-image" alt="" loading="lazy" width="2000" height="1087" srcset="https://storage.ghost.io/c/2a/2f/2a2f38f0-4b71-407a-9c7e-18a9e2541980/content/images/size/w600/2026/08/eyeunlockpanel.jpg 600w, https://storage.ghost.io/c/2a/2f/2a2f38f0-4b71-407a-9c7e-18a9e2541980/content/images/size/w1000/2026/08/eyeunlockpanel.jpg 1000w, https://storage.ghost.io/c/2a/2f/2a2f38f0-4b71-407a-9c7e-18a9e2541980/content/images/size/w1600/2026/08/eyeunlockpanel.jpg 1600w, https://storage.ghost.io/c/2a/2f/2a2f38f0-4b71-407a-9c7e-18a9e2541980/content/images/size/w2400/2026/08/eyeunlockpanel.jpg 2400w" sizes="(min-width: 720px) 720px"><figcaption><span style="white-space: pre-wrap;">Work-in-progress Eye Unlock setup, as of Horizon OS 2.7.</span></figcaption></figure><hr><h2 id="codec-avatars-face-tracking">Codec Avatars &amp; Face Tracking?</h2><figure class="kg-card kg-image-card kg-card-hascaption"><img src="https://storage.ghost.io/c/2a/2f/2a2f38f0-4b71-407a-9c7e-18a9e2541980/content/images/2026/08/frame-4.png" class="kg-image" alt="" loading="lazy" width="1920" height="1080" srcset="https://storage.ghost.io/c/2a/2f/2a2f38f0-4b71-407a-9c7e-18a9e2541980/content/images/size/w600/2026/08/frame-4.png 600w, https://storage.ghost.io/c/2a/2f/2a2f38f0-4b71-407a-9c7e-18a9e2541980/content/images/size/w1000/2026/08/frame-4.png 1000w, https://storage.ghost.io/c/2a/2f/2a2f38f0-4b71-407a-9c7e-18a9e2541980/content/images/size/w1600/2026/08/frame-4.png 1600w, https://storage.ghost.io/c/2a/2f/2a2f38f0-4b71-407a-9c7e-18a9e2541980/content/images/2026/08/frame-4.png 1920w" sizes="(min-width: 720px) 720px"><figcaption><span style="white-space: pre-wrap;">Meta Quest Pro's Eye Tracking and Face Tracking sensors.</span></figcaption></figure><p>Meta's now-canceled initial Quest Pro successor, La Jolla, was reportedly set to feature <a href="https://uploadvr.com/vr-killer-app-avatar-telepresence?ref=uploadvr.com" rel="noreferrer">Codec Avatars</a>, the company’s long-running research project to achieve photoreal spatial telepresence via Face Tracking sensors on VR/MR headsets.</p><p>Multiple findings in Horizon OS firmware and elsewhere across Meta's ecosystem suggest that this may still be the case with Phoenix.</p><p>One of the clearest indications is a <strong>Loma</strong>EtFt configuration found in a camera model library within Horizon OS, suggesting that Phoenix is being developed with combined Eye Tracking and Face Tracking hardware.</p><figure class="kg-card kg-image-card kg-card-hascaption"><img src="https://storage.ghost.io/c/2a/2f/2a2f38f0-4b71-407a-9c7e-18a9e2541980/content/images/2026/08/lomaETFT-1.png" class="kg-image" alt="" loading="lazy" width="756" height="223" srcset="https://storage.ghost.io/c/2a/2f/2a2f38f0-4b71-407a-9c7e-18a9e2541980/content/images/size/w600/2026/08/lomaETFT-1.png 600w, https://storage.ghost.io/c/2a/2f/2a2f38f0-4b71-407a-9c7e-18a9e2541980/content/images/2026/08/lomaETFT-1.png 756w" sizes="(min-width: 720px) 720px"><figcaption><b><strong style="white-space: pre-wrap;">Loma </strong></b><span style="white-space: pre-wrap;">(Phoenix) appearing as LomaEtFt, alongside separate SeacliffFt and SeacliffEt entries for Quest Pro, in a Horizon OS camera model library.</span></figcaption></figure><p>Earlier evidence specific to Phoenix appeared in December 2025, when the first references to the device surfaced in Horizon OS firmware, tagged as "phx", before being removed around a week later. The strings and assets specifically describe how to pair prescription inserts to the device, and how to set up and calibrate Face Tracking for an avatar.</p><figure class="kg-card kg-image-card kg-card-hascaption"><img src="https://storage.ghost.io/c/2a/2f/2a2f38f0-4b71-407a-9c7e-18a9e2541980/content/images/2026/08/full-2.png" class="kg-image" alt="" loading="lazy" width="2000" height="839" srcset="https://storage.ghost.io/c/2a/2f/2a2f38f0-4b71-407a-9c7e-18a9e2541980/content/images/size/w600/2026/08/full-2.png 600w, https://storage.ghost.io/c/2a/2f/2a2f38f0-4b71-407a-9c7e-18a9e2541980/content/images/size/w1000/2026/08/full-2.png 1000w, https://storage.ghost.io/c/2a/2f/2a2f38f0-4b71-407a-9c7e-18a9e2541980/content/images/size/w1600/2026/08/full-2.png 1600w, https://storage.ghost.io/c/2a/2f/2a2f38f0-4b71-407a-9c7e-18a9e2541980/content/images/size/w2400/2026/08/full-2.png 2400w" sizes="(min-width: 720px) 720px"><figcaption><span style="white-space: pre-wrap;">Strings found in Horizon OS in December 2025, describing an internal testing flow for prescription inserts and Face Tracking calibration.</span></figcaption></figure><p>Later in December 2025, dataminer and programmer Nori noticed that the in-development Codec Avatars of the Meta employees and testers using them could be seen if their profiles were viewed via the Meta Horizon website.</p><figure class="kg-card kg-embed-card"><blockquote class="twitter-tweet"><p lang="en" dir="ltr">hi, found some :)  (1/4) <a href="https://t.co/DFejuxRPwE?ref=uploadvr.com">https://t.co/DFejuxRPwE</a> <a href="https://t.co/wYB5EczGMS?ref=uploadvr.com">pic.twitter.com/wYB5EczGMS</a></p>— Nori 🦈 (@noridoesvr) <a href="https://x.com/noridoesvr/status/1998912046533156873?ref_src=twsrc%5Etfw&ref=uploadvr.com">December 11, 2025</a></blockquote>
<script async="" src="https://platform.x.com/widgets.js" charset="utf-8"></script></figure><p>At the time, it seemed that Meta's eventual plan was to integrate Codec Avatars as an avatar type within the Horizon Worlds and Hyperscape systems. However, following the <a href="https://www.uploadvr.com/meta-cto-explains-layoffs-strategy-shift-vr-is-growing-less-quickly-than-we-hoped/" rel="noreferrer">far-reaching layoffs and reorganization of the VR and Horizon teams within Reality Labs</a>, it became unclear if that was still the goal going forward.</p><p>Now, as of August 2026, Meta's plans for Codec Avatars seem increasingly centered on video calls and telepresence for more versatile social experiences across the company's family of apps, alongside a new name associated with this direction: Hologram.</p><figure class="kg-card kg-video-card kg-width-regular kg-card-hascaption" data-kg-thumbnail="https://storage.ghost.io/c/2a/2f/2a2f38f0-4b71-407a-9c7e-18a9e2541980/content/media/2026/08/HologramNUX_MetaAI_August2026_V2_thumb.jpg" data-kg-custom-thumbnail="">
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            <figcaption><p><span style="white-space: pre-wrap;">Seemingly AI-rendered "Hologram" product tour videos found in August 2026 builds of the Meta AI mobile app, showing the avatars on Ray-Ban Display-like Smart Glasses.</span></p></figcaption>
        </figure><p>Multiple packages within Horizon OS contain what appear to be sub-frameworks for a broader "Hologram Calling" system, with those frameworks also containing extensive references to Codec Avatars.</p><p>Alongside this, strings within the Meta AI mobile app for the company's Smart Glasses and other wearables describe the usage and setup process for a "Hologram" avatar, perhaps revealing the consumer-facing name for the long-in-development project.</p><figure class="kg-card kg-image-card kg-card-hascaption"><img src="https://storage.ghost.io/c/2a/2f/2a2f38f0-4b71-407a-9c7e-18a9e2541980/content/images/2026/08/HologramHzOS_SocialplatCC.png" class="kg-image" alt="" loading="lazy" width="2000" height="837" srcset="https://storage.ghost.io/c/2a/2f/2a2f38f0-4b71-407a-9c7e-18a9e2541980/content/images/size/w600/2026/08/HologramHzOS_SocialplatCC.png 600w, https://storage.ghost.io/c/2a/2f/2a2f38f0-4b71-407a-9c7e-18a9e2541980/content/images/size/w1000/2026/08/HologramHzOS_SocialplatCC.png 1000w, https://storage.ghost.io/c/2a/2f/2a2f38f0-4b71-407a-9c7e-18a9e2541980/content/images/size/w1600/2026/08/HologramHzOS_SocialplatCC.png 1600w, https://storage.ghost.io/c/2a/2f/2a2f38f0-4b71-407a-9c7e-18a9e2541980/content/images/size/w2400/2026/08/HologramHzOS_SocialplatCC.png 2400w" sizes="(min-width: 720px) 720px"><figcaption><span style="white-space: pre-wrap;">Smali files referencing Holograms, found in the Horizon OS Social Platform package.</span></figcaption></figure><figure class="kg-card kg-image-card kg-card-hascaption"><img src="https://storage.ghost.io/c/2a/2f/2a2f38f0-4b71-407a-9c7e-18a9e2541980/content/images/2026/08/HologramFinalMetaAI-V2-1.png" class="kg-image" alt="" loading="lazy" width="2000" height="967" srcset="https://storage.ghost.io/c/2a/2f/2a2f38f0-4b71-407a-9c7e-18a9e2541980/content/images/size/w600/2026/08/HologramFinalMetaAI-V2-1.png 600w, https://storage.ghost.io/c/2a/2f/2a2f38f0-4b71-407a-9c7e-18a9e2541980/content/images/size/w1000/2026/08/HologramFinalMetaAI-V2-1.png 1000w, https://storage.ghost.io/c/2a/2f/2a2f38f0-4b71-407a-9c7e-18a9e2541980/content/images/size/w1600/2026/08/HologramFinalMetaAI-V2-1.png 1600w, https://storage.ghost.io/c/2a/2f/2a2f38f0-4b71-407a-9c7e-18a9e2541980/content/images/size/w2400/2026/08/HologramFinalMetaAI-V2-1.png 2400w" sizes="(min-width: 720px) 720px"><figcaption><span style="white-space: pre-wrap;">Strings referring to Holograms, found in an August 2026 builds of the Meta AI mobile app.</span></figcaption></figure><p>Taken together, the evidence strongly suggests that Phoenix is being developed with support for Codec Avatars in mind (possibly branded as Holograms), leveraging the device's inward-facing sensor data. Separately, assets showing Holograms on Ray-Ban Display-like Smart Glasses also suggest Meta may plan to support estimated avatar animation on devices without full tracking hardware.</p><p>The main remaining questions are whether Codec Avatars will be available on Phoenix at launch, and how broadly Meta will expose its inward-facing sensor data. That data could be available to third-party developers, as with Quest Pro, or restricted to Codec Avatars and other system-privileged apps, closer to the approach used on visionOS.</p><hr><h2 id="display-systems">Display Systems</h2><figure class="kg-card kg-bookmark-card"><a class="kg-bookmark-container" href="https://www.uploadvr.com/meta-next-headset-reportedly-2-5k-micro-oled-displays/"><div class="kg-bookmark-content"><div class="kg-bookmark-title">Meta’s Next Headset Will Reportedly Have 2.5K Micro-OLED Displays</div><div class="kg-bookmark-description">According to a Chinese VR news outlet, Meta’s next headset will use 2560×2560 micro-OLED displays, similar to Bigscreen Beyond headsets.</div><div class="kg-bookmark-metadata"><img class="kg-bookmark-icon" src="https://storage.ghost.io/c/2a/2f/2a2f38f0-4b71-407a-9c7e-18a9e2541980/content/images/icon/UploadCircle_favicon-b3639f46-a8b3-4031-9edb-7c505bd436a5.png" alt=""><span class="kg-bookmark-author">UploadVR</span><span class="kg-bookmark-publisher">David Heaney</span></div></div><div class="kg-bookmark-thumbnail"><img src="https://storage.ghost.io/c/2a/2f/2a2f38f0-4b71-407a-9c7e-18a9e2541980/content/images/thumbnail/Bigscreen-Beyond-micro-OLED-displays-fc10bd6e-92d8-4742-b8f9-7a7d745047fe.png" alt="" onerror="this.style.display = 'none'"></div></a></figure><p>In March 2026, Chinese VR news outlet VRcoast claimed that Meta's next headset will use 2560×2560 micro-OLED displays, noting that SeeYA Technology plans to clear its existing production lines to dedicate its full capacity to the display for Meta's next headset. SeeYA is the provider of the micro-OLED displays in Bigscreen's Beyond PC VR headsets, both generations, which are also 2560×2560.</p><p>Bigscreen later told UploadVR that the report's suggestion about SeeYA's production is "wrong", but the claim is worth noting nonetheless.</p><p>If accurate, this resolution would place Phoenix above Meta Quest 3 in raw pixel count, though still below Apple Vision Pro. However, combined with the narrower field of view people familiar with Phoenix have described, this could give it substantially higher peak pixels per degree (PPD) than Quest 3.</p><p>Interestingly, around a week later in March 2026, Meta appeared to have accidentally enabled a global HDR setting for 2D apps in the initial versions of Horizon OS 2.3 PTC (Public Test Channel), visible even on Quest 3 and 3S.</p><figure class="kg-card kg-embed-card"><blockquote class="twitter-tweet"><p lang="en" dir="ltr">Some 2D apps, natively Gallery and Instagram, have a weird over-contrast overlay on them in HzOS 2.3 PTC, making the panel super bright.<br><br>Hopefully Meta fixes this because it makes things like sideloaded media players near unusable.</p>— Luna (@Lunayian) <a href="https://x.com/Lunayian/status/2036639144479257028?ref_src=twsrc%5Etfw&ref=uploadvr.com">March 25, 2026</a></blockquote>
<script async="" src="https://platform.x.com/widgets.js" charset="utf-8"></script></figure><p>This was disabled in later builds, but it suggests that Meta was experimenting with how the OS should render on headsets with the deep contrast of OLED or micro-OLED displays.</p><hr><h2 id="qualcomm-chipset">Qualcomm Chipset</h2><figure class="kg-card kg-bookmark-card"><a class="kg-bookmark-container" href="https://www.uploadvr.com/qualcomm-snapdragon-reality-elite-new-flagship-xr-chipset/"><div class="kg-bookmark-content"><div class="kg-bookmark-title">Qualcomm Announces Snapdragon Reality Elite, Its New Flagship XR Chipset</div><div class="kg-bookmark-description">Qualcomm just announced Snapdragon Reality Elite, its new flagship XR chipset, and it will debut in the compute puck of Xreal’s Aura Android XR device this fall.</div><div class="kg-bookmark-metadata"><img class="kg-bookmark-icon" src="https://storage.ghost.io/c/2a/2f/2a2f38f0-4b71-407a-9c7e-18a9e2541980/content/images/icon/UploadCircle_favicon-7231dd25-ace0-4afa-98c6-89c5a263a931.png" alt=""><span class="kg-bookmark-author">UploadVR</span><span class="kg-bookmark-publisher">David Heaney</span></div></div><div class="kg-bookmark-thumbnail"><img src="https://storage.ghost.io/c/2a/2f/2a2f38f0-4b71-407a-9c7e-18a9e2541980/content/images/thumbnail/Qualcomm-Snapdragon-Reality-Elite-hero-93aaa69b-26ef-47b0-8361-49e3a0d0ff7e.PNG" alt="" onerror="this.style.display = 'none'"></div></a></figure><p>Evidence found in Horizon OS firmware libraries suggests that Phoenix will use Qualcomm’s Snapdragon Reality Elite, the successor to the XR2 Gen 2 chipset family.</p><figure class="kg-card kg-image-card kg-card-hascaption"><img src="https://storage.ghost.io/c/2a/2f/2a2f38f0-4b71-407a-9c7e-18a9e2541980/content/images/2026/08/SDXRE_UploadPerf-2.webp" class="kg-image" alt="" loading="lazy" width="1000" height="376" srcset="https://storage.ghost.io/c/2a/2f/2a2f38f0-4b71-407a-9c7e-18a9e2541980/content/images/size/w600/2026/08/SDXRE_UploadPerf-2.webp 600w, https://storage.ghost.io/c/2a/2f/2a2f38f0-4b71-407a-9c7e-18a9e2541980/content/images/2026/08/SDXRE_UploadPerf-2.webp 1000w" sizes="(min-width: 720px) 720px"><figcaption><span style="white-space: pre-wrap;">UploadVR </span><b><strong style="white-space: pre-wrap;">estimate</strong></b><span style="white-space: pre-wrap;"> of GPU performance based on known characteristics.</span></figcaption></figure><p>The Snapdragon Reality Elite was announced in June 2026 and is explicitly designed to support multiple form factors, including the chipset being in the headset itself and the chipset being in a <strong>tethered compute puck</strong>. It's also designed to work in either <strong>passthrough </strong>or see-through display systems.</p><figure class="kg-card kg-bookmark-card"><a class="kg-bookmark-container" href="https://www.uploadvr.com/xreal-aura-ships-this-fall-with-snapdragon-reality-elite-in-its-puck/"><div class="kg-bookmark-content"><div class="kg-bookmark-title">Xreal Aura Ships This Fall, With Snapdragon Reality Elite In Its Puck</div><div class="kg-bookmark-description">You can now preorder Xreal Aura, launching this fall, and the company confirmed it has Qualcomm’s new Snapdragon Reality Elite in its Android XR puck. Yet despite opening preorders, Xreal won’t reveal the price.</div><div class="kg-bookmark-metadata"><img class="kg-bookmark-icon" src="https://storage.ghost.io/c/2a/2f/2a2f38f0-4b71-407a-9c7e-18a9e2541980/content/images/icon/UploadCircle_favicon-9a8650b1-3aff-402b-bde4-c01578eb2ce6.png" alt=""><span class="kg-bookmark-author">UploadVR</span><span class="kg-bookmark-publisher">David Heaney</span></div></div><div class="kg-bookmark-thumbnail"><img src="https://storage.ghost.io/c/2a/2f/2a2f38f0-4b71-407a-9c7e-18a9e2541980/content/images/thumbnail/Xreal-Aura-5fdc1fa5-ee5f-4678-a0e4-0b7203d01ea1.jpg" alt="" onerror="this.style.display = 'none'"></div></a></figure><p>XREAL Aura is confirmed to use the Snapdragon Reality Elite, and it recently <a href="https://browser.geekbench.com/v6/compute/6614542?ref=uploadvr.com" rel="noreferrer">appeared on Geekbench 6</a> with the SoC model SXR2330P.</p><p>Most notably, the SoC reference board is labeled <strong>niobe.</strong></p><figure class="kg-card kg-image-card kg-card-hascaption"><img src="https://storage.ghost.io/c/2a/2f/2a2f38f0-4b71-407a-9c7e-18a9e2541980/content/images/2026/08/niobeGPU-1.png" class="kg-image" alt="" loading="lazy" width="968" height="715" srcset="https://storage.ghost.io/c/2a/2f/2a2f38f0-4b71-407a-9c7e-18a9e2541980/content/images/size/w600/2026/08/niobeGPU-1.png 600w, https://storage.ghost.io/c/2a/2f/2a2f38f0-4b71-407a-9c7e-18a9e2541980/content/images/2026/08/niobeGPU-1.png 968w" sizes="(min-width: 720px) 720px"><figcaption><span style="white-space: pre-wrap;">XREAL Aura as it appears on Geekbench 6 under the name Google Aura.</span></figcaption></figure><p>The previous-generation chips in the Snapdragon XR2 Gen 2 family powering devices like Meta Quest 3, Quest 3S, PICO 4 Ultra, and Samsung Galaxy XR are typically associated with the SoC model SXR2230P and the <strong>anorak </strong>reference board, though benchmarks for Meta hardware report proprietary device codenames as the board type instead, such as eureka for Quest 3 and panther for Quest 3S. Even so, the underlying <strong>anorak </strong>designation remains accessible on these headsets via system properties.</p><figure class="kg-card kg-image-card kg-card-hascaption"><img src="https://storage.ghost.io/c/2a/2f/2a2f38f0-4b71-407a-9c7e-18a9e2541980/content/images/2026/08/anorakdevices.png" class="kg-image" alt="" loading="lazy" width="2000" height="1275" srcset="https://storage.ghost.io/c/2a/2f/2a2f38f0-4b71-407a-9c7e-18a9e2541980/content/images/size/w600/2026/08/anorakdevices.png 600w, https://storage.ghost.io/c/2a/2f/2a2f38f0-4b71-407a-9c7e-18a9e2541980/content/images/size/w1000/2026/08/anorakdevices.png 1000w, https://storage.ghost.io/c/2a/2f/2a2f38f0-4b71-407a-9c7e-18a9e2541980/content/images/size/w1600/2026/08/anorakdevices.png 1600w, https://storage.ghost.io/c/2a/2f/2a2f38f0-4b71-407a-9c7e-18a9e2541980/content/images/size/w2400/2026/08/anorakdevices.png 2400w" sizes="(min-width: 720px) 720px"><figcaption><span style="white-space: pre-wrap;">The PICO 4 Ultra (XR2 Gen 2) (top) and Samsung Galaxy XR (XR2+ Gen 2) (bottom) reference boards being labeled </span><b><strong style="white-space: pre-wrap;">anorak</strong></b><span style="white-space: pre-wrap;">.</span></figcaption></figure><figure class="kg-card kg-image-card kg-card-hascaption"><img src="https://storage.ghost.io/c/2a/2f/2a2f38f0-4b71-407a-9c7e-18a9e2541980/content/images/2026/08/AnorakWhite.png" class="kg-image" alt="" loading="lazy" width="1807" height="179" srcset="https://storage.ghost.io/c/2a/2f/2a2f38f0-4b71-407a-9c7e-18a9e2541980/content/images/size/w600/2026/08/AnorakWhite.png 600w, https://storage.ghost.io/c/2a/2f/2a2f38f0-4b71-407a-9c7e-18a9e2541980/content/images/size/w1000/2026/08/AnorakWhite.png 1000w, https://storage.ghost.io/c/2a/2f/2a2f38f0-4b71-407a-9c7e-18a9e2541980/content/images/size/w1600/2026/08/AnorakWhite.png 1600w, https://storage.ghost.io/c/2a/2f/2a2f38f0-4b71-407a-9c7e-18a9e2541980/content/images/2026/08/AnorakWhite.png 1807w" sizes="(min-width: 720px) 720px"><figcaption><span style="white-space: pre-wrap;">Quest 3 (XR2 Gen 2) and Quest 3S (XR2 Gen 2) reference boards being labeled </span><b><strong style="white-space: pre-wrap;">anorak</strong></b><span style="white-space: pre-wrap;">.</span></figcaption></figure><p>This is all notable in the context of Phoenix, because as of Horizon OS 2.7, <strong>niobe </strong>is already referenced across multiple firmware libraries in the OS. Moreover, the cam2_bridge library has code that describes a hardware configuration as <strong>Stanley/Niobe</strong>, along with <strong>Anorak</strong>.</p><figure class="kg-card kg-image-card kg-card-hascaption"><img src="https://storage.ghost.io/c/2a/2f/2a2f38f0-4b71-407a-9c7e-18a9e2541980/content/images/2026/08/stanleyniobe_cam2_bridge_green.png" class="kg-image" alt="" loading="lazy" width="1821" height="338" srcset="https://storage.ghost.io/c/2a/2f/2a2f38f0-4b71-407a-9c7e-18a9e2541980/content/images/size/w600/2026/08/stanleyniobe_cam2_bridge_green.png 600w, https://storage.ghost.io/c/2a/2f/2a2f38f0-4b71-407a-9c7e-18a9e2541980/content/images/size/w1000/2026/08/stanleyniobe_cam2_bridge_green.png 1000w, https://storage.ghost.io/c/2a/2f/2a2f38f0-4b71-407a-9c7e-18a9e2541980/content/images/size/w1600/2026/08/stanleyniobe_cam2_bridge_green.png 1600w, https://storage.ghost.io/c/2a/2f/2a2f38f0-4b71-407a-9c7e-18a9e2541980/content/images/2026/08/stanleyniobe_cam2_bridge_green.png 1821w" sizes="(min-width: 720px) 720px"><figcaption><b><strong style="white-space: pre-wrap;">Stanley/Niobe</strong></b><span style="white-space: pre-wrap;"> referenced in the cam2_bridge library with </span><b><strong style="white-space: pre-wrap;">Anorak</strong></b><span style="white-space: pre-wrap;">.</span></figcaption></figure><figure class="kg-card kg-image-card kg-card-hascaption"><img src="https://storage.ghost.io/c/2a/2f/2a2f38f0-4b71-407a-9c7e-18a9e2541980/content/images/2026/08/niobe_xrstreamingclient_2_green.png" class="kg-image" alt="" loading="lazy" width="1539" height="444" srcset="https://storage.ghost.io/c/2a/2f/2a2f38f0-4b71-407a-9c7e-18a9e2541980/content/images/size/w600/2026/08/niobe_xrstreamingclient_2_green.png 600w, https://storage.ghost.io/c/2a/2f/2a2f38f0-4b71-407a-9c7e-18a9e2541980/content/images/size/w1000/2026/08/niobe_xrstreamingclient_2_green.png 1000w, https://storage.ghost.io/c/2a/2f/2a2f38f0-4b71-407a-9c7e-18a9e2541980/content/images/2026/08/niobe_xrstreamingclient_2_green.png 1539w" sizes="(min-width: 720px) 720px"><figcaption><b><strong style="white-space: pre-wrap;">niobe </strong></b><span style="white-space: pre-wrap;">and </span><b><strong style="white-space: pre-wrap;">anorak </strong></b><span style="white-space: pre-wrap;">referenced in the Horizon OS xrstreamingclient firmware package.</span></figcaption></figure><p>The association between <strong>Stanley</strong>, Phoenix's mainboard and software platform codename, and <strong>niobe </strong>within Horizon OS firmware libraries strongly suggests that the device shares the same reference board as XREAL Aura, which is designed for the Snapdragon Reality Elite chipset.</p><hr><h2 id="a-new-home-environment">A New Home Environment</h2><figure class="kg-card kg-image-card kg-card-hascaption"><img src="https://storage.ghost.io/c/2a/2f/2a2f38f0-4b71-407a-9c7e-18a9e2541980/content/images/2026/08/new_home_upscaled.png" class="kg-image" alt="" loading="lazy" width="1096" height="480" srcset="https://storage.ghost.io/c/2a/2f/2a2f38f0-4b71-407a-9c7e-18a9e2541980/content/images/size/w600/2026/08/new_home_upscaled.png 600w, https://storage.ghost.io/c/2a/2f/2a2f38f0-4b71-407a-9c7e-18a9e2541980/content/images/size/w1000/2026/08/new_home_upscaled.png 1000w, https://storage.ghost.io/c/2a/2f/2a2f38f0-4b71-407a-9c7e-18a9e2541980/content/images/2026/08/new_home_upscaled.png 1096w" sizes="(min-width: 720px) 720px"><figcaption><span style="white-space: pre-wrap;">Upscaled thumbnail for the new Home Environment, found in the Horizon OS 2.6 firmware.</span></figcaption></figure><p>In August 2025, <a href="https://www.uploadvr.com/meta-quest-v81-ptc-home-overhaul/" rel="noreferrer">Meta overhauled the Horizon OS Home Environment</a> to be built around a high-quality space called Loft, with unrestricted locomotion and customizable Scenery styles. As Meta moves the Horizon OS experience away from the Horizon Worlds platform, the company seems to be working on yet another overhaul.</p><p>Horizon OS 2.6 and 2.7 introduce strings and assets related to a brand-new Home Environment. It was initially named <strong>Loma </strong>Home, before later appearing simply as Home, New Home, or Home Environment 2026.</p><p>This Home Environment appears to move away from the Scenery system introduced by Loft, instead consisting of a single space that has Morning and Midnight lighting options in Settings, similar to most of the environments on visionOS and Android XR.</p><figure class="kg-card kg-image-card"><img src="https://storage.ghost.io/c/2a/2f/2a2f38f0-4b71-407a-9c7e-18a9e2541980/content/images/2026/08/HomeSettings2-1.jpg" class="kg-image" alt="" loading="lazy" width="1194" height="925" srcset="https://storage.ghost.io/c/2a/2f/2a2f38f0-4b71-407a-9c7e-18a9e2541980/content/images/size/w600/2026/08/HomeSettings2-1.jpg 600w, https://storage.ghost.io/c/2a/2f/2a2f38f0-4b71-407a-9c7e-18a9e2541980/content/images/size/w1000/2026/08/HomeSettings2-1.jpg 1000w, https://storage.ghost.io/c/2a/2f/2a2f38f0-4b71-407a-9c7e-18a9e2541980/content/images/2026/08/HomeSettings2-1.jpg 1194w" sizes="(min-width: 720px) 720px"></figure><p>The space seems to be designed around a lounge-style home cinema and workspace, with what appears to be a large pre-anchored <a href="https://www.uploadvr.com/meta-overhauls-quest-tv-app-to-be-hub-for-streaming-content/" rel="noreferrer">Horizon TV</a> window in the center for easy access to media and immersive video content.</p><figure class="kg-card kg-image-card kg-card-hascaption"><img src="https://storage.ghost.io/c/2a/2f/2a2f38f0-4b71-407a-9c7e-18a9e2541980/content/images/2026/08/Meta-Horizon-TV---Home.webp" class="kg-image" alt="" loading="lazy" width="1440" height="810" srcset="https://storage.ghost.io/c/2a/2f/2a2f38f0-4b71-407a-9c7e-18a9e2541980/content/images/size/w600/2026/08/Meta-Horizon-TV---Home.webp 600w, https://storage.ghost.io/c/2a/2f/2a2f38f0-4b71-407a-9c7e-18a9e2541980/content/images/size/w1000/2026/08/Meta-Horizon-TV---Home.webp 1000w, https://storage.ghost.io/c/2a/2f/2a2f38f0-4b71-407a-9c7e-18a9e2541980/content/images/2026/08/Meta-Horizon-TV---Home.webp 1440w" sizes="(min-width: 720px) 720px"><figcaption><span style="white-space: pre-wrap;">The redesigned Horizon TV app that launched at Meta Connect 2025.</span></figcaption></figure><p>Meta is also experimenting with a feature called Dynamic Ambience, which could complement the Home's media-focused design. References found in Horizon OS 2.6 and 2.7 describe it as adding a rendered "halo" of light around focused theater panels.</p><figure class="kg-card kg-image-card kg-card-hascaption"><img src="https://storage.ghost.io/c/2a/2f/2a2f38f0-4b71-407a-9c7e-18a9e2541980/content/images/2026/08/dynamb.png" class="kg-image" alt="" loading="lazy" width="1849" height="600" srcset="https://storage.ghost.io/c/2a/2f/2a2f38f0-4b71-407a-9c7e-18a9e2541980/content/images/size/w600/2026/08/dynamb.png 600w, https://storage.ghost.io/c/2a/2f/2a2f38f0-4b71-407a-9c7e-18a9e2541980/content/images/size/w1000/2026/08/dynamb.png 1000w, https://storage.ghost.io/c/2a/2f/2a2f38f0-4b71-407a-9c7e-18a9e2541980/content/images/size/w1600/2026/08/dynamb.png 1600w, https://storage.ghost.io/c/2a/2f/2a2f38f0-4b71-407a-9c7e-18a9e2541980/content/images/2026/08/dynamb.png 1849w" sizes="(min-width: 720px) 720px"><figcaption><span style="white-space: pre-wrap;">Dynamic Ambience references found in Horizon OS 2.6 and 2.7</span></figcaption></figure><p>In practice, this would likely be similar to the media lighting features available on visionOS and in the numerous premium media player apps on the Meta Horizon Store, or real-world TV LED sync systems such as the Philips Hue Sync Box. A colored glow effect would appear around the currently focused window, with dynamic animations during media playback.</p><figure class="kg-card kg-video-card kg-width-regular kg-card-hascaption" data-kg-thumbnail="https://storage.ghost.io/c/2a/2f/2a2f38f0-4b71-407a-9c7e-18a9e2541980/content/media/2026/08/SpatialTV_SAOP_thumb.jpg" data-kg-custom-thumbnail="">
            <div class="kg-video-container">
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            <figcaption><p><span style="white-space: pre-wrap;">Example of how the Dynamic Ambience feature </span><b><strong style="white-space: pre-wrap;">might </strong></b><span style="white-space: pre-wrap;">look, using the player lighting in the app </span><a href="https://www.meta.com/experiences/spatial-tv/7087076334694024/?ref=uploadvr.com" rel="noreferrer"><span style="white-space: pre-wrap;">Spatial TV</span></a><span style="white-space: pre-wrap;">.</span></p></figcaption>
        </figure><p>While reception of Loft’s higher quality and unrestricted locomotion had been mostly positive, many existing users were frustrated that Meta chose to deprecate all of the older Virtual Environments with little warning.</p><p>Meta now appears to be directly addressing that feedback with a new feature called Classic Environments.</p><figure class="kg-card kg-image-card kg-card-hascaption"><img src="https://storage.ghost.io/c/2a/2f/2a2f38f0-4b71-407a-9c7e-18a9e2541980/content/images/2026/08/classicenv.png" class="kg-image" alt="" loading="lazy" width="758" height="211" srcset="https://storage.ghost.io/c/2a/2f/2a2f38f0-4b71-407a-9c7e-18a9e2541980/content/images/size/w600/2026/08/classicenv.png 600w, https://storage.ghost.io/c/2a/2f/2a2f38f0-4b71-407a-9c7e-18a9e2541980/content/images/2026/08/classicenv.png 758w" sizes="(min-width: 720px) 720px"><figcaption><span style="white-space: pre-wrap;">Strings referencing Classic Environments found in Horizon OS 2.7.</span></figcaption></figure><p>Dataminer and security researcher ToastConcern found evidence that Meta is actively testing updated versions of many previous Virtual Environments within the Classic Environments feature, with the environments being ported to the new Home framework for use as legacy options.</p><figure class="kg-card kg-embed-card"><blockquote class="twitter-tweet"><p lang="en" dir="ltr">These are the homes getting ported to the new updates <a href="https://t.co/nUJlry5f88?ref=uploadvr.com">pic.twitter.com/nUJlry5f88</a></p>— ToastConcern (@ToastConcern) <a href="https://x.com/ToastConcern/status/2083391817630773612?ref_src=twsrc%5Etfw&ref=uploadvr.com">August 1, 2026</a></blockquote>
<script async="" src="https://platform.x.com/widgets.js" charset="utf-8"></script></figure><hr><h2 id="phoenix-meta-quest-4-are-separate-devices">Phoenix &amp; Meta Quest 4 Are Separate Devices</h2><figure class="kg-card kg-bookmark-card"><a class="kg-bookmark-container" href="https://www.uploadvr.com/meta-delaying-ultralight-headset-starting-work-on-quest-4/"><div class="kg-bookmark-content"><div class="kg-bookmark-title">Meta Delays Ultralight Headset, Starts Work On Gaming-Focused Quest 4</div><div class="kg-bookmark-description">Meta is delaying its ultralight headset with a tethered puck to the first half of 2027, and, separately, starting work on a gaming-focused Quest 4, leaked memos reveal.</div><div class="kg-bookmark-metadata"><img class="kg-bookmark-icon" src="https://storage.ghost.io/c/2a/2f/2a2f38f0-4b71-407a-9c7e-18a9e2541980/content/images/icon/UploadCircle_favicon-d7c8f80e-4d36-48f9-8473-c7a047819360.png" alt=""><span class="kg-bookmark-author">UploadVR</span><span class="kg-bookmark-publisher">David Heaney</span></div></div><div class="kg-bookmark-thumbnail"><img src="https://storage.ghost.io/c/2a/2f/2a2f38f0-4b71-407a-9c7e-18a9e2541980/content/images/thumbnail/Meta-Reality-Labs-white-1-1-2db40ce2-496d-45c9-ba5a-45d52c5c1c33.png" alt="" onerror="this.style.display = 'none'"></div></a></figure><p>While Pismo Low and Pismo High, which would have formed a potential Quest 4 product line, were effectively cancelled as consumer products, Business Insider reported in December 2025 that it had viewed an internal Meta memo in which then-Reality Labs leaders Gabriel Aul and Ryan Cairns announced that <strong>Phoenix’s target ship date had been delayed to the first half of 2027.</strong> The publication also reported that <strong>Meta was working on a next-generation Quest device focused on immersive gaming,</strong> representing a “large upgrade” in capabilities over its existing devices.</p><p>In January 2026, following the <a href="https://www.uploadvr.com/meta-cto-explains-layoffs-strategy-shift-vr-is-growing-less-quickly-than-we-hoped/" rel="noreferrer">far-reaching layoffs and reorganization of the VR and Horizon teams within Reality Labs</a>, <a href="https://www.uploadvr.com/meta-building-future-headsets-still-have-optimism-in-vr/" rel="noreferrer">Meta CFO Susan Li said</a> during Meta's Q4 2025 earnings call that the company still had "optimism in the future of VR", and confirmed that it was still "building future headsets", with the plurality being key.</p><p>Then, in February 2026, in an interview with tech journalist Alex Heath, <a href="https://www.uploadvr.com/meta-cto-seems-to-confirm-quest-4-still-on-roadmap/" rel="noreferrer">Meta CTO Andrew Bosworth seemed to confirm the leak</a> that a Quest 4 is still on the roadmap, specifically saying:</p><blockquote>"I think it's officially leaked we've got <strong>two devices</strong> on the roadmap that we're super excited about coming out over the course of a period of time"</blockquote><p>Bosworth then reaffirmed this in July 2026, and <a href="https://www.uploadvr.com/meta-cto-reaffirms-work-on-multiple-next-generation-headsets-hin/" rel="noreferrer">hinted at a Meta Connect announcement</a> in some form.</p><p>So, <strong>Phoenix is not a Meta Quest 4. </strong>Within Meta’s lineup, it is being positioned as a spiritual successor to Meta Quest Pro, while more broadly targeting a lower-cost, lighter-weight take on the kind of premium Mixed Reality experience offered by Apple Vision Pro. <strong>The new plans suggest that Phoenix will land in the first half of 2027, with Quest 4 following at a later date, likely in the second half of 2027 or in 2028.</strong></p><hr><h2 id="can-it-run-quest-apps-games">Can It Run Quest Apps &amp; Games?</h2><figure class="kg-card kg-image-card"><img src="https://storage.ghost.io/c/2a/2f/2a2f38f0-4b71-407a-9c7e-18a9e2541980/content/images/2026/08/store2.png" class="kg-image" alt="" loading="lazy" width="2000" height="1125" srcset="https://storage.ghost.io/c/2a/2f/2a2f38f0-4b71-407a-9c7e-18a9e2541980/content/images/size/w600/2026/08/store2.png 600w, https://storage.ghost.io/c/2a/2f/2a2f38f0-4b71-407a-9c7e-18a9e2541980/content/images/size/w1000/2026/08/store2.png 1000w, https://storage.ghost.io/c/2a/2f/2a2f38f0-4b71-407a-9c7e-18a9e2541980/content/images/size/w1600/2026/08/store2.png 1600w, https://storage.ghost.io/c/2a/2f/2a2f38f0-4b71-407a-9c7e-18a9e2541980/content/images/size/w2400/2026/08/store2.png 2400w" sizes="(min-width: 720px) 720px"></figure><p>Phoenix runs the same Horizon OS used by Quest headsets today. So, barring any device-specific restrictions, it should be backward compatible with most content on the Meta Horizon Store. This means that use cases such as gaming and even PC VR streaming via apps such as <a href="https://www.uploadvr.com/valve-steam-link-quest-steamvr-streaming/" rel="noreferrer">Steam Link</a> and <a href="https://www.uploadvr.com/virtual-desktop-beta-adds-wired-usb-support-on-quest-headsets/" rel="noreferrer">Virtual Desktop</a> should be available on the device.</p><p>That backward compatibility may also extend to traditional tracked input, as early development units I saw could be paired with the <a href="https://www.uploadvr.com/meta-explains-quest-3-controller-tracking/" rel="noreferrer">Touch Plus controllers</a> used by Meta Quest 3 and 3S. However, it remains unclear whether Phoenix will ship with them, or whether tracked controllers will instead be supported as an optional accessory.</p><p>Its radically different form factor is also likely to introduce trade-offs, including what people familiar with the device have described as a narrower field of view, potentially reduced stability during room-scale gaming and fitness activities, and the need to manage a tethered compute puck.</p><p>Devices such as Quest 3, 3S, and <a href="https://www.uploadvr.com/valve-steam-frame-hands-on-impressions/" rel="noreferrer">Steam Frame</a> are likely to retain advantages such as a generally wider field of view, greater stability during active use, and all-in-one convenience. Phoenix, meanwhile, appears to prioritize a substantially lighter and smaller headset, potentially improved display clarity and contrast, and the ergonomic benefits of moving the battery and compute hardware off the head.</p><hr><h2 id="meta-pegasus">Meta Pegasus?</h2><figure class="kg-card kg-image-card kg-card-hascaption"><img src="https://storage.ghost.io/c/2a/2f/2a2f38f0-4b71-407a-9c7e-18a9e2541980/content/images/2026/08/pegasus1.png" class="kg-image" alt="" loading="lazy" width="1302" height="746" srcset="https://storage.ghost.io/c/2a/2f/2a2f38f0-4b71-407a-9c7e-18a9e2541980/content/images/size/w600/2026/08/pegasus1.png 600w, https://storage.ghost.io/c/2a/2f/2a2f38f0-4b71-407a-9c7e-18a9e2541980/content/images/size/w1000/2026/08/pegasus1.png 1000w, https://storage.ghost.io/c/2a/2f/2a2f38f0-4b71-407a-9c7e-18a9e2541980/content/images/2026/08/pegasus1.png 1302w" sizes="(min-width: 720px) 720px"><figcaption><span style="white-space: pre-wrap;">The page at </span><a href="https://stage-meta.pulsellc.com/members/loma-rx?ref=uploadvr.com"><span style="white-space: pre-wrap;">https://stage-meta.pulsellc.com/members/loma-rx</span></a></figcaption></figure><p>Many different product names have been rumored for Phoenix. At one point, Meta internally floated "Quest Air" as a possible product name, as well as names that completely separate it from the Quest line.</p><p>In June 2026, code added to the Meta Horizon mobile app contained hardcoded URLs that led to web pages titled "<strong>Loma </strong>Rx Calculator", which included the text "Use this calculator for <strong>Loma </strong>Headset" on the pages.</p><p>The websites were hosted by Pulse LTD, LLC, Meta's solutions partner for retail deployments via the <a href="https://metasalesacademy.com/home/publicwebpage?ref=uploadvr.com" rel="noreferrer">Meta Sales Academy platform</a>.</p><p>The "Get help" section on the pages provided detailed instructions for people who appeared to be <a href="https://www.uploadvr.com/meta-lab-sections-coming-to-best-buy/" rel="noreferrer">Meta or Best Buy retail employees</a> demoing the device to prospective buyers, covering topics such as prescription insert selection and pairing, Eye Tracking calibration, and more.</p><figure class="kg-card kg-image-card"><img src="https://storage.ghost.io/c/2a/2f/2a2f38f0-4b71-407a-9c7e-18a9e2541980/content/images/2026/08/gethelppair.png" class="kg-image" alt="" loading="lazy" width="779" height="654" srcset="https://storage.ghost.io/c/2a/2f/2a2f38f0-4b71-407a-9c7e-18a9e2541980/content/images/size/w600/2026/08/gethelppair.png 600w, https://storage.ghost.io/c/2a/2f/2a2f38f0-4b71-407a-9c7e-18a9e2541980/content/images/2026/08/gethelppair.png 779w" sizes="(min-width: 720px) 720px"></figure><p>However, in August 2026, all front-facing references to Loma had been replaced with a new name: <strong>Pegasus</strong>, while the URL and backend for the pages still displayed <strong>Loma</strong>.</p><figure class="kg-card kg-image-card"><img src="https://storage.ghost.io/c/2a/2f/2a2f38f0-4b71-407a-9c7e-18a9e2541980/content/images/2026/08/pegacombined.png" class="kg-image" alt="" loading="lazy" width="2000" height="1006" srcset="https://storage.ghost.io/c/2a/2f/2a2f38f0-4b71-407a-9c7e-18a9e2541980/content/images/size/w600/2026/08/pegacombined.png 600w, https://storage.ghost.io/c/2a/2f/2a2f38f0-4b71-407a-9c7e-18a9e2541980/content/images/size/w1000/2026/08/pegacombined.png 1000w, https://storage.ghost.io/c/2a/2f/2a2f38f0-4b71-407a-9c7e-18a9e2541980/content/images/size/w1600/2026/08/pegacombined.png 1600w, https://storage.ghost.io/c/2a/2f/2a2f38f0-4b71-407a-9c7e-18a9e2541980/content/images/size/w2400/2026/08/pegacombined.png 2400w" sizes="(min-width: 720px) 720px"></figure><p>While there is a possibility that this is an interim or placeholder name, such as when the <a href="https://www.uploadvr.com/meta-celeste-hud-glasses-name-design-emg-wristband-gestures-leak/" rel="noreferrer">internal renders of Meta Ray-Ban Display</a> featured text with the name "Meta | Celeste", this change appearing on a retailer-facing page suggests that <strong>Pegasus </strong>may be the product name for the device.</p><hr><h2 id="redefining-vr-form-factor">Redefining VR Form Factor</h2><figure class="kg-card kg-bookmark-card"><a class="kg-bookmark-container" href="https://www.uploadvr.com/gravityxr-x100-chip-lightweight-headsets/"><div class="kg-bookmark-content"><div class="kg-bookmark-title">GravityXR: Chinese Startup Builds Chip To Enable Ultralight Headsets</div><div class="kg-bookmark-description">A Chinese startup with former Apple and Meta engineers built a coprocessor that enables ultralight headsets, and its reference design is the lightest ever shown.</div><div class="kg-bookmark-metadata"><img class="kg-bookmark-icon" src="https://storage.ghost.io/c/2a/2f/2a2f38f0-4b71-407a-9c7e-18a9e2541980/content/images/icon/UploadCircle_favicon-3acc7e1f-ca1c-49d0-aa0e-06f8a2265ddc.png" alt=""><span class="kg-bookmark-author">UploadVR</span><span class="kg-bookmark-publisher">David Heaney</span></div></div><div class="kg-bookmark-thumbnail"><img src="https://storage.ghost.io/c/2a/2f/2a2f38f0-4b71-407a-9c7e-18a9e2541980/content/images/thumbnail/GravityXR-reference-design-headsets-ecbf38d3-c53f-46c5-9463-8570ccc84cf8.png" alt="" onerror="this.style.display = 'none'"></div></a></figure><p>Meta likely sees a large opportunity for a device such as Phoenix. Smaller firms are already producing glasses-like Passthrough VR devices, and adjacent companies such as XREAL plan to ship <a href="https://www.uploadvr.com/xreal-aura-ships-this-fall-with-snapdragon-reality-elite-in-its-puck/" rel="noreferrer">puck-powered see-through devices</a>.</p><p>If Meta can successfully combine the strengths of Quest Pro and Quest 3 into a smaller, more approachable form factor at a lower cost than <a href="https://www.uploadvr.com/pico-project-swan-official-display-compute-specs-announcement/" rel="noreferrer">competitors</a> amid the <a href="https://www.uploadvr.com/apple-raises-the-price-of-most-products-including-vision-pro/" rel="noreferrer">increasingly harsh</a> consumer electronics market, it could catalyze a new wave of adoption for VR from brand-new audiences. At the same time, it could also offer a compelling upgrade path for casual users with current-generation headsets that have lapsed due to bulk and weight, as well as the subset of enthusiasts who <a href="https://www.uploadvr.com/bigscreen-beyond-2-and-beyond-2e-announced/" rel="noreferrer">value long-session comfort</a> and <a href="https://www.uploadvr.com/virtual-desktop-quest-3-update-quest-pro-face-eye-tracking/" rel="noreferrer">advanced features</a>.</p><p>Ahead of <a href="https://www.uploadvr.com/meta-connect-2026-dates-confirmed/" rel="noreferrer">Meta Connect 2026</a>, the company has informed VR developers that at least one session at the event will focus on <strong>controller-free interactions</strong>, suggesting its next-generation headset plans could be revealed in more detail.</p><figure class="kg-card kg-embed-card"><blockquote class="twitter-tweet"><p lang="en" dir="ltr">Meta Connect 2026 livestream registration is open! 🎟️<br><br>📅 September 23-24<br><br>Tune in for expert-led VR developer sessions covering SDK updates, AI development workflows, controller-free interactions and new ways to grow revenue.<br><br>Register 👉 <a href="https://t.co/KTH94smJln?ref=uploadvr.com">https://t.co/KTH94smJln</a><a href="https://x.com/hashtag/MetaConnect?src=hash&ref_src=twsrc%5Etfw&ref=uploadvr.com">#MetaConnect</a> <a href="https://t.co/hS6hL6UBLV?ref=uploadvr.com">pic.twitter.com/hS6hL6UBLV</a></p>— Meta Horizon Developers (@MetaHorizonDevs) <a href="https://x.com/MetaHorizonDevs/status/2082891415433187374?ref_src=twsrc%5Etfw&ref=uploadvr.com">July 30, 2026</a></blockquote>
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