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                            <title><![CDATA[ Latest from Tom's Hardware UK in Virtual-reality ]]></title>
                <link>https://www.tomshardware.com/uk/virtual-reality</link>
        <description><![CDATA[ All the latest virtual-reality content from the Tom's Hardware  UK team ]]></description>
                                    <lastBuildDate>Fri, 15 May 2026 11:14:10 +0000</lastBuildDate>
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                                                            <title><![CDATA[ Asus ROG Xreal R1 AR glasses pre-orders start today at $849 — 240 Hz virtual gaming at 171 inches on PC, Xbox, and PlayStation ]]></title>
                                                                                                                                                                                                <link>https://www.tomshardware.com/virtual-reality/asus-rog-xreal-r1-ar-glasses-pre-orders-start-today-at-usd849-240-hz-virtual-gaming-at-171-inches-on-pc-xbox-and-playstation</link>
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                            <![CDATA[ Asus is aiming at hardcore gamers with the ROG Xreal R1 glasses. ]]>
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                                                                        <pubDate>Fri, 15 May 2026 11:14:10 +0000</pubDate>                                                                                                                                                                                                                                <category><![CDATA[Virtual Reality]]></category>
                                                                                                <author><![CDATA[ brandon.hill@futurenet.com (Brandon Hill) ]]></author>                    <dc:creator><![CDATA[ Brandon Hill ]]></dc:creator>                                                                                    <dc:source><![CDATA[ https://cdn.mos.cms.futurecdn.net/yHeufe7JcvuJBhYPkSexNf.jpg ]]></dc:source>
                                                                <dc:description><![CDATA[ &lt;p&gt;Brandon has been tinkering with PCs since childhood and received his first &quot;real&quot; PC, an IBM Aptiva 310, in the mid-1990s. He next went on to build his first custom PC with an Intel Celeron 300A processor overclocked to 450MHz on an Abit BH6 motherboard. Brandon has written about PC and Mac tech since the late 1990s, first at AnandTech before moving to DailyTech and later to Hot Hardware. When Brandon is not consuming copious amounts of tech news, he can be found enjoying the NC mountains or the beach with his wife and two sons.&lt;/p&gt; ]]></dc:description>
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                                                                                                                                                                                                                                    <media:description><![CDATA[Asus ROG Xreal R1]]></media:description>                                                            <media:text><![CDATA[Asus ROG Xreal R1]]></media:text>
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                                <p>Earlier this year at CES, Xreal and Asus announced a partnership to develop a rather ambitious pair of augmented reality glasses called the <a href="https://www.tomshardware.com/peripherals/wearable-tech/asus-rog-and-xreal-partner-to-deliver-gaming-optimized-ar-glasses-240-hz-micro-leds-with-a-171-inch-virtual-viewing-area">ROG Xreal R1</a>. At the time, the two companies gave us a rundown on specs, but weren't able to quite nail down a price. However, Xreal announced that the ROG Xreal R1 will be priced at $849 with pre-orders opening later today from Best Buy. For people looking to buy directly from Xreal's online store, pre-orders will go live on May 17.</p><p>The ROG Xreal R1 first raised eyebrows at CES because of its 0.55-inch Sony Micro-OLED displays (maximum brightness of 700 nits), which feature a 240 Hz refresh rate and ultra-fast 0.01 ms response time. To put that in perspective, most of today's AR glasses max out with a 120 Hz refresh rate. However, to truly cater to the enthusiast end of the AR glasses, it's understandable why Asus and ROG would look to double that benchmark.</p><p>When wearing the glasses, you're presented with a virtual 171-inch viewable area, making for an incredibly immersive gaming experience. You'll also be treated to a relatively wide 57-degree field of view, which Xreal claims covers 95 percent of your "focused vision." In other words, you'll be able to see more of the viewable area in front of you without needing to scan your eyes around or move your head.</p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:3857px;"><p class="vanilla-image-block" style="padding-top:56.44%;"><img id="nt3xKfYxhCyEF3BgCgZwuf" name="ROG R1_one pager" alt="Asus ROG Xreal R1" src="https://cdn.mos.cms.futurecdn.net/nt3xKfYxhCyEF3BgCgZwuf.jpg" mos="" align="middle" fullscreen="1" width="3857" height="2177" attribution="" endorsement="" class="inline expandable"><a href='https://cdn.mos.cms.futurecdn.net/nt3xKfYxhCyEF3BgCgZwuf.jpg' target='_blank' class='expand-button icon-expand-image icon' ></a></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Xreal)</span></figcaption></figure><p>Xreal has incorporated the X1 spatial coprocessor, which is also found in its high-end <a href="https://www.tomshardware.com/peripherals/wearable-tech/xreal-one-pro-review">One Series</a> AR glasses. The chip powers the on-screen menu system, 3 DoF functionality (with support for 6 DoF), and helps to reduce latency and motion blur during your gaming sessions. The X1 was designed for use with Xreal's 120 Hz AR glasses, so it will be interesting to see if it is up to the task of handling 240 Hz gaming.</p><p>Unlike entry-level AR glasses that ship with plastic "shades" to block ambient light, the ROG Xreal R1 uses electrochromic dimming to shield your eyes from the outside world (three dimming levels are available). When it comes to audio, the glasses feature onboard Bose-tuned speakers.</p><p>In the months following the ROG Xreal R1's announcement at CES, additional optimizations have been implemented to improve overall performance and compatibility with Asus ROG accessories.</p><p>Speaking of accessories, the ROG Xreal R1 can connect to the ROG Control Dock. This device includes <a href="https://www.tomshardware.com/features/displayport-vs-hdmi-better-for-gaming">DisplayPort</a> and <a href="https://www.tomshardware.com/news/hdmi-2-0-relabeled-as-hdmi-2-1">HDMI</a> ports for viewing content on the glasses from a PC, <a href="https://www.tomshardware.com/video-games/xbox/microsoft-hikes-xbox-series-x-price-again-to-usd649-second-price-increase-of-2025-comes-as-shifting-tariffs-continue-to-plague-tech-prices">Xbox Series S/X</a>, <a href="https://www.tomshardware.com/reviews/playstation-5-sony-ps5">PlayStation 5</a>, or Nintendo Switch console. There are also USB-A ports for connecting a mouse and keyboard.</p><p>Even without the dock, you can natively connect the ROG Xreal R1 to smartphones and tablets that support DisplayPort over USB-C. And as you might expect from an ROG-branded device, the glasses are fully supported by the ROG Ally handheld gaming PC.</p><p>The hardware behind the ROG Xreal R1 definitely sounds impressive, but the $849 asking price may be a tough sell, especially in this economic climate. We expressed skepticism about <a href="https://www.tomshardware.com/peripherals/wearable-tech/asus-airvision-m1-ar-glasses-review">Asus' AirVision M<u>1</u></a> glasses, which launched at $699, so the even higher price tag of the ROG Xreal R1 will need to deliver on performance and usability to justify its price.</p>
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                                                            <title><![CDATA[ Japan using game development engines for urban planning and disaster management — Kimono sales also stretching Unity and Unreal Engine capabilities beyond the small screen ]]></title>
                                                                                                                                                                                                <link>https://www.tomshardware.com/virtual-reality/japan-using-game-development-engines-for-urban-planning-and-disaster-management-kimono-sales-also-stretching-unity-and-unreal-engine-capabilities-beyond-the-small-screen</link>
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                            <![CDATA[ Innovative game engine applications in Japan stretch from civil construction projects and urban planning to 'traditional' 3D avatar clothing. ]]>
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                                                                        <pubDate>Wed, 06 May 2026 09:00:00 +0000</pubDate>                                                                                                                                                                                                                                <category><![CDATA[Virtual Reality]]></category>
                                                                                                                    <dc:creator><![CDATA[ Mark Tyson ]]></dc:creator>                                                                                    <dc:source><![CDATA[ https://cdn.mos.cms.futurecdn.net/56vqMYLDaKRHPhHZgbADFR.jpg ]]></dc:source>
                                                                <dc:description><![CDATA[ &lt;p&gt;Mark&#039;s enthusiasm for computers dampened at an early age by the rubber-keyed Sinclair Spectrum 48K and feelings of Commodore 64 envy. However, in the mid-80s, hope in a digital future was rekindled by the purchase of an Atari 520 STe. Since that time Mark has used a multitude of computers for fun and professional endeavors. He often owned both Macs and PCs but went cold on the former after OS9 was killed off, and warmed to the latter with the introduction of Windows XP.&lt;br&gt;
&lt;br&gt;
Early work years were spent in artwork and reprographics but in the late noughties, Mark started to blog about computers, Taiwanese food culture, and guitar design. This activity led to a full-time position writing about breaking PC tech news for HEXUS, for the best part of a decade. When HEXUS was abruptly closed, Mark helped with the foundation of Club386, before finding a new home at Tom&#039;s Hardware.&lt;br&gt;
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When not wearing through the keycap legends on his PC keyboards, Mark can be found wandering the computer malls of Taiwan&#039;s neon-lit conurbations and enjoying local and international cuisine.&lt;/p&gt; ]]></dc:description>
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                                                            <media:credit><![CDATA[Unity]]></media:credit>
                                                                                                                                                                                                                                    <media:description><![CDATA[Unity has a multitude of specialized tools useful in the real world.]]></media:description>                                                            <media:text><![CDATA[Unity has a multitude of specialized tools useful in the real world.]]></media:text>
                                <media:title type="plain"><![CDATA[Unity has a multitude of specialized tools useful in the real world.]]></media:title>
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                                <p><a href="https://www.tomshardware.com/video-games/pc-gaming/unreal-engine-5-7-brings-significant-improvements-over-the-notoriously-demanding-5-4-version-tester-claims-benchmark-shows-up-to-25-percent-gpu-performance-increase-35-percent-cpu-boost" target="_blank">Unreal Engine</a> and <a href="https://www.tomshardware.com/news/unity-issues-apology-for-new-runtime-fee-policy-promises-changes" target="_blank">Unity </a>are game engines that will be very familiar to regular readers, and these successful tools are used in a vast range of game genres on the PC and beyond. However, due to their utility and flexibility, these 3D game engines are starting to be adopted in businesses far removed from the gaming scene. Today, <a href="https://asia.nikkei.com/business/technology/video-game-engines-find-new-homes-in-construction-and-retail"><em>Nikkei Asia</em></a> shares some eye-catching examples of innovative game engine use in Japan, ranging from urban redevelopment companies and disaster planning agencies to consumer-facing businesses like the famous Daimaru Matsuzakaya Department Store.</p><p>Game developers have been using Unreal Engine and Unity to model the game worlds of your dreams and nightmares for decades. In that time, these tools have become increasingly broad, yet refined and accurate – designing everything between the magical and the grimly real worlds gamers love to be immersed in. In this context, it is no surprise to see them being leveraged for digital twin-style projects in Japan. Actually, we’ve also seen and heard Nvidia put forward the <a href="https://www.tomshardware.com/news/live/nvidia-geforce-rtx-4090-reveal-live-blog">case for digital twins</a> for a number of years. </p><p>In Japan, at least two companies in the civil construction infrastructure fields are using game engines to improve the way they work. General contractor Taisei is highlighted by Nikkei for using digital twins to present urban development plans, for example. The firm has been using this medium to show how its plans would unfold since 2020, according to the source. </p><p>Another example of this kind of macro-project being advanced using game engines comes from Tokyo-based Cluster. This company is using game engines to build a prediction platform, where the impacts of natural disasters can be considered. Cluster has worked with the city of Sendai in visualizing/simulating <a href="https://www.tomshardware.com/news/raspberry-pi-flood-alert-system-helps-protect-neighborhood">flooding </a>based on existing hazard maps. This kind of work can aid greatly in planning for disaster relief.</p><p>In consumer-facing businesses, the use of 3D gaming engines couldn’t be more different than in another example singled out by Nikkei. The business news source says that department store Daimaru Matsuzakaya creates and sells digital kimonos to customers. These seem to be based on historic/real kimono designs that you might find inside the store, but are recreated in 3D models to dress your avatar on the <a href="https://www.tomshardware.com/news/vrchat-oculus-rift-htc-vive,33557.html">VR Chat </a>platform. These are said to be very popular digital goods, with 10,000 digital kimono browsers recorded in the week after launch alone.</p><p>Those running Japan's non-gaming <a href="https://www.tomshardware.com/video-games/ai-powered-minecraft-runs-without-a-game-engine-game-rendered-in-real-time-at-a-continuous-20-fps">game engine</a>-adopting companies praise the tools for allowing metaverses to be created beyond the world of games. In addition to the amazing toolsets these 3D engines provide to such businesses, they are also attractive for cost savings and developer familiarity.</p>
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                                                            <title><![CDATA[ Apple 'has given up' on Vision Pro, report claims — costly price and weight behind purported failure, but the company continues to hire into its Vision Production Group ]]></title>
                                                                                                                                                                                                <link>https://www.tomshardware.com/virtual-reality/apple-has-given-up-on-vision-pro-report-claims-costly-price-and-weight-behind-purported-failure-but-the-company-continues-to-hire-into-its-vision-production-group</link>
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                            <![CDATA[ Reports suggest Apple may be shifting focus away from the Vision headset, despite ongoing hiring tied to its Vision Products Group, possibly implying otherwise. ]]>
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                                                                        <pubDate>Thu, 30 Apr 2026 11:56:17 +0000</pubDate>                                                                                                                                                                                                                                <category><![CDATA[Virtual Reality]]></category>
                                                                                                                    <dc:creator><![CDATA[ Etiido Uko ]]></dc:creator>                                                                                    <dc:source><![CDATA[ https://cdn.mos.cms.futurecdn.net/BBrMt7jWtSo2Dc3iKoroyD.jpg ]]></dc:source>
                                                                <dc:description><![CDATA[ &lt;p&gt;Etiido Uko is a mechanical engineer and senior technical writer with over nine years of experience in documentation and reporting. He is deeply passionate about all things engineering and technology, and is an expert in gadgets, manufacturing, robotics, automotive, and aerospace. His work spans content creation for industry leaders across multiple sectors, including Autodesk, Siemens, Xometry, Telus, and Coca-Cola. When he is not writing or keeping up with the latest innovations, you can find him exploring lands unknown. Check out more of his work at etiidowrites.com.&lt;/p&gt; ]]></dc:description>
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                                                            <media:credit><![CDATA[Apple]]></media:credit>
                                                                                                                                                                                                                                    <media:description><![CDATA[Apple Vision Pro (M5, 2025)]]></media:description>                                                            <media:text><![CDATA[Apple Vision Pro (M5, 2025)]]></media:text>
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                                <p>After failing to reignite interest in the <a href="https://www.tomshardware.com/news/apples-vision-pro-xr-headset-uses-90hz-micro-oled-displays">Vision Pro</a> with the release of the M5 model, <em>Macrumors</em> <a href="https://www.macrumors.com/2026/04/29/apple-vision-pro-m5-flop/" target="_blank">reports</a> that Apple may have just about given up on the product. Initially launched on February 2, 2024, the device failed to garner the popularity typically seen with Apple products, reportedly selling only around 600,000 units. For context, the company sells hundreds of millions of iPhones each year.</p><p>At $3,499 and 1.3 pounds, the device's price and weight have been cited as contributing factors to low sales. There were initial reports dating back to 2024 that <a href="https://www.tomshardware.com/virtual-reality/apple-reportedly-slows-down-vision-pro-production-a-more-affordable-version-may-be-in-the-works">Apple was winding down production</a> of the Vision Pro. However, the company released an updated version in late October 2025, featuring a faster M5 chip. The chip resulted in a higher 120Hz refresh rate, 10% more rendered pixels, and around.</p><p>The model also came with a redesigned headband with an upper strap to better distribute the headset's weight. Despite the additional features, the price remained $3,499. Yet, according to <em>MacRumors</em>, sales did not improve. Apple reportedly received an unusually high percentage of returns, far exceeding those of any other modern Apple product.</p><p>According to Bloomberg journalist and Apple news Mark Gurman, Apple had broken up the Vision Products Group in 2025, splitting it between software and hardware engineering. In an X post yesterday (expand the tweet below), April 29, he claimed that Apple had reassigned much of the Vision Pro software team to Siri, and the hardware team to smart glasses, citing CEO John Ternus’ stance against the Vision Pro as a product.</p><div class="see-more see-more--clipped"><blockquote class="twitter-tweet hawk-ignore" data-lang="en"><p lang="en" dir="ltr">Apple broke up the Vision Products Group a year ago, splitting the team across software engineering and hardware engineering. Then, Apple re-assigned much of the Vision Pro software team to Siri and the hardware team to smart glasses. https://t.co/Rg1ULjwhsr https://t.co/DNPz8V3ZPx<a href="https://twitter.com/cantworkitout/status/2049593482960851053">April 29, 2026</a></p></blockquote><div class="see-more__filter"></div></div><p>However, this claim is being met with widespread skepticism, as readers were quick to point out what they believed were contradictory job board posts indicating that Apple was actively recruiting for the Vision Production Group. We can confirm that Apple has indeed posted several of these roles on its official job board over the past few months.</p><p>On the other hand, the job posts do not explicitly confirm the continued development of the Vision Pro. One of the posts read as follows: “Originally developed to help VisionOS achieve its critical motion-to-photon latency targets—providing users with a seamless, realistic experience through Vision Pro—our technology is now expanding to iOS and macOS.”</p><p>The mixed reports surrounding the Vision Pro have left consumers wondering exactly what is going on, especially as there has been no official report. What’s highly plausible is that the company may be developing smart glasses, a lighter, more streamlined AR offering that is still years away from consumer release. </p>
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                                                            <title><![CDATA[ Meta raising Quest headset prices due to AI-driven RAM shortage — Quest 3 to cost $600, Quest 3S $350 from April 19 ]]></title>
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                            <![CDATA[ Meta's Quest 3 lineup was known for offering an excellent value proposition, giving players a powerful, untethered VR experience without breaking the bank. Unfortunately, the AI boom is at the door, and Meta is now raising the price of the Quest 3 by $100, to $600, while the cheaper Quest 3S is getting hiked by $50. ]]>
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                                                                        <pubDate>Thu, 16 Apr 2026 16:45:39 +0000</pubDate>                                                                                                                                                                                                                                <category><![CDATA[Virtual Reality]]></category>
                                                                                                <author><![CDATA[ editors@tomshardware.com (Hassam Nasir) ]]></author>                    <dc:creator><![CDATA[ Hassam Nasir ]]></dc:creator>                                                                                    <dc:source><![CDATA[ https://cdn.mos.cms.futurecdn.net/SxxNFHt95eGK37mKPhJpdZ.jpg ]]></dc:source>
                                                                <dc:description><![CDATA[ &lt;p&gt;Hassam is a lifelong PC gamer and tech enthusiast with over five years of experience in PC hardware journalism. His passion began in childhood when he rescued a discarded Pentium 4 processor, straightening its pins with a kitchen knife to revive a Dell Dimension 2400 at the age of seven. Since then, he has followed the advancements in technology, witnessing the evolution of hardware from the era of AMD&#039;s Opteron architecture to Intel&#039;s Smithfield (Pentium D), and the rise of Voodoo GPUs alongside Nvidia&#039;s FX GPUs taking the market by storm to the latest innovations today. As a seasoned writer, Hassam loves to get into the nitty-gritty details of hardware, providing insights on everything from CPUs, Motherboards and RAM to GPUs. When he’s not writing, you’ll find him building custom water-cooled PCs for himself and his friends, attending drag racing events, or collecting niche fragrances.&lt;/p&gt; ]]></dc:description>
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                                                                                                                                                                                                                                    <media:description><![CDATA[Meta Quest 3S]]></media:description>                                                            <media:text><![CDATA[Meta Quest 3S]]></media:text>
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                                <p>Meta is <a href="https://www.meta.com/en-gb/blog/update-meta-quest-pricing/" target="_blank">raising</a> the price of its entire Quest VR headset lineup, a hike caused by the ongoing AI squeeze on the components required to make the headset. Specifically,  it will increase the price of both the Quest 3 and 3S from April 19.</p><p>The 128 GB variant of the Quest 3S will now cost $350, up from $300, while the 512 GB model is going from $400 to $450. The upgraded Quest 3 only has a 512 GB SKU, and it's getting a $100 prike hike, now costing $600 instead of $500. Meta says "the cost of building high-performance VR hardware has risen significantly," so it's forced to raise prices. In particular, the company blames surging component prices for RAM.</p><p>The AI boom has snatched production lines for specialized data center memory that would otherwise be manufacturing consumer RAM. Meta is uniquely positioned here because it's one of the biggest players in the AI race, but it championed the "metaverse" for years before, going so far as to rebrand to Meta. Now that its Reality Labs division is racking up billions in losses, the company seems to be shifting focus.</p><p>Recently, Meta dialed back its VR ambitions, shuttering the "Horizon Worlds" app after no one really visited it despite Mark Zuckerberg pitching it as the future. Some people were worried the decision signaled the end of Meta's VR efforts as a whole, but the blog says it "remains committed to investing in VR" and that it even has "a long-term roadmap full of new hardware and experiences," so Meta Quest isn't going anywhere. </p><p>The Meta Quest 3 (512 GB) actually launched at $650 back in 2023, but was discounted to $500 last year. Going back to $600 now, therefore, won't feel like a big deal to early investors, but is sure to put consumers off a device going on for three years of age. The Quest 3 is far from the only popular gadget affected by the RAMpocalypse as of late. Sony <a href="https://www.tomshardware.com/video-games/playstation/sony-increasing-playstation-5-prices-across-all-consoles-starting-april-2-ps5-and-ps5-digital-edition-receive-usd100-hikes-while-ps5-pro-will-now-sell-for-usd900">raised the prices of its PS5 consoles</a> by up to $150 last month, while the Steam Frame <a href="https://www.tomshardware.com/video-games/console-gaming/valve-delays-steam-machine-and-says-it-is-reconsidering-pricing-critical-component-shortage-and-costs-behind-the-move" target="_blank">couldn't even hit its planned release window</a> of early 2026 because of the component shortages.</p>
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                                                            <title><![CDATA[ Tinkerer builds VR headset with CRTs repurposed from Sony Watchman — makeshift VR rig isn't the sharpest, but eliminates screen-door effect  ]]></title>
                                                                                                                                                                                                <link>https://www.tomshardware.com/virtual-reality/tinkerer-builds-vr-headset-with-crts-repurposed-from-sony-watchman-makeshift-vr-rig-isnt-the-sharpest-but-eliminates-screen-door-effect</link>
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                            <![CDATA[ A YouTuber has taken two old Sony Watchman devices, pulled out their 2.7-inch black-and-white CRT displays, and put them into a Google Cardboard contraption for the ages. ]]>
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                                                                        <pubDate>Wed, 25 Feb 2026 11:40:00 +0000</pubDate>                                                                                                                                <updated>Wed, 25 Feb 2026 11:50:27 +0000</updated>
                                                                                                                                            <category><![CDATA[Virtual Reality]]></category>
                                                                                                <author><![CDATA[ editors@tomshardware.com (Hassam Nasir) ]]></author>                    <dc:creator><![CDATA[ Hassam Nasir ]]></dc:creator>                                                                                    <dc:source><![CDATA[ https://cdn.mos.cms.futurecdn.net/SxxNFHt95eGK37mKPhJpdZ.jpg ]]></dc:source>
                                                                <dc:description><![CDATA[ &lt;p&gt;Hassam is a lifelong PC gamer and tech enthusiast with over five years of experience in PC hardware journalism. His passion began in childhood when he rescued a discarded Pentium 4 processor, straightening its pins with a kitchen knife to revive a Dell Dimension 2400 at the age of seven. Since then, he has followed the advancements in technology, witnessing the evolution of hardware from the era of AMD&#039;s Opteron architecture to Intel&#039;s Smithfield (Pentium D), and the rise of Voodoo GPUs alongside Nvidia&#039;s FX GPUs taking the market by storm to the latest innovations today. As a seasoned writer, Hassam loves to get into the nitty-gritty details of hardware, providing insights on everything from CPUs, Motherboards and RAM to GPUs. When he’s not writing, you’ll find him building custom water-cooled PCs for himself and his friends, attending drag racing events, or collecting niche fragrances.&lt;/p&gt; ]]></dc:description>
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                                                            <media:credit><![CDATA[dooglehead on YouTube]]></media:credit>
                                                                                                                                                                                                                                    <media:description><![CDATA[Building a CRT VR headset ]]></media:description>                                                            <media:text><![CDATA[Building a CRT VR headset ]]></media:text>
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                                <p>Virtual reality headsets come in all sorts of shapes and sizes, and the technology has matured enough to even become accessible for budget buyers. But what if you wanted something a little more unique that simply doesn't exist on the market? That's the predicament the aptly-named YouTuber 'dooglehead' found himself in when he wanted to enjoy the glory of cathode-ray tubes blasting directly into his eyes. </p><div class="youtube-video" data-nosnippet ><div class="video-aspect-box"><iframe data-lazy-priority="high" data-lazy-src="https://www.youtube-nocookie.com/embed/rYPhC9lsVYs" allowfullscreen></iframe></div></div><p>dooglehead is a fan of the nostalgic look that CRTs provide, and he wanted to chase that dreamy, characteristic glow and apply it to the modern era. He explains in the video that virtual reality headsets as a whole aren't new, and some even employed CRT screens back in the day. Granted, they were often too bulky and awkward to be practical, but even if you look past the heft, those CRT-based VR devices ran on proprietary hardware that isn't easy to source.</p><p>This is where the neurons start firing and dooglehead decides to build his own CRT VR headset. He starts with two Sony Watchman portable TVs from the '90s and extracts the 2.7-inch CRTs inside. These are unique in the way they operate because in the Watchman, you view them through a window from the side — the same side as the electron beam — instead of viewing from the opposite end of the electron gun.</p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="UzpyxNzbri7SxZYMQsZyCb" name="I Made a Terrible VR Headset 3-2 screenshot" alt="Building a CRT VR headset" src="https://cdn.mos.cms.futurecdn.net/UzpyxNzbri7SxZYMQsZyCb.png" mos="" align="middle" fullscreen="" width="1920" height="1080" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: dooglehead on YouTube)</span></figcaption></figure><p>This makes the assembly much more compact, which is great for a VR headset, but it's limited to black and white reproduction only due to shadow mask constraints. The Watchman displays also don't have any composite input, so dooglehead whips out an FPGA dev board and devises his own HDMI input. Through some programming, he makes the CRT appear as an external monitor connected inside Windows. </p><p>Now comes the fun part, figuring out the tracking for the headset. Our enthusiast follows one of many DIY VR headset projects hosted on GitHub and starts building out his own tracking system. He creates a custom PCB with an IMU for rotational tracking, the aforementioned HDMI port, and two USB-C ports — one for powering the CRTs and one for connecting an HTC Vive tracker. </p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="aeUBYRsSuaM5XeCXJ94Hab" name="I Made a Terrible VR Headset 4-11 screenshot" alt="Building a CRT VR headset" src="https://cdn.mos.cms.futurecdn.net/aeUBYRsSuaM5XeCXJ94Hab.png" mos="" align="middle" fullscreen="" width="1920" height="1080" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: dooglehead on YouTube)</span></figcaption></figure><p>To enable positional tracking, lighthouse base stations firing infrared laser beams were placed in the corners of the room and sweep it thousands of times per second to detect movement. If the laser hits the photodiodes in a VR headset, those SteamVR lighthouses can precisely triangulate where you are in the space. </p><p>Since dooglehead's makeshift contraption obviously didn't have the constellation of tracking points of a Vive or Index, he had to resort to using an external tracker. Everything was put together on a rather dangerous-looking Google Cardboard chassis, with the custom PCB, the FPGA, the CRT screens, and an HTC Vive tracker just strapped together with hopes and dreams. The entire thing weighed only 544 grams, which is lighter than some actual retail headsets. </p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="ZWc2iG6byxUY3XiRRr5oXb" name="I Made a Terrible VR Headset 6-13 screenshot" alt="Building a CRT VR headset" src="https://cdn.mos.cms.futurecdn.net/ZWc2iG6byxUY3XiRRr5oXb.png" mos="" align="middle" fullscreen="" width="1920" height="1080" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: dooglehead on YouTube)</span></figcaption></figure><p>The project itself doesn't go any further with a 3D-printed shell or other refinements because according to dooglehead, the resulting CRT VR headset was not the most impressive thing ever. The YouTuber includes a 3-minute gameplay segment going through various VR titles that include driving, shooting, role playing, and more, while showing the CRT screen in action. It looks exactly like you'd expect — a greyish luminescent image with some character.</p><p>Dooglehead's first comment was that he wished the screen was in color because in some games it made it hard to distinguish between certain elements. Secondly, the screens felt blurry: not due to the 640x480 (per eye) resolution, but because the electron beam wasn't perfectly in focus. The fact that it was then hitting the screen at a perpendicular angle just exacerbated this issue. </p><p>The biggest positive to using the CRTs was the lack of screen door effect (SDE) since they have a natural anti-aliased look that blends pixels to its advantage. VR screens are especially susceptible to SDE, since they're so close to our eyes.</p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="t8EnsgWd9ga9XqptzkRDRa" name="I Made a Terrible VR Headset 8-49 screenshot" alt="Building a CRT VR headset" src="https://cdn.mos.cms.futurecdn.net/t8EnsgWd9ga9XqptzkRDRa.png" mos="" align="middle" fullscreen="" width="1920" height="1080" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: dooglehead on YouTube)</span></figcaption></figure><p>The YouTuber closed out the video by saying he won't switch to this DIY CRT VR headset mainly because he prefers a color screen. He was glad to have experienced this mashup of retro and modern tech, but it's simply too outdated to use on a daily basis. CRT shaders can likely emulate a similar look, and manufacturers keep shipping insanely high-res displays on VR headsets these days that combat the SDE. But we have to commend dooglehead for seeing this crazy idea all the way through to the end.</p>
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                                                            <title><![CDATA[ Experiment to train rats to play Doom reaches a new level; rats can now shoot enemies — wraparound AMOLED screen provides virtual environment for neuroengineers' expanded open source project ]]></title>
                                                                                                                                                                                                <link>https://www.tomshardware.com/virtual-reality/rats-are-still-being-taught-to-play-doom-now-with-a-curved-amoled-and-a-shoot-button</link>
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                            <![CDATA[ The project, led by neuroengineer Viktor Tóth, has evolved into a second-generation setup that significantly expands what the rats can do inside the Doom engine. ]]>
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                                                                        <pubDate>Sun, 14 Dec 2025 12:20:35 +0000</pubDate>                                                                                                                                <updated>Mon, 15 Dec 2025 14:28:27 +0000</updated>
                                                                                                                                            <category><![CDATA[Virtual Reality]]></category>
                                                                                                                    <dc:creator><![CDATA[ Zak Killian ]]></dc:creator>                                                                                    <dc:source><![CDATA[ https://cdn.mos.cms.futurecdn.net/yonJziSpjzVFahKcUonJvi.jpg ]]></dc:source>
                                                                <dc:description><![CDATA[ &lt;p&gt;Zak Killian is a freelance contributor to Tom&#039;s Hardware who has also written for HotHardware and Tech Report. Ever since typing in games from magazines in ATARI BASIC on his family&#039;s Atari 800XL as a youth, Zak has been deeply fascinated with the capabilities of computers. His passion for gaming as a kid led to more technical engagement with PCs as a teenager, when he first built his own system: an AMD K6. Not long after, he founded his own PC repair shop in the year 2000. Now, decades later, he&#039;s still building and benchmarking new boxes, still gaming in every free hour, and still arguing on the internet with almost any opinion anyone has. Something of a modern-day Renaissance man, he may not be an expert on anything, but he knows just a little about nearly everything. &lt;/p&gt; ]]></dc:description>
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                                                            <media:credit><![CDATA[Viktor Tóth]]></media:credit>
                                                                                                                                                                                                                                    <media:description><![CDATA[A photo of a rat in a rig for playing Doom.]]></media:description>                                                            <media:text><![CDATA[A photo of a rat in a rig for playing Doom.]]></media:text>
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                                <p>Back in 2021, the internet briefly lost its collective mind over a very particular headline: rats had been trained to play <em>Doom</em> — specifically, <em>Doom II</em>. Four years later, <a href="https://ratsplaydoom.com/" target="_blank">the project is back with a substantial update</a>, and this time it's less of a novelty and more of something that actually resembles gameplay. Kind of. Especially now that an added trigger mechanism allows the rats, which see their way around the game with new wraparound AMOLED screens, to shoot. </p><p>The project, led by neuroengineer Viktor Tóth, has evolved into a second-generation setup that significantly expands what the rats can do inside the <em>Doom</em> engine. The original version used a clever but limited configuration: rats stood in a harness over a freely rotating ball, with forward movement mapped to movement through a simplified <em>Doom II</em> corridor. Rewards came in the form of sweetened water dispensed when the rat performed the desired action. It worked, but only that; there was no real interaction with the game's mechanics, so calling it "playing <em>Doom</em>" was overstating the case a bit.</p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1200px;"><p class="vanilla-image-block" style="padding-top:49.42%;"><img id="bfUGpVm2NYXeAFAJvhYGB8" name="rats-play-doom-diagram" alt="A diagram explaining how the rig that allows rats to play Doom works." src="https://cdn.mos.cms.futurecdn.net/bfUGpVm2NYXeAFAJvhYGB8.png" mos="" align="middle" fullscreen="" width="1200" height="593" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="caption-text">This diagram shows how the rig allows rats to interact with Doom. </span><span class="credit" itemprop="copyrightHolder">(Image credit: Viktor Tóth)</span></figcaption></figure><p>The new version changes that equation. The updated rig still maps real-world rat movement into a virtual <em>Doom</em> environment, but it now supports more complex navigation and additional inputs. The visual system has been upgraded to <a href="https://www.tomshardware.com/monitors/gaming-monitors/acer-predator-x34-oled-curved-gaming-monitor-review/6" target="_blank">a curved AMOLED display</a> that wraps around the rat's field of view, providing a much more immersive and consistent visual environment than the earlier flat screens. To provide the animals with spatial feedback, the system uses targeted, gentle air puffs delivered to the rat's snout to indicate wall collisions — essentially a non-invasive way to tell the rat "you walked into something" without relying on trial-and-error alone.</p><p>More importantly, the system now allows rats to shoot. A physical trigger mechanism lets the animals activate <em>Doom's</em> fire input, meaning they're no longer just moving through the game, but interacting with it in a way that <a href="https://www.tomshardware.com/peripherals/these-are-the-peripherals-im-still-using-months-and-years-later" target="_blank">directly maps to classic FPS controls</a>. It's still a far cry from tactical demon slaying, but mechanically speaking, the rats are now performing multiple discrete in-game actions.</p><p>To be clear, none of this involves invasive neural interfaces. The entire system relies on external sensors, motion tracking, and reward-based learning. The rats' physical movements are translated into standard <em>Doom</em> inputs, and correct behaviors are reinforced through the reward system. From a hardware perspective, this remains a hacker-friendly, open-source setup rather than a sealed, bespoke lab instrument.</p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1200px;"><p class="vanilla-image-block" style="padding-top:72.25%;"><img id="GidJCF8w8feYRRouNuRBzB" name="rats-play-doom-ball-rig" alt="A photograph of the rig that holds the ball device allowing rats to move in Doom." src="https://cdn.mos.cms.futurecdn.net/GidJCF8w8feYRRouNuRBzB.jpg" mos="" align="middle" fullscreen="" width="1200" height="867" attribution="" endorsement="" class="inline"></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="caption-text">This is the rig that holds the "spherical treadmill" ball controller that the rats move on. </span><span class="credit" itemprop="copyrightHolder">(Image credit: Viktor Tóth)</span></figcaption></figure><p>That distinction matters because this project has never really been about proving that rats understand <em>Doom</em> in any human sense. The update doesn't suddenly mean rodents grasp level design, enemy behavior, or objectives. What it demonstrates is that the technical platform has matured enough to support richer interactions. The rats can now perform multiple distinct in-game actions, and the system can reliably evaluate and reward those actions, so the limiting factor is no longer the hardware or software. Instead, it's training time and experimental design. Teaching an animal to associate specific physical behaviors with abstract outcomes inside a virtual space is slow, and scaling that training takes patience. The updated system opens the door to more ambitious experiments than the original build could support.</p><p>The rats still aren't speedrunning E1M1, but the project has clearly moved beyond a one-off stunt. The update shows real technical progress, and it hints at future experiments that could use game engines as standardized, low-cost virtual testbeds. <em>Doom</em>, once again, refuses to die, and indeed, the <em>Doom</em> engine is doing a lot of quiet heavy lifting here. Its lightweight engine, trivial moddability, and decades-long history of <a href="https://www.tomshardware.com/video-games/retro-gaming/doom-gets-ported-to-board-design-app-transforming-walls-into-pcb-traces-iconic-demons-into-64-pin-packages-and-ammo-into-3-pin-parts-fully-playable-kicad-editor-port-runs-at-up-to-25-fps-on-modern-systems" target="_blank">running on almost literally anything</a> make it an ideal virtual environment for this kind of work. What looks like a joke on the surface is really a practical choice: <em>Doom</em> provides a controllable, well-understood 3D world that can be bent to experimental needs without reinventing a game engine from scratch.</p><p>Ultimately, from a scientific perspective, the appeal is less about rats fragging demons and more about what this says about accessible experimental platforms. This is consumer-grade hardware, open software, and a lot of clever engineering being used to explore how animals interact with virtual environments. That same approach should be familiar to PC hardware enthusiasts: take existing tools, push them to absurd extremes, and <a href="https://www.tomshardware.com/how-to/how-to-overclock-a-cpu" target="_blank">occasionally stumble upon</a> something genuinely worthwhile.</p>
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                                                            <title><![CDATA[ Valve's next-gen 'Deckard' VR headset reportedly enters mass production, company allegedly plans to ship up to 600K units annually — upcoming 'Steam Frame' could launch before the end of the year ]]></title>
                                                                                                                                                                                                <link>https://www.tomshardware.com/virtual-reality/valves-next-gen-deckard-vr-headset-reportedly-enters-mass-production-company-allegedly-plans-to-ship-up-to-600k-units-annually-upcoming-steam-frame-could-launch-before-the-end-of-the-year</link>
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                            <![CDATA[ Steam's upcoming "Deckard" next-gen VR headset is said to have entered production, with 400,000-600,000 units planned to be shipped every year. Deckard, which may be officially named the Steam Frame, is poised to cost up to $1,200, and be released before the end of the year. ]]>
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                                                                        <pubDate>Thu, 09 Oct 2025 12:14:28 +0000</pubDate>                                                                                                                                                                                                                                <category><![CDATA[Virtual Reality]]></category>
                                                                                                <author><![CDATA[ editors@tomshardware.com (Hassam Nasir) ]]></author>                    <dc:creator><![CDATA[ Hassam Nasir ]]></dc:creator>                                                                                    <dc:source><![CDATA[ https://cdn.mos.cms.futurecdn.net/SxxNFHt95eGK37mKPhJpdZ.jpg ]]></dc:source>
                                                                <dc:description><![CDATA[ &lt;p&gt;Hassam is a lifelong PC gamer and tech enthusiast with over five years of experience in PC hardware journalism. His passion began in childhood when he rescued a discarded Pentium 4 processor, straightening its pins with a kitchen knife to revive a Dell Dimension 2400 at the age of seven. Since then, he has followed the advancements in technology, witnessing the evolution of hardware from the era of AMD&#039;s Opteron architecture to Intel&#039;s Smithfield (Pentium D), and the rise of Voodoo GPUs alongside Nvidia&#039;s FX GPUs taking the market by storm to the latest innovations today. As a seasoned writer, Hassam loves to get into the nitty-gritty details of hardware, providing insights on everything from CPUs, Motherboards and RAM to GPUs. When he’s not writing, you’ll find him building custom water-cooled PCs for himself and his friends, attending drag racing events, or collecting niche fragrances.&lt;/p&gt; ]]></dc:description>
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                                                            <media:credit><![CDATA[Valve]]></media:credit>
                                                                                                                                                                                                                                    <media:description><![CDATA[Valve Index headset]]></media:description>                                                            <media:text><![CDATA[Valve Index headset]]></media:text>
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                                <p>Valve has been known to be working on a new virtual reality headset for at least four years now, as a follow-up to the mildly successful <a href="https://www.tomshardware.com/reviews/valve-index-vr-headset-controllers,6205-2.html">Valve Index</a>, which launched in 2019. In 2021, we first learned that it was codenamed Deckard, and now, reports state that this new device is potentially very close to its release. <a href="https://www.uploadvr.com/valves-next-headset-reportedly-enters-mass-production/" target="_blank">According to <em>Upload VR</em></a>, Valve's Deckard headset has entered mass production, intending to ship up to 400,000–600,000 units annually.</p><p>The news comes Chinese analyst firm, XR Research Institute, which claims that the next-gen headset is actually launching this year, with production lines already filled. <em>Upload VR</em> reports that the Steam Deck has sold around 5 million units so far, while Meta's popular Quest 2 VR headset shipped 20 million units. This could be a sign that Valve has grand designs for its next hardware release to land well with customers, with the supply to match it.</p><p>Just last month, a new trademark filing for "<a href="https://www.techpowerup.com/340661/steam-frame-could-be-valves-next-generation-gaming-console" target="_blank">Steam Frame</a>" was spotted online, which matched the entry found in SteamVR code, soft-confirming that as the official name for Deckard. Popular Valve leaker Brad Lynch also hinted that there are two SKUs in development: Deckard DV1 and Deckard DV2, saying that the "DV" moniker is used for products in the final stages of development at Valve, right before public release.</p><h2 id="new-controllers">New controllers</h2>
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                                                            <title><![CDATA[ Experience amazing VR gaming with Meta’s Quest 3S VR headset deal - now at an all-time-low price ]]></title>
                                                                                                                                                                                                <link>https://www.tomshardware.com/virtual-reality/experience-amazing-vr-gaming-with-metas-quest-3s-vr-headset-deal-now-at-an-all-time-low-price</link>
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                            <![CDATA[ Step into virtual worlds with this amazing deal on the Meta Quest 3S VR headset. ]]>
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                                                                        <pubDate>Tue, 15 Apr 2025 17:46:20 +0000</pubDate>                                                                                                                                <updated>Wed, 16 Apr 2025 10:16:05 +0000</updated>
                                                                                                                                            <category><![CDATA[Virtual Reality]]></category>
                                                                                                                    <dc:creator><![CDATA[ Stewart Bendle ]]></dc:creator>                                                                                    <dc:source><![CDATA[ https://cdn.mos.cms.futurecdn.net/w3kayUSywmEpu3tyDE6M8W.jpg ]]></dc:source>
                                                                <dc:description><![CDATA[ &lt;p&gt;Stewart has loved PCs since he was a child dabbling with BASIC on a ZX Spectrum 48K and still gets far too excited about building and playing on PCs now. He loves to tune and overclock his computers to smooth and stable clocks and run his favorite games and applications on the best settings without compromising quality and framerates.&amp;nbsp;&lt;/p&gt;
&lt;p&gt;&lt;br&gt;&lt;/p&gt;
&lt;p&gt;A firm believer in “Bang for the buck,” Stewart likes to research the best prices and locate the best coupon codes for computers, components and peripherals. Stewart also needs a spare room to house all his old PC parts and peripherals and maybe needs an intervention to stop him from buying more headphones, mice, and keyboards.&lt;/p&gt; ]]></dc:description>
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                                <p>If you're getting tired of all the bad news on TV from around the globe and fancy a little escapism, virtual reality is one of those hobbies that can transport you to other worlds and bombard your visual senses with an experience that can disconnect you from your environment. Traditionally, jumping on board with VR tech has been an expensive initial outlay, but thanks to today's deal, and this discount on the Meta Quest 3S headset, you can now jump into VR with the lowest-ever price listed for this headset on Amazon.</p><p>To see today's deal, head to this link for the <a href="https://www.amazon.com/gp/product/B0DDK1WM9K" target="_blank">Meta Quest 3S VR headset at only $269</a>. This is an all-time low price for this VR headset according to the <a href="https://www.camelcamelcamel.com/" target="_blank">Camelizer </a>(Amazon price checking tool) where you'll be saving $30 off the usual list price of $299, that's a little chunk of change that you can put towards a game or other media content for the headset. Speaking of games, this Meta Quest 3S deal also comes with a free copy of <em>Batman: Arkham Shadow</em> and a 3-Month Trial of Meta Quest+. Now's your chance to don a mask and be Batman.</p><p>The Meta Quest 3S in this deal comes with 128GB of onboard memory and uses the Qualcomm Snapdragon XR2 Gen 2 processor with 8GB of RAM.  This is what enables you to play games such as Batman. The headset is completely wireless and weighs a mere 2.2 pounds, you can use the split-back head strap and lens adjustment to achieve a comfortable fit and get the in-headset image in focus. The Meta Quest 3S has a sharp 1832x1920 pixels per-eye resolution, which is low compared to top-end headsets, but more than adequate for a great viewing experience. </p><div class="product star-deal"><a data-dimension112="a9541f40-6262-4400-8583-77e3f922dd84" data-action="Star Deal Block" data-label="now $269 at Amazon" data-dimension48="now $269 at Amazon" data-dimension25="$" href="https://www.amazon.com/gp/product/B0DDK1WM9K" target="_blank" rel="nofollow"><figure class="van-image-figure "  ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:650px;"><p class="vanilla-image-block" style="padding-top:59.08%;"><img id="aHefpAH7nVRs4fxk4TcKeQ" name="Meta_Quest_3S-removebg-preview (1)" caption="" alt="" src="https://cdn.mos.cms.futurecdn.net/aHefpAH7nVRs4fxk4TcKeQ.png" mos="" align="middle" fullscreen="" width="650" height="384" attribution="" endorsement="" credit="" class=""></p></div></div></figure></a><p><strong>Meta Quest 3S VR Headset:</strong> <a href="https://www.amazon.com/gp/product/B0DDK1WM9K" target="_blank" data-dimension112="a9541f40-6262-4400-8583-77e3f922dd84" data-action="Star Deal Block" data-label="now $269 at Amazon" data-dimension48="now $269 at Amazon" data-dimension25="$"><strong>now $269 at Amazon</strong></a><strong> </strong>(was $299)<strong><br></strong>With 1832x1920 pixels per-eye resolution, a powerful Qualcomm Snapdragon XR2 Gen 2 processor, and 128GB of onboard memory, the Meta Quest 3S is the perfect entry-level VR headset to get you into the virtual reality experience, whether it's pretending to be Batman, or watching the latest movies from Netflix in Theatre-mode. <strong><br></strong><a class="view-deal button" href="https://www.amazon.com/gp/product/B0DDK1WM9K" target="_blank" rel="nofollow" data-dimension112="a9541f40-6262-4400-8583-77e3f922dd84" data-action="Star Deal Block" data-label="now $269 at Amazon" data-dimension48="now $269 at Amazon" data-dimension25="$">View Deal</a></p></div><p>Also, there's great news for glasses wearers, you can wear glasses with the Meta Quest 3S using the glasses spacer that's included in the box, and if you want to ditch your glasses completely, there's the option to purchase custom prescription Meta Quest 3S lenses, these are sold separately and are an extra cost. </p><p>You do not need an active Facebook account to make use of the Meta Quest 3S, but you will need to set up a Meta account to use.</p><p>Don't forget to look at our <a href="https://www.tomshardware.com/coupons/amazon.com" target="_blank" rel="nofollow">Amazon coupon codes for April 2025</a> and see if you can save on today's deal or other products at Amazon.</p>
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                                                            <title><![CDATA[ Quest 3S Review: Most of the same thrills as the Quest 3 for $200 less ]]></title>
                                                                                                                                                                                                <link>https://www.tomshardware.com/virtual-reality/meta-quest-3s-review</link>
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                            <![CDATA[ The Meta Quest 3S is a remarkable mixed reality bargain that brings over many of the features that we loved with the Quest 3. ]]>
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                                                                        <pubDate>Sat, 07 Dec 2024 13:00:00 +0000</pubDate>                                                                                                                                <updated>Thu, 26 Mar 2026 15:34:18 +0000</updated>
                                                                                                                                            <category><![CDATA[Virtual Reality]]></category>
                                                                                                <author><![CDATA[ brandon.hill@futurenet.com (Brandon Hill) ]]></author>                    <dc:creator><![CDATA[ Brandon Hill ]]></dc:creator>                                                                                    <dc:source><![CDATA[ https://cdn.mos.cms.futurecdn.net/yHeufe7JcvuJBhYPkSexNf.jpg ]]></dc:source>
                                                                <dc:description><![CDATA[ &lt;p&gt;Brandon&amp;nbsp;has been tinkering with PCs since childhood and received his first &quot;real&quot; PC, an IBM Aptiva 310, in the mid-1990s. He next went on to build his first custom PC with an Intel Celeron 300A processor overclocked to 450MHz on an Abit BH6 motherboard.&amp;nbsp;Brandon&amp;nbsp;has written about PC and Mac tech since the late 1990s, first at AnandTech before moving to DailyTech and later to Hot Hardware. When&amp;nbsp;Brandon&amp;nbsp;is not consuming copious amounts of tech news, he can be found enjoying the NC mountains or the beach with his wife and two sons.&lt;/p&gt; ]]></dc:description>
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                                                                                                                                                                                                                                    <media:description><![CDATA[Meta Quest 3S]]></media:description>                                                            <media:text><![CDATA[Meta Quest 3S]]></media:text>
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                                <p>A little over a year ago, <a href="https://www.tomshardware.com/reviews/meta-quest-3"><u>I reviewed the Meta Quest 3</u></a>, a well-intentioned iterative upgrade to the <a href="https://www.tomshardware.com/how-to/use-controller-with-meta-quest"><u>Quest 2</u></a> that came before it. The Quest 3 enhanced the mixed reality experience with higher resolution displays and a faster Qualcomm Snapdragon XR2 Gen 2 processor. This year, Meta released the Quest 3S, which brings over many of the superlatives of the Quest 3, with a few notable downgrades.</p><p>By dialing things back a bit on the spec sheet, Meta offers the Quest 3S at just $299, which is $200 cheaper than the launch price of the Quest 3. While the price reduction furthers Meta’s dream of putting mixed reality headsets into the hands of more people, read on to see if the company strikes the right balance between features and performance for the average consumer.</p><h2 id="design-of-the-meta-quest-3s">Design of the Meta Quest 3S</h2><p>The Quest 3S doesn't stray too far from the <a href="https://www.tomshardware.com/reviews/meta-quest-3"><u>Quest 3</u></a> with its exterior design. You still get a beefy headset constructed of high-quality white plastic. The most significant difference between the two headsets is visible from the front -- the Quest 3 houses most of its exterior cameras/sensors within three vertical pill-shaped pods at the lower center of the exterior faceplate. The Quest 3S has two groupings of three sensors on the lower faceplate.</p><p>Looking at the Quest 3S from the front, you'll find the power button and a USB-C port for charging on the right side. On the bottom left are volume controls and a new action button. The action button allows you to switch between passthrough and immersive modes.</p><figure role="gallery"><figure><img src="https://cdn.mos.cms.futurecdn.net/9ouEN6SyhzoYYEBjv5uukb.jpg" alt="Meta Quest 3S" /><figcaption><small role="credit">Tom's Hardware</small></figcaption></figure><figure><img src="https://cdn.mos.cms.futurecdn.net/qgWzGUx7qZjYT5XuUgPixW.jpg" alt="Meta Quest 3S" /><figcaption><small role="credit">Tom's Hardware</small></figcaption></figure><figure><img src="https://cdn.mos.cms.futurecdn.net/8FNHSQpU7obuaqNEHHUGkb.jpg" alt="Meta Quest 3S" /><figcaption><small role="credit">Tom's Hardware</small></figcaption></figure><figure><img src="https://cdn.mos.cms.futurecdn.net/gpq2oZAmhwPojU2aaZz49b.jpg" alt="Meta Quest 3S" /><figcaption><small role="credit">Tom's Hardware</small></figcaption></figure><figure><img src="https://cdn.mos.cms.futurecdn.net/L3yyKvmSfe3XxyUkeGrvkX.jpg" alt="Meta Quest 3S" /><figcaption><small role="credit">Tom's Hardware</small></figcaption></figure><figure><img src="https://cdn.mos.cms.futurecdn.net/d2kuH5PkpiKJomm5vyj9Cc.jpg" alt="Meta Quest 3S" /><figcaption><small role="credit">Tom's Hardware</small></figcaption></figure></figure><p>The headset uses the "Y" style head strap that came with the Quest 3. To get the proper fit, I placed the headset on my head and pulled the two straps outward. This provided a relatively tight fit for my face. However, since the bridge of my nose is relatively short and broad, the Quest 3 would slide slightly downward the longer I wore it, requiring me to retighten the straps for a proper fit.</p><p>The box includes a USB-C charging brick, a 1-meter USB-C to USB-C charging cable, and a plastic spacer to provide additional clearance for people who wear prescription glasses with the Quest 3S.</p><p>As for the controllers, they are identical to the set that came with the Quest 3. In other words, they’re constructed of the same white plastic found on the headset. It would be nice if they were offered in colors other than white, as white tends to get a bit grimy over time from sweat with regular use. Each controller has a thumbstick, two face-mounted buttons (X and Y on the left controller, A and B on the right controller), a grip button, and a trigger button.</p><p>The left controller has an additional Menu button on its face, while the right controller has an extra Meta button. One AA battery (alkaline AA batteries are already inserted from the factory) powers each controller. However, we’d recommend getting at least two sets of rechargeable lithium-ion AA batteries so that you can always have a fresh set ready to swap out when the low battery warning appears.</p><h2 id="meta-quest-3s-specifications">Meta Quest 3S Specifications</h2><div ><table><tbody><tr><td class="firstcol " ><strong>Display</strong></td><td  >1832 x 1920 per eye (773 ppi)</td></tr><tr><td class="firstcol " ><strong>Display Type</strong></td><td  >LCD</td></tr><tr><td class="firstcol " ><strong>Refresh Rate</strong></td><td  >72 Hz, 90 Hz, 120 Hz</td></tr><tr><td class="firstcol " ><strong>Processor</strong></td><td  >Qualcomm Snapdragon XR2 Gen 2</td></tr><tr><td class="firstcol " ><strong>RAM</strong></td><td  >8GB</td></tr><tr><td class="firstcol " ><strong>Storage</strong></td><td  >128GB or 256GB</td></tr><tr><td class="firstcol " ><strong>Field of View</strong></td><td  >96 degrees horizontal, 90 degrees vertical</td></tr><tr><td class="firstcol " ><strong>Degrees of Freedom</strong></td><td  >6 DoF</td></tr><tr><td class="firstcol " ><strong>Audio</strong></td><td  >Dual open-air speakers</td></tr><tr><td class="firstcol " ><strong>Wireless Connectivity</strong></td><td  >Wi-Fi 6E, Bluetooth 5.2</td></tr><tr><td class="firstcol " ><strong>Battery Life</strong></td><td  >4324 mAh (up to 2.5 hours)</td></tr><tr><td class="firstcol " ><strong>Weight</strong></td><td  >1.13 pounds (514 grams)</td></tr></tbody></table></div><h2 id="meta-quest-3s-hardware">Meta Quest 3S Hardware</h2><p>Another change compared to the Quest 3 comes with the type of lenses used on the headset. The Quest 3 uses pancake lenses that offer a more comprehensive degree of adjustability for your field of vision. The Quest 3S, on the other hand, employs Fresnel lenses with just three fixed adjustment settings. As a result, there is a narrower field of view and less of a range of configurability. This tradeoff had to be made to hit a lower price point. For reference, the interpupillary distance (IPD) range of the Quest 3 is 53 to 75 mm, while the Quest 3S’ range is narrower at 58 to 68 mm. My IPD is 71 mm, so I initially had some trouble with my eyes focusing properly with the dual displays of the Quest 3S.</p><p>Another step backward on the spec sheet comes with the two LCDs, one for each eye. On the Quest 3, each display provided a resolution of 2064 x 2208 per eye while operating at up to 120 Hz. You still get up to a 120 Hz refresh rate with the Quest 3S, but the resolution drops to 1832 x 1920 per eye. To put that in perspective, the Quest 3 displays give you 1,218 pixels per inch (ppi), while the Quest 3S delivers 773 ppi. The “screen door” effect is definitely more noticeable on the Quest 3S, particularly when using the passthrough mode.</p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:4032px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="FcnzLy5B754Anriy85fNcX" name="IMG_3038" alt="Meta Quest 3S" src="https://cdn.mos.cms.futurecdn.net/FcnzLy5B754Anriy85fNcX.jpg" mos="" align="middle" fullscreen="" width="4032" height="2268" attribution="" endorsement="" class=""></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Tom's Hardware)</span></figcaption></figure><p>Luckily, performance hasn't taken a backseat to its more expensive sibling. The Quest 3S still uses a Qualcomm Snapdragon XR2 Gen 2 SoC with 8GB of RAM. You also get 128GB or 256GB storage configurations, although our review unit was the 256GB version (the Quest 3 is available in 128GB or 512GB SKUs). Like the Quest 3, the Quest 3S supports Wi-Fi 6E, allowing the headset to operate on the higher-performance 6 GHz wireless band.</p><p>On the sound front, the Quest 3S features a pair of speakers mounted in each arm. They provide decent audio and are the lowest-impact way of enjoying audio with the headset. However, you can also connect Bluetooth headphones to the Quest 3S or use a USB-C to 3.5mm adapter to connect wired headphones.</p><p>The Quest 3S has a smaller battery (4324 mAh) compared to the Quest 3 (5060 mAh) but a longer runtime (2.5 hours versus 2.2 hours). While the Quest 3S is technically lighter than the Quest 3 (514 grams versus 515 grams), it’s not a difference that is noticeable to mere mortals.</p><h2 id="using-the-meta-quest-3s">Using the Meta Quest 3S</h2><p>The setup process for the Quest 3S was relatively straightforward and similar to what I experienced<a href="https://www.tomshardware.com/reviews/meta-quest-3"> <u>setting up the Quest 3 last year</u></a>. I placed the Quest 3S on my head, adjusted the straps, and manually pushed the lenses out to their maximum spacing (out of three fixed settings). The setup program required me to log on to my wireless network, and since I already had the Meta Quest app on my phone, it automatically linked the new headset to my Facebook account.</p><p>The setup program next performed a firmware update on the headset, which took about five minutes to complete. After that step, the setup process was complete. Each new Meta Quest 3S includes a copy of <em>Batman: Arkham Shadow</em> for free, so that was the first thing I downloaded to the headset (it was a relatively large 19GB download).</p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:4971px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="vDJ9zWjMHv4Q59wDeTFPeb" name="IMG_3035" alt="Meta Quest 3S" src="https://cdn.mos.cms.futurecdn.net/vDJ9zWjMHv4Q59wDeTFPeb.jpg" mos="" align="middle" fullscreen="" width="4971" height="2796" attribution="" endorsement="" class=""></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Tom's Hardware)</span></figcaption></figure><p>I spent a lot of time playing <em>Arkham Shadow</em>, even though it initially gave me bouts of motion sickness. VR games don’t typically make me nauseous, but looking over ledges and climbing up and down ladders made me feel slightly queasy in <em>Arkham Shadow</em>. However, given how engaging the gameplay was, my brain eventually realized that I wouldn’t fall to my ultimate doom while playing the game.</p><p>After years of playing Batman games by staring at a big screen TV and mashing buttons, it was an absolute joy to have a slightly different and much more immersive experience by<a href="https://www.youtube.com/watch?v=m7GWGLkPepU"> <u>wailing on enemies using my fists</u></a> (just make sure that your family members aren’t anywhere near you if you go into full-on “Batfleck” mode).</p><p>Playing the game gave me a real visual taste of the difference between the Quest 3 and Quest 3S back-to-back. The sharper resolution of the Quest 3 was immediately noticeable to me in <em>Arkham Shadow</em> compared to the Quest 3S. Everything in-game looked sharper and more refined, as expected, with the crisper displays and tighter focus controls.</p><p>The lower resolution experience extended to every aspect of using the Quest 3S, including the main Horizon OS interface. Everything looks a touch fuzzier and grainier on the Quest 3S, given the hardware compromises required to trim $200 from the price.  </p><p>The Quest 3S still supports full-color passthrough mode, but it is now accessible by pressing the action button mounted on the bottom of the headset near the volume controls. Pressing the action button cycles between passthrough and immersive modes. Although the onboard cameras can’t replicate the reality around you in the same clarity as your eyes in passthrough mode, it is good enough. I could walk around the house with the headset on and **gasp** up and down stairs. I could even use my smartphone while wearing the Quest 3S, although I had to squint a little sometimes and briefly remove the headset when using Face ID to authenticate certain apps. I could also read text on my desktop monitor (5120 x 1440 resolution), even if the words were a bit blurry.</p><p>While I noticed the visual differences, it likely wouldn’t be an issue for a newcomer who has never laid hands (or eyes) on the older Quest 3. If you have your eyes on the Quest 3S, my advice would be not to try the Quest 3, or you will forever have the fear of missing out.</p><h2 id="bottom-line">Bottom Line</h2><p>The Quest 3S is the next logical step in Meta’s evolution of mixed-reality headsets. The Meta Quest 3 had impressive hardware, but the library of apps and games that made use of the platform was a bit lacking. A year after the Quest 3’s launch, the Quest 3S arrives with the same computing hardware and a much lower price tag. A $200 discount is nothing to sneeze at when discussing a niche device like a mixed-reality headset.</p><p>The main tradeoff for the lower price tag is the lower resolution displays, narrower IPD adjustment range, and shallower field of view. For people who haven’t already experienced the Quest 3, these downsides aren’t likely to be significant detractors from purchasing the headset.</p><p>Ultimately, you get a high-quality headset with comfortable wireless controllers, excellent overall performance for gaming, and an attractive price tag. At the time of this writing, you can purchase the<a href="https://www.amazon.com/Meta-Quest-3S-128GB-All-One/dp/B0DDK1WM9K/"> <u>Quest 3S 128GB for $299</u></a> and receive a $75 digital credit at Amazon. And don’t forget that you also get the excellent <em>Batman: Arkham Shadow</em> included with your purchase, which should provide hours of enjoyment. Sure, it’s no Quest 3, but there’s a lot to love at this price.</p>
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                                                            <title><![CDATA[ Apple reportedly slows down Vision Pro production — a more affordable version may be in the works ]]></title>
                                                                                                                                                                                                <link>https://www.tomshardware.com/virtual-reality/apple-reportedly-slows-down-vision-pro-production-a-more-affordable-version-may-be-in-the-works</link>
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                            <![CDATA[ Apple is set to cut Vision Pro production, possibly winding it down entirely by November as it works on making something more affordable. ]]>
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                                                                        <pubDate>Wed, 23 Oct 2024 15:26:41 +0000</pubDate>                                                                                                                                                                                                                                <category><![CDATA[Virtual Reality]]></category>
                                                                                                                    <dc:creator><![CDATA[ Andrew E. Freedman ]]></dc:creator>                                                                                    <dc:source><![CDATA[ https://cdn.mos.cms.futurecdn.net/MTveuGNKPqpzrLttEA9ebb.jpg ]]></dc:source>
                                                                <dc:description><![CDATA[ &lt;p&gt;Andrew oversees laptop and desktop coverage and keeps up with the latest news in tech and gaming. His work has been published in Kotaku, PCMag, Complex, Tom’s Guide and Laptop Mag, among others. He fondly remembers his first computer: a Gateway that still lives in a spare room in his parents&#039; home, albeit without an internet connection. When he’s not writing about tech, you can find him playing video games, checking social media and waiting for the next Marvel movie. Follow him on Threads &lt;a href=&quot;https://www.threads.net/@freedmanae&quot;&gt;@FreedmanAE&lt;/a&gt; and BlueSky &lt;a href=&quot;https://bsky.app/profile/andrewfreedman.net&quot;&gt;@andrewfreedman.net&lt;/a&gt;.&lt;a href=&quot;https://bsky.app/profile/andrewfreedman.net&quot;&gt; &lt;/a&gt;You can send him tips on Signal: andrewfreedman.01&lt;/p&gt; ]]></dc:description>
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                                <p>Apple is slowing production on its <a href="https://www.tomshardware.com/virtual-reality/apple-vision-pro-scalper-ebay-facebook-marketplace">Vision Pro</a> headset and may possibly stop manufacturing it by November, according to a report from <a href="https://www.theinformation.com/articles/apple-sharply-scales-back-production-of-vision-pro?rc=bdqvyp">The Information</a><em> </em>citing “multiple people” who build components for the hardware.</p><p>The report suggests that the easement started this summer. One factory employee allegedly told the publication that they stopped producing certain components in May, and a warehouse was packed with “tens of thousands of undelivered parts.” Employees at suppliers told The Information that they have enough components for Apple to put together between 500,000 and 600,000 headsets.</p><p>It seems that Apple expects that to be enough to cover demand for a while. On Sunday, the Wall Street Journal published a profile of Apple CEO Tim Cook in which he said that “obviously, I’d like to sell more” and that “At $3,500, it’s not a mass-market product.” Instead, he acknowledged that it’s meant for early adopters and that the ecosystem is being built.</p><p>Luxshare, a Chinese manufacturer that performs the final assembly of the Vision Pro for Apple, is reportedly making about 1,000 headsets daily, down from 2,000 at the device’s peak.</p><p>Apple has taken its production line apart, and it’s possible that if demand were to increase, the company could ramp up production. Apple could also likely use similar components in a cheaper model or release a minor upgrade without major changes to the headset itself, possibly just bumping processors.</p><p>The Vision Pro received mixed reviews, with critics generally blown away by the quality of the screens, intuitive gestures, and lack of controllers. But with the $3,500 price tag, developers seemed happy to wait and see, with big names like Netflix and YouTube pointing Vision Pro users to their websites in Safari. No killer app ever materialized, though the Vision Pro’s biggest fans seem to appreciate the ability to use the headset as a high-quality, free-floating Mac display.</p><p>In the meantime, Apple has reportedly turned its attention to a cheaper version of the Vision Pro. A lower price tag may attract more interest in the device, which could lead to more developers being willing to invest in making software. That mass-market product isn’t here yet, but hopefully, it’s on the way.</p>
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                                                            <title><![CDATA[ Microdisplay tracks your pupils to adjust brightness, avoid HUD fatigue ]]></title>
                                                                                                                                                                                                <link>https://www.tomshardware.com/virtual-reality/microdisplay-tracks-your-pupils-to-adjust-brightness-avoid-hud-fatigue</link>
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                            <![CDATA[ Kopin's NeuralDisplay Tech builds an eye-tracking camera into a microdisplay and uses it to dynamically adjust brightness and contrast. ]]>
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                                                                        <pubDate>Thu, 25 Jul 2024 13:37:03 +0000</pubDate>                                                                                                                                <updated>Thu, 25 Jul 2024 15:58:50 +0000</updated>
                                                                                                                                            <category><![CDATA[Virtual Reality]]></category>
                                                                                                                    <dc:creator><![CDATA[ Avram Piltch ]]></dc:creator>                                                                                    <dc:source><![CDATA[ https://cdn.mos.cms.futurecdn.net/tZRyr8x24p5QjawJwGTqAX.jpg ]]></dc:source>
                                                                <dc:description><![CDATA[ &lt;p&gt;Avram&#039;s been in love with PCs since he played original Castle Wolfenstein on an Apple II+.  Before joining Tom&#039;s Hardware, for 10 years, he served as Online Editorial Director for sister sites Tom&#039;s Guide and Laptop Mag, where he programmed the CMS and many of the benchmarks. When he&#039;s not editing, writing or stumbling around trade show halls, you&#039;ll find him building Arduino robots with his son and watching every single superhero show on the CW.&lt;/p&gt; ]]></dc:description>
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                                                                                                                                                                                                                                    <media:description><![CDATA[Kopin NeuralDisplay in Action]]></media:description>                                                            <media:text><![CDATA[Kopin NeuralDisplay in Action]]></media:text>
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                                <p>While heads-up displays aren&apos;t very common for consumers — <a href="https://www.tomshardware.com/news/apple-Vision-pro-ar-vr-headset-xros-price-specs-release-date">Apple&apos;s expensive Vision Pro</a> aside — they are already a critical part of the military and medical industries. And, believe it or not, the main problem with HUDs in these mission-critical environments is not cost or even the embarrassment of looking uncool with a big gadget on your head — it&apos;s eye fatigue.</p><p>When you stare at the microdisplays inside a typical headset, the brightness and contrast remain fixed. Meanwhile, your pupils get larger or smaller based on your physiological and emotional reaction both to the content you are watching and the world around you. For example, if you see something in a movie that makes you emotional and your pupils dilate, all of a sudden the headset will seem annoyingly bright and you might be tempted to flip it off of your head.</p><p>Now, imagine a situation where you&apos;re a fighter pilot using an HUD to help you in combat, and suddenly you see the an enemy on your radar and your pupil dilates. The headset is suddenly blinding, right when you need its guidance most — and so you pull a Luke Skywalker and take the computer off of your head so you can fight, old-school style. That may sound like a movie script, but in the real world, it&apos;s both dangerous and a waste of resources.</p><p>Enter Kopin, a company that builds the microdisplays used in many military and medical applications. The corporation has developed and recently announced NeuralDisplay, a technology that builds eye-tracking sensors into the back of a microdisplay and uses custom software to adjust  the brightness and contrast of the display in real-time so that it never becomes bright enough to bother you.</p><p>Last week, I had a chance to meet with Kopin executives, try some headsets with their existing microdisplays inside and view a video which shows how NeuralDisplay works. That video is embedded below.</p><p><br></p><div class="youtube-video" data-nosnippet ><div class="video-aspect-box"><iframe data-lazy-priority="low" data-lazy-src="https://www.youtube-nocookie.com/embed/ipqm5IJNVSE" allowfullscreen></iframe></div></div><p>What you see in the video above is a Kopin engineer&apos;s eye being tracked as they play a game of Asteroids on a headset. The game itself isn&apos;t important; what is noteworthy are the green circle around the pupil and the red dotted circle around the eyeball. </p><p>According to Kopin execs I met with, the eye tracking sensors live on the back of the display that the user is looking at — eliminating the need for separate eye-trackers, which use more power and have a longer latency period communicating their findings back to the device. Here, the software looks at the size and rate of change of the pupil and automatically dials the screen brightness and contrast up or down, in less than half of a millisecond (500 microseconds) — so fast that the user won&apos;t even detect the change.</p><p>Unfortunately, the company doesn&apos;t have a NeuralDisplay headset that&apos;s ready for demos just yet, but executives promised we would be able to see one in just a few months. </p><p>Kopin CEO Michael Murray told us that his impetus for developing NeuralDisplay came when he met with the air force and found out that some pilots were having trouble keeping their headsets on during battle due to changes in perceived brightness. Pilots would see the enemy, have their pupils enlarge and then pop their expensive headsets off (rather than taking time to manually adjust the brightness).</p><p>Murray also said that content providers had studied movie viewing on Apple&apos;s Vision Pro headset and found that a high percentage abandoned watching movies before finishing them because of the same problem with pupils enlarging and the images seeming brighter.</p><p>While NeuralDisplay is most likely to find its way into military and medical applications first, there&apos;s no doubt that it could make a huge difference in consumer HUD adoption. By building the eye tracking into the microdisplay, headsets can be thinner, lighter and more power efficient, while also helping consumers avoid HUD fatigue. </p><p>While I was at a Kopin demo suite in New York, I also had the chance to see some of the company&apos;s current products in action. The company makes a wide variety of microdisplays with resolutions ranging from VGA all the way up to 2.6K per eye or higher. </p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1620px;"><p class="vanilla-image-block" style="padding-top:56.23%;"><img id="FKoTXKdhe8NKmLkwy6fgAm" name="1721856198.jpg" alt="Kopin Microdisplays" src="https://cdn.mos.cms.futurecdn.net/FKoTXKdhe8NKmLkwy6fgAm.jpg" mos="" align="middle" fullscreen="1" width="1620" height="911" attribution="" endorsement="" class="expandable"><a href='https://cdn.mos.cms.futurecdn.net/FKoTXKdhe8NKmLkwy6fgAm.jpg' target='_blank' class='expand-button icon-expand-image icon' ></a></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Tom's Hardware)</span></figcaption></figure><p>While I was there, I tried on a medical headset with 1080p displays that showed a close-up image of a brain surgery. The idea behind the headset is that a surgeon could get a very close look at the brain without craning their neck to look down into the skull cavity. Also, if a robot arm was available, the surgeon could perform the surgery without even being in the same room as the patient.</p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1620px;"><p class="vanilla-image-block" style="padding-top:56.23%;"><img id="8W7j9fzQuaTW26c7parAhN" name="1721856415.jpg" alt="Kopin Surgical HUD" src="https://cdn.mos.cms.futurecdn.net/8W7j9fzQuaTW26c7parAhN.jpg" mos="" align="middle" fullscreen="1" width="1620" height="911" attribution="" endorsement="" class="expandable"><a href='https://cdn.mos.cms.futurecdn.net/8W7j9fzQuaTW26c7parAhN.jpg' target='_blank' class='expand-button icon-expand-image icon' ></a></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Tom's Hardware)</span></figcaption></figure><p>I also got to try on some military HUDs. One of them showed way finder and enemy location information as part of an eye piece, while another inserted that same information on top of night-vision goggles.</p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1620px;"><p class="vanilla-image-block" style="padding-top:56.23%;"><img id="pgwzjFQT8fCHW7foyy8VWn" name="1721856640.jpg" alt="Kopin Nightwave HUD for nightvision goggles" src="https://cdn.mos.cms.futurecdn.net/pgwzjFQT8fCHW7foyy8VWn.jpg" mos="" align="middle" fullscreen="" width="1620" height="911" attribution="" endorsement="" class=""></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Tom's Hardware)</span></figcaption></figure><p>The key to all of these screens, Kopin execs said, is that they allow soldiers and medical professionals to get the extra information they need to succeed, <em>without </em>having to take off the headset. Adding NeuralDisplay will undoubtedly allow all users — even consumers, eventually — to wear HUDs for longer periods of time and with fewer annoyances.</p>
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                                                            <title><![CDATA[ Apple announces visionOS 2 supporting Dual 4K resolution with Mac Virtual Display, Vision Pro sales go global June 28  ]]></title>
                                                                                                                                                                                                <link>https://www.tomshardware.com/virtual-reality/apple-announces-visionos-2-supporting-dual-4k-resolution-with-mac-virtual-display-vision-pro-sales-go-global-june-28</link>
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                            <![CDATA[ Apple adds some useful features to Vision Pro, including a new train mode and higher display resolutions when using the Mac Virtual Display ]]>
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                                                                        <pubDate>Mon, 10 Jun 2024 18:03:28 +0000</pubDate>                                                                                                                                <updated>Wed, 09 Apr 2025 12:57:27 +0000</updated>
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                                                                                                <author><![CDATA[ brandon.hill@futurenet.com (Brandon Hill) ]]></author>                    <dc:creator><![CDATA[ Brandon Hill ]]></dc:creator>                                                                                    <dc:source><![CDATA[ https://cdn.mos.cms.futurecdn.net/yHeufe7JcvuJBhYPkSexNf.jpg ]]></dc:source>
                                                                <dc:description><![CDATA[ &lt;p&gt;Brandon&amp;nbsp;has been tinkering with PCs since childhood and received his first &quot;real&quot; PC, an IBM Aptiva 310, in the mid-1990s. He next went on to build his first custom PC with an Intel Celeron 300A processor overclocked to 450MHz on an Abit BH6 motherboard.&amp;nbsp;Brandon&amp;nbsp;has written about PC and Mac tech since the late 1990s, first at AnandTech before moving to DailyTech and later to Hot Hardware. When&amp;nbsp;Brandon&amp;nbsp;is not consuming copious amounts of tech news, he can be found enjoying the NC mountains or the beach with his wife and two sons.&lt;/p&gt; ]]></dc:description>
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                                <p>It&apos;s been a year since Apple first announced the Vision Pro, which is powered by visionOS. So it should come as no surprise that Apple announced the logical follow-up today: visionOS 2. </p><p>The biggest news Apple wanted to present with visionOS 2 is an updated version of the Photos app. While the Vision Pro has always supported spatial video and photos captured with a supported device (i.e., an iPhone 15 Pro), you can now "spatialize" your existing 2D photos. This adds a new level of immersion that makes it seem as if your photos jump out of the screen. Canon will release a special spatial lens for its EOS R7 digital camera, which should help increase the amount of spatial multimedia consumed on Vision Pro. </p><p>SharePlay is also now available with the Photos app, meaning that other Vision Pro users can experience your Photos library, complete with their creepy Spatial Persona appearing in the room with you in real time. Apple also announced that spatial videos are now editable with Final Cut Pro and will be viewable with a new dedicated Vimeo app for Vision Pro. </p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1280px;"><p class="vanilla-image-block" style="padding-top:56.09%;"><img id="4u36JdS9ophKKpsYNpPaXY" name="visionos_2.jpg" alt="Apple Vision Pro" src="https://cdn.mos.cms.futurecdn.net/4u36JdS9ophKKpsYNpPaXY.jpg" mos="" align="middle" fullscreen="" width="1280" height="718" attribution="" endorsement="" class=""></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Tom's Hardware)</span></figcaption></figure><p>One significant addition is to the Mac Virtual Display mode. This mode allows you to use your Vision Pro as a virtual monitor for your Mac. Apple says that it will now support higher resolutions, including support for ultrawide resolutions, up to Dual 4K (7680 x 2160)</p><p>Travel mode now adds support for trains, which joins existing support for airplanes, and mouse support is coming to the Vision Pro, which can be helpful in the Mac Virtual Display mode.</p><p>Since it launched in February, the Vision Pro has only been available in the United States. However, that changes on June 28th, when the headset launches in China, Japan and Singapore. Then, on July 12th, sales will commence in Australia, Canada, France, Germany and the United Kingdom.</p>
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                                                            <title><![CDATA[ VR 'inception' attacks exploit developer mode loophole and VR's dreamlike unreality to manipulate what you see, steal real personal data ]]></title>
                                                                                                                                                                                                <link>https://www.tomshardware.com/virtual-reality/vr-inception-attacks-exploit-developer-mode-loophole-and-vrs-dreamlike-unreality-to-manipulate-what-you-see-steal-real-personal-data</link>
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                            <![CDATA[ Researchers unveiled and demonstrated "Inception attacks", most likely named for the Nolan thriller themed around infiltrating dreams, on March 8th, 2024. ]]>
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                                                                        <pubDate>Thu, 21 Mar 2024 17:07:29 +0000</pubDate>                                                                                                                                                                                                                                <category><![CDATA[Virtual Reality]]></category>
                                                                                                                    <dc:creator><![CDATA[ Christopher Harper ]]></dc:creator>                                                                                    <dc:source><![CDATA[ https://cdn.mos.cms.futurecdn.net/qS2hbWnXwNUSmgyAHBQqKB.jpg ]]></dc:source>
                                                                <dc:description><![CDATA[ &lt;p&gt;Christopher Harper has been a successful freelance tech writer specializing in PC hardware and gaming since 2015, and ghostwrote&amp;nbsp;for various B2B clients in High School before that. Outside of work, Christopher is best known to friends and rivals as an active competitive player in various eSports (particularly fighting games and arena shooters) and a purveyor of music ranging from Jimi Hendrix to Killer Mike to the&amp;nbsp;Sonic Adventure 2&amp;nbsp;soundtrack.&lt;br&gt;
&lt;/p&gt; ]]></dc:description>
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                                                                                                                                                                        <media:description><![CDATA[&quot;All but 1 user attributed it to imperfections in the VR platform&quot;]]></media:description>                                                            <media:text><![CDATA[&quot;All but 1 user attributed it to imperfections in the VR platform&quot;]]></media:text>
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                                <p>VR headsets are meant to bring us closer than ever to the immersive technology promised by sci-fi classics like Neal Stephenson&apos;s <em>Snow Crash</em> <em>(1992)</em> and its actually-cool Metaverse—but now, researchers have demonstrated VR hijacking attacks closer to sci-fi espionage a la <em>Inception</em> <em>(2010)</em> [h/t <a href="https://www.hackster.io/news/researchers-demonstrate-inception-attacks-against-virtual-reality-users-58be037e14a9"><em>Hackster</em></a>].</p><p>However, the naming of these VR cyber attacks as either "immersive hijacking" or "Inception attacks" still shouldn&apos;t inspire confidence. Fortunately, the researchers debuting and disclosing these concepts in their Cornell University paper (<em>"</em><a href="https://arxiv.org/abs/2403.05721"><em>Inception Attacks: Immersive Hijacking in Virtual Reality Systems</em></a><em>"</em>) also describe "potential inception defenses", and for now the attack is at least limited to Meta Quest VR headsets.</p><p>"Immersive hijacking" works by using a so-called "inception VR layer" between the user and a regular-looking version of their operating system, an attacker can intercept and control all the user&apos;s interactions with internal applications, external servers, and so on.</p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:874px;"><p class="vanilla-image-block" style="padding-top:56.18%;"><img id="u3bHbfNU3qsHxuRHbjFyb" name="vr inception graphic yang et al.jpg" alt="A visualization of the "VR Inception attack" in action" src="https://cdn.mos.cms.futurecdn.net/u3bHbfNU3qsHxuRHbjFyb.jpg" mos="" align="middle" fullscreen="" width="874" height="491" attribution="" endorsement="" class=""></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="caption-text">A visualization of the "VR Inception attack" in action </span><span class="credit" itemprop="copyrightHolder">(Image credit: Zhuolin Yang and other researchers (via Hackster))</span></figcaption></figure><p>The attack is fairly all-encompassing, but let&apos;s narrow it down to the attack vectors covered. First, it seems that proper attacks weren&apos;t tested on the 27 volunteers studied, only their ability to notice when a hijacking happened during an otherwise normal session of <em>Beat Saber</em>. The only visual tell was home screen flickering prior to play, and all but one of the ten people who noticed it attributed it to an innocuous system glitch.</p><p>Additionally, malicious VRChat clones were present on the devices. According to Heather Zheng, professor at University of Chicago and leader of the research speaking to <a href="https://www.technologyreview.com/2024/03/11/1089686/hack-vr-headsets-inception/"><em>MIT Technology Review</em></a>, "Generative AI could make this threat even worse because it allows anyone to instantaneously clone people&apos;s voices and generate visual deepfakes."</p><p>Most ominously, a cloned browser also demonstrated the ability to completely hijack a web banking session. This included changing the balances the user could see, and even actively changing the amounts sent by the end user, completely stripping away their control of the online banking process in such a way that someone affected could be bankrupted without even knowing it.</p><p>It goes to show that as VR continues to evolve, cybersecurity measures will need to evolve with it. More technically-immersive and safer aren&apos;t necessarily the same thing.</p>
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                                                            <title><![CDATA[ $10,000 for a $3,500 Apple Vision Pro? Scalpers mark up Apple's headset, despite the fact that it's still in stock ]]></title>
                                                                                                                                                                                                <link>https://www.tomshardware.com/virtual-reality/apple-vision-pro-scalper-ebay-facebook-marketplace</link>
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                            <![CDATA[ Scalpers have taken to eBay and Facebook Marketplace with Apple Vision Pro, some asking for sky-high premiums. Most may lose money, and it's not the best way to buy. ]]>
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                                                                        <pubDate>Mon, 05 Feb 2024 21:28:30 +0000</pubDate>                                                                                                                                <updated>Tue, 06 Feb 2024 14:38:10 +0000</updated>
                                                                                                                                            <category><![CDATA[Virtual Reality]]></category>
                                                                                                                    <dc:creator><![CDATA[ Andrew E. Freedman ]]></dc:creator>                                                                                    <dc:source><![CDATA[ https://cdn.mos.cms.futurecdn.net/MTveuGNKPqpzrLttEA9ebb.jpg ]]></dc:source>
                                                                <dc:description><![CDATA[ &lt;p&gt;Andrew oversees laptop and desktop coverage and keeps up with the latest news in tech and gaming. His work has been published in Kotaku, PCMag, Complex, Tom’s Guide and Laptop Mag, among others. He fondly remembers his first computer: a Gateway that still lives in a spare room in his parents&#039; home, albeit without an internet connection. When he’s not writing about tech, you can find him playing video games, checking social media and waiting for the next Marvel movie. Follow him on Threads &lt;a href=&quot;https://www.threads.net/@freedmanae&quot;&gt;@FreedmanAE&lt;/a&gt; and BlueSky &lt;a href=&quot;https://bsky.app/profile/andrewfreedman.net&quot;&gt;@andrewfreedman.net&lt;/a&gt;.&lt;a href=&quot;https://bsky.app/profile/andrewfreedman.net&quot;&gt; &lt;/a&gt;You can send him tips on Signal: andrewfreedman.01&lt;/p&gt; ]]></dc:description>
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                                                                                                                                                                                                                                    <media:description><![CDATA[Vision Pro lying on a bed of money]]></media:description>                                                            <media:text><![CDATA[Vision Pro lying on a bed of money]]></media:text>
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                                <p>When Apple Vision Pro launched late last week, there were two main topics of conversation. The first is all of the things it can do and how well it can do them. The other is the price: it starts at $3,499 with 256GB of storage and goes up from there.<br><br>That&apos;s a lot of money, but there&apos;s actually someone trying to charge more than Apple: scalpers. They&apos;re often trying to start around $4,000, with some <a href="https://www.ebay.com/itm/166581885222?hash=item26c90dd926:g:J2AAAOSw5mZlvyA5"><u>asking for as much as $10,000</u></a> in an attempt to make extra cash.<br><br>Scalpers have unfortunately become a fixture of major technology launches. Remember the PlayStation 5 shortages that started in 2020? Those didn&apos;t resolve until <a href="https://www.bbc.com/news/technology-67226385"><u>just last year</u></a>. Or what about graphics cards during the early pandemic? Those all went on third-party marketplaces as scalpers and the bots they employ have served as unwanted middlemen for financial gain.<br><br>But with Vision Pro, that doesn&apos;t seem to be working. When I went to my local Apple Store on the evening of the launch for the demo experience, the specialist who gave me the demo told me that if I wanted the 512GB or 1TB models, I could get one immediately. That was right before the store closed.<br><br>As I write this, I could get a 256GB model from Apple and pick it up tomorrow at a store near my office or the one closest to my home. Others are available this week. Shipping might take a bit more time, as it would arrive closer to the end of the month.<br><br>And yet, scalpers are taking to eBay for a premium. Why would you do that when you could get it from the manufacturer?</p><p>"Well, that&apos;s the beauty of open markets and speculation," Ramon T. Llamas, a research director with the analysis firm IDC’s devices and displays team, told Tom’s Hardware.<br><br>But the Vision Pro market is a bit different than recent tech scalping. For starters, Llamas points out, a lot of people are still trying to figure out what they&apos;re going to use a Vision Pro for. The PlayStation 5 has a very defined use case, which is part of why it was so in demand. Others may be waiting for later generations of the product and let early adopters work out the kinks. </p><p>"It&apos;s easy to see there is some interest out there for this device, but when you&apos;re competing against the supplier itself, Apple, with a very fixed price and everything — a very public price — and… ample supply on hand, you&apos;re going to dive into some limitations," Llamas said.<br><br>Which is to say, when I open eBay and Facebook Marketplace, I&apos;m seeing a lot of listings.</p><figure role="gallery"><figure><img src="https://cdn.mos.cms.futurecdn.net/cqvBdaBbomaw5ciPMLkuS6.png" alt="Visoin Pro listing on eBay" /><figcaption><small role="credit">eBay</small></figcaption></figure><figure><img src="https://cdn.mos.cms.futurecdn.net/pT3PzYUJYq4EWRK6hpMRx6.png" alt="Visoin Pro listing on eBay" /><figcaption><small role="credit">eBay</small></figcaption></figure></figure><p>This is compounded in difficulty by the degree of customization involved in buying a Vision Pro. It requires two scans from an iPhone or iPad with Apple&apos;s Face ID. These measurements decide which size straps should come in the box, as well as which size light shield will fit your face.<br></p><h2 id="what-sellers-are-saying">What sellers are saying</h2><p>Some sellers list the size they bought (presumably, revealing the size of their noggin in the process); in other cases, you may go in blind on the sizing. As long as there&apos;s stock in an Apple Store near you, it makes far more sense, for $3,499.99, to go get it fitted to your own head. The idea that someone would want to buy an ill-fitting Vision Pro for more money doesn&apos;t make much sense, especially because they might end up going to Apple anyway and shelling out $199 for a new light seal and cushions or $99 for a new headband.</p><p>There is a case, however, in which scalpers&apos; fortunes may change. While Llamas said it wasn&apos;t a prediction, he suggested a hypothetical: what if sometime this year, stock dries up?</p><p>"That&apos;s when you have all those eBayers and Facebook Marketplacers coming out and saying &apos;hey, we got it for you in case you want it,&apos;" Llamas said.</p><p>Sellers I spoke to said they had their reasons. One seller on Facebook Marketplace, for instance, said they originally bought two units and then couldn&apos;t find out a use for the extra pair. <br><br>"I am selling these a[t] the same price as Apple so that if someone is interested they can test it out and purchase it without having to wait for shipping,” they said.  (Their price included taxes, which might change based on where you live). They said they didn&apos;t have any serious interest yet, though they said the listing had over 1,000 views.<br><br>Another Facebook seller trying to sell the 1TB model for $4,999, which is $1,100 more than the MSRP for 1TB, told me that they hope to use the proceeds to help pay for a prep course to help get a job following a layoff last summer. <br><br>"So if I can sell this at what I see is a fair markup (if you can’t wait for Apple to restock), I’ll use that to pay for my prep course," they said. But they also admitted they didn&apos;t really need the money. <br><br>"I’ll be honest I don’t NEED to do this to take the course but I’m just trying to be financially responsible," the second seller said. "Part of me knew I wouldn’t be keeping the headset when I preordered it. Wishful thinking I guess." As of our talk, the seller said they had settled with a buyer at $4,800 but hadn&apos;t finalized a local meetup.</p><p>Sellers may not be in danger of losing their investment if they don&apos;t sell, however. Apple has a <a href="https://www.apple.com/legal/sales-support/sales-policies/retail_us.html"><u>14-day standard return policy</u></a> as long as you have. If people who attempted to resell Apple Vision Pro at a profit don&apos;t make a sale, they could potentially get their money back. Both sellers I spoke to said that if they couldn&apos;t sell, they would send their headsets back to Apple. One already printed the return label.</p><h2 id="if-not-now-maybe-later">If not now, maybe later?</h2><p>There is one group that may be eyeing these listings now. The Apple Vision Pro is available only in the United States. While Apple has said that it will bring the Vision Pro to more countries this year, some enthusiasts could potentially be willing to pay top dollar to import one. (There have been tales of people flying to the US to buy them and bring them back home.)<br></p><p>Alternatively, Llamas suggested that because sealed Apple products go for a lot of money on the auction block, some people may be hoarding them as collectors items. However, those aren&apos;t there <em>now</em>. Well, maybe with the exception of <a href="https://www.ebay.com/itm/395177217269?hash=item5c0265ccf5:g:LUUAAOSw8e9lvUAP"><u>this listing</u></a>, which claims to be signed directly by Apple CEO Tim Cook on launch day at the company&apos;s flagship Fifth Avenue store in New York City. (As of this writing, there are no bids – the seller would like $28,000).</p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1674px;"><p class="vanilla-image-block" style="padding-top:43.25%;"><img id="fYkPdHRysH3y5cdNrNBJh6" name="Screenshot 2024-02-05 at 1.46.13 PM.png" alt="Visoin Pro listing on eBay" src="https://cdn.mos.cms.futurecdn.net/fYkPdHRysH3y5cdNrNBJh6.png" mos="" align="middle" fullscreen="" width="1674" height="724" attribution="" endorsement="" class=""></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: eBay)</span></figcaption></figure><p>Apple didn&apos;t respond to a request for comment. We&apos;ll update if we hear back.<br></p><p>But as it stands now, the Apple Vision Pro scalping market is not the place you want to be. This is how it should be; you should be able to buy tech directly from the store without someone else making money off of it.<br><br>Yet clearly, people are going to try. But the rules for beating scalpers are the same. Use patience, buy direct. But in the case of the Apple Vision Pro, those rules are so easy to follow there really is zero reason to go through a scalper right now, unless you&apos;re willing to pay extra for a local pickup outside of Starbucks.</p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1196px;"><p class="vanilla-image-block" style="padding-top:44.40%;"><img id="5NtedJmvSqUSVXeAUdyYA6" name="Screenshot 2024-02-05 at 3.44.45 PM.png" alt="Visoin Pro listing on eBay" src="https://cdn.mos.cms.futurecdn.net/5NtedJmvSqUSVXeAUdyYA6.png" mos="" align="middle" fullscreen="" width="1196" height="531" attribution="" endorsement="" class=""></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: eBay)</span></figcaption></figure><p>Maybe it would be easier to <a href="https://www.ebay.com/itm/176222719240"><u>get one with googly eyes for $499 on eBay instead</u></a>.</p>
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                                                            <title><![CDATA[ Gamer hacks Palworld onto Apple Vision Pro, plays game on 300-inch virtual screen — makes 115-inch 4K projector look puny ]]></title>
                                                                                                                                                                                                <link>https://www.tomshardware.com/virtual-reality/gamer-hacks-palworld-onto-apple-vision-pro-plays-game-on-300-inch-virtual-screen-makes-115-inch-4k-projector-look-puny</link>
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                            <![CDATA[ An AI evangelist has been quick to illustrate the gaming potential of Apple’s newly released Vision Pro headset by hacking Palworld onto the device and gplaying on a 300-inch virtual screen. ]]>
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                                                                        <pubDate>Sun, 04 Feb 2024 15:55:24 +0000</pubDate>                                                                                                                                <updated>Sun, 04 Feb 2024 15:56:39 +0000</updated>
                                                                                                                                            <category><![CDATA[Virtual Reality]]></category>
                                                                                                                    <dc:creator><![CDATA[ Mark Tyson ]]></dc:creator>                                                                                    <dc:source><![CDATA[ https://cdn.mos.cms.futurecdn.net/56vqMYLDaKRHPhHZgbADFR.jpg ]]></dc:source>
                                                                <dc:description><![CDATA[ &lt;p&gt;Mark&#039;s enthusiasm for computers dampened at an early age by the rubber-keyed Sinclair Spectrum 48K and feelings of Commodore 64 envy. However, in the mid-80s, hope in a digital future was rekindled by the purchase of an Atari 520 STe. Since that time Mark has used a multitude of computers for fun and professional endeavors. He often owned both Macs and PCs but went cold on the former after OS9 was killed off, and warmed to the latter with the introduction of Windows XP.&lt;br&gt;
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Early work years were spent in artwork and reprographics but in the late noughties, Mark started to blog about computers, Taiwanese food culture, and guitar design. This activity led to a full-time position writing about breaking PC tech news for HEXUS, for the best part of a decade. When HEXUS was abruptly closed, Mark helped with the foundation of Club386, before finding a new home at Tom&#039;s Hardware.&lt;br&gt;
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When not wearing through the keycap legends on his PC keyboards, Mark can be found wandering the computer malls of Taiwan&#039;s neon-lit conurbations and enjoying local and international cuisine.&lt;/p&gt; ]]></dc:description>
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                                <p>An AI evangelist has been quick to illustrate the gaming potential of Apple’s newly released <a href="https://www.tomshardware.com/virtual-reality/apple-vision-pro-february-2-release-date">Vision Pro headset</a>. Alex Volkov <a href="https://twitter.com/altryne/status/1753649516341817805">rhetorically asked</a> his Twitter / X followers “Who said Vision Pro is not a gaming device?” Then he demonstrated gaming in <a href="https://www.tomshardware.com/video-games/pc-gaming/pokemon-with-guns-game-palworld-sells-5-million-copies-tops-steam-most-played-in-a-single-weekend">Palworld</a> using his $3,500 device, <a href="https://www.tomshardware.com/news/valve-apple-work-steam-link-ios,37308.html">Steam Link</a>, and <a href="https://www.tomshardware.com/how-to/connect-ps5-controller-to-pc">Bluetooth controller</a>. In a follow-up video, Volkov contrasted the gaming experience offered by Apple’s latest consumer tech venture to the modern 115-inch gaming projector in his den. He indicated that the Apple headset was far superior, making the projector experience feel puny.</p><div class="see-more see-more--clipped"><blockquote class="twitter-tweet hawk-ignore" data-lang="en"><p lang="en" dir="ltr">? Who said Vision Pro is not a gaming device? This is my set up to play PalWorld via Steam Link with a Bluetooth controller on the huge vision, pro screen on top of my kitchen sink?! pic.twitter.com/LsmvxkyUcy<a href="https://twitter.com/altryne/status/1753649516341817805">February 3, 2024</a></p></blockquote><div class="see-more__filter"></div></div><p><em>Click &apos;See more&apos; to watch the Twitter video</em></p><p>Apple Vision Pro users interested in gaming are steered by Apple towards its Apple Arcade. There are over 250 titles available via that portal according to Apple, but a quick look through the list of ‘experiences’ reveals a significant crop of what we might call repurposed mobile games. Titles like Fruit Ninja, Cut the Rope, and Jetpack Joyride are hardly ground-breaking however many dimensions you might try and add to them.</p><p>Enter Alex Volkov, the self-professed AI Evangelist who decided to enjoy some <a href="https://www.tomshardware.com/best-picks/best-pc-builds-gaming">PC gaming</a> on the Vision Pro. His setup included the expensive new Apple gizmo, a Microsoft Xbox wireless controller (paired via Bluetooth), and a gaming PC with TeamViewer, the TeamViewer iPad app, and Steam Link.</p><p>After apparently being surprised that this elaborate jigsaw of tech hardware and software worked together, an overjoyed Volkov got (somewhat controversial) game of the moment Palworld to fire up. The AI evangelist quickly followed up with another video, as the first one didn’t show much of the actual gameplay experience.</p><div class="see-more see-more--clipped"><blockquote class="twitter-tweet hawk-ignore" data-lang="en"><p lang="en" dir="ltr">Why would somebody do this? Why would somebody game over streaming inside Vision Pro and not on their 115 inch projector 4K HDR screen??Well, here’s a few reasons for you , here is an actual example of a Vision Pro screen over laid on top of an actual projector screen and you… https://t.co/hTFhACKYQP pic.twitter.com/E12fkLGoSF<a href="https://twitter.com/altryne/status/1753656847674855793">February 3, 2024</a></p></blockquote><div class="see-more__filter"></div></div><p><em>Click &apos;See more&apos; to watch the Twitter video</em></p><p>In the <a href="https://twitter.com/altryne/status/1753656847674855793">second video</a> shared by Volkov, he made it his mission to boast of the fun to be had gaming on Apple’s Vision Pro. One of the biggest attractions, he indicated, was the huge virtual screens you could create in the Apple VR environment. Volkov is lucky enough to have a 115-inch gaming projector in his basement den. However, he walked down to the room to show a direct comparison between the projector and the virtual display. Apple’s game world viewing experience was far richer.</p><p>The virtual Apple display was a cinch to expand to up to 3x what Volkov could enjoy using his projector. Moreover, the AI evangelist flanked his game with a large Twitter feed and could have added even more multitasking apps. Lastly, the image quality was a noticeable improvement on the projector experience, and the latency was minimal (we think the gaming PC was in the same room).</p>
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                                                            <title><![CDATA[ Apple Vision Pro goes up to 1TB, uses M2 chip with 10-core GPU ]]></title>
                                                                                                                                                                                                <link>https://www.tomshardware.com/null/apple-vision-pro-goes-up-to-1tb-uses-m2-chip-with-10-core-gpu</link>
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                            <![CDATA[ Apple Vision Pro goes up to 1TB of storage and uses an M2 processor with a 10-core GPU. ]]>
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                                                                        <pubDate>Fri, 19 Jan 2024 15:22:07 +0000</pubDate>                                                                                                                                <updated>Fri, 19 Jan 2024 16:48:06 +0000</updated>
                                                                                                                                            <category><![CDATA[Virtual Reality]]></category>
                                                                                                                    <dc:creator><![CDATA[ Andrew E. Freedman ]]></dc:creator>                                                                                    <dc:source><![CDATA[ https://cdn.mos.cms.futurecdn.net/MTveuGNKPqpzrLttEA9ebb.jpg ]]></dc:source>
                                                                <dc:description><![CDATA[ &lt;p&gt;Andrew oversees laptop and desktop coverage and keeps up with the latest news in tech and gaming. His work has been published in Kotaku, PCMag, Complex, Tom’s Guide and Laptop Mag, among others. He fondly remembers his first computer: a Gateway that still lives in a spare room in his parents&#039; home, albeit without an internet connection. When he’s not writing about tech, you can find him playing video games, checking social media and waiting for the next Marvel movie. Follow him on Threads &lt;a href=&quot;https://www.threads.net/@freedmanae&quot;&gt;@FreedmanAE&lt;/a&gt; and BlueSky &lt;a href=&quot;https://bsky.app/profile/andrewfreedman.net&quot;&gt;@andrewfreedman.net&lt;/a&gt;.&lt;a href=&quot;https://bsky.app/profile/andrewfreedman.net&quot;&gt; &lt;/a&gt;You can send him tips on Signal: andrewfreedman.01&lt;/p&gt; ]]></dc:description>
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                                <p>Apple&apos;s foray into spatial computing, the Vision Pro, <a href="https://www.apple.com/shop/buy-vision/apple-vision-pro">went up for pre-orders</a> this morning. That also means the company <a href="https://www.apple.com/apple-vision-pro/specs/">published a page</a> in the Apple Store revealing some last-minute specs.<br><br>We&apos;ve known since WWDC 2023 that Apple is using an M2 processor alongside a new R1 chip designed to run cameras, sensors, and microphones. We now know that the M2 chip has 8 CPU cores and 10 GPU cores, which is the highest grade of that SoC. (The entry-level <a href="https://www.tomshardware.com/reviews/apple-macbook-air-m2-2022">13-inch MacBook Airs</a> use an 8-core GPU.)<br><br>When Apple announced the February 2 release date, we knew that the $3,499 starting price was for 256GB of storage. Pre-orders also include a 512GB version for $3,699 or a 1TB option for $3,899.<br><br>AppleCare+ is $499 for two years or $24.99 per month ongoing and includes repairs for accidental damage and a replacement service that will ship you a new headset so you don&apos;t have to wait to repair your existing one.</p><p>The Vision Pro isn&apos;t designed for glasses. Zeiss Optical inserts will cost $99 for readers or $149 to add your prescription. Apple will also sell additional accessories, including a $199 hard travel case, $199 extra batteries, $199 light seals, additional headbands ($99 each for dual loop or solo knit), and $29 light seal cushions.<br><br>You&apos;ll get plenty of accessories in the box, including a cover for the front screen, the solo knit and dual loop bands, a polishing cloth, a battery, a light seal cushion, and a 30W power adapter.</p><p>Over the last week, selected journalists, YouTubers, and influencers have gotten last-minute controlled hands-on, many of which highlighted excellent image quality, eye tracking, and hand-tracking, though some complained about the weight. Now, we know that that&apos;s between 21.2 - 22.9 ounces (600 - 650 grams) depending on the light seal and head band you use. The battery, which connects via a cable, is 353 grams.<br><br>Ship times have slipped into March for all three configurations, though you may have better luck if your local store will have stock on launch day. Apple has said that stores will be offering try-ons beginning on launch day but has not provided more information on how to sign up.</p><p>Pre-orders require an iPad or iPhone with Face ID, which will scan your head to obtain sizing for the headband and light seals. If you go from a web browser, you&apos;ll be directed to one of those devices.</p>
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                                                            <title><![CDATA[ Apple Vision Pro will launch in February — $3,499 for 256GB storage ]]></title>
                                                                                                                                                                                                <link>https://www.tomshardware.com/virtual-reality/apple-vision-pro-february-2-release-date</link>
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                            <![CDATA[ Apple will launch the Vision Pro mixed reality headset on February 2. ]]>
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                                                                        <pubDate>Mon, 08 Jan 2024 14:54:08 +0000</pubDate>                                                                                                                                <updated>Mon, 08 Jan 2024 16:25:33 +0000</updated>
                                                                                                                                            <category><![CDATA[Virtual Reality]]></category>
                                                                                                                    <dc:creator><![CDATA[ Andrew E. Freedman ]]></dc:creator>                                                                                    <dc:source><![CDATA[ https://cdn.mos.cms.futurecdn.net/MTveuGNKPqpzrLttEA9ebb.jpg ]]></dc:source>
                                                                <dc:description><![CDATA[ &lt;p&gt;Andrew oversees laptop and desktop coverage and keeps up with the latest news in tech and gaming. His work has been published in Kotaku, PCMag, Complex, Tom’s Guide and Laptop Mag, among others. He fondly remembers his first computer: a Gateway that still lives in a spare room in his parents&#039; home, albeit without an internet connection. When he’s not writing about tech, you can find him playing video games, checking social media and waiting for the next Marvel movie. Follow him on Threads &lt;a href=&quot;https://www.threads.net/@freedmanae&quot;&gt;@FreedmanAE&lt;/a&gt; and BlueSky &lt;a href=&quot;https://bsky.app/profile/andrewfreedman.net&quot;&gt;@andrewfreedman.net&lt;/a&gt;.&lt;a href=&quot;https://bsky.app/profile/andrewfreedman.net&quot;&gt; &lt;/a&gt;You can send him tips on Signal: andrewfreedman.01&lt;/p&gt; ]]></dc:description>
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                                <p>The release date for <a href="https://www.tomshardware.com/news/apple-Vision-pro-ar-vr-headset-xros-price-specs-release-date">Apple&apos;s Vision Pro</a> is finally in our sights. The <a href="https://www.apple.com/newsroom/2024/01/apple-vision-pro-available-in-the-us-on-february-2/">company announced</a> that the headset will launch on February 2 in the U.S., with pre-orders opening on January 19 at 5 a.m. PST / 8 a.m. EST.</p><p>Vision Pro, which Apple announced at WWDC in June, will start at $3,499 with 256GB of storage and presumably go up from there. Zeiss Optical reader inserts will cost $99, while prescription inserts will run for an additional $149.<br><br>The headset will be sold at Apple Stores across the U.S. and on its website. Previously, there had been rumors you would have to buy in-store, but those don&apos;t seem to have come to fruition.<br><br>While we&apos;ve seen Apple use a single band that fits behind your head in images and videos, that will be just one option. "Apple Vision Pro comes with a Solo Knit Band and Dual Loop Band — giving users two options for the fit that works best for them." That suggests the other band goes both over and behind the head, which some early preview users had discussed but hasn&apos;t been pictured.<br><br>The package also features a protective cover for the front of the headset, a light seal with two cushions, a polishing cloth, an external battery, a USB Type-C charging cable, and a power adapter.</p><p><br></p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1960px;"><p class="vanilla-image-block" style="padding-top:56.22%;"><img id="icvaFihPX2cCT6wocyrqtY" name="image.jpg" alt="Apple Vision Pro" src="https://cdn.mos.cms.futurecdn.net/icvaFihPX2cCT6wocyrqtY.jpg" mos="" align="middle" fullscreen="" width="1960" height="1102" attribution="" endorsement="" class=""></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Apple)</span></figcaption></figure><p>Apple is using two chips to power the Vision Pro: its M2 processor for general computing and a new R1 chip that handles the data from a slew of sensors, microphones, and cameras. The two displays have a 4K micro-LED panel (one for each eye). Apple says its 23 million pixels are packed onto screens the "size of a postage stamp."</p><p>Apple has suggested that the Vision Pro could be used for general-purpose computing (including, in some instances, running a Mac screen on the Vision Pro) as well as for entertainment and gaming. It also showed plenty of apps like the ones you might see on a Mac, iPhone, or iPad and suggested developers can get their iOS and iPad OS apps running on visionOS without much optimization. That should, in theory, allow for plenty of apps out of the box when the headset launches. The Vision Pro has a Digital Crown, similar to the Apple Watch, that will let users move between AR and VR environments. We&apos;ve also heard about iPhone 15 Pro and Pro Max users being able to record 3D "spatial" videos and photos. I&apos;m curious to try that with my own phone. </p><p>This is Apple&apos;s biggest new product category in years. It&apos;s <a href="https://www.tomshardware.com/news/apple-vision-pro-pricey-dev-box">expensive and unlikely to be a volume seller</a> at first. But come February, we&apos;ll get a better look at Apple&apos;s plan for the future.</p>
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                                                            <title><![CDATA[ RayNeo Air 2 AR Glasses Review: Impressive Mini OLED Visuals Marred by Poor Audio and No-Frills Accessories ]]></title>
                                                                                                                                                                                                <link>https://www.tomshardware.com/virtual-reality/rayneo-air-2-ar-glasses-review</link>
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                            <![CDATA[ The RayNeo Air 2 goes toe-to-toe with the Xreal Air 2, but doesn’t quite have enough to beat it overall ]]>
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                                                                        <pubDate>Thu, 28 Dec 2023 13:00:42 +0000</pubDate>                                                                                                                                <updated>Thu, 26 Mar 2026 15:33:35 +0000</updated>
                                                                                                                                            <category><![CDATA[Virtual Reality]]></category>
                                                                                                <author><![CDATA[ brandon.hill@futurenet.com (Brandon Hill) ]]></author>                    <dc:creator><![CDATA[ Brandon Hill ]]></dc:creator>                                                                                    <dc:source><![CDATA[ https://cdn.mos.cms.futurecdn.net/yHeufe7JcvuJBhYPkSexNf.jpg ]]></dc:source>
                                                                <dc:description><![CDATA[ &lt;p&gt;Brandon&amp;nbsp;has been tinkering with PCs since childhood and received his first &quot;real&quot; PC, an IBM Aptiva 310, in the mid-1990s. He next went on to build his first custom PC with an Intel Celeron 300A processor overclocked to 450MHz on an Abit BH6 motherboard.&amp;nbsp;Brandon&amp;nbsp;has written about PC and Mac tech since the late 1990s, first at AnandTech before moving to DailyTech and later to Hot Hardware. When&amp;nbsp;Brandon&amp;nbsp;is not consuming copious amounts of tech news, he can be found enjoying the NC mountains or the beach with his wife and two sons.&lt;/p&gt; ]]></dc:description>
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                                                                                                                                                                                                                                    <media:description><![CDATA[RayNeo Air 2 AR Glasses]]></media:description>                                                            <media:text><![CDATA[RayNeo Air 2 AR Glasses]]></media:text>
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                                <p>We&apos;re starting to see more players enter the augmented reality (AR) glasses field, with the most recent being the Xreal Air 2. Now, I have a new entry to look at with the RayNeo Air 2. It looks very similar to the Xreal Air 2 and even follows the same naming convention, but how does it compare in the real world to that device, which is one of our favorite AR headsets?</p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1999px;"><p class="vanilla-image-block" style="padding-top:56.23%;"><img id="DPGh8a2qRagxWEiiWeTZST" name="image8.jpg" alt="RayNeo Air 2 AR Glasses" src="https://cdn.mos.cms.futurecdn.net/DPGh8a2qRagxWEiiWeTZST.jpg" mos="" align="middle" fullscreen="1" width="1999" height="1124" attribution="" endorsement="" class="expandable"><a href='https://cdn.mos.cms.futurecdn.net/DPGh8a2qRagxWEiiWeTZST.jpg' target='_blank' class='expand-button icon-expand-image icon' ></a></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Tom's Hardware)</span></figcaption></figure><h2 id="design-of-the-rayneo-air-2">Design of the RayNeo Air 2</h2><p>Much like the Xreal Air 2, the RayNeo Air 2 resembles a pair of beefy sunglasses. However, the RayNeo Air 2 has a sleeker, one-piece “frameless” design for the plastic lens. That lens is glued to the plastic frame, which houses all the essential components, including the dual Sony 120Hz Micro OLED displays. </p><p>The OLED displays are mounted high up in the frame and point downward onto the angled clear lens area, allowing you to see media content while still being able to see the world around you.</p><p>The left arm of the RayNeo Air 2 features a rocker switch for the volume, while the right arm has a rocker switch for adjusting the brightness of the Micro OLEDs. The right arm also has a USB-C port, which connects to your smartphone’s USB-C port. I should also note that both arms feature speakers, which RayNeo claims provide “Dynamic Stereo Sound” -- more on that later.</p><figure role="gallery"><figure><img src="https://cdn.mos.cms.futurecdn.net/8SmqmntSy2Go899b5LdzQS.jpg" alt="RayNeo Air 2 AR Glasses" /><figcaption><small role="credit">Tom's Hardware</small></figcaption></figure><figure><img src="https://cdn.mos.cms.futurecdn.net/8Ts6o2S9XRyGJeSnZeRRvR.jpg" alt="RayNeo Air 2 AR Glasses" /><figcaption><small role="credit">Tom's Hardware</small></figcaption></figure><figure><img src="https://cdn.mos.cms.futurecdn.net/WfEiBEf97S4nWnA7zmydfR.jpg" alt="RayNeo Air 2 AR Glasses" /><figcaption><small role="credit">Tom's Hardware</small></figcaption></figure><figure><img src="https://cdn.mos.cms.futurecdn.net/piQf9ZeRrMRzKMjHGxgCkS.jpg" alt="RayNeo Air 2 AR Glasses" /><figcaption><small role="credit">Tom's Hardware</small></figcaption></figure><figure><img src="https://cdn.mos.cms.futurecdn.net/Lje8oQVNogES68RBMYjUFT.jpg" alt="RayNeo Air 2 AR Glasses" /><figcaption><small role="credit">Tom's Hardware</small></figcaption></figure></figure><p>Unfortunately, there’s not enough adjustability. The Xreal Air 2 ships with four adjustable nose pad brackets to accommodate varying nose shapes and sizes. The RayNeo Air 2 ships with just one nose pad bracket. It is removable, so we assume that RayNeo will provide replacements (hopefully of different sizes) in the future. I had a hard time finding a comfortable fit with the default nose pad brackets, and had to slide the glasses further down on my nose to see the images output by the Micro OLEDs clearly.</p><p>RayNeo also doesn’t include a plastic light blocker with the Air 2, which can be used in brightly lit areas (which can cause the displayed image to fade). A small piece of plastic wouldn’t have added much to the cost of the glasses, so it’s another curious omission here. </p><p>Likewise, RayNeo only provides an oversized cloth bag to transport the Air 2 and its USB-C cable. On the other hand, the Xreal Air 2 ships with a hard case that protects the expensive hardware. This is even more concerning, given that there is no frame around the outer lenses, making them more susceptible to damage if dropped.</p><p>However, a frame for prescription lenses and a cleaning cloth are included in the box.</p><p>The RayNeo Air 2 weighs 76 grams, slightly heavier than the Xreal Air 2 at 72 grams.</p><p><br></p><h2 id="specifications-for-the-rayneo-air-2">Specifications for the RayNeo Air 2</h2><div ><table><tbody><tr><td class="firstcol " ><strong>Display</strong></td><td  >1920 x 1080 per eye</td></tr><tr><td class="firstcol " ><strong>Display Type</strong></td><td  >OLED</td></tr><tr><td class="firstcol " ><strong>Brightness</strong></td><td  >600 nits</td></tr><tr><td class="firstcol " ><strong>Field of View</strong></td><td  >46 degrees</td></tr><tr><td class="firstcol " ><strong>Degrees of Freedom</strong></td><td  >3 DoF</td></tr><tr><td class="firstcol " ><strong>Audio</strong></td><td  >Dual open-air speakers</td></tr><tr><td class="firstcol " ><strong>Connectivity</strong></td><td  >USB-C</td></tr><tr><td class="firstcol " ><strong>Weight</strong></td><td  >2.68 ounces (76 grams)</td></tr></tbody></table></div><h2 id="connecting-the-rayneo-air-2">Connecting the RayNeo Air 2</h2><p>I tested the RayNeo Air 2 with a MacBook Pro, a Windows 11-based desktop, an iPhone 15 Pro Max and an iPad Pro. They all worked without issue. With the iPhone and iPad, I was asked to confirm the RayNeo Air 2 as a trusted device and had to enter my PIN. After that, the home screen was displayed on the glasses.</p><p>With the MacBook Pro and the Windows 11 desktop, I plugged the RayNeo Air 2 into a free USB-C port and the glasses showed up as a second monitor (extended desktop).</p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1999px;"><p class="vanilla-image-block" style="padding-top:56.28%;"><img id="PaY6xFfGJ34Fptr2eVWP2T" name="image6.jpg" alt="RayNeo Air 2 AR Glasses" src="https://cdn.mos.cms.futurecdn.net/PaY6xFfGJ34Fptr2eVWP2T.jpg" mos="" align="middle" fullscreen="1" width="1999" height="1125" attribution="" endorsement="" class="expandable"><a href='https://cdn.mos.cms.futurecdn.net/PaY6xFfGJ34Fptr2eVWP2T.jpg' target='_blank' class='expand-button icon-expand-image icon' ></a></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Tom's Hardware)</span></figcaption></figure><p>RayNeo Air 2 AR glasses with MiraScreen adapter and a Lightning port-equipped Apple iPad</p><p>Connecting to an iPhone or iPad with a Lightning port is a bit more complicated (and expensive). You’ll need to purchase a separate MiraScreen adapter. You plug the Lightning end of a cable into your iPhone/iPad and the USB-C end into the MiraScreen adapter. Then, you plug your Air 2 glasses into the adapter. It’s a bulky necessity to connect to an older device, but it at least includes a 4,500 mAh battery bank to keep you juiced up for longer.</p><p>Unlike Xreal, RayNeo doesn’t provide an adapter for wireless connectivity with a smartphone, tablet, or computer.</p><h2 id="rayneo-air-2-hardware">RayNeo Air 2 Hardware</h2><p>The primary point of interaction with the RayNeo Air 2 is through the dual Sony-produced Mini OLED displays. Each display has a resolution of 1920 x 1080 and a refresh rate of up to 120 Hz. RayNeo says this arrangement is good enough to give you the impression that you’re viewing a 201-inch display.</p><p>RayNeo claims that the Mini OLED displays have a maximum brightness of up to 600 nits. That’s a 100-nit advantage over the Xreal Air 2, which was noticeable when wearing the glasses outside. The brighter display allowed me to see more of the displayed image and less of the background while outside.</p><p>However, my biggest issue with the RayNeo Air 2 is with the audio, which is subpar at best. The speakers were beyond horrible; at about mid-volume, the audio sounds muffled and distorted. There was also a hint of buzzing whenever music was playing, or people were talking in the media content I viewed.</p><p>It’s almost as if the various pieces of plastic making up the arms of the Air 2 were vibrating against each other, causing the grating distortion. The integrated speakers might work in a pinch, but I’d highly suggest using a pair of Bluetooth earbuds to avoid the disastrous audio system. I used Apple AirPods Pro and Beats Studio Buds without issue.</p><h2 id="using-the-rayneo-air-2">Using the RayNeo Air 2</h2><p>The first challenge with the RayNeo Air 2 was finding the right fit for my face. As I mentioned earlier, RayNeo doesn’t include multiple nose pad brackets in the package, making it harder for users to get the perfect fit for their faces. I could bend the metal bracket slightly, allowing the glasses to sit a little lower on my face to get a clear picture. However, if the glasses move ever so slightly, the image goes from crystal clear to blurry.</p><p>As with the Xreal Air 2 I tested, I tried our various streaming apps with RayNeo Air 2, including Disney Plus, Amazon Prime Video, and Sling TV. I spent an hour watching “Indiana Jones and the Last Crusade” on Sling TV (commercials and all), and watched about half of a family favorite in the Hill household: Arnold Schwarzenegger’s “Jingle All the Way.” Even in my brightly-lit home office, the image quality was outstanding and sharp from edge to edge.</p><p>I walked around my house without issue with the glasses on while playing videos. It’s probably not recommended, as you can easily get distracted with the content playing, but I didn’t have an issue. Just be careful, as the outer lenses are dark-tinted, just like sunglasses, so your outward visibility diminishes inside.</p><p>Surprisingly, the RayNeo Air 2 proved to be usable outside in mid-day sunlight. While the screen would nearly wash out completely when I was gazing toward the sky, the resulting image was perfectly serviceable if an object was in the direct line of sight (a house, trees, a fence, etc.). Since RayNeo doesn’t include a plastic light blocker in the box, there’s no way to minimize the amount of light coming through when outdoors (unless you want to affix your own homemade solution).</p><p>Using the RayNeo Air 2 in macOS and Windows 11 was a mostly pleasant experience. Text was legible, and enough of my peripheral vision was intact to see my keyboard and mouse as I typed and navigated around each operating system’s user interface. I spent about an hour using the Air 2 in macOS and an hour in Windows 11 without any eyestrain or fatigue from wearing the glasses.</p><p>Although I wasn’t provided one to review alongside the Air 2, RayNeo will soon make a battery-powered Nintendo Switch Dock available (Late 2023). The RayNeo Air 2 glasses will plug into the dock, allowing you to game with the Nintendo Switch on a virtual 201-inch screen. However, there’s no word on how much that accessory will cost when it arrives.</p><h2 id="bottom-line-2">Bottom Line</h2><p>Augmented reality glasses like the RayNeo Air 2 and Xreal Air 2 are still in a weird space in the consumer tech area. They provide a low-impact way of enjoying content in a larger-than-life way (up to a virtualized 201-inch display) but don’t provide the same kind of total augmented reality and virtual reality immersion you get with something like the Meta Quest 3.</p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1999px;"><p class="vanilla-image-block" style="padding-top:56.28%;"><img id="8SmqmntSy2Go899b5LdzQS" name="image4.jpg" alt="RayNeo Air 2 AR Glasses" src="https://cdn.mos.cms.futurecdn.net/8SmqmntSy2Go899b5LdzQS.jpg" mos="" align="middle" fullscreen="1" width="1999" height="1125" attribution="" endorsement="" class="expandable"><a href='https://cdn.mos.cms.futurecdn.net/8SmqmntSy2Go899b5LdzQS.jpg' target='_blank' class='expand-button icon-expand-image icon' ></a></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Tom's Hardware)</span></figcaption></figure><p>However, plopping on the couch, putting the glasses on after a long day, and engrossing myself in a movie was relaxing. I could also see the RayNeo Air 2 being a popular way to enjoy watching movies and TV shows on an airplane, where space is extremely limited. Putting on a pair of glasses like the RayNeo Air 2 provides a much better experience than watching “Die Hard” for the 77th time on a 14-inch laptop screen or, worse, on your smartphone’s relatively small display.</p><p>While I was impressed with the RayNeo Air 2’s overall image quality and its usability outdoors, I was taken aback by the stereo speakers. They are horrible, and I hope this is the first area that gets attention with the inevitable Air 3 successor. Also, RayNeo dropped the ball on the accessories in the box. A plastic light blocker should have been included, and a nice hard case should be mandatory to protect this pricey hardware. A cheap cloth bag doesn’t cut it for protection. Likewise, multiple nose pad brackets should be included, as they are with the competition.</p><p>At $379, the RayNeo Air 2 is only<a href="https://www.amazon.com/Glasses-Wearable-Display-Streaming-Projector-Alternative/dp/B0CH11V8B9/"> $20 cheaper than the Xreal Air 2</a>. While it has slightly better outdoor viewing performance, it falls behind in audio quality and is slightly heavier. The Xreal Air 2 also supports wireless connectivity with the Beam adapter and more expansive augmented reality support through its Nebula software suite.</p><p>In the end, the RayNeo Air 2 is a good entry into the AR glasses market, but the Xreal Air 2 is a better thought-out product at the around $400 price point.</p>
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                                                            <title><![CDATA[ Sony sticks its foot into VR — patent reveals trackball foot controller that boosts immersion for players in smaller rooms ]]></title>
                                                                                                                                                                                                <link>https://www.tomshardware.com/virtual-reality/sony-sticks-its-foot-into-vr-patent-reveals-trackball-foot-controller-that-boosts-immersion-for-players-in-smaller-rooms</link>
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                            <![CDATA[ Sony's patent for a living room-friendly controller for AR/VR gamers shows two types of inputs - one using a ball and another using touch-sensitive peripherals, both are designed to be operated with your feet. ]]>
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                                                                        <pubDate>Sun, 24 Dec 2023 16:14:17 +0000</pubDate>                                                                                                                                <updated>Sun, 24 Dec 2023 16:14:21 +0000</updated>
                                                                                                                                            <category><![CDATA[Virtual Reality]]></category>
                                                                                                                    <dc:creator><![CDATA[ Roshan Ashraf Shaikh ]]></dc:creator>                                                                                    <dc:source><![CDATA[ https://cdn.mos.cms.futurecdn.net/zdehzmQF3FFdL62x7CtdmT.jpg ]]></dc:source>
                                                                <dc:description><![CDATA[ &lt;p&gt;Roshan Ashraf Shaikh has been in the Indian PC hardware community since the early 2000s and has been building PCs, contributing to many Indian tech forums, &amp;amp; blogs. He operated Hardware BBQ for 11 years and wrote news for eTeknix &amp;amp; TweakTown before joining Tom&#039;s Hardware team. Besides tech, he is interested in fighting games, movies, anime, and mechanical watches.&lt;/p&gt; ]]></dc:description>
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                                                            <media:credit><![CDATA[US Patent No. US20230398438 by Sony for foot-operated AR/VR controllers]]></media:credit>
                                                                                                                                                                                                                                    <media:description><![CDATA[Sony AR &amp; VR Controller Patent US20230398438]]></media:description>                                                            <media:text><![CDATA[Sony AR &amp; VR Controller Patent US20230398438]]></media:text>
                                <media:title type="plain"><![CDATA[Sony AR &amp; VR Controller Patent US20230398438]]></media:title>
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                                <p>Sony has <a href="https://patentscope.wipo.int/search/en/detail.jsf?docId=US417447289&_cid=P22-LQIWIW-87939-1">submitted patents</a> that show plans for two types of foot-operated controllers for <a href="https://www.tomshardware.com/reviews/ar-vr-technology-discussion,3811-3.html">Augmented Reality</a> (AR) and <a href="https://www.tomshardware.com/reviews/best-virtual-reality-headsets,4722.html">Virtual Reality</a> (VR) games and other immersive applications. Several drawings in the patent show these movement-reading peripherals - one using a ball (or two), and the second using a touch-sensitive surface, both are designed to be operated by the user&apos;s feet.</p><p>The one or two ball-operated devices seem to be meant for simple movement. Meanwhile, the touch-sensitive pads with proximity-sensing capabilities can provide more complex controls. According to the patent, both types of controllers may have a built-in CPU, and memory, to calculate and translate input movement to the user&apos;s game or application.</p><figure role="gallery"><figure><img src="https://cdn.mos.cms.futurecdn.net/ufCypeGSF54bbL2UvBBSz5.png" alt="Sony Patent for a dual ball operated controller for AR & VR games" /><figcaption><small role="credit">US Patent No. US20230398438 by Sony</small></figcaption></figure><figure><img src="https://cdn.mos.cms.futurecdn.net/Ty39LBzPaTyV5ZF83H7RB6.png" alt="Sony Patent for a single ball operated controller for AR & VR games" /><figcaption><small role="credit">US Patent No. US20230398438 by Sony</small></figcaption></figure></figure><p>Accompanying the images above, Sony describes a controller with either one or two balls large enough to be used by the user&apos;s foot. This works similarly to an old-school <a href="https://www.tomshardware.com/raspberry-pi/diy-trackball-kit-powered-by-raspberry-pi-rp2040-chip">PC trackball</a>, except Sony&apos;s devices are controlled by the user&apos;s feet. These controllers will have three or more bearings inside the ball housing which allows for smoother rotation. The processing unit in the device takes advantage of one or two encoders for each of the two balls, which calculates its rotational movement which is then used in the game.</p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:631px;"><p class="vanilla-image-block" style="padding-top:149.76%;"><img id="M93eSvXKoj4UZsuxhsX68D" name="Sony Patent for a touch sensitive controller with proximity sensors for AR_VR games.png" alt="Sony Patent for a touch sensitive controller with proximity sensors for AR & VR games" src="https://cdn.mos.cms.futurecdn.net/M93eSvXKoj4UZsuxhsX68D.png" mos="" align="middle" fullscreen="" width="631" height="945" attribution="" endorsement="" class=""></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: US Patent No. US20230398438 by Sony)</span></figcaption></figure><p>The patent source also includes a description and images of a semi-circular bowl-type foot controller design that includes a flat touchpad which may include a curved touch-sensitive surface big enough to be operated with both feet. This will either be a capacitive or a resistive touch-sensitive surface. </p><p>Interestingly, according to the patent, the surface can also be used to sense an object nearing a capacitive foot controller, which is then used by a trigger circuit to determine a specific level of the output state. An oscillator determines the distance between the object and the controller and outputs the sensitivity to be used in the game. This also looks to be more compact and has no mechanical apparatus internally. </p><p><br></p><h2 id="benefits-of-ar-vr-controllers-like-this">Benefits of AR/VR controllers like this</h2><p>Sony specified these controllers will be used for AR / VR applications and games. This device addresses the challenge where the user&apos;s movement is limited to the size and free space in the room. Those living with limited space can use any one of these controllers since the user will effectively be stationary for movement, and use controllers for other in-game actions. This is also a much better solution than using a <a href="https://www.tomshardware.com/news/xbox-elite-wireless-controller-impressions,30388.html">joystick or a D-pad</a> for movements in an AR/ VR environment as it should feel more natural and immersive.</p><p>These controller devices will contain CPU, memory, analog-to-digital and digital-to-analog converters, voltage regulators, and power management which helps the controller to work independently to calculate the movement, approximation, and position of the user. The system also sends the necessary data to the host, which will then be used by the <a href="https://www.tomshardware.com/reviews/best-virtual-reality-headsets,4722.html">AR / VR game</a>. Sony said these controllers may be used by an embedded system, mobile phone, PC, tablet, portable game system, workstation, game console, or any device, though that largely depends on Sony&apos;s will to allow third parties to use its controllers. </p><p>Sony&apos;s patent was filed on June 10, 2022, and was published just a few days ago. Senior hardware engineers Glenn Black, Celeste Bean, Sergey Bashkirov, and Michael Taylor invented this device.</p><p>It is not known if and when will Sony roll out any foot controllers, but having a patent published usually accelerates the process of designing a few prototypes and pre-production samples. Sony may have both ball-operated and touch-sensitive pad-based controllers with proximity-sensing capability for AR/ VR movements. There were many AR / VR peripherals for allowing movement while being stationary like the Omni One VR platform. But something like this is far more compact, practical, and storage-friendly for a home user. Given the sophistication of the device mentioned in the patent, Sony is determined to provide an accurate and smooth range of movement for a seamless experience. This may solve the inconvenience for a home user who wishes to play an AR/ VR game.</p><p>From cleaning the ball of an analog mouse to potentially cleaning the ball of an AR/VR foot controller. We may have reached a full circle for ball-operated input peripherals.</p>
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                                                            <title><![CDATA[ Skin-integrated haptics research - scientists propose the most immersive tactile feedback experience yet ]]></title>
                                                                                                                                                                                                <link>https://www.tomshardware.com/virtual-reality/skin-integrated-haptics-research-scientists-propose-the-most-immersive-tactile-feedback-experience-yet</link>
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                            <![CDATA[ Researchers from the City University of Hong Kong have revealed multimodal haptic patch technology, and discuss the challenges faced by this high-fidelity tech moving forward. ]]>
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                                                                        <pubDate>Sat, 23 Dec 2023 14:12:14 +0000</pubDate>                                                                                                                                <updated>Sat, 23 Dec 2023 16:22:35 +0000</updated>
                                                                                                                                            <category><![CDATA[Virtual Reality]]></category>
                                                                                                                    <dc:creator><![CDATA[ Christopher Harper ]]></dc:creator>                                                                                    <dc:source><![CDATA[ https://cdn.mos.cms.futurecdn.net/qS2hbWnXwNUSmgyAHBQqKB.jpg ]]></dc:source>
                                                                <dc:description><![CDATA[ &lt;p&gt;Christopher Harper has been a successful freelance tech writer specializing in PC hardware and gaming since 2015, and ghostwrote&amp;nbsp;for various B2B clients in High School before that. Outside of work, Christopher is best known to friends and rivals as an active competitive player in various eSports (particularly fighting games and arena shooters) and a purveyor of music ranging from Jimi Hendrix to Killer Mike to the&amp;nbsp;Sonic Adventure 2&amp;nbsp;soundtrack.&lt;br&gt;
&lt;/p&gt; ]]></dc:description>
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                                                            <media:credit><![CDATA[Tech Xplore, Ya Huang]]></media:credit>
                                                                                                                                                                        <media:description><![CDATA[Concept illustration of the &quot;multimodal haptic patch&quot; in operation, sourced from Ya Huang via Tech Xplore&#039;s coverage.]]></media:description>                                                            <media:text><![CDATA[Concept illustration of the &quot;multimodal haptic patch&quot; in operation, sourced from Ya Huang via Tech Xplore&#039;s coverage.]]></media:text>
                                <media:title type="plain"><![CDATA[Concept illustration of the &quot;multimodal haptic patch&quot; in operation, sourced from Ya Huang via Tech Xplore&#039;s coverage.]]></media:title>
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                                <p>New "skin-integrated interfaces" for haptic feedback have been detailed by researchers from the City University of Hong Kong, alongside a variety of Chinese universities. The original research paper is titled "<a href="https://www.nature.com/articles/s41928-023-01074-z">A skin-integrated multimodal interface for immersive tactical feedback</a>," and is published on Nature.com, but we&apos;re also citing <a href="https://techxplore.com/news/2023-12-skin-integrated-multimodal-haptic-interface-immersive.html">Tech Xplore&apos;s coverage</a> for quotes and images reproduced below.</p><p>Haptic feedback, which used to just be nerd-speak for "it vibrates", has become an area of high focus for researchers and product manufacturers chasing the highest levels of immersion. Mainstream game controllers like PlayStation 5&apos;s <a href="https://www.tomshardware.com/reviews/sony-dualsense-edge">DualSense</a>, as well as touchpad controls on <a href="https://www.tomshardware.com/video-games/handheld-gaming/steam-deck-oled">Steam Deck</a> and <a href="https://www.tomshardware.com/reviews/valve-index-vr-headset-controllers,6205.html">Valve Index</a> VR, are known to target a high degree of haptic feedback as well. The nifty world of haptic feedback isn&apos;t just limited to handheld controllers, though. Other big entrants include <a href="https://www.tomshardware.com/news/assassins-creed-haptic-shirt-wants-you-to-feel-everystab">the <em>Assassin&apos;s Creed</em> vest that stabs you</a>, and Microsoft&apos;s patents for an <a href="https://www.tomshardware.com/news/microsoft-patents-sensor-filled-ai-assisted-backpack">AI-assisted backpack with haptic straps</a>. </p><figure role="gallery"><figure><img src="https://cdn.mos.cms.futurecdn.net/PH9x6cF6YyRdJD7kLxxReH.jpg" alt="Art of the neural tactile sensing system and multimodal haptic patch developed by researchers from the City University of Hong Kong and various Chinese universities." /><figcaption>The system's main components and the corresponding nerves reached through three core stimulation nodes. These control electrotactile feedback, mechanical deformation, and temperature control. <small role="credit">Tech Xplore, Ya Huang</small></figcaption></figure><figure><img src="https://cdn.mos.cms.futurecdn.net/fLGBDwQjpjzmPJSMvpuiAH.jpg" alt="Art of the neural tactile sensing system and multimodal haptic patch developed by researchers from the City University of Hong Kong and various Chinese universities." /><figcaption><small role="credit">Tech Xplore, Ya Huang</small></figcaption></figure><figure><img src="https://cdn.mos.cms.futurecdn.net/Dg6DT55PXSyEQwsVnL8FVH.jpg" alt="Art of the neural tactile sensing system and multimodal haptic patch developed by researchers from the City University of Hong Kong and various Chinese universities." /><figcaption>Concept art of the multimodal haptic patches applied in various arrays, and how they're intended to be applied.<small role="credit">Tech Xplore, Ya Huang</small></figcaption></figure><figure><img src="https://cdn.mos.cms.futurecdn.net/BBqF8WAEKrw6Y2U3M7hJLH.jpg" alt="Art of the neural tactile sensing system and multimodal haptic patch developed by researchers from the City University of Hong Kong and various Chinese universities." /><figcaption><small role="credit">Tech Xplore, Ya Huang</small></figcaption></figure></figure><p>According to Ya Huang, co-author of the original paper, speaking to Tech Xplore, "Global research on flexible electronics primarily focuses on the development of flexible <em>sensors, </em>while...flexible <em>feedback</em> techniques remains limited." Research at City University of Hong Kong seems designed to tackle disconnect by advancing flexible haptic technology, both so that it can be applied in patches directly to the skin <em>and</em> provide highly advanced feedback.</p><p>At the core of this skin-integrated <a href="https://www.tomshardware.com/news/feedback-tactile-heptic-touch-fujitsu,26244.html">haptic feedback</a> technology is the "multimodal haptic patch". Each patch uses a combination of temperature control, mechanical deformation, and electrotactile feedback to provide sensory data directly to the user. Huang says, "This interface selectively stimulates different receptors, thereby reproducing tactile sensations that correspond to various textures."</p><p>Huang elaborates, "The most difficult aspect in electrical stimulation primarily focuses on biological research, aiming to accurately activate nerves to generate real tactile sensations in the human body." While it seems they have the hardware they need to simulate very high-fidelity touch and vibration, it also may be true that more testing is needed, to reproduce truly accurate sensations with technology like this.</p><p>In summary, the project appears to be a promising step forward for haptic feedback, especially as it relates to the fields of VR and AR gaming. However, "skin-integrated" has all kinds of skin-crawling connotations, even if we&apos;re talking adhesive patches and wearables and not <a href="https://www.tomshardware.com/news/cyberpunk-277-rt-overdrive-available-to-all"><em>Cyberpunk 2077</em></a>-levels of body modification.</p>
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                                                            <title><![CDATA[ Microsoft is deprecating Windows Mixed Reality — it will be removed from a future version of Windows ]]></title>
                                                                                                                                                                                                <link>https://www.tomshardware.com/virtual-reality/microsoft-is-deprecating-windows-mixed-reality-it-will-be-removed-from-a-future-version-of-windows</link>
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                            <![CDATA[ Microsoft has deprecated Windows Mixed Reality, and the software will be removed from a future version of Windows. ]]>
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                                                                        <pubDate>Thu, 21 Dec 2023 20:49:01 +0000</pubDate>                                                                                                                                                                                                                                <category><![CDATA[Virtual Reality]]></category>
                                                                                                                    <dc:creator><![CDATA[ Andrew E. Freedman ]]></dc:creator>                                                                                    <dc:source><![CDATA[ https://cdn.mos.cms.futurecdn.net/MTveuGNKPqpzrLttEA9ebb.jpg ]]></dc:source>
                                                                <dc:description><![CDATA[ &lt;p&gt;Andrew oversees laptop and desktop coverage and keeps up with the latest news in tech and gaming. His work has been published in Kotaku, PCMag, Complex, Tom’s Guide and Laptop Mag, among others. He fondly remembers his first computer: a Gateway that still lives in a spare room in his parents&#039; home, albeit without an internet connection. When he’s not writing about tech, you can find him playing video games, checking social media and waiting for the next Marvel movie. Follow him on Threads &lt;a href=&quot;https://www.threads.net/@freedmanae&quot;&gt;@FreedmanAE&lt;/a&gt; and BlueSky &lt;a href=&quot;https://bsky.app/profile/andrewfreedman.net&quot;&gt;@andrewfreedman.net&lt;/a&gt;.&lt;a href=&quot;https://bsky.app/profile/andrewfreedman.net&quot;&gt; &lt;/a&gt;You can send him tips on Signal: andrewfreedman.01&lt;/p&gt; ]]></dc:description>
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                                                                                                                                                                                                                                    <media:description><![CDATA[Acer Windows Mixed Reality headset]]></media:description>                                                            <media:text><![CDATA[Acer Windows Mixed Reality headset]]></media:text>
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                                <p>Microsoft&apos;s virtual reality ambitions are shrinking. In a list of <a href="https://learn.microsoft.com/en-us/windows/whats-new/deprecated-features?ranMID=24542&ranEAID=kXQk6*ivFEQ&ranSiteID=kXQk6.ivFEQ-uuAdgBw.poGdMBvyJekJQg&epi=kXQk6.ivFEQ-uuAdgBw.poGdMBvyJekJQg&irgwc=1&OCID=AIDcmm549zy227_aff_7593_1243925&tduid=(ir__apqkh2oj0ckfd1vubofwfv1igf2x92tzy29huz2600)(7593)(1243925)(kXQk6.ivFEQ-uuAdgBw.poGdMBvyJekJQg)()">deprecated features in Windows</a>, the company has added an entry for Windows Mixed Reality, its platform for running apps and games on headsets.<br><br>This means the Mixed Reality Portal app and Windows Mixed Reality for Steam will also meet their ends.<br><br>Windows Mixed Reality <a href="https://www.tomshardware.com/news/microsoft-windows-mixed-reality-hmds-preorder,35593.html">launched back in 2017</a>, with headsets from several PC manufacturers, i<a href="https://www.tomshardware.com/news/windows-mixed-reality-hmds-comparison,35596.html">ncluding Dell, HP, Acer, Lenovo and Samsung.</a> At the time, the Oculus Quest and HTC Vive were leading the virtual reality pack.<br><br>This isn&apos;t a huge surprise, as there weren&apos;t a ton of Windows Mixed Reality headsets out there, and they didn&apos;t seem a ton of wide adoption despite what, in some cases, were affordable prices. HP stuck with the headsets, launching the <a href="https://www.tomshardware.com/reviews/hp-reverb-g2">Reverb G2</a> in 2020,  but there weren&apos;t regular releases from many of the companies that made them.<br><br>This leaves HoloLens 2 as Microsoft&apos;s main mixed reality platform, though that&apos;s <a href="https://www.tomshardware.com/news/hololens-2-ar-headset-microsoft-release-augmented-reality">primarily aimed at businesses and starts at $3,500</a>. There have been questions as to when a <a href="https://www.businessinsider.com/microsoft-hololens-3-metaverse-mixed-reality-strategy-confusion-rivalries-2022-2?r=US&IR=T">HoloLens 3 might ever come</a>, and HoloLens lead Alex Kipman left the company in 2022 <a href="https://www.businessinsider.com/alex-kipman-resigning-microsoft-following-insider-report-misconduct-allegations-2022-6?r=US&IR=T">following misconduct allegations</a>.<br><br>Windows Mixed Reality never seemed to generate the type of excitement that Oculus (and, after being purchased, Meta) could create with its headsets. While Sony has dipped into VR for PlayStation with two separate headsets, Microsoft never made a VR headset for Xbox. And now as Apple is set to launch <a href="https://www.tomshardware.com/news/apple-Vision-pro-ar-vr-headset-xros-price-specs-release-date">its Vision Pro headset early next year</a>, Microsoft is backing out of the space.<br><br>In recent months, Microsoft teamed with Meta to bring Office and Xbox Cloud Gaming to Quest, which seems to be an extension of the company&apos;s philosophy of making certain products available on any platform.<br><br>I&apos;ll always be a bit fond of the potential Windows Mixed Reality had. Back in 2017, I made the mistake of <a href="https://www.laptopmag.com/articles/i-worked-in-windows-10-mixed-reality">wearing Acer&apos;s headset for a full workday</a>, using the "Cliff House" to place browsers around the walls. It was a bad idea that scars me to this day, but modern-day standalone headsets and improvements to passthrough cameras probably make working in VR far more tolerable. Desirable, though? That&apos;s a whole other question.</p>
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                                                            <title><![CDATA[ Meta Quest 3 Review: Impressive Hardware Searching for a Killer App ]]></title>
                                                                                                                                                                                                <link>https://www.tomshardware.com/reviews/meta-quest-3</link>
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                            <![CDATA[ All dressed up and nowhere to go sums up the Meta Quest 3. ]]>
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                                                                        <pubDate>Mon, 30 Oct 2023 22:16:32 +0000</pubDate>                                                                                                                                <updated>Thu, 26 Mar 2026 15:33:28 +0000</updated>
                                                                                                                                            <category><![CDATA[Virtual Reality]]></category>
                                                                                                <author><![CDATA[ brandon.hill@futurenet.com (Brandon Hill) ]]></author>                    <dc:creator><![CDATA[ Brandon Hill ]]></dc:creator>                                                                                    <dc:source><![CDATA[ https://cdn.mos.cms.futurecdn.net/yHeufe7JcvuJBhYPkSexNf.jpg ]]></dc:source>
                                                                <dc:description><![CDATA[ &lt;p&gt;Brandon&amp;nbsp;has been tinkering with PCs since childhood and received his first &quot;real&quot; PC, an IBM Aptiva 310, in the mid-1990s. He next went on to build his first custom PC with an Intel Celeron 300A processor overclocked to 450MHz on an Abit BH6 motherboard.&amp;nbsp;Brandon&amp;nbsp;has written about PC and Mac tech since the late 1990s, first at AnandTech before moving to DailyTech and later to Hot Hardware. When&amp;nbsp;Brandon&amp;nbsp;is not consuming copious amounts of tech news, he can be found enjoying the NC mountains or the beach with his wife and two sons.&lt;/p&gt; ]]></dc:description>
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                                                                                                                                                                                                                                    <media:description><![CDATA[Meta Quest 3]]></media:description>                                                            <media:text><![CDATA[Meta Quest 3]]></media:text>
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                                <p>Meta bills its Quest 3 as a transcendent device to navigate the Metaverse. According to Meta CEO Mark Zuckerberg, the Quest 3 is “the first mainstream mixed reality headset.” It isn’t a mere virtual reality device that locks you into an environment with no way to see or interact with the real world around you. Instead, through the use of its forward-facing cameras, you’re able to feel like you’re part of the action around you, witnessing everything in full color for the first time – or at least for the first time on a Meta device.</p><p>However, with a price tag of $499, a $200 increase over its Quest 2 predecessor, is the Quest 3 a game-changer in the mixed reality field, or is it merely an impressive technology demo for enthusiasts?</p><h2 id="specifications-for-the-meta-quest-3">Specifications for the Meta Quest 3</h2><div ><table><tbody><tr><td class="firstcol " ><strong>Display</strong></td><td  >2064 x 2208 per eye</td></tr><tr><td class="firstcol " ><strong>Display Type</strong></td><td  >LCD</td></tr><tr><td class="firstcol " ><strong>Refresh Rate</strong></td><td  >2Hz, 80Hz, 90Hz, 120Hz (experimental)</td></tr><tr><td class="firstcol " ><strong>Processor</strong></td><td  >Qualcomm Snapdragon XR2 Gen 2</td></tr><tr><td class="firstcol " ><strong>RAM</strong></td><td  >8GB</td></tr><tr><td class="firstcol " ><strong>Storage</strong></td><td  >128GB or 512GB</td></tr><tr><td class="firstcol " ><strong>Field of View</strong></td><td  >110 degrees horizontal, 96 degrees vertical</td></tr><tr><td class="firstcol " ><strong>Degrees of Freedom</strong></td><td  >6 DoF</td></tr><tr><td class="firstcol " ><strong>Audio</strong></td><td  >Dual open-air speakers</td></tr><tr><td class="firstcol " ><strong>Wireless Connectivity</strong></td><td  >Wi-Fi 6E, Bluetooth 5.2</td></tr><tr><td class="firstcol " ><strong>Battery Life</strong></td><td  >Up to 2.9 hours</td></tr><tr><td class="firstcol " ><strong>Weight</strong></td><td  >1.13 pounds (515 grams)</td></tr></tbody></table></div><h2 id="design-of-the-meta-quest-3">Design of the Meta Quest 3</h2><p>As someone more accustomed to the relatively lightweight glasses-style mixed reality devices like the<a href="https://www.tomshardware.com/reviews/xreal-air-2"> <u>Xreal Air 2</u></a> and<a href="https://www.tomshardware.com/reviews/nreal-light-ar-smart-glasses"> <u>Light</u></a>, the Quest 3 is vastly different. The headset entirely covers your face, leaving little room for light to leak in to spoil your experience. The headset is also quite heavy, weighing 515 grams (1.13 pounds), compared to 503 grams (1.1 pounds) for its predecessor. The headset is constructed of a mix of materials: high-quality plastic for the main housing and arms, black plastic and fabric for the facial support system, and fabric for the support straps.</p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:4449px;"><p class="vanilla-image-block" style="padding-top:56.26%;"><img id="9BXvZC5Le7fNStL2t9MeSK" name="IMG_7652.jpg" alt="Meta Quest 3" src="https://cdn.mos.cms.futurecdn.net/9BXvZC5Le7fNStL2t9MeSK.jpg" mos="" align="middle" fullscreen="1" width="4449" height="2503" attribution="" endorsement="" class="expandable"><a href='https://cdn.mos.cms.futurecdn.net/9BXvZC5Le7fNStL2t9MeSK.jpg' target='_blank' class='expand-button icon-expand-image icon' ></a></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Tom's Hardware)</span></figcaption></figure><p>Luckily, the weight isn’t as noticeable when wearing the Quest 3, thanks to its comfortable strap system that keeps the device planted on your head. A single strap extends from above the bridge of your nose to the back of your head, where it forms a “Y” and meets another strap mounted horizontally. Both straps are adjustable (the top via Velcro, the other via elastic tension) to get a perfect fit for your face.  </p><p>Speaking of your face, the area where the Quest 3 rests against your face is covered in a breathable fabric that is comfortable and should help reduce sweat, which can accumulate and fog up the optics inside the headset. Inside, directly ahead of the fabric ring for your face, are buttons that allow you to slide the viewing interface forward or back.</p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:4032px;"><p class="vanilla-image-block" style="padding-top:75.00%;"><img id="BTZ9hW7bqUq6KeRjhKBjjL" name="IMG_7653.jpg" alt="Meta Quest 3" src="https://cdn.mos.cms.futurecdn.net/BTZ9hW7bqUq6KeRjhKBjjL.jpg" mos="" align="middle" fullscreen="1" width="4032" height="3024" attribution="" endorsement="" class="expandable"><a href='https://cdn.mos.cms.futurecdn.net/BTZ9hW7bqUq6KeRjhKBjjL.jpg' target='_blank' class='expand-button icon-expand-image icon' ></a></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Tom's Hardware)</span></figcaption></figure><p>The left arm of the headset is home to a USB-C port for charging. Just below the charge port is the power button and a side-facing camera. The right arm has a 3.5mm headphone jack, and just below it is another side-facing camera. Both arms also include built-in speakers if you don’t want to use external headphones.</p><p>On the underside of the headset are pogo pins for use with the optional Meta Quest Charging Dock ($129.99), a rocker switch for volume, and a dial to adjust the inter-pupillary distance of the lenses (53 mm to 75 mm).</p><p>Moving around the front, you’ll find a trio of pill-shaped camera arrays. The outer arrays contain RGB cameras, which capture your surrounding environment and project it on the inner displays. The center array features a time-of-flight sensor to aid in motion and spatial detection.<img src="https://lh7-us.googleusercontent.com/bANGjc-2-s8e1MFThtREbL7XkEBxwCZXPGT1em20arvu_UGTHcmEWDYev5ElLZwu6XFK3YlP87zg8FbszBp0Ol1xBM0bKDVPdmq2kbmHBPGh13aEbiNSlrdBx2DcIMTNJmKeWmmvxZBY8PFJclHI3co"></p><p><br></p><figure role="gallery"><figure><img src="https://cdn.mos.cms.futurecdn.net/EpSRNQ6gymJyAbbt76SxeH.jpg" alt="Meta Quest 3" /><figcaption><small role="credit">Tom's Hardware</small></figcaption></figure><figure><img src="https://cdn.mos.cms.futurecdn.net/UnqPeVorV7SU54v5DQetNN.jpg" alt="Meta Quest 3" /><figcaption><small role="credit">Tom's Hardware</small></figcaption></figure><figure><img src="https://cdn.mos.cms.futurecdn.net/FHYycRdcCS9Yqh4mYrUZjG.jpg" alt="Meta Quest 3" /><figcaption><small role="credit">Tom's Hardware</small></figcaption></figure><figure><img src="https://cdn.mos.cms.futurecdn.net/XGU6BP88Lun4fKh9sovKJS.jpg" alt="Meta Quest 3" /><figcaption><small role="credit">Tom's Hardware</small></figcaption></figure></figure><p>Each Quest 3 ships with a pair of Quest Touch Plus wireless controllers, which are made of the same white plastic found on the headset. They are slightly smaller and lighter than the set included with the Quest 2, but retain the same button layout. Each contains a thumbstick, two face-mounted buttons (X and Y on the left controller, A and B on the right controller), a grip button, and a trigger button. Each controller also has one additional button on its face, with the left controller carrying a menu button and a Meta button residing on the right controller. Each controller is powered by a single AA battery (included).</p><p>Overall, the look, feel and build quality of the Quest 3 and the Quest Touch Plus controllers are appropriate for the $499 asking price. The Quest 3’s design is about as clean and refined as you can get for a fully enclosed mixed reality headset. However, I admit I felt a bit silly wearing the apparatus – something that I don’t feel when wearing something more low-profile like the Xreal Air 2. However, if there were one thing I would change about the Quest 3’s current design, it’s the fabric straps used to secure the headset. While the white looks cool, I’d imagine that they’ll start to look a bit dingy after extended use due to manhandling and oils from your head/hair. I would have preferred black, but you can buy the entire facial interface and head strap separately in Elemental Blue or Blood Orange for $49.99 each.</p><h2 id="meta-quest-3-hardware">Meta Quest 3 Hardware</h2><p>The main stars of the show are the two LCDs, delivering 2064 x 2208 resolution per eye. THis is a slight step up in resolution from the 1832 × 1920 per eye found on the Quest 2. Together, the two encompass what Meta brands as the 4K Infinite Display, delivering 1218 pixels per inch (PPI). The refresh rate is selectable between 72Hz, 80Hz or 90Hz. 120Hz is available as an experimental option. The lenses provide a 110-degree field-of-view horizontal and 96 degrees vertical.</p><p>Powering everything is a Qualcomm Snapdragon XR2 Gen 2 SoC, paired with 8GB of RAM. Meta says that the SoC upgrade (along with the extra 2GB of RAM) gives the Quest 3 faster load times and double the GPU performance of the Quest 2. Our review unit came with 128GB of internal storage ($499), but opting for 512GB pushes the price even higher to $649.99.</p><p>Wireless connectivity comes via Wi-Fi 6E and Bluetooth 5.2. The Bluetooth radio can be used to connect a Bluetooth headset or a mouse/keyboard.</p><p>As for battery life, you can expect up to 2.9 hours when watching media or up to 2.4 hours with games (on average). Meta says you can replenish the battery in 2.3 hours using the included wall adapter and USB-C cable.</p><h2 id="using-the-meta-quest-3">Using the Meta Quest 3</h2><p>Setting up the Quest 3 took me around 10 minutes to accomplish. With the headset firmly on my head, I used the right controller to enter my Wi-Fi password, after which I could connect to the internet. I then used my existing Facebook credentials to speed up the process. I know that a lot of people have trust issues with Facebook tying the Quest headsets to a Facebook account, but since I’ve already been sucked into the social network, I obliged. I then installed the Meta Quest app on my smartphone to better facilitate interacting with the device and installing apps/games when not directly using the headset.</p><div class="youtube-video" data-nosnippet ><div class="video-aspect-box"><iframe data-lazy-priority="low" data-lazy-src="https://www.youtube-nocookie.com/embed/EhhNdX52NOg" allowfullscreen></iframe></div></div><p>My first few moments with the headset felt both familiar and somewhat off simultaneously. It was familiar because the passthrough feature of the Quest 3 allows me to see my environment around me as if I were walking around using my own two eyes. I was able to walk up and down the stairs in my house with the Quest 3 on without issue and see people and objects much the same way that I would in real life.</p><p>The downside, however, is that even with the 2064 x 2208 resolution per eye, the resulting image was grainy instead of sharp. The headset does a credible job of presenting the world around you in full color, but it isn’t sharp. I could read the time on my smartwatch, and even recognize app icons when looking at my smartphone with the Quest 3 on, but I couldn’t read small text (i.e., new notifications coming through or text messages).</p><p>The real fun was when I used the Quest 3 to scan my room to set boundaries for my mixed reality adventures. I pointed my head toward the floor, ceiling, furniture, and other odds and ends scattered around my home office area (and later, my living room). Once the scanning process is complete, your given room serves as the staging area for mixed reality games, where characters and objects seem to “pop in” to your environment.</p><p>This was readily apparent in the mixed reality game <em>First Encounters</em>, where colorful, Furby-esque creatures called puffians invade your room. It’s simple fun, with the little critters “speaking” gibberish as they jump at you and hop around, waiting to be sent to their doom with your dual blasters. The rendered blasters actually appeared in my field of view, in my hands, giving me some perspective on where to aim.</p><div class="youtube-video" data-nosnippet ><div class="video-aspect-box"><iframe data-lazy-priority="low" data-lazy-src="https://www.youtube-nocookie.com/embed/7mH5ZgBvrK4" allowfullscreen></iframe></div></div><p>The game makes great use of your available space – I choose to use a hallway as my space for the game to avoid distractions from all the furniture and objects in my other rooms. Positional audio is also used to great effect with the integrated speakers, so you can hear which direction the puffians are coming from.</p><p>The game is fun for 10 or 15 minutes, then gets repetitive. However, it’s likely to hold kids&apos; attention for much longer.</p><p>I also played a bit of <em>First Person Tennis</em>, a virtual reality game that fully immerses you into the on-court experience. I’m no tennis player by any means, but I enjoyed the practice drills, where I learned how to serve the ball, badly. Even though the graphics are a reminiscent of the Nintendo GameCube in quality, feeling that I was “in” the game made up for the graphical shortcomings.</p><div class="youtube-video" data-nosnippet ><div class="video-aspect-box"><iframe data-lazy-priority="low" data-lazy-src="https://www.youtube-nocookie.com/embed/k__VX8BD2lo" allowfullscreen></iframe></div></div><p>For those who want a superior gaming experience, you can also purchase the<a href="https://www.meta.com/quest/accessories/d-link-vr-air-bridge/"> <u>D-Link VR Air Bridge</u></a> ($99), which creates a dedicated Wi-Fi 6 link between the Quest 3 and your gaming PC. From there, you’ll be able to enjoy PC SteamVR titles like Half-Life 3. The<a href="https://www.meta.com/quest/accessories/link-cable/"> <u>Quest Link Cable</u></a>, which provides a direct USB-C connection to from the Quest 3 to your PC is also supported.</p><h2 id="bottom-line-3">Bottom Line</h2><p>The Meta Quest 3 is clearly an upgrade from its predecessor, the Quest 2. It’s more powerful, thinner, and more comfortable (albeit slightly heavier) and has a noticeable upgrade in display resolution. However, the most significant addition is the color passthrough mode, which makes mixed reality content more enjoyable.</p><p>The hardware itself is impressive, and the idea of mixed reality gaming is promising. However, the library of mixed reality games that hold your attention for more than 10 or 15 minutes at a time are few and far between. A fuzzy, low-resolution haze handicaps the newfound color-enabled passthrough for mixed reality mode. The image quality in passthrough mode gets even worse in low-light conditions.</p><p>And if you want to enjoy the Quest 3 on a more powerful system with AAA PC games, you’ll need to add a $79 to $99 accessory for the best experience with your Windows rig. This takes me to the final ding on the Quest 3: pricing. The Quest 2 launched at $299 for the 128GB version, while the 256GB model came in at $429. However, the Quest 3 starts at $499 (128GB) and jumps to $649 for the 512GB SKU.</p><p>Virtual and mixed reality headsets are far from mainstream at this point, and pricing the Quest 3 at $499 won’t make the transition from first adapter status to the general populous any easier. The lack of “must-have” games is also a detriment to Meta’s vision of making mixed reality more mainstream. Until Meta can make future Quest headsets smaller and cheaper with more compelling mixed reality content, Meta’s vision will remain just out of reach.</p>
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                                                            <title><![CDATA[ Valve Releases SteamVR 2.0 With New UI ]]></title>
                                                                                                                                                                                                <link>https://www.tomshardware.com/news/valve-releases-steamvr-20-with-new-ui</link>
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                            <![CDATA[ Valve released SteamVR 2.0 widely, including new UI and features found in Steam for PC and the Steam Deck. ]]>
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                                                                        <pubDate>Thu, 26 Oct 2023 15:44:48 +0000</pubDate>                                                                                                                                <updated>Wed, 01 Nov 2023 14:06:39 +0000</updated>
                                                                                                                                            <category><![CDATA[Virtual Reality]]></category>
                                                                                                                    <dc:creator><![CDATA[ Andrew E. Freedman ]]></dc:creator>                                                                                    <dc:source><![CDATA[ https://cdn.mos.cms.futurecdn.net/MTveuGNKPqpzrLttEA9ebb.jpg ]]></dc:source>
                                                                <dc:description><![CDATA[ &lt;p&gt;Andrew oversees laptop and desktop coverage and keeps up with the latest news in tech and gaming. His work has been published in Kotaku, PCMag, Complex, Tom’s Guide and Laptop Mag, among others. He fondly remembers his first computer: a Gateway that still lives in a spare room in his parents&#039; home, albeit without an internet connection. When he’s not writing about tech, you can find him playing video games, checking social media and waiting for the next Marvel movie. Follow him on Threads &lt;a href=&quot;https://www.threads.net/@freedmanae&quot;&gt;@FreedmanAE&lt;/a&gt; and BlueSky &lt;a href=&quot;https://bsky.app/profile/andrewfreedman.net&quot;&gt;@andrewfreedman.net&lt;/a&gt;.&lt;a href=&quot;https://bsky.app/profile/andrewfreedman.net&quot;&gt; &lt;/a&gt;You can send him tips on Signal: andrewfreedman.01&lt;/p&gt; ]]></dc:description>
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                                <p>Valve released SteamVR 2.0 last night, following a month-long beta period. Now, the new version of Valve&apos;s OS for headsets has a flash new UI and many of the features found in the Steam client for PC and <a href="https://www.tomshardware.com/reviews/steam-deck-valve-gaming-handheld">Steam Deck</a>.<br><br>"In this release we’re bringing all of what’s new and exciting on the Steam platform into VR," Valve wrote <a href="https://www.theverge.com/2023/10/25/23932715/valve-steamvr-2-0">in a blog post</a> highlighting the announcement. "This is our first big step in a larger ongoing effort to better unify the Steam ecosystem for all users, providing a more consistent experience across devices. This update also allows us to add new Steam features in the future much faster and more frequently."<br><br>The UI refresh is the biggest deal, making it easier to navigate with controllers (including using the keyboard with the controllers), rather than needing a keyboard and mouse to launch games.<br><br>Here are the major features that Valve is showcasing in the new release:</p><ul><li>Most of the current features of Steam and Steam Deck are now part of SteamVR<br></li><li>Updated keyboard with support for dual-cursor typing, new languages, emojis, and themes<br></li><li>Integration of Steam Chat and Voice Chat<br></li><li>Improved Store that puts new and popular VR releases front and center<br></li><li>Easy access to Steam notifications</li></ul><p>The new version of SteamVR also fixes a number of bugs across the client and on Linux systems, makes adjustments for headsets from Meta, and features updates for Valve Index controller firmware.<br><br>Notably, the new VR update is launching on its own, without any hardware to accompany it. Back in September, Valve <a href="https://www.tomshardware.com/news/valve-exec-suggests-it-will-be-a-couple-of-years-before-steam-deck-2-arrives">slipped some radio hardware through South Korean regulators</a>, and with the company denying a Steam Deck 2 anytime soon, that turned many tech enthusiast&apos;s eyes towards a successor to the Valve Index or the <a href="https://www.uploadvr.com/brad-lynch-new-deckard-findings/">rumored "Deckard" standalone VR headset</a>, which wouldn&apos;t need to be hooked up to a PC.<br><br>All headsets compatible with SteamVR should work with this update, which makes SteamVR feel a lot more like a part of the same ecosystem as the Steam Deck and Steam Client for PC.</p>
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                                                            <title><![CDATA[ Xreal Air 2 Review: Greatly Improved, Well-Rounded AR Glasses ]]></title>
                                                                                                                                                                                                <link>https://www.tomshardware.com/reviews/xreal-air-2</link>
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                            <![CDATA[ The Xreal Air 2’s slimmer build and upgraded OLED displays also come with a higher price tag. ]]>
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                                                                        <pubDate>Tue, 24 Oct 2023 14:10:39 +0000</pubDate>                                                                                                                                <updated>Thu, 26 Mar 2026 15:33:14 +0000</updated>
                                                                                                                                            <category><![CDATA[Virtual Reality]]></category>
                                                                                                <author><![CDATA[ brandon.hill@futurenet.com (Brandon Hill) ]]></author>                    <dc:creator><![CDATA[ Brandon Hill ]]></dc:creator>                                                                                    <dc:source><![CDATA[ https://cdn.mos.cms.futurecdn.net/yHeufe7JcvuJBhYPkSexNf.jpg ]]></dc:source>
                                                                <dc:description><![CDATA[ &lt;p&gt;Brandon&amp;nbsp;has been tinkering with PCs since childhood and received his first &quot;real&quot; PC, an IBM Aptiva 310, in the mid-1990s. He next went on to build his first custom PC with an Intel Celeron 300A processor overclocked to 450MHz on an Abit BH6 motherboard.&amp;nbsp;Brandon&amp;nbsp;has written about PC and Mac tech since the late 1990s, first at AnandTech before moving to DailyTech and later to Hot Hardware. When&amp;nbsp;Brandon&amp;nbsp;is not consuming copious amounts of tech news, he can be found enjoying the NC mountains or the beach with his wife and two sons.&lt;/p&gt; ]]></dc:description>
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                                                                                                                                                                                                                                    <media:description><![CDATA[Xreal Air 2]]></media:description>                                                            <media:text><![CDATA[Xreal Air 2]]></media:text>
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                                <p>It’s been nearly a year since I reviewed the <a href="https://www.tomshardware.com/reviews/nreal-air"><u>Nreal Air augmented reality (AR) glasses</u></a>. Since then, the company has changed its name from Nreal to Xreal and released the <a href="https://www.tomshardware.com/reviews/xreal-beam"><u>$119 Beam accessory</u></a>, which allows for a wireless connection between the glasses and a smartphone, tablet or computer. Now, Xreal is back with a significant update for its Air glasses, and it’s aptly called the Air 2.</p><h2 id="specifications-for-the-xreal-air-2">Specifications for the Xreal Air 2</h2><div ><table><tbody><tr><td class="firstcol " ><strong>Display</strong></td><td  >1920 x 1080 per eye</td></tr><tr><td class="firstcol " ><strong>Display Type</strong></td><td  >OLED</td></tr><tr><td class="firstcol " ><strong>Brightness</strong></td><td  >500 nits</td></tr><tr><td class="firstcol " ><strong>Field of View</strong></td><td  >46 degrees</td></tr><tr><td class="firstcol " ><strong>Degrees of Freedom</strong></td><td  >3 DoF</td></tr><tr><td class="firstcol " ><strong>Audio</strong></td><td  >Dual open-air speakers</td></tr><tr><td class="firstcol " ><strong>Connectivity</strong></td><td  >USB-C</td></tr><tr><td class="firstcol " ><strong>Weight</strong></td><td  >2.54 ounces (72 grams)</td></tr></tbody></table></div><h2 id="design-of-the-xreal-air-2">Design of the Xreal Air 2</h2><p>Design-wise, not much has changed from the Air to the new Air 2, which now costs $399 (up from $379). The basic design is the same, although the Air 2 is a lighter shade of grey. The most significant change, however, is with the dual Sony Micro-LED displays, which are slightly smaller (0.55 inches versus 0.68 inches).</p><p>The smaller displays have two positive effects on the viewing experience. First, it results in a boost in pixel density (3320 ppi to 4032 ppi). Secondly, the smaller physical space taken up by the display means you can see more of the outside world when wearing the Air 2 glasses.</p><p>As with the original Air, the Air 2 glasses feature a frame and arms that are thicker and heavier than what you’d find on traditional eyeglasses or sunglasses. However, I never at any time found them to be uncomfortable to wear, even during multi-hour sessions. The heft from the frames is due to the need to accommodate the dual Micro-LED displays and the sensor that detects when a user is wearing the Air 2.</p><figure role="gallery"><figure><img src="https://cdn.mos.cms.futurecdn.net/xVRkSsovjVWoSVYtJifd9k.jpg" alt="Xreal Air 2" /><figcaption>Xreal Air 2 on the left, Xrea Air on the right<small role="credit">Tom's Hardware</small></figcaption></figure><figure><img src="https://cdn.mos.cms.futurecdn.net/Wr7NNwqxbwhcWfN52xkyMj.jpg" alt="Xreal Air 2" /><figcaption>Xreal Air 2 on the left, Xrea Air on the right<small role="credit">Tom's Hardware</small></figcaption></figure></figure><p>The arms are thicker to house additional electronics, the integrated speakers, and the USB-C port for connecting a USB-C cable to your smartphone, tablet, computer, or Beam wireless accessory. The right arm includes a power button and a rocker switch that lowers or increases the display brightness.</p><p>The Air 2 ships with nose pad brackets in four different sizes to achieve the most comfortable fit on your face. One is already installed, and it was a perfect fit for the wide bridge of my nose. Speaking of the nose pads, the ones on the original Air are made of a firm silicon material. The Air 2 uses a softer, more comfortable alternative called “Air Cushion.”</p><figure role="gallery"><figure><img src="https://cdn.mos.cms.futurecdn.net/9Q6p2YE4pc7DWGzbr57RSi.jpg" alt="Xreal Air 2" /><figcaption><small role="credit">Tom's Hardware</small></figcaption></figure><figure><img src="https://cdn.mos.cms.futurecdn.net/ZQ7zjeoRwZsknxpCexdy8j.jpg" alt="Xreal Air 2" /><figcaption><small role="credit">Tom's Hardware</small></figcaption></figure><figure><img src="https://cdn.mos.cms.futurecdn.net/AzCLChsuqBi5qqitSZc8jj.jpg" alt="Xreal Air 2" /><figcaption><small role="credit">Tom's Hardware</small></figcaption></figure><figure><img src="https://cdn.mos.cms.futurecdn.net/6J8DmYtngga8YcNyg8kxfi.jpg" alt="Xreal Air 2" /><figcaption><small role="credit">Tom's Hardware</small></figcaption></figure><figure><img src="https://cdn.mos.cms.futurecdn.net/opTkvLBAsyyLUHssBjRnwj.jpg" alt="Xreal Air 2" /><figcaption><small role="credit">Tom's Hardware</small></figcaption></figure></figure><p>Other items included in the box are a prescription lens frame, a USB-C cable, a cleaning cloth, and a travel case.</p><p>My review unit also arrived with an Xreal Kaleido Kit, which allows you to customize the color of the Air 2. When I first learned of Kaleido, I imagined plastic covers attached to the frames and arms using magnets. Instead, it is a low-tech solution consisting of colorful, adhesive-backed covers. I received a yellow set, which is peel-n-stick. They help give the Air 2 a less serious and more playful look, but they aren’t easily reusable if you want to swap colors often. I’d consider them one and done, so keep that in mind if you want to purchase a Kaleido Kit.</p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1999px;"><p class="vanilla-image-block" style="padding-top:56.98%;"><img id="n29BGaQWsvqRcYZLyVBjFi" name="image2.jpg" alt="Xreal Air 2" src="https://cdn.mos.cms.futurecdn.net/n29BGaQWsvqRcYZLyVBjFi.jpg" mos="" align="middle" fullscreen="1" width="1999" height="1139" attribution="" endorsement="" class="expandable"><a href='https://cdn.mos.cms.futurecdn.net/n29BGaQWsvqRcYZLyVBjFi.jpg' target='_blank' class='expand-button icon-expand-image icon' ></a></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Tom's Hardware)</span></figcaption></figure><p>The Air 2 is also available in Carmine Red instead of the standard Graphite Grey if you want a more permanent color option.</p><p>The Air 2’s frames are 10 percent thinner (19mm compared to 21mm) and roughly 10 percent lighter (72 grams versus 79 grams). The upgraded Sony OLED panels are also brighter, with a maximum of 500 nits versus 400 nits.</p><h2 id="connecting-the-xreal-air-2">Connecting the Xreal Air 2</h2><p>My phone for the past decade and a half has been an iPhone, so when I initially tested the Air, I had to use the $59 Nreal Air adapter. More recently, I could use the $119 <a href="https://www.tomshardware.com/reviews/xreal-beam"><u>Xreal Beam accessory</u></a>. Now that I have an iPhone 15 Pro Max, setting up the Air 2 was even simpler. I only needed to plug the Air 2’s USB-C cable into the USB-C port on my iPhone 15 Pro Max, and the phone’s home screen (in portrait mode) was quickly displayed on the Air 2.</p><p>Pairing the Air 2 with my iPhone 15 Pro Max and the Xreal Beam wireless accessory was slightly more complicated, but still easy. I turned on the Beam and then plugged the USB-C cable from the Air 2 into the battery-powered accessory. I then pulled up the Screen Mirroring option from iOS Control Center and selected the Xreal Beam. From there, viewing apps, games, and media content was smooth sailing.</p><p>It was a similar experience with macOS and Windows 11 with the Air 2. With both operating systems, you can connect wirelessly using the Beam accessory or plug into a free USB-C port directly. I didn’t notice any lag using the Beam versus the direct USB-C connection, so I preferred using this solution for my testing. The first time you stand up from your desk and yank the Air 2 glasses off your face when plugged in via USB-C (yes, I did that), it makes you appreciate the more free-wheeling nature of the Beam.</p><p>As with the original Air, I connected the Air 2 to the Xbox Series X HDMI port using the Nreal adapter. You connect an HDMI cable from the console to the HDMI port on the Nreal adapter, then plug the Air 2 glasses into the USB-C port. Once everything is set up, you’ll see everything through the Air 2 as you would if you were looking at a television.</p><h2 id="the-xreal-air-2-x2019-s-hardware">The Xreal Air 2’s Hardware</h2><p>Like its predecessor, the Air 2 uses two top-mounted Mini-OLED displays that project downward onto lenses directly in front of your eyes. The dual displays on the Air measured 0.68 inches across, while the Air 2 reduces them to 0.55 inches. I didn’t notice much of a visual difference between the two, although perhaps the Air 2’s picture looked slightly crisper. However, I did notice the increased brightness levels brought forth with the Air 2.</p><p>The displays have a default refresh rate of 60Hz but can go up to 120Hz, depending on the application. 120Hz is possible when Air Casting, but using the Nebula environment in macOS and Windows 11 tops out at 90Hz. You’re limited to 75Hz when using the Nebula interface with Android. The contrast ratio is listed at 100,000:1, and you’ll get a resolution of 1920 x 1080 per eye.</p><p>Xreal also implemented an all-new speaker system with directional sound, which minimizes the amount of sound projected to those around you. In practice, the speakers sound louder than those on the original Air. However, the actual sound quality was similar, which is to say, passable. The speakers won’t wow anyone, but they get the job done if you want a low-impact way of enjoying the content you’re watching. With that said, I had no trouble using AirPods Pro or AirPods Max in conjunction with the Air 2 for an even better audio experience.</p><p>Although we didn’t get a sample for review, Xreal is also launching the Air 2 Pro. This model retails for $449 and includes electrochromic dimming for the lenses, which allows the user to adjust the amount of light coming through without a removable plastic light blocker. Transparent Mode doesn&apos;t block any light, allowing you to see the entire environment around you. Productivity Mode allows 35 percent of light in, while Immersive Mode blocks 100 percent of light. The electrochromic dimming is the only feature difference between the Air 2 and Air 2 Pro.</p><h2 id="using-the-xreal-air-2">Using the Xreal Air 2</h2><p>When connected to an iPhone, I found viewing portrait-oriented content on the Air 2 disorienting. However, apps that support landscape mode look great. While navigating within apps while wearing the glasses is clunky because your primary control mode is via touch, the Air 2 truly shines with media. I opened a few videos on YouTube and watched Season 2, Episode 2 of Loki on Disney Plus without issue. I even pulled up a few movies from my Plex Media library that I streamed from my home server, which worked flawlessly. Everything I threw at it, from Amazon Prime Video to Sling TV, worked fine. I even squeezed in a quick Xbox Cloud Gaming session with Forza Horizon 5 using my iPhone and an Xbox Controller.</p><p>Pairing the Air 2 with an iPhone also allowed me to experience how it is to use the glasses in a more mobile setting. I could watch TV on Sling TV with the glasses as I walked around the house doing random chores. I even wore them outside while taking our dog for a walk. Luckily, the glasses look <em>mostly</em> normal to the casual observer, minus the USB-C dangling from the arm. The Mini-OLED panels are mostly washed out in a sunny environment, making them useless – even with the improved 500 nits max brightness rating. In a cloudy environment, things only got a little bit better. The only time I could really enjoy the glasses outside was at dusk. I went outside to mow the lawn with my push mower while watching an episode of Savagegeese on YouTube. Not only could I clearly see the visuals from the episode (although not as clearly as when using the Air 2 inside), but I also had enough visual cues from the outside world to maintain my crisp mowing lines as I crisscrossed my backyard.</p><p>Of course, you can minimize interference from outside light by using the included black plastic light blockers, but those are only good if you plan to remain stationary. They are useless if you want to use the Air 2 on the go.</p><p>I thought using the Air 2 in macOS or Windows 11 would put undue stress on my eyes after an extended usage while staring at text, but this wasn’t the case. In fact, I wrote most of this review while wearing the Air 2. Text was crisp and clear, with no annoying artifacts or shimmering. The increased viewing area, thanks to the smaller Mini-OLED screens, really came in handy when working on a PC. Given that these are augmented reality glasses, you can still see your environment around you – the Air 2 just gives you a bit more to see through the bottom half of the lenses. So, if I need to look down at my keyboard briefly, check on a benchmark I have running on a system off to my side, or take a quick look at the score of an NFL game on the TV behind me, I can quickly glance without needing to take the glasses off.</p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1999px;"><p class="vanilla-image-block" style="padding-top:56.28%;"><img id="NLnaRXYXkBjPHq9jS42cui" name="image5.jpg" alt="Xreal Air 2" src="https://cdn.mos.cms.futurecdn.net/NLnaRXYXkBjPHq9jS42cui.jpg" mos="" align="middle" fullscreen="1" width="1999" height="1125" attribution="" endorsement="" class="expandable"><a href='https://cdn.mos.cms.futurecdn.net/NLnaRXYXkBjPHq9jS42cui.jpg' target='_blank' class='expand-button icon-expand-image icon' ></a></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="caption-text">Connecting the Xreal Air 2 to a Nintendo Switch OLED </span><span class="credit" itemprop="copyrightHolder">(Image credit: Tom's Hardware)</span></figcaption></figure><p>I used the Air 2 with a Nintendo Switch OLED and the Beam accessory. It’s a bit of a cumbersome process, as you need to connect the Air 2 to the Beam using the included USB-C cable and then use another USB-C to connect from the Nintendo Switch to the Beam. Once connected, I saw the Switch home screen displayed in the glasses but couldn’t navigate using the Joy-Cons. Once I disconnected the Joy-Cons and used them freely in my hands, I kicked some butt in <em>Mario Kart 8 Deluxe</em> and then played about an hour of <em>Zelda: Tears of the Kingdom</em>. The display&apos;s brightness was sufficient not to need the light blocker when sitting at my desk in my home office or downstairs in my living room.</p><p>I had similarly good experiences with an Xbox Series X, although I used the standard Xreal adapter for HDMI connectivity instead of the Beam. I played <em>Forza Motorsport</em>, which was released earlier this month and <em>Starfield</em>. I have a 55-inch HDTV connected to my Xbox Series X, and both games looked great with that setup. But it’s an entirely different (and more immersive) experience using the Air 2, with its simulated 130-inch display area. The immersion was heightened at night with all the lights in the house turned off, and I became engrossed in lapping the Nürburgring in<em> Forza Motorsport</em> into the early hours until I forced myself to go to bed.</p><h2 id="bottom-line-4">Bottom Line</h2><p>The Xreal Air 2 is a nice upgrade compared to its Air predecessors. It’s lighter, offers brighter Mini-OLED displays with higher pixel density, comes in two colors, and it’s available with colorful stickers for customization (although the implementation isn’t the best, in my opinion).</p><p>Compared to the original Air, I used the Air 2 almost exclusively without the light blockers due to the brighter displays. This also made it easier for me to stay engaged with my surrounding environment. The lighter weight also helped me game and perform productivity tasks longer without fatigue. And now that Apple has finally embraced the USB-C port on its latest iPhones, the Air 2 can now connect to those devices without requiring the purchase of a separate accessory.</p><p>It&apos;s hard to find fault with the Air 2 on a hardware level, but its pricing might be a turn-off to some. The Air 2 is priced at $399, up from $379 for the previous generation Air. I think that the hardware upgrades are worth the $20 price increase, but the Air 2 is still a luxury purchase. It works well for entertainment purposes and gaming and even serves as a credible solution for productivity with your daily workflow. However, I wonder how many people will use the Air 2 on a regular basis versus using them heavily for a week or so, then relegating them to a drawer with other forgotten tech gear.</p><p>The Xreal Air 2 remains a strong entry into the augmented reality glasses field if you can fit it into your workflow. And with native support for the latest generation of iPhones, it is sure to appeal to a wider audience.</p>
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                                                            <title><![CDATA[ Qualcomm Adopts RISC-V for Next-Gen Snapdragon Wear Platform ]]></title>
                                                                                                                                                                                                <link>https://www.tomshardware.com/news/qualcomm-adopts-risc-v-for-next-gen-snapdragon-wear-platform</link>
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                            <![CDATA[ Qualcomm and Google partner to bring RISC-V to wearables. ]]>
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                                                                        <pubDate>Tue, 17 Oct 2023 14:00:41 +0000</pubDate>                                                                                                                                <updated>Mon, 06 Nov 2023 12:25:15 +0000</updated>
                                                                                                                                            <category><![CDATA[Virtual Reality]]></category>
                                                                                                                    <dc:creator><![CDATA[ Anton Shilov ]]></dc:creator>                                                                                    <dc:source><![CDATA[ https://cdn.mos.cms.futurecdn.net/uMZ5kNphxA2Ut6whdLaSQV.png ]]></dc:source>
                                                                <dc:description><![CDATA[ &lt;p&gt;Anton Shilov has been in the PC industry since 1990s playing games, building PCs, and writing stories about pretty much everything that relates to PCs, Macs, smartphones, tablets, and even fab equipment. Over his career, he has worked at a variety of high-ranking websites, including AnandTech, EE Times, TechRadar, X-bit labs, and now Tom&#039;s Hardware. When Anton is not reading or writing about something high-tech, he is probably watching a good movie, playing a video game, or spending time with his family.&lt;/p&gt; ]]></dc:description>
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                                                                                                                                                                                                                                    <media:description><![CDATA[The Qualcomm Snapdragon processor logo.]]></media:description>                                                            <media:text><![CDATA[The Qualcomm Snapdragon processor logo.]]></media:text>
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                                <p>Qualcomm and Google announced that they had agreed to expand their partnership to development of a Snapdragon Wear platform based on the RISC-V instruction set architecture (ISA) designed for next-generation Wear OS products. The announcement is a milestone as it envisions custom RISC-V-based solutions from Qualcomm that will address the whole Google Wear OS ecosystem.<br><br>The announcement by the two high-tech giants means that Qualcomm will work on RISC-V-based hardware for wearable devices, whereas Google will work on software for these applications. In general, this means that the two companies are collaboratively developing a RISC-V platform for wearable devices — for smartwatches initially, but perhaps for something more advanced going forward.<br><br>"Qualcomm Technologies have been a pillar of the Wear OS ecosystem, providing high performance, low power systems for many of our OEM partners," said Bjorn Kilburn, General manager of Wear OS at Google. "We are excited to extend our work with Qualcomm Technologies and bring a RISC-V wearable solution to market."<br><br>While system-in-packages for wearable devices may be considered simplistic, that is not at always the case. In addition to the main processor that enables computing capabilities for the whole device, they feature multiple supporting capabilities like storage and sensors. All of these are typically based on cores featuring ISA developed by Arm, including Cortex A-series cores for compute as well as Cortex M-series cores for microcontrollers. All of these cores cost money and replacing them with RISC-V ones will reduce or even eliminate licensing fees to Arm.<br><br>The announcement lacks many details. For example, we do not know whether Qualcomm&apos;s Snapdragon Wear platform featuring RISC-V ISA will replace all Arm cores or only select ones. Yet, Google&apos;s involvement in the project clearly emphasizes its scope and importance.<br><br>"We are excited to leverage RISC-V and expand our Snapdragon Wear platform as a leading silicon provider for Wear OS," said Dino Bekis, vice president and general manager, Wearables and Mixed Signal Solutions, Qualcomm. "Our Snapdragon Wear platform innovations will help the Wear OS ecosystem rapidly evolve and streamline new device launches."</p>
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                                                            <title><![CDATA[ How to Play PC VR Games Wirelessly with a Meta Quest ]]></title>
                                                                                                                                                                                                <link>https://www.tomshardware.com/how-to/play-pc-vr-games-wirelessly-with-a-meta-quest</link>
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                            <![CDATA[ Find out how to use Air Link to play PC VR games on your Meta Quest sans wires. ]]>
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                                                                        <pubDate>Mon, 18 Sep 2023 10:00:47 +0000</pubDate>                                                                                                                                                                                                                                <category><![CDATA[Virtual Reality]]></category>
                                                                                                                    <dc:creator><![CDATA[ Sydney Butler ]]></dc:creator>                                                                                    <dc:source><![CDATA[ null ]]></dc:source>
                                                                <dc:description><![CDATA[ null ]]></dc:description>
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                                                                                                                                                                                                                                    <media:description><![CDATA[How to Play PC VR Games Wirelessly with a Meta Quest]]></media:description>                                                            <media:text><![CDATA[How to Play PC VR Games Wirelessly with a Meta Quest]]></media:text>
                                <media:title type="plain"><![CDATA[How to Play PC VR Games Wirelessly with a Meta Quest]]></media:title>
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                                <p>When Meta (then known as Oculus) first figured out that one could use the USB connection on the first Quest headset to turn it into a PC VR headset, it completely transformed their business. The Rift, which was their PC headset, was summarily discontinued, and today the Quest series is both a standalone headset and one you can easily use as a PC VR headset by simply plugging it into a free USB port on your computer.</p><p>However, while it’s nice to have access to high-end PC VR titles, you definitely feel like you’re giving something up by tethering to your PC with a cable. With Quest’s Air Link feature, you don’t have to worry about wires, and you can use your Quest as if it were in standalone mode, while benefiting from the graphical prowess of PC hardware.</p><h2 id="what-you-x2019-ll-need">What You’ll Need</h2><p>In order to use the Quest’s Air Link feature, you’ll need a few things for an optimal experience:</p><ul><li><a href="https://www.tomshardware.com/reviews/oculus-quest-2-review">Meta Quest 2</a>, or a Meta Quest Pro. The original Quest is not officially supported</li><li>A Wi-Fi router with support for 5-GHz Wi-Fi</li><li>An ethernet cable (optional but highly-recommended)</li><li>A Windows PC that meets or exceeds the minimum specs for VR (or the specific VR apps or games you want to play)</li><li>The Meta Quest app for Windows</li></ul><h2 id="how-to-play-pc-vr-games-wirelessly-with-meta-quest">How To Play PC VR Games Wirelessly With Meta Quest</h2><p>With all of the required pieces at hand, it’s time to set up your PC VR experience. Here’s how:</p><p><strong>Note: </strong>You may notice that the screenshots below aren’t particularly sharp. That’s because we have to use the Quest’s casting feature to take screenshots of the mobile app. While the Quest does support taking internal screenshots, this feature doesn’t work outside of games and app. We apologize for the lack of legibility, but these screenshots should still help you find the correct buttons and switches.</p><p>1. <strong>Download and install the </strong><a href="https://www.meta.com/help/quest/articles/getting-started/getting-started-with-rift-s/install-oculus-pc-app/"><u><strong>Oculus PC app</strong></u></a><strong>.</strong> Simply run the installer after downloading it. Open the app and log into or create an account. You can also use your existing Facebook account to log in.</p><p>2. <strong>(Optional) Connect your PC to your router using an Ethernet cable.</strong> You can still use Air Link with nothing more than Wi-Fi, but you may suffer stuttering and degraded image quality as a result.</p><p>3. <strong>Put on your headset, and press the menu button on the right touch controller. </strong>This will bring up the universal menu. It may already be visible, in which case you can skip this step. If you accidentally make it go away, just press the button again.</p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1999px;"><p class="vanilla-image-block" style="padding-top:46.17%;"><img id="Cgj98fe5JpWsJthoZDjU8R" name="image7.png" alt="How to Play PC VR Games Wirelessly with a Meta Quest" src="https://cdn.mos.cms.futurecdn.net/Cgj98fe5JpWsJthoZDjU8R.png" mos="" align="middle" fullscreen="1" width="1999" height="923" attribution="" endorsement="" class="expandable"><a href='https://cdn.mos.cms.futurecdn.net/Cgj98fe5JpWsJthoZDjU8R.png' target='_blank' class='expand-button icon-expand-image icon' ></a></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Tom's Hardware)</span></figcaption></figure><p>4. <strong>Hover your pointer over the clock.</strong> This will make the Quick Settings button appear.</p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1999px;"><p class="vanilla-image-block" style="padding-top:46.17%;"><img id="FMSQYyzR5NSwGdGiEEYJQN" name="image2.png" alt="How to Play PC VR Games Wirelessly with a Meta Quest" src="https://cdn.mos.cms.futurecdn.net/FMSQYyzR5NSwGdGiEEYJQN.png" mos="" align="middle" fullscreen="1" width="1999" height="923" attribution="" endorsement="" class="expandable"><a href='https://cdn.mos.cms.futurecdn.net/FMSQYyzR5NSwGdGiEEYJQN.png' target='_blank' class='expand-button icon-expand-image icon' ></a></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Tom's Hardware)</span></figcaption></figure><p>5. <strong>Click on the clock.</strong> This will open the Quick Settings panel.</p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1999px;"><p class="vanilla-image-block" style="padding-top:46.17%;"><img id="EKeAuRSqcdpv842CDnvSZK" name="image6.png" alt="How to Play PC VR Games Wirelessly with a Meta Quest" src="https://cdn.mos.cms.futurecdn.net/EKeAuRSqcdpv842CDnvSZK.png" mos="" align="middle" fullscreen="1" width="1999" height="923" attribution="" endorsement="" class="expandable"><a href='https://cdn.mos.cms.futurecdn.net/EKeAuRSqcdpv842CDnvSZK.png' target='_blank' class='expand-button icon-expand-image icon' ></a></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Tom's Hardware)</span></figcaption></figure><p>6. <strong>Select Quest Link.</strong></p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1595px;"><p class="vanilla-image-block" style="padding-top:70.72%;"><img id="rESYHKHkeDgcaggHLnk4tP" name="image5.png" alt="How to Play PC VR Games Wirelessly with a Meta Quest" src="https://cdn.mos.cms.futurecdn.net/rESYHKHkeDgcaggHLnk4tP.png" mos="" align="middle" fullscreen="1" width="1595" height="1128" attribution="" endorsement="" class="expandable"><a href='https://cdn.mos.cms.futurecdn.net/rESYHKHkeDgcaggHLnk4tP.png' target='_blank' class='expand-button icon-expand-image icon' ></a></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Tom's Hardware)</span></figcaption></figure><p>7. <strong>Toggle Quest Air Link on.</strong> It may already be on, in which case you can skip this step.</p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1281px;"><p class="vanilla-image-block" style="padding-top:73.54%;"><img id="45nXW2jaemcXQPP7uj7pSJ" name="image3.png" alt="How to Play PC VR Games Wirelessly with a Meta Quest" src="https://cdn.mos.cms.futurecdn.net/45nXW2jaemcXQPP7uj7pSJ.png" mos="" align="middle" fullscreen="1" width="1281" height="942" attribution="" endorsement="" class="expandable"><a href='https://cdn.mos.cms.futurecdn.net/45nXW2jaemcXQPP7uj7pSJ.png' target='_blank' class='expand-button icon-expand-image icon' ></a></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Tom's Hardware)</span></figcaption></figure><p>8. <strong>Select your PC.</strong> It should be visible under “available PCs”. </p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1136px;"><p class="vanilla-image-block" style="padding-top:80.99%;"><img id="SUBidhsBvAsWPdMEU3T4QL" name="image8.png" alt="How to Play PC VR Games Wirelessly with a Meta Quest" src="https://cdn.mos.cms.futurecdn.net/SUBidhsBvAsWPdMEU3T4QL.png" mos="" align="middle" fullscreen="1" width="1136" height="920" attribution="" endorsement="" class="expandable"><a href='https://cdn.mos.cms.futurecdn.net/SUBidhsBvAsWPdMEU3T4QL.png' target='_blank' class='expand-button icon-expand-image icon' ></a></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Tom's Hardware)</span></figcaption></figure><p>9. <strong>Select “Pair”. </strong>As you might expect, you won’t have to pair with your PC every time you use Air Link, it’s a once-off process until you have to link to a fresh copy of the Meta desktop app or factory reset your Quest. Since we had paired our Quest previously, we weren’t prompted this time.</p><p>10. <strong>Note the pairing code you see in your headset</strong>, take your headset off and confirm that the code shown in the desktop app is the same by clicking “Confirm”.</p><p>11. <strong>Put your headset back on, and select “Launch”.</strong></p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1281px;"><p class="vanilla-image-block" style="padding-top:56.21%;"><img id="PsSLy57Eew4p9uUbtu6M3Z" name="Iy-wJc7j5FS3qoxeIvIPU9sMoPYUUhWuC5vABkYsnYOfJs80SuBCNOog4UXOgMFkYnw0Kq3_OFlNX0JDAKzHBxBlisvBJdfXLbPtrv4KApPFAcl7A3bVZyBmfV-ZHxIJ3AV-36ct_wwljYWZQfek58M.png" alt="How to Play PC VR Games Wirelessly with a Meta Quest" src="https://cdn.mos.cms.futurecdn.net/PsSLy57Eew4p9uUbtu6M3Z.png" mos="" align="middle" fullscreen="1" width="1281" height="720" attribution="" endorsement="" class="expandable"><a href='https://cdn.mos.cms.futurecdn.net/PsSLy57Eew4p9uUbtu6M3Z.png' target='_blank' class='expand-button icon-expand-image icon' ></a></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Tom's Hardware)</span></figcaption></figure><p>In future you’ll launch Air Link from the Quick Settings menu in the same way, but it will work immediately without the need to remove your headset.</p><p>From here things work exactly as they do using a USB connection with the Quest. You’ll be in the Meta Home environment and can summon your PC desktop to launch Steam VR games, or launch native Meta VR games directly from the home environment.</p><h2 id="tips-and-tricks">Tips and Tricks</h2><p>To make your Air Link experience as good as possible, there are a few simple tips you can follow:</p><ul><li><strong>Make sure your Ethernet cable is of the correct speed.</strong> For example, if you have gigabit Ethernet on your computer and router, you need at least a CAT 5e Ethernet cable to connect them with.</li><li><strong>Be in the same room as the router, within line of sight.</strong> If you’re using a mesh Wi-Fi system, you want to be within line of sight of the mesh unit that you’ve wired your PC to.</li><li><strong>Consider using a power bank. </strong>The main downside of using Air Link is that your Quest’s battery will run down. You can put a small power bank in your pocket with a cable running up to the headset. This lets you enjoy the freedom of being untethered, while not worrying about running out of battery in two hours or less.</li><li>Whenever possible, <strong>buy or launch the native Meta </strong>(sometimes still called “Oculus”) VR version of a game. Some VR games on Steam give you this option at launch. While Steam VR games work just fine with the Quest, it can lead to small glitches and worse performance thanks to the extra overhead of having Steam VR as the middleman.</li></ul><p>Now you can enjoy the best of both worlds - untethered VR, with high-end PC horsepower.</p>
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                                                            <title><![CDATA[ Apple Releases visionOS SDK to Get Developers Amped for Vision Pro ]]></title>
                                                                                                                                                                                                <link>https://www.tomshardware.com/news/apple-visionos-sdk-developers-available</link>
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                            <![CDATA[ Developers can now start making apps ahead of Vision Pro's official launch next year. ]]>
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                                                                        <pubDate>Thu, 22 Jun 2023 15:25:34 +0000</pubDate>                                                                                                                                <updated>Thu, 30 Jan 2025 13:56:02 +0000</updated>
                                                                                                                                            <category><![CDATA[Virtual Reality]]></category>
                                                                                                <author><![CDATA[ brandon.hill@futurenet.com (Brandon Hill) ]]></author>                    <dc:creator><![CDATA[ Brandon Hill ]]></dc:creator>                                                                                    <dc:source><![CDATA[ https://cdn.mos.cms.futurecdn.net/yHeufe7JcvuJBhYPkSexNf.jpg ]]></dc:source>
                                                                <dc:description><![CDATA[ &lt;p&gt;Brandon&amp;nbsp;has been tinkering with PCs since childhood and received his first &quot;real&quot; PC, an IBM Aptiva 310, in the mid-1990s. He next went on to build his first custom PC with an Intel Celeron 300A processor overclocked to 450MHz on an Abit BH6 motherboard.&amp;nbsp;Brandon&amp;nbsp;has written about PC and Mac tech since the late 1990s, first at AnandTech before moving to DailyTech and later to Hot Hardware. When&amp;nbsp;Brandon&amp;nbsp;is not consuming copious amounts of tech news, he can be found enjoying the NC mountains or the beach with his wife and two sons.&lt;/p&gt; ]]></dc:description>
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                                <p>It’s been just over two weeks since Apple announced its long-anticipated <a href="https://www.tomshardware.com/news/apple-Vision-pro-ar-vr-headset-xros-price-specs-release-date">Vision Pro mixed reality headset</a>. At the time, Apple showed what the headset is capable of using demos of its own homegrown apps and apps brewed secretly by hand-picked developers (like Disney, for example). Now, Apple is ready to open the floodgates to its wider developer community ahead of the <a href="https://www.tomshardware.com/news/apple-vision-pro-pricey-dev-box">$3,499 Vision Pro’s 2024 launch</a> with the release of the visionOS software development kit (SDK). </p><p>The visionOS SDK is now available via Xcode 15 beta 2 for registered developers, which aligns with the company’s assertion that it would launch later this month. “Apple’s global community of developers will be able to create an entirely new class of spatial computing apps that take full advantage of the infinite canvas in Vision Pro and seamlessly blend digital content with the physical world to enable extraordinary new experiences,” the company explained in a press release. </p><p>“With the visionOS SDK, developers can utilize the powerful and unique capabilities of Vision Pro and visionOS to design brand-new app experiences across a variety of categories including productivity, design, gaming, and more.”</p><div class="see-more see-more--clipped"><blockquote class="twitter-tweet hawk-ignore" data-lang="en"><p lang="en" dir="ltr">I tested out visionOS for Apple Vision Pro! 👀 pic.twitter.com/DbBfWHSrYX<a href="https://twitter.com/ianzelbo/status/1671645828748914692">June 21, 2023</a></p></blockquote><div class="see-more__filter"></div></div><p>Developers can use the Reality Composer Pro within Xcode to prepare and preview new 3D models, animations and sounds for use with Vision Pro. But the biggest news comes with the Simulator, which allows developers to see how their apps will look in virtualized testing rooms. These include a living room, kitchen, and a museum. Apple will even allow you to adjust light levels for each room to see how your app would look during different times of the day.</p><p>To help prepare developers for its all-new platform, Apple will hold in-person, hands-on experiences with the Vision Pro at its labs in Cupertino, London, Munich, Shanghai, Singapore, and Tokyo. In addition, Apple says developers will have access to new authoring tools in July to port their existing Unity-engine apps and games to the Vision Pro.</p><p>For developers that want to get their feet wet with the visionOS SDK, you can download it from <a href="https://developer.apple.com/visionos/">Apple’s Developer website</a>. And starting next month, developers can request access to a Vision Pro hardware developer kit.</p>
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                                                            <title><![CDATA[ Apple's Vision Pro XR Headset Uses 90 Hz Micro-OLED Displays ]]></title>
                                                                                                                                                                                                <link>https://www.tomshardware.com/news/apples-vision-pro-xr-headset-uses-90hz-micro-oled-displays</link>
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                            <![CDATA[ Apple provides more technical details on its Vision Pro extended reality headset. ]]>
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                                                                        <pubDate>Thu, 08 Jun 2023 15:39:39 +0000</pubDate>                                                                                                                                <updated>Wed, 05 Feb 2025 14:03:22 +0000</updated>
                                                                                                                                            <category><![CDATA[Virtual Reality]]></category>
                                                                                                <author><![CDATA[ brandon.hill@futurenet.com (Brandon Hill) ]]></author>                    <dc:creator><![CDATA[ Brandon Hill ]]></dc:creator>                                                                                    <dc:source><![CDATA[ https://cdn.mos.cms.futurecdn.net/yHeufe7JcvuJBhYPkSexNf.jpg ]]></dc:source>
                                                                <dc:description><![CDATA[ &lt;p&gt;Brandon&amp;nbsp;has been tinkering with PCs since childhood and received his first &quot;real&quot; PC, an IBM Aptiva 310, in the mid-1990s. He next went on to build his first custom PC with an Intel Celeron 300A processor overclocked to 450MHz on an Abit BH6 motherboard.&amp;nbsp;Brandon&amp;nbsp;has written about PC and Mac tech since the late 1990s, first at AnandTech before moving to DailyTech and later to Hot Hardware. When&amp;nbsp;Brandon&amp;nbsp;is not consuming copious amounts of tech news, he can be found enjoying the NC mountains or the beach with his wife and two sons.&lt;/p&gt; ]]></dc:description>
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                                <p>Earlier this week at WWDC, Apple made several hardware announcements related to its Mac platform. The company launched the all-new <a href="https://www.tomshardware.com/news/apple-15-inch-macbook-air-price-specs-release-date">15-inch MacBook Air</a> along with a <a href="https://www.tomshardware.com/news/m2-ultra-mac-studio-specs-price-release-date">Mac Studio</a> and <a href="https://www.tomshardware.com/news/mac-pro-finally-here-gets-m2-ultra">Mac Pro</a> powered by M2 Ultra processors. However, the product that overshadowed the entire keynote was undoubtedly the <a href="https://www.tomshardware.com/news/apple-Vision-pro-ar-vr-headset-xros-price-specs-release-date">Vision Pro</a> extended reality headset.</p><p>We learned a lot about the headset, including its impressive dual Micro-OLED displays featuring a collective 23 million pixels. Each eye has access to over <a href="https://www.tomshardware.com/news/4k-definition,37642.html">4K</a> resolution, resulting in a crystal-clear picture with no hint of pixels in view, according to people that had hands-on time with the headset. Now, a <a href="https://developer.apple.com/videos/play/wwdc2023/10071/?time=141">developer session</a> from Apple&apos;s developer conference reveals that the Vision Pro&apos;s displays have a <a href="https://www.tomshardware.com/reference/refresh-rate-definition">refresh rate</a> of "usually 90 frames per second."</p><p>For reference, non-pro MacBooks, iPhones and iPads have a refresh rate of 60 Hz, while the Pro variants of each feature a 120 Hz refresh rate. The 90 Hz refresh rate of the Vision Pro puts it right in the middle. The Vision Pro doesn&apos;t meet the 120 Hz threshold, so it doesn&apos;t carry the ProMotion label attached to devices such as the iPhone 14 Pro, iPad Pro, and <a href="https://www.tomshardware.com/reviews/macbook-pro-14-16-m2-pro-max-2023">16-inch MacBook Pro</a>.</p><p>In the developer session entitled "Deliver video content for spatial experiences," the presenter also revealed that the 90 Hz refresh rate is not static. Apple says a maximum refresh rate of 96 Hz "may be used automatically" while playing 24 fps video content.</p><p>In addition to the high-tech displays, the Vision Pro is powered by a 5nm <a href="https://www.tomshardware.com/news/apple-introduces-m2-processor-8-core-cpu-10-core-gpu-up-to-18-more-performance">M2 processor</a> in conjunction with an R1 co-processor tasked with wrangling the data from a dozen cameras, six microphones and five sensors.</p><p>Apple&apos;s Vision Pro is expected to launch in 2024 with a price tag of $3,499. That price puts it out of reach for most consumers, but many are hopeful that subsequent generations can hit more palatable price points, allowing for broader adoption. As my colleague <a href="https://www.tomshardware.com/news/apple-vision-pro-pricey-dev-box">Andrew E. Freedman wrote</a>, "I firmly see this announcement as a first step in building the future, with Apple&apos;s dedicated third-party developers making experiences that will germinate here, but become invaluable down the line."</p>
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                                                            <title><![CDATA[ Apple's Vision Pro Is Pricey, but It Has a Chance ]]></title>
                                                                                                                                                                                                <link>https://www.tomshardware.com/news/apple-vision-pro-pricey-dev-box</link>
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                            <![CDATA[ Apple's Vision Pro is the first step in a years-long play. Its WWDC announcement was proof that it will need time editing, and need developers on board. ]]>
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                                                                        <pubDate>Tue, 06 Jun 2023 13:39:00 +0000</pubDate>                                                                                                                                <updated>Thu, 30 Jan 2025 13:56:18 +0000</updated>
                                                                                                                                            <category><![CDATA[Virtual Reality]]></category>
                                                                                                                    <dc:creator><![CDATA[ Andrew E. Freedman ]]></dc:creator>                                                                                    <dc:source><![CDATA[ https://cdn.mos.cms.futurecdn.net/MTveuGNKPqpzrLttEA9ebb.jpg ]]></dc:source>
                                                                <dc:description><![CDATA[ &lt;p&gt;Andrew oversees laptop and desktop coverage and keeps up with the latest news in tech and gaming. His work has been published in Kotaku, PCMag, Complex, Tom’s Guide and Laptop Mag, among others. He fondly remembers his first computer: a Gateway that still lives in a spare room in his parents&#039; home, albeit without an internet connection. When he’s not writing about tech, you can find him playing video games, checking social media and waiting for the next Marvel movie. Follow him on Threads &lt;a href=&quot;https://www.threads.net/@freedmanae&quot;&gt;@FreedmanAE&lt;/a&gt; and Mastodon &lt;a href=&quot;https://mastodon.social/@FreedmanAE&quot;&gt;@FreedmanAE.mastodon.social&lt;/a&gt;.&lt;/p&gt; ]]></dc:description>
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                                <p>At WWDC on Monday, Apple&apos;s Vision Pro wowed a live audience at Apple Park here in Cupertino, as well as online around the world. CEO Tim Cook and a team that worked on the project detailed what they heralded as VR and AR&apos;s transformative properties as a computing platform.<br><br>And then, sitting in the live audience just inside Apple&apos;s flagship campus, I heard gasps. The Apple Vision Pro, at $3,499, would cost even more than the rumors suggested.</p><p>There&apos;s been a lot of skeptical talk on Apple&apos;s Campus today among the media and analysts (do we really want to use an AR headset to take photos of our families?), but also a lot of wonder that Apple has pulled off something so thin and seemingly so powerful. But everyone is mentioning the cost.<br><br>$3,499 is a lot. While that&apos;s not <a href="https://www.tomshardware.com/news/mac-pro-finally-here-gets-m2-ultra"><u>Mac Pro money</u></a>, Apple is pitching this as a device that people will have in their homes, use to take photos of their families, watch movies and work like they would on their Mac.</p><p>But here&apos;s the thing. This is WWDC, and it is for developers. Apple is pitching the device months before release, which it typically does with products when it needs to get developers on board. Apple has pitched the Vision Pro as its future, but it can&apos;t do that without a boatload of apps.<br><br>And that&apos;s what the Vision Pro seems like: a $3,499 dev box. At least, in the short term, this will be the headset that developers use to design Apple&apos;s future, should the Vision Pro succeed. And those apps will trickle down, to cheaper headsets, potential AR glasses, and other rumored products. Those dedicated developers are the ones that can make something like the Vision Pro a winner, and Apple absolutely needs them on board.<br><br>I didn&apos;t get the chance to test the Vision Pro at Apple Park — those opportunities were few and far between, though I know they existed. But even without that, I can see a version of this that entices me more than the Vision Pro currently does, a few years down the road.</p><figure role="gallery"><figure><img src="https://cdn.mos.cms.futurecdn.net/GuXeG4CS6xYciSZTnHgPiC.jpg" alt="Apple Vision Pro" /><figcaption><small role="credit">Tom's Hardware</small></figcaption></figure><figure><img src="https://cdn.mos.cms.futurecdn.net/QpducS5u8ZgMG33ncTgSnF.jpg" alt="Apple Vision Pro" /><figcaption><small role="credit">Tom's Hardware</small></figcaption></figure><figure><img src="https://cdn.mos.cms.futurecdn.net/cVEdQFvdXEH2Mgwm7d2uu8.jpg" alt="Apple Vision Pro" /><figcaption><small role="credit">Tom's Hardware</small></figcaption></figure></figure><p><br><br>Sure, I could name some issues. For one, while the Vision Pro looks far slimmer than similar products, it still looks like it could be heavy on the head (again, I didn&apos;t get to try it), and it has a battery pack that hangs down off the back, which isn&apos;t ideal and feels very first generation, and offers only two hours of battery life when not plugged in. The other thing Apple needs is a killer app. There was no one dedicated reason to use Vision Pro that&apos;s better than an iPhone or a Mac. Apple needs its developers to make a lot of these, and to make them fast.</p><p>We&apos;ve seen this before. Apple releases a product. It&apos;s expensive, out of reach, or not as focused as we&apos;d like. But Apple knows how to whittle. Think back to the Apple Watch, which came out in 2015 with few customization options and an "Edition" model class with 18K gold. Heck, when it was revealed, a <em>Gawker</em> editor <a href="https://www.gawker.com/take-the-pledge-i-will-not-have-sex-with-anyone-who-we-1690368564"><u>started a pledge</u></a> not to sleep with anyone wearing one; today, that would mean he might have trouble finding a partner, as <a href="https://www.macrumors.com/2020/02/05/apple-watch-beats-swiss-watch-industry-2019/"><u>Apple ships more watches than many of the Swiss watchmakers.</u></a>  But the Watch needed some editing. Since then, Apple has changed the focus to fitness and health and added multiple watch faces with customization options. I doubted it at first, and now I love mine.<br><br>We saw something similar with the HomePod, as the original kind of failed to launch. But with the cheaper, $99 HomePod Mini, Apple made something that, while still a luxury, better competes with Amazon&apos;s Echo speakers. The newer full-sized HomePod is cheaper than the original, was largely lauded as better by reviewers, but doesn&apos;t supplant the entry-level item. It&apos;s an improvement, but one we&apos;re still seeing in progress.</p><p>$3,499 is still a stretch for a new category. But the Vision Pro is the first play in a long game, which will compete with Meta, HTC, and likely a number of other players who we may not even know the names of yet.</p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:4032px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="FwAWEdWndtKVLF74QYbiJP" name="IMG_4566.jpg" alt="Apple Vision Pro" src="https://cdn.mos.cms.futurecdn.net/FwAWEdWndtKVLF74QYbiJP.jpg" mos="" align="middle" fullscreen="" width="4032" height="2268" attribution="" endorsement="" class=""></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="caption-text">Yep, that's a battery pack. </span><span class="credit" itemprop="copyrightHolder">(Image credit: Tom's Hardware)</span></figcaption></figure><p><br><br>But knowing history, Apple usually, eventually, gets hardware right. If AR/VR/XR takes off as a new frontier in computing, Apple will be on the leading edge, editing as it goes along. Maybe it will eventually get rid of the battery pack or focus more on certain types of apps. Over the years, it may increase the field of view, resolution or other specs (some of which Apple has not confirmed for <em>this </em>model yet!) Perhaps cheaper models will emerge. And as those things happen, it will get there with an App Store full of software from dedicated developers. And this time, it also has to launch beyond the U.S. Here, Apple is starting in just one country.</p><p>In between, Apple is still working on its Macs as productivity machines (a space it clearly hasn&apos;t abandoned, but has embraced with a new enthusiasm), and it&apos;s not like the iPhone is going anywhere. This will be a slow transition. Apple and its competitors have to prove that you want to wear a computer on your face. Meta&apos;s been trying for a few years and hasn&apos;t done that yet.</p><p>It&apos;s unclear if what we witnessed at WWDC is an iPhone moment. Like the iPhone, we won&apos;t know immediately upon launch what the Vision Pro — or the AR space — does with its impact. But Apple has the resources to keep iterating.</p><p>You do have to start somewhere. If it works as advertised, a headset that relies entirely on hands, eyes, and voice, with tons of apps from Apple&apos;s ecosystem ready to go, including specialized experiences from Disney, works as a great first step. But until I get to try it, I firmly see this announcement as a first step in building the future, with Apple&apos;s dedicated third-party developers making experiences that will germinate here, but become invaluable down the line. Those are the super-fans who will pay to plant a flag, even as everyone else lines up just to try one at an Apple Store.<br><br>Am I skeptical? Sure. But talk to me again in a few years. We&apos;ll see where I am then.</p><p><br><em>Note: As with all of our op-eds, the opinions expressed here belong to the writer alone and not Tom&apos;s Hardware as a team.<br></em></p>
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                                                            <title><![CDATA[ Apple Shows Off $3,499 Vision Pro XR Headset at WWDC ]]></title>
                                                                                                                                                                                                <link>https://www.tomshardware.com/news/apple-Vision-pro-ar-vr-headset-xros-price-specs-release-date</link>
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                            <![CDATA[ Apple has unveiled its new VR/AR headset, Vision Pro, at WWDC23. ]]>
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                                                                        <pubDate>Mon, 05 Jun 2023 18:23:24 +0000</pubDate>                                                                                                                                <updated>Thu, 30 Jan 2025 13:55:51 +0000</updated>
                                                                                                                                            <category><![CDATA[Virtual Reality]]></category>
                                                                                                                    <dc:creator><![CDATA[ Andrew E. Freedman ]]></dc:creator>                                                                                    <dc:source><![CDATA[ https://cdn.mos.cms.futurecdn.net/MTveuGNKPqpzrLttEA9ebb.jpg ]]></dc:source>
                                                                <dc:description><![CDATA[ &lt;p&gt;Andrew oversees laptop and desktop coverage and keeps up with the latest news in tech and gaming. His work has been published in Kotaku, PCMag, Complex, Tom’s Guide and Laptop Mag, among others. He fondly remembers his first computer: a Gateway that still lives in a spare room in his parents&#039; home, albeit without an internet connection. When he’s not writing about tech, you can find him playing video games, checking social media and waiting for the next Marvel movie. Follow him on Threads &lt;a href=&quot;https://www.threads.net/@freedmanae&quot;&gt;@FreedmanAE&lt;/a&gt; and Mastodon &lt;a href=&quot;https://mastodon.social/@FreedmanAE&quot;&gt;@FreedmanAE.mastodon.social&lt;/a&gt;.&lt;/p&gt; ]]></dc:description>
                                                                                                        <dc:contributor><![CDATA[ Brandon Hill ]]></dc:contributor>
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                                <p>After years of speculation, Apple is getting into <a href="https://www.tomshardware.com/reviews/best-virtual-reality-headsets,4722.html">VR and AR</a> in a big way. At its WWDC 2023 developer conference keynote, the company revealed Vision Pro, an XR headset combining virtual and augmented reality. It&apos;s Apple&apos;s first big hardware category since the Apple Watch was released in 2015. It will start at $3,499 next year and will ship on Apple.com and in US retail stores. It&apos;s being shown now to get developers involved.<br><br>The headset has a single piece of laminated glass with a "wide array of cameras and sensors." The frame includes a button for photos and videos, and a digital camera to switch between levels of AR and VR. Vision Pro&apos;s frame has a thermal design that draws air through holes in the system to keep it cool. Needless to say, this isn&apos;t a fanless design, although Apple says that it&apos;s "near silent" in operation.<br><br>Apple is calling it "the most advanced personal electronics device over" and says it is based on over 5,000 patents.</p><figure role="gallery"><figure><img src="https://cdn.mos.cms.futurecdn.net/QpducS5u8ZgMG33ncTgSnF.jpg" alt="Apple Vision Pro" /><figcaption><small role="credit">Tom's Hardware</small></figcaption></figure><figure><img src="https://cdn.mos.cms.futurecdn.net/GuXeG4CS6xYciSZTnHgPiC.jpg" alt="Apple Vision Pro" /><figcaption><small role="credit">Tom's Hardware</small></figcaption></figure><figure><img src="https://cdn.mos.cms.futurecdn.net/5AV2PyX2rAjUiFaimcoKAE.jpg" alt="Apple Vision Pro" /><figcaption><small role="credit">Tom's Hardware</small></figcaption></figure><figure><img src="https://cdn.mos.cms.futurecdn.net/FwAWEdWndtKVLF74QYbiJP.jpg" alt="Apple Vision Pro" /><figcaption><small role="credit">Tom's Hardware</small></figcaption></figure></figure><p><br>The light seal comes in multiple sizes and conforms to your face. Straps reach out from the frame with "Audio Pods" to deliver spatial audio. The headband is a ribbed, 3D pressure that stretches with an attachable mechanism. An adjustment dial lets you make small adjustments during use.</p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:4032px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="TpiFhhzwHC3UDSLxAe6Yzk" name="IMG_4590.jpg" alt="vision pro wwdc 2023" src="https://cdn.mos.cms.futurecdn.net/TpiFhhzwHC3UDSLxAe6Yzk.jpg" mos="" align="middle" fullscreen="" width="4032" height="2268" attribution="" endorsement="" class=""></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Tom's Hardware)</span></figcaption></figure><p>Glasses-wearers will use inserts made by Zeiss that attach to the lenses. There was no mention of the cost for these accessories for an already pricey headset. </p><p>Apple promises two hours of battery on a charge (but it can be used longer while plugged in). The hardware includes a battery pack wired to the headset, which you then put in a belt or pocket. </p><p>An external display will show your eyes so that people can recognize if you&apos;re immersed in VR or not, and keep people from feeling isolated.<br><br>We got to see the design form a distance at WWDC. It&apos;s space-age, and the reflective glass along the front is surprisingly welcoming. It&apos;s a very attractive device, but wearing it is still a bit of a mystery. Apple ensured these models weren&apos;t touched, but we did get a better look at the battery that hangs off the side of the device.</p><h2 id="tech-in-apple-vision-pro">Tech in Apple Vision Pro</h2><p>Vision Pro will boast some impressive specs. It fits 64 pixels in the space of a single iPhone pixel. It has 23 million pixels across two panels for more than 4K resolution. It supports high dynamic range and allows for sharp text, Apple states.<br><br>Apple uses a dual-chip design with Vision Pro, with <a href="https://www.tomshardware.com/news/m2-ultra-mac-studio-specs-price-release-date">M2</a> and a new chip called R1. R1 is designed for input from 12 cameras, five sensors and six microphones. M2 allows for performance, while R1 is designed to make experiences feel immersive.</p><figure role="gallery"><figure><img src="https://cdn.mos.cms.futurecdn.net/htscPsnhCDKes9wZ9zJb2D.png" alt="vision pro wwdc 2023" /><figcaption><small role="credit">Apple</small></figcaption></figure><figure><img src="https://cdn.mos.cms.futurecdn.net/PZt6uQ4qFEMvxUwTxGzAyG.png" alt="vision pro wwdc 2023" /><figcaption><small role="credit">Apple</small></figcaption></figure><figure><img src="https://cdn.mos.cms.futurecdn.net/zSdbHGuLxoeA78TFNC5BaG.png" alt="vision pro wwdc 2023" /><figcaption><small role="credit">Apple</small></figcaption></figure><figure><img src="https://cdn.mos.cms.futurecdn.net/Xst9Pebgu3cFmbAEzcB2XW.png" alt="vision pro wwdc 2023" /><figcaption><small role="credit">Apple</small></figcaption></figure><figure><img src="https://cdn.mos.cms.futurecdn.net/iTc2gcoBrdx7SMxtKdEwAW.png" alt="vision pro wwdc 2023" /><figcaption><small role="credit">Apple</small></figcaption></figure><figure><img src="https://cdn.mos.cms.futurecdn.net/ifiZCHjUBsfjsq7o3FJVsL.png" alt="vision pro wwdc 2023" /><figcaption><small role="credit">Apple</small></figcaption></figure><figure><img src="https://cdn.mos.cms.futurecdn.net/6XqGTYfg8s3hChhiwMbJZR.png" alt="vision pro wwdc 2023" /><figcaption><small role="credit">Apple</small></figcaption></figure><figure><img src="https://cdn.mos.cms.futurecdn.net/FWN9c4pR6hDGwSmGqFgVGN.png" alt="vision pro wwdc 2023" /><figcaption><small role="credit">Apple</small></figcaption></figure></figure><p>Meta&apos;s $1,499 Quest Pro has two LCD panels at 1800 x 1920 pixels with a claimed 106-degree horizontal field of view and a 96-degree vertical field of view. (Last week, Meta announced the Meta Quest 3, but didn&apos;t provide full specs ahead of a full launch later this year). And yes, there&apos;s a screen on the outside to show your eyes.</p><p>The Audio Pods trace your room with sound to customize it for you. Apple calls this "audio ray tracing." There are tons of scanners, including LiDAR, for 3D tracking. There are IR cameras and LEDs to track your eyes, so you don&apos;t need "clumsy hardware controllers."</p><a href="FaceTime will use a digital version of your face"><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="Tqrf6F8bVYGXofyh9NMGaP" name="Screenshot 2023-06-05 115416.png" alt="vision pro wwdc 2023" src="https://cdn.mos.cms.futurecdn.net/Tqrf6F8bVYGXofyh9NMGaP.png" mos="" align="middle" fullscreen="" width="1920" height="1080" attribution="" endorsement="" class=""></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Apple)</span></figcaption></figure></a><p>For FaceTime, Apple creates a digital version of your face. After being scanned by the front cameras, Apple uses a neural network to make a 3D avatar to use in FaceTime calls. When someone in another Vision Pro is chatting with you, they&apos;ll see it in 3D. </p><p>The new OS is called visionOS, which supports iOS framework, a new real-time subsystem, a foveated rendering pipeline and a multi-app 3D engine to keep multiple apps running in the same simulation. </p><p>For security, Apple is using Optic ID, a new take on features like Face ID and Touch ID. Your iris scan will be stored on-device in the secure enclave. Apple says eye input will be separated into a special background process so that websites or apps won&apos;t be able to see where you&apos;re looking. Only finger taps will be registered.</p><figure role="gallery"><figure><img src="https://cdn.mos.cms.futurecdn.net/oWnEPeXMabisbpy2VZ9zPM.png" alt="vision pro wwdc 2023" /><figcaption><small role="credit">Apple</small></figcaption></figure><figure><img src="https://cdn.mos.cms.futurecdn.net/E7kA2PJgKLsN2TDjkGSEbD.png" alt="vision pro wwdc 2023" /><figcaption><small role="credit">Apple</small></figcaption></figure><figure><img src="https://cdn.mos.cms.futurecdn.net/Bh5CuXxttCuavuZQud4muF.png" alt="vision pro wwdc 2023" /><figcaption><small role="credit">Apple</small></figcaption></figure><figure><img src="https://cdn.mos.cms.futurecdn.net/B4b8FKm9p7e7k3Wdd3jifK.png" alt="vision pro wwdc 2023" /><figcaption><small role="credit">Apple</small></figcaption></figure><figure><img src="https://cdn.mos.cms.futurecdn.net/JMA3W7V3iYSMiYCFKCLJtS.png" alt="vision pro wwdc 2023" /><figcaption><small role="credit">Apple</small></figcaption></figure><figure><img src="https://cdn.mos.cms.futurecdn.net/ZFdzTvpqWazm5YJXMYP7CV.png" alt="vision pro wwdc 2023" /><figcaption><small role="credit">Apple</small></figcaption></figure><figure><img src="https://cdn.mos.cms.futurecdn.net/qeNbSo3cZtBMico5wSwvaB.png" alt="vision pro wwdc 2023" /><figcaption><small role="credit">Apple</small></figcaption></figure><figure><img src="https://cdn.mos.cms.futurecdn.net/BEvNRNipdpiYj9mbLc7qJL.png" alt="vision pro wwdc 2023" /><figcaption><small role="credit">Apple</small></figcaption></figure></figure><h2 id="using-apple-vision-pro">Using Apple Vision Pro</h2><p>Apple&apos;s operating system for AR and VR  will be somewhat familiar to users of iOS and iPadOS with a home screen with app icons and widgets that can be rearranged. There&apos;s a home view in your space, with apps that appear as they float in your room. They respond to light and cast shadows on your home. You can scale apps and place them wherever in your space that you wish.<br><br>The switch between AR and VR is critical here. Apple relies on a mix of the two so that people who use the headset don&apos;t feel entirely blocked out from the world. The dial, similar to the digital crown on the Apple Watch, lets you move in between AR and VR modes.</p><figure role="gallery"><figure><img src="https://cdn.mos.cms.futurecdn.net/nd5euNcBDRcU5sCswk5UL9.png" alt="vision pro wwdc 2023" /><figcaption><small role="credit">Apple</small></figcaption></figure><figure><img src="https://cdn.mos.cms.futurecdn.net/VcxJtRrDkq8RRM4sVyqQi3.png" alt="vision pro wwdc 2023" /><figcaption><small role="credit">Apple</small></figcaption></figure><figure><img src="https://cdn.mos.cms.futurecdn.net/4bYF5n99PnsNYQnwC2R9H3.png" alt="vision pro wwdc 2023" /><figcaption><small role="credit">Apple</small></figcaption></figure></figure><p>The headset relies solely on your eyes, hands, and voice. There&apos;s no controller. Graphical elements on the screen respond to your looking at them, and a tap of the fingers selects. You can flick your hands to scroll.</p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="htwG4fcr5qMvGRABCSv85d" name="Screenshot 2023-06-05 112816.png" alt="vision pro wwdc 2023" src="https://cdn.mos.cms.futurecdn.net/htwG4fcr5qMvGRABCSv85d.png" mos="" align="middle" fullscreen="" width="1920" height="1080" attribution="" endorsement="" class=""></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Apple)</span></figcaption></figure><p>Apple uses the EyeSight moniker to <a href="https://www.tomshardware.com/news/testing-nvidia-broadcast-eye-contact">show your eyes to others</a> near you on an external screen. The company says this keeps you from being isolated from others and lets others know if you&apos;re immersed in VR or can see in AR.</p><figure role="gallery"><figure><img src="https://cdn.mos.cms.futurecdn.net/wEA9U9WMV2bbkuGM6pVAp6.png" alt="vision pro wwdc 2023" /><figcaption><small role="credit">Apple</small></figcaption></figure><figure><img src="https://cdn.mos.cms.futurecdn.net/xebDqc3LxntBkzLVs8ZPCA.png" alt="vision pro wwdc 2023" /><figcaption><small role="credit">Apple</small></figcaption></figure><figure><img src="https://cdn.mos.cms.futurecdn.net/HBu2W3SNeeu9Cq4JmARghd.png" alt="vision pro wwdc 2023" /><figcaption><small role="credit">Apple</small></figcaption></figure></figure><p>For productivity, you get a "canvas for apps." You can place your apps anywhere on the screen. It looks like a floating version of Mac, with web browsing and other productivity apps around in space. You can turn your head to move from app to app or even put 3D objects in front of you and see them from any angle.<br><br>Vision Pro works with the Magic Trackpad, Magic Keyboard and other Bluetooth accessories. You can also use your Mac to put your Mac&apos;s screen on the headset for a massive 4K display.</p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="rmBc2KhNr8hMNuRnVqdoPE" name="Screenshot 2023-06-05 113154.png" alt="vision pro wwdc 2023" src="https://cdn.mos.cms.futurecdn.net/rmBc2KhNr8hMNuRnVqdoPE.png" mos="" align="middle" fullscreen="" width="1920" height="1080" attribution="" endorsement="" class=""></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Apple)</span></figcaption></figure><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="mAqWUmbfyYNhXdxjdsSfx" name="Screenshot 2023-06-05 113004.png" alt="vision pro wwdc 2023" src="https://cdn.mos.cms.futurecdn.net/mAqWUmbfyYNhXdxjdsSfx.png" mos="" align="middle" fullscreen="" width="1920" height="1080" attribution="" endorsement="" class=""></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Apple)</span></figcaption></figure><p>There&apos;s also a version of FaceTime that lets you see digital versions of other people in one-on-one calls. When new people are added, they float in front of you. You can share apps with others while on a call.</p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="ZSAEfGicvtD7RCoyHh75Cm" name="Screenshot 2023-06-05 113648.png" alt="vision pro wwdc 2023" src="https://cdn.mos.cms.futurecdn.net/ZSAEfGicvtD7RCoyHh75Cm.png" mos="" align="middle" fullscreen="" width="1920" height="1080" attribution="" endorsement="" class=""></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Apple)</span></figcaption></figure><h2 id="multimedia-and-gaming-on-vision-pro">Multimedia and Gaming on Vision Pro</h2><p>Apple showed it as a multimedia machine for use when you&apos;re not working. Photos float in mid-air, and panoramas taken from iPhone will wrap around you. You can take pictures or video with the press of a button on the unit to watch in 3D later. Vision Pro blinks to let others see you&apos;re taking images.</p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="Xerg9PDR79Hzkca3uLo3LE" name="Screenshot 2023-06-05 112429.png" alt="vision pro wwdc 2023" src="https://cdn.mos.cms.futurecdn.net/Xerg9PDR79Hzkca3uLo3LE.png" mos="" align="middle" fullscreen="" width="1920" height="1080" attribution="" endorsement="" class=""></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Apple)</span></figcaption></figure><p>Vision Pro also works as a personal movie theater. You can adjust the size in your space, and the OS automatically dims the surrounding area while adding spatial audio. You can even add an "environment" to work as a massive movie theater larger than your home. A specialized movie theater is meant to focus on film and nothing else. You can also watch 3D "spatial" movies; Apple showed off Avatar: The Way of the Water.</p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="5zgSk3qUccrpwdRWnFN2xK" name="Screenshot 2023-06-05 113943.png" alt="vision pro wwdc 2023" src="https://cdn.mos.cms.futurecdn.net/5zgSk3qUccrpwdRWnFN2xK.png" mos="" align="middle" fullscreen="" width="1920" height="1080" attribution="" endorsement="" class=""></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Apple)</span></figcaption></figure><p>You can also use the Vision Pro to play Apple Arcade games with game controller support. Apple promises hundreds of titles on launch day.<br><br>Disney CEO Bob Iger joined Apple CEO Tim Cook at WWDC, showing off Disney Plus, including customized versions of shows like <em>The Mandalorian, </em>as well as customized ESPN game views that show replays in 3D. If also showed a <em>Marvel: What If? </em>game that seems to put you in the shoes of a superhero. Apple clearly has partners ready for this headset — Disney Plus will be ready on a launch day, Iger said.</p><h2 id="developing-for-apple-vision-pro">Developing for Apple Vision Pro</h2><p>Some developers have already had their hands on Vision Pro. For example, Apple demoed a 3D beating heart as well as a design of an Alfa Romeo F1 car. These are similar to what we&apos;ve seen on other headsets and even Microsoft&apos;s HoloLens.<br><br>But others sound more unique, like a spatial interface for DJ-ing and a sky guide to transform Vision Pro into a planetarium. And Microsoft has its Office apps ready to go, as do a bunch of video conferencing software companies.<br><br></p><figure role="gallery"><figure><img src="https://cdn.mos.cms.futurecdn.net/guqgGeeTV7AmXJp9bsQ3P5.png" alt="vision pro wwdc 2023" /><figcaption><small role="credit">Apple</small></figcaption></figure><figure><img src="https://cdn.mos.cms.futurecdn.net/ugVXQK9WVvNHaFnumAJ6j4.png" alt="vision pro wwdc 2023" /><figcaption><small role="credit">Apple</small></figcaption></figure><figure><img src="https://cdn.mos.cms.futurecdn.net/gAHAdvZySPoP9oMCg5gQx5.png" alt="vision pro wwdc 2023" /><figcaption><small role="credit">Apple</small></figcaption></figure></figure><p>The same frameworks in iOS and iPadOS are built into visionOS, meaning plenty of existing apps should largely work out of the box with the built-in controls. </p><p>Apple has been working with Unity, and it says games and other apps based on Unity will be able to work with minor tweaks. There will be a brand new App Store to see everything built for Vision Pro as well as any other compatible apps.</p>
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                                                            <title><![CDATA[ Nreal Becomes Xreal, Launches Beam Module for AR Gaming on PCs and Consoles ]]></title>
                                                                                                                                                                                                <link>https://www.tomshardware.com/news/xreal-beam-spatial-display-ar</link>
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                            <![CDATA[ Xreal (formerly Nreal) launches its new Beam accessory that allows wired and wireless access to its Spatial Display environment. ]]>
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                                                                        <pubDate>Thu, 25 May 2023 12:00:55 +0000</pubDate>                                                                                                                                <updated>Thu, 30 Jan 2025 13:51:38 +0000</updated>
                                                                                                                                            <category><![CDATA[Virtual Reality]]></category>
                                                                                                <author><![CDATA[ brandon.hill@futurenet.com (Brandon Hill) ]]></author>                    <dc:creator><![CDATA[ Brandon Hill ]]></dc:creator>                                                                                    <dc:source><![CDATA[ https://cdn.mos.cms.futurecdn.net/yHeufe7JcvuJBhYPkSexNf.jpg ]]></dc:source>
                                                                <dc:description><![CDATA[ &lt;p&gt;Brandon&amp;nbsp;has been tinkering with PCs since childhood and received his first &quot;real&quot; PC, an IBM Aptiva 310, in the mid-1990s. He next went on to build his first custom PC with an Intel Celeron 300A processor overclocked to 450MHz on an Abit BH6 motherboard.&amp;nbsp;Brandon&amp;nbsp;has written about PC and Mac tech since the late 1990s, first at AnandTech before moving to DailyTech and later to Hot Hardware. When&amp;nbsp;Brandon&amp;nbsp;is not consuming copious amounts of tech news, he can be found enjoying the NC mountains or the beach with his wife and two sons.&lt;/p&gt; ]]></dc:description>
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                                                                                                                                                                                                                                    <media:description><![CDATA[Nreal Xreal]]></media:description>                                                            <media:text><![CDATA[Nreal Xreal]]></media:text>
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                                <p>Two big announcements are coming from the folks at <a href="https://www.tomshardware.com/reviews/nreal-light-ar-smart-glasses"><u>Nreal</u></a> today. First and foremost, the company is changing its name to Xreal. Nreal ran into a dispute over the Nreal trademark, which was resolved, but it wanted to avoid further confusion as it continues to grow its global brand.</p><p>The second and most significant news from Xreal today is the announcement of Beam. Beam is a portable device shaped (and somewhat designed like) an original Apple iPod. This device takes video from smartphones, laptops, game consoles, etc. and sends it to <a href="https://www.tomshardware.com/reviews/nreal-air"><u>Xreal’s Air glasses</u></a>.</p><p>The Beam features two <a href="https://www.tomshardware.com/news/usb-3-2-explained"><u>USB-C</u></a> ports onboard, one of which provides a direct connection to a pair of Air glasses. The second USB-C port charges the Beam&apos;s 4870 mAh battery (enabling up to three hours of runtime) or provides a direct data connection to a smartphone or PC. That second USB-C port was something that Xreal&apos;s customers requested to enable the ability to play and charge simultaneously.</p><p>While wired connectivity to a smartphone was expected, Xreal also added wireless connectivity into the mix and support for DTS: X Ultra audio support. Xreal notes that customers can watch YouTube videos wirelessly using the Beam initially and that it will support DRM content later (the company is being mum on an exact launch for that support at this time). However, Xreal&apos;s primary focus at launch will be on PC users and gamers that want a more immersive experience.</p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1999px;"><p class="vanilla-image-block" style="padding-top:69.58%;"><img id="zJkUsZ6UDd7F8xEb2ANBKF" name="image1.jpg" alt="Nreal Xreal" src="https://cdn.mos.cms.futurecdn.net/zJkUsZ6UDd7F8xEb2ANBKF.jpg" mos="" align="middle" fullscreen="1" width="1999" height="1391" attribution="" endorsement="" class="expandable"><a href='https://cdn.mos.cms.futurecdn.net/zJkUsZ6UDd7F8xEb2ANBKF.jpg' target='_blank' class='expand-button icon-expand-image icon' ></a></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Nreal)</span></figcaption></figure><p>Xreal also announced that its Spatial Display technology, previously only accessible through its Nebula software for Android or macOS, is also available with Beam. With this augmented reality experience, you have access to three degrees of freedom (3DoF), allowing you to "place" a virtual display at a fixed point in space and have it remain stationary as you move your head around. </p><p>For example, this arrangement would allow you to view a game or a Windows desktop while looking straight ahead with the glasses. However, turning your head to the left or right would remove the projection from your field of view, allowing you to see your surrounding environment fully.</p><p>When taking advantage of Xreal&apos;s Spatial Display experience, users feel like they&apos;re viewing content on a 201-inch display. Xreal also added two new display modes for the Beam: Smooth Follow and Sideview. Smooth Follow lessens visual anomalies using the mirroring function when you quickly move your head. On the other hand, Sideview reduces the size of the projected image in the Xreal Air, making it easier to navigate your surroundings. This would be beneficial if you&apos;re, say, walking in a crowded downtown area and want to see more of the real world while simultaneously looking at projected content with the connected glasses.</p><p>Xreal says it will open preorders for the Beam on June 1, but it has not announced pricing.</p>
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                                                            <title><![CDATA[ Apple Mixed Reality Headset Rumors Ramp with Targeted WWDC Invites ]]></title>
                                                                                                                                                                                                <link>https://www.tomshardware.com/news/apple-reality-pro-vr-ar-headset</link>
                                                                            <description>
                            <![CDATA[ Apple has sent out invites to members of the press that exclusively cover AR/VR headsets. ]]>
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                                                                        <pubDate>Wed, 24 May 2023 11:50:46 +0000</pubDate>                                                                                                                                <updated>Tue, 28 Jan 2025 14:41:53 +0000</updated>
                                                                                                                                            <category><![CDATA[Virtual Reality]]></category>
                                                                                                <author><![CDATA[ brandon.hill@futurenet.com (Brandon Hill) ]]></author>                    <dc:creator><![CDATA[ Brandon Hill ]]></dc:creator>                                                                                    <dc:source><![CDATA[ https://cdn.mos.cms.futurecdn.net/yHeufe7JcvuJBhYPkSexNf.jpg ]]></dc:source>
                                                                <dc:description><![CDATA[ &lt;p&gt;Brandon&amp;nbsp;has been tinkering with PCs since childhood and received his first &quot;real&quot; PC, an IBM Aptiva 310, in the mid-1990s. He next went on to build his first custom PC with an Intel Celeron 300A processor overclocked to 450MHz on an Abit BH6 motherboard.&amp;nbsp;Brandon&amp;nbsp;has written about PC and Mac tech since the late 1990s, first at AnandTech before moving to DailyTech and later to Hot Hardware. When&amp;nbsp;Brandon&amp;nbsp;is not consuming copious amounts of tech news, he can be found enjoying the NC mountains or the beach with his wife and two sons.&lt;/p&gt; ]]></dc:description>
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                                                                                                                                                                                                                                    <media:description><![CDATA[Mixed Reality]]></media:description>                                                            <media:text><![CDATA[Mixed Reality]]></media:text>
                                <media:title type="plain"><![CDATA[Mixed Reality]]></media:title>
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                                <p>It&apos;s been rumored that Apple would release a mixed-reality headset to the public for several years. <a href="https://www.bloomberg.com/news/newsletters/2023-04-02/when-is-apple-aapl-announcing-its-mixed-reality-headset-june-5-at-wwdc-2023-lfzggfhe"><em>Bloomberg&apos;s</em> Mark Gurman</a> has steadily dripped details about the headset in recent months ahead of its expected WWDC 2023 unveil. </p><p>Further fueling the flames of a WWDC announcement is that Ian Hamilton of <a href="https://www.uploadvr.com/uploadvr-attending-apple-wwdc-keynote-event/"><em>UploadVR</em> received an invite</a> to the June 5th keynote. This is the first time <em>UploadVR</em>, which focuses primarily on <a href="https://www.tomshardware.com/reviews/epson-moverio-bt-200-augmented-reality-glasses,3923.html">augmented reality</a> and <a href="https://www.tomshardware.com/reviews/best-virtual-reality-headsets,4722.html">virtual reality</a> technology, has been invited to attend WWDC. Where there&apos;s smoke, there&apos;s usually fire, and it appears Apple is finally ready for the world to know what it has in store for customers.</p><p>So, what exactly should we expect from the headset, which is reportedly called the Reality Pro? Well, it&apos;s rumored that the Reality Pro will use dual <a href="https://www.tomshardware.com/news/4k-definition,37642.html">4K resolution</a> micro-OLED displays (one for each eye), delivering a combined 8K resolution for the user (around 3,000 pixels per inch).</p><p>It&apos;s also reported that two <a href="https://www.tomshardware.com/news/apple-m2-gpu-analysis">Apple M2</a> SoCs will power the headset. These won&apos;t be watered-down chips but will instead be just as potent as the ones you&apos;d find on current-generation <a href="https://www.tomshardware.com/reviews/apple-macbook-air-m2-2022">MacBook Air</a> and Mac mini computers. This would make the Reality Pro among the most potent standalone mixed reality devices on the market.</p><p>Gurman alleges that the Reality Pro will tethered to an external battery pack to trim down the headset&apos;s weight to make wearing it for extended periods less fatiguing. However, the cable connecting the battery pack to the headset is reportedly proprietary (it won&apos;t use Lightning or <a href="https://www.tomshardware.com/news/usb-3-2-explained">USB-C</a>) and the battery pack is hot-swappable.</p><p>It&apos;s also alleged that the headset will have at least a dozen cameras facing inward and outward. Inward-looking cameras will reportedly track the position of your eyes, while the external cameras will allow you to see the outside world while wearing the headset. It&apos;s also possible that Apple will include iris-scanning biometric technology to authenticate purchases made using the Reality Pro.</p><p>Because of the robust hardware involved, the Reality Pro reportedly won&apos;t need to be tethered to an iPhone -- instead, it will use its own xrOS (Extended Reality Operating System). It will reportedly also come preinstalled with versions of existing iOS apps tailored to function in a 3D environment (i.e., Safari, Mail, Photos, Apple TV+, etc.). As you might expect, Apple is rumored to have partnered with <a href="https://www.bloomberg.com/news/articles/2023-04-18/apple-vr-ar-headset-apps-sports-tv-fitness-gaming-wellness-ipad-features">game developers and sports leagues</a> to bring a new level of immersion to those respective platforms.</p><p>We must remember that all of the information reported above is speculation primarily from one source: <a href="https://www.bloomberg.com/news/articles/2023-01-23/apple-reality-pro-details-eye-hand-tracking-app-store-3d-ios-like-interface">Mark Gurman</a>. However, Gurman is a generally reliable leaker of Apple information and tends to back up his assertions thanks to his well-connected sources. Regardless, we won&apos;t have long to see what Apple has been brewing behind closed doors in Cupertino, as June 5th is less than two weeks away.</p>
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                                                            <title><![CDATA[ Why Does 4K Gaming Require so Much VRAM? ]]></title>
                                                                                                                                                                                                <link>https://www.tomshardware.com/news/why-does-4k-gaming-require-so-much-vram</link>
                                                                            <description>
                            <![CDATA[ Many games are starting to push well beyond 8GB of VRAM use, particularly at 4K. We discuss what's going on behind the scenes that makes 4K much more demanding on your graphics card. ]]>
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                                                                        <pubDate>Sat, 13 May 2023 13:00:40 +0000</pubDate>                                                                                                                                <updated>Thu, 21 Aug 2025 08:45:33 +0000</updated>
                                                                                                                                            <category><![CDATA[Virtual Reality]]></category>
                                                                                                                    <dc:creator><![CDATA[ Jarred Walton ]]></dc:creator>                                                                                    <dc:source><![CDATA[ https://cdn.mos.cms.futurecdn.net/8uFgSGcCzKdFTTQdqonCPi.jpg ]]></dc:source>
                                                                <dc:description><![CDATA[ &lt;p&gt;Jarred&#039;s love of computers dates back to the dark ages, when his dad brought home a DOS 2.3 PC and he left his C-64 behind. He eventually built his first custom PC in 1990 with a 286 12MHz, only to discover it was already woefully outdated when Wing Commander released a few months later. He holds a BS in Computer Science from Brigham Young University and has been working as a tech journalist since 2004, writing for AnandTech, Maximum PC, and PC Gamer. From the first S3 Virge &#039;3D decelerators&#039; to today&#039;s GPUs, Jarred keeps up with all the latest graphics trends and is the one to ask about game performance.&lt;/p&gt; ]]></dc:description>
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                                                                                                                                                                                                                                    <media:description><![CDATA[Gamer frustrated with high VRAM use at 4K]]></media:description>                                                            <media:text><![CDATA[Gamer frustrated with high VRAM use at 4K]]></media:text>
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                                <p>When you&apos;re looking to buy one of the <a href="https://www.tomshardware.com/reviews/best-gpus,4380.html">best graphics cards</a>, performance often ranks as the most important aspect (along with pricing for many of us, naturally) — check our <a href="https://www.tomshardware.com/reviews/gpu-hierarchy,4388.html">GPU benchmarks hierarchy</a> if you want to see how the various cards stack up. But lately, we&apos;re seeing more games that seem to need lots of VRAM, possibly 16GB or more. <a href="https://www.tomshardware.com/news/star-wars-jedi-survivor-patched-performance-amd-and-nvidia-gpus-tested"><em>Star Wars Jedi: Survivor</em></a>, <em>The Last of Us Part 1</em>, <em>Warhammer 40K: Darktide</em>, <em>Hogwarts Legacy</em>, <em>Final Fantasy 7 Remake</em>, <em>Elden Ring</em>... the list is getting quite large for games that can exceed 8GB or even 12GB of VRAM use, depending on your chosen settings and resolution. What exactly is going on, though, and how much VRAM do you really need?<br><br>Superficially, you might think it&apos;s just a case of higher resolutions naturally requiring more VRAM. 3840x2160 (4K) is four times as many pixels as 1920x1080 (1080p), and 2.25X as many pixels as 2560x1440 (1440p). But while that can dramatically increase the number of calculations your GPU needs to perform, on its own it doesn&apos;t actually make a game use that much more VRAM.<br><br>Games have lots of buffers these days. There are framebuffers, depth buffers, geometry buffers, buffers for shadow maps and lighting, deferred rendering buffers, and potentially buffers for upscaling techniques like DLSS and FSR2. There can also be additional storage requirements for ray tracing, like the bounding volume hierarchy (BVH) structure. Anyway, not to get too far into the weeds, but there are many things that need memory.<br><br>Those memory requirements scale with resolution. For the framebuffer as an example, going to a resolution that&apos;s four times higher will generally mean using four times as much memory. Doing that for each buffer seems like it might be a big deal. But when you do the math, it&apos;s actually not that bad.<br><br>Using a 1080p resolution means 8,294,400 bytes are required for each buffer (1920 * 1080 pixels, with four bytes per pixel). 4K quadruples that to 33,177,600 bytes, while the in-between 1440p requires 14,745,600 bytes. Suppose there are ten such buffers used in a game. The difference between 4K and 1080p would still only end up being about 237 MiB — and there may be real-time compression / decompression techniques present in modern GPUs that reduce the storage requirements for certain buffers.<br><br>Most modern graphics cards have at least 8GB of VRAM, so an increase of around 0.2GB in memory requirements shouldn&apos;t matter much. But if you&apos;ve ever gone from running a game mostly fine at 1440p to seeing your graphics card choke at 4K, you know something is causing problems. It may not be the larger buffers causing issues at 4K, but there&apos;s clearly something going on.<br><br>(Side note: Nvidia let us know that it&apos;s current architectures do not compress the framebuffers, "based on cost/benefit tradeoffs." However, we&apos;re not certain if AMD GPUs compress the framebuffer or not. Other buffers may or may not use some form of lossless compression, depending on the particular buffer and application.)</p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1592px;"><p class="vanilla-image-block" style="padding-top:56.22%;"><img id="" name="Nvidia-GeForec-RTX-30-Series.jpg" alt="GeForce RTX 30-series lineup" src="https://cdn.mos.cms.futurecdn.net/Q9GSWttttTfCjrouJWdqad.jpg" mos="" align="middle" fullscreen="" width="1592" height="895" attribution="" endorsement="" class=""></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="caption-text">The RTX 3070 fell down, due to having only 8GB VRAM. </span><span class="credit" itemprop="copyrightHolder">(Image credit: Nvidia)</span></figcaption></figure><p>The actual culprit ends up being all the textures, which includes shadow maps, environment maps, and any other texture-related items that get stored in VRAM. You&apos;re probably saying, "Duh! Everyone already knows that." But it&apos;s not just a case of there being higher quality textures. There&apos;s more going on than you might have considered.<br><br>Take a game like <a href="https://www.tomshardware.com/news/far-cry-6-benchmarks"><em>Far Cry 6</em></a> as an example. This is one of the games in our current test suite where we know it can experience VRAM issues when you have the HD texture pack loaded and try to run it at 4K on a graphics card with 8GB of VRAM. <em>Far Cry 6</em> will run just fine at 1440p with ultra settings (but without ray tracing) on the RTX 3070, averaging just over 100 fps. Bump to 4K however and performance can tank. Sometimes it will get just under 60 fps, but in testing we&apos;ll also get instances where it only runs at 10–20 fps. It&apos;s a bit weird in that it fluctuates so much between runs, but that&apos;s a different story.<br><br><em>Total War: Warhammer 3</em> is another game that can show a big drop in performance when going from 1440p to 4K on cards with 8GB VRAM. The RTX 3070 averages 65 fps at 1440p ultra and only 28 fps at 4K ultra, a 57% decrease in performance. AMD&apos;s RX 6650 XT drops from 36 fps at 1440p to just 14 fps at 4K, a 61% drop. Meanwhile, an RTX 3060 with 12GB goes from 44 fps to 23 fps — still a significant hit to performance, but now it&apos;s &apos;only&apos; 48% slower. That has all the earmarks of running out of VRAM, but what exactly is happening behind the scenes?</p><a href="https://en.wikipedia.org/wiki/File:MipMap_Example_STS101.jpg"><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1280px;"><p class="vanilla-image-block" style="padding-top:66.64%;"><img id="" name="mipmapping-example-wikipedia.jpg" alt="Example mimap, credit to Wikipedia" src="https://cdn.mos.cms.futurecdn.net/wzMq7baBRdbPQUhumEAHAh.jpg" mos="" align="middle" fullscreen="" width="1280" height="853" attribution="" endorsement="" class=""></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="caption-text"><a href="https://en.wikipedia.org/wiki/File:MipMap_Example_STS101.jpg" target="_blank">Example mimap, via Wikipedia Commons</a> </span><span class="credit" itemprop="copyrightHolder">(Image credit: Wikipedia)</span></figcaption></figure></a><p>The main culprit is textures, and it ties into something called <a href="https://en.wikipedia.org/wiki/Mipmap" target="_blank">MIP mapping</a>. Mipmaps have been used in computer graphics for decades (they were invented by Lance Williams in 1983, according to Wikipedia). The idea is to pre-calculate lower resolution versions of a texture, typically using a high quality resize operation like bicubic filtering. That might be too expensive to run in real-time, or at least it was back in the earlier days of computer graphics, so game developers would pre-compute the mipmaps.<br><br>The benefit of doing so is that you can improve the image quality, reducing moiré patterns, aliasing, and other artifacts. But a potentially bigger benefit is that mipmaps can also reduce the amount of memory required to store all the textures — a GPU only needs to keep the highest accessed resolution of a texture in VRAM (along with all the lower resolution mipmaps as well, but those combined are less than half the size of the primary mipmap). That last bit is the key to understanding the difficulty with 4K compared to 1440p, but it&apos;s not very clear, so let&apos;s unpack that a bit.</p><div  class="fancy-box"><div class="fancy_box-title">Optimizing Memory Use</div><div class="fancy_box_body"><p class="fancy-box__body-text">I should note that there are different ways of handling texture storage in VRAM. What I am describing here is one way of handling things, where for example only the 1K and lower resolution mipmaps are loaded into VRAM if 1K is the highest resolution that&apos;s been accessed. I&apos;m also not accounting for things like virtual textures, where only part of a texture is put into VRAM.<br><br>However, it can be beneficial to keep everything in VRAM if possible. For example, this would avoid a potential stutter when an object goes from using 512x512 to 1Kx1K textures and the higher resolution texture needs to be pulled into VRAM. This is why some games have strict VRAM requirements (<em>Red Dead Redemption 2</em> and <em>Doom Eternal</em> come to mind — though note that <em>RDR2</em> even at 4K and max settings only needs a bit less than 8GB). If you don&apos;t have enough VRAM, they&apos;ll try to prevent you from even attempting to use certain settings.<br><br>How a game engine actually implements VRAM allocation can vary, in other words. DirectX 12 and Vulkan in particular give developers a lot more control over texture management.</p></div></div><p>Typically, when a game engine applies textures, it will use a texture resolution that&apos;s one step higher than the number of pixels (proportionally) that the object will cover on the display — assuming such a texture resolution is available. So let&apos;s say there&apos;s an unobstructed rectangular polygon that covers a third of a 1080p display. That would mean the polygon occupies 640x360 pixels, so at most the game engine would use a 1024x1024 texture for it.<br><br>Move the viewport closer to the polygon, so that it exactly fills the whole display. Now it covers 1920x1080 pixels, and the game engine could select a 2048x2048 mipmap. Move closer still so that only half of the polygon is visible but it fills the whole screen. Then and only then would (typical) mipmapping opt for a 4096x4096 texture — assuming one is available.<br><br>What that means is that games that support 2K textures (2048x2048 resolution) are effectively "maxed out" on texture quality if you&apos;re only gaming at 1080p. And with the more complex geometry and environments used in modern games, most polygons and textures are likely getting nowhere near needing even 2K textures — 1K would suffice. Even 1440p will often only need to use 2K (or lower resolution) textures. That&apos;s because, even if 4K textures (4096x4096) are technically available, most polygons will cover far less than 2048 pixels in width or height, the exception being if you&apos;re very close to the surface so that it passes that threshold.<br><br>You can probably see where this is going. Bump up the display resolution to 4K, and suddenly the game engine and GPU will see a need to store and use higher resolution textures in VRAM far more often. The image quality probably won&apos;t even increase that much, but the VRAM requirements can basically triple. Hello fractionally higher image quality, goodbye performance — at least if the game exceeds the capacity of your VRAM.</p><figure role="gallery"><figure><img src="https://cdn.mos.cms.futurecdn.net/zacNVADHt5ZdWoaTDKFAK9.jpg" alt="Redfall texture quality comparison" /><figcaption>Epic quality textures<small role="credit">Bethesda</small></figcaption></figure><figure><img src="https://cdn.mos.cms.futurecdn.net/F8UCsvhLQErppmkDBXVHd9.jpg" alt="Redfall texture quality comparison" /><figcaption>High quality textures<small role="credit">Bethesda</small></figcaption></figure><figure><img src="https://cdn.mos.cms.futurecdn.net/yHELD89NBwYGXcdJG8MC2A.jpg" alt="Redfall texture quality comparison" /><figcaption>Medium quality textures<small role="credit">Bethesda</small></figcaption></figure><figure><img src="https://cdn.mos.cms.futurecdn.net/Axfh6ZoePoCT8FTHtokCx8.jpg" alt="Redfall texture quality comparison" /><figcaption>Low quality textures<small role="credit">Bethesda</small></figcaption></figure></figure><p>The above gallery shows <a href="https://www.tomshardware.com/news/redfall-gpu-benchmarks"><em>Redfall</em></a> at epic settings, except we&apos;ve turned down the texture quality to high, medium, and low in the subsequent images. (You&apos;ll want to view the full-size images on a 4K display if you&apos;re trying to pixel peep.) The differences, in this case, are very limited, with only the carpet on the right really showing a loss in fidelity at the medium preset, while the low preset shows a reduction in detail on some of the other objects. While we don&apos;t know for certain, we&apos;d guess that the epic setting allows for 2K textures, high uses 1K textures, then 512 for medium, and 256 for low. Maybe we&apos;re off by a factor of two in each case, but either way, you can see that it&apos;s not a dramatic change.<br><br>There&apos;s plenty of debate that could be had over whether 2K and 4K textures are even necessary. Most GPUs can do a 2X upscale of a texture without drastically reducing the image quality, and things like DLSS, FSR2, and XeSS can potentially regain some of the quality through accumulation of data over multiple frames. Certainly, using 8K textures wouldn&apos;t help image quality on 4K and lower resolution displays — and some people would say that a simple sharpening filter looks better than extreme resolution textures.<br><br>It&apos;s not just about texture resolution, either. Textures are typically stored in a compressed format: BTC (Block Truncation Coding), S3TC, DirectX&apos;s BCn variants, or some other similar format. These formats all have one major thing in common: they&apos;re high speed and allow for random access, with compression ratios typically falling in the 4X to 8X range. Algorithms like JPEG can achieve much better compression ratios, but they can&apos;t be accessed randomly.<br><br>This is one of the reasons why <a href="https://www.tomshardware.com/news/nvidia-uses-neural-network-for-innovative-texture-compression-method" target="_blank">Nvidia&apos;s Neural Texture Compression</a> (NTC) sounds so promising. Figuring out ways to store higher-quality versions of textures in the same amount of memory, or use similar quality textures with potentially one tenth as much memory, would be very beneficial. But textures need to be accessible in a random fashion, in real-time, and that adds complexity to the task. AI algorithms may be better able to cope with this than traditional approaches.<br><br>But NTC isn&apos;t here yet, at least not for shipping games, and for practical use it may end up requiring new hardware and architectural changes. That means it might also require an Nvidia GPU, so unless Nvidia can get it into a future DirectX (and Vulkan) specification, it could be a while before it gains traction. We&apos;ll have to wait and see, in other words, even if it sounds really promising. (Check out the article and look at some of the images, and then imagine if games could cut texture memory use by 90%. It&apos;s possible but perhaps not fully practical for most graphics cards just yet.)<br><br>Back to the subject. Because of the jump texture storage requirements — and yes, larger buffers, more geometry, etc. — brought on by moving to 4K rendering, upscaling technologies like DLSS, FSR2, and XeSS also become a lot more useful as performance boosters. We see this regularly in testing, where the benefits of 2X upscaling (i.e. Quality mode) at 1080p may only be a moderate 10–20 percent increase in performance, while at 4K you could see a 50% improvement. With upscaling, even at 4K, the game engine would have the memory requirements of a lower resolution. (Yes, CPU bottlenecks can also be a factor, but even on modest cards like an RTX 3050, DLSS scaling tends to be far better at higher resolutions.)</p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:736px;"><p class="vanilla-image-block" style="padding-top:56.39%;"><img id="" name="1659381850.jpg" alt="Dell G3223Q 4K Gaming Monitor" src="https://cdn.mos.cms.futurecdn.net/GyEr9evq6wYt5Cwe8zgViR.jpg" mos="" align="middle" fullscreen="" width="736" height="415" attribution="" endorsement="" class=""></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="caption-text">The Dell G3223Q is an excellent 4K 144Hz gaming monitor </span><span class="credit" itemprop="copyrightHolder">(Image credit: Dell)</span></figcaption></figure><p>Whether or not you want to game at 4K, whether or not you want to enable the highest quality settings, and whether you want to enable some form of upscaling: These are all ultimately a choice you can make. There&apos;s compromise either way: higher image quality on the one hand, higher performance on the other. Regardless, understanding exactly why 4K represents such a big jump in performance requirements from your GPU and VRAM is useful.<br><br>Even while AMD has been pushing the benefits of more VRAM, that&apos;s often been limited to its highest-end GPUs. With the RX 6000-series, you needed an RX 6800 or higher to get 16GB. The RX 6700/6750 XT dropped that to 12GB, while the mainstream RX 6600-series cards are back to 8GB and the RX 6500/6400 have just 4GB. Not surprisingly, the RX 6700-series parts were primarily marketed as being good for 1440p, while the RX 6600-series GPUs were targeted at 1080p gaming. Nvidia hasn&apos;t talked about VRAM as much, but higher VRAM capacities typically only come on higher priced parts — the RTX 3060 being an exception to that rule.<br><br>With upcoming graphics cards, we&apos;re certainly going to hear more noise about VRAM capacities. All indications are that Nvidia&apos;s <a href="https://www.tomshardware.com/news/release-date-of-nvidia-geforce-rtx-4060-ti-8gb-revealed">rumored RTX 4060 Ti</a> will come with 8GB of VRAM (and <a href="https://www.tomshardware.com/news/nvidia-to-unveil-three-geforce-rtx-4060-series-cards-in-may">possibly a 16GB variant</a> as well), and the same goes for <a href="https://www.tomshardware.com/news/amd-radeon-rx-7600-specs-seemingly-leaked">AMD&apos;s alleged RX 7600</a>. Except, Nvidia will probably charge quite a bit more money for its 4060 Ti card, either model, and it will likely be more of an RX 7700-series competitor (whenever such cards arrive). But neither the 4060 Ti 8GB nor the RX 7600 are likely to focus on 4K gaming, and it&apos;s very likely they&apos;ll still prove adequate in most games for 1080p and potentially 1440p at maxed-out settings.<br><br>And if not, turning down texture and shadow quality settings a notch should keep them viable. Go look at those <em>Redfall</em> images above again, comparing the epic versus high texture quality. <em>Redfall</em> and many other games simply don&apos;t show much of a visual benefit to using the highest quality textures possible. We might like the idea of having 16GB or more VRAM on all future graphics cards, but realistically there&apos;s still a place for mainstream parts with only 8GB.</p><p><em>Editor&apos;s note: I reached out to both AMD and Nvidia for comment, sending along an earlier version of the text. Representatives from both companies confirmed that the above explanation of how VRAM works is largely correct, though as always individual games and engines may do things in a different manner.</em></p>
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                                                            <title><![CDATA[ Lightweight Windows 11 Runs Entirely in GPU's VRAM ]]></title>
                                                                                                                                                                                                <link>https://www.tomshardware.com/news/lightweight-windows-11-runs-entirely-in-gpus-vram</link>
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                            <![CDATA[ NTDev runs a stripped-down Windows 11 stored on his Nvidia GeForce RTX 3050 Laptop GPU. ]]>
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                                                                        <pubDate>Sat, 06 May 2023 13:23:15 +0000</pubDate>                                                                                                                                <updated>Wed, 05 Feb 2025 15:16:39 +0000</updated>
                                                                                                                                            <category><![CDATA[Virtual Reality]]></category>
                                                                                                                    <dc:creator><![CDATA[ Zhiye Liu ]]></dc:creator>                                                                                    <dc:source><![CDATA[ https://cdn.mos.cms.futurecdn.net/HhmwL5w9ggUtLCPfqGjTi4.jpg ]]></dc:source>
                                                                <dc:description><![CDATA[ &lt;p&gt;Zhiye’s love for PC hardware began when he accidentally set his Pentium P54CS PC on fire, short-circuiting his entire home. From that day on, he has constantly pursued greater hardware knowledge, which ultimately led him from being a power user to a writer at Tom’s Hardware. When Zhiye’s not covering the latest news on CPUs or GPUs, you can find him overclocking RAM to the latest trance hits.&lt;/p&gt; ]]></dc:description>
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                                <p>If you think getting Windows 11 to work on <a href="https://www.tomshardware.com/news/stripped-down-windows-11-os-runs-on-200-mb-of-ram">just 200MB of memory</a> is impressive, how about running the operating system off your graphics card&apos;s VRAM? Remember that the <a href="https://www.tomshardware.com/reviews/best-gpus,4380.html">best graphics cards</a> aren&apos;t just one-trick ponies. They sport VRAM, which you can turn into a RAM drive. <a href="https://www.youtube.com/watch?v=L1TRyd7oM1A" target="_blank">NTDev</a>, the developer behind <a href="https://www.tomshardware.com/how-to/make-lightweight-windows-11-image-tiny11-builder">Tiny11</a>, a stripped-down version of Windows 11, got his creation to run off his modest GeForce RTX 3050 Laptop GPU.</p><p>RAM drives, also known as RAM disks, used to be a thing back when speedy and high capacity storage devices didn&apos;t exist. Converting leftover memory into a virtual disk can improve I/O performance substantially. Logically, we didn’t store operating systems on RAM drives but rather use the virtual disks for specific software that requires intensive read and write operations. RAM drives have lost their appeal over the years and nowadays, we just use them for fun, such as <a href="https://www.tomshardware.com/news/crysis-3-vram-disk-benchmarks">running <em>Crysis 3</em></a><em> </em>off a <a href="https://www.tomshardware.com/reviews/nvidia-geforce-rtx-3090-review">GeForce RTX 3090’s</a> 24GB of VRAM.</p><p>Instead of using conventional RAM like a normal user, NTDev&apos;s latest project taps into the VRAM from his GeForce RTX 3050 Laptop GPU to create a RAM drive. The magic behind the experiment is <a href="https://github.com/prsyahmi/GpuRamDrive" target="_blank">GPU RAM Drive</a>, a utility that creates a memory buffer inside the graphics card&apos;s VRAM to function as a RAM drive.</p><p>The GeForce RTX 3050 Laptop GPU has two variants: one with 4GB of GDDR6 and another with 6GB of GDDR6. Regardless of the SKU, the GDDR6 memory clocks in at 12 Gbps. NTDev&apos;s test laptop features the 4GB variant. He created a RAM drive with a capacity of 3,550MB to run his Tiny11 virtual machine (VM). The sequential performance on the GeForce RTX 3050 Laptop GPU&apos;s GDDR6 chips wasn&apos;t shabby, either.</p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:3840px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="" name="Untitled-1.jpg" alt="Tiny11" src="https://cdn.mos.cms.futurecdn.net/T5DGMU8z7fEcHxxo6HzJYG.jpg" mos="" align="middle" fullscreen="1" width="3840" height="2160" attribution="" endorsement="" class="expandable"><a href='https://cdn.mos.cms.futurecdn.net/T5DGMU8z7fEcHxxo6HzJYG.jpg' target='_blank' class='expand-button icon-expand-image icon' ></a></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: NTDev/YouTube)</span></figcaption></figure><p>According to the CrystalDiskMark results, the graphics card&apos;s VRAM delivered sequential reads and writes up to 1,960 MB/s and 2,497 MB/s, respectively. However, it&apos;s far from rivaling the <a href="https://www.tomshardware.com/reviews/best-ssds,3891.html">best SSDs</a>, since the performance numbers are somewhat inferior to your typical PCIe 3.0 x4 M.2 SSD.</p><p>With all the jokes and fun aside, <a href="https://www.tomshardware.com/news/tiny11-lean-windows-11">Tiny11</a> is an excellent option for outdated systems with legacy hardware. The lightweight operating system can run on PCs with just 2GB of RAM and requires around 8GB of space as opposed to a standard Windows 11 that eats up to 20GB of your hard drive or SSD. NTDev also offers an <a href="https://www.tomshardware.com/news/we-tested-tiny11-for-arm-on-a-raspberry-pi">Arm version</a> of Tiny11 for non-Windows users that want to try the operating system on Arm64 devices, such as the <a href="https://www.tomshardware.com/reviews/raspberry-pi-4">Raspberry Pi 4</a> or Apple devices with the M1 or M2 chip via VMs.</p><p>Besides maintaining Tiny11, NTDev obviously has a fondness for unconventional experiments. Remember when the developer got Windows 7 to work on a system with a <a href="https://www.tomshardware.com/news/windows-7-runs-at-5-mhz">5 MHz processor and 128MB of RAM</a>? It took 28 minutes to fully boot up, but it was an impressive feat, nonetheless. We can’t wait to see what other wacky trials NTDev has in store for us.</p><iframe src="https://content.jwplatform.com/players/XDf5PcNM.html" id="XDf5PcNM" title="How To Choose A Graphics Card" width="960" height="540" frameborder="0" scrolling="auto" allowfullscreen></iframe>
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                                                            <title><![CDATA[ EA Says 'Jedi: Survivor' Patches Coming to Address Excessive VRAM Consumption ]]></title>
                                                                                                                                                                                                <link>https://www.tomshardware.com/news/jedi-survivor-ea-response-vram-issues</link>
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                            <![CDATA[ EA has announced plans to patch the significant performance issues PC users face with the new ‘Jedi: Survivor’ game but fails to provide a release date. ]]>
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                                                                        <pubDate>Fri, 28 Apr 2023 20:11:06 +0000</pubDate>                                                                                                                                <updated>Wed, 05 Feb 2025 15:07:18 +0000</updated>
                                                                                                                                            <category><![CDATA[Virtual Reality]]></category>
                                                                                                                    <dc:creator><![CDATA[ Ash Hill ]]></dc:creator>                                                                                    <dc:source><![CDATA[ https://cdn.mos.cms.futurecdn.net/p9HsnLCwBpTQYCBBhYXgrS.jpg ]]></dc:source>
                                                                <dc:description><![CDATA[ &lt;p&gt;Ash is a self-employed tech writer and illustrator with a serious affinity for the Raspberry Pi, 3D printing, retro gaming and finding the best tech deals and coupons. She has over a decade of IT experience and has been featured in the official Raspberry Pi magazine MagPi.&lt;/p&gt; ]]></dc:description>
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                                                                                                                                                                                                                                    <media:description><![CDATA[Star Wars Jedi: Survivor]]></media:description>                                                            <media:text><![CDATA[Star Wars Jedi: Survivor]]></media:text>
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                                <p>&apos;Star Wars Jedi: Survivor&apos; has officially been released, but not without some hiccups. Pre-launch users reported serious performance issues that couldn&apos;t be alleviated, prompting EA to investigate the issue. The &apos;Jedi: Survivor&apos; team made an official announcement today on Twitter confirming they are aware of the problems and explained plans are in the works to develop patches to improve performance for PC users.</p><p>We covered the <a href="https://www.tomshardware.com/news/jedi-survivor-prelaunch-vram-rtx-4090"><u>&apos;Jedi: Survivor&apos; VRAM problem</u></a> yesterday, sharing detailed accounts from the community that break down the optimization issues PC users face. These players reported a myriad of problems, from low frame rates, stuttering, and seriously high VRAM usage. These issues persisted not only for those with mid-range level specs but also for users with high-end gaming PCs using top-of-the-line graphics cards.</p><p>Some of the <a href="https://www.tomshardware.com/reviews/best-gpus,4380.html"><u>best graphics cards for gaming</u></a>, including the GeForce RTX 3080 Ti and RTX 4090, could not reach 60 frames per second. The VRAM usage was also notably high, with averages around 15 GB and occasionally topping 21 GB. Unfortunately, these problems could not be resolved by adjusting in-game settings or performance settings for the hardware outside of &apos;Jedi: Survivor.&apos;</p><p>Because of the persistent complaints, EA has shared an official response to the problem. The &apos;Jedi: Survivor&apos; team has confirmed they are aware of the significant performance issues affecting some PC users, noting that the impact seems to apply to those using high-end machines with newer graphics cards. The announcement highlights a particular example of users with newer multi-threaded chips designed for Windows 11 having issues running the game with Windows 10 and high-end graphics cards paired with lower-performing processors.</p><p>The team is working to devise a solution that will impact as many configurations as possible. They also explain that these patches will require "significant testing" to ensure new problems aren&apos;t introduced. It&apos;s currently unclear when such patches will be made available or how long testing will take before they can safely be released. The official announcement is public on the official <a href="https://twitter.com/EAStarWars/status/1651990800862183426"><u>EA Star Wars</u></a> Twitter profile, where we assume future updates will also be shared.</p>
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                                                            <title><![CDATA[ AMD Goads Nvidia Over Stingy VRAM Ahead of RTX 4070 Launch ]]></title>
                                                                                                                                                                                                <link>https://www.tomshardware.com/news/amd-goads-nvidia-over-stingy-vram-ahead-of-rtx-4070-launch</link>
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                            <![CDATA[ Games are using more VRAM, and AMD suggests in a blog post that Nvidia isn't offering enough with its latest GPUs — like the upcoming RTX 4070 that's expected to arrive any day now. ]]>
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                                                                        <pubDate>Tue, 11 Apr 2023 14:29:35 +0000</pubDate>                                                                                                                                <updated>Thu, 21 Aug 2025 12:56:42 +0000</updated>
                                                                                                                                            <category><![CDATA[Virtual Reality]]></category>
                                                                                                                    <dc:creator><![CDATA[ Andrew E. Freedman ]]></dc:creator>                                                                                    <dc:source><![CDATA[ https://cdn.mos.cms.futurecdn.net/MTveuGNKPqpzrLttEA9ebb.jpg ]]></dc:source>
                                                                <dc:description><![CDATA[ &lt;p&gt;Andrew oversees laptop and desktop coverage and keeps up with the latest news in tech and gaming. His work has been published in Kotaku, PCMag, Complex, Tom’s Guide and Laptop Mag, among others. He fondly remembers his first computer: a Gateway that still lives in a spare room in his parents&#039; home, albeit without an internet connection. When he’s not writing about tech, you can find him playing video games, checking social media and waiting for the next Marvel movie. Follow him on Threads &lt;a href=&quot;https://www.threads.net/@freedmanae&quot;&gt;@FreedmanAE&lt;/a&gt; and BlueSky &lt;a href=&quot;https://bsky.app/profile/andrewfreedman.net&quot;&gt;@andrewfreedman.net&lt;/a&gt;.&lt;a href=&quot;https://bsky.app/profile/andrewfreedman.net&quot;&gt; &lt;/a&gt;You can send him tips on Signal: andrewfreedman.01&lt;/p&gt; ]]></dc:description>
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                                                                                                                                                                                                                                    <media:description><![CDATA[GeForce]]></media:description>                                                            <media:text><![CDATA[GeForce]]></media:text>
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                                <p>While Nvidia&apos;s GeForce RTX 4070 hasn&apos;t launched yet, there have been <a href="https://www.tomshardware.com/news/nvidia-geforce-rtx-4070-pictured">plenty</a> of <a href="https://www.tomshardware.com/news/gigabyte-app-allegedly-confirms-nvidia-rtx-4070-and-rtx-4060-memory-configs">leaks</a> about it, including the probability that it will boast <a href="https://www.tomshardware.com/news/early-geforce-rtx-4070-listings-reveal-pricing">12GB of GDDR6X</a> VRAM. But with some of the newest games chewing through memory (especially at 4K), AMD is taking the opportunity ahead of the 4070&apos;s release to poke at Nvidia and highlight the more generous amounts of VRAM it offers.<br><br>In a <a href="https://community.amd.com/t5/gaming/building-an-enthusiast-pc/ba-p/599407">blog post</a> titled "Are YOU an Enthusiast?" (caps theirs), AMD product marketing manager Matthew Hummel highlights the extreme amounts of VRAM used at top specs at 4K for games like the <em>Resident Evil 4 </em>remake, the recent (<a href="https://www.pcgamer.com/the-last-of-us-part-1-review/" target="_blank">terrible</a>) port of <em>The Last of Us Part I</em>, and <em>Hogwarts Legacy</em>. The short version is that AMD says that to play each of these games at 1080p, it recommends its 6600-series with with 8GB of RAM; at 1440p, its 6700-series with 12GB of RAM; and at 4K, the 16GB 6800/69xx-series. (That leaves out its RTX 7900 XT with 20GB of VRAM and 7900 XTX with 24GB).</p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:794px;"><p class="vanilla-image-block" style="padding-top:37.03%;"><img id="" name="Matthew_Hummel_2-1681157922991.png" alt="AMD benchmarks." src="https://cdn.mos.cms.futurecdn.net/KucjGng6VymUHhpscuSvnQ.png" mos="" align="middle" fullscreen="" width="794" height="294" attribution="" endorsement="" class=""></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="caption-text">Here, AMD tested with a Radeon RX 7900 XTX  at 4K Ultra settings, using an AMD Ryzen 7 5800X3D on an AM4 motherboard. </span><span class="credit" itemprop="copyrightHolder">(Image credit: AMD)</span></figcaption></figure><p>The not-so-subtle subtext? You need more than 12GB of RAM to really game at 4K, especially with raytracing. Perhaps even less subtle? The number of times AMD mentions that it offers GPUs with 16GB of VRAM starting at $499 (three, if you weren&apos;t counting).<br><br>In an attempt to hammer its point home, AMD supplied some of its own benchmark comparisons versus Nvidia chips, pitting its RX 6800 XT against Nvidia&apos;s RTX 3070 Ti, the RX 6950 XT with the RTX 3080, the 7900 XT versus the RTX 4070 Ti, and the RX 7900 XTX taking on the RTX 4080. Each had 32 "select games" at 4K resolution. Unsurprisingly for AMD-published benchmarks, the Radeon GPUs won a majority of the time. You can see these in the gallery below:</p><figure role="gallery"><figure><img src="https://cdn.mos.cms.futurecdn.net/8nni7i4bG3uQUVPwzbGkvQ.png" alt="AMD benchmarks." /><figcaption><small role="credit">AMD</small></figcaption></figure><figure><img src="https://cdn.mos.cms.futurecdn.net/GdJKRKryN8WzdjcqzvCW5R.png" alt="AMD benchmarks." /><figcaption><small role="credit">AMD</small></figcaption></figure><figure><img src="https://cdn.mos.cms.futurecdn.net/RHqaX2QsWCTz5yziwJSQER.png" alt="AMD benchmarks." /><figcaption><small role="credit">AMD</small></figcaption></figure><figure><img src="https://cdn.mos.cms.futurecdn.net/KCBe8Pqs6MwtuBeXMNDoNR.png" alt="AMD benchmarks." /><figcaption><small role="credit">AMD</small></figcaption></figure></figure><p>Like any benchmark heavy piece of marketing, there are a ton of testing notes here. We&apos;ve reproduced those in the gallery below. Some interesting notes include differing CPUs, motherboards (including some with total board power adjusted), changes in RAM speeds, and more depending on the claim. The majority of the gaming tests use the same specs, but other claims vary and some use older test data. The games are not the same across each GPU showdown, and it also doesn&apos;t appear that these tests used FSR or DLSS, for those who are interested in those technologies.</p><figure role="gallery"><figure><img src="https://cdn.mos.cms.futurecdn.net/aeYVXScNBmBh3EWaVbHSg4.png" alt="AMD Test Notes" /><figcaption><small role="credit">AMD</small></figcaption></figure><figure><img src="https://cdn.mos.cms.futurecdn.net/6T8QKEAVsgjXbYtkFuU7b4.png" alt="AMD Test Notes" /><figcaption><small role="credit">AMD</small></figcaption></figure><figure><img src="https://cdn.mos.cms.futurecdn.net/dqYHDkhxmA9kQKNHpAopT4.png" alt="AMD Test Notes" /><figcaption><small role="credit">AMD</small></figcaption></figure><figure><img src="https://cdn.mos.cms.futurecdn.net/pTHVsvaQLBaWgB8oUUuDL4.png" alt="AMD Test Notes" /><figcaption><small role="credit">AMD</small></figcaption></figure></figure><p>We won&apos;t know for sure how Nvidia&apos;s RTX 4070 performs against any of these GPUs until reviews go live, but AMD is making sure you know it&apos;s more generous with VRAM (though it doesn&apos;t seem to differentiate between the GDDR6 it&apos;s using against Nvidia&apos;s GDDR6X).<br><br>It&apos;s also worth pointing out that the options for VRAM capacities are directly tied with the size of the memory bus, or number of channels prefer. Much like AMD&apos;s Navi 22 that maxes out with a 192-bit 6-channel interface (see <a href="https://www.tomshardware.com/reviews/amd-radeon-rx-6700-xt-review">RX 6700 XT</a> and <a href="https://www.tomshardware.com/reviews/amd-radeon-rx-6750-xt-review">RX 6750 XT</a>), Nvidia&apos;s AD104 (<a href="https://www.tomshardware.com/reviews/nvidia-geforce-rtx-4070-ti-review-a-costly-70-class-gpu">RTX 4070 Ti</a> and the upcoming RTX 4070) supports up to a 192-bit bus. With 2GB chips, that means Nvidia can only do up to 12GB — doubling that to 24GB is also possible, with memory in "clamshell" mode on both sides of the PCB, but that&apos;s an expensive approach that&apos;s generally only used in halo products (i.e. <a href="https://www.tomshardware.com/reviews/nvidia-geforce-rtx-3090-review">RTX 3090</a>) and professional GPUs (<a href="https://www.tomshardware.com/news/nvidia-rtx-6000-ada-now-available">RTX 6000 Ada Generation</a>).<br><br>AMD&apos;s taunts also raise an important question: What exactly does AMD plan to do with lower tier RX 7000-series GPUs? It&apos;s at 20GB for the $800–$900 RX 7900 XT. 16GB on a hypothetical RX 7800 XT sounds about right... which would then put AMD at 12GB on a hypothetical RX 7700 XT. Of course, we&apos;re still worried about where Nvidia might go with the <a href="https://www.tomshardware.com/news/nvidia-mobile-rtx-40-series-hints-at-weaksauce-4050-4060-desktop-gpus">future RTX 4060 and RTX 4050</a>, which may end up with a 128-bit memory bus.<br><br>There&apos;s also a lot more going on than just memory capacity, like cache sizes and other architectural features. AMD&apos;s previous generation RX 6000-series offered 16GB on the top four SKUs (<a href="https://www.tomshardware.com/reviews/amd-radeon-rx-6950-xt-review">RX 6950 XT</a>, <a href="https://www.tomshardware.com/reviews/amd-radeon-rx-6900-xt-review">RX 6900 XT</a>, <a href="https://www.tomshardware.com/news/amd-radeon-rx-6800-xt-roundup-review">RX 6800 XT</a>, and <a href="https://www.tomshardware.com/news/the-amd-radeon-rx-6800-xt-and-rx-6800-review">RX 6800</a>), true, but those aren&apos;t latest generation GPUs, and Nvidia&apos;s competing RTX 30-series offerings still generally managed to keep pace in rasterization games while offering superior ray tracing hardware and enhancements like DLSS — while also boosts AI performance in things like <a href="https://www.tomshardware.com/news/stable-diffusion-gpu-benchmarks">Stable Diffusion</a>.<br><br>Ultimately, memory capacity can be important, but it&apos;s only one facet of modern graphics cards. For our up-to-date thoughts on GPUs, check out our <a href="https://www.tomshardware.com/reviews/gpu-hierarchy,4388.html">GPU hierarchy</a> and our list of <a href="https://www.tomshardware.com/reviews/best-gpus,4380.html">the best graphics cards for gaming</a>.</p>
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                                                            <title><![CDATA[ DirectX 12 Update Allows CPU and GPU to Access VRAM Simultaneously ]]></title>
                                                                                                                                                                                                <link>https://www.tomshardware.com/news/dx12-optimization-cpu-gpu-access-vram-simultaneously</link>
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                            <![CDATA[ Microsoft has announced a new DirectX12 feature that allows the CPU to directly access video memory. Potentially reducing CPU utilization and system memory consumption in games. ]]>
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                                                                        <pubDate>Fri, 31 Mar 2023 17:40:56 +0000</pubDate>                                                                                                                                <updated>Thu, 21 Aug 2025 08:57:56 +0000</updated>
                                                                                                                                            <category><![CDATA[Virtual Reality]]></category>
                                                                                                <author><![CDATA[ editors@tomshardware.com (Aaron Klotz) ]]></author>                    <dc:creator><![CDATA[ Aaron Klotz ]]></dc:creator>                                                                                    <dc:source><![CDATA[ https://cdn.mos.cms.futurecdn.net/aAk2saHqkgFuTCanz8LnmD.jpg ]]></dc:source>
                                                                <dc:description><![CDATA[ &lt;p&gt;Aaron began building computers back when he was 8 years old in the mid-2000s, and it’s been a hobby of his ever since then. With a focus on computer hardware, he became an avid member of the Tom’s Hardware forums several years later, helping people solve issues with their PCs. He is now a freelance writer for Tom’s Hardware, writing about computer hardware news and more. When not busy playing or writing about computer hardware, he spends his free time playing video games like Star Citizen or Apex Legends.&lt;/p&gt; ]]></dc:description>
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                                <p>Microsoft has announced a new DirectX12 GPU optimization feature in conjunction with Resizable-BAR, called <a href="https://devblogs.microsoft.com/directx/preview-agility-sdk-1-710-0/"><em>GPU Upload Heaps</em></a><em>,</em> that allows the CPU to have direct, simultaneous access to GPU memory. This can increase performance in DX12 titles and decrease system RAM utilization since the feature circumvents the need to copy data from the CPU to the GPU. The new feature is available now in the Agility SDK.</p><p>We don&apos;t know the actual implications of this feature, but the performance advantages could be significant. Graphics card memory sizes and video game VRAM consumption are getting larger and larger every year. As a result, the CPU needs to move more and more data between itself and the GPU.</p><p>With this feature, a game&apos;s RAM and CPU utilization could decrease noticeably due to a reduction in data transfers alone. This is because the CPU no longer needs to keep copies of data on both system RAM and GPU VRAM to interact with it. Another bonus is that GPU video memory is very fast these days, so there should be no latency penalties for leaving data on the GPU alone. In fact, there will probably be a latency improvement with CPU access times on high-end GPUs with high-speed video memory.</p><p>For gamers, the only requirement you&apos;ll need is <a href="https://www.tomshardware.com/news/resizable-bar-intel-z490-motherboard-benchmarks">Resizable-Bar</a> or Smart Access Memory support on both your CPU and GPU. Resizable-bar is the foundation for GPU Upload Heaps since the feature enables Windows to manage GPU VRAM directly. </p><p>For developers, the feature is already supported by Nvidia, Intel, and AMD drivers. For example, it&apos;s already included in Nvidia&apos;s latest Game Ready and Studio Drivers (version 531.41 or newer) and Intel A-series/Xe GPUs (with driver 31.0.101.4255 or newer). For AMD GPUs, developers must consult their AMD alliance manager to get a supported driver.</p><p>The feature just came out from Microsoft, so don&apos;t expect it to be implemented in games anytime soon. Instead, developers will need time to see whether or not it will provide a significant enough performance advantage to make it worthwhile.</p>
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                                                            <title><![CDATA[ EEC Filing Suggests Multiple MSI RTX 4070s Will Feature 12GB of VRAM, Just Like the 4070 Ti ]]></title>
                                                                                                                                                                                                <link>https://www.tomshardware.com/news/eec-filing-suggests-multiple-msi-rtx-4070s-will-feature-12gb-of-vram-just-like-the-4070-ti</link>
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                            <![CDATA[ Nvidia's upcoming RTX 4070 is suspected of having 12GB of capacity, according to one of Nvidia's board partners, MSI. ]]>
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                                                                        <pubDate>Mon, 27 Mar 2023 13:15:58 +0000</pubDate>                                                                                                                                <updated>Thu, 21 Aug 2025 12:56:53 +0000</updated>
                                                                                                                                            <category><![CDATA[Virtual Reality]]></category>
                                                                                                <author><![CDATA[ editors@tomshardware.com (Aaron Klotz) ]]></author>                    <dc:creator><![CDATA[ Aaron Klotz ]]></dc:creator>                                                                                    <dc:source><![CDATA[ https://cdn.mos.cms.futurecdn.net/aAk2saHqkgFuTCanz8LnmD.jpg ]]></dc:source>
                                                                <dc:description><![CDATA[ &lt;p&gt;Aaron began building computers back when he was 8 years old in the mid-2000s, and it’s been a hobby of his ever since then. With a focus on computer hardware, he became an avid member of the Tom’s Hardware forums several years later, helping people solve issues with their PCs. He is now a freelance writer for Tom’s Hardware, writing about computer hardware news and more. When not busy playing or writing about computer hardware, he spends his free time playing video games like Star Citizen or Apex Legends.&lt;/p&gt; ]]></dc:description>
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                                <p>A recent <a href="https://portal.eaeunion.org/sites/odata/_layouts/15/Portal.EEC.Registry.UI/DisplayForm.aspx?ItemId=84721&ListId=d84d16d7-2cc9-4cff-a13b-530f96889dbc">EEC filing</a> from MSI suggests that Nvidia&apos;s upcoming GeForce RTX 4070 could have 12GB of video memory. The company shared the names of several RTX 4070 video cards with the EEC, and all cards feature 12GB capacities. If true, this will make the 4070 a prime candidate for our list of <a href="https://www.tomshardware.com/reviews/best-gpus,4380.html">best graphics cards,</a> and be a significant boost over the GPU&apos;s last two predecessors, which were locked at 8GB. This will provide the 4070 with enough VRAM to run the latest AAA at higher-quality textures and higher resolutions simultaneously. For now, take the news with a pinch of salt. Not every product listed in an EEC filing becomes a reality.</p><p>The EEC report from MSI lists names of eight new RTX 4070 SKUs, including triple fan and dual fan versions of an MSI Ventus variant, plus two other factory-overclocked versions with one associated with each cooler design. Next are two RTX 4070 Gaming Trio variants, consisting of "X" and "non-X" flavors, and finally, two RTX 4070 Suprim models - the company&apos;s flagship brand, again, consisting of "X" and "non-X" flavors. </p><ul><li>GeForce RTX 4070 VENTUS 3X 12G</li><li>GeForce RTX 4070 VENTUS 2X 12G OC</li><li>GeForce RTX 4070 VENTUS 3X 12G OC</li><li>GeForce RTX 4070 VENTUS 2X 12G</li><li>GeForce RTX 4070 GAMING X TRIO 12G</li><li>GeForce RTX 4070 GAMING TRIO 12G</li><li>GeForce RTX 4070 SUPRIM X 12G</li><li>GeForce RTX 4070 SUPRIM 12G</li></ul><p>MSI&apos;s model names use "12G" to identify and confirm the 4070 GPUs that will use 12GB of memory. For now, take the news with a pinch of salt. The sheer number of 12G cards means that hopefully at least one should make it to consumers. But, EEC filing reports do not guarantee the reported names will be used by the company filling them. It only means the company can use the listed names if desired. As a result, we will have to wait for an official confirmation from Nvidia to see whether or not the 4070 will come in a 12GB version.</p><p>But, if the RTX 4070 comes with 12GB, it will be an excellent upgrade for the 70-class cards. GPU memory requirements for the latest AAA titles have gone up extensively over the past two years to the point where memory capacities in the double digits are almost required to get maximum settings - with RT working at high resolutions in some of the latest AAA titles.</p><p>This is especially true of Nvidia&apos;s previous-generation RTX 3070 8GB and RTX 3070 Ti 8GB cards, where the low memory capacity hinders the GPU from performing optimally in these new AAA titles. Daniel Owen demonstrated this issue perfectly in a recent YouTube video, where he tried running Resident Evil 4 at 1440P ultra settings with an RTX 3070 Ti. He found that the game would hard crash anywhere close to the game&apos;s maximum texture settings, forcing him to lower texture quality to an almost unacceptable level.</p><div class="youtube-video" data-nosnippet ><div class="video-aspect-box"><iframe data-lazy-priority="low" data-lazy-src="https://www.youtube-nocookie.com/embed/RQA3cTPNicg" allowfullscreen></iframe></div></div><p>With the performance we expect from an RTX 4070, 8GB would almost certainly be a death sentence for this GPU. So we&apos;re glad Nvidia appears to be settling on a 12GB capacity, just like it did with the <a href="https://www.tomshardware.com/reviews/nvidia-geforce-rtx-4070-ti-review-a-costly-70-class-gpu">RTX 4070 Ti</a><a href="https://www.tomshardware.com/reviews/nvidia-geforce-rtx-4070-ti-review-a-costly-70-class-gpu">.</a> Current <a href="https://www.tomshardware.com/news/nvidia-to-release-geforce-rtx-4070-in-april">rumors</a> speculate the RTX 4070 will have 29 TFLOPS of GPU compute performance and a 200 - 250W TDP. CUDA core count is expected to be the same as the RTX 3070, but it will have significantly higher clock speeds and the Ada Lovelace GPU architecture to boost performance. The 4070&apos;s expected release date is next month, so we should know official specs by then.</p><iframe src="https://content.jwplatform.com/players/XDf5PcNM.html" id="XDf5PcNM" title="How To Choose A Graphics Card" width="960" height="540" frameborder="0" scrolling="auto" allowfullscreen></iframe>
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                                                            <title><![CDATA[ Nvidia RTX 4060 Specs Leak Claims Fewer CUDA Cores, VRAM Than RTX 3060 ]]></title>
                                                                                                                                                                                                <link>https://www.tomshardware.com/news/nvidia-rtx-4060-specs-leak-claims-fewer-cuda-cores-vram-than-rtx-3060</link>
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                            <![CDATA[ A reputable hardware leaker shares the potential specifications for Nvidia's GeForce RTX 4060 gaming graphics card. ]]>
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                                                                        <pubDate>Mon, 13 Feb 2023 20:48:16 +0000</pubDate>                                                                                                                                <updated>Thu, 21 Aug 2025 08:56:51 +0000</updated>
                                                                                                                                            <category><![CDATA[Virtual Reality]]></category>
                                                                                                                    <dc:creator><![CDATA[ Zhiye Liu ]]></dc:creator>                                                                                    <dc:source><![CDATA[ https://cdn.mos.cms.futurecdn.net/HhmwL5w9ggUtLCPfqGjTi4.jpg ]]></dc:source>
                                                                <dc:description><![CDATA[ &lt;p&gt;Zhiye’s love for PC hardware began when he accidentally set his Pentium P54CS PC on fire, short-circuiting his entire home. From that day on, he has constantly pursued greater hardware knowledge, which ultimately led him from being a power user to a writer at Tom’s Hardware. When Zhiye’s not covering the latest news on CPUs or GPUs, you can find him overclocking RAM to the latest trance hits.&lt;/p&gt; ]]></dc:description>
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                                                                                                                                                                        <media:description><![CDATA[GeForce RTX 3060 Ti]]></media:description>                                                            <media:text><![CDATA[GeForce RTX 3060 Ti]]></media:text>
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                                <p>Nvidia&apos;s forthcoming GeForce RTX 4060 aims to compete with the <a href="https://www.tomshardware.com/reviews/best-gpus,4380.html">best graphics cards for gaming</a>. However, if the rumored specifications are accurate, the GeForce RTX 4060 may disappoint a lot of gamers.</p><p>Nvidia&apos;s GeForce RTX x060-tier graphics cards have always been a fan favorite for budget-conscious gamers. The latest <a href="https://store.steampowered.com/hwsurvey/videocard/" target="_blank">Steam Hardware Survey</a> can attest to the statement. The last three generations of GeForce RTX x060-series models are among Steam&apos;s top ten most used graphics cards. The <a href="https://www.tomshardware.com/reviews/nvidia-geforce-gtx-1060-pascal,4679.html">GeForce GTX 1060</a> and <a href="https://www.tomshardware.com/reviews/nvidia-geforce-rtx-2060-ray-tracing-turing,5960.html">GeForce RTX 2060</a> are currently the second and fourth most popular graphics cards, while the <a href="https://www.tomshardware.com/reviews/nvidia-geforce-rtx-3060-review">GeForce RTX 3060</a> finds itself in sixth place. Although the <a href="https://www.tomshardware.com/features/nvidia-ada-lovelace-and-geforce-rtx-40-series-everything-we-know">Ada Lovelace</a> architecture offers a significant upgrade over <a href="https://www.tomshardware.com/features/nvidia-ampere-architecture-deep-dive">Ampere</a>, the GeForce RTX 4060&apos;s potential specifications look disheartening.</p><p>According to hardware leaker <a href="https://twitter.com/kopite7kimi/status/1625164363391971331" target="_blank">kopite7kimi</a>, who has a solid track record of reliable information, the GeForce RTX 4060 reportedly uses the AD107 silicon. It&apos;s a die that we already know about because Nvidia utilizes it for the company&apos;s mobile GeForce RTX 4060 and GeForce RTX 4050 SKUs. So yes, barring any changes, the GeForce RTX 4060 appears to use a die tailored to mobile graphics cards.</p><p>The GeForce RTX 4060 seemingly employs the PG190 PCB with the AD107-400-A1 at heart. That means the Ada-powered graphics card will wield 3,072 CUDA cores, 96 Tensor cores, and 24 RT cores. The last-generation GeForce RTX 3060 had 3,584 CUDA cores, 17% more than the GeForce RTX 4060. Both use different architectures, of course.</p><h2 id="nvidia-geforce-rtx-4060-specifications">Nvidia GeForce RTX 4060 Specifications</h2><div ><table><thead><tr><th class="firstcol " >Graphics Card</th><th  >GeForce RTX 4060*</th><th  >GeForce RTX 3060</th></tr></thead><tbody><tr><td class="firstcol " >Architecture</td><td  >AD107</td><td  >GA106</td></tr><tr><td class="firstcol " >Process Technology</td><td  >TSMC 4N</td><td  >Samsung 8N</td></tr><tr><td class="firstcol " >Transistors (Billion)</td><td  >?</td><td  >12</td></tr><tr><td class="firstcol " >Die size (mm²)</td><td  >146</td><td  >276</td></tr><tr><td class="firstcol " >SMs</td><td  >24</td><td  >28</td></tr><tr><td class="firstcol " >GPU Cores</td><td  >3,072</td><td  >3,584</td></tr><tr><td class="firstcol " >Tensor Cores</td><td  >96</td><td  >112</td></tr><tr><td class="firstcol " >RT Cores</td><td  >24</td><td  >28</td></tr><tr><td class="firstcol " >Base Clock (MHz)</td><td  >?</td><td  >1,320</td></tr><tr><td class="firstcol " >Boost Clock (MHz)</td><td  >?</td><td  >1,777</td></tr><tr><td class="firstcol " >VRAM Speed (Gbps)</td><td  >18</td><td  >15</td></tr><tr><td class="firstcol " >VRAM</td><td  >8GB GDDR6</td><td  >12GB GDDR6</td></tr><tr><td class="firstcol " >VRAM Bus Width</td><td  >?</td><td  >192</td></tr><tr><td class="firstcol " >ROPs</td><td  >32</td><td  >48</td></tr><tr><td class="firstcol " >TMUs</td><td  >96</td><td  >112</td></tr><tr><td class="firstcol " >TFLOPs FP32 (Boost)</td><td  >?</td><td  >12.7</td></tr><tr><td class="firstcol " >Bandwidth (GBps)</td><td  >?</td><td  >360</td></tr><tr><td class="firstcol " >TGP (watts)</td><td  >115</td><td  >170</td></tr><tr><td class="firstcol " >Launch Date</td><td  >2023</td><td  >2021</td></tr></tbody></table></div><p><em>*Specifications are unconfirmed.</em></p><p>The GeForce RTX 4060 may arrive with 8GB of 18 Gbps GDDR6 memory. The memory modules are reportedly faster since the regular GeForce RTX 3060 uses 15 Gbps modules. However, the GeForce RTX 3060 has 12GB, apparently, 50% more than the GeForce RTX 4060. It&apos;s a substantial compromise that&apos;ll ultimately affect performance in modern titles, such as <em>Hogwarts Legacy</em>, that can devour VRAM. </p><p>The leaker didn&apos;t share the memory interface for the GeForce RTX 4060, but there aren&apos;t too many options. The GeForce RTX 4060 is unlikely to retain the 192-bit memory bus, which has been the norm since the GTX 1060. That means the GeForce RTX 4060 may only offer up to 288 GB/s of bandwidth, representing a 20% less than the GeForce RTX 3060.</p><p>The GeForce RTX 4060 will receive an L2 cache upgrade because of the Ada Lovelace architecture. The hardware leaker pegged the GeForce RTX 4060 with a 24MB L2 cache, 700% larger than the one on the GeForce RTX 3060. If we compare the GeForce RTX 4060 to the other Ada-based SKUs that have launched, it sports half the L2 cache of the <a href="https://www.tomshardware.com/reviews/nvidia-geforce-rtx-4070-ti-review-a-costly-70-class-gpu">GeForce RTX 4070 Ti</a>. Given the other Ada GPUs have up to 8MB of L2 cache per 32-bit interface, it would appear that the RTX 4060 is also cut down in that area as well.</p><p>Maybe Nvidia&apos;s decision to roll with mobile silicon was to lower the power requirement for the GeForce RTX 4060. Kopite7kimi believes that the GeForce RTX 4060 will have a 115W TDP. That&apos;s crazy because it would put the GeForce RTX 4060 almost on the same level as a <a href="https://www.tomshardware.com/reviews/nvidia-geforce-gtx-1660-turing-tu116,6027.html">GeForce GTX 1660</a> (120W) in terms of TDP. For comparison, even the GeForce RTX 4090 Mobile (120W) consumes more power. The GeForce RTX 3060 sports a 170W rating, so the GeForce RTX 4060 has a 32% lower TDP.</p><p>Overall, if the leaks are correct, RTX 4060 is shaping up to be a rather odd solution. The lack of VRAM will certainly prove limiting, and while the L2 cache could make up for the loss in bandwidth, it still ends up feeling like less of an upgrade than other models. But then we said the same thing about the <a href="https://www.tomshardware.com/reviews/nvidia-geforce-rtx-4070-ti-review-a-costly-70-class-gpu">RTX 4070 Ti</a> with its 192-bit interface. Time will tell how the RTX 4060 actually stacks up, and how much it will cost.</p><iframe src="https://content.jwplatform.com/players/XDf5PcNM.html" id="XDf5PcNM" title="How To Choose A Graphics Card" width="960" height="540" frameborder="0" scrolling="auto" allowfullscreen></iframe>
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                                                            <title><![CDATA[ Nreal Air Review: Gaming and Media Greatness Marred by Dongle Madness ]]></title>
                                                                                                                                                                                                <link>https://www.tomshardware.com/reviews/nreal-air</link>
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                            <![CDATA[ At $379 the Nreal is a good buy, but iOS users should be aware of added costs for adapters. ]]>
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                                                                        <pubDate>Mon, 12 Dec 2022 12:00:13 +0000</pubDate>                                                                                                                                <updated>Thu, 26 Mar 2026 15:31:29 +0000</updated>
                                                                                                                                            <category><![CDATA[Virtual Reality]]></category>
                                                                                                <author><![CDATA[ brandon.hill@futurenet.com (Brandon Hill) ]]></author>                    <dc:creator><![CDATA[ Brandon Hill ]]></dc:creator>                                                                                    <dc:source><![CDATA[ https://cdn.mos.cms.futurecdn.net/yHeufe7JcvuJBhYPkSexNf.jpg ]]></dc:source>
                                                                <dc:description><![CDATA[ &lt;p&gt;Brandon&amp;nbsp;has been tinkering with PCs since childhood and received his first &quot;real&quot; PC, an IBM Aptiva 310, in the mid-1990s. He next went on to build his first custom PC with an Intel Celeron 300A processor overclocked to 450MHz on an Abit BH6 motherboard.&amp;nbsp;Brandon&amp;nbsp;has written about PC and Mac tech since the late 1990s, first at AnandTech before moving to DailyTech and later to Hot Hardware. When&amp;nbsp;Brandon&amp;nbsp;is not consuming copious amounts of tech news, he can be found enjoying the NC mountains or the beach with his wife and two sons.&lt;/p&gt; ]]></dc:description>
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                                                                                                                                                                                                                                    <media:description><![CDATA[Nreal Air]]></media:description>                                                            <media:text><![CDATA[Nreal Air]]></media:text>
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                                <p>Around this time last year, we <a href="https://www.tomshardware.com/reviews/nreal-light-ar-smart-glasses"><u>reviewed the Nreal Light</u></a> glasses priced at $599. This year, Nreal has released the follow-up "Air" glasses, which are lighter and cost less at just $379.</p><p>The lighter weight and lower price can be attributed to the fact that these aren’t <em>true</em> augmented reality (AR) glasses. The Air lacks the dual cameras of the Light; hence there are no provisions for hand tracking, image tracking or plane detection. So while the price is lower, you’re also getting less functionality. However, for the tasks that it can handle, the Air does them quite well.</p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1999px;"><p class="vanilla-image-block" style="padding-top:56.23%;"><img id="" name="image8.jpg" alt="Nreal Air" src="https://cdn.mos.cms.futurecdn.net/Xtg5shTfvAExWUxsEhCMLe.jpg" mos="" align="middle" fullscreen="1" width="1999" height="1124" attribution="" endorsement="" class="expandable"><a href='https://cdn.mos.cms.futurecdn.net/Xtg5shTfvAExWUxsEhCMLe.jpg' target='_blank' class='expand-button icon-expand-image icon' ></a></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Tom's Hardware)</span></figcaption></figure><h2 id="specifications-for-the-nreal-air">Specifications for the Nreal Air</h2><div ><table><tbody><tr><td class="firstcol " >Display</td><td  >1920 x 1080 per eye (3840 x 1080 total)</td></tr><tr><td class="firstcol " >Display Type</td><td  >OLED</td></tr><tr><td class="firstcol " >Brightness</td><td  >400 nits</td></tr><tr><td class="firstcol " >Field of View</td><td  >46 degrees</td></tr><tr><td class="firstcol " >Degrees of Freedom</td><td  >3 DoF</td></tr><tr><td class="firstcol " >Audio</td><td  >Dual open-air speakers</td></tr><tr><td class="firstcol " >Connectivity </td><td  >USB-C</td></tr><tr><td class="firstcol " >Weight</td><td  >2.78 ounces (79 grams)</td></tr></tbody></table></div><h2 id="design-of-the-nreal-air">Design of the Nreal Air</h2><p>The Nreal Air is primarily constructed of plastic, just like its Light predecessor. While the Air looks similar to regular sunglasses, there are some noticeable differences. For starters, at 2.78 ounces (79 grams), they&apos;re heavier than most traditional sunglasses. In addition, the top portion of the frame is much thicker, as this is where the dual OLED displays are housed. Those displays then project their image down onto the lenses in front of your eyes. You cannot wear regular glasses with the Air, but a frame is included to add your prescription lenses.</p><p>The arms of the Air are thicker than what you&apos;d find on a pair of sunglasses due to the need to support the internal electronics, including a pair of integrated speakers, a power button and a rocker switch for controlling the display brightness.</p><figure role="gallery"><figure><img src="https://cdn.mos.cms.futurecdn.net/EffpmRRsSdeuVbyDScHukd.jpg" alt="Nreal Air" /><figcaption><small role="credit">Tom's Hardware</small></figcaption></figure><figure><img src="https://cdn.mos.cms.futurecdn.net/e77GhNMn2rG5zhSZwmaHfd.jpg" alt="Nreal Air" /><figcaption><small role="credit">Tom's Hardware</small></figcaption></figure><figure><img src="https://cdn.mos.cms.futurecdn.net/TJivu7FBCBmuo6Wc67oRVe.jpg" alt="Nreal Air" /><figcaption><small role="credit">Tom's Hardware</small></figcaption></figure><figure><img src="https://cdn.mos.cms.futurecdn.net/X3wigPdcxKU5pNHg7MF5Ce.jpg" alt="Nreal Air" /><figcaption><small role="credit">Tom's Hardware</small></figcaption></figure><figure><img src="https://cdn.mos.cms.futurecdn.net/7NQCjQTE9baYYwcTpUfdrd.jpg" alt="Nreal Air" /><figcaption><small role="credit">Tom's Hardware</small></figcaption></figure></figure><p>At the end of the left arm, you&apos;ll find a USB Type-C port that accepts a USB-C cable (included in the box) for plugging directly into an Android smartphone, computer or <a href="https://www.tomshardware.com/reviews/steam-deck-valve-gaming-handheld">Steam Deck</a>. There are three included nose grips (one of which is already installed on the glasses), a black plastic shade to block out light (making them more akin to virtual reality glasses) and a compact case to hold everything.</p><p>If you want to connect to an Android device, Windows PC or M1 Mac, all the hardware you need to get started comes in the box – namely, the USB-C cable. The Air draws power from these devices, so only the USB-C cable is needed for power and audio/video.</p><p>However, if you want to connect to a game console (an Xbox, PlayStation, Nintendo Switch), iOS device, or anything that doesn’t have a USB-C port, you must purchase a separate <a href="https://www.amazon.com/Nreal-Connects-Lightning-Compatible-Nintendo/dp/B0BF53342D/">Nreal Air adapter ($59)</a> with HDMI connectivity. Unfortunately, iOS users will also need to purchase an <a href="https://www.amazon.com/Apple-Lightning-Digital-AV-Adapter/dp/B009WHV3BM/">Apple Lightning to Digital AV Adapter ($49)</a> if they don’t already have one. If you’re an iPhone user, that’s another $110 you’ll need to budget for in addition to the $379 Nreal Air.</p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1999px;"><p class="vanilla-image-block" style="padding-top:56.28%;"><img id="" name="image13.jpg" alt="Nreal Air" src="https://cdn.mos.cms.futurecdn.net/KC29RhXRM3XLbezUCks2ie.jpg" mos="" align="middle" fullscreen="1" width="1999" height="1125" attribution="" endorsement="" class="expandable"><a href='https://cdn.mos.cms.futurecdn.net/KC29RhXRM3XLbezUCks2ie.jpg' target='_blank' class='expand-button icon-expand-image icon' ></a></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Tom's Hardware)</span></figcaption></figure><p>The adapter features an integrated battery providing up to three hours of playback since the glasses won&apos;t get power from USB Type-C. Nreal also says you can go from 0 to 40 percent battery in 30 minutes using a USB-C charger. You’ll need to keep this in mind when playing games with a Nintendo Switch or watching videos on an iPhone. </p><p>so It’s definitely a downer to have the Air glasses shut down in the middle of a firefight because the adapter’s battery died. And since there’s no USB-C power passthrough, you can’t get back into the action until you unplug the glasses and stick in a USB-C cable to recharge the adapter.</p><h2 id="general-observations-with-the-nreal-air">General Observations with the Nreal Air</h2><p>Nreal says that the Air projects a 130-inch virtual screen 4 meters away from you with Air Casting mode, which is the mode that I primarily used (there’s also a MR Spaces mode that we’ll discuss later). It&apos;s this vast viewing area that makes consuming content like movies/TV shows and playing games so enjoyable. The image doesn&apos;t completely fill your field of view; you can still see the environment around you in your periphery (even with the black plastic light blocker installed).</p><p>The integrated speakers do a decent job with sound and will work in a pinch. Music sounds lifeless and lacks bass, while in-game audio similarly lacks depth. Instead, I recommend using a decent set of wireless earbuds or headphones. Besides, if you&apos;re using the glasses in close quarters, like on an airplane, I doubt that other passengers want to hear whatever sound is emanating from the Air&apos;s speakers. </p><p>I must also say that because the Air looks <em>mostly</em> like a pair of traditional sunglasses, you can blend in with the general populous without looking out of place (try wearing a Microsoft HoloLens in public without getting stares). They make a great way to kill time  while riding the subway or taking a long flight.</p><h2 id="using-the-nreal-air-with-the-nintendo-switch">Using the Nreal Air with the Nintendo Switch</h2><p>Getting up and running with a console is a somewhat cumbersome process due to the adapters and wires the glasses require. While testing the Nreal Air with a docked Nintendo Switch, I first inserted the included HDMI dongle into the Nreal adapter and plugged in an HDMI cable. The other end of the cable plugs directly into the Nintendo Switch dock. Finally, I plugged the USB-C cable from the Nreal Air into the adapter and turned on the Nintendo Switch. After a few seconds, the glasses displayed the familiar image of the console’s home screen.</p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1500px;"><p class="vanilla-image-block" style="padding-top:100.00%;"><img id="" name="image7.jpg" alt="Nreal Air" src="https://cdn.mos.cms.futurecdn.net/aPyhXBgswuCKSrtVrGVeGe.jpg" mos="" align="middle" fullscreen="1" width="1500" height="1500" attribution="" endorsement="" class="expandable"><a href='https://cdn.mos.cms.futurecdn.net/aPyhXBgswuCKSrtVrGVeGe.jpg' target='_blank' class='expand-button icon-expand-image icon' ></a></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Nreal)</span></figcaption></figure><p>I first decided to bogart an existing session of <em>Burnout Paradise Remastered</em> that my oldest son had left in suspend mode. Before I knew it, I had spent 10 minutes blasting around the map, challenging others to races and crashing into unsuspecting AI-controlled vehicles head-on. I was fully immersed in the game world, not paying attention to what was happening in my periphery.</p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1999px;"><p class="vanilla-image-block" style="padding-top:75.04%;"><img id="" name="image11.jpg" alt="Nreal Air" src="https://cdn.mos.cms.futurecdn.net/4fP2FVwVTBJmEs2mpqFFae.jpg" mos="" align="middle" fullscreen="1" width="1999" height="1500" attribution="" endorsement="" class="expandable"><a href='https://cdn.mos.cms.futurecdn.net/4fP2FVwVTBJmEs2mpqFFae.jpg' target='_blank' class='expand-button icon-expand-image icon' ></a></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Tom's Hardware)</span></figcaption></figure><p>The image displayed was so bright and clear that I didn’t need the black plastic light blocker to enjoy it.</p><h2 id="using-the-nreal-air-with-the-xbox-series-x">Using the Nreal Air with the Xbox Series X</h2><p>Setting up the Nreal Air to work with an Xbox Series X was similar to the Nintendo Switch OLED. Using the same Nreal adapter/HDMI dongle/HDMI cable setup, I plugged it into the HDMI port on the back of the Xbox Series X and then connected the Nreal Air.</p><p>I first fired up <em>Forza Horizon 5</em>, hitting 215 mph in a Ford GT on the interstate before crashing into a ditch after sideswiping a Jeep. I then switched vehicles, opting for a Ford Bronco as I ventured off-road through the rocky wilderness and over streams. While not the full 4K resolution that I’m used to with the 55-inch TV that the Xbox Series X is usually attached to, the detail was sharp enough that I preferred this viewing experience.</p><p><em>Microsoft Flight Simulator</em> also looked dazzling on the virtual 130-inch screen. Playing in a completely dark room at night was a sensational experience. However, after becoming immersed for about two and a half hours, the game abruptly ended because the battery on the Nreal adapter died.</p><h2 id="using-the-nreal-air-with-an-oppo-x5">Using the Nreal Air with an Oppo X5</h2><p>The Nreal Air has limited compatibility with Android devices; only a select few OEMs are currently supported. You&apos;re in luck if you have a recent Android smartphone from LG, Samsung, OnePlus, Oppo or Sony. Nreal provided an Oppo X5 for us to test the Air, and it worked just fine with a OnePlus 9 that I also had on hand (you can see a <a href="https://www.nreal.ai/compatibility-list/"><u>full compatibility list here</u></a>).</p><p>Rather annoyingly, you must sign up for a Nreal account before using the Air with the required Nebula app. The Nebula app allows you to mirror content to your screen or provide a more interactive AR experience. Once I created an account, the Air paired with the Oppo X5 and downloaded some firmware updates.</p><p>Air Casting mode allowed me to mirror the content displayed on the smartphone’s screen, which is a bit limiting due to the permanent portrait orientation. However, when watching videos with apps like Disney Plus or Amazon Prime Video, the Air automatically kicks into landscape mode to view content.</p><div class="youtube-video" data-nosnippet ><div class="video-aspect-box"><iframe data-lazy-priority="low" data-lazy-src="https://www.youtube-nocookie.com/embed/k5Bq6xwnF9Y" allowfullscreen></iframe></div></div><p>MR Spaces is an interface provided by the Nebular app that Nreal has designed that allows you to customize your own virtual workspace. You can see more of your workspace as you move your head left and right. You can rearrange apps to your choosing and have multiple windows open simultaneously (you can also resize those windows to your liking). If you can&apos;t see everything you want on the screen, simply turn your head to see the rest.</p><p>You use the phone as a makeshift laser pointer and tap the screen with your finger to interact with apps and on-screen content within MR Spaces. It takes a little while to get used to, but it’s a pretty efficient way to navigate the interface.</p><p>I felt like MR Spaces was more of a gimmick than something I&apos;d use daily. However, it&apos;s definitely something that you&apos;d want to show friends and family if they want to see what all the commotion is about regarding mixed reality.</p><h2 id="using-the-nreal-air-with-an-iphone-14-pro">Using the Nreal Air with an iPhone 14 Pro</h2><p>Attaching the Nreal Air to an iPhone required the removal of the HDMI dongle from the Nreal adapter and replacing it with the Apple Lightning to Digital A/V Adapter (provided by Nreal). Next, I inserted the Lighting connector into the iPhone and plugged the Nreal’s Air’s USB-C cord into the Nreal adapter. </p><p>With everything connected, the iPhone automatically recognizes the Nreal adapter and outputs to it. You’re first presented with the iOS home screen and all of your apps in portrait mode. However, this is not an optimal experience as you still have to look down at the iPhone to navigate the user interface.</p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1500px;"><p class="vanilla-image-block" style="padding-top:100.00%;"><img id="" name="image5.jpg" alt="Nreal Air" src="https://cdn.mos.cms.futurecdn.net/nrXx4pgWbfoUHmiBwNei4e.jpg" mos="" align="middle" fullscreen="1" width="1500" height="1500" attribution="" endorsement="" class="expandable"><a href='https://cdn.mos.cms.futurecdn.net/nrXx4pgWbfoUHmiBwNei4e.jpg' target='_blank' class='expand-button icon-expand-image icon' ></a></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Nreal)</span></figcaption></figure><p>That all changes when you decide to play a video. I opened the YouTube app and selected the latest episode from Rich Rebuilds, where their <a href="https://www.youtube.com/watch?reload=9&v=6F1EbYS2Skc">homebrew electric side-by-side caught on fire at SEMA</a>. As soon as I hit play on the video, it automatically displayed in landscape mode and took up the full “viewable area” of the Nreal Air. Games also played just fine in landscape mode, as intended.</p><h2 id="using-the-nreal-air-with-a-corsair-voyager-a1600">Using the Nreal Air with a Corsair Voyager A1600</h2><p>Gaming on the Corsair Voyager A1600 was just as thrilling as it was on the Xbox Series X, and only required me to plug the Nreal Air’s USB-C cord into a free port on the laptop. The Nebula app isn’t available for use in Windows 10/11; the Air just shows up as an additional mirrored display. </p><p>I immediately fired up Red Dead Redemption 2 and galloped on a horse around town, then played about an hour of Grand Theft Auto V. Not surprisingly, I got my butt handed to me repeatedly in Overwatch 2. My gaming skills weren’t enhanced nor diminished due to the Air; I just suck at online shooters.</p><p>Frame rates are capped at 60 fps because of the Air’s hardware limitations, which wasn’t a problem for me with the Air in the games I played. I played at 1920 x 1080 resolution and didn’t notice a drop off in image quality compared to playing natively on the Voyager A1600’s IPS panel.</p><h2 id="using-the-nreal-air-with-a-macbook-pro">Using the Nreal Air with a MacBook Pro</h2><p>Like my experience with the Corsair Voyager A1600, using the Nreal Air on a MacBook Pro didn’t require using the adapter. Simply plugging in the AR headset allowed it to spring to life, giving me a full view of my desktop and all apps. </p><p>However, Nreal also provides its Nebula app (in beta) that allows you to utilize the full capabilities of the glasses better. We should note that the Nreal Air and the Nebula software are only supported on M1 Macs – it is not hardware/software compatible with Intel Macs.</p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1200px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="" name="image4.jpg" alt="Nreal Air" src="https://cdn.mos.cms.futurecdn.net/vDLFo4J9j4JSKLFpmLL2wd.jpg" mos="" align="middle" fullscreen="1" width="1200" height="675" attribution="" endorsement="" class="expandable"><a href='https://cdn.mos.cms.futurecdn.net/vDLFo4J9j4JSKLFpmLL2wd.jpg' target='_blank' class='expand-button icon-expand-image icon' ></a></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Nreal)</span></figcaption></figure><p>While the displayed image tracks with your head movements on the other aforementioned devices (and on the Mac without Nebula), the Nebula Mac software allows you to set the screen at a fixed point in space as if it were a physical monitor. So if you turn your head to the left or right of the fixed point, you see less of the screen. The same goes for moving your head up and down. </p><p>While this arrangement doesn’t make much sense with just a single desktop, Nebula also allows you to simultaneously have up to three desktops. So you can start off looking straight ahead and your primary (central) workspace. If you turn your head to the right, you’ll see the second workspace. If you instead turn your head to the left, you’ll see the third workspace. This, in essence, gives you three virtual monitors to work with when using the Nreal Air.</p><p>The only downside to using the Nebula app is that the refresh rate dropped to around 30 Hz instead of its native 60 Hz and the image became very jittery, which gave me a severe bout of eyestrain. I couldn’t find a way to adjust this in display settings, so I used the Nebula Air primarily without the Nebula app.</p><h2 id="bottom-line-5">Bottom Line</h2><p>The Nreal Air is a compelling piece of hardware at a more attractive price than its <a href="https://www.tomshardware.com/reviews/nreal-light-ar-smart-glasses"><u>Nreal Light</u></a> sibling. However, the Air also lacks the onboard cameras and extended tracking features of a true augmented reality headset like the Light.</p><p>Where the Air truly shines is a as a media consumption tool. I found myself immersed watching YouTube clips and episodes of <em>Star Wars: Andor</em> on the Air. Since they’re so lightweight and don’t feel much different than wearing a pair of sunglasses or prescription glasses, it is low-impact. </p><p>The same ergonomics platitudes can be said about gaming, be it on a Nintendo Switch, Windows PC or Xbox Series X. I felt zero eye fatigue using Air Casting for hours at a time. The only time serious eye strain occurred was when using the Nebula app in macOS.</p><p>Where things quickly fall apart is if you want to use the Air with an iOS device like an iPhone. You have to consider the $379 cost of the glasses, $59 for the Nreal adapter and another $49 for the Apple Lightning to Digital A/V Adapter. Now you’re looking at nearly $500, which is a lot to spend for a cobbled together solution for pairing an iPhone and the Air.</p><p>Another thing to consider is that if you want to use the Air with a game console or iOS device, the Nreal adapter is required. It has an integrated battery which only provides around three hours of runtime before it needs recharging. We really wish that the adapter was included in the box.</p><p>However, if you can get past those downsides, the Nreal Air provides an excellent “big screen” experience that can’t be matched by even the largest smartphones or laptops on the market.</p>
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                                                            <title><![CDATA[ PlayStation VR2 Will Cost More Than PS5 ]]></title>
                                                                                                                                                                                                <link>https://www.tomshardware.com/news/sony-psvr2-availability-and-price</link>
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                            <![CDATA[ Sony has announced the price and launch date for its new VR headset, which must be used with a PlayStation 5 console. ]]>
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                                                                        <pubDate>Wed, 02 Nov 2022 15:11:01 +0000</pubDate>                                                                                                                                <updated>Thu, 30 Jan 2025 17:14:45 +0000</updated>
                                                                                                                                            <category><![CDATA[Virtual Reality]]></category>
                                                                                                                    <dc:creator><![CDATA[ Ian Evenden ]]></dc:creator>                                                                                    <dc:source><![CDATA[ https://cdn.mos.cms.futurecdn.net/dY5MGBXCT6GV6ARt8oSiSj.jpg ]]></dc:source>
                                                                <dc:description><![CDATA[ &lt;p&gt;Ian is a UK-based news writer for Tom’s Hardware US. In 1992, he was given a 286-based PC because his parents hoped he’d become a programmer, and was instantly hooked despite the vagaries of MS-DOS. Pretty soon there was a 386 with Windows 3.1, a CD-ROM, and Sound Blaster card under the desk, followed by Pentium II, Athlon, i7 and Threadripper systems, most of which he built himself. After a brief eight-year dalliance with games consoles at Edge magazine, he began contributing to the likes of Maximum PC, PC Gamer, Windows Help and Advice and a few other magazines that have since closed - none of which were directly his fault. His desk today is a riot of PC monitors, Apple products, Raspberry Pi boards, purple unicorns, game controllers and camera lenses. He has no idea about programming.&lt;/p&gt; ]]></dc:description>
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                                                                                                                                                                                                                                    <media:description><![CDATA[The PS VR2 headset and controllers]]></media:description>                                                            <media:text><![CDATA[The PS VR2 headset and controllers]]></media:text>
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                                <p>Sony’s second-generation VR system, the PS VR2, will launch in February for $549.99 — more than the PlayStation 5 console required to use it — according to a <a href="https://blog.playstation.com/2022/11/02/playstation-vr2-launches-in-february-at-549-99/" target="_blank">PlayStation Blog post</a>. The company went on to announce <a href="https://blog.playstation.com/2022/11/02/11-new-ps-vr2-games-announced-the-dark-pictures-switchback-vr-cities-vr-enhanced-edition-crossfire-sierra-squad-and-more/" target="_blank">11 new VR games</a> to be played on the system, a mix of enhanced versions of current titles and original experiences.</p><div class="youtube-video" data-nosnippet ><div class="video-aspect-box"><iframe data-lazy-priority="low" data-lazy-src="https://www.youtube-nocookie.com/embed/u5L9Mvh7tAk" allowfullscreen></iframe></div></div><p>Arriving Feb. 22, 2023, the new <a href="https://www.playstation.com/en-gb/ps-vr2/" target="_blank">PS VR2 </a>system consists of a headset and hand controllers, and must be used with a <a href="https://www.tomshardware.com/reviews/playstation-5-sony-ps5" target="_blank">PlayStation 5 console</a>. Its pair of OLED screens are adjustable, and present a resolution of 2000 x 2040 pixels per eye, with a 110-degree field of view and a refresh rate that climbs as high as 120 Hz. </p><p>The headset is also filled with sensors and cameras, including a three-axis gyroscope, a three-axis accelerometer, and a proximity sensor. There are IR cameras for eye-tracking, plus four other lenses for headset and controller tracking. It also vibrates, has a built-in microphone, and a stereo headphone jack. It connects to the <a href="https://www.tomshardware.com/news/best-ssds-for-ps5" target="_blank">SSD-equipped</a> console using a USB-C cable and Bluetooth 5.1. The new headset is slimmer and lighter than the previous version, which launched in 2016 for $399.99. </p><p>The hand controllers replicate many of the features of the PS5’s <a href="https://www.tomshardware.com/news/sony-dualsense-edge-wireless-controller-arrives-with-pc-like-customizations" target="_blank">DualSense gamepad</a>, offering haptic feedback, six-axis motion sensing, and the usual combination of analog sticks and face buttons.</p><p>More than 20 games are expected to be available (separately) at launch, including robo-dinosaur RPG Horizon Call of the Mountain; an enhanced VR version of Cities: Skylines; a Jurassic Park game starring Jeff Goldblum; and Tentacular, a game about being a giant squid. There&apos;s also a military FPS.</p><p>Preorders for the PS VR2 begin on Nov. 15 at direct.playstation.com, for customers in the U.S., U.K., France, Germany, Belgium, the Netherlands, and Luxembourg. Really enthusiastic gamers can register for a preorder, or a pre-preorder, starting today.</p><p><br></p>
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                                                            <title><![CDATA[ Nreal Launches $379 Air AR Glasses, Adds Support for iOS and macOS ]]></title>
                                                                                                                                                                                                <link>https://www.tomshardware.com/news/nreal-air-ar-glasses-macos-iphone-nebula</link>
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                            <![CDATA[ The Nreal Air is lighter, more power efficient and cheaper than the Nreal Light ]]>
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                                                                        <pubDate>Tue, 27 Sep 2022 15:49:51 +0000</pubDate>                                                                                                                                <updated>Wed, 05 Feb 2025 13:51:38 +0000</updated>
                                                                                                                                            <category><![CDATA[Virtual Reality]]></category>
                                                                                                <author><![CDATA[ brandon.hill@futurenet.com (Brandon Hill) ]]></author>                    <dc:creator><![CDATA[ Brandon Hill ]]></dc:creator>                                                                                    <dc:source><![CDATA[ https://cdn.mos.cms.futurecdn.net/yHeufe7JcvuJBhYPkSexNf.jpg ]]></dc:source>
                                                                <dc:description><![CDATA[ &lt;p&gt;Brandon&amp;nbsp;has been tinkering with PCs since childhood and received his first &quot;real&quot; PC, an IBM Aptiva 310, in the mid-1990s. He next went on to build his first custom PC with an Intel Celeron 300A processor overclocked to 450MHz on an Abit BH6 motherboard.&amp;nbsp;Brandon&amp;nbsp;has written about PC and Mac tech since the late 1990s, first at AnandTech before moving to DailyTech and later to Hot Hardware. When&amp;nbsp;Brandon&amp;nbsp;is not consuming copious amounts of tech news, he can be found enjoying the NC mountains or the beach with his wife and two sons.&lt;/p&gt; ]]></dc:description>
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                                <p>Nreal is expanding its presence in the United States by launching another pair of augmented reality (AR) glasses. First launched in Asia in 2021, the Nreal Air AR glasses bring the entry price down for consumers to $379, compared to <a href="https://www.tomshardware.com/news/nreal-light-ar-glasses-verizon">$599 for the Nreal Light</a>, <a href="https://www.tomshardware.com/reviews/nreal-light-ar-smart-glasses">which we reviewed last year</a>.</p><p>Compared to the Light, the Air glasses are 25 percent lighter and consume 50 percent less power. Designed to compete with the <a href="https://www.tomshardware.com/reviews/best-virtual-reality-headsets,4722.html">best VR headsets</a>, The Nreal Air is also cheaper because these new AR glasses don&apos;t feature built-in SLAM or RGB cameras. Instead, the Air glasses only use 6 degrees of freedom (DoF) tracking.</p><p>Nreal is positioning the Air as a media consumption device for watching videos (i.e., Netflix and Hulu) and playing mobile games. You&apos;ll be treated to a 46 field of view with content, and when using the Nebula Mirror Mode, you&apos;re treated to a virtual screen that measures 130 to 200 inches. This could be an interesting way to enjoy content from game consoles like the Xbox Series X or PlayStation 5.</p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1500px;"><p class="vanilla-image-block" style="padding-top:79.87%;"><img id="" name="1664289078.jpg" alt="Nreal Adapter" src="https://cdn.mos.cms.futurecdn.net/qSgdWVhz859PVexQMwBSZ4.jpg" mos="" align="middle" fullscreen="" width="1500" height="1198" attribution="" endorsement="" class=""></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Nreal)</span></figcaption></figure><p>In the past, Nreal primarily focused on Android mobile devices and left iOS devices out of the loop regarding support. However, Nreal will now offer a $59 dongle that allows its AR glasses to work with an iPhone. It should be noted that you aren&apos;t finished after spending $59 on the dongle. You will also need to purchase the official Apple Digital AV Adapter that plugs into the Nreal dongle, which will <a href="https://www.amazon.com/Apple-Lightning-Digital-AV-Adapter/dp/B009WHV3BM/">cost you another $35</a>. It&apos;s a clunky solution for iOS users, and we wish that Nreal offered a more streamlined and cost-effective option. </p><p>Even with all the necessary components in place, you won&apos;t have access to Nreal&apos;s Nebula AR interface. Instead, you&apos;ll only be able to use the screen mirroring option for streaming content.</p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="" name="1664289062.jpg" alt="Nreal Nebula macOS" src="https://cdn.mos.cms.futurecdn.net/qTFh5yLZZ3sWTg45NiuSp.jpg" mos="" align="middle" fullscreen="" width="1920" height="1080" attribution="" endorsement="" class=""></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Nreal)</span></figcaption></figure><p>In addition, Nreal is showing even more love to the Apple ecosystem with the availability of Nebula for select macOS devices. Nebula provides MacBook Pro and MacBook Air users with a virtual user interface that can project multiple displays in front of you, expanding your available productivity workspace. Unfortunately, Nreal macOS compatibility is limited to Macs running on <a href="https://www.tomshardware.com/news/apple-silicon-broadens-arm-assault-on-intel-and-amds-x86">Apple Silicon</a> (i.e., M1- and M2-based SoCs). Nreal did not indicate if or when Intel-based Macs would gain support for Nebula.</p><p>"AR glasses will likely first emerge into people&apos;s lives as a display technology and then gradually grow into a holistic experience," said Nreal co-founder Peng Jin. "That is why the thinking behind Nreal Air is very focused on the aesthetics, display quality, and its connectivity with other hardware devices."</p><p>U.S. customers can purchase the <a href="https://www.amazon.com/dp/B0BF5LKP5Q">$379 Nreal Air AR glasses</a> from Amazon with an expected delivery of October 6. The <a href="https://www.amazon.com/dp/B0BF53342D">$59 Nreal Adapter</a> is also available on Amazon, with delivery as soon as October 2.</p>
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                                                            <title><![CDATA[ How to Play Minecraft VR on Quest 2 Using Questcraft or a PC ]]></title>
                                                                                                                                                                                                <link>https://www.tomshardware.com/how-to/play-minecraft-vr-quest-2</link>
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                            <![CDATA[ You can play Minecraft on a Quest 2, either by using a standalone app or running Bedrock or Java editions on your PC and tethering the headset to it. Here’s how. ]]>
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                                                                        <pubDate>Sat, 02 Apr 2022 11:00:30 +0000</pubDate>                                                                                                                                <updated>Tue, 28 Jan 2025 15:09:10 +0000</updated>
                                                                                                                                            <category><![CDATA[Virtual Reality]]></category>
                                                                                                                    <dc:creator><![CDATA[ Avram Piltch ]]></dc:creator>                                                                                    <dc:source><![CDATA[ https://cdn.mos.cms.futurecdn.net/tZRyr8x24p5QjawJwGTqAX.jpg ]]></dc:source>
                                                                <dc:description><![CDATA[ &lt;p&gt;Avram&#039;s been in love with PCs since he played original Castle Wolfenstein on an Apple II+.&amp;nbsp; Before joining Tom&#039;s Hardware, for 10 years, he served as Online Editorial Director for sister sites Tom&#039;s Guide and Laptop Mag, where he programmed the CMS and many of the benchmarks. When he&#039;s not editing, writing or stumbling around trade show halls, you&#039;ll find him building Arduino robots with his son and watching every single superhero show on the CW.&lt;/p&gt; ]]></dc:description>
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                                                                                                                                                                                                                                    <media:description><![CDATA[How to Play Minecraft on Meta Quest 2]]></media:description>                                                            <media:text><![CDATA[How to Play Minecraft on Meta Quest 2]]></media:text>
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                                <p>These days, the <a href="https://www.tomshardware.com/reviews/oculus-quest-2-review">Meta Quest 2</a> (aka Oculus Quest 2) is the <a href="https://www.tomshardware.com/reviews/best-virtual-reality-headsets,4722.html"><u>best VR headset</u></a> for just about anyone. The $399 headset allows you to play VR games either sitting or walking around. It runs as a standalone device or it can tether to your PC and run PC-based VR games either over a wired USB connection or Wi-Fi, the latter of which Meta calls AirLink.</p><p>If you want to play Minecraft in VR, there are three ways to do that on the Meta Quest 2, each of which has its own setup method. The best method to use is QuestCraft, an unofficial port of Minecraft Java that runs as a standalone app on the headset and supports a variety of mods as well as roomscale tracking. However, it’s an unofficial port and so could break or be blocked by Mojang at any time. </p><p>Here are the pros and cons of each method, and we’ll explain how to install below.</p><div ><table><thead><tr><th class="firstcol " >Method</th><th  >Pros</th><th  >Cons</th></tr></thead><tbody><tr><td class="firstcol " >QuestCraft (standalone)</td><td  >Standalone (can play without connecting to a PC)</td><td  >Not officially supported</td></tr><tr><td class="firstcol " > </td><td  >Best performance</td><td  >Most difficult to install</td></tr><tr><td class="firstcol " > </td><td  >Supports Fabric mods</td><td  >No ray-tracing</td></tr><tr><td class="firstcol " > </td><td  >Supports roomscale</td><td  > No Forge mods</td></tr><tr><td class="firstcol " >Minecraft for Oculus (Bedrock): Wired or Wireless</td><td  >Easiest to install</td><td  >Only supports add-ons no mods</td></tr><tr><td class="firstcol " > </td><td  >Works well in multiplayer</td><td  >No roomscale</td></tr><tr><td class="firstcol " > </td><td  > </td><td  >Other players can only see your head move</td></tr><tr><td class="firstcol " >Vivecraft (Minecraft Java): Wired or Wireless</td><td  >Supports Forge and Fabric mods</td><td  >Laggiest method</td></tr><tr><td class="firstcol " > </td><td  >Supports roomscale</td><td  >Multiplayer requires all players to have Vivecraft VR or non-VR Client installed</td></tr><tr><td class="firstcol " > </td><td  >Moving arms while standing can break blocks, attack mobs</td><td  >Server must  have Vivecraft server plugin</td></tr><tr><td class="firstcol empty" ></td></tr></tbody></table></div><h2 id="how-to-install-questcraft-standalone-minecraft-vr-for-meta-quest-2">How to Install QuestCraft: Standalone Minecraft VR for Meta Quest 2</h2><p>While other methods rely on you using a PC to run the game and then sending the VR images over a USB or Wi-Fi connection, QuestCraft allows you to run the game entirely on the Quest 2. It’s an unofficial port of Minecraft Java, so you’ll need to enable developer mode and sideload the APK, a process which is fairly easy if you follow the steps below. </p><p>You’ll still need a legitimate Minecraft Java account to log in and play QuestCraft. However, since it’s an unofficial port, it’s always possible that future updates will break it.</p><p>1. <strong>Enable developer mode </strong>in the Meta Quest mobile app on your phone or tablet. To get there, tap Menu->Devices->Developer Mode and toggle it to on.</p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:800px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="" name="image3.png" alt="How to Play Minecraft on Meta Quest 2" src="https://cdn.mos.cms.futurecdn.net/rSWGkpQ8uQjPHwoKnimvVe.png" mos="" align="middle" fullscreen="1" width="800" height="450" attribution="" endorsement="" class="expandable"><a href='https://cdn.mos.cms.futurecdn.net/rSWGkpQ8uQjPHwoKnimvVe.png' target='_blank' class='expand-button icon-expand-image icon' ></a></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Tom's Hardware)</span></figcaption></figure><p>2. <strong>Download and install </strong><a href="https://sidequestvr.com/setup-howto"><u><strong>SideQuest</strong></u></a>, if you don’t already have it. This program allows you to sideload apps onto the headset.</p><p>3. <strong>Launch SideQuest </strong>with the Quest 2 plugged into your PC via USB. The app should detect your headset automatically. If this is the first time, you will see a prompt on the headset to allow USB debugging and you’ll probably want to accept “always allow from this computer” so you don’t get prompted again.</p><p>4. <strong>Enter “questcraft” </strong>in the SideQuest search box and <strong>click the top result</strong>.</p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1999px;"><p class="vanilla-image-block" style="padding-top:58.43%;"><img id="" name="image12.png" alt="How to Play Minecraft on Meta Quest 2" src="https://cdn.mos.cms.futurecdn.net/SeFcnbcshM7evYf6Xwcfrh.png" mos="" align="middle" fullscreen="1" width="1999" height="1168" attribution="" endorsement="" class="expandable"><a href='https://cdn.mos.cms.futurecdn.net/SeFcnbcshM7evYf6Xwcfrh.png' target='_blank' class='expand-button icon-expand-image icon' ></a></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Tom's Hardware)</span></figcaption></figure><p>5. <strong>Click Download App (Sideload). </strong>It will download and install. A status bar will quickly show when it has finished but then disappear. In our case, the process took less than 10 seconds.</p><p><br></p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1999px;"><p class="vanilla-image-block" style="padding-top:58.43%;"><img id="" name="image17.png" alt="How to Play Minecraft on Meta Quest 2" src="https://cdn.mos.cms.futurecdn.net/7muq8bZnAcRtg4CkRG96sf.png" mos="" align="middle" fullscreen="1" width="1999" height="1168" attribution="" endorsement="" class="expandable"><a href='https://cdn.mos.cms.futurecdn.net/7muq8bZnAcRtg4CkRG96sf.png' target='_blank' class='expand-button icon-expand-image icon' ></a></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Tom's Hardware)</span></figcaption></figure><p>6. <strong>Disconnect the headset </strong>and <strong>put it on.</strong></p><p>7. <strong>Navigate to the apps menu </strong>on the Quest 2.</p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:428px;"><p class="vanilla-image-block" style="padding-top:24.07%;"><img id="" name="image27.png" alt="How to Play Minecraft on Meta Quest 2" src="https://cdn.mos.cms.futurecdn.net/SzFobwUcLay9z2ZZ6FL6Gh.png" mos="" align="middle" fullscreen="1" width="428" height="103" attribution="" endorsement="" class="expandable"><a href='https://cdn.mos.cms.futurecdn.net/SzFobwUcLay9z2ZZ6FL6Gh.png' target='_blank' class='expand-button icon-expand-image icon' ></a></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Tom's Hardware)</span></figcaption></figure><p>8. <strong>Click the filter button </strong>in the upper right corner.</p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:476px;"><p class="vanilla-image-block" style="padding-top:78.36%;"><img id="" name="1683486188.png" alt="Filter button" src="https://cdn.mos.cms.futurecdn.net/9miaYT7BeL7VsPimtSwCie.png" mos="" align="middle" fullscreen="" width="476" height="373" attribution="" endorsement="" class=""></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Tom's Hardware)</span></figcaption></figure><p><br></p><p>9. <strong>Select “Unknown sources” from the pulldown menu.</strong></p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:485px;"><p class="vanilla-image-block" style="padding-top:70.52%;"><img id="" name="1683486242.png" alt="Select unknown sources" src="https://cdn.mos.cms.futurecdn.net/FSJ2qWKapeTjcyqPjhnAMk.png" mos="" align="middle" fullscreen="" width="485" height="342" attribution="" endorsement="" class=""></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Tom's Hardware)</span></figcaption></figure><p>10. <strong>Select QuestCraft to load it.</strong></p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:724px;"><p class="vanilla-image-block" style="padding-top:62.15%;"><img id="" name="image13.png" alt="How to Play Minecraft on Meta Quest 2" src="https://cdn.mos.cms.futurecdn.net/kZCuRx2oQbULWrtgnafPWf.png" mos="" align="middle" fullscreen="1" width="724" height="450" attribution="" endorsement="" class="expandable"><a href='https://cdn.mos.cms.futurecdn.net/kZCuRx2oQbULWrtgnafPWf.png' target='_blank' class='expand-button icon-expand-image icon' ></a></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Tom's Hardware)</span></figcaption></figure><p>11. <strong>Click Login </strong>on the QuestCraft splash screen and <strong>follow the instructions to sign in</strong>.</p><p>12. <strong>Click Play.</strong></p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:587px;"><p class="vanilla-image-block" style="padding-top:76.32%;"><img id="" name="1683487194.png" alt="Click Play" src="https://cdn.mos.cms.futurecdn.net/2JPFvDvFJ4zGxrKpvLTLj8.png" mos="" align="middle" fullscreen="" width="587" height="448" attribution="" endorsement="" class=""></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Tom's Hardware)</span></figcaption></figure><p>It will take a few moments to download assets and load the game. The screen will turn black for a bit while it&apos;s loading. Don’t take off the headset or quit. When it shows you in a box made of Minecraft dirt blocks, it’s almost done loading.</p><p><strong>Installing mods in QuestCraft: </strong>You can install some, but not all Fabric mods in QuestCraft. To do so, click Mod Manager in the QuestCraft menu and then click on the searchbox and use the keyboard to query for the mod you wish to download. Then click on the result to get information and then the down arrow button to install. If a mod is incompatible, the game won’t launch or will have bugs. You can see a community-maintained list of <a href="https://docs.google.com/spreadsheets/d/16SopyOPDz3OrL4qcWwMPzL9s_5Uhl5Q-aRIePY6ztSA/edit#gid=0"><u>compatible mods here</u></a>.</p><h2 id="how-to-configure-meta-quest-2-to-work-in-wired-mode">How to Configure Meta Quest 2 to Work in Wired Mode</h2><p>If you don’t want to use QuestCraft, you’ll need to connect your Meta Quest 2 to your PC via either wired or wireless (Wi-Fi) connection. This is true whether you want to use Vivecraft (Minecraft Java in VR) or Minecraft for Oculus. As you might guess, wired offers much better performance, with the obvious trade-off that you must be near your computer.</p><p>It almost goes without saying that your PC has to meet the very modest <a href="https://support.oculus.com/articles/headsets-and-accessories/oculus-link/oculus-link-compatibility/"><u>system requirements for Meta Quest Link</u></a> in order to run in wired or wireless mode. These include having a 4th Gen Core i5 or first-gen Ryzen 5 or higher CPU, Windows 10 or 11, 8GB of RAM and some kind of discrete graphics. Minecraft’s system requirements are even lower than these, but if you want to use ray-tracing, you need an Nvidia RTX or Radeon RX 6000 series graphics card.</p><p>1. <strong>Install the Oculus desktop app </strong>on your PC if you don’t have it already.</p><p>2. <strong>Launch the Oculus app.</strong></p><p>3. <strong>Navigate to Devices</strong>.</p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1536px;"><p class="vanilla-image-block" style="padding-top:75.13%;"><img id="" name="image5.png" alt="How to Play Minecraft on Meta Quest 2" src="https://cdn.mos.cms.futurecdn.net/xNYpdiYhPVewfXKxAngkpe.png" mos="" align="middle" fullscreen="1" width="1536" height="1154" attribution="" endorsement="" class="expandable"><a href='https://cdn.mos.cms.futurecdn.net/xNYpdiYhPVewfXKxAngkpe.png' target='_blank' class='expand-button icon-expand-image icon' ></a></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Tom's Hardware)</span></figcaption></figure><p>4. Click Add Headset.</p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1536px;"><p class="vanilla-image-block" style="padding-top:75.00%;"><img id="" name="image2.png" alt="How to Play Minecraft on Meta Quest 2" src="https://cdn.mos.cms.futurecdn.net/5QngmnAv8oTBozW3sNFfGe.png" mos="" align="middle" fullscreen="1" width="1536" height="1152" attribution="" endorsement="" class="expandable"><a href='https://cdn.mos.cms.futurecdn.net/5QngmnAv8oTBozW3sNFfGe.png' target='_blank' class='expand-button icon-expand-image icon' ></a></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Tom's Hardware)</span></figcaption></figure><p>5. <strong>Select Quest 2</strong> and <strong>click Continue</strong>.</p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1536px;"><p class="vanilla-image-block" style="padding-top:75.00%;"><img id="" name="image19.png" alt="Select Headset as Meta Quest 2" src="https://cdn.mos.cms.futurecdn.net/7H7tMsPfZfTeP5ir8kXi3g.png" mos="" align="middle" fullscreen="1" width="1536" height="1152" attribution="" endorsement="" class="expandable"><a href='https://cdn.mos.cms.futurecdn.net/7H7tMsPfZfTeP5ir8kXi3g.png' target='_blank' class='expand-button icon-expand-image icon' ></a></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Tom's Hardware)</span></figcaption></figure><p>6. <strong>Select Link (Cable) </strong>for wired connections. If you wish to use a wireless connection, skip to the section below on using Air Link for wireless connections.</p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1536px;"><p class="vanilla-image-block" style="padding-top:75.00%;"><img id="" name="image10.png" alt="Select Headset" src="https://cdn.mos.cms.futurecdn.net/FNCeoq3RdJAPwjmGJTw7Hf.png" mos="" align="middle" fullscreen="1" width="1536" height="1152" attribution="" endorsement="" class="expandable"><a href='https://cdn.mos.cms.futurecdn.net/FNCeoq3RdJAPwjmGJTw7Hf.png' target='_blank' class='expand-button icon-expand-image icon' ></a></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Tom's Hardware)</span></figcaption></figure><p>7. <strong>Connect the Meta Quest 2 </strong>to a USB 3 or faster port on your PC and click Continue.</p><p>8. <strong>Navigate to Quick Settings </strong>on the headset and <strong>select Meta Quest Link</strong>. As long as your controllers are paired with the headset, they will automatically connect to your PC. </p><h2 id="how-to-connect-your-meta-quest-2-to-pc-via-air-link-xa0">How to Connect Your Meta Quest 2 to PC via Air Link </h2><p>Air Link is Oculus’ system for connecting your Quest 2 headset to your PC via Wi-Fi. Air Link works with either Minecraft for Oculus (Bedrock) or Vivecraft (Java), but it is the laggiest solution.</p><p>In order to work, both the PC and the headset must be connected to the same network. To reduce latency, It helps if the PC is connected via Ethernet. If you are using a mesh network, make sure you configure the router to only allow both devices to use one node so they are on the same node (or else it won’t work).</p><p>1. <strong>Navigate to Devices->Add Headset->Quest 2 </strong>in the Oculus desktop app as shown in steps 2 through 6 in the section above.</p><p>2. <strong>Select Air Link </strong>and <strong>click Continue.</strong></p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1536px;"><p class="vanilla-image-block" style="padding-top:75.00%;"><img id="" name="image14.png" alt="How to Play Minecraft on Oculus Quest 2" src="https://cdn.mos.cms.futurecdn.net/LZgTLmJMU6AaHBykipJ6af.png" mos="" align="middle" fullscreen="1" width="1536" height="1152" attribution="" endorsement="" class="expandable"><a href='https://cdn.mos.cms.futurecdn.net/LZgTLmJMU6AaHBykipJ6af.png' target='_blank' class='expand-button icon-expand-image icon' ></a></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Tom's Hardware)</span></figcaption></figure><p>3. <strong>Navigate to Settings->Experimental Features </strong>on the Oculus Quest 2.</p><p>4. <strong>Toggle Air Link </strong>to on.</p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:635px;"><p class="vanilla-image-block" style="padding-top:64.57%;"><img id="" name="image15.png" alt="How to Play Minecraft on Oculus Quest 2" src="https://cdn.mos.cms.futurecdn.net/TqjjMRQgaKNBXXRy5mGxef.png" mos="" align="middle" fullscreen="1" width="635" height="410" attribution="" endorsement="" class="expandable"><a href='https://cdn.mos.cms.futurecdn.net/TqjjMRQgaKNBXXRy5mGxef.png' target='_blank' class='expand-button icon-expand-image icon' ></a></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Tom's Hardware)</span></figcaption></figure><p>5. On the Quick Settings menu, <strong>click Oculus Air Link</strong>.</p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:615px;"><p class="vanilla-image-block" style="padding-top:59.67%;"><img id="" name="image1.png" alt="How to Play Minecraft on Oculus Quest 2" src="https://cdn.mos.cms.futurecdn.net/xyZTfvuawpQpPoMu5NEtPe.png" mos="" align="middle" fullscreen="1" width="615" height="367" attribution="" endorsement="" class="expandable"><a href='https://cdn.mos.cms.futurecdn.net/xyZTfvuawpQpPoMu5NEtPe.png' target='_blank' class='expand-button icon-expand-image icon' ></a></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Tom's Hardware)</span></figcaption></figure><p>6. <strong>Select the PC </strong>you wish to pair with and click pair. A pairing code should appear on your PC’s screen.</p><p>7. <strong>Click Confirm </strong>on the PC.</p><p>8. <strong>Click Continue </strong>and <strong>then Launch </strong>on the Oculus Quest 2. </p><h2 id="how-to-launch-minecraft-for-oculus-aka-bedrock-edition-in-vr">How to Launch Minecraft for Oculus (aka Bedrock Edition in VR)</h2><p>The only first-party method for playing Minecraft in VR is the simplest, but most limiting. If you already have Minecraft Bedrock edition installed (aka Minecraft for Windows or non-Java Minecraft), setting up VR will take just a few seconds. However, you won’t be able to use mods like you can with the other methods.</p><p>1. <strong>Create a desktop shortcut to launch Minecraft VR</strong> <strong>using the location of </strong><em><strong>minecraft://Mode/?OpenXR=true</strong></em>. To do this, right-click on your desktop and select New->Shortcut. Enter minecraft://Mode/?OpenXR=true as the Location, click Next and name your shortcut Minecraft VR (or something similar).</p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:716px;"><p class="vanilla-image-block" style="padding-top:118.16%;"><img id="" name="image9.png" alt="How to Play Minecraft on Oculus Quest 2" src="https://cdn.mos.cms.futurecdn.net/LHYqCAvRBvgJMtZrgWv4Cf.png" mos="" align="middle" fullscreen="1" width="716" height="846" attribution="" endorsement="" class="expandable"><a href='https://cdn.mos.cms.futurecdn.net/LHYqCAvRBvgJMtZrgWv4Cf.png' target='_blank' class='expand-button icon-expand-image icon' ></a></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Tom's Hardware)</span></figcaption></figure><p>2. <strong>Open the shortcut </strong>to launch Minecraft on your Oculus Quest 2. You’ll see Minecraft load in a Window on your desktop and on the headset view screen at the same time. It may take several seconds before the title screen appears. </p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1973px;"><p class="vanilla-image-block" style="padding-top:101.32%;"><img id="" name="image6.png" alt="How to Play Minecraft on Oculus Quest 2" src="https://cdn.mos.cms.futurecdn.net/FPemea6xHFYaqkoNHHBjZh.png" mos="" align="middle" fullscreen="" width="1973" height="1999" attribution="" endorsement="" class=""></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Tom's Hardware)</span></figcaption></figure><h2 id="how-to-play-vivecraft-minecraft-java-vr-on-meta-quest-2">How to Play Vivecraft (Minecraft Java VR) on Meta Quest 2</h2><p>Vivecraft, which is a third-party VR launcher for Minecraft Java, provides the most immersive VR experience of any method. With Vivecraft, you can move your arms to perform tasks such as attacking, something you can only do with the controller in other versions. You can also use Forge mods.</p><p>As with Minecraft for Oculus, Vivecraft requires a wired or wireless connection to your PC.</p><p>1. <strong>Download and install the </strong><a href="https://files.minecraftforge.net/net/minecraftforge/forge/index_1.19.4.html"><strong>Forge Mod Loader</strong></a><strong> </strong>(client), preferably the latest version. You will need to have the Java runtime library installed, which you do if you already have run any mods on Minecraft Java edition.  Be careful because there may be a pop-up ad that tries to fool you into downloading malware. If you get the ad, wait until the skip button appears and click "skip."</p><p>2.<strong> Download Vivecraft </strong>from <a href="https://modrinth.com/mod/vivecraft" target="_blank">Modrinth</a>. Be sure to select a the version that matches your Forge Mod Loader. Note that Java is required to install Vivecraft.</p><p>3. <strong>Launch the Minecraft launcher</strong>.</p><p>4. <strong>Click the folder icon next to Forge </strong>in the Installations tab. You won&apos;t see the folder icon until you hover over "Forge. </p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:2248px;"><p class="vanilla-image-block" style="padding-top:39.95%;"><img id="" name="1683488747.png" alt="Click folder next to forge" src="https://cdn.mos.cms.futurecdn.net/6oAhBZmcNmGQ67NuHUUhmc.png" mos="" align="middle" fullscreen="" width="2248" height="898" attribution="" endorsement="" class=""></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Tom's Hardware)</span></figcaption></figure><p>File explorer opens to the Roaming\.minecraft folder.</p><p>5. <strong>Create a subfolder called "mods".</strong></p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1384px;"><p class="vanilla-image-block" style="padding-top:46.53%;"><img id="" name="1683488855.png" alt="mods" src="https://cdn.mos.cms.futurecdn.net/wumi3Jp5enX4uKyPFaZwc.png" mos="" align="middle" fullscreen="" width="1384" height="644" attribution="" endorsement="" class=""></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Tom's Hardware)</span></figcaption></figure><p>6. <strong>Copy the Vivecraft .jar </strong>file to the mods folder.</p><p>7. <strong>Open the Oculus Desktop app </strong>and <strong>connect your Quest 2 headset</strong>.</p><p>8. <strong>Launch Steam </strong>(install it if it’s not already installed).</p><p>9. <strong>Launch SteamVR</strong> from within Steam. If it’s not already installed, install it.</p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1999px;"><p class="vanilla-image-block" style="padding-top:81.39%;"><img id="" name="image21.png" alt="How to Play Minecraft on Meta Quest 2" src="https://cdn.mos.cms.futurecdn.net/T5TcGn7cJ7U7rvDABQA4Ng.png" mos="" align="middle" fullscreen="1" width="1999" height="1627" attribution="" endorsement="" class="expandable"><a href='https://cdn.mos.cms.futurecdn.net/T5TcGn7cJ7U7rvDABQA4Ng.png' target='_blank' class='expand-button icon-expand-image icon' ></a></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Tom's Hardware)</span></figcaption></figure><p>10. <strong>Enable Meta Quest Link </strong>on the headset by going to the Quick Settings menu and selecting Meta Quest Link then selecting the computer that appears. If that doesn&apos;t work, check your connection.</p><p><br></p><p>11. <strong>Click the Play button </strong>next to Forge in the Minecraft launcher.</p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:2041px;"><p class="vanilla-image-block" style="padding-top:33.46%;"><img id="" name="1683488978.png" alt="click Play" src="https://cdn.mos.cms.futurecdn.net/5QgPyrk28JKNheQvEuHUfF.png" mos="" align="middle" fullscreen="" width="2041" height="683" attribution="" endorsement="" class=""></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Tom's Hardware)</span></figcaption></figure><p>12. <strong>Click "I understand the risks" </strong>and <strong>Play </strong>if you receive a warning.</p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:837px;"><p class="vanilla-image-block" style="padding-top:49.46%;"><img id="" name="1683489054.png" alt="accept the warning" src="https://cdn.mos.cms.futurecdn.net/SJb8CzRG69CgkETaFeNBnP.png" mos="" align="middle" fullscreen="" width="837" height="414" attribution="" endorsement="" class=""></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Tom's Hardware)</span></figcaption></figure><p>13. <strong>Click Yes </strong>when asked "would you like to use VR."</p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:340px;"><p class="vanilla-image-block" style="padding-top:73.53%;"><img id="" name="1683489181.png" alt="would you like to use VR" src="https://cdn.mos.cms.futurecdn.net/d2wZ9ArmWE7MQ5btWoDbCd.png" mos="" align="middle" fullscreen="" width="340" height="250" attribution="" endorsement="" class=""></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Tom's Hardware)</span></figcaption></figure><p>The game may ask you if you want it to ask you next time about using VR. We recommend saying "yes." </p><p>After this, the game will load and start on your headset. You can then navigate through the title screen and start playing.</p><h2 id="minecraft-vr-controls-on-oculus-quest-2">Minecraft VR Controls on Oculus Quest 2</h2><p>These controls apply to Vivecraft:</p><ul><li><strong>A - </strong>interact / place</li><li><strong>Y </strong>-  pause</li><li><strong>B</strong> - quick actions menu</li><li><strong>X</strong> - inventory</li><li><strong>Left joystick button</strong> - jump</li><li><strong>Left joystick</strong> - movement</li><li><strong>Right joystick </strong>- rotating, turning</li><li><strong>Left front trigger </strong>- teleport</li><li><strong>Right front trigger </strong>- mine / attack / select from menu</li></ul><p>In Minecraft for Oculus (Bedrock edition) and QuestCraft, the controls are:</p><ul><li><strong>Y </strong>- toggle immersive mode / living room mode (is radial menu in QuestCraft)</li><li><strong>X </strong>- opens inventory</li><li><strong>B </strong>- crouch</li><li><strong>A </strong>- jump</li><li><strong>Menu button</strong> - pause</li><li><strong>Left joystick</strong> - movement</li><li><strong>Right joystick </strong>- rotating, turning</li><li><strong>Right front trigger </strong>- mine / attack / select from menu</li><li><strong>Left front trigger </strong>- interact / place</li><li><strong>Right touch controller </strong>is cursor movement</li></ul><p><strong>MORE: </strong><a href="https://www.tomshardware.com/reviews/oculus-quest-2-review"><strong>Oculus / Meta Quest 2 Review</strong></a></p><p><strong>MORE: </strong><a href="https://www.tomshardware.com/reviews/best-virtual-reality-headsets,4722.html"><strong>Best VR Headsets for PC and Gaming</strong></a></p><p><strong>MORE: </strong><a href="https://www.tomshardware.com/reviews/virtual-reality-basics,4220.html"><strong>Virtual Reality Basics</strong></a><strong> </strong></p>
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                                                            <title><![CDATA[ Strap This Linux-Powered NUC to Your Face for Virtual Productivity ]]></title>
                                                                                                                                                                                                <link>https://www.tomshardware.com/news/linux-producitivty-vr-headset-straps-nuc-on-head</link>
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                            <![CDATA[ A new VR headset is being produced that isn't gaming-focused, but rather is designed for working in a virtual environment. ]]>
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                                                                        <pubDate>Mon, 20 Dec 2021 20:42:51 +0000</pubDate>                                                                                                                                <updated>Thu, 21 Aug 2025 12:57:17 +0000</updated>
                                                                                                                                            <category><![CDATA[Virtual Reality]]></category>
                                                                                                <author><![CDATA[ editors@tomshardware.com (Aaron Klotz) ]]></author>                    <dc:creator><![CDATA[ Aaron Klotz ]]></dc:creator>                                                                                    <dc:source><![CDATA[ https://cdn.mos.cms.futurecdn.net/aAk2saHqkgFuTCanz8LnmD.jpg ]]></dc:source>
                                                                <dc:description><![CDATA[ &lt;p&gt;Aaron began building computers back when he was 8 years old in the mid-2000s, and it’s been a hobby of his ever since then. With a focus on computer hardware, he became an avid member of the Tom’s Hardware forums several years later, helping people solve issues with their PCs. He is now a freelance writer for Tom’s Hardware, writing about computer hardware news and more. When not busy playing or writing about computer hardware, he spends his free time playing video games like Star Citizen or Apex Legends.&lt;/p&gt; ]]></dc:description>
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                                                            <media:credit><![CDATA[Simula One]]></media:credit>
                                                                                                                                                                                                                                    <media:description><![CDATA[Simula One VR Headset]]></media:description>                                                            <media:text><![CDATA[Simula One VR Headset]]></media:text>
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                                <p>The <a href="https://simulavr.com/blog/technical-overview/">SimulaVR Simula One</a> probably isn&apos;t going to wind up on our gaming-focused list of the <a href="https://www.tomshardware.com/reviews/best-virtual-reality-headsets,4722.html">best VR headsets</a>, but it&apos;s certainly unique.  Its goal is to function as a VR workstation, by replacing your physical monitors with a virtual environment to get work done. The Simula One runs a Linux operating system on a small intel NUC attached to the headset itself.</p><p>Since the headset isn&apos;t aimed at gamers, high graphics horsepower is not required. So the team behind SimulaVR opted to use an <a href="https://ark.intel.com/content/www/us/en/ark/products/208662/intel-core-i71165g7-processor-12m-cache-up-to-4-70-ghz.html">Intel NUC 11 compute element</a> equipped with a Core i7-1165G7 processor. It&apos;s a quad-core hyperthreaded CPU with a peak boost of 4.7GHz and Intel Iris Xe integrated graphics.</p><p>The screens used inside the VR headset equate to two 2448 x2448 panels that promise to be incredibly sharp compared to most gaming VR headsets. The headset will use a custom 3-lens design to accomplish this, which will provide a 100-degree field of view and 36.2 PPD or pixels per degree. SimulaVR notes that 36.2 is 3.27 times better than the Valve Index and 1.76 times better than the Quest 2. This means the Simula One will have some of the sharpest looking text of any headset on the market, which is great considering it&apos;s aimed toward productivity, where reading text is of the utmost importance.</p><p>The operating system Simula One uses is also called Simula, and it&apos;s a Linux desktop environment that runs on top of the Godot game engine to simulate the virtual experience. The operating system is capable of running any Linux desktop application within the virtual environment and provides high-resolution visibility of text within those applications with an optimized filter specifically designed for VR headsets. The OS comes pre-installed on the Simula One, but it can also be run on other VR headsets such as the HTC Vive and Valve Index.</p><p>Augmented reality is also being worked on for the Simula One, allowing the user to see the real world and virtual screens simultaneously. But, the implementation right now is in the testing stage and far from finalized.</p><p>But perhaps the best feature of the Simula One is its completely enclosed package, featuring the computer inside the headset, so there&apos;s no need to power the headset with an external PC. All that&apos;s required is power, internet, and control inputs for the unit.</p><p>The Simula One is in its prototyping stage at the moment, with no known release date. The device, for now, appears to be a testing bed for the Simula virtual reality operating system, which is available on <a href="https://github.com/SimulaVR/Simula">GitHub to download now.</a> But, the devs behind the Simula One do plan on eventually releasing the device in the future with a 12th Gen NUC, once Intel releases it.</p>
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                                                            <title><![CDATA[ Facebook Announces Project Cambria Mixed Reality Headset ]]></title>
                                                                                                                                                                                                <link>https://www.tomshardware.com/news/facebook-announces-project-cambria-mixed-reality-headset</link>
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                            <![CDATA[ At Facebook Connect, CEO Mark Zuckerberg announced Project Cambria, a next-generation, high-end Mixed Reality headset that also takes into account the physical space you're in. Horizon Home, reality-modeled avatars and a VR port of GTA: San Andreas were other teases for digital entertainment and socialization. ]]>
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                                                                        <pubDate>Thu, 28 Oct 2021 19:14:32 +0000</pubDate>                                                                                                                                <updated>Thu, 30 Jan 2025 14:22:20 +0000</updated>
                                                                                                                                            <category><![CDATA[Virtual Reality]]></category>
                                                                                                <author><![CDATA[ francisco.alexandre.pires@proton.me (Francisco Pires) ]]></author>                    <dc:creator><![CDATA[ Francisco Pires ]]></dc:creator>                                                                                    <dc:source><![CDATA[ https://cdn.mos.cms.futurecdn.net/vVpPSVV4UyiTaveBZujqif.png ]]></dc:source>
                                                                <dc:description><![CDATA[ &lt;p&gt;Francisco&#039;s first interaction with a computer saw him diligently copying children&#039;s books into Word on a Windows 95-based PC. He built his first tower PC following magazine assembly guides, and the upgrade bug stuck - leading him to cover the latest in tech industry news since 2016. He believes curiosity is one of humanity&#039;s greatest drivers; when he isn&#039;t devoting himself to the written word, he&#039;s either photographing, gaming, or attempting to make sense of the world - something he still often fails at.&lt;/p&gt; ]]></dc:description>
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                                                                                                                                                                        <media:description><![CDATA[A shadowy tease for Project Cambria]]></media:description>                                                            <media:text><![CDATA[Stills from the Facebook connect 2021 Livestream]]></media:text>
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                                <p>In a livestream for <a href="https://www.youtube.com/watch?v=XOn2CZWnxxY">Facebook Connect 2021</a>, CEO Mark Zuckerberg announced Project Cambria, a next-generation, high-end Mixed Reality headset that will raise the bar for how customers interact with virtual words. It&apos;s still in the development stages, but with "encouraging progress" being made towards a bridge between VR and AR, Meta (which Facebook renamed itself as during the event) feels it will have a product ready as early as next year.</p><p>Project Cambria will features high-resolution, full-color video passthrough to the headset’s screens, which will allow it to showcase not only the physical space you&apos;re involved in, but also overlay it with augmented reality. Zuckerberg explained the cutting-edge nature of the device as requiring  price tag high end of the price spectrum” price tag.</p><figure role="gallery"><figure><img src="https://cdn.mos.cms.futurecdn.net/BSqmsRJFt4ktnaGWLKQaqU.png" alt="Stills from the Facebook connect 2021 Livestream" /><figcaption>The different data processing devices part of Project Cambria<small role="credit">Facebook connect 2021</small></figcaption></figure><figure><img src="https://cdn.mos.cms.futurecdn.net/mcn8jpeWHGyTaHRJUVQsGV.png" alt="Stills from the Facebook connect 2021 Livestream" /><figcaption>A completely new optical system has been designed for the next generation of Mixed Reality<small role="credit">Facebook connect 2021</small></figcaption></figure><figure><img src="https://cdn.mos.cms.futurecdn.net/PGYH43xvz5BKzGR3opY59V.png" alt="Stills from the Facebook connect 2021 Livestream" /><figcaption>A snippet from the teaser video for Project Cambria<small role="credit">Facebook connect 2021</small></figcaption></figure></figure><p>Project Cambria is expected to make use of a new generation of optics that would make it slimmer than existing headsets. New sensors handle the improved tracking features, as well as take in, algorithmically process, reconstruct and augment your immediate physical reality.</p><p>The headset features face and eye tracking, which will work in conjunction with avatars that closely mimic your actual movements into the digital real. And so that those lifelike avatar interactions are more engaging than simple digital video conferencing, Facebook also announced Horizon Home for Oculus experience, enhancing the existing virtual home by allowing users to invite digital friends over to play games, watch movies, or hang out. Customization for these virtual spaces will take slightly longer to arrive.</p><p><br></p><a href="Face and eye tracking - and virtual spaces - will bring about a new way of digital interaction."><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:2485px;"><p class="vanilla-image-block" style="padding-top:49.34%;"><img id="" name="Capture032.png" alt="Stills from the Facebook connect 2021 Livestream" src="https://cdn.mos.cms.futurecdn.net/GpB93JZG56tQEetAnr6pWV.png" mos="" align="middle" fullscreen="" width="2485" height="1226" attribution="" endorsement="" class=""></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Facebook connect 2021)</span></figcaption></figure></a><p>Also bundled into today&apos;s announcements and teases was the news that <em>Grand Theft Auto: San Andreas</em> is under development for the VR space. We&apos;re getting a remastered version of <em>San Andrea</em>s already this year as part of <em>Grand Theft Auto: The Trilogy</em>, so it would make sense that a VR version may make use of the remastered assets coming out of that release, but details were virtually absent. Like project Cambria, we&apos;ll have to wait for further details.</p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:866px;"><p class="vanilla-image-block" style="padding-top:64.78%;"><img id="" name="Capture034.png" alt="Grand Theft Auto san Andreas Announcement" src="https://cdn.mos.cms.futurecdn.net/LJpkM3NqjzATQPbVh4EUi9.png" mos="" align="middle" fullscreen="" width="866" height="561" attribution="" endorsement="" class=""></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Facebook/Rockstar Games)</span></figcaption></figure>
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                                                            <title><![CDATA[ Nvidia Might Resurrect the RTX 2060 With 12GB of VRAM ]]></title>
                                                                                                                                                                                                <link>https://www.tomshardware.com/news/nvidia-might-resurrect-geforce-rtx-2060-12gb-vram</link>
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                            <![CDATA[ New rumor claims that Nvidia will rerelease the GeForce RTX 2060 with double the memory. ]]>
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                                                                        <pubDate>Sat, 11 Sep 2021 17:41:43 +0000</pubDate>                                                                                                                                <updated>Thu, 21 Aug 2025 08:59:21 +0000</updated>
                                                                                                                                            <category><![CDATA[Virtual Reality]]></category>
                                                                                                                    <dc:creator><![CDATA[ Zhiye Liu ]]></dc:creator>                                                                                    <dc:source><![CDATA[ https://cdn.mos.cms.futurecdn.net/HhmwL5w9ggUtLCPfqGjTi4.jpg ]]></dc:source>
                                                                <dc:description><![CDATA[ &lt;p&gt;Zhiye’s love for PC hardware began when he accidentally set his Pentium P54CS PC on fire, short-circuiting his entire home. From that day on, he has constantly pursued greater hardware knowledge, which ultimately led him from being a power user to a writer at Tom’s Hardware. When Zhiye’s not covering the latest news on CPUs or GPUs, you can find him overclocking RAM to the latest trance hits.&lt;/p&gt; ]]></dc:description>
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                                                            <media:credit><![CDATA[Nvidia]]></media:credit>
                                                                                                                                                                        <media:description><![CDATA[GeForce RTX 2060]]></media:description>                                                            <media:text><![CDATA[GeForce RTX 2060]]></media:text>
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                                <p>The <a href="https://www.tomshardware.com/reviews/nvidia-geforce-rtx-2060-ray-tracing-turing,5960.html">GeForce RTX 2060</a> may be a bit outdated, but it&apos;s still one of the <a href="https://www.tomshardware.com/reviews/best-gpus,4380.html">best graphics cards</a> on the market, if you&apos;re open to buying a last-gen GPU. Nvidia seems to share the same opinion as a new rumor (via <a href="https://videocardz.com/newz/nvidia-rumored-to-launch-geforce-rtx-2060-with-12gb-memory-by-january-2022" target="_blank">VideoCardz</a>) suggests that the chipmaker isn&apos;t ready to pull the plug on the Turing-powered graphics card just yet.</p><p>According to VideoCardz&apos;s sources, Nvidia will revamp the GeForce RTX 2060 by endowing it with twice the memory as the original. The chipmaker has reportedly given its board partners a heads-up that the new GeForce RTX 2060 12GB may be ready by the end of 2021, and it&apos;s plausible that the new variant could debut in January 2022.</p><p>The GeForce RTX 2060 12GB allegedly utilizes the PG161 board, which coincidentally is the same board that&apos;s inside the<a href="https://www.tomshardware.com/reviews/nvidia-geforce-gtx-1660-ti-turing,6002.html"> Geforce GTX 1660 Ti</a>. The revised mid-range Turing graphics card will continue to utilize the TU106 silicon and retain the majority of GeForce RTX 2060&apos;s specifications. The only compelling upgrade is the memory capacity that&apos;ll be upgraded from 6GB up to 12GB of GDDR6.</p><p>Earlier this year, Nvidia <a href="https://www.tomshardware.com/news/nvidia-rewarms-rtx-2060-gtx-1050-ti-amidst-gpu-shortage">resuscitated the GeForce RTX 2060</a> and <a href="https://www.tomshardware.com/reviews/nvidia-geforce-gtx-1050-ti,4787.html">GeForce GTX 1050 Ti</a> as stopgap solutions for the graphics card shortage. You can say what you want about the GeForce RTX 2060, but the Turing-based graphics card continues to be the second most popular graphics card on Steam. So, it doesn&apos;t surprise us one bit that Nvidia would want to keep the fire going.</p><p>From a performance perspective, a 12GB RTX 2060 should also be better than a 4GB or 8GB RTX 3050 or 3050 Ti. We haven&apos;t seen the bottom of the Ampere line on desktops yet, and frankly we&apos;re not particularly interested in a 4GB desktop RTX 30-series card unless the price is <em>very</em> compelling — like under $200 compelling. With a wider memory interface and more memory, a resurrected 2060 would be a reasonable option. Then again, our <a href="https://www.tomshardware.com/news/gpu-pricing-index">GPU price index</a> shows the RTX 2060 currently selling at over $500.</p><p>The rumored GeForce RTX 2060 overhaul certainly isn&apos;t good news for gamers that want to pick up a <a href="https://www.tomshardware.com/news/nvidia-announces-ampere-rtx-3090-for-dollar1499-rtx-3080-for-dollar699-rtx-3070-for-dollar499">GeForce RTX 30-series</a> (Ampere) graphics card. Odds are that the global semiconductor shortage will persist into 2022, which would explain why Nvidia would want to relaunch the GeForce RTX 2060 as a second option for consumers. Chip production should improve very soon as <a href="https://www.tomshardware.com/news/substrate-shortage-end-2022">ABF substrate manufacturers are building new plants</a> to increase production. Unfortunately, most of them won&apos;t be operational until 2022 so the shortage will still be an issue.</p><iframe src="https://content.jwplatform.com/players/SzkW6ASo.html" id="SzkW6ASo" title="Buy the Right Graphics Card" width="1920" height="1080" frameborder="0" scrolling="auto" allowfullscreen></iframe>
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                                                            <title><![CDATA[ New RTX Broadcast Update Reduces VRAM Usage and Supports More Cameras ]]></title>
                                                                                                                                                                                                <link>https://www.tomshardware.com/news/rtx-broadcast-lowers-memory-usage-adds-more-cameras</link>
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                            <![CDATA[ RTX Broadcast gets updated to version 1.3, bringing both improvements to the app's quality of life and additional camera support including the OBS virtual camera. ]]>
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                                                                        <pubDate>Thu, 02 Sep 2021 16:49:45 +0000</pubDate>                                                                                                                                <updated>Thu, 30 Jan 2025 16:43:09 +0000</updated>
                                                                                                                                            <category><![CDATA[Virtual Reality]]></category>
                                                                                                <author><![CDATA[ editors@tomshardware.com (Aaron Klotz) ]]></author>                    <dc:creator><![CDATA[ Aaron Klotz ]]></dc:creator>                                                                                    <dc:source><![CDATA[ https://cdn.mos.cms.futurecdn.net/aAk2saHqkgFuTCanz8LnmD.jpg ]]></dc:source>
                                                                <dc:description><![CDATA[ &lt;p&gt;Aaron began building computers back when he was 8 years old in the mid-2000s, and it’s been a hobby of his ever since then. With a focus on computer hardware, he became an avid member of the Tom’s Hardware forums several years later, helping people solve issues with their PCs. He is now a freelance writer for Tom’s Hardware, writing about computer hardware news and more. When not busy playing or writing about computer hardware, he spends his free time playing video games like Star Citizen or Apex Legends.&lt;/p&gt; ]]></dc:description>
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                                <p>Nvidia&apos;s RTX Broadcast has received a new update, <a href="https://www.nvidia.com/en-us/geforce/broadcasting/broadcast-app/release-notes/">version 1.3,</a> featuring support for new cameras and quality of life improvements. These improvements include higher quality audio background removal with enhanced support for emotive speech, new VRAM optimizations that reduce VRAM consumption by 40%, UI polishing, and bug fixes.</p><p>The newly enhanced audio algorithm significantly improves high-pitched and emotional voice behavior, resolving any strange audio artifacts when talking with a very loud pitch. Nvidia showcased the new audio improvements in a recent video, demonstrating how previous versions of RTX Broadcast would muffle high-pitched voices by a large margin. In Version 1.3, the audio glitching is resolved completely.</p><div class="youtube-video" data-nosnippet ><div class="video-aspect-box"><iframe data-lazy-priority="low" data-lazy-src="https://www.youtube-nocookie.com/embed/b9auWTaO8WM" allowfullscreen></iframe></div></div><p>Version 1.3 also adds support for five new camera utilities and virtual cameras. This is thanks to improved device support with Microsoft&apos;s DirectShow API, allowing you to connect Nikon, Canon, and Sony DLSR cameras to RTX Broadcast for high-quality video output.</p><ul><li>Canon EOS Webcam Utility</li><li>Nikon Webcam Utility</li><li>Sony Webcam Utility</li><li>OBS Virtual Camera</li><li>Wuta-Cam App (Mainland China only)</li></ul><p>RTX Broadcast is a utility designed to bring higher quality video and audio to your video chat groups and video streams. The app features a machine learning algorithm, to filter out unwanted background noise from your microphone and replace your video background with anything you want. This is done with the tensor cores on an RTX graphics card.</p><p>The app can be downloaded <a href="https://www.nvidia.com/en-us/geforce/broadcasting/broadcast-app/">here</a>.</p>
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                                                            <title><![CDATA[ What Is Variable Rate Shading? A Basic Definition of Nvidia VRS ]]></title>
                                                                                                                                                                                                <link>https://www.tomshardware.com/reviews/variable-rate-shading-vrs-definition-nvidia-graphics,6342.html</link>
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                            <![CDATA[ What does VRS mean? Variable rate shading, and which graphics cards support it, explained. ]]>
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                                                                        <pubDate>Tue, 10 Aug 2021 14:57:15 +0000</pubDate>                                                                                                                                <updated>Thu, 21 Aug 2025 09:50:07 +0000</updated>
                                                                                                                                            <category><![CDATA[Virtual Reality]]></category>
                                                                                                                    <dc:creator><![CDATA[ Scharon Harding ]]></dc:creator>                                                                                    <dc:source><![CDATA[ https://cdn.mos.cms.futurecdn.net/L7Sp2KMtTBYfWEyk33sHPU.jpeg ]]></dc:source>
                                                                <dc:description><![CDATA[ &lt;p&gt;Scharon Harding was a former senior peripherals editor for Tom&#039;s Hardware. She has over a decade of experience reporting on technology with a special affinity for gaming peripherals (especially monitors), laptops, and virtual reality. Previously, she covered business technology, including hardware, software, cyber security, cloud, and other IT happenings, at Channelnomics, with bylines at CRN UK.&lt;/p&gt; ]]></dc:description>
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                                <figure class="van-image-figure " data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:650px;"><p class="vanilla-image-block" style="padding-top:56.15%;"><img id="" name="untitled.png" alt="variable rate shading vrs" src="https://cdn.mos.cms.futurecdn.net/ot539ERbuPbHbiGsDueBTS.png" mos="" align="middle" fullscreen="1" width="650" height="365" attribution="" endorsement="" class="expandable"><a href='https://cdn.mos.cms.futurecdn.net/ot539ERbuPbHbiGsDueBTS.png' target='_blank' class='expand-button icon-expand-image icon' ></a></p></div></div><figcaption itemprop="caption description" class=""><span class="caption-text">VRS on versus VRS off  </span><span class="credit" itemprop="copyrightHolder">(Image credit: Microsoft)</span></figcaption></figure><p>Variable rate shading (VRS) is a type of rendering technique used by <a href="https://developer.nvidia.com/vrworks/graphics/variablerateshading" target="_blank">Nvidia graphics cards</a> based on the Turing (RTX 20-series and GTX 16-series cards) and Ampere (RTX 30-series) architectures, as well as <a href="https://www.tomshardware.com/news/intel-gen11-graphics-architecture-xe,38878.html" target="_blank">Intel&apos;s Gen11 graphics architecture</a>, which arrived in <a href="https://www.tomshardware.com/reviews/intel-10nm-ice-lake-test-benchmarks,6257.html" target="_blank">laptops </a> in 2019 via <a href="https://www.tomshardware.com/reviews/intel-10nm-ice-lake-test-benchmarks,6257.html" target="_blank">Intel&apos;s 10nm Ice Lake CPUs</a>. The point of VRS is to boost performance by allowing the <a href="https://www.tomshardware.com/reviews/gpu-graphics-card-definition,5742.html" target="_blank"><strong>GPU </strong></a>to use varying amounts of processing power within the same frame to render different parts of the image. With VRS, a GPU<strong> </strong>can use its full shading processing power for more complex parts of an image and less power for simpler parts of the image. VRS works with games and software developed to support the technology and puts less demand on the GPU used to run said programs.</p><figure class="van-image-figure " data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1024px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="" name="use-variable-rate-shading-vrs-to-improve-the-user-experience-in-realtime-game-engines-siggraph-2019-technical-sessions-4-1024.jpg" alt="variable rate shading vrs" src="https://cdn.mos.cms.futurecdn.net/N6uV62RW63VbEmCsifi2E.jpg" mos="" align="middle" fullscreen="1" width="1024" height="576" attribution="" endorsement="" class="expandable"><a href='https://cdn.mos.cms.futurecdn.net/N6uV62RW63VbEmCsifi2E.jpg' target='_blank' class='expand-button icon-expand-image icon' ></a></p></div></div><figcaption itemprop="caption description" class=""><span class="credit" itemprop="copyrightHolder">(Image credit: Intel)</span></figcaption></figure><p>Below is a video from 3DMark showing the visual and performance differences between VRS being on and VRS being off.</p><div class="youtube-video" data-nosnippet ><div class="video-aspect-box"><iframe data-lazy-priority="low" data-lazy-src="https://www.youtube-nocookie.com/embed/d1zoGmhVB1U" allowfullscreen></iframe></div></div><p>AMD&apos;s alternative is called FidelityFX Variable Shading, also called VS. It differs by being open source, which AMD claims will allow for easier implementation in games. AMD VS "works by analyzing luminance variance in the previous frame and uses motion vectors to generate a shading rate image," <a href="https://gpuopen.com/fidelityfx-variable-shading/#:~:text=AMD%20FidelityFX%20Variable%20Shading%20(VS,generate%20a%20shading%20rate%20image.">according to AMD</a>.</p><h2 id="how-does-vrs-work">How Does VRS Work?</h2><p>GPUs have a component called pixel shaders, which are each assigned a pixel to dictate its visual characteristics. More detail calls for more graphics power and vice versa.</p><p>VRS changes the number of pixels one pixel shader operation can impact. As a result, one pixel shader operation can be applied to a whole area of pixels -- a 16 x 16 pixel area, to be exact. That means developers can reduce the visual fidelity in appropriate areas of the frame, so it’s less demanding on a PC’s graphics card. That can boost framerates and also let lower-end GPUs run a game better than it would without VRS.</p><p>VRS also comes in handy when your PC is powering your <a href="https://www.tomshardware.com/reviews/best-virtual-reality-headsets,4722.html" target="_blank">best VR headset</a>. Instead of rendering pixels that won’t even be seen in the headset’s display, developers can implement VRS, so the GPU will more closely render only the areas that&apos;ll be seen in the headset’s display.</p><p>VRS is supported by DirectX 12, a group of APIs (application programming interfaces) Microsoft made that communicates with a PC’s components for rendering 2D and 3D graphics, video rendering and playing audio. It also works with the older DirectX 11, OpenGL and Vulkan. Nvidia says it&apos;s working on integrating VRS with Unreal Engine and Unity.</p><p>You can find a detailed, technical explanation of VRS from Nvidia in the video below:</p><div class="youtube-video" data-nosnippet ><div class="video-aspect-box"><iframe data-lazy-priority="low" data-lazy-src="https://www.youtube-nocookie.com/embed/Hgl9eTJio8Q" allowfullscreen></iframe></div></div><p><em>This article is part of the </em><a href="https://www.tomshardware.com/news/pc-components-terms-definitions-glossary,37639.html" target="_blank"><em>Tom&apos;s Hardware Glossary</em></a><em>.</em></p><p><strong>Further reading:</strong></p><ul><li><a href="https://www.tomshardware.com/reviews/best-gpus,4380.html" target="_blank">Best Graphics Cards</a></li><li><a href="https://www.tomshardware.com/reviews/gpu-hierarchy,4388.html" target="_blank">GPU Hierarchy</a></li><li><a href="https://www.tomshardware.com/reviews/gpu-buying-guide,5844.html" target="_blank">GPU Buying Guide</a></li><li><a href="https://www.tomshardware.com/reviews/best-virtual-reality-headsets,4722.html" target="_blank">Best VR Headsets</a></li></ul><iframe src="https://content.jwplatform.com/players/SzkW6ASo.html" id="SzkW6ASo" title="Buy the Right Graphics Card" width="1920" height="1080" frameborder="0" scrolling="auto" allowfullscreen></iframe>
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                                                            <title><![CDATA[ Pimax Vision 8K X Review: Ultrawide Gaming with Incredible Clarity ]]></title>
                                                                                                                                                                                                <link>https://www.tomshardware.com/reviews/pimax-vision-8k-x-review-ultrawide-gaming-with-incredible-clarity</link>
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                            <![CDATA[ The Pimax Vision 8K X is the highest-end headset that Pimax offers and is best suited for extreme VR fans with an excessive budget. ]]>
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                                                                        <pubDate>Mon, 05 Jul 2021 12:00:30 +0000</pubDate>                                                                                                                                <updated>Thu, 26 Mar 2026 15:31:40 +0000</updated>
                                                                                                                                            <category><![CDATA[Virtual Reality]]></category>
                                                                                                                    <dc:creator><![CDATA[ Kevin Carbotte ]]></dc:creator>                                                                                                        <dc:description><![CDATA[ &lt;p&gt;Kevin Carbotte spent nearly a decade as a freelance journalist, writing for tech publications like Tom&#039;s Hardware and TweakTown. He specialized in covering computer graphics, VR, AR, and cryptocurrency. He also developed the VR headset testing procedure for Tom&#039;s Hardware when consumer VR hardware first emerged in 2016.&lt;/p&gt; ]]></dc:description>
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                                                                                                                                                                                                                                    <media:description><![CDATA[Pimax Vision 8K X]]></media:description>                                                            <media:text><![CDATA[Pimax Vision 8K X]]></media:text>
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                                <p>Over the years, we&apos;ve looked at many Pimax VR headsets. They all offer similar features, including ultrawide displays, lightweight construction and an adjustable rendering resolution, field of view (<a href="https://www.tomshardware.com/reviews/fov-field-of-view-definition,5740.html">FOV</a>) and refresh rates. The Pimax Vision 8K X is the pinnacle of Pimax&apos;s lineup. With dual <a href="https://www.tomshardware.com/news/4k-definition,37642.html">4K </a>resolution displays, a refresh rate up to 90 Hz and SteamVR tracking, the 8K X is, on paper, one of the<a href="https://www.tomshardware.com/reviews/best-virtual-reality-headsets,4722.html"> best VR headsets</a> available. However, the price tag (starts at <a href="https://pimax.com/product/vision-8k-x/">$1,299</a> as of writing) and the head-mounted display’s (HMD’s) complex setup process will scare away all but the most dedicated VR fans.</p><p>The 8K X will suit its niche audience well, but unless you&apos;ve got the patience to tinker with the settings in every game and are willing to put up with low frame rates, this probably isn&apos;t the headset for you.</p><h2 id="pimax-vision-8k-x-specs">Pimax Vision 8K X Specs</h2><div ><table><tbody><tr><td class="firstcol " >Per-eye Resolution</td><td  >3840 x 2160 (native), 2560 x 1440 (upscaled)</td></tr><tr><td class="firstcol " >Display Technology </td><td  >Customized low persistence liquid (CLPL)</td></tr><tr><td class="firstcol " >Lens Technology</td><td  >Fresnel</td></tr><tr><td class="firstcol " >Refresh Rate </td><td  >60 Hz, 75 Hz (Native), 90 Hz (Native with RTX 3000 GPU) or 114 Hz (Upscaled)</td></tr><tr><td class="firstcol " >Horizontal FOV</td><td  >Up to 170 degrees</td></tr><tr><td class="firstcol " >Interpupillary Distance (IPD)</td><td  >2.2-3 inches / 55-75mm</td></tr><tr><td class="firstcol " >Sensors</td><td  >9-axis accelerometer</td></tr><tr><td class="firstcol " >Tracking Technology</td><td  >SteamVR</td></tr><tr><td class="firstcol " >Cables</td><td  >USB 2.0 (power), USB 3.0 (data), 14.8 foot/ 4.5m DisplayPort 1.2 (video)</td></tr><tr><td class="firstcol " >I/O</td><td  >Dual 3.5mm headphone jack, 1x USB Type-C, microphone, speakers</td></tr><tr><td class="firstcol " >Dimensions</td><td  >11 x 4.3 x 5.4 inches / 280.1  x 108.2 x 135.9mm</td></tr><tr><td class="firstcol " >Weight </td><td  >2.2 pounds (997.9g)</td></tr></tbody></table></div><h2 id="meet-the-pimax-vision-8k-x">Meet the Pimax Vision 8K X</h2><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="" name="Pimax8KXReview24.jpg" alt="Pimax Vision 8K X" src="https://cdn.mos.cms.futurecdn.net/ccqXkikC9hE5pAtXj66g4P.jpg" mos="" align="middle" fullscreen="1" width="1920" height="1080" attribution="" endorsement="" class="expandable"><a href='https://cdn.mos.cms.futurecdn.net/ccqXkikC9hE5pAtXj66g4P.jpg' target='_blank' class='expand-button icon-expand-image icon' ></a></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Tom's Hardware)</span></figcaption></figure><p>The Vision 8K X is Pimax&apos;s top-of-the-line VR headset but shares many features with the rest of Pimax&apos;s headset lineup. The Vision 8K X adopts Pimax&apos;s signature ultrawide headset shell with an angled front that allows the panels to wrap around your nose. Having the displays at an angle allows for the extra wide 200-degree (170-degrees diagonal) FOV  that Pimax headsets are known for.</p><p>The Vision 8K X looks almost identical to the cheaper <a href="https://www.tomshardware.com/reviews/pimax-vision-8k-plus">Pimax Vision 8K Plus </a>and <a href="https://www.tomshardware.com/reviews/pimax-vision-5k-super-review">Pimax Vision 5K Super </a>headsets. All three share the same soft-touch, blue exterior shell with a chrome chevron on the front. The light on the 8K X shines a bright green when the headset is on.</p><p>You&apos;ll find the power button and a pair of volume buttons on the top right. Those buttons share the same chrome finish as the front chevron.</p><figure role="gallery"><figure><img src="https://cdn.mos.cms.futurecdn.net/6xwhTgAfFivWNaDYjfwCnK.jpg" alt="Pimax Vision 8K X" /><figcaption><small role="credit">Tom's Hardware</small></figcaption></figure><figure><img src="https://cdn.mos.cms.futurecdn.net/3hjDzpinG4MN3bsbBbAztK.jpg" alt="Pimax Vision 8K X" /><figcaption><small role="credit">Tom's Hardware</small></figcaption></figure><figure><img src="https://cdn.mos.cms.futurecdn.net/4s6B6A2gSg53EEbkau4VFL.jpg" alt="Pimax Vision 8K X" /><figcaption><small role="credit">Tom's Hardware</small></figcaption></figure><figure><img src="https://cdn.mos.cms.futurecdn.net/sEBoYqC8nfbpVHVzdSSZwL.jpg" alt="Pimax Vision 8K X" /><figcaption><small role="credit">Tom's Hardware</small></figcaption></figure></figure><p>The rear cushion is a direct copy of the rear cushion on the <a href="https://www.tomshardware.com/reviews/htc-vive-pro-headset-vr,5549.html">HTC Vive Pro</a>. It includes a triangular section that cradles your neck and a cushion that allows the first one to conform to the contour of your head. The Vision 8K X comes equipped with Pimax&apos;s Comfort Kit upgraded face cushion, which offers an extended forehead cushion to help balance the headset.</p><figure role="gallery"><figure><img src="https://cdn.mos.cms.futurecdn.net/KiqMB24BXEAZEqe2BfoQPL.jpg" alt="Pimax Vision 8K X" /><figcaption><small role="credit">Tom's Hardware</small></figcaption></figure><figure><img src="https://cdn.mos.cms.futurecdn.net/z6keWZsXcKPgNa3AVrd3ZL.jpg" alt="Pimax Vision 8K X" /><figcaption><small role="credit">Tom's Hardware</small></figcaption></figure></figure><p>The large cushion feels comfortable when you first put it on, but it&apos;s not so pleasant once it gets sweaty. You can take the cushion off and clean it, but the foam absorbs moisture quickly, and it&apos;s not as easy to disinfect it later. A moisture-resistant leather cushion would be a welcome upgrade. Unfortunately, no other headset has such a large forehead cushion, so you can&apos;t use a different brand&apos;s accessory. As long as you&apos;re not breaking a sweat, your headset should be fine. But you may want to avoid fitness games in the Vision 8K X.</p><figure role="gallery"><figure><img src="https://cdn.mos.cms.futurecdn.net/UYkq89wy4ih9txjYcgbmoN.jpg" alt="Pimax Vision 8K X" /><figcaption><small role="credit">Tom's Hardware</small></figcaption></figure><figure><img src="https://cdn.mos.cms.futurecdn.net/TBWRQcSjQaXW2k6v7ZtgZN.jpg" alt="Pimax Vision 8K X" /><figcaption><small role="credit">Tom's Hardware</small></figcaption></figure></figure><p>You also get a USB Type-C port on the bottom of the headset, which is meant for the Pimax hand tracking accessory. The port is reinforced with a sturdy metal shroud, which should protect it from damage over time.</p><p>The Pimax Vision 8K X is one of the heaviest headsets we&apos;ve tested, which is quite a surprise because the 8K Plus that we tested last year is one of the lightest (12.1 pounds). The KDMAS headstrap adds a significant amount of mass, for a total weight of 2.2 pounds for my review unit. By comparison, the Valve Index, which feels like a dense device when you pick it up, is just 1.9 pounds (without the cable). Curiously, the Vision 8K X, despite its unwieldy size and its substantial mass, feels light on the head and comfortable to wear for extended periods. The headstrap does a good job of distributing the weight evenly to limit neck strain.</p><h2 id="no-extra-power-required">No Extra Power Required</h2><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="" name="Pimax8KXReview3.jpg" alt="Pimax Vision 8K X" src="https://cdn.mos.cms.futurecdn.net/mmKPFgCtbzr7oJqBgr2bzK.jpg" mos="" align="middle" fullscreen="1" width="1920" height="1080" attribution="" endorsement="" class="expandable"><a href='https://cdn.mos.cms.futurecdn.net/mmKPFgCtbzr7oJqBgr2bzK.jpg' target='_blank' class='expand-button icon-expand-image icon' ></a></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Tom's Hardware)</span></figcaption></figure><p>Past Pimax headsets required additional power to operate. The 5K Plus and 8K Plus that we looked at last year needed an AC adapter to inject extra power into the system. With the 8K X, (as well as the 5K Super), Pimax did away with the AC power. Instead, this headset pulls its power through two USB cables. A USB 3.0 cable transfers data and delivers power, while a USB 2.0 cable pulls additional power from your PC. A DisplayPort 1.3 cable handles the video and audio signals.</p><h2 id="dual-4k-displays">Dual 4K Displays</h2><p>Like the Vision 8K Plus, the 8K X features dual 4K panels for a combined resolution of 7680 x 2160, hence the 8K name, (although true 8K would be 7680 x 4320). The 8K X we’re currently reviewing differs from the 8K Plus in that it offers native rendering that bypasses the upscaler. The headset supports 60 Hz and 75 Hz native rendering. And if you&apos;re lucky enough to have an RTX 3000-series GPU, which are some of the hardest to find and <a href="https://www.tomshardware.com/reviews/best-gpus,4380.html">best graphics cards</a>, you can also enable 90 Hz native rendering with an experimental driver. 90 Hz mode doesn&apos;t work on GeForce 20-series cards, which is what we have in our test system, so we have not tested the 90 Hz operation. Additionally, the 90 Hz mode is exclusive to RTX 3000 cards, and there currently isn’t an AMD equivalent recommended for running the mode.</p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="" name="Pimax8KXReview12.jpg" alt="Pimax Vision 8K X" src="https://cdn.mos.cms.futurecdn.net/YyBMtFdtcoh9DWZM8TgCKM.jpg" mos="" align="middle" fullscreen="1" width="1920" height="1080" attribution="" endorsement="" class="expandable"><a href='https://cdn.mos.cms.futurecdn.net/YyBMtFdtcoh9DWZM8TgCKM.jpg' target='_blank' class='expand-button icon-expand-image icon' ></a></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Tom's Hardware)</span></figcaption></figure><p>The Vision 8K X also supports Pimax’s Dual Engine Mode, which gives you the option to lower the resolution and implement upscaling to enable a higher 114 Hz refresh mode setting. The resolution tops out at 2560 x 1440 (<a href="https://www.tomshardware.com/reviews/what-is-qhd-wqhd,5755.html">1440p</a>) per eye when upscaling is enabled, compared to 3840 x 2160 (4K) per eye in native resolution.</p><p>The upscaled mode increases the display&apos;s response time, but the lower resolution input washes out some of the color and makes the screens a bit dimmer than when running native resolution. The PiTool software’s brightness and color adjustments can help bring the vibrance back though. I was unable to dial in the colors to the same level as they are in the full resolution mode, but that doesn&apos;t mean someone with more time and patience wouldn’t be able to. You can fine-tune each color individually by contrast and brightness, so you could theoretically make it better than factory.</p><h2 id="field-of-view-options">Field of View Options</h2><p>Adjustable refresh rate has become a standard feature in many VR headsets, but Pimax has one key configuration option that no one else does: FOV. The Vision 8K X supports four different FOV options: Large, Normal, Small and Potato.</p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:850px;"><p class="vanilla-image-block" style="padding-top:70.59%;"><img id="" name="settings - games.PNG" alt="Pimax Vision 8K X" src="https://cdn.mos.cms.futurecdn.net/C2JafErFjJYrfPXw33JXZP.png" mos="" align="middle" fullscreen="1" width="850" height="600" attribution="" endorsement="" class="expandable"><a href='https://cdn.mos.cms.futurecdn.net/C2JafErFjJYrfPXw33JXZP.png' target='_blank' class='expand-button icon-expand-image icon' ></a></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Tom's Hardware)</span></figcaption></figure><p>The Large setting renders the entire 170 degrees diagonally, giving the 8K X the most expansive view in the virtual world of any headset on the market.</p><p>Normal trims the width to 150 degrees, which is still a wider view than competing devices and seems to be the ideal option for a compromise between performance and FOV.</p><p>The Small setting brings the FOV down to 120 degrees, which is no longer a class-leading display width. But it’s still as wide as competing headsets, such as the Valve Index and the upcoming <a href="https://www.tomshardware.com/news/new-htc-vive-pro-2-vr-headset-taps-amd-nvidia-for-display-stream-compression">HTC Vive Pro 2</a>.</p><p>But the Potato FOV is useless. Sure, it reduces the workload of your graphics card, but the 90-degree diagonal render target leaves a lot to be desired. If you&apos;re going to spend the money on an ultrawide headset, you should have a computer that can drive the resolution needed to use the headset properly.</p><h2 id="multiple-headstrap-options">Multiple Headstrap Options</h2><p>Pimax offers its headsets in a few different configurations. The base Vision 8K X headset features the Pimax modular audio headstrap (SMAS), which includes internal speakers that channel sound towards your ears like the <a href="https://www.tomshardware.com/reviews/oculus-rift-s-vr-headset,6148.html">Oculus Rift S</a> and <a href="https://www.tomshardware.com/reviews/oculus-quest-standalone-vr-system,6110.html">Oculus Quest</a> headsets do.</p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="" name="Pimax8KXReview17.jpg" alt="Pimax Vision 8K X" src="https://cdn.mos.cms.futurecdn.net/kv5LEtqYmxsS7gJKgYDouM.jpg" mos="" align="middle" fullscreen="1" width="1920" height="1080" attribution="" endorsement="" class="expandable"><a href='https://cdn.mos.cms.futurecdn.net/kv5LEtqYmxsS7gJKgYDouM.jpg' target='_blank' class='expand-button icon-expand-image icon' ></a></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Tom's Hardware)</span></figcaption></figure><p>For $100 more, Pimax will eventually offer the headset with the deluxe audio strap (DMAS), which adds built-in adjustable headphones. The Pimax DMAS is still in development, but the company included a Kickstarter-edition DMAS (KDMAS) audio headstrap with our Vision 8K X review sample. The KDMAS includes headphones and looks like the upcoming DMAS, Pimax told us the speakers are different. Plus, the KDMAS headphones require cups to contact your ears, while the DMAS will allow you to operate them without the cups, mimicking the<a href="https://www.tomshardware.com/uk/reviews/valve-index-vr-headset-controllers,6205.html"> Valve Index’s</a> speaker configuration.</p><figure role="gallery"><figure><img src="https://cdn.mos.cms.futurecdn.net/eLMdKamDbdwEup5Z4cRhpM.jpg" alt="Pimax Vision 8K X" /><figcaption><small role="credit">Tom's Hardware</small></figcaption></figure><figure><img src="https://cdn.mos.cms.futurecdn.net/ZvgueqYDhkUS28hnehCYWM.jpg" alt="Pimax Vision 8K X" /><figcaption><small role="credit">Tom's Hardware</small></figcaption></figure></figure><p>The KDMAS strap that Pimax included with our Vision 8K X appears to share the same form as the SMAS strap that came with the Vision 5K Super we recently evaluated. The strap includes a dial on the back for adjusting the strap length. The dial has a nice satisfying click when you tighten it. Under pressure, the dial locks into the place and gives you mild resistance loosening it. With no tension, the mechanism is smooth.</p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="" name="Pimax8KXReview14.jpg" alt="Pimax Vision 8K X" src="https://cdn.mos.cms.futurecdn.net/WrayXV7N256WqTZBt9YebM.jpg" mos="" align="middle" fullscreen="1" width="1920" height="1080" attribution="" endorsement="" class="expandable"><a href='https://cdn.mos.cms.futurecdn.net/WrayXV7N256WqTZBt9YebM.jpg' target='_blank' class='expand-button icon-expand-image icon' ></a></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Tom's Hardware)</span></figcaption></figure><p>We tested the KDMAS without the cups, and it worked fine but sounded a little hollow. Using the cups improved the speakers’ volume and bass levels.</p><h2 id="image-quality">Image Quality</h2><p>The Pimax Vision 8K X has the highest resolution panels of any VR headset we&apos;ve tested, so we expected incredible image clarity coming into this review. For the most part, Pimax delivered on that front.</p><p>When we ran the headset at native resolution with SteamVR set for 100% render quality, image clarity was impeccable, with bright colors, sharp edges and not a hint of screen door effect. We noticed details in games that we had never noticed before. However, to achieve a workable frame rate, we had to lower the rendering scale, which negatively impacted the sharpness of the objects on the screen. At less than 100%, edges start to blend in with the surroundings.</p><p>When not running the headset at native resolution image quality suffered somewhat. Colors looked a little bit washed out, the image was no longer sharp and the screen appeared dimmer than when set to native resolution. Compared to other HMDs, the image clarity here is still relatively high, but the upscaled mode does not look as good as the native resolution.</p><p>The Pimax Vision 8K X screens are a custom low persistence liquid LED design, which means they don&apos;t produce <a href="https://www.tomshardware.com/reviews/lcd-led-led-oled-panel-difference,5394.html">OLED</a>-like black levels. That said, these displays performed well in dark areas and made surprisingly dark blacks for a backlit screen.</p><h2 id="incoherent-resolution-settings">Incoherent Resolution Settings</h2><p>One of the most confounding things about the Vision 8K X is SteamVR&apos;s inability to pick a consistent resolution and aspect ratio for the panels. Every time we changed the refresh rate, the panel resolution would change along with it. The only pattern we could discern is that the lower the refresh rate, the higher the resolution.</p><p>We suspect that the Pimax is pushing the bandwidth limits of part of the headset, which is why the resolution changes with the refresh rate adjustment. SteamVR seems to be compensating for the higher refresh rate by lowering the rendered resolution.</p><p>The incoherent resolution configurations made it very difficult to evaluate the performance. We couldn&apos;t test 60 Hz versus 75 Hz directly with the exact resolution because SteamVR renders differently for each one.</p><h2 id="pimax-vision-8k-x-recommended-specs">Pimax Vision 8K X Recommended Specs</h2><div ><table><tbody><tr><td class="firstcol " >Operating System</td><td  >Windows 10</td></tr><tr><td class="firstcol " >GPU</td><td  >GeForce RTX 2080 or better (native), GeForce RTX 3060 or better (90 Hz native), GeForce RTX 2060 or better (upscaled)</td></tr><tr><td class="firstcol " >CPU</td><td  >Intel i5-9400 or better</td></tr><tr><td class="firstcol " >RAM</td><td  >8GB or more</td></tr><tr><td class="firstcol " >Output</td><td  >USB 2.0/3.0, DisplayPort 1.2</td></tr></tbody></table></div><h2 id="performance-tests">Performance Tests</h2><p>As usual, we performed our evaluation on our standard test bench, which includes an <a href="https://www.tomshardware.com/reviews/intel-coffee-lake-i7-8700k-cpu,5252.html">Intel Core i7-8700K</a>, a<a href="https://www.tomshardware.com/reviews/nvidia-geforce-rtx-2080-founders-edition,5809.html"> GeForce RTX 2080 Founders Edition</a> and 16GB of G.Skill Ripjaws DDR4-3600 RAM.</p><p>We used Nvidia driver 466.27 for these tests, along with PiTool version V1.0.1.270 and headset firmware V2.1.255.296.</p><p>The Pimax 8K X is the first VR headset that we&apos;ve tested that we can categorically say that an RTX 2080 is not powerful enough to run correctly. Pimax says you can run the Vision 8K X off an <a href="https://www.tomshardware.com/reviews/nvidia-geforce-rtx-2060-ray-tracing-turing,5960.html">RTX 2060</a>, but based on our testing, you will not get to experience the 8K X properly with a GPU like that.</p><p>SteamVR suggested running the headset at significantly lower resolutions with our hardware configuration, no matter which refresh rate we tried. At 60 Hz, SteamVR recommended 56%. At 75 Hz, it suggested 46%. Even the upscaled option, which runs the panels at 2560 x 1440, recommends just 68% of that resolution to keep up with the 114 Hz refresh rate.</p><h2 id="half-life-alyx">Half-Life: Alyx</h2><p>Playing <a href="https://www.tomshardware.com/reviews/half-life-alyx-gameplay-vr-headset"><em>Half-Life: Alyx</em></a><a href="https://www.tomshardware.com/reviews/half-life-alyx-gameplay-vr-headset"> </a>on the Vision 8K X was a visual treat, especially at native resolution. Valve&apos;s textures are truly incredible, and with the 8K X, the details really came to life. We noticed small details for the first time, even though we&apos;ve played the same scene in the game hundreds of times. If you appreciate high image quality, this is definitely one of the top games to play in this headset.</p><figure role="gallery"><figure><img src="https://cdn.mos.cms.futurecdn.net/WtgfBSwv3Z4xj5VDsU9QPe.png" alt="Pimax Vision 8K X - Half-Life: Alyx" /><figcaption><small role="credit">Tom's Hardware</small></figcaption></figure><figure><img src="https://cdn.mos.cms.futurecdn.net/4mCkXEJuJ4sLtnocZVdJqd.png" alt="Pimax Vision 8K X - Half-Life: Alyx" /><figcaption><small role="credit">Tom's Hardware</small></figcaption></figure><figure><img src="https://cdn.mos.cms.futurecdn.net/mTE5Bpb6QRYL7kpvL3g3vd.png" alt="Pimax Vision 8K X - Half-Life: Alyx" /><figcaption><small role="credit">Tom's Hardware</small></figcaption></figure><figure><img src="https://cdn.mos.cms.futurecdn.net/FrRErC6muZsh2PycEFmzfe.png" alt="Pimax Vision 8K X - Half-Life: Alyx" /><figcaption><small role="credit">Tom's Hardware</small></figcaption></figure><figure><img src="https://cdn.mos.cms.futurecdn.net/2xc7HhZNaBMBzjzE47QTEe.png" alt="Pimax Vision 8K X - Half-Life: Alyx" /><figcaption><small role="credit">Tom's Hardware</small></figcaption></figure><figure><img src="https://cdn.mos.cms.futurecdn.net/xL3CVER89FRyQ9MLbdwm5e.png" alt="Pimax Vision 8K X - Half-Life: Alyx" /><figcaption><small role="credit">Tom's Hardware</small></figcaption></figure><figure><img src="https://cdn.mos.cms.futurecdn.net/8mv5ScFmRaNDgPSBNgtepe.png" alt="Pimax Vision 8K X - Half-Life: Alyx" /><figcaption><small role="credit">Tom's Hardware</small></figcaption></figure><figure><img src="https://cdn.mos.cms.futurecdn.net/7YenSrvDiM663UjRRpRQAe.png" alt="Pimax Vision 8K X - Half-Life: Alyx" /><figcaption><small role="credit">Tom's Hardware</small></figcaption></figure><figure><img src="https://cdn.mos.cms.futurecdn.net/HmEneAWiAt4V2jy2Zh4Zmd.png" alt="Pimax Vision 8K X - Half-Life: Alyx" /><figcaption><small role="credit">Tom's Hardware</small></figcaption></figure><figure><img src="https://cdn.mos.cms.futurecdn.net/W8bVvNYH6MzGkphZ2nWVbe.png" alt="Pimax Vision 8K X - Half-Life: Alyx" /><figcaption><small role="credit">Tom's Hardware</small></figcaption></figure><figure><img src="https://cdn.mos.cms.futurecdn.net/vFnPA5fxSJ9ct8eJCzTbTe.png" alt="Pimax Vision 8K X - Half-Life: Alyx" /><figcaption><small role="credit">Tom's Hardware</small></figcaption></figure><figure><img src="https://cdn.mos.cms.futurecdn.net/zKpEGLyoM2ZuzFc9eoapKe.png" alt="Pimax Vision 8K X - Half-Life: Alyx" /><figcaption><small role="credit">Tom's Hardware</small></figcaption></figure><figure><img src="https://cdn.mos.cms.futurecdn.net/z4cvkTcgUerJrHccZg4UXe.png" alt="Pimax Vision 8K X - Half-Life: Alyx" /><figcaption><small role="credit">Tom's Hardware</small></figcaption></figure><figure><img src="https://cdn.mos.cms.futurecdn.net/otxwZJ8XWqNR9LWn9KPAke.png" alt="Pimax Vision 8K X - Half-Life: Alyx" /><figcaption><small role="credit">Tom's Hardware</small></figcaption></figure></figure><p>The Vision 8K X&apos;s upscaling mode is helpful when higher frame rate matters, but in the case of<em> Half-Life: Alyx</em>, the visual degradation from the reduced resolution is not worth the trade-off unless your system is really having a hard time delivering frames.</p><p>Our RTX 2080 fared well in terms of performance but came up short trying to drive the dual 4K panels in the Vision 8K X. When you set SteamVR to 100% render scale, it renders each eye at 4624 x 3948 pixels. At 60 Hz, our RTX 2080 kept up with the frame rate requirements; however, the i7-8700K struggled to keep the frame times stable at this pace. The CPU did fine when we pushed the refresh rate to 75 Hz, but the GPU fell a bit short with an average frame rate of 69.93. Even when we ran the upscaled 114 Hz mode, the GPU had a tough time, managing only an average of 110.86 frames per second (fps).</p><p>We don’t recommend playing the game at 60 Hz because it makes everything feel laggy in the headset. This affected our ability to aim and target objects appropriately. We also noticed bizarre performance anomalies with CPU frame times spiking in both the native and adjusted resolutions.</p><p>Running the headset at 75 Hz improved the lagged feeling somewhat, and with SteamVR&apos;s recommended resolution, it struck a reasonable balance between visual clarity and performance.</p><h2 id="beat-saber">Beat Saber</h2><p><em>Beat Saber</em> isn&apos;t the type of game that really needs the ultra-high fidelity image quality that the Pimax 8K X is capable of but is the type of game that can benefit tremendously from a higher frame rate.</p><figure role="gallery"><figure><img src="https://cdn.mos.cms.futurecdn.net/FNpQJyuVVSdVpEjXvMzPyA.png" alt="Pimax Vision 8K X Beat Saber" /><figcaption><small role="credit">Tom's Hardware</small></figcaption></figure><figure><img src="https://cdn.mos.cms.futurecdn.net/5QKDKztow6WC2kzsPzN45B.png" alt="Pimax Vision 8K X Beat Saber" /><figcaption><small role="credit">Tom's Hardware</small></figcaption></figure><figure><img src="https://cdn.mos.cms.futurecdn.net/ZGWQwr6tRymaxP9UvRoz8B.png" alt="Pimax Vision 8K X Beat Saber" /><figcaption><small role="credit">Tom's Hardware</small></figcaption></figure><figure><img src="https://cdn.mos.cms.futurecdn.net/bcWdc3VgmbXkcCKHt27XEB.png" alt="Pimax Vision 8K X Beat Saber" /><figcaption><small role="credit">Tom's Hardware</small></figcaption></figure><figure><img src="https://cdn.mos.cms.futurecdn.net/EbGfnWpt9EG3FtULrD9FKB.png" alt="Pimax Vision 8K X Beat Saber" /><figcaption><small role="credit">Tom's Hardware</small></figcaption></figure><figure><img src="https://cdn.mos.cms.futurecdn.net/MMHntwNAdMisH2q45YKcQB.png" alt="Pimax Vision 8K X Beat Saber" /><figcaption><small role="credit">Tom's Hardware</small></figcaption></figure><figure><img src="https://cdn.mos.cms.futurecdn.net/sKCGd9rtuBp3wTHNrLmWUB.png" alt="Pimax Vision 8K X Beat Saber" /><figcaption><small role="credit">Tom's Hardware</small></figcaption></figure><figure><img src="https://cdn.mos.cms.futurecdn.net/b3EBXiWhWc4sAYtMRzgHYB.png" alt="Pimax Vision 8K X Beat Saber" /><figcaption><small role="credit">Tom's Hardware</small></figcaption></figure><figure><img src="https://cdn.mos.cms.futurecdn.net/DfycXBWaNc8Ft5MhFEjwdB.png" alt="Pimax Vision 8K X Beat Saber" /><figcaption><small role="credit">Tom's Hardware</small></figcaption></figure><figure><img src="https://cdn.mos.cms.futurecdn.net/tQnKXozP4kmfWaVUGmUthB.png" alt="Pimax Vision 8K X Beat Saber" /><figcaption><small role="credit">Tom's Hardware</small></figcaption></figure><figure><img src="https://cdn.mos.cms.futurecdn.net/QRBeXTvkEjBagSrUwpKtmB.png" alt="Pimax Vision 8K X Beat Saber" /><figcaption><small role="credit">Tom's Hardware</small></figcaption></figure><figure><img src="https://cdn.mos.cms.futurecdn.net/vgjA2gj74ykoiSbhoDRhrB.png" alt="Pimax Vision 8K X Beat Saber" /><figcaption><small role="credit">Tom's Hardware</small></figcaption></figure><figure><img src="https://cdn.mos.cms.futurecdn.net/xTfaPrbW8WrYbYZrs4rUvB.png" alt="Pimax Vision 8K X Beat Saber" /><figcaption><small role="credit">Tom's Hardware</small></figcaption></figure><figure><img src="https://cdn.mos.cms.futurecdn.net/8gnPCj6STcqLBCoV33cyyB.png" alt="Pimax Vision 8K X Beat Saber" /><figcaption><small role="credit">Tom's Hardware</small></figcaption></figure><figure><img src="https://cdn.mos.cms.futurecdn.net/bKtZb8NmBepfnmdgGTXo4C.png" alt="Pimax Vision 8K X Beat Saber" /><figcaption><small role="credit">Tom's Hardware</small></figcaption></figure><figure><img src="https://cdn.mos.cms.futurecdn.net/NuJwGXLmTozzQ4S7SDrD9C.png" alt="Pimax Vision 8K X Beat Saber" /><figcaption><small role="credit">Tom's Hardware</small></figcaption></figure><figure><img src="https://cdn.mos.cms.futurecdn.net/pqY7uGbtPCXssytiERB4DC.png" alt="Pimax Vision 8K X Beat Saber" /><figcaption><small role="credit">Tom's Hardware</small></figcaption></figure></figure><p>Playing <em>Beat Saber </em>at 60 Hz was not a great experience. It made the notes feel like they were coming at us very rapidly, and like we had less time to prepare for our next move between swings. We also experienced occasional large CPU and GPU frame time spikes, which further interfered with our ability to play at a high level.</p><p>75 Hz offered an improved experience with no significant CPU frametime issues; although, the GPU struggled even more at this refresh rate. The Vision 8K X&apos;s upscaling mode that runs at 114 Hz is better suited for fast-paced games like <em>Beat Saber</em>. The extra fps give your mind more information to respond to, making it easier to get the perfect timing on your swings.</p><h2 id="pistol-whip-2089">Pistol Whip: 2089</h2><p><em>Pistol Whip: 2089</em> is another one of those games that’s better with a higher frame rate. This game combines a rhythm game and a shooter, and the enemies appear on screen in sync of the background soundtrack. Like in <em>Beat Saber</em>, when the frame rate is higher, you get more time to process your next move, making it easier and less stressful to make your shot.</p><figure role="gallery"><figure><img src="https://cdn.mos.cms.futurecdn.net/tzb5goUNwTmyXqoVtUiGkR.png" alt="Pistol Whip: 2089" /><figcaption><small role="credit">Tom's Hardware</small></figcaption></figure><figure><img src="https://cdn.mos.cms.futurecdn.net/AXonybcnXbnJnytpdt7FqR.png" alt="Pistol Whip: 2089" /><figcaption><small role="credit">Tom's Hardware</small></figcaption></figure><figure><img src="https://cdn.mos.cms.futurecdn.net/UwcqfLSeNqHiKxsc4eaquR.png" alt="Pistol Whip: 2089" /><figcaption><small role="credit">Tom's Hardware</small></figcaption></figure><figure><img src="https://cdn.mos.cms.futurecdn.net/3rwrqsBN74MDrWUmCZXizR.png" alt="Pistol Whip: 2089" /><figcaption><small role="credit">Tom's Hardware</small></figcaption></figure><figure><img src="https://cdn.mos.cms.futurecdn.net/FemmMBFR4CuGLGPcr8XE6S.png" alt="Pistol Whip: 2089" /><figcaption><small role="credit">Tom's Hardware</small></figcaption></figure><figure><img src="https://cdn.mos.cms.futurecdn.net/KUWdnx6ib2renfUY65NNBS.png" alt="Pistol Whip: 2089" /><figcaption><small role="credit">Tom's Hardware</small></figcaption></figure><figure><img src="https://cdn.mos.cms.futurecdn.net/86zGH5SP3R48aMn5yKXcGS.png" alt="Pistol Whip: 2089" /><figcaption><small role="credit">Tom's Hardware</small></figcaption></figure><figure><img src="https://cdn.mos.cms.futurecdn.net/Gi7RGfVoeNvSaLJdHFxDMS.png" alt="Pistol Whip: 2089" /><figcaption><small role="credit">Tom's Hardware</small></figcaption></figure><figure><img src="https://cdn.mos.cms.futurecdn.net/EPoFjLxqXCMdFbUBFcYASS.png" alt="Pistol Whip: 2089" /><figcaption><small role="credit">Tom's Hardware</small></figcaption></figure><figure><img src="https://cdn.mos.cms.futurecdn.net/6HjRVa6J9iD3W5PQjRX7XS.png" alt="Pistol Whip: 2089" /><figcaption><small role="credit">Tom's Hardware</small></figcaption></figure><figure><img src="https://cdn.mos.cms.futurecdn.net/dukHLucodquRDEiUYDF9bS.png" alt="Pistol Whip: 2089" /><figcaption><small role="credit">Tom's Hardware</small></figcaption></figure><figure><img src="https://cdn.mos.cms.futurecdn.net/85R3AsE9TQUB2EdyN6LBgS.png" alt="Pistol Whip: 2089" /><figcaption><small role="credit">Tom's Hardware</small></figcaption></figure><figure><img src="https://cdn.mos.cms.futurecdn.net/Hy54faRuE6YxwM2fXe4RjS.png" alt="Pistol Whip: 2089" /><figcaption><small role="credit">Tom's Hardware</small></figcaption></figure><figure><img src="https://cdn.mos.cms.futurecdn.net/nNzacgoY6EtSWj4WFbL2pS.png" alt="Pistol Whip: 2089" /><figcaption><small role="credit">Tom's Hardware</small></figcaption></figure><figure><img src="https://cdn.mos.cms.futurecdn.net/5HNAq46QUNMnz2gLNsZktS.png" alt="Pistol Whip: 2089" /><figcaption><small role="credit">Tom's Hardware</small></figcaption></figure></figure><p>Test after test, we consistently saw better scores when the refresh rate was set higher. Furthermore, we noticed the game felt more relaxed at 114 Hz compared to 60 Hz. We felt like we were constantly trying to keep up at the lower setting, which often allowed enemies to shoot at us before we could get them. With the headset running at 114 Hz, we regularly had time to prepare for the next enemy to spawn.</p><p>We also noticed that our accuracy improved when we ran 114 Hz compared to 60 Hz or 75 Hz. We would rather suffer the reduced image quality than the lower refresh rate in this instance.</p><h2 id="shadow-legend-vr">Shadow Legend VR</h2><p><em>Shadow Legend VR i</em>s a first-person VR RPG set in a detailed medieval-era world.</p><figure role="gallery"><figure><img src="https://cdn.mos.cms.futurecdn.net/2oLJuruLiV2rdfhq5i5r8c.png" alt="Shadow Legend VR" /><figcaption><small role="credit">Tom's Hardware</small></figcaption></figure><figure><img src="https://cdn.mos.cms.futurecdn.net/XLMVs8c4rcFzx8i64xsUCc.png" alt="Shadow Legend VR" /><figcaption><small role="credit">Tom's Hardware</small></figcaption></figure><figure><img src="https://cdn.mos.cms.futurecdn.net/ubFkdhpjQDu4NgmKyL6oUc.png" alt="Shadow Legend VR" /><figcaption><small role="credit">Tom's Hardware</small></figcaption></figure><figure><img src="https://cdn.mos.cms.futurecdn.net/wWqiug9PPMZiwjFnjQDZac.png" alt="Shadow Legend VR" /><figcaption><small role="credit">Tom's Hardware</small></figcaption></figure><figure><img src="https://cdn.mos.cms.futurecdn.net/f8hpbwDpJFB2sJ5tpXMgfc.png" alt="Shadow Legend VR" /><figcaption><small role="credit">Tom's Hardware</small></figcaption></figure><figure><img src="https://cdn.mos.cms.futurecdn.net/C93pVJ9uSuy3Tok6J7sakc.png" alt="Shadow Legend VR" /><figcaption><small role="credit">Tom's Hardware</small></figcaption></figure><figure><img src="https://cdn.mos.cms.futurecdn.net/da2d6hnhQkfm8XfCC75Xqc.png" alt="Shadow Legend VR" /><figcaption><small role="credit">Tom's Hardware</small></figcaption></figure><figure><img src="https://cdn.mos.cms.futurecdn.net/jdCm3B4Bjxy4XhVp48DLvc.png" alt="Shadow Legend VR" /><figcaption><small role="credit">Tom's Hardware</small></figcaption></figure><figure><img src="https://cdn.mos.cms.futurecdn.net/i2R7FtFFHCxWkrLRZxFY2d.png" alt="Shadow Legend VR" /><figcaption><small role="credit">Tom's Hardware</small></figcaption></figure><figure><img src="https://cdn.mos.cms.futurecdn.net/yCiSRu2gc5atg9jqJNaw7d.png" alt="Shadow Legend VR" /><figcaption><small role="credit">Tom's Hardware</small></figcaption></figure><figure><img src="https://cdn.mos.cms.futurecdn.net/ghe3ePpjQj7XXkbfN6BjBd.png" alt="Shadow Legend VR" /><figcaption><small role="credit">Tom's Hardware</small></figcaption></figure><figure><img src="https://cdn.mos.cms.futurecdn.net/xuvCVzniL3KR4xwnRmJtFd.png" alt="Shadow Legend VR" /><figcaption><small role="credit">Tom's Hardware</small></figcaption></figure><figure><img src="https://cdn.mos.cms.futurecdn.net/E6qk3QXrEhtNzW28zidQLd.png" alt="Shadow Legend VR" /><figcaption><small role="credit">Tom's Hardware</small></figcaption></figure><figure><img src="https://cdn.mos.cms.futurecdn.net/JRfQoavHyCzciZfBVWRERd.png" alt="Shadow Legend VR" /><figcaption><small role="credit">Tom's Hardware</small></figcaption></figure><figure><img src="https://cdn.mos.cms.futurecdn.net/kfGm3W45eqQpkRcxTipiUd.png" alt="Shadow Legend VR" /><figcaption><small role="credit">Tom's Hardware</small></figcaption></figure><figure><img src="https://cdn.mos.cms.futurecdn.net/SCmbBdMWnEvcqKYZtxdxYd.png" alt="Shadow Legend VR" /><figcaption><small role="credit">Tom's Hardware</small></figcaption></figure><figure><img src="https://cdn.mos.cms.futurecdn.net/qbCjQidyoamosgFF4DzCdd.png" alt="Shadow Legend VR" /><figcaption><small role="credit">Tom's Hardware</small></figcaption></figure></figure><p>For the most part,<em> Shadow Legend VR </em>ran well on our Vision 8K X, even at the most demanding setting of 75 Hz with 100% render quality. We observed consistent, if slightly high, CPU frame times that peaked at 10.3ms for the 114 Hz mode.</p><p>GPU frame times suffered while running the headset in native resolution. However, this game doesn&apos;t demand precise, rapid movements like<em> Beat Saber a</em>nd <em>Pistol Whip</em>, so the game is perfectly playable like that. In this case, the image quality reduction is not worth the increased frame rate<em>. Shadow Legend </em>looks gorgeous in native resolution. 60 Hz will give you the best of both worlds, with few missed frames and full image clarity.</p><h2 id="pitool-and-pimax-experience">PiTool and Pimax Experience</h2><figure role="gallery"><figure><img src="https://cdn.mos.cms.futurecdn.net/s8YBw6VyuzKujfzQUd4Vqj.png" alt="PiTool" /><figcaption><small role="credit">Tom's Hardware</small></figcaption></figure><figure><img src="https://cdn.mos.cms.futurecdn.net/yHgJrhukbzBRFpGUqwqJ7k.png" alt="PiTool" /><figcaption><small role="credit">Tom's Hardware</small></figcaption></figure><figure><img src="https://cdn.mos.cms.futurecdn.net/GBg9Zz5aqXEnMTq4Ydzghj.png" alt="PiTool" /><figcaption><small role="credit">Tom's Hardware</small></figcaption></figure><figure><img src="https://cdn.mos.cms.futurecdn.net/pato4GMbB59jRrk2ZJXSmj.png" alt="PiTool" /><figcaption><small role="credit">Tom's Hardware</small></figcaption></figure><figure><img src="https://cdn.mos.cms.futurecdn.net/ojyT5A5MWSuNCBVjcFc9vj.png" alt="PiTool" /><figcaption><small role="credit">Tom's Hardware</small></figcaption></figure><figure><img src="https://cdn.mos.cms.futurecdn.net/ovfKW2fuHJ5gQncNuMSCcj.png" alt="PiTool" /><figcaption><small role="credit">Tom's Hardware</small></figcaption></figure><figure><img src="https://cdn.mos.cms.futurecdn.net/7HNxEB5YHikV2CvE6ELLyj.png" alt="PiTool" /><figcaption><small role="credit">Tom's Hardware</small></figcaption></figure></figure><p>Pimax headsets have always required a companion app called <a href="https://pimax.com/pitool-download/">PiTool</a>, which handles things like firmware updates, SteamVR driver injection, rendering options, FOV, refresh rate, color correction and lens position adjustment. PiTool is a somewhat intimidating app with all the possible configurations it gives you. It&apos;s not a plug-n-play type of setup process.</p><p>Pimax developed a new companion app called Pimax Experience that’s available through PiTool and makes things a lot more user-friendly. The Pimax Experience software allows you to control the headset&apos;s settings while inside the headset and  automatically adjusts the configuration settings, from FOV to render quality and refresh rate, for each game based on the system’s hardware.</p><p>Pimax Experience also includes cloud-hosted game profiles that you can use to map the most efficient performance settings for any given game</p><p>We ran our performance tests using manual configuration settings to help keep every test at a consistent FOV and similar resolution to compare performance in an apples-to-apples manner. But in the real world, apples-to-apples performance tests aren&apos;t as realistic because you want the lowest number of dropped frames with the best image quality at the end of the day, and that&apos;s going to be different for each computer.</p><p>Pimax Experience isn&apos;t perfect, and if you&apos;ve got the patience to tinker, you could likely dial in better settings manually. However, in our experience, the software works as advertised. The pre-set profiles stretched the limits of our GPU to give us an excellent image quality-to-performance ratio.</p><h2 id="final-thoughts">Final Thoughts</h2><p>The Pimax Vision 8K X is undoubtedly the best Pimax headset available today, and it&apos;s among the best options you could pick for home use. After years of near misses, Pimax finally hit it out of the park with this one.</p><figure class="van-image-figure  inline-layout" data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:1920px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="" name="Pimax8KXReview27.jpg" alt="Pimax Vision 8K X" src="https://cdn.mos.cms.futurecdn.net/FnhT2nBFYdwMREcLQ7NPLP.jpg" mos="" align="middle" fullscreen="1" width="1920" height="1080" attribution="" endorsement="" class="expandable"><a href='https://cdn.mos.cms.futurecdn.net/FnhT2nBFYdwMREcLQ7NPLP.jpg' target='_blank' class='expand-button icon-expand-image icon' ></a></p></div></div><figcaption itemprop="caption description" class=" inline-layout"><span class="credit" itemprop="copyrightHolder">(Image credit: Tom's Hardware)</span></figcaption></figure><p>The dual 4K panels in the headset provide excellent visual clarity, and the ultrawide window into the virtual world is always appreciated. The pixel density in the 8K X isn&apos;t as impressive as the panels found in the<a href="https://www.tomshardware.com/reviews/hp-reverb-g2"> HP Reverb G2 </a>and what will be available in the upcoming HTC Vive Pro 2, but having your peripheral vision in VR makes the experience so much more immersive.</p><p>The build quality of the hardware is still not perfect (our sample has a few unfortunate panel gaps), but it&apos;s quite a bit better than the original <a href="https://www.tomshardware.com/reviews/pimax-5k-plus-vr-headset,5990.html">Pimax 5K Plus</a> that we reviewed in 2019. The headstrap is comfortable and works well, and the speakers deliver acceptable audio depth with ample volume.</p><p>The few complaints that we have are minor creator comfort issues. We&apos;d like to see a tilt adjustment on the headphones so they would fit a wider variety of head sizes, and a moisture-resistant face cushion would be a huge bonus.</p><p>Other than that, the price tag is the biggest hang-up. If you thought the $799 price tag for the new Vive Pro 2 was a tough pill to swallow, brace yourself for Pimax&apos;s jagged little pill. At $1,299 for the headset with the standard modular audio strap and $1,399 for the forthcoming deluxe version, the Pimax 8K X is the most expensive consumer-focused headset that money can buy.</p><p>If you don&apos;t already own a SteamVR headset with base stations and controllers, the full kit with base stations and Valve Index controllers will set you back a whopping $1,976. The Pimax Vision 8K X is a toy for people with money to burn, but you definitely get what you pay. Just be sure to back it up with a computer that can really stretch its legs. It would make a nice companion for an<a href="https://www.tomshardware.com/reviews/nvidia-geforce-rtx-3090-review"> RTX 3090</a> if you somehow have one.</p>
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                                                            <title><![CDATA[ Oculus to Test In-Headset Ads in Select Games ]]></title>
                                                                                                                                                                                                <link>https://www.tomshardware.com/news/oculus-in-headset-ads</link>
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                            <![CDATA[ Oculus is going to begin injecting ads into select games in the coming weeks, hints at potential mobile-like experience in the future. ]]>
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                                                                        <pubDate>Thu, 17 Jun 2021 17:58:40 +0000</pubDate>                                                                                                                                <updated>Tue, 28 Jan 2025 14:07:58 +0000</updated>
                                                                                                                                            <category><![CDATA[Virtual Reality]]></category>
                                                                                                                    <dc:creator><![CDATA[ Michelle Ehrhardt ]]></dc:creator>                                                                                    <dc:source><![CDATA[ https://cdn.mos.cms.futurecdn.net/3ZZnL6fxBLwUmwjo7PHMGe.jpg ]]></dc:source>
                                                                <dc:description><![CDATA[ &lt;p&gt;Michelle Ehrhardt likes taking computers apart to see how they tick, from hardware to code. She&#039;s been following tech since her family got a Gateway running Windows 95, and is now on her third custom-built system. Her work has been published in publications like Paste, The Atlantic, and Kill Screen, just to name a few. She also holds a master&#039;s degree in game design from NYU.&lt;/p&gt; ]]></dc:description>
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                                                            <media:credit><![CDATA[Oculus VR]]></media:credit>
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                                <media:title type="plain"><![CDATA[Oculus VR]]></media:title>
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                                <p>Looks like immersion doesn’t quite beat monetization — Facebook is going to start putting <a href="https://www.oculus.com/blog/testing-in-headset-vr-ads/"><u>in-headset ads</u></a> in certain Oculus games within the next few weeks. Welcome to the digital frontier! Instead of the Gateway Arch, we have a McDonald’s billboard.</p><p>Don’t expect to have to <a href="https://www.youtube.com/watch?v=YlGklt4BSQ8">karate kick pop-ups</a> quite yet, though. According to a post Oculus <a href="https://www.oculus.com/blog/testing-in-headset-vr-ads/">made on its blog yesterday</a>, this is going to be a slow rollout. The ads will first appear in the Resolution Games title <em>Blastion</em>, plus in a few unnamed games from "a couple other developers."<br><br>"This is a test with a few apps," the post explains. "Once we see how this test goes and incorporate feedback from developers and the community, we’ll provide more details on when ads may become more broadly available across the Oculus platform."</p><figure class="van-image-figure " data-bordeaux-image-check ><div class='image-full-width-wrapper'><div class='image-widthsetter' style="max-width:960px;"><p class="vanilla-image-block" style="padding-top:56.25%;"><img id="" name="oculusadexample.gif" alt="Oculus Ad Example" src="https://cdn.mos.cms.futurecdn.net/5SKLXmoUFXzoDbVUYR93XH.gif" mos="" align="middle" fullscreen="" width="960" height="540" attribution="" endorsement="" class=""></p></div></div><figcaption itemprop="caption description" class=""><span class="credit" itemprop="copyrightHolder">(Image credit: Oculus)</span></figcaption></figure><p>If you’re worried that these ads will show up as simple flat windows over your <a href="https://www.tomshardware.com/reviews/best-virtual-reality-headsets,4722.html">best VR headset </a>footage, at least it seems like they’ll be more naturally integrated than that. A sample gif from the Oculus post shows an ad placed on an in-game wall, with the user able to click on it to access some customization options.<br><br>These include the ability to save the ad link for later, to mute it if it plays audio, to report it if it breaks any rules, to hide it and to find out why the algorithm targeted that specific ad towards you. In other words, it’s a very similar menu to ads on Facebook itself, although Andrew Bosworth tweeted out that there will be differences.</p><div class="see-more see-more--clipped"><blockquote class="twitter-tweet hawk-ignore" data-lang="en"><p lang="en" dir="ltr">You can manage what ads you want to see and we’re including controls to hide specific ads or hide ads from an advertiser completely. Ads in VR will be different from ads elsewhere and this is a space that will take time and people’s feedback to get right https://t.co/dHOlqHoOVF<a href="https://twitter.com/boztank/status/1405240004574466048">June 16, 2021</a></p></blockquote><div class="see-more__filter"></div></div><p>He also, very bravely, asked for feedback, which you can submit by reaching out to <a href="https://tickets.oculusvr.com/hc/en-us/requests/new?intern_source=blog&intern_content=testing-in-headset-vr-ads"><u>Oculus Support</u></a>.</p><p>These ads might also explain why Oculus is going to start <a href="https://www.tomshardware.com/news/oculus-to-require-facebook-log-in">requiring Facebook accounts</a> to use its devices. A Facebook spokesperson told <a href="https://www.theverge.com/2021/6/16/22535511/facebook-ads-oculus-quest-vr-apps"><em>the Verge</em></a> that the ad system will use information from your Facebook account, including “"hether you’ve viewed content, installed, activated or subscribed to an Oculus app, added an app to your cart or wishlist, if you’ve initiated checkout or purchased an app on the Oculus platform, and lastly, whether you’ve viewed, hovered, saved, or clicked on an ad within a third-party app."<br><br>That said, the company still promises that "We do not use information processed and stored locally on your headset to target ads."</p><p>It’s possible that this ad system might also be an attempt to bring a mobile-like experience to the Oculus store. On mobile, many games are free and supported by ads, and Oculus’ blog closes out by saying "We’re excited by the opportunity to open up new revenue streams for developers and as a result, broaden the type of apps and content on the Oculus Platform. A more profitable ecosystem is a critical step on the path to consumer VR becoming truly mainstream."<br><br>Let’s just hope it doesn’t undercut the whole point of visiting another reality.</p>
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