Thursday, 9 April 2026

Android XR Update Adds Deep Enterprise Support, Auto-3D Conversion & More

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Samsung and Google announced a major software update to Galaxy XR, the Android XR-based headset, which includes deep enterprise support, automatic 3D conversion of photos and videos, and more.

One of the biggest bits in the update, now available on Samsung Galaxy XR, is the inclusion of Android Enterprise, the Google-led initiative that includes built-in security, management, and app deployment tools for workplace-focused Android devices.

This includes support for fully managed deployments with flexible enrollment options like zero-touch, QR setup, and DPC provisioning, aimed at making large-scale rollouts easier.

It also includes enterprise app management, robust device controls, and hardware-level security to protect sensitive data and meet compliance standards, the company says in a press statement.

Photo by Road to VR

In addition to enterprise features, the latest Android XR update also includes improvements targeting everyday usability, such as customizable virtual keyboard positioning, desktop session restore for up to three apps after reboot, expanded accessibility tools such as single-eye tracking, and improved spatial alignment of on-screen content.

What’s more, the Android XR update now brings auto spatialization to Chrome and YouTube, which automatically converts 2D media into immersive 3D experiences. This comes in addition to the previously available auto spatalization feature for Google Photos.

Notably, as a part of the new update, Android XR is now set to receive regular software updates, including security patches, for up to five years.

Released in October 2025 for $1,800, Samsung Galaxy XR looks to fill a middle ground of price and features between Meta Quest 3 ($500) and Apple Vision Pro ($3,500).

Much like how Vision Pro taps into the library of iOS apps in addition to native visionOS apps, Android XR-based Galaxy XR makes use of Android’s vast app ecosystem. Still, Galaxy XR is only the first full-feature XR headset to adopt Android XR, seems to be filling out software features as we speak.

The post Android XR Update Adds Deep Enterprise Support, Auto-3D Conversion & More appeared first on Road to VR.



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‘Project Hail Mary’ is Getting a Mixed Reality Game for Quest & Pico This Year

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Maze Theory, the XR studio behind Peaky Blinders: The King’s Ransom and Doctor Who: The Edge of Time, announced it’s working on a mixed reality game based on Andy Weir’s novel and recent film, Project Hail Mary (2026).

Developed in partnership with Amazon MGM Studios, Project Hail Mary: Journey Among the Stars is slated to feature an entirely new, original chapter developed in collaboration with Andy Weir specifically for the game.

Image courtesy Maze Theory

Project Hail Mary: Journey Among the Stars goes somewhere completely new,” the studios say. “Player’s step into the role of Ryland Grace at a pivotal, untold moment in the Hail Mary mission. The ship’s systems are failing. Deep space grows increasingly uncertain.”

As a mixed reality game, Hail Mary “bleeds into the player’s physical environment,” the studio says, noting that players will diagnose problems, improvise fixes, and “push the limits of what science and engineering can do under pressure.”

Image courtesy Maze Theory

Of course, at the heart of the experience is Rocky, the alien intelligence whose partnership with Grace defines the film’s action.

“In Project Hail Mary: Journey Among the Stars, that bond isn’t something you watch develop. You build it yourself, through cooperation, problem-solving, and evolving trust. It is, as Weir intended, a story about the first true friendship between species, and mixed reality makes that feel real in an entirely new way,” the studio says.

Image courtesy Maze Theory

Andy Weir, Project Hail Mary author calls it “the first step outside of what happens in the book and movie, something you can only experience in mixed reality.”

While Project Hail Mary: Journey Among the Stars will launch on Quest and Pico headsets in late 2026, there’s also mention of “major mixed reality and VR platforms,” suggesting that list may grow. The studios say we expect more details on gameplay, platforms, and preorders in the coming months.

The studios included a short clip of mixed reality gameplay, seen below:

The post ‘Project Hail Mary’ is Getting a Mixed Reality Game for Quest & Pico This Year appeared first on Road to VR.



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Wednesday, 8 April 2026

Meta Extends Commitment to Making XR Development First-class Citizen in Unity Game Engine

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Meta and game engine creator Unity announced they’re extending multi‑year platform support and an enterprise agreement that aims to deepen the companies’ VR partnership.

The News

The companies’ collaboration dates back to the early Oculus Rift era of the mid-2010s, when Unity became one of the first engines to support consumer VR alongside Epic Games’ Unreal Engine.

While neither Meta nor Unity has previously disclosed the timing of any sort of formal multi-year partnership agreements, Meta has clearly encouraged Unity in the past to develop tools so developers could more easily create VR games.

Now, Unity and Meta say in a press statement they’re extending this partnership, as Unity has pledged to continue to provide support for Meta’s VR platform.

Oculus World SDK Tuscany
The Unity – Oculus World Demo, a VR tech demo included with the Oculus integration.

“Meta is the world’s leading VR platform, and we’re proud that Unity powers the majority of its top‑selling VR games,” said Unity COO Alex Blum. “Great content is what makes VR successful. By pairing Meta’s hardware and OS leadership with Unity’s role as the assembly point for interactive content creation, we’re making VR accessible to more developers so they can develop, deploy, and grow their games and business applications on Meta’s VR devices.”

“Unity is a critical partner for Meta across multiple initiatives, including our investment in the VR developer community,” said Ryan Cairns, VP of VR at Meta. “By extending our long-standing partnership, we’re making it easier for developers to bring high‑quality, performant experiences to the millions of people who use Meta’s VR devices.”

My Take

Meta may be trimming its consumer VR ambitions, but it’s not entirely cutting the lifeline to its biggest, most influential software partner Unity, who is the maker behind what’s arguably the dominant game engine in VR today.

Neither company has specified just what went into the partnership, although I’s hazard a guess that some amount of cash was handed over for Unity to develop tools for VR—which it notably did well before the first big boom in consumer VR.

Unity helped develop things like early VR editors that allowed devs to create and test their games in-headset in addition to some of the more seemingly mundane things we take for granted today, like cross-platform build pipelines, single-pass stereo rendering—things that have benefitted everyone.

Granted, this partnership extension may be just as simple as Meta not actively letting an important partnership wither on the vine, although I’d consider it a promising signal that all is not lost, and that consumer VR will live on, albeit just not at the scale we saw before—because Meta shut down some of its most influential internal game studios.

The post Meta Extends Commitment to Making XR Development First-class Citizen in Unity Game Engine appeared first on Road to VR.



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Valve Releases Steam Link Beta for Vision Pro, But VR Games Aren’t Supported Yet

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Valve announced its wireless PC VR streaming software, Steam Link, is getting additional support for Apple Vision Pro, although VR game support is still on the to-do list.

The News

Valve announced in a Steam community post that it’s releasing a native Steam Link app for visionOS, which lets Vision Pro users play Steam games via a Wi-Fi connection to their PCs.

Valve’s Sam Lantinga says in the forum post that the update improves network performance, allows streaming up to 4K resolutions, and allows you to dynamically adjust the curve of the display in panoramic mode.

Apple Vision Pro (M5) | Image courtesy Apple

Still, at least for now, the Steam Link beta for visionOS doesn’t include support for VR content—only traditional games via the virtual display. When it does eventually support PC VR games on Vision Pro though, users will need a supported motion controller, such as a PS Sense controller.

Initially released in 2023 for Quest 2 and 3, Steam Link now supports a variety of VR headsets, including the Pico 4 and Pico Neo3 series, HTC Vive Focus Vision, and HTC Vive XR Elite. Notably, Samsung Galaxy XR users have also found their own unofficial way to add Steam Link support to Android XR.

Vision Pro owners can get the beta now through Apple’s TestFlight distribution platform.

My Take

Steam Link on Vision Pro will no doubt be convenient for the odd subsection of Vision Pro users who are also PC gamers, although that’s not really the point. It’s all part of a bigger step in Valve’s next gambit, which just so happens to involve three new bits of hardware: Steam Frame, Steam Machine and Steam Controller. Nope. No idea when any of them are coming or at what cost, but at least Valve’s strategy is fairly clear.

Specifically with Steam Frame, Valve’s upcoming standalone VR headset, the company is pretty plainly attempting to do with VR headsets what it did with Steam Deck, i.e. it’s not only trying to find new ways to directly filter users to Steam, but it’s laying down a blueprint so other companies can follow suit.

Photo by Road to VR

And yes, while Steam Frame is a standalone VR headset at heart—and not terribly far ahead of Quest 3 in specs—Valve is essentially couching it as a Steam Deck for your face, capable of downloading and playing practically any flatscreen game on the go on a massive theater-size virtual screen. Sure, it also natively plays optimized PC VR games, and can directly connect to PC VR setups for more graphically intensive games over its Wi-Fi 6E (6GHz) adapter, but those feel more like enthusiast-level things on Valve’s periphery.

A part of Valve’s battle today is to establish some form of Steam connectivity on all devices, because tomorrow’s war may be much larger. Cloud gaming isn’t very diffuse yet, but companies are making real headway. Meanwhile, Valve seems to be staunchly in the “own your hardware, own your game” camp, which will be interesting to see if it holds as a lasting strategy.

For now though, Steam Link on Vision Pro isn’t an end to a means, but rather a way for Valve to ensure that Steam is present wherever high-end XR gaming shows up next. It may not support VR yet, but I’d argue it really doesn’t even need to right now, given how few people likely own a Vision Pro, gaming computer, and compatible motion controllers.

– – — – –

Steam Link is far from the only way to play Steam games on your Vision Pro. Common setups include ALVR for Vision Pro, and Moonlight XRoS with the addition of Sunshine, essentially an open-source replacement for Nvidia GameStream. Users can also technically use Mac Virtual Display, which is a perfectly cromulent solution if you’re okay with the limited number of macOS-supported titles on offer.

The post Valve Releases Steam Link Beta for Vision Pro, But VR Games Aren’t Supported Yet appeared first on Road to VR.



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Friday, 3 April 2026

“VRChat is not going anywhere” Founders Reassure Amid Downturn in Social VR Platforms

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Rec Room is shutting down in June. Meta’s Horizon Worlds is searching for greener pastures on mobile. Now, VRChat co-founders say there’s no need to worry about the social VR platform’s future.

“In case you were wondering, VRChat is not going anywhere,” studio co-founders Graham Gaylor and Jesse Joudrey say in a recent blog post.

According to Gaylor and Joudrey, who founded VRChat in 2014, some of that confidence comes from the platform’s ability to consistently bring in record numbers of visitors across Quest, SteamVR, Pico headsets, PC, and mobile devices.

“Last New Year’s Eve, nearly 150,000 people were in VRChat at the same time—celebrating a worldwide event for yet another year. Most of those folks had visited us for New Years multiple times before, but for some, it was their first time,” the studio founders say. “It’s been three months since, and we’ve broken that user record twice since then. Our latest record? Nearly 160,000 people in VRChat at the same time.”

VRChat Avatar Marketplace | Image courtesy VRChat

While those sorts of events periodically bring in usership peaks, it’s what people buy once they’re in VRChat that matters. And its creator economy is booming, the founders say.

“Not only that, but our creator economy, avatar marketplace, and first-party stores are all growing. Creators like Studio TrickForge, spookyghostboo, and nawty have made VRChat a place where they can create amazing communities, experiences, and identities, all while earning for their hard work. We onboard more creators every day.”

Notably, the platform rolled out its centralized marketplace for avatars and virtual items in mid-2025, which uses its in-game currency, VRChat Credits. Prior to this, users mostly bought and sold avatars through third-party markets, such as Booth or Gumroad, essentially making for a new revenue stream VRChat could tap into.

Gaylor and Joudrey say however one of the biggest reasons VRChat is still kicking in a time of market headwinds is its communities.

“Our community is the thing that makes VRChat different from every platform that has come and gone. You create worlds that defy imagination. You build avatars that embody expression and identity in ways never seen before. You welcome strangers into your communities, make them feel at home, and often change their lives for the better.”

VRChat Historical Peak Concurrents – Steam Version | Image courtesy SteamDB

This follows some pretty worrying signals from the broader VR gaming segment. It was revealed in January that Meta is making a monumental shift in its priorities as a supporter of VR gaming, as its Reality Labs XR division has shifted focus to AI and smart glasses.

Meanwhile, Meta has closed nearly all first-party VR studios and cancelled a number of in-progress games, such as an unannounced Batman: Arkham Shadow sequel from Sanzaru Games, an unannounced Harry Potter VR game for Quest from Skydance Games, and a major project from Moss developers Polyarc.

More recently, social VR platform Rec Room, once valued at $3.5 billion, announced it will be shutting down in June.

The post “VRChat is not going anywhere” Founders Reassure Amid Downturn in Social VR Platforms appeared first on Road to VR.



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Thursday, 2 April 2026

‘Teenage Mutant Ninja Turtles’ VR Co-op Game Coming to Quest, PC VR & Pico in April, New Trailer Here

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Teenage Mutant Ninja Turtles: Empire City is officially coming to Quest, PC VR headsets, and Pico headsets on April 30th.

Developed by Cortopia Studios and Beyond Frames Entertainment, TMNT: Empire City is serving up a co-op supported campaign, letting you team up with up to three other tubular turtles as you battle against the dreaded Foot Clan.

Set after the fall of series’ antagonist Shredder, Foot Clan leader Karai looks to fill the power vacuum, coming from her native Japan to bring order to the chaos in the New York chapter of the Clan.

Image courtesy Cortopia Studios

Ace St. Germain, Beyond Frames Entertainment CEO and Creative Director of Empire City at Cortopia Studios, calls Karai’s approach to leadership “very different” from Shedder’s though.

“How she decides to lead is ultimately up to the players’ relationship with this world,” St. Germain says.

Image courtesy Cortopia Studios

If you didn’t get a chance to play the public PC VR demo during Steam Next Fest last month, check out our hands-on with TMNT: Empire City.

The short of it: the studio seems to have absolutely nailed the Turtles aesthetic and vibe, offering up seemingly a cel shaded universe ripped straight from the comic books.

Image courtesy Cortopia Studios

I’m looking forward to sussing out the game’s combat more than the 15-minute demo allowed, which will undoubtedly be a major component to this narrative-based VR beat ’em up.

What I can say though is it looked promising, as much of the melee action I saw seemed to be pretty tactical, requiring users to strike, parry, block and retreat from unblockable blows.

Ahead of its April 30th launch, fans can pre-order Teenage Mutant Ninja Turtles: Empire City on the Horizon Store for Quest 3 with a 20% discount off its regular $25 price, bringing it to $20. You can also wishlist the game on Steam for PC VR headset and Pico headsets today.

The post ‘Teenage Mutant Ninja Turtles’ VR Co-op Game Coming to Quest, PC VR & Pico in April, New Trailer Here appeared first on Road to VR.



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Why One of VR’s Most Valuable Companies is Shutting Down, According to Top Creator

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Social VR platform Rec Room, once valued at $3.5 billion, announced earlier this week that it will be shutting down in June. The studio says it never quite figured out how to turn a profit, though top avatar creator blueasis maintains the story is a bit more complicated.

If you’ve ever seen the weird little VRChat avatar ‘Brush the Marmoset’—a staple of Internet memes since 2020—you’re likely already familiar with blueasis.

While they’re one of the OG 3D character and environment artist on VRChat, they’re also the top creator on Rec Room, which gives them a fair bit of insight into why the platform’s decade-long existence is soon coming to an end.

Image courtesy blueasis

As one of the most well-funded VR companies to date, the Seattle-based studio attracted over $294 million since its founding in 2016. Its most recent round came in December 2021, bringing to the company $145 million and briefly giving it a $3.5 billion valuation.

Despite its popularity and enviable startup runway, the company said earlier this week it “never quite figured out how to make Rec Room a sustainably profitable business. Our costs always ended up overwhelming the revenue we brought in. We spent a long time trying to find a way to make the numbers work.”

In a thread on X, blueasis gives an insider perspective on why they think Rec Room is closing up shop. In short, it wasn’t a bad creator economy or lack of returning users; the company just sort of … bungled things.

“I joined Rec Room 1.5 years ago to participate in their avatar cosmetics program,” blueasis recounts. “I made lots of items (2000~) honed my craft, became the number 1 seller on the entire platform, met awesome creatives & talked directly with the team.”

Image courtesy Rec Room

“My estimation of the shutdown; overhiring during the covid boom, making promises they couldn’t keep, continually gambling on new players & tech before focusing on the core experience & existing players.”

Having joined in late 2024, blueasis says it was “immediately obvious that the community was unhappy.”

“Spending so much money on player acquisition, mobile, console etc, with little to no payoff, these users rarely became creators, rarely spent money on the platform etc. The people who cared about the platform, PC, VR, did! but they were neglected in favor of ‘growth’.”

It was ostensibly that gamble to push for rapid expansion that ultimately tipped the studio into its first big tailspin: in August 2025 the company laid off around half of its staff, citing costs related to a surge in low-level content flooding the platform from users on mobile and console.

“I think by the time they realized this it was too late, the numbers were already dire, so they had to keep trucking along in any direction that would make them revenue, which just meant more gambling new features to hope something stuck, AI pet chat bot was a big one people hated.”

Blueasis says the platform’s push for user-generated avatar cosmetics was “their biggest success,” which they reveal accounted for 60% of player spend, “outselling Rec Room original items by 10x.”

Rec Room platform sales breakdown | Image courtesy blueasis

In September 2025—notably just one month after laying off half its staff—the company announced it was paying out more than a million dollars per quarter to creators. That’s a lot of money coming in, a lot leaving into the hands of creators, and surprisingly little captured by the company.

Blueasis highlights the popularity of the UGC avatar cosmetics program and its outsized share of player spend, although the platform’s modest rake on creator sales may also be a big contributing factor.

While the company retains 70 percent revenue after paying platform fees on first-party content, when it comes to UGC, Rec Room only takes a 30 percent rake. This leaves creators with the bulk of the revenue, meaning Rec Room retained far less from top-selling items.

In the end, low fees are usually a powerful tool to help acquire an initial userbase. But they aren’t a lasting strategy, especially when new users aren’t contributing to the ecosystem in a way that offsets costs. And it seems the studio got interminably stuck in that dangerous gap between aggressive user acquisition and eventual platform stability—and just never managed to climb out.

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