Monday, 24 August 2026

Arm Patents Method to Reduce XR Motion Sickness Using Ultrasound

https://ift.tt/ejFDdHL

A newly granted patent from Arm describes a head-mounted system that analyzes motion in the images headed to a display, then sends control signals to ultrasonic transducers intended to stimulate the wearer’s vestibular system and control their sense of balance. The basic aim is to reduce the discomfort, dizziness, and motion sickness that the application associates with a mismatch between what a wearer sees and what their balance system reports.

The patent, “Method for minimising motion sickness for head-mountable extended reality,” was first filed in the US on July 24, 2023 and officially granted on June 16, 2026.

Arm, a subsidiary of SoftBank, is a semiconductor design company whose technology is the essential foundation for processors used in most modern mobile devices like smartphones and XR headsets, including processor brands like Snapdragon and even Apple Silicon. When you hear a CPU being described as “Arm-based,” it’s this company the phrase refers to.

In Arm’s newly granted patent, a head-mounted device compares visual motion in a sequence of displayed images against a threshold. When that comparison calls for it, processing and control circuitry generate signals for multiple transducers that stimulate the wearer’s vestibular system. Put less formally: if the virtual world appears to move in a way that might conflict with the wearer’s felt movement, the system is designed to respond through the sensory system involved in balance.

The application specifically discusses low-intensity focused ultrasound, or LiFU, and ultrasonic transducers. One described scenario maps a small visual movement to the left to a corresponding physical feeling of leftward movement; a larger visual motion would use greater acoustic radiation force to stimulate the vestibular system to match. The patent also describes arrays with one or more transducers per ear, potentially using beamforming to target specific parts of the inner-ear.

Vestibular stimulation is not the filing’s only proposed response. The system described could also ask the XR application to reduce visual motion, fade the displayed image, introduce a vignette, or align displayed motion with the wearer’s sensed movement. The patent also describes basing stimulation on the wearer’s pose or motion, configured preferences, and sensor-derived signals; it proposes recalibration if sensed user movement does not align with the expected visual motion.

That combination suggests the patent is concerned with an adaptive form of comfort management rather than a single solution; one that could adjust either the visual content, the physical balance cue, or both. The important open question is whether a headset-based ultrasonic system could deliver that kind of precise, comfortable vestibular response across different wearers and real XR experiences.

This isn’t the first time we’ve seen vestibular stimulation proposed as a method for combating motion sickness. Other approaches have considered using electrical stimulation rather than ultrasound. But to date, no commercially available XR device has included any kind of direct vestibular stimulation.

A patent application shows what a company has sought to protect, but it is not proof that the described technology will appear in a product.

The post Arm Patents Method to Reduce XR Motion Sickness Using Ultrasound appeared first on Road to VR.



from Road to VR https://ift.tt/sGPaqUb
via IFTTT

Thursday, 20 August 2026

XREAL AURA Surpasses 10,000 Unit Reservations Ahead of Launch This Fall

https://ift.tt/5XZyC2B

XREAL today announced that XREAL AURA, the first AR glasses running Google’s Android XR operating system, has now surpassed 10,000 global reservations.

Xreal says the reservation milestone for the company’s latest flagship AR glasses has shown “strong early demand across consumers, developers, and enterprise customers,” as the initial $99 reservation offer for a $199 launch credit has now sold out.

That said, Aura still doesn’t have final pricing, which could affect some of those 10,000+ refundable reservations when all is said and done. The company has said however Aura will “not exceed $1,500, excluding applicable taxes.”

Like all of Xreal’s XR glasses up to this point, Aura is based on birdbath optics, which feature a fairly large 70-degree field-of-view (FOV) in a package that weighs less than 95 grams of on-head weight.

XREAL AURA | Courtesy XREAL

Notably, that on-head weight is offset by a pocketable compute unit, which tethers to the glasses’ via cable; Aura features a split-compute architecture, including both Qualcomm’s Snapdragon Reality Elite chipset for XR processing and AI workloads, and Xreal’s in-house X1S Spatial Coprocessor for managing display and sensor processing.

And unlike some birdbath-based AR glasses that focus on displaying traditional content on a virtual screen, Aura supports six degrees of freedom (6DOF) tracking, hand tracking, and multimodal AI experiences, all of which run on Google’s Android XR operating system, giving users access to existing Android applications via the Play Store as well as a growing catalog of XR applications.

While Aura is slated to launch sometime in Fall 2026, Xreal says we’ll learn more about pricing and availability in the coming weeks, as $199 refundable deposits are still open.

In the meantime, check out out initial hands-on with Aura from December where we discuss field of view, sharpness, brightness, electronic lens dimming and more.

The post XREAL AURA Surpasses 10,000 Unit Reservations Ahead of Launch This Fall appeared first on Road to VR.



from Road to VR https://ift.tt/wkHvVcy
via IFTTT

Steam Frame Unboxing & Setup Videos Leak, Pointing to Imminent Launch

https://ift.tt/5aUCZwb

It looks as though Valve is actually gearing up to release Steam Frame, as user setup videos have leaked showing off unboxing and first-time user experience with Valve’s first standalone VR headset.

As first reported by Steam Hardware Updates on X, the ARM Steam Client got an update this week that contained a number of videos, including an unboxing, sign-in, and setup video of Steam Frame.

Although Valve immediately pulled the videos in a subsequent update, all three video has been reuploaded multiple times by now; here’s one such compilation from YouTube channel VRelity that includes all three:

Notably, Valve has been on the ‘brink’ of Steam Frame’s release for some time now, with the headset receiving FCC certification late last month along with imports of literal tons of units flowing into the US in June.

Meanwhile, Valve is preparing SteamVR for the influx of Steam Frame users with its ‘Great on Frame’ page, showing off all of the best Frame-compatible games, but also quietly lowering requirements for developers looking to release (or otherwise port) native, standalone content on Frame.

And however patently Valve the long wait for Frame’s release might be, you can blame the ongoing memory and storage crisis, which Valve confirmed earlier this year would affect Steam Frame in addition to its console-style mini-PC, Steam Machine, the latter of which launched in June for the not-so-friendly price of $1,050.

But now with chipmaker Qualcomm noting it has to raise prices of mobile chips too, it has likely thrown a second (or third) monkey wrench in Valve’s release plans for Frame, as the headset is centered around a Qualcomm Snapdragon 8 Gen 3 chipset.

Still, with the new fleet of leaked videos in hand, we’re surely closer than ever to learning the most important information left: price and release date.

Looking for more Steam Frame news?

Hands-on: Steam Frame Reveals Valve’s Modern Vision for VR and Growing Hardware Ambitions: We go hands-on with Valve’s latest and greatest VR headset yet.

Valve Says No New First-party VR Game is in Development: Valve launched Half-Life: Alyx (2020) a few months after releasing Index, but no such luck for first-party content on Steam Frame.

Valve is Open to Bringing SteamOS to Third-party VR Headsets: Steam Frame is the first VR headset to run SteamOS, but it may not be the last.

Valve Announces SteamOS Console and New Steam Controller, Designed with Steam Frame Headset in Mind: Find out why Valve’s new SteamOS-running Console and controller will work seamlessly with Steam Frame.

Steam Frame vs. Quest 3 Specs: Better Streaming, Power & Hackability: Quest 3 can do a lot, but can it go toe-to-toe with Steam Frame?

Steam Frame vs. Valve Index Specs: Wireless VR Gameplay That’s Generations Ahead : Valve Index used to be the go-to PC VR headset, but the times have changed.

The post Steam Frame Unboxing & Setup Videos Leak, Pointing to Imminent Launch appeared first on Road to VR.



from Road to VR https://ift.tt/2oj73zv
via IFTTT

Wednesday, 19 August 2026

Pico’s Vision Pro Competitor Gets Official Name and Debut Date

https://ift.tt/Qixt1YM

Pico’s Vision Pro competitor is set to debut at a special event in Beijing early next month, which is now officially named Pico Space Pro.

As first reported by Chinese outlet Nweon, Pico Space Pro is suspected to be the company’s Project Swan standalone VR headset, which the company first teased in March.

While Pico hasn’t revealed the full specs sheet yet for Project Swan/Space Pro, the company’s next flagship is slated to arrive with microOLED displays boasting 4,000 pixels per inch (PPI), an average ~40 pixels per degree (PPD), and a dual-chip architecture: a custom XR silicon for perception and imaging (claimed ~12 ms perception latency) and separate flagship SoC with “more than 2× CPU and GPU performance vs XR2 Gen 2.”

And although the company has been present at a number of events since its announcement earlier this year, we still haven’t seen the headset beyond a leak of a reported setup video (rendered), which has since been removed in full from leaker Luna’s initial X post.

You can see a still image from the video below:

Courtesy Luna

We’ll be following along with the September 2nd event in Beijing, which Pico typically livestreams and dubs with English.

We expect to hear not only price and release date there, but also a better understanding of device specs and global availability, so check back soon.

The post Pico’s Vision Pro Competitor Gets Official Name and Debut Date appeared first on Road to VR.



from Road to VR https://ift.tt/kTio1qE
via IFTTT

Tuesday, 18 August 2026

‘Into the Radius 2’ Leaves Quest Early Access Aug 27, Including Campaign & New Content

https://ift.tt/tacjfuE

CM Games announced its VR survival shooter Into the Radius 2 is officially leaving early access on Quest 3 and Quest 3S next week, bringing along with it a host of new (to Quest) content.

First launched on PC VR headsets in late 2024, Into the Radius 2 actually already left early access on Steam back in April, bringing to the PC VR version a full campaign, new zones, anomalies, equipment, and four-payer co-op over the course of multiple updates.

Now, CM Games announced it’s getting ready for its big 1.0 launch on Quest on August 27th, which is set to bring the standalone version much closer to the PC VR release.

Notably, the update coming to Quest next week will feature most of the content from both 1.0 and 1.1 updates first released on SteamVR, the studio said last month.

That’s slated to include the full campaign with completely voiced narrative, environmental lore notes, and mysterious destructible figures throughout the zone.

You can also expect more night ops thanks to inclusion of night vision devices, flares, thick exploration fog, and new anomaly types in addition to a host of new weapons, like the G3 rifle, MP5 SMG, GP-34 underbarrel launcher, and a wide array of hand grenades.

If you were looking forward to four-player co-op on Quest though, which was a part of the 1.1 update on SteamVR in June, unfortunately the studio is capping co-op to two players on Quest due to technical limitations.

In the meantime, you can find Into the Radius 2 on the Horizon Store for Quest 3/3S, which is currently priced at 30% off its $40 MSRP, bringing it to $28.

The post ‘Into the Radius 2’ Leaves Quest Early Access Aug 27, Including Campaign & New Content appeared first on Road to VR.



from Road to VR https://ift.tt/OLl8iAu
via IFTTT

Monday, 17 August 2026

How to Find Every Major PC VR Mod in One Place

https://ift.tt/oEzthLi

Finding PC VR mods has always meant wading through a patchwork of Discord threads, news articles and GitHub repositories. Thanks to a new PCVR Central database though, you can now find it all in one place.

The News

Reddit user ‘camracks’ launched the PCVR Central database last week, aiming to be the one searchable place for VR mods that let you play flatscreen PC games in VR.

And while you might not find every single last PC VR mod there right this second, the newly launched database already boasts over 1,500 games with nearly 900 VR mods currently cataloged.

On the front page alone, you’ll find Call of Duty 4: Modern Warfare, Cyberpunk 2077, Grand Theft Auto V, Escape from Tarkov, Palworld and a lot more.

Courtesy PCVR Central

As a database and not a re-hosted central library as such, none of the mods are hosted locally, instead pointing to relevant links and repos for PC VR mods. Outside of making them easily searchable, PCVR Central also includes the ability to connect Steam (or simply paste a Steam link) to show VR mods for Steam games you already own, either natively or through a mod.

In addition to a user rating and review system, so you can see what the community feels about a given mod, mods are also tagged with how they fit on the ‘okay-to-native VR’ spectrum. You’ll find the tags ‘Experimental’, ‘Playable’, ‘Excellent’, or ‘Native-like’.

The database also indicates whether mods feature 6DOF controls, if the modder is still active, and how heavy the installation process is.

PCVR Central creator Camracks says they’re planning to expand the database and add more useful PC VR tools and features over time. In the meantime, you can learn more by visiting PCVR Central.

My Take

Less than a week since launch, PCVR Central has already proven to be an awesome resource, not only from a personal perspective as someone who always wants to poke around and see if any of my flatscreen games can be played in VR, but as someone who’s actively tracking the continued rise of PC VR mods, which seem to have experiencing a renaissance right now as VR game studio budgets falter.

And as enthusiasts push things forward in the post Meta-funding-bubble, filling in the gaps where studios won’t or simply can’t, having a central, searchable, modder-submittable platform is even more important. It declutters the mess of finding mods, and adds a useful community rating so you can know what’s actually worth your time and effort.

And while the barrier to entry into PC VR isn’t as high as it once was (in comparison to standalone platforms like Quest), PCVR Central has a good chance of playing a central role in keeping consumers engaged in VR, and maybe thinking twice before going full-apostate and leaving the space for good.

The post How to Find Every Major PC VR Mod in One Place appeared first on Road to VR.



from Road to VR https://ift.tt/VaQzykG
via IFTTT

Friday, 14 August 2026

‘High on Life’ is Getting an Official VR Port for Quest, PC VR & PSVR 2 Next Year

https://ift.tt/yM4YTe0

Announced during the VR Games Showcase, Flat2VR Studios revealed it’s collaborating with Squanch Games to again work its flatscreen-to-VR magic on the comedic sci-fi shooter, High on Life (2022).

The official VR port is targeting Meta Quest, PSVR 2 and SteamVR headsets.

In the announcement video (seen below), we get a behind-the-scenes look at some of the work Flat2VR is doing right now on High on Life, translating the game’s living guns, traversal, and NPC interactions into VR-native interactions.

Notably, the studio says it can already run natively on Quest, which is no small feat.

There’s no release date yet beyond the 2027 window for High on Life VR, which will be separate from the flatscreen original. You can now wishlist the game on the Horizon Store for Quest, Steam for PC VR headsets, and the PlayStation Store for PSVR 2.

In case you’ve never played on flatscreen, High on Life throws you into the middle of a war with an alien cartel who wants to use humanity as drugs. It’s up to you to rescue and partner with charismatic, talking guns, take down Garmantuous and his gang, and save the world.

In the meantime, you can check out all of the games announced at the VR Games Showcase here.

The post ‘High on Life’ is Getting an Official VR Port for Quest, PC VR & PSVR 2 Next Year appeared first on Road to VR.



from Road to VR https://ift.tt/DCTyzmW
via IFTTT
Related Posts Plugin for WordPress, Blogger...