Tuesday, 31 March 2026

‘Cyberpunk 2077’ is Officially Coming to VR Soon as a Co-op Location-based Experience

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CD Projekt Red announced it’s working with Zero Latency VR to bring Cyberpunk 2077 to out-of-home VR destinations.

Zero Latency VR calls the forthcoming experience “based on the world of Cyberpunk 2077,” but built specifically for the company’s untethered, free-roam technology.

What’s more, the studios say they’re bringing the co-op experience to Zero Latency VR’s locations worldwide “soon”. At the time of this writing, Zero Latency VR operates over 140 locations across 30 countries

When it will release still isn’t clear. The studio says additional details about the experience will be announced at a later date.

Image courtesy CD Projekt, Zero Latency VR

In the trailer, we see running, gunning and team-based missions. Notably, multiplayer or any form of co-op isn’t available in Cyberpunk 2077 yet, making it the first time fans will be able to walk the streets of Night City together.

“It will allow players to physically move together through a shared space, offering a new way to explore the world of Cyberpunk 2077,” Zero Latency VR says. “This will be a self-contained experience capturing the atmosphere and style of Night City beyond its original screen-based format, as seen in the original video game.”

This follows a controversy involving prolific VR modder Luke Ross, who removed his R.E.A.L. VR mod suite following a DMCA takedown issued by CD Projekt in January for seemingly breaking the TOS regarding paywalled fan content.

Although Ross has since partially reinstated the mod suite for free, it doesn’t come with support for Cyberpunk 2077, as well as a number of other games that could prove equally litigious due.

The post ‘Cyberpunk 2077’ is Officially Coming to VR Soon as a Co-op Location-based Experience appeared first on Road to VR.



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Meta is Releasing 2 New Ray-Ban Smart Glasses for Prescription Wearers, Starting at $500

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Meta and eyewear partner EssilorLuxottica announced two new “optical-forward” pairs of Ray-Ban Meta glasses, which are said to support nearly all prescriptions.

Ray-Ban Meta and Oakley Meta smart glasses can already be paired with prescription lenses, although the latest pairs of Ray-Ban Meta smart glasses are coming with new ergonomic features: overextension hinges, interchangeable nose-pads, and optician-adjustable temple tips, things designed to give users a more custom fit.

Ray-Ban Meta ‘BLAYZER’ model |  Image courtesy Meta, EssilorLuxottica

In a blog post, Meta announced it’s offering two new frame styles: a rectangular ‘Blayzer Optics’ design available in two sizes (Standard and Large) and a more rounded ‘Scriber Optics’ frame. Both come with a Dark Brown charging carrying case, with pricing starting at $500.

Colors include Matte Black, Transparent Black, and Transparent Dark Olive, although Meta is also releasing seasonal colors, such as Transparent Matte Ice Grey and Transparent Stone Beige.

Ray-Ban Meta ‘Scriber’ model | Image courtesy Meta, EssilorLuxottica

Both new Blayzer and Scriber frames will be available for pre-order in the US starting today from Meta.com and Ray-Ban.com, as  well as at optical retailers in the US and and select international markets starting April 14th.

Meta also announced it’s releasing new lens and color options for Ray-Ban Meta (Gen 2) and Oakley Meta lines. New options include:

  • Vanguard Black with Prizm Black Lenses
  • Vanguard White with Prizm Rose Gold Lenses
  • Vanguard Black with Prizm Transitions® Ember Lenses (arriving later this Spring)
  • Vanguard Prizm Transitions Cobalt Lenses (arriving later this Spring)
  • HSTN Black with Prizm Dark Golf Lenses
  • HSTN Light Curry with Clear to Brown Transitions Lenses

Coming this spring and summer, Meta is also releasing three new limited-time seasonal colors for Ray-Ban Meta (Gen 2).

For the Skyler style: Shiny Transparent Peach with Transitions Brown Lenses. For Headliner: Matte Transparent Peach with Transitions Grey Lenses. For Wayfarer: Shiny Transparent Grey with Transitions Sapphire Lenses.

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Virtual Hangout ‘Rec Room’ is Permanently Closing in June, Assets Reportedly Acquired by Snap

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Rec Room, one of VR’s most prominent social platforms, is shutting down in June, with its creators noting they “never quite figured out how to make Rec Room a sustainably profitable business.” According to a GeekWire report (via Skarred Ghost), Snap has acquired select assets from Rec Room, which also includes talent moving to its XR-focused Specs Inc. subsidiary.

The News

Rec Room is slated to shut down servers on June 1st, 2026 at 12:00 PM PT (local time here), the studio announced in a blog post on Monday night.

“Over the past decade, Rec Room grew into something amazing, reaching over 150 million players and creators along the way. Players made over half a billion friends on the platform,” the studio says.

The Seattle-based studio managed to attract over $294 million since its founding in 2016. Its most recent round came in December 2021, bringing to the company $145 million and a $3.5 billion valuation.

Image courtesy Rec Room, Paramount Consumer Products

Cracks began to show in August 2025 however, as 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.

Although Rec Room says “millions of people” are still showing up to spend time in its platform—available across VR headsets, console, PC, and Android and iOS mobile devices—the company says the business simply isn’t sustainable.

“Despite this popularity, we 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.”

Image courtesy Rec Room, NFL

Some of this comes down to difficult market conditions in the gaming industry, Rec Room says, compounded by Meta signaling a monumental shift in its priorities as a supporter of VR gaming.

“But with the recent shift in the VR market, along with broader headwinds in gaming, the path to profitability has gotten tough enough that we’ve made the difficult decision to shut things down.”

Notably, earlier this month Meta announced it’s allowing Quest users to use a legacy version of Horizon Worlds, although the company is shifting focus to develop the virtual social platform “almost exclusively” for mobile.

This comes amid a GeekWire report that Snap has acquired select assets from Rec Room in addition to hiring a number of its staff to work in the company’s Specs Inc subsidiary, which is working on the company’s upcoming XR glasses. The report suggests neither company has signaled that Rec Room will live in any capacity at Snap however.

As a last goodbye, Rec Room released a video recapping the last decade (seen below), including special events, games, and its evolution as a user-generated content platform.

My Take

While sad, Rec Room is being wound down in probably the most responsible way possible, as the company is making sure its third-party creatives will be paid out while it gives everyone at least two months for everyone to figure out next steps. This even includes the ability to download room and invention data for anyone who wants to recreate their own room in a game engine, such as Unity.

And love it or hate it, it also means VR headset-owning kids now have one less place to go to hang out. Over the years, Rec Room essentially became VR’s de facto family-friendly platform, as the studio pioneered the space as one of the first user-generated VR platforms to include built-in child safety layers.

I’m far from the right person to point parents to alternative platforms, although I can safely say VRChat is not the right place, as it lacks a dedicated kid mode, and often plays host to adult content that is generally poorly regulated.

More importantly though, the loss of Rec Room marks the death of one of the most valuable VR companies outside of Meta—one that notably pioneered a VR creator economy which the company said last year was paying out more than a million dollars per quarter to creators.

This should not only give VR game developers pause, but also the investor class, who can now point to not only the failure of Horizon Worlds on VR headsets, but one of the earliest, most consistent, and most accessible platforms too.

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Friday, 27 March 2026

Meta Slated to Launch Two New Ray-Ban Smart Glasses, According to FCC Filing

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Meta and EssilorLuxottica appear to be preparing two new Ray-Ban smart glasses for launch, according to US Federal Communication Commission (FCC) filings from earlier this month.

As first reported by Janko Roettgers in his Lowpass newsletter, Meta hardware partner EssilorLuxottica has filed with the FCC two new devices which appear to be the next generation of their Ray-Ban smart glasses.

The FCC filing in question contains the names ‘Ray-Ban Meta Scriber’ and ‘Ray-Ban Meta Blazer’, describing them as “production units”, which could mean launch is fairly close.

Array of Meta smart glasses | Image courtesy Brad Lynch

Typically, FCC filings are one of the last stops before launch, as we saw with the last three hardware generations of Ray-Ban smart glasses, all three of which released less than a month after their respective FCC filings.

The company’s second-gen smart glasses released in 2025 include hardware refreshes of its popular Ray-Ban glasses, as well as Oakley Meta HSTN, Oakley Meta Vanguard, and the $800 Meta Ray-Ban Display glasses—the company’s first smart glasses to include a heads-up display.

As Roettgers points out, the new FCC filings are largely devoid of details or images of the devices, however a charging case was mentioned in testing—an accessory provided with all generations of the companies’ smart glasses.

Model numbers for Blazer and Scriber, respectively RW7001 and RW7002, are also new, which suggests we’re dealing with a new hardware generation.

Additionally, the devices were tested using the Wi-Fi 6 U-NII-4 band (5.9 GHz). Notably, the company’s latest smart glasses use Wi-Fi 6E (6 GHz), which does not operate in the 5.9 GHz U-NII-4 band.

This comes amid a significant shift in priorities at Reality Labs, Meta’s XR division. In January, the company laid off at least 10 percent of staff at Reality Labs, as the company has doubled down on AI and smart glasses, and reduced spending on first-party VR content.

Meanwhile, the smart glasses segment has been very successful for the Meta-EssilorLuxottica partnership, with the French-Italian eyewear maker revealing earlier this year that it had sold over seven million smart glasses last year, effectively tripling sales from all prior years in 2025 alone.

The post Meta Slated to Launch Two New Ray-Ban Smart Glasses, According to FCC Filing appeared first on Road to VR.



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Thursday, 26 March 2026

‘The Boys: Trigger Warning’ Review – A Bloody Power Fantasy That Pulls Too Many Punches

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The Boys: Trigger Warning feels like a game caught between two priorities: delivering a brutal, irreverent VR adaptation of its source material, and serving as a timely piece of franchise promotion. It nails just enough of the show’s tone and spectacle to pull you in, but beneath the surface is a surprisingly shallow experience that rarely lives up to the power fantasy it promises.

Developer: ARVORE
Publisher: Sony Pictures Virtual Reality
Available On: Quest, PSVR 2 coming soon
Reviewed On: Quest 3
Release Date: March 26th, 2026
Price: $30

Gameplay

The Boys: Trigger Warning is a pretty familiar revenge story. Just like how Hughie’s girlfriend is flagrantly mowed down by A-Train in season one of the show, tragedy strikes protagonist Lucas Costa during a fateful encounter with the Armstrongs, a family of low-level ‘Supes’.

On the brink of death, The Boys juice you up with the superhero drug ‘Compound V’, both saving your life and putting you on the path of vengeance, giving you permanent telekinetic powers so you can infiltrate Vought and hunt down the Armstrongs one-by-one.

Image captured by Road to VR

The narrative is comfortably familiar, well-worn even, although the game does serve up a somewhat toned down version of the series’ patented ‘WTF’ moments. Its cartoony (and sometimes glitchy) visuals seem to soften what would otherwise be much more shocking reveals.

Extreme violence and coarse language are on full display though, as you pop heads like bloody grapes, smash dudes to death with Homelander-brand dildos (star and stripes forever), and hear Butcher call anyone and everyone a cunt. It is The Boys we’re talking about here, after all.

Image courtesy ARVORE, Sony Pictures Virtual Reality

As for powers, you can grab and fling objects from afar to knock out baddies, teleport to close locations, x-ray through walls to see enemies, and pop heads by sneaking up behind them. Unfortunately, all of the game’s AI enemies are as distressingly stupid as the low-level guard seen below, but more on that in the Immersion section.

 

It’s admittedly a very cool and appropriately-balanced set of abilities, potentially positioning The Boys: Trigger Warning as a pretty good stealth-action game. I say “potentially” because I think a cool game is under there somewhere.

As it is, it feels both rushed and curbed in service of becoming a brand engagement vehicle—because let’s face it, the VR game is dropping just days ahead of The Boys’ final season coming next month. The consequence: it does very little to stop you from just bulldozing through levels, which seems to cheapen things.

As far as I can tell, the only thing you can ‘earn’ are nominal achievements on your end-mission report card. As it is, there are no upgrades, unlockockables, or any way to select specific missions from the past to replay them.

Image captured by Road to VR

That said, it’s not all stalking through Vought’s office buildings and popping heads, although that is a bulk of the game. You’re also able to temporarily use three specific powers collected throughout the course of the game, which become much more important during its two boss fights (yes, only two) and handful of one-off encounters with higher-level baddies that require brute force tactics.

‘Bone Blades’ let you spawn giant blades so you can easily slice through bad guys, ‘Active Camouflage’ lets you bypass security cameras and guards, and ‘Laser Eyes’ let you blast lasers, well, out of your eyes, easily killing anyone in your path. They’re all really smart and cool editions, but I can’t help but feel like they may be a little too over powered.

 

Realistically, this lets you play in either stealth-action mode, or as a beat ’em up with no real incentive to choose either play style. As it is, the three regular enemy types are very simple to kill, and no amount of blaring security klaxons can really stop you.

Boss fights, of which there are only two, highlight some of the flaws in the game’s combat system. Controls are fairly densely packed; you not only have to jab yourself with one of three Temp V syringes on your belt holster, but you have to activate those power by holding down both he triggers and grip buttons, which essentially restricts your ability to teleport, since it also uses the trigger to activate.

Image courtesy ARVORE, Sony Pictures Virtual Reality

That said, I would consider level design to be very good, as it offers up plenty of hidden areas to explore, some of which contain much needed re-ups of Temp V, found notes, and audio logs. To be honest, I never bothered much with the found notes or logs though, as you have to physically pause to read or hear them.

With four hours of gameplay, I left feeling a bit confused overall. As a narrative experience, it feels right at home with The Boys. As a game though, it feels somewhat rushed, and maybe even toned down in difficulty to better serve as a brand engagement vehicle.

Immersion

A definite highlight for me is the game’s narrative, which really does the source material justice. Temp V isn’t good for your brain, and the more you take it, the more you start to see things. Big Soldier Boy isn’t real, and can’t hurt you. Maybe…

Image captured by Road to VR

I would have otherwise said the cartoony vibe was also a great fit for the VR adaptation, although some pretty robotic rigging puts it at odds with some of the more premium and refined elements on display.

Laz Alonso (Mother’s Milk), Jensen Ackles (Soldier Boy), Colby Minifie (Ashley Barrett), and P.J. Byrne (Adam Bourke) have all reprised their roles in the game as voice actors. Although Butcher and Homelander are a big part of the game too, notably neither Karl Urban nor Anthony Star took part, which I was very surprised to learn when the credits finally rolled. Seasoned voice actors Gary Furlong (Butcher) and Jake Green (Homelander) served up excellent impressions, so much so I had to double take.

Still, characters feel robotically animated, with mouths looking more like they’re chewing on peanut butter than actually talking. It’s an odd thing to watch, especially since exposition dumps mostly happen when you’re just sitting on a stool and MM and Butcher are giving you a lecture, or prepping you for the next mission.

Image captured by Road to VR

Enemy AI is also just so bad it’s funny. Much like pigs, enemies can’t look up. They also apparently can’t see too far down an unobstructed corridor either, making stealth hits way too easy. At one point, when I realized just how much time I was wasting creeping through air ducts, I just decided to go ham and clear out every level by continuously juicing my Bone Blade Temp V. Who cares if an alarm goes off? Or if I’m caught on CC TV? It literally doesn’t matter, because there is effectively no reward, no penalty, or much of anything that can stop me from getting to that end mission screen.

As for object interaction, most of it is done via telekenisis, so you don’t physically pick up anything. It’s probably for the best, as your virtual hand position is off by a few inches, which makes coming out of VR a very strange experience for the first few minutes. As a touch typist, I kept hitting hitting the wrong keys on my keyboard when jotting down my thoughts after missions—totally throwing my body’s proprioception out of whack.

In all, if you’re a fan of The Boys, you’ll probably really appreciate the level of care when it comes to voice acting, general art direction, and narrative. Still, characters feel too wooden and robotic to be believed, and gameplay too dumbed down to be truly engaging.

Comfort

While there’s the full range of comfort options, I found that point of view would involuntarily move when inside air ducts, and even sometimes when standing still on solid ground, which can be uncomfortable since it’s not controlled by the user. Moving your stick corrects this behavior temporarily, although I imagine it will be the subject of a future update.

Otherwise, the game is very comfortable, provided you don’t push past your personal limits for frenetic movement, like you might need for boss fights or more-packed enemy encounters.

The Boys: Trigger Warning Comfort Settings – March 26th, 2026

Turning
Snap-turn ✔
Quick-turn ✖
Smooth-turn ✔
Movement
Teleport-move ✔
Dash-move ✖
Smooth-move ✔
Arm Swing-move ✖
Blinders ✔
Head-based direction ✔
Controller-based direction ✖ (body-based)
Swappable movement hand ✖
Posture
Standing mode ✔
Seated mode ✔
Artificial crouch ✔
Real crouch ✔
Accessibility
Subtitles ✔
Adjustable difficulty ✖
Two hands required ✔
Real crouch required ✖
Hearing required ✖
Adjustable player height ✔

The post ‘The Boys: Trigger Warning’ Review – A Bloody Power Fantasy That Pulls Too Many Punches appeared first on Road to VR.



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Tuesday, 24 March 2026

‘PAYDAY: Aces High’ VR Game Announced for Quest & PC VR, Reveal Trailer Here

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During the VR Games Showcase today, Fast Travel Games revealed PAYDAY: Aces High, an upcoming VR co-op heist game set in Starbreeze Entertainment’s PAYDAY universe.

Slated to launch sometime this year on Quest and SteamVR headsets, PAYDAY: Aces High promises to bring some frenetic four-player co-op action, letting you take on the role of different ‘Aces’.

Here’s how Fast Travel describes the action:

After being framed by business titan Warren Jupiter, players team up to take revenge through the signature chaos of a PAYDAY heist. Design your own unique loadout, mixing weapons, gadgets and skills to become the ultimate, high-caliber heister.

Infiltrate banks, museums, and even a luxury penthouse apartment, surveying each scene before choosing the perfect moment to go loud and secure your payday.

While the reveal trailer only showcased a few weapons, the studio says Payday: Aces High is coming with a full arsenal of ARs, SMGs, shotguns, pistols, and a host of gadgets, including grapple and sentry guns.

And just like the broader Payday series, each mission earns you cash and rep, which lets you successively unlock better skills, gear, and gadgets.

It also seems that teams will need to get pretty tactical when planning out missions, as the game offers up four Aces to choose from, each with their own gameplays style:

  • Ace of Hearts: The Mastermind – The brain behind the chaos. Lines up every angle, every fallback, every escape.
  • Ace of Clubs: The Ghost – Silent, surgical, gone before anyone knows they’ve been fooled.
  • Ace of Diamonds: The Technician – Gadget freak. Orchestrating the theater of destruction.
  • Ace of Spades: The Enforcer – The hammer that keeps hitting when things get loud.

Payday: Aces High doesn’t have a release date yet, with Fast Travel saying it’s coming sometime in 2026. The in the meantime, you can wishlist PAYDAY: Aces High for Quest on the Horizon Store and for PC VR headsets on Steam.

The post ‘PAYDAY: Aces High’ VR Game Announced for Quest & PC VR, Reveal Trailer Here appeared first on Road to VR.



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Watch The VR Games Showcase Right Here at 9AM PT

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The next edition of the VR Games Showcase is nearly here, bringing another heaping dose from VR’s leading Direct-style digital showcase dedicated to revealing high-quality VR games and showing updates on some of your most anticipated projects.

We’ve lined up one of our best shows yet, featuring over 20 games. That includes fresh looks at some of the biggest upcoming releases, including The Boys: Trigger Warning from ARVORE and Wrath: Aeon of Ruin VR from Flat2VR Studios, as well as updates on hits like Triangle Factory’s ForefrontBootstrap Island from Maru VR, and Dimensional Double Shift from Owlchemy Labs.

We’ll also have one of our biggest game announcements to date, as well as previews from the team at Creature and top VR studios including Innerspace, Spectral Games and more. And there’s over 10 titles in our pre-show, highlighting some of the best independent games.

Watch the latest reveals right here, today at 9AM PT (your timezone here):

When Is The Next VR Games Showcase?

Our Spring 2026 edition of the show airs Tuesday, March 24th at 9AM PT (your timezone here). We’re expecting a roughly 30 minute core show filled with game announcements and fresh looks.

For early birds, the VRGS Pre-Show will offer yet more game reveals and exclusive trailers from some of our favorite independent and mixed reality developers. Tune in 20 minutes ahead of the 9AM kickoff to see a host of game reveals (your timezone here).

Where Can I Watch The VR Games Showcase?

There are a few good ways to watch the show. First and foremost will be the VR Games Showcase YouTube channel, where you can get everything direct from the source. But we’ll also be co-streaming with our partner IGN.

We can’t wait to show you what’s in-store for the event. If you happen to miss the show, don’t worry! We’ll be recapping up every game and trailer reveal in a handy article right here on Road to VR.

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