Friday, 15 May 2026

How to Play ‘Subnautica 2’ in VR, Although You May Want to Wait

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Subnautica 2 launched into early access yesterday, already having sold over two million copies in the first 12 hours. While it doesn’t include native VR support, that hasn’t stopped the most intrepid of us, who are already swimming around the depths in VR.

It’s no surprise that many Subnautica 2 owners have quite literally already popped their heads into the non-VR game. Like many games built in Unreal Engine, Subnautica 2 can be played in VR already thanks to PrayDog’s UEVR mod suite.

One such user was YouTuber ‘LunchAndVR’, who showed off some of the first footage of playing the game in immersive VR. Here’s the quick, spoiler-free video:

LunchAndVR notes that for now, they’re only able to play in VR with 3DOF and head aiming, which is admittedly less than ideal when it comes to user comfort and immersion, since most VR gamers expect 6DOF and immersive hand controls.

Some pitfalls to avoid include disabling autosave in the game’s accessibility settings, LunchAndVR says, otherwise the game crashes repeatedly. To do that, simply go to Subnautica 2 settings > Debug Settings > Disable Auto Save. At least for now, that means you’ll need to disable VR mode, save whilst in flatscreen, and then re-enable VR.

LunchAndVR also warns that the game isn’t “so good performance wise,” forcing them to lower settings for better stability.

While UEVR isn’t a plug-and-play solution—i.e. you can’t expect perfect results right out of the box—the modding community is currently hard at work generating more immersive mod profiles, which we expect to see in the coming days.

To boot, the Flat2VR modding team even teased a more advanced UEVR profile on the official Discord (invite link), showing Subnautica 2 in action with what appears to be basic motion controls.

 

Still, as tantalizing as it may seem, you may be better off waiting if you’re hoping to play from start to finish in VR—and that goes beyond the ad hoc VR implementations we’re seeing today.

Although the game is impressively polished at this early date, it’s going to be in Early Access over the course of the next two to three years, developer Unknown Worlds says, which means we’re sure to get plenty more content between now and then.

Image courtesy Unknown Worlds Entertainment

That said, there’s nothing holding you back from doing it right now, or actively contributing to the modding community to make it better for everyone else. Just be warned that updates are likely coming down the pipeline quickly, which could throw UEVR profiles out of whack.

As it is, the studio says official VR support “seems unlikely” and that they’re not currently working on it—something that also seems to be even more clear in the early access roadmap released today.

How to Play Subnautica 2 in VR

From what we’ve heard so far, you’ll need to download the nightly build of UEVR to mess around in Subnautica 2—mess around being the operative words. Of course, you’ll need the PC version of Subnautica 2 as well.

Extract the UEVR.zip to a folder of your choice, then:

  1. Launch the frontend GUI (UEVRInjector.exe)
  2. Launch Subnautica 2
  3. Locate Subnautica 2 in the process dropdown list
  4. Select your desired runtime (OpenVR/OpenXR)
  5. Toggle existing VR plugin nullification (if necessary)
  6. Configure pre-injection settings
  7. Inject

PrayDog advises that more information and troubleshooting can be found on the Documentation page. In any case, we’ll be keeping our eyes peeled for some of the quick and dirty fixes the modding community will come up with, and add them here.

The post How to Play ‘Subnautica 2’ in VR, Although You May Want to Wait appeared first on Road to VR.



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Thursday, 14 May 2026

VR Platformer ‘Moss’ is Getting a Flatscreen Port Following Cancellation of “major project”

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Polyarc Games today revealed it’s releasing a flatscreen adaptation of VR puzzle-platformer series Moss, which follows the cancellation of a “major project” last month.

The News

Polyarc announced it’s bringing Moss (2018) and its sequel Moss: Book II (2022) to console and PC in a new flatscreen game called Moss: The Forgotten Relic, slated to arrive sometime this year.

In the game’s Steam page, Polyarc says Moss: The Forgotten Relic brings both previously VR-only games as “one complete, enhanced experience debuting on PC for first time.”

Moss: The Forgotten Relic is also slated to arrive on PS5, Nintendo Switch and Switch 2, and Xbox.

In addition to being a flatscreen port of both games, Moss: The Forgotten Relic promises enhanced visuals and performance, new handcrafted cutscenes, a “smart follow” camera, the ability to skip combat, and all ‘Twilight Garden’ DLC.

This follows recent turmoil at Seattle-based Polyarc, as the studio announced last month it was reducing headcount by two-thirds following an “unsuccessful team-wide effort to secure funding following the cancellation of a major project,” the studio said in April.

Notably, Meta’s recent shift in priorities at its Reality Labs XR division not only prompted the closure of a number of several internal game studios, but also the revelation it was pulling funding from a number of third-party VR projects.

This includes the closure of Meta-owned studios Sanzaru Games, Armature Studio (Resident Evil 4 VR port) and Twisted Pixel (Deadpool VR), with affected games including the reported cancellation of a Harry Potter VR game for Quest, which was supposedly being developed by Skydance Games.

My Take

While both are distinctly VR natives, Moss and Moss: Book II are one of the handful of VR games to use a third-person POV, which could make for a smoother transition to flatscreen.

Moss does engage players with first-person tasks, like reaching into the world for direct interactions, although most of the action is directed at controlling the series’ pint-sized protagonist Quill via gamepad controls, so it’s not difficult to see how the games might be adapted for flatscreen.

I definitely don’t want to conflate a few flatscreen release to an outright abandonment of VR games, although we have seen a few high profile exits in the past, specifically from studios behind popular VR platformers—which is worrying.

One of the firsts was Playful’s Lucky’s Tale (2016). It was one of the most talked-about VR games of its era, as it came for free with the original Oculus Rift as a platform exclusive, and successfully mashed up 360 immersion with traditional platforming action.

Lucky’s Tale eventually came to PSVR and SteamVR headsets in 2022, although not after the studio released Super Lucky’s Tale for console and flatscreen PC in 2017 and its re-imagining New Super Lucky’s Tale in 2020. Yes, the studio did eventually bring the original game to Quest, PSVR and SteamVR headsets, but it was essentially just a remaster with a drip of additional content at that point.

Then there was ASTRO BOT Rescue Mission (2018), Road to VR’s first [10/10] game, which was created by Sony’s Tokyo-based Japan Studio. When Team Asobi, the studio’s spiritual successor, announced a sequel was coming in 2024, VR fans were basically left in the dust, as the studio implicitly told VR players not to hold out hope for support.

Neither Playful nor Team Asobi have produced anything in VR after their respective forays. And frankly, it’s hard not to see this as a Hail Mary by Polyarc, as a flatscreen adaptation is a cheap way of putting out something following its major downsizing in April.

That said, it remains to be seen whether the studio’s recent project cancellation was indeed another mainline entry into the Moss franchise, or something altogether different. Whatever the case, it seems to have taken the wind right out of the VR veteran’s sails.

The post VR Platformer ‘Moss’ is Getting a Flatscreen Port Following Cancellation of “major project” appeared first on Road to VR.



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Wednesday, 13 May 2026

‘Blade Runner’ Immersive Experience Coming to VR Destinations Next Year

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Behaviour Interactive, the studio behind asymmetrical multiplayer Dead by Daylight (2016), announced it’s developing an immersive experience based on iconic cyberpunk sci-fi Blade Runner.

The studio revealed it’s working with original IP holder Alcon Entertainment as well as Montreal-based PHI Studio, known for co-producing location-based VR experience Space Explorers: THE INFINITE and mixed reality theater experience BLUR. The news was first reported by Heise Online.

According to the experience’s description, Blade Runner: The Immersive Experience will include a “multisensory exploration blending dystopian environments with deep storytelling.”

“Staying true to the original vision of Alcon Entertainment, this project explores the contrasts between humanity and technology through cutting-edge digital scenography and an immersive soundscape,” the studios say.

While the team hasn’t revealed locations or launch dates yet, the project is being backed by Montreal-based VR destination Infinity Experiences, which previously worked with Univrse and Banijay Live Studio to launch an immersive experience based on sci-fi anthology BLACK MIRROR.

Notably, Infinity Experiences operates locations across North America, including locations in Montreal, Edmonton, Calgary, Quebec, and Mississauga in Canada, and locations in Chicago, Atlanta, and Houston in the US.

Blade Runner: The Immersive Experience is already in production, and scheduled for a North American premiere in 2027, the studios say, noting we’ll hear more details in the coming months.

The post ‘Blade Runner’ Immersive Experience Coming to VR Destinations Next Year appeared first on Road to VR.



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Tuesday, 12 May 2026

Meta Connect Event Set for September 23–24 Alongside New Glasses Tease

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Meta’s annual Connect event is set to return on September 23–24. The company teased what appears to be a new pair of smart glasses, and said its event will focus on “the latest in VR, wearables, metaverse, and AI.” All eyes will be on the event this year as the XR industry watches to gauge Meta’s next moves after a year of major reorganization and shifting priorities.

The News

Meta Connect 2026 will be hosted from September 23–24. The company’s annual event highlights its latest news and priorities in XR and AI. As with previous years, the event will be held at the Menlo Park campus, with significant keynotes and announcements being streamed online.

Alongside the Connect date announcement, Meta CEO Mark Zuckerberg shared a photo on social media teasing what’s likely to be a new pair of the company’s smart glasses which now span audio-only and a pair with a monocular display. In the photo the glasses were scratched out with blue markings to hide any identifying features.

Image courtesy Mark Zuckerberg

My Take

While it’s no surprise that Meta is hosting Connect once again this year, the 2026 edition of the event feels especially important for both the company and the XR industry at large.

The last 12 months have been anything but smooth sailing for those who are part of the XR industry. Canceled projects, layoffs, and closures at many of Meta’s internal XR studios have shown the company’s shifting of priorities away from XR and more toward its smart glasses business. Against the backdrop of similar struggles among external XR studios, the future hasn’t been looking very bright.

Meta insists it’s still committed to building and investing in XR, positioning its moves as necessary steps to course-correct on initiatives that didn’t pan out as expected.

Meta Connect will be the company’s next clear opportunity to give developers and customers confidence in the future of the Meta XR ecosystem.

One major thing driving uncertainty in XR right now is that Meta has announced several new pairs of smart glasses, but has not been clear about plans for upcoming Quest devices (the last of which, Quest 3S, was launched more than a year-and-a-half ago). Reporting suggests Meta’s headset plans have been shifting internally; rumors have been swirling about a high-end puck-focused headset that would be a Vision Pro competitor, or a more affordable next-gen Quest.

Meta announcing a new headset at Connect is probably the strongest signal the company could send to show both confidence and direction in its ecosystem. If a new headset isn’t announced, it will surely have the opposite effect.

The post Meta Connect Event Set for September 23–24 Alongside New Glasses Tease appeared first on Road to VR.



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Samsung Reportedly to Debut First Smart Glasses at Galaxy Unpacked on July 22nd

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Images and specs of Samsung’s upcoming smart glasses may have already leaked, however a new report suggests we may get an eye-full at the company’s Galaxy Unpacked product event in July.

At the time of this writing, Samsung hasn’t confirmed when its next Unpacked event will be, however according to Seoul Economic Daily, the South Korean tech giant is reportedly getting ready to hold its its next big product launch event in London on July 22nd.

There, we can expect to see a first look at the Galaxy Z Fold8 and Flip8 next-gen foldables, Galaxy Watch9 series, as well as its first smart glasses, which the company confirmed will arrive sometime this year.

Citing industry sources, Samsung is reportedly working with South Korea-based eyewear brand Gentle Monster “to enhance design and practical competitiveness” of the device, which is set to run Google’s Android XR operating system.

Render based on reportedly leaked images | Image courtesy Android Headlines

At Google’s I/O developer conference in May, Google announced it was partnering with Gentle Monster in addition to separate efforts with Warby Parker, Gucci parent company Kering, and Samsung to produce the first slate of Android XR smart glasses, which are expected to compete with Ray-Ban Meta.

Late last year however, Samsung announced it was working with Gentle Monster and Warby Parker on styling, making it less clear what devices we’ll see and which company is principally behind them.

Like Ray-Ban Meta and Oakley Meta smart glasses, those initial units are expected to be audio-only, i.e. not include a display of any kind, but instead include microphones, camera, speakers, and onboard AI.

The report notes Samsung’s smart glasses, which some have dubbed ‘Galaxy Glasses’, are expected to launch in Q3 of this year.

Notably, they will be positioned “not as a mere wearable device but as a core ‘edge device’ that completes its AI ecosystem, entering into full-scale competition with global companies such as Meta of the U.S. and Xiaomi of China,” the report maintains.

Additionally, Samsung is expected to connect its smart glasses with its broader device ecosystem, including smartphones and SmartThings home appliances, the report says.

This follows a supposed leak of images and specs of Samsung’s first smart glasses, which is reportedly including specs very similar to the latest Ray-Ban Meta (Gen 2).

The company is also reportedly working on more advanced units, as per code mined from the most recent One UI 9 firmware, which revealed a new and wholly distinct model number that some have speculated could be a pair of smart glasses with built-in display.

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‘Subnautica 2’ Devs: Don’t Hold Your Breath for Official VR Support

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Believe it or not, the original Subnautica (2018) actually included basic PC VR support well before its 1.0 launch. With its long-awaited sequel coming out this week though, you probably shouldn’t hold your breath waiting for official VR support.

Unknown Worlds Entertainment is releasing Subnautica 2 in early access on May 14th, which, as we’ve heard for years now, won’t include any official VR support of any kind.

As far back at game’s 2024 FAQ, the studio said adding VR support to Subnautica 2 “seems unlikely.”

Striking more of a conciliatory tone, the game’s Creative Producer Scott MacDonald more recently said this in a developer Q&A last summer:

“While we’re big fans of VR, and I have loads of headsets myself, we’re not currently working on VR support, but who knows what could happen in the future.”

Notably, the original Subnautica got rudimentary Oculus Rift DK2 support just one week after its early access launch in 2014, and even launched on Oculus Home in 2016 alongside the first consumer Oculus Rift.

Still, the game’s VR implementation left much to be desired, feeling unfinished, especially by today’s standards. Despite being extremely atmospheric and (at times) pretty immersive, it ultimately lacks many of the native VR touches you’d expect for more than a quick jaunt, such as awkward UI, weak controller support, and performance problems abound, requiring mods to get into a sufficiently playable state.

What’s more, Unknown Worlds Entertainment hasn’t shown any real signs of interest in building out first-party VR support for any of its games beyond the first Subnautica; the studio’s first big follow-up, Subnautica: Below Zero (2021), was even released at the height of the COVID-19 VR boom—the same year Facebook rebranded to Meta—but never gained official VR support.

There is still hope though that you’ll be able to jump into the deep waters of Subnautica 2 in VR. Because it’s being built in Unreal Engine 5, VR injector tools like Praydog’s UEVR are probably going to be your best bet while waiting (possibly indefinitely) for official VR support. Community-sourced settings usually crop up closely after launch too, like we saw with Bethesda’s remaster of The Elder Scrolls IV: Oblivion last year.

Early access also means we can expect more features over the course of the next two to three years, as the studio says it will likely be that long before we see an official 1.0 release, although official VR implementation doesn’t look likely at this point. Whatever the case, we’ll have our eyes peeled for mods and more tips on how to play Subnautica 2 in VR.

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Monday, 11 May 2026

Meta’s New AI-Powered VR Toolkit Lets Anyone Build WebXR Experiences Without Coding

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Meta announced a major update to its open-source Immersive Web SDK (IWSDK) framework, which lets developers build VR experiences on the web using WebXR—now including an “agentic workflow” powered by AI coding assistants which aims to reduce

Originally launched at Meta Connect last year, IWSDK aimed to simplify VR development tasks like physics, hand-tracking, movement, grab interactions, and spatial UI, something Meta says allows creators can focus on ideas instead of low-level engineering.

The new addition, which Meta announced in a developer blog post, now includes an “agentic workflow” powered by AI coding assistants such as Claude Code, Cursor, GitHub Copilot, and Codex.

 

“In practice, agentic workflows mean the AI does more than generate code; it also tests and validates it. This closed-loop system is essential for high-quality, reliable results. IWSDK’s AI integration closes this loop entirely, offering developers maximum productivity,” Meta says.

To demonstrate the system, Meta rebuilt its 2022 VR gardening demo ‘Project Flowerbed‘, previously made up of tens of thousands of lines of custom code. Using IWSDK’s AI workflow and existing art assets, the entire application was recreated in only 15 hours, the company says, noting the tool isn’t about “fixing a typo or generating boilerplate. It’s a full, interactive VR experience for web, rebuilt by AI using IWSDK.”

Meta’s main reasoning behind its latest (and certainly not last) injection of AI is mainly centered around ease of deployment. Web-based VR can be tested instantly in a browser without lengthy compile times, and can also be deployed across desktop and VR headsets via a simple URL, bypassing app stores and downloads. Notably, the company says over one million monthly users already access WebXR content on Quest.

If you’re looking to learn more, or explore Meta’s new AI workflow, check out IWSDK here. You can also find the open-source project (under MIT licensing) over on GitHub.

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