Friday, 30 January 2026

Google’s Project Genie Makes Real-time Explorable Virtual Worlds, Offering a Peek Into VR’s Future

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DeepMind, Google’s AI research lab, announced Genie 3 last August, showing off an AI system capable of generating interactive virtual environments in real-time. Now, Google has released an experimental prototype that Google AI subscribers can try today. Granted, you can’t generate VR world on the fly just yet, but we’re getting tantalizingly close.

The News

Project Genie is what Google calls it an “experimental research prototype,” so it isn’t exactly the ‘AI game machine’ of your dreams just yet. Essentially, it allows users to create, explore, and modify interactive virtual environments through a web interface.

The system is a lot like previous image and video generators, which require inputting a text prompt and/or uploading reference images, although Project Genie takes this a few steps further.

Instead of one, Project Genie has two main prompt boxes—one for the environment and one for the character. A third prompt box also allows you to modify the initial look before fully generating the environment (e.g.. make the sword bigger, change the trees to fall time).

As an early research system, Project Genie has limitations, Google says in a blog post.  Generated environments may not closely match real-world physics or prompts, character control can be inconsistent, sessions are limited to 60 seconds, and some previously announced features are not yet included.

And for now, the only thing you can output is a video of the experience, although you can explore and remix other ‘worlds’ available in the gallery.

Project Genie is now rolling out to Google AI Ultra subscribers in the US, aged 18 and over, with broader availability planned to release at some point in the future. You can find out more here.

My Take

There are a lot of hurdles to get over before we can see anything like Project Genie running on a VR headset.

One of the most important hurdles to get over is undoubtedly cloud streaming. Frankly, cloud gaming exists on VR headsets, but it’s not great right now since latency is so variable based on how close you are to your service’s data center. That, and the big names in cloud gaming today (i.e. NVIDIA GeForce Now, Xbox Cloud Gaming) are generally geared towards flatscreen games; when it comes to render and input latency, the bar is much lower than VR headsets, which generally require a maximum of 20ms motion-to-photon latency to avoid user discomfort.

And that’s also not taking into account that Project Genie would need to also somehow render the world with stereoscopy in mind—which may present its own problems since the system would technically need two distinct points of view that resolve into a single, solid 3D picture.

As far as I understand, world models created in Project Genie are probabilistic, i.e. objects can behave slightly different each time, which is part of the reason Genie 3 can only support a maximum of few minutes of continuous interaction at a time. Genie 3 world generation has a tendency to drift from prompts, which probably gives undesired results.

So while it’s unlikely we’ll see a VR version of this in the very near future, I’m excited to see the baby steps leading to where it could eventually go. The thought of being able to casually order up a world on the fly Holodeck-style that I can explore—be it past, present, or any fiction of my chooseing—feels so much more interesting to me from a learning perspective. One of my most-used VR apps to date is Google Earth VR, and I can only imagine a more detailed and vibrant version of that to help me learn foreign languages, time travel, and tour the world virtually.

Before we even get that far though, there’s a distinct possibility that the Internet will be overrun by ‘game slop’, which feels like asset flipping taken to the extreme. It will also likely expose game developers to the same struggles that other digital artists are facing right now when it comes to AI sampling and recreating copyrighted works—albeit on a whole new level (GTA VI anyone?).

That, and I can’t shake the feeling that the future is shaping up be a very odd, but hopefully also a very interesting and not entirely terrible place. I can imagine a future wherein photorealistic, AI-driven environments go hand-in-hand with brain-computer interfaces (BCI)—two subjects Valve has been researching for years—and serving up The Virtual Reality I’m actually waiting for.

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XREAL Rolls out Automatic Real-time 3D Conversion Feature for Its AR Glasses

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XREAL has rolled out a real-time 3D conversion feature to its flagship AR glasses, which the company says converts any 2D content to 3D.

Xreal initially launched its ‘Real 3D’ software on Xreal 1S AR glasses earlier this month, however now the company has rolled out an update to Xreal One and One Pro that brings optional real-time 3D conversion to 2D content.

The company says Real 3D doesn’t require special video files, apps, DRM-protected content, or external software. All of the conversion is done in real-time on device via the company’s X1 spatial computing chipset built into the One series glasses.

XREAL One Pro | Image courtesy XREAL

“Because it doesn’t depend on proprietary players or formats, Real 3D works across connected desktops, consoles, phones, and other devices,” the company says, noting that content includes movies, streaming videos, locally stored media, and games.

Xreal tells Road to VR it does this by using the X1 chip’s NPU (neural processing unit) to perform depth estimation inference on every incoming frame and to generate the corresponding left- and right-eye views with depth relationships.

The company says it’s still investigating Real 3D’s latency. Notably, the company says that when compared to other display modes, its real-time 3D conversion results in “slightly higher power consumption,” something Xreal says is around 300mW.

Additionally, Xreal tells Road to VR that its Real 3D technology is entirely developed in-house.

“We trained a highly compact model that balances performance and power consumption specifically for integrating into the X1 chip. While real-time 3D conversion is relatively straightforward on high-end GPUs, we have not found any comparable solutions in the industry that can operate effectively on low-power platforms like X1.”

The Beijing-based AR glasses maker sells a fairly wide range of AR glasses, all of which  target traditional content consumption, such as flatscreen games, TV and film running on its own Android-based operating system.

Alongside the announcement it had secured a $100 million financing round, Xreal also recently became Google’s lead AR partner following a multi-year extension of an agreement initially initially started in late 2024.

As a result, Xreal aims to bring Google’s Android XR operating system to its AR glasses over the next few years, which is slated to kick off with Xreal’s Project Aura when it launches at some point this year. In the meantime, you can check out our recent hands-on with Project Aura here.

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Thursday, 29 January 2026

Snap Forms ‘Specs Inc’ to Insulate AR Business Ahead of AR Glasses Launch

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Snapchat maker Snap announced it’s formed a new business dedicated to its upcoming AR glasses.

The News

Called Specs Inc, the wholly-owned subsidiary within Snap is said to allow for “greater operational focus and alignment” ahead of the public launch of its latest AR glasses coming later this year.

In addition to operating its AR efforts directly under the new brand, Snap says Specs Inc will also allow for “new partnerships and capital flexibility,” including the potential for minority investment.

Snap Spectacles Gen 5 (2024) | Image courtesy Snap Inc

In September, Snap CEO Evan Spiegel noted in an open letter that the company is heading into a make-or-break “crucible moment” in 2026, characterizing Specs as an integral part of the company’s future.

“This moment isn’t just about survival. It’s about proving that a different way of building technology, one that deepens friendships and inspires creativity, can succeed in a world that often rewards the opposite,” Spiegel said.

While the company hasn’t shown of its next-gen Specs yet, the company touts the device’s built-in AI, something that “uses its understanding of you and your world to help get things done on your behalf while protecting and respecting your privacy.”

Snap further notes that it’s “building a computer that we hope you’ll use less, because it does more for you.”

My Take

Snap (or rather, Specs) is set to release its sixth-gen Spectacles this year, although this is the first pair of AR glasses the company is ostensibly hoping to pitch directly to the public, and not just developers and educational institutions.

Info is still thin surrounding Spec Inc’s launch plans for the devices, although forming a new legal entity for its AR business right beforehand could mean a few things.

For now, it doesn’t appear Snap is “spinning out” Spectacles proper; Snap hasn’t announced new leadership, leading me to believe that it’s more of a play to not only attract more targeted investment in the AR efforts, but also insulate the company from potential failure.

Snap Spectacles Gen 5 (2024) | Image courtesy Snap Inc, Niantic

It’s all fairly opaque at this point, although the move does allow investors to more clearly choose between supporting the company’s traditional ad business, or investing it the future of AR.

However you slice it though, AR hardware development is capital intensive, and Snap’s pockets aren’t as deep as its direct competitors, including Meta, Apple, Google, and Microsoft.

While Snap confirmed it spent $3 billion over the course of 11 years creating its AR platform, that’s notably less than what Meta typically spends in a single quarter on its XR Reality Labs division.

It’s also risky. The very real flipside is that Specs Inc could go bankrupt. Maybe it’s too early. Maybe it underdelivers in comparison to competitors. Maybe it’s too expensive out of the gate for consumers, and really only appeals to enterprise. Maybe it isn’t too expensive, but the world heads into its sixth once-in-a-generation economic meltdown.

Simply put, there are a lot of ‘maybes’ right now. And given the new legal separation, Snap still has the option to survive relatively unscathed if it goes belly up, and lives to find another existential pivot.

The post Snap Forms ‘Specs Inc’ to Insulate AR Business Ahead of AR Glasses Launch appeared first on Road to VR.



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Wednesday, 28 January 2026

‘Neon Genesis Evangelion’ VR Game is Still Coming, Demo Debuting at 30th Anniversary Next Month

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Indie studio Pixelity confirmed that its previously announced VR game based on the hit ’90s anime Neon Genesis Evangelion (1995) is still coming, as the studio just showed off its first teaser image.

Normally a single image wouldn’t be cause for celebration, although we’ve seen a rash of game cancellations lately, including the planned Batman: Arkham Shadow sequel and reportedly also an official Harry Potter VR game.

Initially announced back in February 2025, Korea-based indie Pixelity has now confirmed that EVANGELION: Δ CROSS REFLECTIONS is still in the works.

While series protagonist Shinji Ikari never actually signed a waver to join NERV in the anime—he was all but forced into the pilot’s chair in the first episode as Tokyo-3 was under attack—the image above seems to suggest a much more tranquil recruitment into Gendo Ikari’s mysterious defense organization.

Pixelity says Cross Reflections will be a three-part experience based on the story of all 26 episodes of the original anime, with the first instalment expected to arrive in 2026.

There’s no release date or list of confirmed target platforms yet, although a few lucky attendees at Evangelion’s upcoming 30th anniversary event in Japan will get a first hands-on with a demo.

The event is set to take place in Tokyo from February 21ss – 23rd. To find out how to buy tickets and sign up for a chance to demo the game, click here.

The post ‘Neon Genesis Evangelion’ VR Game is Still Coming, Demo Debuting at 30th Anniversary Next Month appeared first on Road to VR.



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Tuesday, 27 January 2026

Studio Behind VR Hit ‘Walkabout Mini Golf’ Lays Off 25% of Staff, Raises DLC Price Moving Forward

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Mighty Coconut, the indie studio behind Walkabout Mini Golf (2020), announced it’s reduced headcount by 25% n addition to raising future DLC prices to offset costs.

Might Coconut founder Lucas Martell published a blogpost explaining some of the difficulties the studio is facing amid the backdrop of an admittedly “challenging” VR game development landscape.

After staff reductions, which has affected a quarter of the studio, Martell says the remaining team at Mighty Coconut is now 27—something he says will let the studio “continue expanding the game for the foreseeable future.”

Walkabout Mini Golf fans have come to expect a steady stream of new course DLC, which thankfully isn’t set to change. Martell says that instead of the typical seven annual courses, the studio is set to deliver an expected six.

What is changing though—starting with the next release—is that DLC prices will raised by $1, bringing new courses from $4 to the new price of $5.

“We feel that’s the most direct way to support development as DLCs have grown in complexity. All previously released courses will stay at their current prices,” Martell says.

The studio is also focusing more on the VR version—available on Quest, SteamVR, PSVR 2, and Pico—and less on the ‘Pocket Edition’ for iOS.

“While we want to support as many platforms and ways to play as possible, keeping a completely unique mobile version of the game in lockstep with the VR platforms is a monumental task that slows down production much more than we had anticipated,” Martell explains. “We’d like to keep crossplay between VR and mobile functional for as long as we can, but we will also be sunsetting that at some point. We will be sure to announce that in advance once we do.”

Additionally, Mighty Coconut is scaling back development of additional activities, like Employee Mode, Chess and Slingshots.

“We know how popular these are and hope to return to them soon, but they require a fair bit of energy that needs to be focused elsewhere at the moment,” Martell says.

Mighty Coconut isn’t the only studio feeling the pressure. The wider industry recently saw a number of VR studio closures, reductions, and cancelled projects.

Fellow XR indie Cloudhead Games (Pistol Whip) also recently experienced layoffs affecting 70% of staff, while Meta’s XR Reality Labs division saw a reported 10 percent staff layoff. This includes the closure of Sanzaru Games (Asgard’s Wrath), Armature Studio (Resident Evil 4 VR port) and Twisted Pixel (Deadpool VR).

Additionally, budget cuts reportedly also saw the cancellation of a Harry Potter VR game for Quest, which was supposedly being developed by Skydance Games. Due to the Sanzaru closure, a Batman: Arkham Shadows sequel was also consequently cancelled.

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Monday, 26 January 2026

Meta CTO: Metaverse Efforts Led to a “lack of focus” on Quest “at expense of user experience”

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Meta CTO Andrew Bosworth offered the first bit of insight into the company’s recent Reality Labs shakeup, publicly acknowledging that Meta’s metaverse efforts suffered from a “lack of focus” that ultimately hurt the user experience on Quest.

Speaking at Axios House in Davos, Switzerland alongside the World Economic Forum last week, Bosworth discussed several issues that led Meta to refocus its metaverse and VR strategy—something that also included layoffs affecting 10 percent of its Reality Labs XR team.

Meta is refocusing its approach, and doubling down on AI and smart glasses while narrowing and reorganizing its VR and metaverse efforts. Bosworth, who is also head of Reality Labs, frames the pivot as a three-point problem: poor communication around the metaverse vision, high development costs, and an over-integration of Horizon Worlds with Meta’s VR strategy.

Horizon World teases (2022) | Based on images courtesy Mark Zuckerberg

Horizon Worlds wasn’t the company’s first social VR platform, although it did represent the first real concerted effort to bring to Quest users a ‘default’ shared VR space when it was initially released in 2021. Bosworth notes that Meta’s metaverse ambitions were to build a “rich version” of the mental “transportation” people already experience when socializing through smartphones.

“We still plan on doing that,” Bosworth told Axios’ Ina Fried, referring to Horizon Worlds. “But it’s like any investment. You’re going to look at how you do over the course of years and you’re going to reinvest in some areas and trim your losses in others. For us, we’re seeing tremendous growth of the our metaverse on mobile.”

Image courtesy Meta

While the launch across Android and iOS mobile devices in 2023 pushed Horizon Worlds reach beyond Quest for the first time, it eventually led to higher costs and a more difficult development process.

“Having to build everything twice—once for mobile and once for VR—is a tremendous tax on the team. You’d rather grow a giant audience and then work from a position of strength.”

A second issue was Meta’s decision to tightly bind Horizon Worlds to the Quest platform—something Bosworth admits wasn’t for everyone.

“When you put the headset on, you’re immediately in this kind of co-present accessible space. That is a real challenging piece of work to land from a standpoint of there’s lots of people who put this headset on for lots of different reasons. You want to support all those different use cases, [but] the lack of focus comes at an expense of user experience and a great expense in terms of development cost.”

Bosworth says that while the company now has “two much more focused bets,” those essentially come down to supporting third-party VR content and Horizon Worlds on mobile.

“To do this, of course, it’s tragic anytime your plans change and there’s a human cost; we found a bunch of roles that we just didn’t need anymore,” Bosworth said, referring to layoffs. “So, we did end up downsizing the effort on the metaverse specifically. Though on net, Reality Labs isn’t downsizing. We’re taking basically taking all of those [positions] and taking the investment on wearables, which is growing so rapidly for us.”

This follows the closure of three first-party VR studios, representing a concerted pullback from developing and funding content for the Quest platform.

Notably, Reality Labs’ operating costs have consistently exceeded $4 billion per quarter since late 2021. Q4 is the XR division’s most performant in terms of revenue, however Reality Labs typically only generates a max of around $1 billion, with Q1-Q3 bringing in significantly less. We’re sure to learn more about Q4 2025 when the company reports its after market close on Wednesday, January 28th.

You can watch the full interview below. Thanks go to Reddit user ‘gogodboss’ for pointing us to the news.

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Perennial VR Classic ‘Job Simulator’ Hits 6 Million Installs, Averaging 600,000 Units Annually

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Google-owned XR studio Owlchemy Labs announced that its breakout VR hit Job Simulator (2016) has now surpassed six million installs.

Job Simulator has been one of the most successful VR games over the past decade, having not found firm footing as a launch title for the original HTC Vive, PSVR, and Oculus Touch back in 2016, but also for having pioneered many of the fundamentals VR developers rely on today.

In short, the madcap simulator parody was one of the first to really nail VR object interaction while serving up immersive room-scale gameplay.

And while you’d expect a bulk of those 6 million installs to come from its earliest days as a regular chart topper, it wasn’t until early 2020 that Job Simulator officially went platinum, selling over 1 million copies.

By then, Job Simulator had already found its next wave of success on Quest, later coming to PSVR 2 and Apple Vision Pro in 2023 and 2024 respectively.

Notably, the number of installs probably doesn’t directly reflect units sold—decidedly a more direct measure of its success with consumers—although it may not be that far off.

In 2016, Job Simulator came free with HTC Vive for a limited time, which may count towards installs and not sales as such. It was also included in Meta’s Horizon Plus subscription games service in March 2025, which lets Quest users download select titles and keep them as long as they’re subscribers. That’s another place the studios might feel more confident counting install numbers and not sales.

Another place is VR arcades. In 2024, leading software distributor SpringboardVR said Job Simulator was their top-performing game thanks to its popularity with kids and VR first-timers. And those arcades weren’t buying Job Simulator—SpringboardVR is a games subscription service with an enterprise-focused licensing structure.

In addition to the news, Owlchemy Labs announced its free-to-play multiplayer Quest game Dimensional Double Shift crossed the one million download mark just over a year after its open beta launch, with the studio noting that the Job Sim-style social game recently became its fastest-growing title, with players logging 2.5 million total hours since its open beta launch in September 2024.

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