Flat2VR Studios has finally brought its VR adapatation of Roboquest (2023) to Quest 3 and 3S, which also brings to the fast-paced roguelite shooter its long-awaited co-op mode.
The new two-player co-op mode is now live, featuring full cross-play between all supported VR platforms, including both SteamVR and PSVR 2 versions.
This includes Quickplay matches as well as private matches, which require a room code—a practical necessity since friends lists aren’t shared across ecosystems.
Initially launched as a flatscreen-only game in 2023, RyseUp Studios worked with Flat2VR to completely overhaul the game for VR headsets, changing much of the game’s player-facing interactions in what Flat2VR has described as a complete VR adaptation, not just a simple port as such.
In case you’ve never heard of Roboquest or the VR version, which released late last year as a separate game, here’s the skinny:
Description: The world is in ruins, scorched and overrun by ruthless machines. But you? You’re a Guardian—humanity’s last hope, rebooted and ready for war. Armed with cutting-edge firepower, razor-sharp reflexes, and a thirst for chaos, you’ll blast through the wastelands, shredding waves of robotic adversaries in high-speed, adrenaline-fueled combat.
Roboquest VR brings the pulse-pounding, roguelite FPS action of the hit game to virtual reality, fully reimagined for an immersive experience that will push your skills to the limit. With fast-paced movement, fluid shooting, and dynamic traversal mechanics, every battle is an electrifying dance of destruction. Sprint, jump, and slide through the ever-shifting environments as you weave between enemy fire and unleash an arsenal of devastating weaponry.
With affordable PC-compatible headsets like Quest 3S and PSVR 2, it’s easy to jump into PC VR. For the gamers considering purchasing a PC VR headset, one major question marks the starting point on your journey to a decision: does my PC meet the minimum specs? Here’s how to find out.
Updated – July 23rd, 2026
VR gaming is much more resource intensive than monitor gaming. In short, that’s because the render resolution is much higher than the 1080p or 4K displays used by most PC users today. Not to mention, VR games must also be rendered in 3D and anywhere from 72 to 144 FPS depending on the headset. Here we’ve got the recommended VR system requirements for the most popular headsets.
Before we dive in, you’ll want to know a few things about your computer. First and foremost, PC VR headsets are not supported by MacOS. Next up, you’ll need to know your PC’s specs. Expand the section below if you don’t already know where to find that info.
Video card
CPU
RAM
Video Output
GPU
Press the Start button and type ‘device manager’, select it from the list
In Device Manager, expand Display Adapters, your video card is listed beneath
CPU & RAM
Press the Start button and type ‘about your PC’, select it from the list
In the About window, scroll down to find ‘Processor’ (also known as CPU) and ‘Installed RAM’
Video Output
For this you’ll need to look at the back of your computer and see which ports are available on the back, specifically on your GPU (which is usually lower):
Image courtesy Alienware
The ports can look very similar, so look closely at the shapes of each. Remember that you will need a free port to plug your headset into.
Image courtesy Alienware
Most headset makers provide what they call a ‘recommended’ hardware configuration for virtual reality gaming. This gives VR developers a baseline hardware target so that they can ensure the consistent FPS requirement is met. If your hardware does not meet the recommended specification, you risk dropping under framerate which can result in a choppy and uncomfortable VR experience.
The recommended specs provided by each company are relatively similar but there are some key differences worth looking at in detail:
Meta VR System Requirements
Courtesy Meta
Meta Quest, Quest 2, Quest 3, Quest 3S & Quest Pro via Quest Link
Important Note: PC VR support for PSVR 2 requires an official adapter. PSVR 2 on SteamVR is officially supported by Sony, but there are some caveats when used on PC compared to PS5; read more here.
PSVR 2 Recommended VR Specifications
Video Card: NVIDIA GTX 1050 / AMD Radeon RX 5500XR or later
CPU: Intel i5-7600 / AMD Ryzen 3 3100 or later
Memory: 8GB+ RAM
Video Output: DisplayPort 1.4 ((must have a standard DisplayPort or Mini DisplayPort output port, adapters from other ports will not work)
OS: Windows 10+
Additional Requirements: Bluetooth 4.0 or later
PSVR 1
PSVR 1 does not support PC VR
HTC VR System Requirements
HTC Vive Pro 2 | Courtesy HTC
Vive Pro 2 Recommended VR Specifications
Video Card: NVIDIA GTX 2060 / AMD Radeon RX 5700 or greater
CPU: Intel Core i5-4590 / AMD Ryzen 1500 or greater
Memory: 8GB+ RAM
Video Output: DisplayPort 1.4+
USB Ports: 1x USB 3.0+ port
OS: Windows 10+
Vive XR Elite
Video Card: NVIDIA GTX 1060 (6GB) / AMD RX 580 or greater
Samsung today teased a new slate of smart glasses designs, which includes two new frames from eyewear partners Gentle Monster and Warby Parker.
The News
When Samsung and Google finally unveiled their jointly-developed smart glasses at Google I/O in May, US-based Warby Parker and South Korean eyewear brand Gentle Monster showed off their initial designs, seen below.
At the time, Gentle Monster’s initial ‘cat eye’ design seemed to fill a gap in the current smart glasses milieu, which was notably before Meta revealed it had collaborated with Kylie Jenner on a strikingly similar design.
Now, at Samsung Unpacked in London, the brands have shown off two new designs, which funnily enough still don’t have names. Here’s Gentle Monster’s next design:
Courtesy Samsung, Google, Gentle Monster
And here’s Warby Parker’s next design, which is very similar to the first, albeit with a slightly less-pronounced nose bridge:
Courtesy Samsung, Google, Warby Parker
All four are ostensibly set to launch sometime this fall, making them essentially the first smart glasses to run Google’s Android XR operating system.
Much like Meta’s fleet of audio-only smart glasses, the Gentle Monster and Warby Parker frames pack in a single camera sensor for things like photo, video, and to give AI access to what you’re seeing, so it can do things like answer questions, real-time translation, and more.
That said, there’s still a lot to learn about them too, as we still don’t know specific release dates or prices for any of the pairs revealed thus far. For now, Samsung says all of the smart glasses are built on the Snapdragon AR1 Gen1 platform, and are set to offer up to nine hours on a single charge with up to seven additional full charges from the charging case.
My Take
If Samsung, Google and Co. want to beat Meta at smart glasses supremacy, the cheapest of these need to not only match (or beat) Meta at its own game, but also come in somewhere around $300 – $400. That specific range just happens to be the price of Meta’s own in-house styled Meta Glasses last month, which now lack any flashy EssilorLuxottica sub-brands.
As an aside: jettisoning Ray-Ban and Oakley for a cheaper frame feels as much a tactic by Meta to redefine what the price should be in the minds of potential buyers as it does a way of lowering costs and gathering more users before competition sets in, at whatever price.
Aside … aside, an important thing to remember is all of these smart glasses are effectively AI end points. Google/Samsung runs Gemini and Meta runs Meta AI, which leaves the former in a surprisingly advantageous position. Gemini can hook into the entire Google ecosystem, and possibly have a wider set of app integrations as a result, which could give it the edge if Google can communicate it effectively.
Personally, I’m more excited for the display-clad smart glasses models promised by Google and/or Samsung, which sound cool, but may actually be a device generation away. Whatever the case, Meta’s own $800 display glasses, Meta Ray-Ban Display, are only available in the US for the foreseeable future—which isn’t where I live—so I’m looking forward to the mounting competition so I can finally read my emails while staring deeply into a friend’s face while feigning a reassuring nod.
Meta announced it’s partnering with Microsoft to bring a “starter edition” of its cloud-based XBOX Game Pass to Horizon+, Meta’s own VR game subscription service. In the coming weeks, Meta also says it’s pushing out Xbox gamepad emulation for Quest’s Touch controllers too.
The News
The new Xbox Game Pass addition brings a library of 50+ non-VR games to Horizon+, allowing users to play titles such as Fallout 4, Fallout 76, Overcooked 2, Grounded, DayZ, Deep Rock Galactic and more. That essentially adds 50 percent more games to the service’s current library of 100+ VR titles.
There is a caveat.The new “starter” version bundled with Horizon+ only brings 10 hours of cloud gaming each month, albeit still priced at the regular $60 annual, or $8 per-month subscription fee.
Notably, like the Xbox Game Pass integration first released on Quest in 2023, these cloud-based Xbox games aren’t in any way ‘VR-fied’, as they play on a flat virtual screen, which can be sized from theater-size up to 26 feet.
What’s more, Meta says it’s also finally bringing Xbox gamepad emulation to Quest Touch controllers, as before users would need to pair a newer Xbox gamepad to Quest via Bluetooth. Meta says it’s rolling out the update “in the coming weeks.”
In the meantime, you can learn more about Xbox Game Pass availability and pricing for your area here, and about Horizon+ availability and pricing here.
My Take
Valve is set to release Steam Frame, which puts a heavy focus on playing both traditional games locally and streamed from a capable PC, so it’s pretty clear what Meta’s game is with the new Xbox cloud streaming add-on to Horizon+.
And even though Meta isn’t funding VR games nearly at the same rate since announcing it was pivoting Reality Labs to focus more on smart glasses and AI, adding in “free” cloud gaming each month is a pretty cheap way for the company to maintain some feature parity with Steam Frame while slowing whatever market share it may lose in the process.
Still, the biggest differentiator is that Meta and Microsoft are only offering a taster of Xbox cloud games on Quest, as it’s limited to 10 hours per month unless you buy the full Xbox Game Pass, which at the $10 tier (separate from Horizon+) allows for standard unlimited cloud streaming.
If you’re looking to casually dip into traditional games, it’s a clear value add any way you slice it, although it’s pretty clear the funnel is to get you outright purchase an additional Xbox Game Pass once those short 10 hours are up. That, to me, is where the value add stops making so much sense.
Unlike Steam Frame, which will admittedly cost way more than a Quest 3 or 3S, you can’t download those flatscreen games on Quest and play them offline. And once you stop paying for either service, provided you want to exclusively cloud game on Quest, you’ll lose access to some portion of your subscription game catalogue in the process. Whatever the case, Horizon+ subscribers should be pretty happy they can play something new, that’s for sure.
We at Road to VR have been asking ourselves: how do we offer the most value to our readers? That question led to an experiment over the last few months that changed the way we structured each article, with the goal of making them more useful to you. Now, we’d like to hear your thoughts.
From the very beginning of Road to VR, our goal has always been to give the audience enough context in any given article that they would walk away understanding both the what and the why it matters of each piece of news we cover. Between my colleague Scott and I—who produce the vast majority of content on Road to VR—there’s nearly 26 years of collective expertise in the XR. That’s why, for most of our publication’s existence, our usual news articles generally wove critical context directly inline with each and every paragraph of the news subject of the article. Usually that resulted in several pretty dense paragraphs.
In recent months we decided to experiment with another idea: to more clearly separate the what (ie: the basic facts of the news that you could find from the official source) from the why (ie: why does this news matter… through the lens of authors that deeply understand the subject matter and historical context of the XR industry).
So you may have noticed recent articles organized with two recurring headers: ‘The News’ and ‘My Take’.
In ‘The News’, we aim to give you the facts quickly and without fluff. In ‘My Take’, we aim to zoom out and help readers understand why this particular news item matters in a broader context. This section also allows Scott and I to speak from a personal “I” perspective—and lean into our individual expertise, opinions, and personality—rather than speak with a collective voice, as we have done historically.
Here are two examples of an examples of articles using this new format:
So, we’d really like to hear your thoughts on this format. A couple of questions to think about: did you notice it? Do you like or dislike it? Is there some way it could be better?
Please feel free to leave a comment below, or if you’d like to offer your feedback privately, please reach us at feedback [at] roadtovr [dot] com.
South Korean eyewear brand Gentle Monster is set to launch its first pair of smart glasses this fall, and it’s hoping to make waves with a rash of new physical retail locations across North America and Europe.
The News
As reported by Maeil Business Newspaper, Gentle Monster is set to dramatically increase its overseas stores within the next five years. While Gentle Monster currently operates a total of 86 stores globally, 36 of which are in Korea, the Seoul-based company aims to open 10 more non-Korean locations by the end of this year, with plans to expand that number to a total of 200 within three to five years.
Gentle Monster’s rapid expansion outside of its Korean home turf comes at a critical moment, as the company hopes to drive global brand growth off the back of its upcoming smart glasses, the result of a partnership between Google and Samsung.
Gentle Monster Smart Glasses | Courtesy Google & Samsung
Much like Meta Ray-Ban, Gentle Monster’s smart glasses include a built-in camera for video and photo capture, audio input and output, and a a big focus on AI integration, although it will be one of the first smart glasses to run Google’s Android XR operating system and its Gemini AI.
“We plan to increase the number of North American stores from the current eight to more than 10 by the end of this year,” a Gentle Monster spokesperson told Maeil Business Newspaper. “We will actively market AI glasses to become a new growth engine in addition to existing eyewear.”
While North America and Europe are undoubtedly set to be a big focus for Gentle Monster, the company also aims to expand retail across Asia, including Korea, Japan, China, and Taiwan.
I was wondering how Gentle Monster would appeal to the North American and European market ever since Google announced it was working with it and US-based Warby Parker. I’ve never physically seen a pair of Gentle Monster glasses outside of Asia, so I basically assumed Samsung would take the lead, physically selling both the smart glasses from Gentle Monster and Warby Parker via its comparatively larger retail presence, leaving the two smaller brands to essentially sell primarily online and at its less numerous physical locations.
It seems though the recent Google investment has given the rapidly growing K-brand reason enough to take a lead, which maybe shouldn’t be so surprising given just how well K-anything is doing nowadays.
What’s especially interesting though is that Gentle Monster appears to not only want a leadership position in the global eyewear market in general, but sees to its smart glasses as the impetus. It’s a sort of confidence I didn’t expect from the company with only one pair of smart glasses on the roster thus far, although I imagine we can expect that to change in short order if it wants to take on a growing pack of rivals.
Ray-Ban Meta glasses | Courtesy EssilorLuxottica, Meta
Speaking of rivals: as the result of a long-term partnership with EssilorLuxottica, Meta has released multiple generations of Ray-Ban and now Oakley-branded smart glasses. That tight partnership may be changing though, as Meta even released its own cheaper ‘Meta Glasses’ frames, starting at $300.
Meanwhile, EssilorLuxottica seems to be making inroads to develop its own XR hardware, as the Franco-Italian eyewear giant recently partnered with Applied Materials in a long-term joint development agreement that will accelerate the commercialization of next-gen optical systems for AR and AI-powered smart glasses. EssilorLuxottica also recently acquired mixed reality headset creator Lynx, which was creating a competitor to Meta Quest.
A host of other brands have also seen the obvious growth potential for the audio-only smart glasses segment, which seems fairly logical since it’s very clearly a cheaper-to-produce accessory and not a hardware platform as such at this point; no costly displays, relatively small compute footprint, and no need for any sort of app store at this point, since it’s all about interactions with AI, taking photo/video, and using the few approved integrations, like listening to Spotify.
That said, there are also a growing number of startups eschewing cameras altogether by offering display-only glasses, such as MemoMind and Even Realities, although they admittedly feel like a niche that the biggest brands on planet Earth may skip over, as the training data alone from their camera-first, AI-flavored smart glasses is just too rich to pass up.
AR unicorn Magic Leap is again pivoting its core business, this time to serve as a waveguide supplier to other companies making AR glasses, something that we’ve learned comes amid a mass lay off nearly 200 of its core engineering and product development staff.
According to a formal WARN Act notification letter to US government officials last week, the company is set to lay off 193 employees at the company’s Plantation, Florida headquarters.
A wide range of product development and engineering roles are set to be affected come October 1st, the letter reveals, including software, hardware, UX/design, product management, manufacturing engineering, quality, technical program management, and several senior engineering and executive leadership positions.
Although it’s uncertain how many will remain at Magic Leap—estimates point to a few hundred at this point—the mass layoff comes amid a broader shift at Magic Leap, as the company announced earlier this month its was undergoing a “strategic pivot to accelerate the development of AI display glasses.”
The company says it’s now shifting from building first-party AR headsets to taking on the role of “essential AR ecosystems partner, waveguide supplier, and device integration expert for the technology industry.”
“Magic Leap is seizing the moment where our AR innovation and manufacturing expertise create the greatest market impact,” said Scott Carden, SVP of display engineering and manufacturing at Magic Leap. “We’re solving the toughest challenges of scaling waveguide production, from industry-leading waveguide performance to manufacturing and full-device integration. Now, we’re using our unmatched expertise to help partners bring AI display glasses to millions of consumers in the fastest way possible through our waveguide technology.”
Founded in 2010 by Rony Abovitz, Magic Leap is arguably the most well-funded AR startups to date, having massed well over $4 billion in funding from investors including Saudi Arabia’s sovereign wealth fund, a majority holder at over $1 billion invested, as well as Google, Alibaba, and Qualcomm.
Despite an enviable runway, the company’s first AR headset didn’t exactly live up to the hype. Released in 2018, Magic Leap 1 awkwardly straddled the consumer and enterprise segment at the (then unthinkable) price of $2,300, essentially forcing the company to pivot and drop its consumer ambitions a short two years later. That first pivot away from consumer also marked the departure of CEO and co-founder Rony Abovitz, with its follow-up device Magic Leap 2 released in late 2020 solely targeted at enterprise.
And while Magic Leap has only just announced its waveguide optics pivot, in reality the company was making moves away from first-party devices as early as July 2024, according to a Bloomberg report, which characterized the action as a last ditch effort to make use of the company’s AR optics tech.
Meanwhile, we’ve heard substantially nothing about development of first-party devices, as over the past two years the company has only announced a hardware partnership with Google and manufacturing partnership with Taiwan’s Pegatron, both of which center around licensing and manufacturing waveguides.