Friday, 4 September 2026

VR Design Unpacked: This Immersion Hack is Too Simple to Work So Well

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In Inside XR Design we examine specific examples of great VR design. Today we’re looking at the clever design of Red Matter 2’s ‘grabber tools’ and the many ways that they contribute to immersion.

Editor’s Note: Red Matter 2 was released four years ago this month! Despite its age, it remains one of the best looking and most immersive games on Quest. In celebration of the game’s release anniversary, we’re bumping this episode back up to our front page to highlight the game’s use of ‘grabber tools’, a clever design choice that unexpectedly boosts Red Matter 2’s immersion and interactivity.

You can find the complete video below, or continue reading for an adapted text version.

Intro

Today we’re going to talk about Red Matter 2 (2022), an adventure puzzle game set in a retro-future sci-fi world. The game is full of great VR design, but those paying close attention will know that some of its innovations were actually pioneered all the way back in 2018 with the release of the original Red Matter. But hey, that’s why we’re making this video series—there’s incredible VR design out there that everyone can learn from.

We’re going to look at Red Matter 2’s ingenious grabber tools, and the surprising number of ways they contribute to immersion.

What You See is What You Get

At first glance, the grabber tools in Red Matter 2 might just look like sci-fi set-dressing, but they are so much more than that.

At a basic level, the grabber tools take on the shape of the user’s controller. If you’re playing on Quest, Index, or PSVR 2, you’ll see a custom grabber tool that matches the shape of your specific controller.

First and foremost, this means that players’ in-game hand pose matches their actual hand pose and the feeling of holding something in their hands. The shape you see in-game even matches the center of gravity as you feel it in your real hand.

Compare that to most VR games which show an open hand pose and nothing in your hand by default… that creates a disconnect between what you see in VR and what you actually feel in your hand.

And of course because you’re holding a tool that looks just like your controller, you can look down to see all the buttons and what they do.

I don’t know about you, but I’ve been using VR for years now, and I still couldn’t reliably tell you off the top of my head which button is the Y button on a VR controller. Is it on the left or right controller? Top or bottom button? Take your own guess in the comments and then let us know if you got it right!

Being able to look down and reference the buttons—and which ones your finger is touching at any given moment—means players can always get an instant reminder of the controls without breaking immersion by opening a game menu or peeking out of their headset to see which button is where.

This is what’s called a diegetic interface—that’s an interface that’s contextualized within the game world, instead of some kind of floating text box that isn’t actually supposed to exist as part of the game’s narrative.

In fact, you’ll notice that there’s absolutely no on-screen interface in the footage you see from Red Matter 2. And that’s not because I had access to some special debug mode for filming. It’s by design.

When I spoke with Red Matter 2 Game Director Norman Schaar, he told me, “I personally detest UI—quite passionately, in fact! In my mind, the best UI is no UI at all.”

Schaar also told me that a goal of Red Matter 2’s design is to keep the player immersed at all times.

So it’s not surprising that we also see that the grabber tools used as a literal interface within the game, allowing you to physically connect to terminals to gather information. To the player this feels like a believable way that someone would interact with the game’s world—under the surface we’re actually just looking at a clever and immersive way of replacing the ‘press X to interact’ mechanics that are common in flat games.

The game’s grabber tools do even more for immersion than just replicating the feel of a controller in your hand or acting as a diegetic interface in the game. Crucially, they also replicate the limited interaction fidelity that players actually have in VR.

Coarse Hand Input

So let me break this down. In most VR games when you look at your hands you see… a human hand. That hand of course is supposed to represent your hand. But, there’s a big disconnect between what your real hands are capable of and what the virtual hands can do. Your real hands each have five fingers and can dexterously manipulate objects in ways that even today’s most advanced robots have trouble replicating.

So while your real hand has five fingers to grab and manipulate objects, your virtual hand essentially only has one point of input—a single point with which to grab objects.

If you think about it, the grabber tool in Red Matter 2 exactly represents this single point of input to the player. Diegetically, it’s obvious upon looking at the tool that you can’t manipulate the fingers, so your only option is to ‘grab’ at a one point.

That’s a long way of saying that the grabber tools in Red Matter 2 reflect the coarse hand input that’s actually available to us in VR, instead of showing us a virtual hand with lots of fingers that we can’t actually use.

So, In Red Matter 2, the grabber tools contextualize the inability to use our fingers. The result is that instead of feeling silly that we have to rotate and manipulate objects in somewhat strange ways, you actually feel like you’re learning how to deftly operate these futuristic tools.

Immersion Insulation Gap

And believe it or not, there’s still more to talk about why Red Matter 2’s grabber tools are so freaking smart.

Physics interactions are a huge part of the game, and the grabber tools again work to maintain immersion when handling objects. Like many VR games, Red Matter 2 uses an inertia-like system to imply the weight of an object in your hand. Small objects move quickly and easily, while large objects are sluggish and their inertia fights against your movement.

Rather than imagining the force our hands would feel when moving these virtual objects, the grabber tools create a sort of immersion insulation gap by providing a mechanical pivot point between the tool and the object.

This visually ‘explains’ why we can’t feel the forces of the object against our fingers, especially when the object is very heavy. The disconnect between the object and our hand—with the grabber tool as the insulator in the middle—alleviates some of the expectation of the forces that we’d normally feel in real life, thereby preserving immersion just a little bit more.

Unassuming Inventory

And if it wasn’t clear already, the grabber tools are actually… your inventory. Not only do they store all of your tools—like the flashlight, hacking tool, and your gun—you can even use them to temporarily stow objects. Handling inventory this way means that players can never accidentally drop or lose their tools, which is an issue we see in lots of other VR games, even those which use ‘holsters’ to hold things.

Inhuman Hands

And last but not least…the grabber tools can actually do some interesting things that our hands can’t. For example, the rotating grabber actually makes the motion of turning wheels like this one easier than doing it with two normal hands.

It’s no coincidence that the design of the grabber tools in Red Matter 2 is so smartly thought through… after all, the game is all about interacting with the virtual world around you… so it makes sense that the main way in which players interact with the world would be carefully considered.

To take full advantage of the grabbers, the developers built a wide variety of detailed objects for the game which are consistently interactive. You can pick up pretty much anything that looks like you should be able to.

And here’s a great little detail that I love to see: in cases where things aren’t interactive, all you have to do is not imply that they are! Here in Red Matter 2 the developers simply removed handles from this cabinet… a clear but non-intrusive way to tell players it can’t be opened.

Somewhat uniquely to VR, just seeing cool stuff up close like it’s right in front of you can be a rewarding experience all on its own. To that end, Red Matter 2 makes a conscious effort to sprinkle in handful of visually interesting objects, whether it’s this resin eyeball, papers with reactive physics, or this incredible scene where you watch your weapon form from hundreds of little balls right in your hand.

– – — – –

Red Matter 2’s grabber tool design is so beneficial to the game’s overall immersion that, frankly, I’m surprised we haven’t seen this sort of thing become more common in VR games.

If you want to check all of this out for yourself, you can find Red Matter 2 on Quest, PSVR 2, and PC VR.

Enjoyed this breakdown? Check out the rest of our Inside XR Design series and our Insights & Artwork series.

And if you’re still reading, how about dropping a comment to let us know which game or app you think we should cover next?

The post VR Design Unpacked: This Immersion Hack is Too Simple to Work So Well appeared first on Road to VR.



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Thursday, 3 September 2026

Steam Link for Quest Adds Wired USB-C Streaming in Public Beta

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Valve has pushed an update to the Steam Link PC VR streaming app on Quest that finally includes the ability to play games via wired connection.

As first spotted by data miner and serial leaker ‘Luna’ (via UploadVR), Valve’s Steam Link app for Quest rolled out its 2.17.8 public beta update, finally bringing support for wired USB streaming.

Here’s the full patch notes:

  • Adds initial support for USB streaming.
    • USB streaming can be used without WiFi by opting into the Steam Client Beta.
  • Fix loading spinner flickering when framerate in game is low.
  • Fix case where wrong framerates could show in SteamVR Settings.
  • Latency improvements.

To access the feature, you’ll need to: subscribe to the public beta on the Horizon Store for Quest, opt into the SteamVR beta branch, and opt into the Steam Client Beta.

To select the SteamVR beta branch, open your Steam library, right click SteamVR, select Properties in the context menu. Select the Game Versions & Betas tab on the left. Select Beta – SteamVR Beta Update and choose the beta option, as seen below.

Courtesy Valve

Opting into the Steam Client Beta is also simple, requiring you to click on Steam in the upper left of the main menu, choose the Settings menu. On the Interface tab under Client Beta Participation, select the dropdown menu. Select the Steam Beta Update from the drop down list and then restart Steam.

Valve hasn’t specified exactly what sort of USB-C cable you should use, however our best bet is to follow Meta’s lead: link cables should be USB 3.0 or greater, and users should look for cables no shorter than five meters (~16.5 ft) for comfort. You can find plenty that fit the bill over on Amazon for as cheap as $17.

This comes as Meta is looking to go toe-to-toe with Steam Frame, which is rapidly nearing its release date and (possibly more important) and price reveal. To boot, over the past weekend Meta released an update for Quest 3 that’s effectively boosted the headset’s refresh rate up to 240Hz, notably much higher than the 144Hz experimental refresh rate promised by Steam Frame.

Notably, the leading VR desktop app Virtual Desktop just got an update that takes advantage of Quest 3’s higher refresh, now supporting up to 144 FPS via PC VR wireless streaming.

• A computer running Steam and SteamVR
• Supported OS: Windows 10 or newer
• Computer GPUs: NVIDIA (GTX970 or better)
• Wireless Router: 5GHz Channel, Wi-Fi 5
• Headset: Meta Quest 2, 3, or Pro

• Computer Processor: Intel Core i5-4590/AMD FX 8350 equivalent or better
• Computer Memory: 16 GB RAM
• Computer GPUs: NVIDIA (RTX2070 or better), AMD (RX6600 or better)
• Network: Broadband Internet connection
• Wireless Router: Wi-Fi 6 or Wi-Fi 6E
• Computer using wired network connection

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Wednesday, 2 September 2026

The Worst Game on the Horizon Store Now Runs Better Than Any Other on Quest 3

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The Unity Cube is an objectively terrible game (it’s literally just a floating cube, after all) that was built to test the limits of what Quest content Meta would allow into its uncurated App Lab program. After Meta dissolved App Lab, The Unity Cube moved to the main Horizon store and showed that Meta would stay truly hands-off when it came to the scope or quality of what’s listed in its VR game store. The experiment continues to prove its worth; The Unity Cube has now been updated to give users a way to experience Quest 3’s newly unlocked 207Hz refresh rate.

Update (September 2nd, 2026): The Unity Cube’s latest update allows the game to tap into the newly unlocked 207Hz refresh rate of Quest 3. If you have a Quest 3 and are running Horizon OS 2.7, you’ll be able to experience the fluidity of 207Hz, which is nearly three-times as fast as the average Quest game which generally runs at 72Hz. As far as we know, The Unity Cube is the first fully published Quest game with this capability.

And it might even remain that way for quite some time. Although Quest 3 can now technically run up to 207Hz (or even 240Hz with developer access), actually matching a game’s framerate to such a high refresh rate is extremely difficult with the limited processing power of a standalone headset. But The Unity Cube is up to the task, thanks to it rendering only a single 3D asset (well, three actually, if you count your hands).

The Unity Cube developer Tony “SkarredGhost” Vitillo documented the process of updating the app to enable the 207Hz mode, and shared some thoughts on what the jump in refresh rate actually feels like:

“It’s hard to describe the feeling: you feel like the virtual world is more reactive; it’s smoother. The first time you try it, it even feels a bit weird because you are not used to it: it is a bit like trying VR under a heavy dose of caffeine. Then the more you play with it, the more you get used to it. The virtual reality feels more real, more reactive. When you get back to 72Hz again, it feels like things are like “scattering”. You understand how immersive these framerates are when you go back to the normal 72Hz and you think that VR is not smooth, is more limited.”

Read on to learn more about the origins of The Unity Cube.

Original Article (August 26, 2024): For a long time the only official way to distribute an app on Quest was to submit it to Meta for manual review. But Meta would only accept applications which met opaque quality criteria, like how much content the app offered and whether it was appropriately polished. This made it difficult for developers to get smaller or experimental apps in front of the Quest audience, leading to significant developer outcry for a more open process.

That prompted the creation of ‘App Lab’, an alternative distribution approach for Quest which allowed developers to submit applications for distribution without any judgement on quality or scope. But it came with the caveat that App Lab apps wouldn’t be shown in the main Quest store, leaving it up to developers to point their audience to the app’s page.

To test whether Meta was going truly hands-off when it came to the quality of App Lab apps, developer Tony “SkarredGhost” Vitillo created The Unity Cube.

Behold, The Unity Cube! | Image courtesy Tony Vitillo

As the name implies, the app is simply a blank Unity environment with a grey cube—that you can’t even interact with. Even at the great price of free, this app would have never stood a chance of making it onto the main Quest store. But could it make it onto App Lab?

Indeed, Meta allowed The Unity Cube into App Lab, proving it would let just about anything into the program, as long as technical requirements were met and content guidelines were respected (ie: no adult or illegal content).

It was good news that developers could submit any app to App Lab for distribution on Quest without worrying that Meta would block an app on the grounds that it wasn’t complete or polished enough. But sentiment remained that having this ‘unlisted’ Quest store made it unnecessarily difficult for developers to find customers.

After several years of App Lab, developer pressure finally pushed Meta to dissolve the program, ultimately merging the App Lab store with the main Quest store. This meant anyone could submit an app of any quality to the main Quest store where it would be visible to customers through browsing and searching.

Last week The Unity Cube completed its journey and became listed on the main Quest store, along with other App Lab apps, again proving that Meta would be truly hands-off on curation.

And though it’s still possible for developers to mark their Quest apps as “Early Access”—to tell customers to expect something experimental or incomplete—The Unity Cube’s creator joked that “it’s not even in Early Access because it is perfect as it is!”

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Steam Frame is Getting a Color Passthrough Camera Upgrade Add-on

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Steam Frame isn’t here yet, and we’re no closer to knowing the price or release date, although the component supplier behind the headset’s built-in camera tracking system is officially producing a color passthrough module for Frame.

Steam Frame only includes monochrome passthrough, which the headset primarily uses for computer vision tracking in addition to letting the user to check their surroundings, albeit in a less immersive way than with a full color sensor.

Komodo Station, Valve’s hardware vendor in Asia, appears to have published a product page a little too early showing off an official color passthrough module for Frame, which is built by Arcturus Industries, the third-party computer vision specialists behind Steam Frame’s camera tracking system.

According to the leaked page captured by Reddit user ‘gogodboss’ (seen below), the official Arcturus Vision Camera for Steam Frame will include dual 32 megapixel sensors, 10 bit HDR capture, and a 64mm interpupillary distance (IPD).

Courtesy gogodboss

The page notes it’s capable of capturing 5K 4,928 × 2,464 capture (stereo 2,464 × 2,464) native at 60 FPS, and up to 72 FPS and 144 FPS with special configurations and software.

And it’s set to do a lot more than just give users a full color view of the world though, as the device is said to do real-time environment mapping, spatial video recording, and also support Gaussian Splatting with tools.

Notably, that 64mm IPD is intended to be similar to typical eye spacing, meaning images are captured in 3D; according to the page says will offer a field of view (FOV) of 125 x 105° binocular, and up to 125° vertical with software updates.

Check it out in action below, videos courtesy Brad Lynch:

Setup

Color Passthrough

Environmental Capture – Gaussian Splatting

Much like Valve Index, Steam Frame is being built with modability in mind, as the headset features a Gen 4 PCIe (1x) slot alongside two MIPI connectors and support for dual 2.5 Gbps bandwidth lanes.

Valve says they’ll also release official CAD files at some point so the community can easily design their own accessories, one such hypothetical possibility being facial tracking.

That said, here’s the usual proviso you’ll find appended to any scrap of Steam Frame news right now: we still don’t know the price or release date of Valve’s first standalone headset.

What we do know is that we seem to be awfully close: the company has imported tons of the headsets, FCC filings are done, the full slate of setup and unboxing videos leaked, and free promo copy of Half-Life: Alyx (2020) is reportedly coming too.

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 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.

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.

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Bigscreen Drops ‘Beyond 2’ Headset Price to $959, Halo Mount Resumes Production

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Bigscreen announced it’s permanently lowering the price of its slim and light PC VR headset, Bigscreen Beyond 2, which now starts at $959. The long-awaited Halo Mount is also now in production, with shipping estimated to largely take place in October.

Despite inflation and rising component costs, Bigscreen is knocking a few bucks off its Beyond 2 series PC VR headsets, now bringing Beyond 2 to $959 (previously $1,019) and Beyond 2e to $1,159 (previously $1,219), the latter of which includes onboard eye-tracking.

The company says in a recent update that the standard Beyond 2 now ships with the Universal-Fit Cushion, a thin silicone light seal that comes in both soft and firm varieties. Notably, at the headset’s launch in June 2025, users would need to submit iPhone facial scans to obtain a custom facial interface. It was only until November of that year that the Universal-Fit Cushion was introduced.

Additionally, Bigscreen announced production of the headset’s Halo Mount has now resumed, which follows a major redesign after initial negative tester feedback late last year, compounded by a further delay in June due to production issues the required a minor redesign of the device’s “sledge link” component.

Designed to better distribute the headset’s admittedly light weight (107g), the company says that as production ramps up, it expects the largest volume of Halo Mounts to ship in October, and to “fully catch up on the Halo Mount preorder backlog in November.”

“Based on the early results, we anticipate no further engineering changes or delays. By November, Halo Mounts will be in inventory and ship within 1-2 business days. We can’t wait to hear what you think,” the company says.

That said, Bigscreen says that recent high demand and a delayed freight shipment has caused “very low inventory” of both Beyond 2 and 2e headsets, with some orders still shipping within the same day of placing an order, while other may take up to two weeks to ship. The company expects to resume its regular 1-2 business day shipping by September 14th.

Bigscreen Beyond 2 Specs

  • Field of View: 116° diagonal
  • Weight: 107 grams
  • IPD: Adjustable, 48mm to 75mm (55mm to 70mm physically)
  • Resolution: 2,560 × 2,560 per-eye
  • Refresh Rate: 90Hz, 75Hz
  • 6DOF Tracking: SteamVR tracking
  • Tracking Requirements: SteamVR 1.0 and 2.0 Base Stations (not included)
  • Eye Tracking: Yes, on Beyond 2e
  • Full-body Tracking: Compatible with SteamVR trackers such as HTC Vive Trackers, Tundra Trackers (not included)
  • Controllers: Compatible with SteamVR controllers such as Valve Index Controllers (not included)

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Tuesday, 1 September 2026

‘Neon Genesis Evangelion’ VR is Getting First Public Preview Sept 25 – Sign Up Here

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Pixelity Inc announced it’s hosting public demos soon in San Francisco for EVANGELION: Δ CROSS REFLECTIONS, the upcoming XR game based on the hit ’90s anime Neon Genesis Evangelion (1995).

Hands-on previews of EVANGELION: Δ CROSS REFLECTIONS are slated to kick off on September 25th, 2026, near Union Square in San Francisco, which will include early builds of both the game’s ‘Story Mode’ and ‘Battle Mode’.

Approximately 80 people will be selected by lottery from among general applicants and invited to attend free of charge, the studio says, noting that not only will it include the VR demo, but also “an AR experience featuring a major EVANGELION character” in addition to a VR recreation of memorable areas, such as NERV Headquarters.

EVANGELION: Δ CROSS REFLECTIONS is said to be “a new story that crosses paths with the world of NEON GENESIS EVANGELION,” which is of course set in Tokyo-3 and NERV Headquarters. As a NERV officer cadet, you interact with major EVANGELION characters as the game follows the player’s own story as they overcome struggles as an inexperienced member of the team. 

The game is slated for release sometime in 2027. The studio hasn’t announced specific platforms yet, however they say the game will use both VR and MR.

Event Details & How to Apply

  • Date & Time: September 25, 2026; Start and end times will be provided directly to selected participants
  • Location: San Francisco, California / Full address will be shared with attendees only
  • Capacity: Approximately 80 participants |  Admission: Free
  • Eligibility Criteria: Must be 18 years of age or older as of September 25, 2026
  • Application Period: September 1, 2026 – September 8, 2026, 23:59 PT 
  • How to Apply: Fill out this form, including all required fields and submit

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‘Gunman Contracts’ Turns Beloved ‘Half-Life: Alyx’ Mod Into a Full Game Next Week

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Gunman Contracts is one of the most full-featured mods for Half-Life: Alyx (2020), and now the indie developer behind the project is about to release the long-awaited, built from the ground-up game for PC VR headsets called Gunman Contracts – Stand Alone.

Arne Burkert (ANB_Seth) today announced that Gunman Contracts – Stand Alone is set to arrive in early access on September 10th, bringing an all new shooting experience to both PC VR and flatscreen users.

Unlike the original mod, which included Part 1 & 2 and required Half-Life: Alyx, Gunman Contracts – Stand Alone isn’t a Source 2 project, but rather a full-fledged game built in Unity from the ground-up, boasting new weapons and new contracts.

To boot, the game’s early access launch is slated to arrive with three story contracts, replayable score-based game modes and the gunman’s base for training. ANB_Seth says more contracts and content is slated to come in free future updates.

In case you haven’t heard of Gunman Contracts before: the game offers up an intense, action-movie-inspired single player shooting experience that sees you take on the role of ‘the Gunman’, a professional operative feared in the criminal underworld, working for an elusive order vowed to deliver justice in a world beyond the reach of the law.

Like the mod before it, Gunman Contracts – Stand Alone promises to let you go full John Wick against the game’s ruthless crime syndicate, called ‘the Collectors’, who kill and kidnap innocents, and who are by many accounts generally distasteful people.

Gunman Contracts – Stand Alone launches in early access on Steam on September 10th, and will be priced at $25. The studio says the price will increase as more contracts and content are added leading up to version 1.0, which is slated to include “at least 3 more contracts in new locations, new weapons and new features that come with them.”

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Steam Frame Reportedly Coming with a Copy of ‘Half-Life: Alyx’ for Free

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Valve hasn’t announced the price or release date of Steam Frame, its first standalone VR headset, although the company is reportedly getting ready with a promo that could bundle in its award-winning VR game Half-Life: Alyx (2020) for free.

The News

As first spotted by VR analyst and Valve watcher Brad Lynch, Valve appears to be actively working on the backend of Steam Frame’s store page, which now includes evidence the company may be giving away a copy of Half-Life Alyx to anyone who purchases a unit.

Lynch showed off a number of strings containing the following snippets: ‘AccountHardwarePromotions’, ‘HLAlyxPromoButtons’, and ‘Frame Alyx Promo’ among others, suggesting the $60 game will be bundled with Steam Frame as a part of a special promotion.

Courtesy Brad Lynch

Notably, Valve also gave away Half-Life: Alyx to those who purchased its PC VR headset Valve Index, which launched nearly a year before the game was released. That deal is still good even today, provided the headset isn’t out of stock.

Now, six years since release, Half-Life: Alyx is still largely considered the benchmark for ‘AAA’ VR gaming, garnering a rare [10/10] review from Road to VR in addition to winning PC VR Game of the Year in 2020 among many other industry accolades.

It’s also spawned a number of mods, including arguably the most comprehensive to date: Gunman Contracts. Notably, the original creator of the free Gunman Contracts mod ANB_Seth went on to create the full-fledged VR game called Gunman Contracts – Stand Alone, slated to release on September 10th.

My Take

Valve said late last year it wasn’t developing any new first-party content for Steam Frame, which is a real shame. Steam Frame is probably going to be pretty expensive though, largely in part thanks to the storage/RAM/SoC crisis, making a software giveaway likely the only thing Valve can do to lessen the blow.

It raises the question though: is Valve really just giving away a PC VR game to Steam Frame users, who may or may not own a PC capable of playing it? It’s true Valve considers Steam Frame a PC-streaming headset first and a standalone platform second, although the company has made a point of certifying over 100 PC VR and flatscreen titles to work in standalone mode on day one, including the company’s own flatscreen hit Portal 2.

That said, you won’t find Half-Life: Alyx on that ‘certified standalone’ list, simply because it’s just too compute intensive to run on modern mobile chipsets in its current state. But I wouldn’t lose hope entirely. There’s been chatter of Valve experimenting with Half-Life: Alyx running in standalone mode.

Valve hasn’t explicitly promised anything, however last November the company confirmed as much to UploadVR, noting that they were hoping to get Half-Life: Alyx running smoothly in standalone. Whatever the case, the wait can’t be much longer to find out that and the other two most important bit of info still yet to be revealed: price and release date.

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Monday, 31 August 2026

Quest 3 Update Unlocks Huge Boost in Refresh Rate, Up to 240Hz

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Meta just pushed an update to Quest 3 that’s effectively boosted the headset’s refresh rate up to 240Hz—or 207Hz at the headset’s full resolution. Whether you’ll actually be able to make good use of it remains to be seen though.

The News

As first spotted by ‘Luna’ on X, Horizon OS 2.7 just added support for ‘Extended Refresh Rates’ on Quest 3, which means the display can now go up to 207Hz for regular users, and 240Hz when in developer mode. Notably, this update only affects Quest 3, not Quest 3S or Quest 2. Quest 3S uses a different display panel that tops out at 120Hz.

While exciting, Quest 3 content isn’t going to uniformly benefit, as native apps aren’t typically optimized to reach such high framerates. As it is, 120Hz has been possible since Quest 2 received its experimental refresh rate support update in April 2021, although even now very few apps are capable of making use of the headroom.

Note: 207Hz is the maximum at full resolution, as getting to 240Hz requires developer mode and display scaling, which reduces the resolution of the image sent to the panel before it’s upscaled.

Image courtesy Meta

One such tool that typically helps developer reach higher framerates may also be hamstrung—at least for now. Quest’s Application Spacewarp, which usually allows Quest developers to double their FPS with synthetically generated frames, doesn’t play nicely with Quest 3’s SoC at higher framerates, as it typically can’t handle extrapolation beyond 120 FPS, let alone 207 FPS.

Still, developers of PC VR games and apps are already making headway. Virtual Desktop developer Guy Godin notes on X that he’s already managed to add 144 FPS support to his app, which is used to stream your computer screen or play high-performance PC VR games wirelessly. That said, Godin says that video decoders have trouble beyond 144 FPS, noting that higher framerates probably aren’t likely for the Quest 3.

My Take

If anything, this is a good indication that Quest 3’s hardware was always unusually capable, but wasn’t unlocked for some reason. Still, it’s not uncommon though for companies to throw a bone or two at consumers as their hardware approaches end of life, if only to flush stock.

But I don’t think Quest 3 is gone just yet. Technically for the second time—the first being at the release of the Oculus Rift—Meta is set to compete on an even playing field with Valve, which is perpetually on the brink of announcing price and release date for Steam Frame. Valve’s standalone VR headset is not only capable of wireless PC VR streaming, but it can also download and play both VR and flatscreen games directly from Steam, which has already drawn comparisons to Quest 3.

My hunch: Meta didn’t unlock Quest’s framerate before now because the company was focused on serving up native Quest content, the most of which can’t even make use of 120Hz anyway. But now that Steam Frame is nearly here, Meta wants to show off just how much its $600 headset can do, as Steam Frame is surely going to be somewhere north of $1,000 while only supporting up to 144Hz in an experimental mode.

Anything Meta can do to make consumers draw obvious comparisons between the two can only help its bottom line, as Quest 3 will most definitely still be in stock when Steam Frame inevitably runs out shortly after launch—whenever that is.

The post Quest 3 Update Unlocks Huge Boost in Refresh Rate, Up to 240Hz appeared first on Road to VR.



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Friday, 28 August 2026

As VR Gaming Looks for New Footing, the Out-of-Home XR Entertainment Space is Still Building

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The investment and development community are constantly striving to find the next profitable sector in XR, turning to new business opportunities following a turbulent time in the consumer VR gaming space. One area of interest is in out-of-home XR attractions, known widely in the industry as Location-Based Entertainment (LBE) XR. The sector deploys XR as a B2B2C business model that aims to surpass expectations of consumer gaming, presenting XR technology to a wider audience.

Guest Article By Kevin Williams

Kevin Williams is a specialist in the immersive location-based entertainment sector, with a long history of development, application, and commentary on the international industry. Along with running his consultancy KWP, working with leaders in the sector, he also is a prolific writer, publishing his own news service on the sector the Stinger Report, and podcast, SoundOff covering trends in the market. He also presents keynotes at numerous conferences on the deployment and application of immersive tech in the out-of-home entertainment sector, and the growth in social entertainment.

Out-of-home XR applications are now seen as revenue vehicles for prominent Intellectual Properties (IP) to reach new audiences. The latest generation of VR free-roaming arena systems offer players premium experiences within high-end virtual recreations of popular properties. Recently announced, Jumanji: The Lost Levels has been developed by Zero Latency in collaboration with Sony Pictures. The premium VR experience will go live across over 170 venues in December this year. This new IP-based property and other games for these systems focus on the social experience, rather than just blasting zombies.

Another VR free-roaming arena developer is Sandbox VR has grown to some 90 venues internationally. Sandbox is the second largest of the standalone franchise operations. In these VR experiences, groups of six players don both VR headsets and haptic vests within an arena which includes added environmental effects. The company has a selection of VR experiences, some including high profile IP-based content such as their popular Squid Game Virtual, developed in partnership with Netflix, along with Stranger Things: Catalyst. Both place guests in virtual recreations of elements from the popular series. Road to VR‘s Ben Lang wrote last year about his first-hand experience inside of Squid Game Virtual and other Sandbox experiences.

Courtesy Sandbox VR

The next generation of VR free-roaming experiences are moving from small handfuls of players to audiences of 20 or even 40 at a time, which have been described as ‘Virtual Adventure’ systems. Audiences traverse recreations of historical environments such as ancient Rome, climb the Pyramids, or navigate the Titanic.

One example of the virtual adventure approach has been developed by the VR studio Univrse in partnership with Banijay Live Studio. The Black Mirror Experience is a travelling 50-minute hybrid adventure within the dystopia environment from the original television series that came from both Channel 4 and was screened on Netflix.

Courtesy Black Mirror Experience

The growth of investment in LBE XR was seen during this years’ Augmented World Expo (AWE), held in Long Beach, California during June. Which included a new LBE XR Zone on the show floor, and a dedicated seminar program where developers and investors attended to scope out this emergent opportunity.

The seminar covered developers in this sector of the market like The Rabbit Hole VR, which worked with developer vrCAVE to offer its latest multiplayer VR free-roaming escape game Cyberscape, where players work together as teams in a compelling escape game experience. Hololabs Studio is another developer of standalone VR free-roam games and recently launched their new experience called Abyss Vault in partnership with Synthesis VR who is a major content distributor and platform developer. Meanwhile, developers such as Octopod VR and Vertigo Games have worked to position some existing consumer VR content into the VR arcade space.

Courtesy Hololabs Studio

Experiences in the LBE XR scene employ share many design considerations seen in the broader theme park and attraction market. Developer Thousand Bit has created Sinister Inn, which has been called “the World’s first Haunted Walkthrough VR attraction.” The concept mixes elements from traditional horror attractions with a portable VR configuration, making an attractive package which requires significantly less physical infrastructure and actor talent compared to a more traditional horror attraction.

LBE XR has plenty of overlap with consumer XR, but diverges in some interesting ways, especially when it comes to VR headsets. While Meta Ques has long dominated the consumer headset market, many VR entertainment applications are adopting new PICO 4 Ultra VR headset. It has becoming a workhorse system across the industry, thanks to its LBE-focused service, support, and swappable battery. While the PICO platform is not available for consumers in the West, the hardware has been deployed in Western LBE.

Other developers in this sector have relied on the HTC VIVE range of headsets, with a smaller number relying on Meta Quest headsets. Most of the Enterprise LBE XR applications surpass the graphical limitations of consumer standalone headsets, often by using PC VR rendering with wireless delivery.

Another need that’s unique in LBE XR is equipment that’s robust enough to support high usage, especially where hygiene is important. Cleanbox Technologies has emerged as a leading name in hygienic solutions with their unique UV light sanitisation process that’s used widely in this space.

Similar to the consumer side, LBE XR has also begun to adopt mixed reality experiences. Developers like Dreampark offer an MR attraction using Quest 3 headsets in pass-through mode. Their latest experience is a magical game called Wizards Way, in which players see and navigate the real world around them while interacting with virtual elements using their wand controller.

The company has also been working on popup installations of their DreamBox self-service headsets vending kiosk. The self-guided MR attraction is currently on trial at the Hollywood, CA location of popular family entertainment venue Dave & Buster’s.

Mixed reality as a spectator technology has also made an appearance in the LBE XR space. Developers such as Meleap with their HADO competitive virtual sports platform. Players wear headsets and wrist sensors to launch virtual energy balls, raise shields, dodge attacks, and compete on a real court in real-time. The platform is played by millions globally, supported by a strong tournament following in Asia, with big prize competitions streamed live with mixed reality visuals shown to competitors, making this one of the first large scale virtual sports platforms.

Courtesy HADO

While there’s many recent exciting developments in the space, success is never guaranteed, even among well qualified entrants. This was illustrated recently by Interstellar ARC, an award-winning virtual experience developed by veteran VR studio Felix & Paul. The experience was made as a VR arena attraction to captivate a large audience within a sci-fi immersive narrative. The attraction opened in 2025 at AREA15 in Las Vegas, Nevada, but was only operational for 10 months before the venue ceased ticket sales and eventually closed, which coincided with layoffs and a likely closure of Felix & Paul Studios. A mixture of a difficult attraction to explain to prospective guests, along with the high operational fees of running the attraction at the Las Vegas venue, doomed this experience.

Courtesy Interstellar ARC

Consumer VR developers looking to pivot from home VR content toward LBE should know that the two mediums are different enough that crossing the boundary requires considerable care. The most popular consumer VR games are rarely are good fit for the unique operational needs of LBE without considerable modification. And even designing brand new content for the LBE space can prove difficult if a studio’s expertise is grounded in the consumer VR space.

The post As VR Gaming Looks for New Footing, the Out-of-Home XR Entertainment Space is Still Building appeared first on Road to VR.



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