Friday, 29 May 2026

As Virtual Worlds Close, Communities in ‘Rec Room’, Meta’s ‘Horizon Worlds’, and Others Create Ways to Survive

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Guest Article By Julian Reyes

Julian Reyes is an award-winning XR producer, with more than two decades of experience spanning immersive media, storytelling, music culture, and technology. He is the Founder and Director of the Virtual Worlds Museum, where he leads efforts to preserve, explore, and showcase the history, culture, and future of virtual worlds. This June, he’ll speak at the AWE USA 2026 panel discussion, “How We Can Preserve Online Worlds and Why It Matters”.

There is a particular kind of grief that comes when a virtual world sunsets.

It is easy for some to frame these closures as the disappearance of a product, a platform, or a failed business model. But those of us who have spent time inside virtual worlds know better. When a world goes dark, we do not simply lose connectivity. We lose places. We lose rituals, relationships, events, art, architecture, memory, and the transcendent sense of belonging that only emerges when a community spends enough time together to turn a platform into a home.

That is why the recent announcements from across the immersive landscape have struck so deeply: 

  • Rec Room will shut down on June 1, 2026 at noon PT, sunsetting a platform that has connected more than 150 million players and creators. 
  • Spatial will sunset its Spatial Creator Platform’s Free and Pro tiers on July 27, 2026, citing the growing cost of hosting open multiplayer 3D worlds.
  • Multiverse officially closed this month, citing the difficult economics of operating a social VR platform. (Multiverse member ‘LarkAfterDark’ created this online memorial to the world and its community
  • Occupy White Walls and Nowhere, which also enjoyed some buzz a few years ago, have already sunsetted.
  • In Meta’s ecosystem, the uncertainty surrounding Horizon Worlds has become a symbol of a broader instability facing immersive communities. Even when the future of a platform is not fully settled, mixed signals and shifting priorities can leave world builders and residents unsure whether the spaces they have invested in will remain available to them. The problem is made worse by incessant tech news coverage which confuses Meta’s Horizon Worlds (one platform) with the metaverse, a concept that’s been instantiated across many platforms. 

Taken together, these cases point to a deeper problem:

Virtual worlds can hold years of social, creative, and cultural life, yet too often they are still treated as temporary products rather than places worthy of stewardship. For the people who gather inside them, these are not disposable apps. They are lived environments.

This is not abstract to me. It is personal, and it is historical.

I have lasting memories of hosting events with Celeste Lear in BRCvr, now BurnerSphere, and AUREA Award after-parties in AltspaceVR. Thankfully, I recorded some of those events, but countless unrecorded hours of community life on the platform are now gone except for what its residents remember.

Three years ago, however, the communities and world builders of AltspaceVR were abruptly displaced when Microsoft shut the platform down on March 10, 2023. In its earlier years (around 2017), the platform saw roughly 35,000 monthly participants. 

Yet the story did not end with the shutdown. A committed community carried its spirit forward into VRChat, which achieved a new all-time high of nearly 158,000 concurrent players earlier this month. Former Altspacers recreated familiar spaces in VRChat, continuing to gather, and recently hosting commemorative events marking three years since the loss of AltspaceVR while celebrating the builders, friendships, and cultural life that survived its closure.

That experience taught a lesson that our industry still needs to take seriously: platforms may close, but communities fight to endure. The question is whether the broader ecosystem will give them a meaningful path to do so.

It’s Not Just About Losing 3D Spaces: Itemizing What Disappears When Virtual Worlds Sunset 

So what does the loss of a virtual world actually mean? It means the loss of digital culture in living form.

A virtual world is not merely code on a server. It is a social fabric woven from thousands or millions of moments: a first concert, a memorial gathering, a classroom experiment, a dance floor, a comedy club, a holiday celebration, a support group, a business, a community ritual, a world someone spent months or years building by hand. When that world disappears, all of those moments become harder to access, harder to document, and harder to pass on.

The losses happen on multiple levels at once: 

  • We lose cultural expression: performances, architecture, customs, and shared practices. 
  • We lose social continuity: communities, friendships, recurring events, and other forms of belonging. 
  • We lose historical context: the record of how people lived, created, experimented, and connected inside these digital spaces. 

A screenshot may survive. An exported asset may survive. But the social meaning that gave those artifacts life often does not survive intact.

Sometimes the world itself vanishes. Other times the deeper loss is less visible but just as profound. A community may migrate elsewhere, but the original atmosphere, affordances, etiquette, and cultural norms do not transfer perfectly. Migration preserves people, but it does not always preserve place.

For an apt real world analogy, imagine if the annual Burning Man festival unexpectedly closed down. It wouldn’t just be the end of the festival itself, but the end of hundreds of camps (worlds) and thousands of Burners coming together every year. 

That is why sunsetting hurts so much. It reminds us that virtual worlds are not trivial entertainment, and they are not culturally neutral infrastructure. They are part of our shared digital record. As more education, performance, identity, collaboration, and community life move into immersive spaces, the loss of a virtual world is no longer a niche concern. It is part of the larger challenge of preserving digital civilization.

And yet, alongside the grief, we also see something else: resilience.

When Virtual Worlds Sunset, Their Communities Create Solutions

Again and again, communities try to emigrate to other worlds together; sometimes companies help assist with that exodus:

VRChat recently invited displaced users from Rec Room and Horizon Worlds to come over, offering not just a new platform, but a social refuge. After the virtual world There shut down (despite having one million registered users at its end in 2010) Second Life creator Linden Lab created a ‘Therian’ avatar name, giving former There users a recognizable identity marker so they could find one another again. 

Former AltspaceVR users organized themselves, formed their own VRChat groups, and rebuilt worlds inspired by the spaces they had lost. They even held a week-long memorial in VRChat to commemorate the three-year anniversary of AltSpaceVR’s shutdown. These acts may not fully restore a vanished platform, but they show that continuity is possible when communities are given tools, welcome, and recognition. 

In some cases, communities go even further. They attempt to reverse engineer the worlds they loved in order to preserve or revive them. We have seen this spirit in communities surrounding Club Penguin, There, and now, there’s groups of users working to do this with Rec Room

These efforts arise from a profound truth: when people feel that a world mattered, they do not simply let it disappear. They rebuild it, emulate it, archive it, and carry it forward however they can.

That should be a signal to the industry. The demand for preservation is already here. The need for transition pathways is already here. The desire for continuity, interoperability, and cultural memory is already here. What has often been missing is not community will, but institutional support.

How Companies & Communities Can Create Better Solutions for Future Worlds

We need to do better at planning for the full lifecycle of virtual worlds. That means creating stronger migration paths for users and creators. It means building export options, archiving systems, and community handoff processes before a shutdown occurs. It means treating virtual worlds as places with social and historical value, not just as services that can be switched off without consequence.

Gaussian rendition of a Horizon Worlds space generated in Marble by World Labs

Here are some specific practical suggestions for companies to consider—and for communities to consider demanding from the virtual world platforms they’re supporting: 

  • Enable integration with Discord and other third party social platforms: Giving virtual world communities easy means to communicate with each other outside the immersive space is crucial for growing virtual world usage, enabling people to remain lightly engaged while away from their main device. It’s also a great way of helping ensure that these communities can persist even if a particular world is sunsetted. (As a promising example, VRChat recently enabled deep integration with Discord.)
  • Favor architectures that are open, portable, and independently hostable: Examples include self-hosted platforms like OpenSimulator and Overte, browser-based systems like Mozilla Hubs and Custom WebXR, and open engines like Godot. These approaches do not eliminate fragility, but they reduce dependence on a single corporate owner and improve the chances that worlds, objects, and communities can persist, migrate, or be reconstructed.
  • Explore Gaussian Splats and other export technology: While Unity-based virtual worlds enable some offline/backup capabilities, we need solutions which work across the many 3D engines on the market. We are seeing some promise with Gaussian Splat-based recreations of virtual world spaces. As an example, my team created this experimental Gaussian render of the Horizon Worlds central hub on Marble, the new platform from WorldLabs. 

My own organization, the Virtual Worlds Museum, was founded to help encourage virtual worlds preservation through documentation, exhibits, and community storytelling. Our Sunset Exhibit preserves the memory of worlds that have disappeared, and our Teleportal helps visitors discover virtual worlds across the ecosystem. To better rally the virtual world community before Rec Room’s demise, we recently launched this crowdfunder to support these efforts.  

But preservation alone is not enough. If the immersive industry wants to mature, it must begin treating virtual worlds not as disposable experiments, but as cultural spaces with legacies, responsibilities, and communities worth protecting. Because when a virtual world sunsets, what we lose is not only a platform. We lose a piece of human history written in digital space.

And if we choose to preserve that history, honor those communities, and build better paths forward, their light can still guide the future of virtual worlds.

The post As Virtual Worlds Close, Communities in ‘Rec Room’, Meta’s ‘Horizon Worlds’, and Others Create Ways to Survive appeared first on Road to VR.



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‘Beat Saber’ Turns 8, Bringing 3 New Free Tracks to VR’s Favorite Block-slashing Rhythm Game

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Believe it or not, Beat Saber is turning eight years old, so to celebrate Meta has tossed out three new free tech-dance bass tracks.

The update, which is already live on Quest and SteamVR headsets, includes three songs: ‘Phantom Fangs’, an original in-house track from Zakka G, ‘KILLSHOT’ from Boom Kitty x MDK’s, and Astral Blossom from Skybreak & Daeya.

Notably, Zakka G is the block-slashing rhythm game’s official Level Designer, having joined the studio in 2020. While Zakka G has helped a number of artists bring their music to Beat Saber, Phantom Fangs is his first credited track on the game, which you can hear featured below:

The three new anniversary tracks are free to players on Quest and SteamVR headsets, and arrive automatically as standard game updates, which you’ll find over on the ‘Extras’ section. Sadly, PSVR 2 players won’t see the update since all new content has stopped since June 2025 on PSVR and PSVR 2.

This follows a pretty steady drop of content this year, including Bad Bunny’s ‘Me Porto Bonito’ Shock Drop in February, Twenty One Pilots’ ‘Stressed Out’ Shock Drop in March 2026, and The Prodigy Music Pack in April, which included six tracks: Breathe, Firestarter, Invaders Must Die, Omen, Poison, and Spitfire.

And it’s not stopping there. Meta says they have “plenty of great new songs and music packs in store for our ninth year,” so we’ll be keeping an eye out for more Shock Drops and Music Packs on the horizon.

That said, it’s no wonder Meta is keeping the content flowing to Beat Saber, as it’s been the number one top-selling game on Quest for multiple years in a row, sitting on top of Job Simulator, Blade & Sorcery: Nomad, SUPERHOT VR, and Virtual Desktop.

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Thursday, 28 May 2026

‘DnD: Battlemarked’ Gets New Adventure in ‘Acquisitions Incorporated’ Penny Arcade Update

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Demeo x DUNGEONS & DRAGONS: Battlemarked (2025) just got a new content update, adding a fresh standalone adventure, expanded multiplayer options, and additional campaign customization features. 

Based on the Penny Arcade DnD series ‘Acquisitions Incorporated’, Battlemarked now has a new standalone adventure called ‘A Golden Opportunity’.

The update introduces Omin Dran, CEO of Acquisitions Incorporated, voiced by Jerry Holkins of Penny Arcade and the Acquisitions Incorporated actual-play series.

Developer Resolution Games says the standalone adventure—which are basically side stories within campaigns—centers on a high-risk scheme involving infiltrations, magical rituals, and treasure hunting.

Completing ‘A Golden Opportunity’ also unlocks a themed die and Golden Weapon cosmetics, with the update also expanding multiplayer tools with a revised room browser. 

There are also a few more additions. According to a developer update, hosts can now set a preferred language, select up to three gameplay focus tags, and filter available rooms by difficulty. Campaign-wide difficulty settings have also been added. Previously limited to One Shot Dungeons, difficulty modifiers can now be applied across full campaign playthroughs.

The update is available now as a free download for all Demeo x D&D: Battlemarked players. You can find it over on Steam for PC VR headsets, the Horizon Store for Quest 2 and above, and the PlayStation Store for PSVR 2.

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Tuesday, 26 May 2026

XREAL Launches Cheap & Cheerful Sub-brand – Why You Probably Won’t See It Outside of China

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XREAL announced it’s launching a sub-brand in China with the release of the company’s cheapest XR glasses yet. With a name like XBX though, it’s unlikely we’ll see them outside of the mainland.

XBX released its first glasses today in China, the XBX A01, which boast a 50° field-of-view, HDR10 support, real-time SDR-to-HDR conversion, and bird bath-style optics delivering up to 1,600 nits of brightness from its Sony micro-OLED displays—all in a 62g package.

Like most of Xreal’s regular lineup though, Xbx A01 is basically meant for consuming traditional content while physically tethered to your standard swath of mobile devices: phones, tablets, portable game consoles, and laptops.

Image courtesy XBX

And while the glasses don’t feature any sort of camera sensors, electrochromic dimming, and have also dropped the usual ‘Sound by Bose’ audio seen in other Xreal devices, the device only costs CN¥1,799 (~$265), making them the company’s cheapest AR glasses to date.

But with a name like Xbx, which could easily be confused with Microsoft’s Xbox, it’s not very likely we’ll see the brand leave the safety of the mainland. At least, not in its current form.

Image courtesy XBX

That is, if the company doesn’t want to repeat past mistakes. Before the company was Xreal, the China/US-based company went by the name Nreal. In 2023, the company was forced to rebrand following a trademark dispute with Epic Games, which claimed the name sounded too similar to its Unreal Engine game engine.

Notably, there is an English version of the Xbx website—conveniently missing any store links—so it remains to be seen just what Xreal intends to do with Xbx, be it a mainland-only experiment or the start of a broader budget lineup.

What is clear: Xreal is becoming increasingly aggressive at the lower end of the casual XR glasses market, which comes right as the company is gearing up to take on the consumer AR market outside of China with Project Aura, the result of a deal with Google that positions Xreal as its sole AR hardware partner.

As it is, Project Aura is confirmed to launch sometime this year, making them not only the first pair of AR glasses running Google’s Android XR operating system, but the company’s next big flagship device.

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Monday, 25 May 2026

‘Five Nights at Freddy’s: Secrets of the Mimic’ Finally Comes to PC VR Headsets

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Steel Wool Studios has finally released SteamVR support for Five Nights at Freddy’s: Secrets of the Mimic (2025), letting you face the robotic evil within Murray’s Costume Manor from the comfort of your PC VR headset.

Although the studio initially planned to launch FNaF: Secrets of the Mimic with PSVR 2 support last June, the studio actually changed course earlier that year, sidelining the PSVR 2 mode until April 28th of this year.

But now it’s the PC version’s turn. Owners of the game on PC can jump in right now, although there are some minor caveats. Steel Wool Studios says the VR mode doesn’t support room-scale gameplay, which essentially means you’ll need to stay your player boundary and use in-game locomotion controls to navigate.

While it does include the full swath of VR settings, the studio warns you may need to adjust performance outside of the game for best results, such as adjusting refresh rate (hz) in SteamVR’s settings for PC VR players, or via the Meta Horizon Link desktop app’s Graphics Preferences for Quest Link/Air Link users.

For PC VR users who can’t reach 120/144 Hz, the studio also suggests turning SteamVR’s motion smoothing setting off, noting that sometimes deleting the entire configs folder (i.e., C:\Users\%USERNAME%\AppData\Local\FNAF_SOTM\Saved\Config) can help.

At the time of this writing, the studio notes there are a number of know behaviors to watch out for when it comes to playing the PC game in VR mode, however the game is fully playable in VR, including full motion controls.

For a more comprehensive look at what to expect, check out ‘PSVR2 Without Parole’s full review of the PSVR 2 mode below:

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Millennial Internet Cartoon ‘Homestar Runner’ is Coming to ‘Walkabout Mini Golf’ in June DLC

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Walkabout Mini Golf (2020) is getting a DLC drop next month that will bring early 2000s flash cartoon sensation Homestar Runner to the game on June 25th.

Developer Mighty Coconut says the ‘Homestar Runner Distraction Pack’ isn’t the usual DLC drop, which typically includes a new course.

Working with series creators The Brothers Chaps, the upcoming DLC is instead an avatar and mini-game add-on which brings the series’ cast of characters to the game: Strong Bad and Homestar Runner,  along with cosmetics and other character appearances.

Mighty Coconut calls it “a takeover of Walkabout by Strong Bad and friends featuring designs, in-game character appearances, voice-acting, and much more directly from The Brothers Chaps. Think of it as a turducken of unique cosmetics, never-before-seen mini-games, and locations/nods to the most iconic Homestar Runner bits of all time.”

Homestar Runner Distraction Pack is set to include six new activities, Strong Bad’s basement hangout, 18 collectable lost balls, custom putters, unique avatars, a custom ball trail, unlockable hole celebrations and more.

Mighty Coconut says the Homestar Runner DLC was “something we’ve been working on for nearly a year, and we’re considering it a ‘bonus’ release.” Additionally, the studio says three more courses are coming this year, with the next course expected to arrive in August.

Walkabout Mini Golf has gained a fair bit of momentum since it initially launched on Quest in 2020, eventually coming to SteamVRPSVR 2, and Pico.

In addition to regular DLC drops, over the years the game has also partnered with a variety of creators, bringing courses from Jim Henson’s Labyrinth (1986), Cyan’s classic adventure-puzzle MYST (1993), and Aardman Animation’s Wallace & Gromit to name a few.

The studio has also released a few standalone avatar packs featuring characters from Fraggle Rock (1983)Exploding Kittens (2015), and The Dark Crystal (1982).

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Friday, 22 May 2026

Highlights from the Ruff Talk VR Gaming Showcase – New Games, Trailers & More

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The latest installment of the Ruff Talk VR Gaming Showcase is here, bringing with it another avalanche of VR game reveals, trailers, updates and more.

Ruff Talk VR is a VR-focused podcast hosted by father-and-son team Damien and Bryan Ruffy, who release podcasts each week in addition to their regular VR Gaming Showcase. This is now the duo’s fourth showcase, following the December 2025 show.

We rounded up what we think are some of the top highlights, although you can catch the entire showcase for the full drop, which includes a whopping two dozen trailers and announcements.

Knights of Fiona – New Gameplay Trailer

Ruinsmagus (2022) studio CharacterBank Inc today unveiled a new trailer for Knights of Fiona, the upcoming VR action-adventure game. The trailer highlights expanded combat encounters, a glimpse of brand new areas, and the look at co-op play with a fellow knight at your side.

Knights of Fiona is slated to launch sometime this year on Quest 3/3S, as well as SteamVR headsets. You can wishlist it here on Steam and the Horizon Store for Quest.

Survive The Night – Reveal

Image courtesy The Binary Mill

Survive the Night is The Binary Mill’s (Resist, Into the Black) newly announced free-to-play co-op action roguelite. Set within the galaxy’s most popular gameshow, the game supports between 1-4 players, forcing you to work together to survive a series of challenges featuring physics-based melee combat, dynamic mini-games, and roguelite progression systems.

There’s no release window yet, although you can wishlist Survive the Night over on the Horizon Store for Quest 3/3S.

Hyperlane Highway – New Gameplay Trailer

Solo developer Ryan Byrne of RyalityStudio debuted a new trailer for Hyperlane Highway, a VR roguelike shooter designed around a unique “head lean” locomotion system.

While targeting a Q4 2026 early access launch, RyalityStudio is opening a community  Discord (invite link) to begin private PC VR playtesting ahead of a public demo. The game is targeting SteamVR headsets, and also plans to support Quest.

Disembodied – Dev Update

Disembodied is an upcoming mixed reality platformer that turns your real hand movements into precise, physics-driven gameplay, using only hand tracking to interact with the game’s physics-based environment.

Developed by Middle Man Games, Disembodied is slated to head into early access on the Horizon Store for Quest 2 and above sometime this Fall. You can wishlist it here.

Loop One Done – PC VR Support Coming

Loop One Done has been in available in early access since May 2025 on Quest, however now VR indie Ojsan Studio AB announced the Factorio-inspired game is finally coming to PC VR headsets soon via Steam.

The video gives us a good look at all of the major updates to come to the game, which lets you record loops with drones and robots by hand so you can build up an efficient automated factory.

Adrian’s Quest – New Gameplay Trailer

Adrian’s Quest is an upcoming single-player VR action-adventure game filled with physics-based puzzles and bizarre gunfights, set on a dusty, run-down alien planet inhabited by strange creatures and a declining civilization.

Developed by Digital Waste Factory, Adrian’s Quest is slated to launch on PC VR headsets, although the studio says it’s also working on support for PSVR 2 and Quest. In the meantime you can find Adrian’s Quest over on Steam for PC VR headsets.


For more, make sure to catch the full show here.

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Anduril Shows a Glimpse of EagleEye’s Wide Field-of-view Night Vision Imaging

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Palmer Luckey, founder of defense startup Anduril, revealed more capabilities of its EagleEye XR glasses, this time showing off its wide field-of-view (FOV) night vision.

Anduril revealed EagleEye late last year, showing off an impressive (if not outright terrifying) set of augmented reality capabilities the company hopes to eventually serve up to U.S. soldiers. Luckey, who also founded Oculus in 2013, has now showed off a little more of the system’s night vision.

“The difference is night and day,” Luckey says in an X post. “The digital night vision of the EagleEye Family of Systems delivers an 84 degree field of view, stereo thermal fusion to expose hidden threats, and a 4K display for enhanced warfighter perception.”

Image courtesy Palmer Luckey, Anduril

Luckey also showed off a visual comparison between EagleEye (left) and PVS-31 (right), the latter of which is a conventional binocular-style night vision system currently used in elite combat roles, such as SOCOM, Rangers, SEALs, and MARSOC.

That said, the two systems are very different—about as far from each other as a smartphone is from and a digital Casio watch.

According to Anduril, EagleEye offloads some of front-heaviness of its low light and thermal sensors by integrating them into a sensor suite connected directly to the helmet, which is then relayed to the user’s display, which is housed in a pair of AR glasses with included ballistic and laser protection.

Image courtesy Anduril Industriesduri

What’s more, the system also patches into a bevy of external data streams, including real-time info sourced from the company’s AI-driven Lattice network of surveillance and defense devices.

This comes amid Anduril’s compete for a U.S. Army contract against defense company rival Rivet. Called the Soldier Borne Mission Command (SBMC), the new contract is essentially is set to revamp the previous 10-year, $22 billion Integrated Visual Augmentation System (IVAS) project originally awarded to Microsoft in 2018, which the company hoped to fulfill by adapting its HoloLens 2 AR platform for combat roles.

In February 2025, it was revealed Anduril would be taking over the older IVAS contract, which was thought to give the company a head start on competing for SBMC.

Notably, Anduril partnered with Meta in May 2025 on combat-focused XR systems, which at the time the companies said would aim to deliver “the world’s best AR and VR systems for the U.S. military.”

Anduril says it’s also partnered with EssilorLuxottica’s Oakley Standard Issue, Qualcomm, and Gentex, which the company says “lowers cost, accelerates development, and ensures a path for continuous innovation.”

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Thursday, 21 May 2026

‘Avatar: Fire and Ash’ and ‘Super Mario Galaxy Movie’ Head to Vision Pro in 3D

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Vision Pro is steadily becoming the premier destination for 3D theatrical releases to reach home audiences. The latest 3D movies headed to Vision Pro include The Super Mario Galaxy Movie (2026) and Avatar: Fire and Ash (2025).

The News

Apple has confirmed two new 3D movies headed to Vision Pro. The Super Mario Galaxy Movie (2026) is available to buy or rent in 3D as of this week, through the Apple TV app.

Image courtesy Nintendo

That will be followed by the top-grossing movie of 2025, Avatar: Fire and Ash, which will be available starting on June 24th, streaming in 3D on the Disney+ app.

That’s it… that’s the news.

My Take

Vision Pro is the best way to watch 3D versions of major movies today, thanks to a combination of high-quality OLED displays and ease-of-access to high-quality 3D content. 3D movies on Vision Pro are generally streamed in 4K with HDR and surround sound, and you can make the screen literally as large as it would be in an actual movie theater. From my personal experience, if a movie in Vision Pro is available in 3D, there’s no reason not to watch the 3D version; it’s a pure value-add to the experience.

This follows the collapse of the 3DTV market years ago, which led to a near-elimination of movies being released in 3D for at-home viewing. Vision Pro is offering a second life to the 3D releases at home. And while the number of 3D movies available on the headset is continuing to grow, the high cost of Vision Pro makes it anything but certain that releases will continue in the long term.

Avatar: Fire and Ash, in particular, is a major win for 3D movies on the headset; Vision Pro is now the only way to experience the movie with the 3D perspective that director James Cameron originally intended it to be seen.

Granted, the release calls into question the partnership between Cameron’s Lightstorm Vision studio and Meta, which was announced at the end of 2024, a year before the release of Avatar: Fire and Ash.

At the time the studio and Meta said they were partnering to “scale the creation of world-class 3D entertainment experiences spanning live sports and concerts, feature films, and TV series featuring big-name IP on Meta Quest—which will be Lightstorm Vision’s exclusive MR hardware platform.”

While it wasn’t ever confirmed that the partnership would include a 3D release of Avatar: Fire and Ash on Meta’s headsets, the release of an exclusive 3D clip on Quest—to promote the movie’s release—certainly teased as much. But at this point it’s unclear if the movie will be released in 3D on Quest like on Vision Pro. We reached out to Meta about this but the company didn’t respond to a request for comment.

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Wednesday, 20 May 2026

Apple Acquires Key Talent & Patents Behind AI Avatar Company ‘Animato’

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According to an official EU filing spotted by Apple Insider, Apple has recently acquired key talent and IP behind Animato, a Bay Area startup creating AI avatars.

Animato was known for the now-defunct AI video calling app Call Annie, which paired 3D avatars with AI for face-to-face tutoring and language learning.

According to the filing (seen below), Apple isn’t outright acquiring Animato, but rather reserving the right to hire certain employees, get non-exclusive licenses to Animato’s intellectual property rights, and acquire Animato’s patent applications.

Here’s the January 19th filing via the European Commission’s Digital Markets Act:

Apple Inc. (“Apple”) will have the right to make employment offers to and hire certain employees of Animato, Inc. (“Animato”), receive a non-exclusive license to Animato’s intellectual property rights, and acquire Animato’s patent applications. Animato develops and distributes software that creates virtual avatars for video chats and tutoring. Apple (together with its group companies) designs, manufactures and markets smartphones, personal computers, tablets, wearables and accessories, and sells a variety of related services.

According to LinkedIn, Animato was founded by Francesco Rossi, who worked at Apple from 2015-2022 in the company’s computer vision R&D department, which included work on machine learning.

Having left Apple in 2022 to found Animato, the company released two now-defunct apps, Call Annie and BeSanta, the latter of which let users create impersonate Santa Claus and record videos for playback.

‘Call Annie’ | Images courtesy Animato Inc

This isn’t the first avatar-related acquisition (or in Animato’s case acqui-hire) Apple has undertaken following the 2024 launch of Vision Pro.

In early 2025, Apple quietly acquired 3D avatar company TrueMeeting, having obtained its 3D avatar tech stack and a number of its employees. At the time, the deal was thought to support the company’s photorealistic avatars for Vision Pro, aka ‘Personas’.

Notably, Personas are some of the most realistic 3D avatars in the XR space right now. Based on facial scans, Personas are animated with the help of Vision Pro’s various sensors; the downward-facing camera tracks mouth movement, internal sensors track your eyes and facial micro-expressions, and a particularly advanced machine learning stack blends all of this together into a realistic 3D avatar.

At least in terms of what we’ve seen in Call Annie, Animato’s tech seems to be more targeted at creating realistic AI avatars, which is something Apple may be after as the company further develops not only XR headsets like Vision Pro, but its forthcoming AR glasses, which are rumored to follow its first smart glasses—still in development behind closed doors.

The post Apple Acquires Key Talent & Patents Behind AI Avatar Company ‘Animato’ appeared first on Road to VR.



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Tuesday, 19 May 2026

Google & Samsung Reveal Smart Glasses for Fall Launch, Aiming to go Head-to-head with Meta

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Google and Samsung today gave the first official glimpse of an upcoming pair of smart glasses which are set to go head-to-head with Meta’s own AI-based smart glasses.

The News

The new smart glasses revealed by the companies at Google I/O today are seemingly unnamed at this point but generally referred to as “intelligent eyewear.” Like most of Meta’s smart glasses lineup, this pair is limited to audio input & output. A camera exists for visual input, but there’s no built-in display for visual output, unlike Meta’s Ray-Ban Display glasses.

Image courtesy Google & Samsung

The new smart glasses from Google and Samsung come in two styles: one made in collaboration with eyewear brand Warby Parker and another made in collaboration with Gentle Monster. Last year Google reportedly invested $100 million in Gentle Monster as part of its growing smart glasses ambitions.

Image courtesy Google & Samsung

Google and Samsung say the glasses are designed to work as a companion device to a mobile phone—similar to Meta’s smart glasses—suggesting it will have limited capabilities when worn by itself. The companies say the glasses will work with both Android and iOS phones, though it’s likely that some limitations may exist on iOS.

As part of the announcement, the companies offered a tease of the device’s capabilities:

Users can access navigation assistance by simply asking Gemini with their voices, receive personalized suggestions such as a nearby coffee shop on their walking route, or even place an order for pickup. Users can also receive summarized notifications for important texts and add events to their calendars. Additional features include real-time translations with audio that matches the speaker’s voice, as well as the ability to translate text on menus or signs in the user’s line of sight. Working seamlessly within the Galaxy ecosystem, the device helps users easily manage everyday tasks or effortlessly capture photos, all without taking their phone out.

On stage at Google I/O, the company showed that some requests (like ordering food from a restaurant) pass the request to Gemini on the user’s phone, which actually navigates the Doordash app by itself to place the order. It’s unclear how widespread this ‘Gemini app control’ capability will be, but it could be a huge breakthrough for the usefulness of AI through smart glasses and beyond.

Pricing and detailed specs have not been announced at this time, though the companies say the Google and Samsung smart glasses will launch this Fall “in select markets.”

My Take

Meta has already been seen to double-down on its smart glasses business after seeing greater than expected adoption, and this announcement of new smart glasses coming from Google and Samsung shows a growing belief in head-worn devices as the ideal place to capitalize on increasingly useful AI agents that have motivated the tech sector in recent years.

While the initial focus is on audio as the primary output modality of these glasses, Google has already confirmed its intentions to also bring smart glasses with displays to market, though it’s unclear if that will happen in 2026 or beyond. Adding a display to smart glasses vastly increases its range of uses, but adds significant cost and UX complexity. Meta even saw the need to pair its Ray-Ban Display smart glasses with a neural control band to make it easier for users to control the glasses.

I find it interesting that Google and Samsung were ready to show the design of these upcoming smart glasses but haven’t actually given them a proper name yet. Perhaps they are aiming to call the glasses by a combination of the company name and the corresponding eyewear brand, ie: Samsung Warby Parker glasses and Samsung Gentle Monster Glasses (like Meta has done with the “Meta Ray-Ban” glasses and “Oakley Meta” glasses).

Interestingly, the announcement accompanying this news doesn’t include any mention of “Android XR,” which tells us that Google is likely to position smart glasses separately from more immersive and interactive AR glasses like those coming from XREAL.

It’s been nearly 14 years since Google introduced its first pair of smart glasses, Google Glass. Equipped with significantly more advanced AI capabilities and a form-factor that looks much closer to actual glasses, this era of smart glasses has a much better chance of taking off.

The post Google & Samsung Reveal Smart Glasses for Fall Launch, Aiming to go Head-to-head with Meta appeared first on Road to VR.



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Google Announces New Android XR Developer Program with AR Glasses Dev Kits

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Google today announced at its I/O developer conference that it’s launching a new Android XR developer program, which will include XREAL’s upcoming AR glasses.

Called the ‘Android XR Developer Catalyst Program’, Google and AR hardware partner Xreal say they’ll be seeding program applicants with Project Aura dev kits, as well as tools and additional resources to get them creating fresh XR content.

Project Aura is the first pair of AR glasses running Google’s Android XR operating system, which the companies confirmed will ship sometime this year.

XREAL Project Aura | Image courtesy XREAL

“As part of the program, Project Aura developer kits will become available globally, giving select developers early access to hardware along with tools and resources designed specifically for Android XR development on Project Aura,” Xreal and Google said.

“The goal is simple: empower developers to start building the XR apps and experiences they’ve always imagined.”

Developers hoping to join the program can apply today at g.co/dev/catalyst, and Google/Xreal will review submissions and provide Project Aura developer kits in the coming weeks.

The post Google Announces New Android XR Developer Program with AR Glasses Dev Kits appeared first on Road to VR.



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LG-Backed AR Lens Startup LetinAR Raises $18.5M Ahead of Planned IPO Next Year

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South Korean augmented reality startup LetinAR has raised $18.5 million in fresh funding ahead of its planned IPO next year, something the company says will help scale production and accelerate commercialization of its AR optics.

As first reported by TechCrunch, LetinAR’s latest round was led by Korea Development Bank and included participation from Lotte Ventures, the investment arm of retail conglomerate Lotte Group, alongside additional undisclosed investors.

The funding brings LetinAR’s total raise to approximately $41.7 million, with previous investors including LG Electronics.

Founded in 2016 by CEO Jaehyeok Kim and CTO Jeonghun Ha, LetinAR develops compact optical modules for AR and smart glasses. Its proprietary ‘PinTILT’ technology is designed to deliver brighter images in thinner, lighter, and more power-efficient lenses than conventional waveguide or birdbath optics systems.

“We see AI glasses as that next platform,” Kim said, speaking to TechCrunch. “And the optical module is the hardest part to get right as AI glasses makers will need a lens that is thinner, lighter, and more power-efficient than what exists today.”

Notably, the company doesn’t manufacture complete AR or smart glasses, instead focusing on the sort of optical engines already in use with a few early collaborations, including NTT QONOQ Devices and Dynabook, formerly Toshiba Client Solutions.

The startup also said it’s engaged in R&D discussions with several major global tech companies regarding next-gen smart glasses platforms, with one such partner including Aegis Rider, a spinout from ETH Zurich Computer Vision Lab developing AI-powered augmented reality motorcycle helmets.

The funding round comes amid accelerating investment across the smart glasses sector. Companies including Meta, Google, Samsung, Apple, Huawei, Alibaba Group, and Xiaomi are all working on display-clad glasses of some sort.

The company plans to pursue a public listing in South Korea in 2027.

The post LG-Backed AR Lens Startup LetinAR Raises $18.5M Ahead of Planned IPO Next Year appeared first on Road to VR.



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Monday, 18 May 2026

Pimax Starts Sending Out ‘Dream Air SE’ PC VR Headsets, But Fulfillment Could Take Weeks

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Pimax announced it’s finally started shipping out the first batches of Dream Air SE, the younger sibling to its thin and light PC VR flagship. Despite officially launching Dream Air SE last week, most customers will probably still be waiting a bit longer—even if you pre-ordered a year ago.

The company revealed in its big launch day event last week that Dream Air SE is technically now shipping, which has been over a year in the making. Still, you won’t find a big ‘buy now’ button on the website just yet, as the company is still taking pre-orders for its cheapest thin and light PC VR headset to date.

That said, it’s unclear when batches pre-ordered today will actually ship out without actually putting money down to find out yourself. Whatever the case, if you pre-ordered on day one, you may be waiting a matter of weeks, not days.

Dream Air – Thin and light PC VR headset containing Sony microOLED panels (3,840 × 3,552 pixels per eye) and concave-view pancake optics, delivering 110° horizontal FOV, eye-tracking, auto-IPD adjustment, spatial audio, and DisplayLink.

• Versions: Lighthouse tracked and no controllers ($2,000) – SLAM tracked with controllers ($2,300)

Dream Air SE – Lower resolution version of Dream Air containing Sony microOLED panels (2,560 × 2,560 pixels per eye) and all of the above, except with 105° horizonal FOV.

• Versions: Lighthouse tracked and no controllers ($900), SLAM tracked with controllers ($1,200)

One such pre-order customer, Reddit user ‘Aitch_5’, says they’ve received an email indicating their May 2025 pre-order is currently in production, however delivery was estimated to take “another 4-5 weeks,” putting the UK-based delivery sometime in mid-to-late June.

Pimax Dream Air SE (Lighthouse) | Image courtesy Pimax

Pimax tells Road to VR that the first batch has been shipped out however—a bulk shipping to local warehouses—so the company expects the first users to receive their headset in two-to-four weeks. The company says it’s going to provide more clarity around shipping in an update on the official website “soon.”

As the flowchart goes, Pimax says that early pre-order orders will be fulfilled first, then early reservation fee orders (pending full payment), and then additional pre-orders to follow.

The company says it’s offering a few benefits for customers pre-ordering Dream Air SE right now. Effective between May 14th – May 31st, Pimax is including:

  • Free shipping to selected regions
  • Two face masks (new & old, new is shipped separately later)
  • Discount coupon (DMAS Hardstrap 50% off, 50% off ringless controllers)
  • US-only Regional Surcharge: $50 USD

Both Dream Air and Dream Air SE have been subject to multiple delays, so at least for some, this will feel like a long-awaited relief.

Notably, Pimax first announced Dream Air in December 2024. Before it could even be shipped out to external beta testers, the company announced in May 2025 it was releasing a more budget-friendly version with Dream Air SE.

The post Pimax Starts Sending Out ‘Dream Air SE’ PC VR Headsets, But Fulfillment Could Take Weeks appeared first on Road to VR.



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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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