Tag: VR headset

  • Steam Machine Shipments: What the Latest Hardware Drops Mean

    Steam Machine Shipments: What the Latest Hardware Drops Mean

    Key Takeaway

    – The shipment data suggests Valve may be advancing hardware plans (Steam Machine or Steam Frame) with new imports, though not conclusive proof of a launch.
    – The goods are labeled as a “Game Console” and include 42 packages totaling ~12.5 tons, indicating potential hardware-related content.
    – Public import records alone cannot verify exact contents or confirm a release timeline; speculation remains uncertain and could reflect packaging changes, bundles, or smaller batches.


    An attentive Reddit user noticed, Valve received another shipment from China on May 20, 2026

    In this paragraph, the author describes a recently spotted shipment from China to Valve, and notes that the information is traceable via public import records from ImportGenius. The shipment was addressed to “CEVA NL c/o Valve Corporation” and delivered by a China-based company named Tech-Front Chongqing Computer Co. The tone shifts to a straightforward report, and the details about the recipient and carrier are preserved exactly as stated, including the phrasing of the names and date. Some readers might wonder about the implications for Valve’s upcoming hardware or software platforms, but the paragraph does not assert anything conclusively, instead merely laying out the facts that have been observed. Prices and specifications are not provided here, but the emphasis is on the logistics trail and the potential significance of the shipment’s description as a “Game Console.”

    Shipping details and the weight of the container

    There are 42 packages totaling around 12.5 tons in this shipment, described in the records as a “Game Console.” The mention of the weight, which is notably lighter than a prior 14.5-ton shipment, is pointed out to suggest possible changes in packaging, bundles, or batch sizes. The writing acknowledges ambiguity, stating that the contents cannot be verified, and therefore the exact nature of the hardware remains speculative. The text retains the numeric data on the number of packages and total weight, which are key details of the import record, while exploring the possible reasons behind the weight difference. The language remains cautious, avoiding definitive claims about what is inside the boxes, but highlighting the potential significance for Valve’s product strategy.

    Speculation about Valve’s hardware plans

    The article then debates whether the shipment could include Valve’s living-room PC, the Steam Machine, or the Steam Frame, or possibly the Steam Deck, all while noting that none of these conclusions are proven. The paragraph contrasts various possibilities and emphasizes that the data is not proof of an imminent launch. It keeps alternating between cautious speculation and references to external hints, such as YouTuber VoodooDE reportedly testing the Steam Frame, and it discusses the timing around 2026 as a potential window for new hardware. The paragraph uses varied phrasing to discuss uncertainty, and it keeps the focus on how import data could be interpreted without asserting a concrete product has arrived.

    Public interest and potential timelines

    Further, the article suggests that fans might expect more information soon, with some forecasting news for next Monday, while others caution that similar hopes have repeatedly been disappointed in the past. The language here emphasizes the speculative nature of the signal from the import data and the human tendency to read too much into hardware shipments. It repeats the caveat that the new data do not prove a launch, but they do add to the ongoing narrative that Valve is actively pursuing hardware development. The paragraph ends by noting that readers should temper expectations while staying attentive to further updates, maintaining a blend of optimism and skepticism.


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  • Steam Frame Early Impressions Ahead of Official Launch

    Steam Frame Early Impressions Ahead of Official Launch

    Key Takeaway

    – Steam Frame release timing remains uncertain, but signs point to a near launch alongside other announced Steam devices.
    – A reviewer leak and early footage suggest hands-on access is possible, with Valve requesting removal of related content.
    – Initial impressions claim high comfort and cross-compatibility with both VR and non-VR games, though details are still scarce.


    Overview and Release Context

    The Steam Machine, Steam Controller, and Steam Frame were announced in November last year with releases scheduled for this year. The Steam Controller has made it to the market, but there is no news about the other two. Recently, some leaked info hinted at the price for one of the two devices, but now, a short early video of the Steam Frame has been shared by a reviewer.

    Reviewer and Video Details

    The reviewer in question is VoodooDE VR who originally posted the video on X, which has since been taken down after Valve’s request. The reviewer mentions that the device in the video was someone else’s and that he wasn’t under any NDA, but still complied with Valve’s request. That being said, the video is still online on Reddit (at least at the time of publishing) and doesn’t really give away anything about the Steam Frame.

    Comfort and Hardware Impressions

    VoodooDE VR does claim that it is the most comfortable VR headset he has ever tried, despite being bigger than the Meta Quest 3. He also has the two controllers, as well as the dongle that enables PC VR gaming. Another tidbit he shared was that the Steam Frame worked without any problems with both VR and non-VR games.

    Development Status and Potential Release

    It is unclear if this model is a dev kit, but the reviewer mentions in responses that he can’t wait to try the final version. VoodooDE VR seems to be in talks with Valve about sharing more information about the Steam Frame.

    Launch Timeline Speculation

    While putting a release timeline on the VR headset is difficult, the recent price leak and reviewers getting access to units suggest the launch could be close.

    • gogodboss on Reddit, VoodooDE VR on X
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  • DIY Open-Source 3D-Printed VR Setup with 6 DoF and Controllers

    DIY Open-Source 3D-Printed VR Setup with 6 DoF and Controllers

    Key Takeaways

    1. Daniel McKenzie created a basic VR headset with only three degrees of freedom (3DoF), suitable for sim racing.
    2. Critics highlighted the lack of positional tracking (6DoF) as a major flaw, even for sim racing.
    3. Daniel upgraded the headset by adding outside-in tracking and wireless controllers using the open-source HadesVR project.
    4. The new setup allowed for playing Beat Saber, but faced challenges with tracking accuracy and drift due to using a single camera.
    5. The project remains open-source, but required resources have not yet been uploaded to GitHub; updates can be found in the video description on YouTube.


    Last month, we shared news about a basic VR headset created by DIY engineer Daniel McKenzie, who posted a video on his YouTube channel, CNCDan. The headset was functional, but it had a significant flaw — it only offered three degrees of freedom (3DoF). This means it could track movements like looking up and down, turning left and right, and tilting the head side to side.

    Daniel’s Focus on Sim Racing

    For Daniel, he felt that positional tracking (6DoF) wasn’t necessary, as his primary use case was sim racing, and he believed that 3DoF sufficed. Nonetheless, many critics argued that the absence of positional tracking was a major drawback, emphasizing its importance even in sim racing scenarios.

    Upgraded Features and Tracking System

    In light of the feedback, Daniel decided to enhance his system significantly. He added outside-in tracking and wireless controllers to the new version. Instead of starting from square one, he leveraged an open-source project known as HadesVR for the tracking system.

    With this updated setup, he succeeded in playing Beat Saber, although it came with some challenges. The positional tracking for the controllers wasn’t flawless since he only used a single camera for tracking. Additionally, both the headset and controllers experienced drift over time because they depended on IMU units.

    Open Source Commitment and Future Updates

    The initial version of this project was open-source, and this new iteration will also follow suit. However, as of now, Daniel has not uploaded the required resources to the GitHub page, although he has promised to do so. If you are interested in this build, be sure to check the description of the video on YouTube for any updates.

    You can purchase the Flashforge Adventurer 5M 3D Printer for $249 on Amazon.

  • Valve Unveils Steam Frame: First Standalone VR Headset

    Valve Unveils Steam Frame: First Standalone VR Headset

    Key Takeaways

    1. The Steam Frame is an independent VR headset that can run games on its own and supports wireless streaming from other devices using a 6 GHz dongle.
    2. It features LCD technology with pancake lenses, offering a resolution of 2160 x 2160 pixels, a refresh rate of up to 144 Hz, and a 110-degree field of view.
    3. The headset is powered by a Snapdragon 8 Gen 3 processor, has 16 GB of RAM, and comes with storage options of 256 GB or 1 TB, running on SteamOS.
    4. The Steam Frame incorporates foveated streaming technology for efficient GPU usage by rendering only the areas users are looking at.
    5. The controllers include 6 degrees of freedom tracking, capacitive finger tracking, and weigh 130 grams, while the headset weighs 440 grams (185 grams without the battery pack).


    Valve has just released its latest VR headset, previously referred to as Deckard. Although it serves as a successor to the Valve Index, the Steam Frame stands out as an independent device capable of running games on its own. Users also have the option to play games from another device, streaming them wirelessly to the headset using a 6 GHz dongle. Additionally, it features a battery pack that is cleverly mounted on the back of the headset.

    Display and Specifications

    In contrast to various VR headsets (such as the Apple Vision Pro) that utilize OLED screens, Valve has opted for LCD technology paired with pancake lenses. The lenses each boast a resolution of 2160 x 2160 pixels and support a refresh rate of up to 144 Hz. With a field of view of 110 degrees, these lenses can accommodate eyeglasses up to 140 mm in width.

    One standout element of the Steam Frame is its foveated streaming capability. This technology tracks your eye movements and only renders the areas you are currently looking at. This feature helps to save GPU power while providing enhanced visual fidelity in the areas that are being rendered.

    Performance and Features

    Beneath its sleek exterior, the Steam Frame is powered by a Snapdragon 8 Gen 3 processor, complemented by 16 GB of LPDDR5X RAM and storage options of either 256 GB or 1 TB. It runs on SteamOS right out of the box and employs a translation layer to allow for the running of mainly x86 Steam games on an Arm-based system-on-chip (SoC). The Snapdragon SoC theoretically enables users to access Arm-based VR titles as well.

    The included battery has a capacity of 21.6 Wh and can charge at a rate of up to 45 Watts via USB-C. For tracking, Valve has equipped the headset with four outward-facing monochrome cameras for both the headset and controller, two internal cameras for eye tracking and foveated streaming, along with infrared illuminators for use in dimly lit spaces. A Wi-Fi 7 antenna allows the Steam Frame to connect directly to the internet.

    Controller Design and Weight

    When it comes to the controllers, the Steam Frame features a mostly conventional design that includes 6 degrees of freedom (DOF) tracking, capacitive finger tracking, and a standard layout of A B X Y/D-Pad on each controller. The thumbsticks are equipped with TMR modules, effectively removing the chance of stick drift. Weighing in at just 130 grams with a single AA battery, they are quite lightweight.

    The headset itself, however, is a bit heavier at 440 grams, although this drops to 185 grams when the battery pack is detached. The Steam Frame also includes an additional vertical head strap for extra support. Unfortunately, as it was with the Steam Machine, there is still no information on pricing or a release date.

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  • Samsung Galaxy XR: New 4K Micro OLED Rival to Apple Vision Pro

    Samsung Galaxy XR: New 4K Micro OLED Rival to Apple Vision Pro

    Key Takeaways

    1. AI-Centric Design: The Galaxy XR focuses on an AI-driven experience, developed with Google and Qualcomm, using the Snapdragon XR2+ Gen 2 SoC.

    2. Specifications: The headset features 16 GB of RAM, 256 GB of storage (non-upgradable), and operates for up to 2.5 hours on a single charge, primarily for 2D content streaming.

    3. Display and Imaging: It has a micro-OLED display with a resolution of 3,552 x 3,840, a 109-degree horizontal FOV, a 100-degree vertical FOV, and a 6.5 MP camera for capturing 3D content.

    4. Sensor Array: The Galaxy XR includes multiple sensors: two pass-through cameras, six tracking cameras, four eye-tracking cameras, a depth sensor, and an iris sensor for security.

    5. Weight and Availability: Weighing 545 grams (with cushion), it can support prescription lenses but requires separate purchase; currently available only in the US and South Korea.


    Samsung’s much-anticipated competitor to the Apple Vision Pro has finally been unveiled, just days after Apple showcased the latest version of its VR headset. Previously referred to as Project Moohan, the Galaxy XR operates on the Android XR platform and features integration with Gemini.

    AI-Centric Design

    Developed in collaboration with Google and Qualcomm, the Galaxy XR focuses on an experience that “puts AI at the centre.” The device is driven by Qualcomm’s Snapdragon XR2+ Gen 2 SoC. Although it will launch in January 2024, the chip itself isn’t brand new, especially when compared to the Apple Vision Pro, which utilizes Apple’s advanced M5 SoC. Other specifications include 16 GB of RAM and 256 GB of storage, with no option for upgrades. While Samsung hasn’t detailed the battery size, it claims the headset can operate for up to 2.5 hours on a single charge.

    Real-World Usage

    It’s important to note that this duration applies only to 2D content streaming from the internet, and actual usage time may differ. The Galaxy XR features a micro-OLED display with a resolution of 3,552 x 3,840, boasting a 109-degree horizontal field of view (FOV) and a 100-degree vertical FOV. The refresh rate can reach up to 90 Hz, and it covers 90% of the DCI-P3 color gamut. Additionally, the headset is capable of capturing 3D images and videos with its 6.5 MP camera.

    Comprehensive Sensor Array

    Similar to the Apple Vision Pro, the Galaxy XR is equipped with multiple sensors, including two pass-through cameras, six tracking cameras, four eye-tracking cameras, five inertial measurement units, a depth sensor, and a flicker sensor. For security, there’s an iris sensor for biometric authentication.

    Finally, the Galaxy XR has a weight of 545 grams with the forehead cushion included. A backup battery can be added, increasing the weight by an additional 303 grams. Users who require prescription lenses due to myopia or hypermetropia can use the headset, but those lenses will need to be purchased separately. Currently, the device is only available in the US and South Korea, and there’s no information about when it might be released globally.

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  • DIY YouTuber Creates Affordable Open-Source VR Headset

    DIY YouTuber Creates Affordable Open-Source VR Headset

    Key Takeaways

    1. CNCDan created an affordable VR headset for about $150 using components from AliExpress and a 3D-printed casing, making the project open source.
    2. The headset features two screens with a maximum resolution of 2880×1440p and a refresh rate of 90 Hz, along with adjustable IPD and head tracking capabilities.
    3. The design focuses on essential features for sim racing, avoiding unnecessary options found in commercial VR headsets.
    4. The headset operates at a maximum resolution of 60 Hz and supports only three degrees of freedom (3DoF) for tracking movements.
    5. CNCDan used the open-source platform Relativty VR for software, with all resources available on his GitHub page.


    YouTuber CNCDan recently crafted a VR headset using affordable components sourced from AliExpress and a 3D-printed casing. The entire project cost him around $150, and he has made it open source. Additionally, the video he posted on his channel serves as a comprehensive tutorial, illustrating every phase of the construction.

    Components Used

    Among the components he ordered online are two screens that reach a maximum resolution of 2880×1440p and a refresh rate of 90 Hz, along with two lenses, an IMU (Inertial Measurement Unit) sensor, and an Arduino microcontroller board. The remainder of the headset was created using 3D printing technology.

    Features and Limitations

    Regarding the features, CNCDan mentioned that he included only the essential options for sim racing. This decision was made because the commercial VR headsets offered many unnecessary features, which he would still have to pay for if he purchased them.

    The headset comes with adjustable IPD, swappable faceplates, and head tracking capabilities. However, it does have some limitations — at its maximum resolution, it operates at just 60 Hz. Additionally, it supports only three degrees of freedom (3DoF), which allows for tracking of vertical and horizontal movements, as well as head tilting. He clarified that he didn’t see the need for 6DoF since 3DoF sufficed for his sim racing needs.

    Software Used

    For the software aspect, he opted for Relativty VR — an open-source VR platform he discovered online. All the necessary resources can be found on his GitHub page.

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  • Nintendo Explores VR, AR, MR for New Headset Development

    Nintendo Explores VR, AR, MR for New Headset Development

    Key Takeaways

    1. Nintendo is actively researching virtual reality (VR) and other interactive technologies, as confirmed in their recent financial report.
    2. The company’s annual report highlights their focus on various technologies, including VR, augmented reality (AR), and mixed reality (MR).
    3. There is uncertainty about the type of VR device Nintendo is developing, though a standalone headset is considered more likely than a kit like the Nintendo Labo VR.
    4. Recent patents suggest that the upcoming VR device may have its own CPU and GPU, potentially allowing it to function independently from the Nintendo Switch.
    5. Nintendo aims to enter the dedicated VR market, similar to competitors like Sony’s PSVR 2 and Meta Quest 3, despite no announcements concerning VR at the launch of the Switch 2.


    Nintendo has been in the news with whispers about a VR gadget for quite a while. Some patents have appeared online, hinting at what’s to come. Recently, their financial report has clearly stated they are conducting research into VR and other interactive technologies, confirming that they are indeed working on something related to virtual reality.

    Financial Insights

    The annual report for the fiscal year wrapping up on March 31, 2025, includes various details such as sales figures, company strategies, and plans for growth. One key area discussed is “Research and development activities.” Here, Nintendo elaborates on their explorations, saying, “We also carry out research and development activities to examine the applicability of various technologies to the field of home entertainment including interfaces such as touch panels and sensors, networks such as those for wireless communication, security, cloud computing, virtual reality (VR), augmented reality (AR) and mixed reality (MR), deep learning and big data analysis.”

    Unclear Device Type

    At this moment, it’s not really known if this will be something like the Nintendo Labo Toy-Con 04 VR Kit or a standalone VR headset. However, the latter seems more probable. Back in October and November of 2024, a few Nintendo patents were discovered on the US patent office’s site, hinting that the device could come with its own CPU and GPU. This suggests that the upcoming Nintendo VR device may not need to be connected to the Switch 2 or the original Switch.

    Future Outlook

    Of course, there hasn’t been any mention of this type of device with the launch of the Switch 2. But given the research details in the latest financial report and the patents from the previous year, it’s clear that Nintendo is aiming to break into the dedicated VR market, similar to Sony’s PSVR 2 and the Meta Quest 3.

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  • Meta Quest 3S Xbox Edition Retail Box Leak Revealed

    Meta Quest 3S Xbox Edition Retail Box Leak Revealed

    Key Takeaways

    1. The Meta Quest 3S Xbox Edition is a special edition headset set to be unveiled, featuring a black retail box design with both Meta and Xbox logos.

    2. The headset includes a black design with Xbox Green accents and comes with an Xbox Wireless Controller, priced at $399.

    3. Additional accessories include an Elite Strap and a three-month subscription to Xbox Game Pass Ultimate, enhancing the overall value of the Xbox Edition.

    4. The technical specifications of the Xbox Edition are similar to the standard Meta Quest 3S, with no unique version of Meta Horizon OS for this edition.

    5. More information about the Meta Quest 3S Xbox Edition is expected to be announced on June 24, 2024.


    It has been nearly nine months since Meta revealed the Quest 3S headset, and now it’s about to unveil its first special edition. This special edition will be called the Meta Quest 3S Xbox Edition, with reports of its development surfacing back in April 2024.

    Retail Box Design

    A picture of the retail box for the Meta Quest 3S Xbox Edition was shared on X by Zuby_Tech (@Zuby_Tech). The special edition will arrive in a black box, contrasting with the standard edition, which comes in a white box. The bottom of the box features both the Meta Quest and Xbox logos, while the top right corner displays a tiny Xbox Wireless Controller.

    Headset Features

    The headset itself appears black and has a striking Xbox Green accent running along the front. Reports indicate that accessories matching the headset’s color will be included; it will also come with an Xbox Wireless Controller in the packaging.

    As per Gamesandwich, the Meta Quest 3S Xbox Edition will be priced at $399, offering a headset with 128GB of storage. While this may seem pricey, especially since the standard version with the same storage is available for $299 (which you can find on Amazon), additional features help justify the higher cost of the Xbox Edition.

    Additional Accessories and Subscriptions

    Alongside the Xbox Wireless Controller, this version will come with an Elite Strap, which the standard version does not include; owners will need to buy that separately for $69.99. Additionally, the Meta Quest 3S Xbox Edition will provide a three-month subscription to Xbox Game Pass Ultimate, valued at $19.99 a month. However, it’s unclear whether Batman: Arkham Shadow, the free VR game that comes with the standard edition, and a complimentary three-month trial of Metal Horizon+ will also be part of this package.

    Currently, the technical specifications appear to mirror those of the standard Meta Quest 3S. It does not seem that the Quest 3S Xbox Edition will run a unique version of Meta Horizon OS, which was opened to third-party developers last year. Nonetheless, Gamesandwich anticipates that the Meta Quest 3S will be announced on June 24, so we should expect more information shortly.

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  • Pimax Dream Air SE: Affordable Lightweight VR Headset with Eye Tracking

    Pimax Dream Air SE: Affordable Lightweight VR Headset with Eye Tracking

    Key Takeaways

    1. The Pimax Dream Air SE is a lightweight and comfortable VR headset, weighing only 7.1 oz with an adjustable head strap.
    2. It features micro-OLED displays with a resolution of 2560 x 2560 pixels per eye, pancake lenses, and eye tracking for foveated rendering.
    3. The headset includes integrated audio with a microphone and speakers, and supports hand tracking and optional Lighthouse base stations for enhanced tracking.
    4. Connectivity requires a PC via DisplayPort, as it does not have local rendering capabilities like some other VR headsets.
    5. The Dream Air SE is available for pre-order at prices between $899 and $1,199, with shipping expected in the third quarter of 2025.


    We’ve previously talked about the Pimax Dream Air, and now the company has launched a budget-friendly version of this VR headset named the Dream Air SE. Users can expect a lightweight design and great comfort, as the headset weighs only 7.1 oz and features an automatically adjustable head strap.

    Display and Optics

    The device utilizes micro-OLED displays with a resolution of 2560 x 2560 pixels for each eye, which indicates that the standard Dream Air (not the SE) has a higher resolution. It incorporates pancake lenses, allows for eye tracking, and automatically adjusts to the user’s pupillary distance. Additionally, eye tracking is utilized for foveated rendering, which ensures that only the regions users are looking at are displayed in full detail.

    Audio and Compatibility

    Integrated into the Pimax Dream Air SE are a microphone and speakers. The headset comes in a SLAM version and includes controllers. It’s also compatible with optional Lighthouse base stations, supporting 6DoF and inside-out tracking, making setup relatively straightforward. Pimax promotes hand tracking as well, which can be handy for various VR applications like gaming.

    Connectivity and Pricing

    When it comes to gaming, the Pimax Dream Air SE must connect to a PC via DisplayPort. This means it lacks a powerful SoC and cannot locally render VR games, unlike other offerings such as the Meta Quest 3S (starting at $299 on Amazon). Nevertheless, the new VR device is now available for pre-order at prices between $899 and $1,199. These prices reflect a discount for pre-orders, with shipping anticipated to begin in the third quarter of 2025.

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  • Bigscreen Beyond 2: Lightweight VR Headset with Micro-OLED Displays

    Bigscreen Beyond 2: Lightweight VR Headset with Micro-OLED Displays

    Key Takeaways

    1. The Bigscreen Beyond 2 VR headset features a high resolution of 5120 x 2560 pixels and two micro-OLED displays, with a refresh rate of 90Hz.
    2. The headset’s pupillary distance is adjustable with a screwdriver, contributing to its lightweight design of 3.8 to 3.84 oz.
    3. Unlike standalone devices, the Beyond 2 requires an external input and supports 6DoF via SteamVR, connecting to a computer with a 16ft cable.
    4. An upgraded model, the Beyond 2e, includes eye tracking features but is slightly heavier, with foveated rendering still in development.
    5. The base model is priced at $1,019, while the eye tracking version costs $1,219, with shipping expected to start in July.


    Some fans of virtual reality may have heard about the Bigscreen Beyond VR headset, and now the company has released an upgraded model called the Beyond 2. This new VR headset boasts a resolution of 5120 x 2560 pixels and features two micro-OLED displays. Additionally, the specifications include a refresh rate of 90Hz and a pixel density of 32 PPD (pixels per degree).

    Design and Adjustability

    The pupillary distance can be adjusted using a screwdriver, unlike many other VR headsets that have automatic adjustments. Bigscreen likely made this choice to keep the weight down, as the Beyond 2 is quite light, weighing only between 3.8 and 3.84 oz, based on the specific model.

    Performance and Connectivity

    In contrast to the Pico 4 Ultra, which has been previously reviewed, the Beyond 2 is not a standalone device and requires an external input. It supports 6DoF via SteamVR. As is often the case with VR gaming, high performance is essential, and inconsistent frame rates can be more easily noticed compared to traditional gaming. The Beyond 2 can connect to a computer using a 16ft cable.

    Additional Model and Pricing

    Alongside the main model, Bigscreen has also launched the Beyond 2e. This variant is slightly heavier but includes eye tracking features. Though foveated rendering is still under development and not yet available, the eye tracking can enhance experiences in VR applications like VRChat. The base version of the headset is priced at $1,019, while the eye tracking model is available for $1,219. Shipping is anticipated to begin this July.

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