Budget Cuts Ultimate & PowerWash Simulator VR Are The Quest+ Monthly Games For February

From room-scale stealth thrills to power washing everything you see, here are the Quest+ monthly games for February 2025.

What Is Meta Quest+?

The Meta Quest+ subscription offering lets you redeem two pre-selected games each month, alongside a rotating selection of titles in its Games Catalog.

Redeeming these monthly games ensures continued access while your subscription remains active. Should you cancel your membership, previously redeemed games become accessible again if you resubscribe.

Quest+ is available on Quest 2, Quest Pro, Quest 3, and Quest 3S.

Last month's redeemable monthly games were Dragon Fist: VR Kung Fu and Real VR Fishing. This month, February 2025, the Quest+ monthly redeemable games are Budget Cuts Ultimate and PowerWash Simulator VR.

Budget Cuts Ultimate

Budget Cuts was one of the earliest room-scale VR titles to take advantage of tracked controllers, originally released as a short demo for the HTC Vive launch back in early 2016.

In 2018 Budget Cuts saw a full release on PC VR, turning the promising demo into a 3-4 hour game. When Oculus Quest released in 2019, Budget Cuts was a top requested title for a standalone port, but there didn't seem to be much prospect of it happening - until it did.

In 2023, five years after its PC VR release, Budget Cuts Ultimate released for Quest and PlayStation VR2, bringing the title and its sequel to standalone and console VR.

Budget Cuts Ultimate Review: Familiar But Aging Stealth Thrills
Budget Cuts Ultimate brings the stealth-action series to Quest 2 and PSVR 2, but does it still hold up? Our full review:

We gave Budget Cuts Ultimate a "Recommended" rating when we reviewed it at launch. "Several flaws hamper this experience and you can tell this was originally conceived during a different time, though great action-stealth gameplay and good humor make Budget Cuts Ultimate worth a look".

PowerWash Simulator VR

PowerWash Simulator VR brings the viral cleaning game to Quest headsets.

In our review of PowerWash Simulator VR we called out its disappointing graphics and soundless ambience, while acknowledging that it "ports a lot of the brilliance that made the original game stand out", giving it a three star rating overall.

PowerWash Simulator VR Review: A Relaxing Port, But No Clean Sweep
Our review of PowerWash Simulator VR is here – it’s a relaxing port, but no clean sweep... Read more:

Last month, FuturLab announced that it would no longer be updating or supporting PowerWash Simulator VR, stating that while the studio “absolutely love and believe in VR,” the VR team was “working on a platform which costs us more than it makes.”

PowerWash Simulator Ends VR Support As Dev Redeploys Team To Other Projects
PowerWash Simulator VR support will not continue on Quest, with FuturLab citing cost concerns and job security.

Quest+ Games Catalog

While Budget Cuts Ultimate and PowerWash Simulator VR are the games subscribers can redeem, Quest+ also offers a games catalog of titles that any Quest+ subscribers can play.

Here's the full Quest+ Games Catalog library as of February 5, 2025:

  • 2MD: VR Football Unleashed ALL☆STAR
  • Acron: Attack of the Squirrels!
  • Asgard's Wrath 2
  • BAM
  • Carve Snowboarding
  • Cook-Out
  • Cubism
  • Demeo
  • Espire 1: VR Operative
  • Fruit Ninja
  • Garden of the Sea
  • Guardians Frontline
  • Hand Physics Lab
  • Home Sports
  • Hunt Together
  • In Death: Unchained
  • Jurassic World Aftermath Collection
  • No More Rainbows
  • Onward
  • Party Versus
  • Premium Bowling
  • Puzzling Places
  • Red Matter
  • Shattered
  • Song in the Smoke
  • Space Pirate Trainer DX
  • Sweet Surrender
  • Synth Riders
  • Tetris Effect: Connected
  • Until You Fall
  • Walkabout Mini Golf
  • Wallace and Gromit in the Grand Getaway

Meta Quest+ costs $8 per month or $60 annually.

Meta Plans To Launch "Half A Dozen More" Wearable Devices

In Meta's CTO's leaked memo, he referenced the company's plan to launch "half a dozen more AI powered wearables".

Andrew Bosworth's memo, which was leaked to Business Insider after apparently being shared with all Reality Labs staff back in November, was a rallying cry for 2025. In it, he told staff that this year will determine whether its hardware & metaverse division is "the work of visionaries or a legendary misadventure".

But buried within the memo is also the mention of Meta's plan to launch half a dozen, six, more "AI powered wearables", seemingly referencing this year. So what could these be?

Meta CTO: 2025 Will Determine Whether AR/VR Bet Is Visionary Or “A Legendary Misadventure”
In a leaked memo, Meta’s CTO told staff that 2025 will determine whether its hardware & metaverse division is “the work of visionaries or a legendary misadventure”.

Oakley Meta Glasses

Two weeks ago, Bloomberg's Mark Gurman reported that Meta and EssilorLuxottica plan to expand their smart glasses product lineup later this year with Oakley Meta glasses.

Gurman has a fairly strong track record of reporting Meta's moves in advance.

Oakley Meta Glasses Are Reportedly Coming This Year Too
Oakley Meta glasses are coming later this year, Bloomberg’s Mark Gurman reports.

While the Ray-Ban glasses have a camera on one side and are aimed towards all consumers, the Oakley glasses would have the camera in the center and be intended for "cyclists and other athletes", Gurman said.

HUD Glasses

The Verge, The Information, The Financial Times, and Gurman have all previously reported that Meta intends to release smart glasses with a heads-up display (HUD), codenamed Hypernova, later this year.

It's still unclear whether or not these glasses will carry the Ray-Ban brand, but what is known is that they will include a small waveguide display on one of the lenses to show notifications, output text instead of audio from the Meta AI assistant, and to help frame photos before taking them.

Meta’s HUD Glasses Reportedly Won’t Be Ray-Ban Branded
Meta’s HUD glasses, coming next year, reportedly won’t be Ray-Ban branded or styled after EssilorLuxottica “balked” at the thickness of the frame.

In the same report in which he described the Oakley Meta glasses, Gurman  says that Meta employees are telling him to expect Hypernova to cost around $1000. Further, he says Meta "has discussed" including the EMG wristband (demoed with the Orion prototype) in the box of Hypernova, with a backup plan of using touch controls on the temple like its other smart glasses.

The Neural Wristband

As mentioned, Bloomberg's Mark Gurman reported that Meta's HUD glasses may come with Meta's neural wristband.

Meta has been working on this wristband since at least 2019, when it acquired a startup called CTRL Labs, and at Meta Connect 2024 it demoed its latest version of the band as the input device for the Orion AR glasses to select press and influencers.

The neural wristband leverages a technology called electromyography (EMG) that can track subtle finger movements by sensing muscle activation in your wrist.

In practice, this lets the wearer use their thumb as a virtual D-pad, without the need to be in view of any camera, letting you "swipe, click, and scroll while keeping your arm resting comfortably by your side". This would even work if your hand was in a jacket pocket, or any other scenario where it's completely occluded from the glasses.

Zuckerberg: Neural Wristband To Ship In ‘Next Few Years’
Mark Zuckerberg says Meta’s finger-tracking neural wristband for AR/VR input will ship “in the next few years”. Explanation here:

Around a year ago, Mark Zuckerberg said the neural wristband would ship as a product "in the next few years".

Meta Buds?

In the same report in which Gurman described the Oakley Meta glasses and the apparent price and input device for Meta's HUD glasses, Gurman said Meta is also working on an AirPods competitor.

Gurman claims these Camera Buds, as they're called internally, would "built-in cameras that can see the outside world and take action using AI".

However, he also says there have been "snags" with the device's development. "It’s harder for people with long hair to use the device", he writes, and Meta is still unsatisfied with the angle of the cameras. For these reasons, and because development is still early, Gurman expects Meta's earbuds "likely wouldn’t hit the market for a couple of years".

A Smartwatch?

Back in 2021, The Verge's Alex Heath reported that Meta was working on a smartwatch. The device was said to have two cameras: one on the front for video calling, and one on the rear to be used as an action camera, as the main watch body would have been easily detachable from its frame.

Heath's report said Meta planned to launch the watch in summer 2022 with a price of around $350. But just as that summer arrived, Bloomberg reported that Meta had canceled the watch, in a report that included apparent images of it.

According to Bloomberg, the reason behind the cancelation was that the company discovered that the rear camera would have made it impossible to add neural sensing, electromyography (EMG), in future versions, which was its long-term plan.

Images of the canceled Meta smartwatch, leaked to Bloomberg.

Two and a half years later, in the same report in which Mark Gurman described the Oakley Meta glasses and the apparent price and input device for Meta's HUD glasses, Gurman said that Meta had restarted work on a smartwatch.

"Meta is now again weighing the idea of releasing a watch as early as this year — with a display that would be able to show photos taken with the company’s smart glasses", Gurman wrote.

What Else?

So far we've listed five likely candidates for hardware Bosworth was referring to. It's possible his mention of "half a dozen" was rough, rather than meaning precisely six, and these are all

But could there be something else on Meta's hardware roadmap that no one has yet predicted? We'll keep a close eye on the company for any hints or leaks at its hardware roadmap for 2025.

Meta's VP Of VR/MR, Mark Rabkin, Is Leaving The Company Next Month

Meta's VP of VR/MR, Mark Rabkin, is leaving the company in March, citing "family health issues".

Rabkin has been at Meta for 18 years, having joined as a software engineer working on ads back in 2007, and has led the Quest headset and Horizon OS teams at Meta for just over four years, since just after the launch of Quest 2.

"I really tried to tackle both the home and work challenges at once [...] but, in my heart I know clearly that I have to pause and focus on the most important board in front of me: the home one", Rabkin writes in his departing note, shared on Facebook.

Despite these family challenges, Rabkin describes 2024 as "a pretty amazing work year", highlighting the significant 2D window positioning upgrades his teams brought to Horizon OS, as well as the opening up of the store and launch of Batman: Arkham Shadow.

"Through the year, I really tried to tackle both the home and work challenges at once. And it was a pretty amazing work year. We launched our amazing Quest 3S headset, so many incredible things in the OS (2D apps! Spatial Computing OS + UX! Open Store! Media! Batman!), and also cooked up some disruptive, stunning innovation for the future. I had a lifetime honor to present our vision at Connect.

But, in my heart I know clearly that I have to pause and focus on the most important board in front of me: the home one. I am going to be leaving Meta and taking a significant period off from working to focus on that and make it go as good as I can make it. It’s the toughest of calls. It’s also the right one."

He goes on to describe presenting Meta's vision for Horizon OS at Connect 2024 as a "lifetime honor", and references unannounced "disruptive, stunning innovation for the future".

Meta Teases “The Future Of Horizon OS” With New Design
Meta teased “the future of Horizon OS” at Connect today, showing a concept of a complete redesign.

Meta isn't yet saying who will take Rabkin's place, though told Meta Reality Labs staff that Vishal Shah, Meta's VP Of Metaverse, will "share the great plan he already has in store for the role and its timing very soon."

"MR/VR/XR/AR devs and fans – I will leave you in good hands. More to come.", Rabkin says in a post on X.

On Threads, Meta CEO Mark Zuckerberg called Rabkin's tenure at Meta an "amazing run", and said that he's "welcome back anytime", suggesting Rabkin may one day return to Meta Reality Labs.

Meta CTO: 2025 Will Determine Whether Reality Labs Is Visionary Or "A Legendary Misadventure"

In a leaked memo, Meta's CTO told staff that 2025 will determine whether its hardware & metaverse division is "the work of visionaries or a legendary misadventure".

According to Business Insider, the outlet the memo was leaked to, Meta CTO and Head of Reality Labs Andrew Bosworth shared the memo, titled "2025: The Year of Greatness", to Reality Labs staff back in November.

Reality Labs is the division of Meta behind Quest headsets and their Horizon software platform, the technology side of the Ray-Ban Meta smart glasses, and research & development of AR glasses and their sEMG wristband input device.

In the memo, Bosworth describes 2025 as "the most critical year in my 8 years at Reality Labs", and tells staff they "need to drive sales, retention, and engagement across the board but especially in MR".

"On paper 2024 was our most successful year to date but we aren't sitting around celebrating because know it isn't enough. We haven't actually made a dent in the world yet", he proclaimed.

Here's Bosworth's leaked memo in full:

2025: The Year of Greatness

Next year is going to be the most critical year in my 8 years at Reality Labs. We have the best portfolio of products we've ever had in market and are pushing our advantage by launching half a dozen more AI powered wearables. We need to drive sales, retention, and engagement across the board but especially in MR. And Horizon Worlds on mobile absolutely has to break out for our long term plans to have a chance. If you don't feel the weight of history on you then you aren't paying attention. This year likely determines whether this entire effort will go down as the work of visionaries or a legendary misadventure.

I've been re-reading "Insanely Great," Steven Levy's history of the Macintosh computer. If you haven't read it the book chronicles the incredible efforts of individuals working in teams of 1-3 to build a device that more than any other marked the consumer era of personal computing. What I find most fascinating about it is the way that even people who left the program on bad terms (it was not particularly well managed) speak about the work they did there with an immense sense of pride. There was a widespread cultural expectation, set by none other than a young Steve Jobs, that the work needed to be "insanely great."

On paper 2024 was our most successful year to date but we aren't sitting around celebrating because know it isn't enough. We haven't actually made a dent in the world yet. The prize for good work is the opportunity to do great work.

Greatness is our opportunity. We live in an incredible time of technological achievement and have placed ourselves at the center of it with our investments. There is a very good chance most of us will never get a chance like this again.

Greatness is a choice. Many people have ben at the precipice of opportunity and failed to achieve. For the most part they failed to even challenge themselves.

You should be doing the best work of your career right now. You should be pushing yourself to grow where needed and doubling down on your strengths. When you look back on this time I want you to feel like you did everything in your power to make the most of it.

You don't need big teams to do great work. In fact, it may make it harder. One trend I've observed the last couple of years is that our smaller teams often go faster and achieve better results than our more generously funded teams. Not only that, they are much happier! In small teams there is no risk of falling into bad habits like design by committee. You should be so focused on results that being in a bunch of docs or meetings is too frustrating to bear.

The path is clear. You don't need to come up with a bunch of new ideas to do this great work. Most people in the organization just need to execute on the work laid out before them to succeed. It is about operational excellence. It is about master craftsmanship. It is about filling our products with "Give A Damn". This is about having pride in our work.

I will close with an Arnold Glasow quote: "Success isn't a result of spontaneous combustion. You must set yourself on fire." 2025 is the year. Let's be on fire.
John Carmack ‘Wearied Of The Fight’ As He Exits Meta
John Carmack left his role as “executive consultant” for virtual reality at Meta. Carmack occupied key roles over the last decade in pushing forward VR’s path toward consumer adoption, from exchanging hardware with Rift creator Palmer Luckey to becoming CTO at Oculus and continuing to work at Facebook and

Bosworth's mention of filling products with "Give A Damn" is a reference to John Carmack, who often advised programmers and Meta staff to do so. When Carmack fully left Meta in late 2022, he even signed off his fiery exit memo with the phrase:

We have a ridiculous amount of people and resources, but we constantly self-sabotage and squander effort. There is no way to sugar coat this; I think our organization is operating at half the effectiveness that would make me happy.

[...]

I wearied of the fight and have my own startup to run, but the fight is still winnable! VR can bring value to most of the people in the world, and no company is better positioned to do it than Meta. Maybe it actually is possible to get there by just plowing ahead with current practices, but there is plenty of room for improvement.

Make better decisions and fill your products with “Give a Damn”!

Meta leadership seemingly didn't agree with everything Carmack said at the time. But just over two years later, Bosworth's plea to Reality Labs staff echoes Carmack's words, suggesting he was right yet again.

Quest 3 & 3S Saw Significant SteamVR Usage Share Growth In January

Quest 3 & Quest 3S made up 28% of SteamVR usage in January, after seeing significant growth in recent months.

What Is The Steam Hardware Survey?

The Steam Hardware & Software Survey is offered to a random sample of Steam’s user base each month. If you accept, it uploads a list of your PC specs and peripherals to Valve, as well as any headset used on SteamVR in the past month.

The data comes from the Steam Hardware & Software Survey, and shows Meta's current generation headset family nearing the usage of Quest 2, which made up just under 32% on SteamVR in January.

While Quest 3S uses the same display and lenses as Quest 2, for PC VR it has support for the 6 GHz band of Wi-Fi 6E, and its decoder can handle the AV1 codec as well as higher bitrates for H264 and HEVC. Quest 3 has these improvements too, of course, but goes far further with its precisely adjustable sharp pancake lenses and higher resolution panels.

We're grouping Quest 3 and Quest 3S as a "family" in our analysis for a very simple reason: SteamVR sees Quest 3S headsets as 'Quest 3' when using Meta's official Quest Link feature, and Virtual Desktop's developer Guy Godin confirmed to UploadVR that Quest 3S headsets using his tool report to SteamVR as 'Quest 3' too.

This means that the 4.85% figure for Quest 3S in Valve's data only represents those using its Steam Link app for Quest, and the 23.26% for Quest 3 includes Quest 3S from Quest Link and Virtual Desktop. Thus, all we can accurately say is that Quest 3 and 3S together make up 28.11%.

Together, Meta's Quest and Rift headsets make up just under 70% of SteamVR usage, with Valve remaining in distant second with just 13.2% share from Index.

The Valve Index is now almost six years old, and has very low resolution by today's standards. Over the past year its usage has steadily declined as new headsets like Quest 3 and Bigscreen Beyond entice owners to upgrade. Valve has been working on a new headset for years now, though, and its controllers leaked in November, suggesting this might just be the year it finally launches.

Apple & Sony Reportedly Still Working To Bring PS VR2 Controllers Support To Vision Pro

Apple and Sony are still working to bring PS VR2 Sense controller support to Vision Pro, Bloomberg's Mark Gurman reports.

Gurman has a relatively strong track record of reliably reporting on Apple's product plans years in advance, and successfully described most of Apple Vision Pro's hardware and software before it was officially revealed.

Gurman originally reported on the project back in December, saying that the companies intended to announce the support "weeks ago", but that the rollout had been postponed. "My expectation is that an announcement will still come at some point — unless it gets abruptly scrapped.", he wrote.

Now, in his latest newsletter, Gurman says "all signs point to this project still being in development", and that he expects it to arrive in a visionOS update later this year.

visionOS 3 is expected to be unveiled at WWDC 2025, Apple's yearly software conference, which takes place in June.

Apple Vision Pro Could Soon Support PlayStation VR2’s Controllers
Apple and Sony are working to bring support for PlayStation VR2’s controllers to Vision Pro, Bloomberg’s Mark Gurman reports.

According to his previous reporting, the update would include support for navigating the visionOS interfaces with the PS VR2 Sense controllers, as well as using them in apps and games.

PlayStation VR2's Sense controllers have thumbsticks, buttons, grip triggers, and index triggers, as well as high fidelity haptic feedback.

Sony currently doesn't sell the PS VR2 Sense controllers separately, not even for replacements, but when this support launches it would start to, including at Apple Stores and from Apple's website.

Apple Vision Pro Game Developers Report Frustrations
Developers spoke to mobilegamer.biz about their frustrations building Apple Vision Pro games for the Apple Arcade service.

Of course, support for controllers won't in itself be enough to entice many developers to port their titles over to visionOS. Apple Vision Pro has an install base of only around half a million owners, and only a fraction of them will own or buy PS VR2 Sense controllers. To spur a gaming ecosystem on visionOS, Apple may need to fund developers, as Meta does for its Quest headsets. But it's unclear whether Apple is willing to do that.

Over 1 Million People Have Now Played Batman: Arkham Shadow

Over 1 million players have now unlocked the first achievement of the Quest 3 & 3S exclusive Batman: Arkham Shadow.

French YouTuber QuestWithMatt has been tracking how many people have unlocked the achievement, which typically happens within the first 5 to 10 minutes of gameplay, for months now. Before Christmas that figure stood at less than 400,000, and as of today it has crossed 1 million.

Graph from QuestWithMatt.

Batman: Arkham Shadow comes free with every Quest 3S headset purchase, and every new Quest 3 since Meta Connect 2024, which took place at the end of September. For previous Quest 3 buyers the game is priced at $50.'

The game does not support Quest 2, because it was developed by Meta-owned studio that used the improved GPU power of the new headsets to deliver a graphical experience beyond what would have been performant on Quest 2, including crisp dynamic shadows. That means all the players in the graph above are from Meta's current generation headsets only.

Batman: Arkham Shadow Review - A Triumphant Return
Batman: Arkham Shadow is a brilliant return for the Dark Knight, and it expertly adapts the series for VR on Quest 3 and Quest 3S.

The chart shows the effect of Christmas on Quest 3S and Quest 3 sales, with a sharp uptick visible. The Meta Horizon app needed to set up Quest headsets was also the #1 free iPhone app on Christmas Day 2024, and Quest 3S was the highest selling console on Amazon US in 2024.

It's unclear how many Quest 3S owners actually redeemed, installed, and played Batman: Arkham Shadow, so 1 million represents an absolute minimum for unit sales, not a direct estimate.

Quest 3S Was The Top Selling Console On Amazon In 2024
Meta Quest 3S was the top selling games console on Amazon US in 2024, despite only releasing in October.

Meanwhile, the number of people who have unlocked the achievement gained for completing the First Encounters mixed reality experience, which launches if you agree to scan a 3D mesh of your room during the headset's setup process, passed 2 million earlier this month. First Encounters is also only available on Quest 3 and Quest 3S, as previous Meta headsets aren't capable of scanning a 3D scene mesh.

Mindshow Is Relaunching As A Spatial Animation Tool For Professional Productions

The VR animation software Mindshow is relaunching as an enterprise tool for professional productions.

Mindshow is a virtual animation studio, allowing the user to set up scenes and puppeteer virtual characters using their VR head, hand, and body tracking hardware. Mindshow was one of the earliest creation tools in the modern rebirth of VR, previewed back in 2016 and released on Steam in 2017, before its delisting in 2020.

Originally aimed at individual creators, Mindshow was adopted by some professional studios, who essentially used it as a prototyping tool for animations. Using VR headsets with Mindshow is relatively low cost, and its animations are viewable in real-time or easily recorded, while traditional motion capture pipelines are expensive and typically take hours, days, or weeks of post-processing work.

Mindshow says it has a "proven track record" with major brands, including Mattel, ESPN, Netflix, Pepsi, and Original Pictures, that it plans to build on to become a key part of professional studio productions.

This move to professional use may be related to its 2020 delisting, and its upcoming enterprise relaunch.

With the upcoming relaunch, Mindshow is also announcing the appointment of former Hulu executive David Baron as Chief Operating Officer. Baron was a founding executive at Hulu, and formerly an executive at Fox Digital Media, Paramount, and Microsoft.

Mindshow says the relaunched platform will enable "asset ingest and character animation tools accessible across the entire production pipeline—from storyboarding to final pass", with the following key features:

Advanced Voice Integration: Proprietary lip-sync technology converts pre-recorded audio into stylized animated facial performances and character movements.

Virtual Studio Cameras: Directors capture unlimited angles with multiple cameras with industry-standard lens settings, enabling iterations for instant control and review.

Seamless Motion Capture (mocap): Generates real-time character expression leveraging industry-standard mocap suits to rapidly evolving camera tracking solutions like Meta Quest.

Asset Integration Pipeline: Existing character libraries are easily converted into 3D models rigged for performance, maximizing the value of brand assets

"Every step of animation requires a specialized tool—from assets to previsualization to rendering and review. This technical fragmentation bottlenecks creativity, costing production teams time and money," said Sharon Bordas, CEO of Mindshow. “Mindshow is purpose-built to integrate a growing ecosystem of virtual production capabilities as rapidly as cutting-edge content tools and technology hit the market, making studio-quality animation immediate and intuitive through a single platform.”

Google Blocks Open Source Rebirth Open Blocks Launches In Early Access

Open Blocks, the open source rebirth of Google's Blocks, is now available on Quest in early access.

Blocks by Google released in 2017 as a PC VR tool for low-poly 3D modeling with tracked controllers, and was one of the first VR-native 3D creation tools.

Google ceased development of Blocks in 2018, and the app seemed to be relegated to history for six years. But last year, Google made it open source, and a global collective of programmers called Icosa Foundation took up the mantle to re-release it on GitHub and Steam as Open Blocks, with an upgraded OpenXR codebase. Now Open Blocks is available standalone on Quest too, and Icosa plans to bring it to other standalone headsets later this year.

0:00
/1:25

You may recognize Icosa Foundation, because they're also the group behind Open Brush, the open source rebirth of Google's other VR art app TiltBrush. Google acquired Tilt Brush in 2015, and also ended development and open sourced it, in 2021, with Icosa rebirthing it as Open Brush, available on PC VR, Quest, Pico, and HTC Vive standalone.

Arguably just as important as Blocks itself was Google Poly, an online platform for sharing and downloading 3D objects made in Blocks, with the ability to edit any Poly creations in Blocks. Google shut down Poly in 2021, and Icosa is working to launch a spiritual successor called Icosa Gallery.

VR Artist Laments The Loss Of Google Poly As Petition To Open Source Goes Live
Last week Google announced it would soon be shutting down Poly, its online platform for storing and sharing 3D assets made in apps like Tilt Brush, Blocks and others. The news has wide-reaching implications for many VR artists that had depended on the service for the past few years. Those

The Icosa Foundation promises Open Blocks will be "free and open source forever", and you can download it from the Horizon Store for Quest, or compile it yourself from GitHub, now.

The group has plans to improve Blocks with future releases. These plans include mixed reality passthrough as background on standalone headsets, glTF import support, more base shapes, an improved color palette, and most importantly - the ability to import and export to Icosa Gallery when it's available.

Apple Reportedly Cancels Mac-Connected AR Glasses

Apple has canceled AR glasses that would have required a connection to a Mac (or originally, Apple had hoped, your iPhone), Bloomberg's Mark Gurman reports.

Gurman has a relatively strong track record of reliably reporting on Apple's product plans years in advance, and successfully described most of Apple Vision Pro's hardware and software before it was officially revealed.

In his latest report, Gurman says the canceled product was set to launch in 2027, and "would have looked like normal glasses but include built-in displays and require a connection to a Mac".

According to Gurman, the original plan was actually for the AR glasses to be powered by your iPhone, but in practice the phone couldn't provide enough processing power, and it "affected" its battery life too much. So Apple then pivoted to powering it via a Mac, but this "performed poorly during reviews with executives", leading to its cancelation this week.

Why Your iPhone Can’t Power An Apple Vision Headset
Mark Gurman claims Apple is “considering” making the non-Pro Vision headset “reliant on a tethered Mac or iPhone”. But this doesn’t make sense.

This cancelation comes just under two years after Gurman reported that Apple "indefinitely" shelved its plans for standalone AR glasses, and he stands by this in his latest report.

Less than a week ago though, Gurman reported that Apple is still developing microLED displays intended for AR glasses, but stated that Apple executives don't expect them to be ready for a product until 2028 at the absolute earliest.

With the cancelation of both the Mac-connected AR glasses and the standalone AR glasses, Gurman says employees in Apple's Vision Products Group (VPG) now "believe there’s a lack of focus and clear direction within the team", which is "hurting morale". In October, VPG's leader Dan Riccio retired from Apple after more than 25 years at the company, and the VPG will now be directly under Apple's SVP of Hardware Engineering John Ternus, with Mike Rockwell continuing to run the daily operations.

Apple Vision Pro Refresh With M5 Chip Could Enter Mass Production In Late 2025
Mass production of an Apple Vision Pro refresh with an M5 chip should start in late 2025, prominent supply chain analyst Ming-Chi Kuo claims.

What Apple still is working on though, according to both Gurman and supply chain analyst Ming-Chi Kuo, is a refreshed model of Vision Pro to succeed the current headset. According to Kuo, the main upgrade will be the M5 chipset, replacing the M2 of the current model, and will enter mass production in late 2025 or early 2026, potentially in time for Vision Pro's second anniversary.

Further, according to Gurman, The Information, and others, Apple is also working on a cheaper non-Pro Vision headset, which could drop the EyeSight front display and use an A-series chipset, used in iPhones. Kuo, on the other hand, claims this cheaper headset is delayed "beyond 2027", but Gurman claims Apple is "ramping up of development" of this cheaper headset, telling his readers to "stay tuned for more details on that".