The Last Worker Review: Signed, Sealed, Delivered

The Last Worker brings a satirical narrative adventure to Quest, PSVR 2 and PC VR, mixing strong humor with tense stealth action. Jointly developed for flatscreen platforms and VR, here’s our full review:

We’ve seen countless takes on sci-fi dystopian futures over the years and in The Last Worker, they all seem to be happening simultaneously. Healthcare only exists for the rich, you live where you work, there’s heavy environmental pollution, while automation runs rampant. Truly unimaginable. A textbook example of a mega-corporation gone mad but despite this familiar premise, strong writing keeps it fresh.

The Last Worker

Playing the world-weary Kurt, every Jüngle employee except you was fired and replaced by robots, making him the last human worker. After living in isolation for many years with his robot companion, Skew, he’s approached by an activist group to take down Jüngle for good. It’s an over the top premise that could only happen in fiction and The Last Worker plays to these situational absurdities well, punching up against late stage capitalism and its grubby excesses through entertaining satire.

The Last Worker Review – The Facts

Platforms:  PC VR via Steam, PSVR 2, Quest 2, Quest Pro (Review conducted on PSVR 2)

Release Date: Out Now

Developer: Oiffy and Wolf & Wood

Price: $19.99

A quick tutorial eases you into Kurt’s daily shifts, which involves delivering as many packages as possible within a time limit through his hoverpod, exploring an imposing warehouse and grabbing them with a gravity gun-style ‘JüngleGun’. Each package has labels detailing its size and weight which requires checking and if everything looks good, send it away. If the information doesn’t match or there’s packaging damage, take it to recycling.

Just don’t be too hasty. Incorrect handling penalizes you and once the shift’s over, The Last Worker assesses your work, firing Kurt if you scored terribly. I worried this might become repetitive but fortunately, these segments aren’t that frequent and Kurt’s cynical commentary over items like “Baby’s First VR Goggles” helped. Crucially, these shifts usually have sub-objectives relating to the plot, like throwing rats onto robots to cause breakdowns, which often directs you somewhere else.

The Last Worker

Kurt’s journey takes him into many restricted zones, often needing to dodge patrol bots. Stealth in a pod isn’t especially conventional and aside from some brief narrative moments, Kurt never leaves this vehicle.

Thankfully, it’s surprisingly quiet and Jüngle’s massive warehouse provides convenient cover to sneak about. Advancing requires studying movement patterns and finding gaps, sometimes requiring very precise timing. Getting caught forces a restart, though generous checkpoints ease those frustrations.

Stealth sections feel tense and by placing us directly inside this world, playing in VR feels more atmospheric than flatscreen thanks to its increased immersion. Later levels provide additional tools like an EMP gun for destroying smaller robots, which keeps the action varied.

Kurt also picks up a scanner for solving puzzles, matching shapes shown in a 3×3 grid on his gun to unlock doors. Sometimes that’s paired with a second puzzle that needs completing in a time limit, making this somewhat frantic.

The Last Worker

The gameplay isn’t particularly groundbreaking but there’s a fun sense of accomplishment that comes with escaping patrol robots, though storytelling is where this truly shines. Thanks to a good script, The Last Worker highlights the lack of humanity often seen when companies pursue unsustainable levels of growth, looking at the cost behind such ambitions. Strong cast performances only build upon this further, while the hand painted art style adds significant character to an otherwise bleak setting.

The Last Worker Review – Comfort

The Last Worker mostly sticks with artificial smooth locomotion for movement, while the limited number of segments outside the pod see Kurt moving by pushing a walking stick. The pod turning speed can be changed, but there’s movement vignettes for additional comfort, alongside adjustable haptic feedback strength for the headset and controllers. Anyone playing on PC or PS5 can seamlessly swap between the VR and flatscreen modes, and the latter option uses FPS-style controls.

On PSVR 2, The Last Worker reprojects its 60 frames-per-second gameplay to 120Hz, as previously confirmed by Wolf & Wood’s creative director. This didn’t cause any noticeable problems for me, though some may find this uncomfortable. For more details on reprojection, check out our PSVR 2 tech analysis.

After a seven hour campaign, The Last Worker concludes with three potential endings, which I won’t spoil here. Everything follows a set course until this divergence point, so don’t worry about making ‘wrong’ decisions like it’s Mass Effect or a Telltale game. Better still, you can jump back to this point at will through a chapter select menu once you’ve hit credits. Two decisions shape this pivotal moment.

I can’t explain why without spoilers but I wasn’t completely sold on this ending. The build up within this final chapter feels a little odd, and even the ‘good’ ending leaves some unanswered questions. However, this approach also fits the narrow scope of Kurt’s story; you only see this world through his eyes and from what other people tell you. So despite wanting to explore the implications of his actions further, it still works from a narrative perspective, leaving me with mixed feelings.

The Last Worker PC Screenshot

The Last Worker Review – Final Verdict

The Last Worker is an entertaining title that doesn’t overstay its welcome. By taking aim at late stage capitalism, this over-the-top journey offers a fine narrative and great satirical humor, coupled with tense but enjoyable stealth missions. While I wanted more from the ending, this doesn’t greatly detract from the wider experience. It’s well-paced, fun, and comes recommended for anyone after a new adventure.

 

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UploadVR focuses on a label system for reviews, rather than a numeric score. Our reviews fall into one of four categories: Essential, Recommended, Avoid and reviews that we leave unlabeled. You can read more about our review guidelines here.

EVE: Valkyrie And Sparc Shutting Down Next Month

CCP Games’ EVE: Valkyrie, one of the first-ever multiplayer VR games, is shutting down next month along with Sparc.

Tweets from both games’ official accounts confirmed the news. Both Valkyrie, a space combat game, and Sparc, which offered Tron-style athletic future sports, will take their remaining servers offline on August 5. After that, the games will no longer be playable.

Valkyrie is of particular significance as one of the first-ever VR games to be announced, serving as a launch exclusive for the Oculus Rift before coming to the HTC Vive and PSVR headsets too. A spin-off of CCP’s popular EVE Online MMO, the game saw you jump into the cockpit of spacecraft and face off with opponents online.

In fact, it’s so old it was one of Upload’s first video reviews, too. Seriously, I can’t even remember who’s narrating this.

Though the news may seem sudden, the writing had long been on the wall for both projects. After previously committing to VR in a big way with new studios and projects, CCP exited the VR market in late 2017, closing those new departments. Valkyrie implemented flatscreen support to help sustain its numbers but its developer, CCP Newcastle, was sold off. Neither game ever ended up releasing on the Quest platform, where many struggling long-time VR developers have gone on to find success.

What are your thoughts on EVE: Valkyrie and Sparc shutting down? Let us know in the comments below!

New VR Games July 2022: All The Biggest Releases

Looking for the new VR games July 2022 list? We’ve got you covered with our full rundown.

We’re into the second half of the year and things are looking up with a healthy month of good releases. Both PC VR and Quest headsets have a lot of new content to look forward to, so let’s dive right in.

New VR Games July 2022

F1 22 – PC VR

At long last an official F1 game has full PC VR support. Take to the track in the world’s fastest cars and master circuits as you experience pit stops and hard breaks in first-person. We think the VR integration here is very decent, though it could use a few tweaks.

Vail VR Open Beta (July 1) – PC VR

After a lengthy alpha testing phase, Vail is opening up to more players with its beta. Jump into this tactical multiplayer shooter and take on enemy teams in Counter-Strike-style matches.

Ruinsmagus (July 7) – Quest 2, PC VR

This is a VR dungeon crawler in which you repeatedly head into some ancient ruins to take on enemies. Between levels you upgrade your magical attacks and meet new members of a neighboring town. With over 25 missions planned, we’re looking forward to seeing how this one holds up.

PatchWorld (July 7) – Quest

Another VR music maker – PatchWorld is all about creating unique sounds in unique settings and sharing them with friends. Expect multiplayer support and more in future updates.

Thief Simulator VR – Greenview Street (July 7) – Quest 2

Originally on PC VR, a Quest port of this VR stealth game arrives in July. Break into buildings and swipe precious items in this non-violent stealth game that has you upgrading your skills as you go.

Kayak VR: Mirage (July 12) – PC VR

Okay, this time we’re pretty sure it’s coming out. After multiple delays the visually-stunning Kayak VR: Mirage is due to release in mid-July. We recently saw a new environment inspired by Costa Rica and it looks just as gorgeous as the rest of the game.

The Twilight Zone VR (July 14) – Quest 2

A unique take on the classic series that features three stories that put you right in the middle of the action.  We’ll be interested to see if Twilight Zone offers some truly terrifying tales unlike anything else we’ve seen in VR.

Moss: Book II (July 21) – Quest 2

Quill returns for the standalone version of her second adventure. Moss 2 already melted our hearts on PSVR a little earlier this year but we’re looking forward to seeing how the Quest version stacks up too.


And that’s the list of new VR games July 2022 line-up! What are you planning on picking up? Let us know in the comments below.

PSVR 2 Will Use Tobii Eye Tracking, Company Confirms

The upcoming PlayStation VR2 headset will use eye tracking from specialist group, Tobii.

Tobii itself confirmed the news in a press release today. This follows on from a February 2022 announcement that the company was “in negotiation” with Sony to be integrated into the new headset.

PSVR 2 — which doesn’t yet have a release date — is expected to use eye tracking for a variety of applications, including foveated rendering. This refers to a technique that tracks the user’s gaze and then fully renders only the exact center of where they’re looking. Areas in the peripheral vision aren’t fully rendered — a process that’s intended to be imperceptible to the user — reducing the overall demand on the system powering the VR experience.

In other words, this could help PS5 VR games run and look better, though we’re yet to see the feature in action.

For years now Tobii has developed eye tracking hardware that’s already been integrated into other VR headsets. In 2018, for example, the company worked with Qualcomm to develop a standalone VR reference design with eye-tracking. In 2019, Tobii technology was integrated into the HTC Vive Pro Eye. More recently it was integrated into the HP Reverb G2 Omnicept Edition and the Pico Neo 3 Pro Eye.

Tobii says it expects the deal to represent “more than 10%” of its revenue in 2022.

While we still don’t know exactly when PSVR 2 is launching, reports are pointing towards an early 2023 release for the device and today’s announcement does suggest that Sony might only just be assembling all the necessary components to mass produce the device. This would be in line with a report from prominent supply chain analyst, Ming-Chi Kuo, who noted PSVR 2 would begin mass production in H2 2022, speculating this would mean a Q1 2023 launch. As of today it’s H2 2022.

You can keep up with everything we currently know about PSVR 2 right here.

Joy Way Aims For Clearer Communication After Stride PSVR Confusion

Stride and Against developer Joy Way says it is “determined not to repeat our past mistakes” as the studio attempts to move on from issues related to how it communicates publicly.

Joy Way recently increased the price of Stride on PSVR from $14.99 to $19.99 while the company’s Twitter account posted that there’s no confirmation PSVR would see the game’s upcoming single-player campaign, which is coming to PC. If the studio can’t confirm the much needed addition is coming to Sony’s headset, then why increase the price?

The move comes a few months after Joy Way unexpectedly pulled the plug on its roguelite, Outlier, shortly after launching in early access. Responding to questions from UploadVR regarding the confusion surrounding its titles, Joy Way sent over the following statement:

“In response to the concerns of some individual players and members of the VR community, we find it necessary to remind: 

When we mention that particular content is in development, we mean that we’re working on it in general, until we mention otherwise. And when we have more details about whether it will be available on a specific platform or not – we always make an official announcement. The same rule applies to the single-player content with story elements or multiplayer updates in STRIDE.

And until we announce it for specific platforms, we market the game on them as a parkour VR game with 3 game modes available: Endless, Arena, and Time Run (+Multiplayer on some of them). Please consider this when you plan to get the game on any of the platforms. 

Speaking of our price policy, it may vary from platform to platform. It depends on many factors, and we are currently experimenting with it. 

We are determined not to repeat our past mistakes and are now taking a more careful approach to choosing words in relation to any content for our games on any platform. So as not to encourage players to overhype stuff we’re working on”.

Though questions over Stride’s PSVR pricing remain, the company hopes to move on from these communication issues and focus on additional content for Stride alongside its other PC VR project, Against.

VR Awards Group Launching VR/AR Innovation Center In UK

AIXR, the group behind the annual VR Awards and other initiatives, this week announced the launch of a new Centre for Immersive Innovation in the UK.

Set to open in early 2024, the centre will be located in Colchester and will provide access to a range of tools and resources for VR and AR. Those include a mixed reality capture studio and what a press release describes as “dedicated haptic zones” as well as educational events and training.

AIXR Centre 2

There will also be co-working and office spaces along with a function space.

Currently AIXR is looking for early adopters for the space, and you can find out more by filling in a fact sheet at an official website here.

Elsewhere, nominations are still open for this year’s VR Awards, running until July 8. This year’s ceremony will return to an in-person event on November 3.

Meta Finally Adds Quest Video Record Settings (For Developers)

The Meta Quest (formerly Oculus Quest) finally has video record settings.

Well, it does for developers at least.

A new update to the Oculus Developer Hub, first spotted by Heartlands developer Robert Aldridge, enables a range of video recording settings. Perhaps most importantly, the settings let you change the resolution, frame rate and aspect ratio for your recording, letting you pick a 16:9 window recording at up to 4K at 60fps.

You can even change the recording to include stereoscopic capture or change the bitrate to tweak the quality of the capture based on your needs.

We gave the new features a try in-headset. Changing the aspect ratio gives you a permanent black border showcasing exactly what will be captured in your recording. It’s an incredibly useful feature for those trying to capture Quest gameplay for videos and trailers, though in our experiments with Mothergunship: Forge, performance took a hit with the game loading into new areas slower.

Given the recording options also cut out large sections of your view, the standard on-device recording is still the best option for capturing the entire world around you.

Of course, you have to have an Oculus Developer account to actually access the Developer Hub, so there’s no way to change these settings for usual Quest 2 users right now. We’ve asked Meta if it plans to bring these features to standard Quest accounts too. For now, you can change recording settings using features on SideQuest if you allow access from unknown sources to your device.

Would you like to see more recording options come to Quest 2? Let us know in the comments below!

VR Music Maker PatchWorld Headed To Quest Next Week

Another VR music maker is headed to Quest. This time it’s PatchWorld from patchXR.

A store listing for the app appeared this week, confirming it will launch on July 7. Check out a trailer for the game below.

PatchWorld Coming To Quest

PatchWorld offers up a library of tools and instruments to make music with. You’ll design your own avatar and then use unique interfaces to create your own sounds.

patchXR says you’ll be able to share creations online via a PatchWorld platform. In fact you can already view some experiences made in the app over on an official website. Later down the line, multiplayer support too. The platform is also expected to release on PC VR headsets.

The concept looks very similar to other VR apps like Electronauts and Virtuoso, both of which are also available on Quest. Will you be checking out PatchWorld on Quest and/or PC? Let us know in the comments below!

Installing Quest 2 Custom Homes & PC Game Ports Just Got Easier With SideQuest

SideQuest’s new in-headset app for Quest 2 and Quest streamlines the installation of custom home environments and popular community-made VR ports of classics like the original Doom, Quake, and Half-Life games.

The new app even makes it easier to find experimental App Lab projects that are also listed on SideQuest. You still need a PC to install SideQuest onto a Quest headset and sign up as a developer to get that access in the first place, but the SideQuest app now walks Quest owners through that process directly.

SideQuest has been available as a PC and Mac app almost as long as the first Quest headset, giving users a way to connect their Quest to a computer and sideload content that isn’t officially approved for the Quest Store. SideQuest is taking this a step further today by launching a new app that installs the platform directly onto Quest 2 and gives users an easier way to browse and install content entirely in-headset.

SideQuest Quest 2

Previously, it was possible to install the Android mobile version of SideQuest onto a Quest headset for similar results. However, the interface wasn’t designed for VR and things didn’t always work. With this new version specifically designed for VR, SideQuest can be used in-headset with much less friction.

A computer is still required for first-time installation via USB and to install the core files for classic PC games, like the doom.wad file for the original Doom game from 1993. Once the SideQuest app is installed on Quest it can be launched from the Unknown Sources tab and used to browse and download content like QuestZDoom directly to the headset’s internal storage without using the SideQuest PC app.

There’s also a section in the app for custom home environments. Users can browse from a selection of community-made home environments, download them and swap them out for the default Meta options. SideQuest is also launching new guides and presets for creating custom homes, which should streamline the process of creating and exporting custom environments.

SideQuest can even run with multitasking in Quest 2 if you move it to the side. In the below screenshot I’ve got it running alongside the official Oculus Store after using it to install the Star Trek: The Next Generation bridge as my custom home.

custom home star trek sidequest

The new app is available now alongside the original version because it doesn’t have all the features yet. We’ll be curious to see whether or not the custom homes work with Meta’s Horizon Home, which allows Quest to invite others to check out the same things in VR together.

Pico Neo 3 Link Review: A Decent Quest 2 Alternative That Signals Bigger Things To Come

Pico’s first consumer headset to release in the west is still a work in progress, but it suggests Meta has some serious competition in its future. Read on for our Pico Neo 3 Link review.

Note: Please keep in mind that the Pico Neo 3 Link is described as a beta product and is still getting software updates with new features and fixes. What’s written below was accurate at the time of publication, but may soon change.


I’ll just come right out and say it: unless you’re a diehard VR enthusiast desperately in search of a standalone VR headset not owned by Meta, you probably shouldn’t buy a Pico Neo 3 Link. This isn’t because the headset itself is necessarily bad — it’s actually a very decent device that’s comparable to Quest 2 in many areas including price at €450 — but simply because the Neo 3 Link is still a work in progress, and may have less than a year of shelf life before it’s replaced.

Newly acquired by TikTok owner ByteDance, Pico has dropped some big hints that its next-generation VR standalone is around 12 months out. In fact, anyone that does buy the Neo 3 Link will get a discount on that hypothetical new device when it releases. Make no mistake then, the Neo 3 Link is very much a beta product in search of guinea pigs. This limited release is intended to both test the waters of the consumer VR market and help prove out the company’s software and hardware offerings as it plots new devices and expansions to the US.

That said, as we’ll discuss later, the Neo Link 3 does actually have some big advantages over Quest 2 if you’re looking to also use the device with a PC.

Design, Comfort & Specs

Pico Neo 3 Link Review Back

Whichever angle you look at it from, the Neo 3 Link looks a lot like a Quest 2. Literally, yes, it’s a similar design with four cameras for tracking and a bulky front visor that stores all of the headset’s compute. Charging’s done via USB-C and Pico even borrows Quest 2’s three-point lens adjustment covering a range of eye distances by reaching inside and moving them.

One nice advantage that the Neo 3 Link does have over Quest 2 is that it basically comes with the Elite Strap already integrated into the device. There’s a back dial that allows you to quickly adjust your fit and provides a little better weight distribution than the Quest 2 with its basic headstrap, even if it overall makes it the heavier of the two headsets. Combined with the soft fabric lining and stretchy rubber top strap, the headset’s pretty comfortable to wear for long stretches of time without getting much fatigue on your face and head.

Even on the inside, though, things are mostly identical to Quest 2: the Neo 3 Link runs on Qualcomm’s XR2 chipset and offers the same 1832×1920 per-eye resolution. There’s also a limited 120Hz mode for some less demanding games, but most content will run at 90Hz. In other words, the games and apps the Neo 3 Link 3 can run are exactly the same as those you see on Quest 2; don’t expect any significant leaps in graphical fidelity and performance.

Two speakers located in the headset’s side straps provide serviceable audio, with a headphone jack for those that want it and easily-reachable volume buttons.

Perhaps the most distinctive feature of the Neo 3 Link is the second USB-C port it has, hidden underneath a rubber cap. This is essential for the headset’s PC VR offerings, but we’ll get to those in a bit.

Controllers & Tracking

Again, if you’ve held a Quest 2 controller you’ll know what to expect from the Neo 3 Link’s two motion controllers. They’re the tried-and-true mix of a single trigger, side grip button, two face buttons with an analog stick each. The tracking ring runs on top and, interestingly, both controllers have a Home and Menu button each, which is a nice inclusion for anyone that ever forgets which is which on the left and right Touch controllers.

The controllers are certainly light and fit comfortably in your hand, though they don’t have quite the same premium feel as the Quest 2 controllers and they also both run on a pair of AA batteries each.

When it comes to the actual tracking itself I’ve been pretty pleased with the accuracy and consistency in well over 15 hours of playtime.

The Standalone Experience

As far as the content library goes, the Neo 3 Link currently does a decent job of bringing Quest 2’s best third-party games to a new ecosystem, where they look and play practically identical. That includes all-timer releases like Superhot VR and Eleven: Table Tennis as well as recent hits like Demeo and After The Fall, with some notable omissions like Job Simulator. I’d expect the list of missing games to narrow by the week as more titles launch on the device, though (you can keep up with a list of all Neo 3 Link support games here).

The Neo 3 Link also isn’t as strictly curated as the Quest store, which means you get front-and-center access to some great indie titles like Crisis VRigade 1 and 2, as well as some not so great titles you’ll scroll right on past. With that said, you’re still essentially getting a pared back version of the Quest 2 line-up with the Neo 3 Link, without any of the big exclusives like Beat Saber, Echo VR and Resident Evil 4 VR.

Pico is really going to have to double down on investment to make this library much more compelling; it’ll need not just parity with third-party Quest releases but some hits to call its own and help differentiate it from the Quest ecosystem. I’ll be very interested to see how it goes about achieving this in the months to come.

You’re also missing a wealth of features Meta has implemented into Quest 2 over its 18 or so months on the market. That includes hugely important input options like hand-tracking. The Neo 3 only supports this with the enterprise-level Pro model and that’s only with an externally-mounted Ultraleap sensor. Plus there’s an an ever-increasing suite of social and productivity enhancements like sensing when someone has stepped into your play space or inviting others into your home environment. The list goes on: marking out virtual desks and couches, multitasking on 2D windows, tracked bluetooth keyboard recognition and more. There’s a lot to catch up on here.

This is, crucially, where the word ‘beta’ really comes into play. Pico is essentially only just starting out on the same journey Meta began with the release of the first Quest, and we’d expect many of these features to eventually find their way into the Neo series. The big question is if the Neo 3 Link will continue to be supported with those new features once its successor arrives because, if not, it’s even harder to recommend the device to more casual VR users.

PC Integration

Pico Neo 3 Link Review DisplayPort

But, while the Neo 3 Link might be missing a lot of the features you can currently enjoy on a Quest 2, it also boasts one big feature Meta doesn’t have. Packed inside every box alongside the headset is a USB-C to DisplayPort cable. You can use this to connect directly to your PC and experience clean, uncompressed PC VR. Meta’s USB-C to USB-A Link, meanwhile, offers a stable connection but compresses the image, and it’s very noticable. Pico also features an AirLink option for wire-free streaming, but it adds that compression back in.

I’ve been using the wired connection to try out demos from Steam Next Fest, and as I’ve reviewed Green Hell VR’s PC version, I found the clarity on offer with the wired connection easily makes the Neo 3 Link my prefered hybrid headset. Until now, I’d kept a Rift S handy at all times because it offered the right mix of ease of use and clarity. The Neo 3 Link will allow me to finally shelve that headset.

That said there are some issues to iron out. For starters, the Neo 3 Link humorously comes with its own screwdriver to secure the USB-C connection to your headset without risk of detachment. It certainly works, but it’s not exactly practical to keep a screwdriver around at all times as you go between modes.

The actual SteamVR integration, meanwhile, has worked well for me in terms of performance and controller compatibility though I have seen some strange issues. For example, the virtual controllers shown in SteamVR have always resembled the Oculus Rift CV1 Touch controllers, and not Pico’s designs. I recieved an update earlier this week that said that issue was fixed but, even after that update, it’s still there. Button prompts to exit streaming also don’t really seem to work. Hopefully Pico can work with Steam to further improve implementation in future updates and products.

Privacy

Presumably many people would be interested in the Pico Neo 3 Link as an alternative to the Quest 2 because it isn’t associated with Meta. You don’t need a Facebook account to setup the device (though Meta still says it will be removing this requirement for Quest in the future) and you won’t lose access to games and apps if that account is banned for any reason.

But, just because you don’t need a social media account, doesn’t mean the Neo 3 Link doesn’t raise privacy concerns. TikTok itself has been at the center of this debate for some time, though the company has always claimed that US users’ data does not leave the country, save for “backup redundancy in Singapore.” But this hasn’t silenced concerns; just last week a Buzzfeed News report claimed ByteDance employees had access to “nonpublic data about US TikTok users”.

In my 2020 Quest 2 review I said that “the ball’s kind of in your court” when it comes to deciding how much of an issue these concerns are for you. “You don’t need me to tell you that Facebook doesn’t have a great reputation on data privacy. You can see the obvious benefits the company might see in a technology platform that could literally tell where you’re looking at all times, then.”

You should consider this statement relevant to ByteDance, too.

Pico Neo 3 Link Review: Final Impressions

Pico Neo 3 Link Review Side

The Pico Neo 3 Link marks a decent start for ByteDance’s consumer VR ambitions with a headset that’s comparable to the Quest 2 in a lot of important ways — some even favorably — even if this beta release is missing some vital features and software. Crucially, being able to offer the headset for €450 with a DisplayPort cable included suggests that Meta’s iron grip on VR value might be about to get some serious, much-needed competition.

But it’s hard to recommend the Neo 3 Link to many VR fans simply because the device is so obviously testing the waters for what comes next. With a Neo 4 looking increasingly likely in the near future, the Neo 3 Link’s purpose is mainly to prove out features for what comes next. A discount on the Neo 3 Link’s successor isn’t much of an incentive to dive in now when you could simply save a lot more money by waiting 12 months for that next device. Still, if you’re strictly looking to buy a headset now that offers a compression-free PC VR experience and a taste of standalone as well, the Pico Neo Link 3 is a decent Quest 2 alternative.