VRChat Lays off 30% of Company, Citing Growing Pains Following COVID Platform Boom

VRChat, one of the oldest and most popular social VR platforms, announced it’s laying off “around 30%” of its staff, citing issues with slower than anticipated growth, over-hiring during its boom in 2021, and a slow adoption of a more conventional corporate structure.

The news was announced in an extensive internal email outlining the decisions behind the layoff round, which was also published officially on the company’s website. We’ve also included the full email at the bottom of the article.

In it, VRChat CEO Graham Gaylor says the studio is “reducing the size of our team by around 30%,” noting that while studio leadership is “very optimistic on VRChat’s long-term success,” noting there is a two and five-year plan in place for further growth, the studio is “too large in its current form to support the health and growth of the business.”

Gaylor says this was due to a few key factors following the 2021 banner year for the social VR app, which the studio said slowed in 2022 alongside VR’s relative overall market growth.

Image courtesy SteamDB

According to data obtained from SteamDB, the platform has ostensibly seen a consistent rise in user numbers in recent years, suggesting the issue lies more with the studio having outpaced the market by over-hiring during the 2021-2022 period. Granted, Steam user data doesn’t tell the whole picture, as the platform has also been available on Quest devices since 2019, however Steam data suggests VRChat isn’t falling out of favor, rather experiencing less exponential growth than seemingly expected.

Gaylor reveals the company over-hired during its 2021 boom, which came as a result of the COVID-19 pandemic, having taken on too many individual contributors (ICs) in the 2021-2022 time period. Gaylor says the bulk of the company is made up of ICs.

“Not only did we not maintain 2021 levels of growth, we shrank year over year,” Gaylor explains. “A scaled team with a smaller user base led to an oversized organization & burn rate relative to revenue and product scale.”

Another factor was the late adoption of a traditional corporate structure, as up until mid-2023 the company considered itself a “flat organization,” notably lacking a product and people management layer to better mobilize its ICs.

“We need more time and runway to execute,” Gaylor explains. “With management in place, we now understand what we need for success over the next five years. We’re in a good cash position, but to execute effectively on our five-year strategy, we need an extended runway with line of sight to profitability. The current fundraising environment is tough, and we’ll likely struggle to fundraise without greatly improved metrics. To take control of our own destiny and not solely depend on market-driven outside investment, we’re placing an emphasis on capital efficiency to ensure VRChat thrives.”

As recompense, the studio is offering a severance package to former employees. This includes 12 weeks of severance pay, plus an additional two weeks for every year of employment beyond three years, and an additional three weeks beyond five years. It’s also paying for up to six months of healthcare coverage for “those who are eligible.” The studio is also making it easier for those affected to both vest and exercise stock options.

Founded in 2014, VRChat celebrated its first hit of virality back in 2018, bringing a 17x rise in usership over the course of just a month to a peak of 20,000 concurrent users of the game on Steam. The app supports both VR and flatscreen users across PC, Quest, Android and iOS (currently in closed beta).

The original email follows below:

To: All VRChat Employees Personal and Company Emails
From: Graham Gaylor, CEO
Subject: Important Announcement – Company Update – June 2024

Hi everyone,

Today, I have some very hard and sad news to share. We’re reducing the size of our team by around 30% and saying goodbye to many talented team members in the process. This is the hardest change we’ve had to make at VRChat, and Jesse and I take full responsibility for the decisions that brought us here.

Our responsibility is to maintain and grow the space we’ve created in VRChat, where so many people have found friends, family, and happiness – and most of all, to bring that opportunity to everyone. Although difficult, this decision enables us to uphold our responsibilities for many years to come.

You all deserve to understand why we’re here and how we came to this decision. Below I’ll provide some broader context and outline what you can expect next.

Where we are today
Over the last ten years, we’ve built a product that millions of people love. We were one of the first popular apps on the SteamVR and Oculus stores and as the VR market grew, we grew with it. When VR growth slowed in 2022, and VRChat’s growth slowed with it, we were faced with the challenge of needing continued growth despite a core market that needed longer to mature. Our solution this year was to build a product organization to help us identify, focus, and execute on what would make us continue to grow despite market conditions. The result is promising.

We have strong new product leadership

We have a clear mission to bring the magic of immersive social connection to billions of people

We have a clear two and five-year plan to get us to rocket-ship levels of success

We’re building strong management support for our team and product

We’re validating where we’re spending our time for the most impact

For these reasons and more, I’m very optimistic on VRChat’s long-term success. We have a huge opportunity in front of us, but to seize it, we need to be fast-moving, nimble, and make smart (and sometimes difficult) decisions. The hard decision today is that our team is too large in its current form to support the health and growth of the business.

What’s driving this decision?
In March, we ran an analysis to better understand how VRChat would be able to achieve its goals over the next five years. We had four major learnings from this exercise –

We took too long to add management. Historically, we’ve been a flat organization, with most of the team being individual contributors (ICs). This appeared to work well, as we continued to see strong product growth with the market into 2022 without a management layer. Then VR growth slowed, and VRChat’s growth slowed and we found ourselves with a team of talented IC’s all doing their best to help achieve the company’s goals. It took us until mid-2023 to recognize that we needed a product and people management layer to help align all of our talented IC work towards our goals and what skill sets we needed to grow over time.

We over-hired ICs. We saw incredible growth in 2021-2022 and, in anticipation of continued growth, scaled our IC team significantly. The reality was different. Not only did we not maintain 2021 levels of growth, we shrank year over year. A scaled team with a smaller user base led to an oversized organization & burn rate relative to revenue and product scale. We hired tremendously talented people who worked on a lot of great ideas and projects, but without a management layer to align everyone towards the same goals, we did not set everyone up for success.

We need more time and runway to execute. With management in place, we now understand what we need for success over the next five years. We’re in a good cash position, but to execute effectively on our five-year strategy, we need an extended runway with line of sight to profitability. The current fundraising environment is tough, and we’ll likely struggle to fundraise without greatly improved metrics. To take control of our own destiny and not solely depend on market-driven outside investment, we’re placing an emphasis on capital efficiency to ensure VRChat thrives.

Some different roles and expertise are needed for the next part of our journey. Over the past ten years, we’ve built an incredible product with an incredible team, and we wouldn’t be here without each and every one of you. The next ten years are going to look different. As we focus on getting to scale, we need the right people in the right roles at each stage of the journey. This is painful, and at the same time, I do believe it’s the right decision to make VRChat as successful as we all believe it can be.

Jesse and I are so deeply sorry for the impact this change will have on all of you. We’re going to do what we can to ensure that each and every one of our departing team members are setup for success for whatever is next.

How did we decide on who was part of the reduction?
As we modeled our five-year plan balancing profitability with business growth, we arrived at the hard conclusion that we needed to reduce the team by around 30%. We determined which critical skills, expertise, and roles matched our future business needs and based decisions on these criteria.

These decisions are not a reflection of the quality of the team members who are leaving, but rather one of a changing business and market.

How do we plan to take care of the team?
We wouldn’t be here today without all of you and your passion, dedication, and creativity. While nothing can make up for losing a job, we’re going to do our best to treat departing team members as respectfully as possible and do our best to help transition them to what’s next. Some details include

Severance Pay. We will pay 12 weeks of severance for all departing team members, and an additional two weeks for every year of tenure beyond three years, and an additional three weeks beyond five years. For international team members, we are paying the greater of our package or amounts required under local law.

Healthcare. We will pay for up to 6 months of healthcare coverage for those who are eligible.

Stock Option Vesting. We’ll waive the one year cliff for anyone who hasn’t already passed the one year mark.

Stock Option Post Termination Exercise Period (PTEP). We’ll extend the amount of time departing team members have to exercise their options from 90 days to 1 year and longer for those with significant tenure.

Career Support. We’ll offer a career support service, and do our best to connect departing team members with other companies.

VRChat Specific Support. We know that VRChat is more than just a company to many of you and hope that even post separation, you maintain your love and passion for the product and community that we’ve built together. For those interested, we’ll support departing team members with a few VRChat specific perks.

Lifetime VRChat Plus. Departing members will get a lifetime subscription to VRChat Plus.

VRChat Alumni Badge. An in-VRChat badge that signifies the individual is a member of the VRChat alumni group, once our badging system is available.

Higher Creator Economy Rev Share. For departing team members who want to start a business using the VRChat Creator Economy, we will reduce VRChat’s transaction fee for any purchases made from your store.

Most importantly, although this is not the separation we would have wanted or imagined, we want everyone who is leaving to know that we care about you as former colleagues and appreciate everything you’ve done for VRChat.

What to Expect Next
Immediately following this announcement, everyone will receive an email from HR to your personal email and your company email, confirming whether or not your role has been impacted. For those impacted, you’ll receive an additional email to your personal email with the details of your severance package and instructions to attend a meeting to discuss the details of your departure. If you don’t know what personal email was used, please email the VRChat HR Team.

For those of you staying, it’s going to be a little bumpy while we navigate a lot of change all at once. Our focus today is supporting departing team members and setting them up for success. We ask for your support and patience and to help us do right by our users and departing team members throughout this process.

Moving Forward
We are where we are today. But we can learn from this to reduce the chance of needing a reduction again in the future.

Management. We now understand the importance of management in supporting a large team and will ensure we appropriately balance management and ICs on the team. I expect to leverage the expertise of our new management team to bring best practices to VRChat.

Overhiring. Moving forward, every single new hire will be scrutinized through a variety of lenses. Is the role critical to our goals? Is there a business need? Are they the absolute best person for the role? Can somebody internally fill the role? Can we contract out the role? We’ll move back to our early team growth philosophy of staying lean and scrappy instead of growing for growth’s sake. When we see our product growth take off again, we’ll reinvest in our team more efficiently and mindfully.

Runway. For most of our history, we’ve always only had 1-2 years of runway. The strategy was that we could always easily raise additional capital. While the capital markets will surely get better over time, our capital strategy will shift towards taking control of our own destiny and being more efficient with our capital. We’ve started pushing on capital efficiency by focusing on revenue growth and lower infrastructure costs for our H2 goals. With our smaller team and our H2 goals, we have a line of sight to profitability and a clear path to an extremely strong business and platform. We’ll regularly share financial projections with the team to empower high-quality decisions with full context

Changing Roles and Expertise. As our company grows and changes, so do its needs from its team. We plan to support our team with more people-focused managers and are actively investing in career growth and trajectory tools to help our team understand how they need to grow and how to do so, what’s expected of them, and what great looks like. We’ll also hire with the future in mind and work to bring in new expertise as needed.

Focus Without Fear. One of our goals for this reduction is to only do it once so we can focus on our mission without the fear of future reductions hanging over our heads. It’s impossible to know what the future holds, but we’ve chosen to reduce our team size enough today that we won’t have to do this again for the foreseeable future.

While today is painful as we say goodbye to our talented friends and colleagues, we are setting up VRChat for long-term success. We have our work cut out for us, and now we have the foundation and time to execute towards our goals.

Our mission remains the same, and it bears repeating: to enrich the world through immersive social connection and bring that magic to billions of people. Our responsibility is to maintain and grow the space we’ve created in VRChat, where so many people have found friends, family, and happiness, and to bring that opportunity to everyone.

To those leaving VRChat,

Thank you again for all of the love, dedication, and time you’ve put into helping us build VRChat. We wish you all the best on what’s next and will do our best to support you on your journey there.

With love and sadness,

Graham and Jesse

The post VRChat Lays off 30% of Company, Citing Growing Pains Following COVID Platform Boom appeared first on Road to VR.

Meta’s New First-person Shooter Aims to Highlight Improvements to ‘Horizon Worlds’

Meta introduced a new game called ‘Super Rumble‘ to Horizon Worlds, something the company hopes will showcase a new generation of improved experiences on its own social VR platform.

Released after a successful beta weekend in May, the free-for-all first-person shooter is said to highlight new improvements to Horizon Worlds, such as “better graphics, deeper gameplay, and a variety of quests and rewards.”

Players can choose from six superpowers before each session, allowing them to outmaneuver opponents and develop their playstyles. Here’s how Meta describes each power:

  • Super Dash gives you super speed
  • Super Jump lets you launch into the air with explosive force
  • Super Ammo saves you from having to reload
  • Super Tough reduces the damage you’ll take from each hit
  • Super Net lets you immobilize other players
  • Super Punch lets you attack with a powerful punch

Super Rumble is aiming to offer a fast-paced experience, which serves up to two to six players, with each match lasting five minutes. The game also serves as a launching point for a new integrated system of player levels, quests, rewards, the latter of which includes avatar clothing, emotes, and nameplate titles.

Check out the action below:

We’ve seen a few first-party worlds alongside a number of third-party brand engagement experiences on Horizon Worlds since the platform launched in late 2021, however going the ‘full featured’ minigame route is a fairly recent move that has more potential to attract and keep users. It’s certainly helped Rec Room to become one of the most prolific social VR platforms to thrive on both VR headsets and traditional flatscreen devices.

Interestingly enough, this comes only one day after Meta opened Quest up the online gaming powerhouse Roblox, which is in direct competition with Horizon Worlds. Now, Quest users can choose between Roblox, Rec Room, VRChat, Horizon Worlds, and Gym Class to name a few of the top free social VR platforms.

Social VR Platform ‘VRChat’ to Lose Quest 1 Support Next Month

As a part of its big send off, Meta has already deprecated first-party social features on the original 2019 Quest, which includes access to Parties and Meta Horizon Home. If you thought you could keep using Quest 1 with other social VR platforms though, your choices are about to get even more limited, as VRChat is soon dropping support too.

The studio announced it was dropping support in a recent developer update, stating that VRChat will no longer provide support for the Meta Quest 1 headset after June 30th, 2023.

“This is primarily due to Meta’s deprecation of the Quest 1 SDK, which will prevent us from keeping VRChat updated properly on the device,” the studio says. “You can continue to use Quest 1 with Quest Link, Virtual Desktop, ALVR, or other tethering methods to connect your Quest 1 to a Windows PC. Please note that those other applications may also be deprecating the Quest 1, so keep an eye on their announcements and news posts.”

VRChat isn’t the only app losing Quest support. One of the first to go, Meta’s BigBox VR already dropped Quest 1 support for its battle royale shooter Population: One late last year. Then followed Rec Room in early January 2023.

Meta’s Downpour Interactive announced in February its mil-sim shooter Onward will be dropping Quest 1 support on July 31st. Other games seeing upcoming support freezes include Myst, Zenith: The Lost City, and Synth Riders. We expect to see many more in the coming months, as the back catalogue of games is slowly phased or completely dropped.

‘VRChat’ Now in Development for Android and iOS Devices

VRChat, the popular social VR platform, announced that flatscreen ports for both Android and iOS are currently in development.

The company says in a developer blog that while there’s still no release date on the books, the Android version has already been used by team members to attend large meetings.

Additionally, the Android version will support any world or avatar that works on Meta Quest, since the standalone also runs Android.

Here’s a quick look at an early build, which the studio stresses isn’t a final version:

VRChat on Android Mobile will only be available to VRChat Plus subscribers, the studio says, offering it as a beta to polish UI and UX before a full public launch. Beta access is expected to arrive to VRChat Plus members in three to four months. The full public launch on Google Play is expected in three to six months after the beta release, the studio says.

VRChat on iOS however is expected later, with more details to follow. The studio says it will be more complex, as content will need to be rebuilt for the iOS platform since it uses a different graphics framework.

The addition of iOS support is also slated to fracture VRChat worlds into three distinct supported platforms instead of the previous two, which for now includes PC and Quest. The studio maintains the situation is “[n]ot ideal”.

VRChat isn’t the first social VR app to offer flatscreen versions on mobile. Competitor Rec Room offers the widest network of supported devices, which in addition to VR support on Quest, PSVR and SteamVR headsets also includes flatscreen support for iOS, Android, Xbox, and PS4/PS5.

Meta’s own Horizon Worlds platform is also set to launch on non-Quest devices sometime soon, which will include both the Web and mobile versions.

Mobile Versions Of VRChat In Development, Android Release Coming Soon

In a new developer update, the VRChat team confirmed that it is developing mobile versions of its social VR experience, with an Android release coming first.

In the update, the VRChat team shared some footage of the game running on Android, but stressed that it was an in-development build and everything in the video is not finalized, but merely an indication that development is in progress.

The team says that it has been working on this mobile version “for a while” already and is already being used by some team members. The mobile version of VRChat for Android will only initially be available for members of VRChat Plus, the service’s optional paid subscription. The team plans to give members access to the mobile Android build within the next 3 or 4 months (subject to change), which will help them refine the UI and UX before a full public launch down the line.

vrchat mobile

The team says that any world or avatar that works on Quest will load “just fine” on this mobile build, as both systems run on Android. However, some more advanced world content with complex controls may need to implement changes to account for those using a touchscreen. That said, the team says that many worlds work great as is on the Android mobile version.

In terms of hardware requirements, VRChat says it requires a “mid-range device,” which it states is generally one including 6GB or more of RAM.

Regarding iOS devices, VRChat says they are working on a mobile version for iOS, but it is farther out than Android. “The challenge here is content, since iOS uses a completely unique and different graphics framework,” explained the team. “This means you would have to upload content built for iOS, which means three builds for one piece of content. Not ideal! So, we’re working on it. More on this Eventually™.”

VRChat is not the only VR service that has released – or is working – on a mobile-equivalent. Walkabout Mini Golf plans to release Pocket Edition for iOS soon, while competing social VR service Rec Room released an Android mobile version in 2021.

VRChat Will Add Native Eye Tracking Support, Including On Quest Pro

VRChat plans to add native support for eye tracking.

This includes both PC (via the OSC protocol) and the Quest Store app on Quest Pro, which Meta just announced is being cut to $1000.

The developers released a preview video running standalone on Quest Pro:

VRChat also added support for controller-free hand tracking to the Quest Store app late last year. There are no announced plans for native support for Quest Pro’s face tracking yet, however. Both eye tracking and face tracking are already supported in Meta’s Horizon suite but aren’t yet in other 3rd party social platforms like Rec Room or Bigscreen.

Existing avatars with moving eyes should “just work” without changes. Initially both eyelids will be controlled together, so you’ll be able to blink but not wink, but winking is planned for a future SDK update.

One of VR’s Biggest Social Hangouts is Getting Upgraded Avatars with More Convincing Motion Tracking

Among social VR platforms, VRChat is known for being remarkably flexible thanks to how it lets its users import custom avatars built using standard game development tools. Now the company is releasing an update that makes avatars even more realistic in how they move.

VRChat announced it was bringing a “completely revamped” inverse kinematics (IK) system to the platform, which is used to estimate in-game body positions relative to the user’s physical movement. If you’ve seen an avatar’s elbow bend weirdly, or their legs drag on the floor in a strange shuffle, there’s an IK system there trying to compensate for the lack of sufficient tracking data.

The update has been in beta for a while now, so you might have seen other users sporting some form of the refreshed IK system lately, however this update makes it broadly available to the entire userbase.

The studio says its VRChat IK 2.0 system now includes improved elbow positioning, better motion and pose handling, up to eleven-point tracking, and calibration saving for easier setup for users who have multiple Vive Trackers for more detailed full-body tracking.

New options in the update also include the ability to measure avatars by height, lock-in a viewpoint for better body sizing, knee tracking, chest tracking, and both elbow and shoulder tracking for users with standard two-controller kit and not an array of Vive Tracker pucks. You can check out the entire changelog here for more info on exactly what’s in the new update.

Released on Steam Early Access in 2017, the free social VR app is still going strong, with SteamCharts estimating that around 20,000 players regularly connect per day now via Steam. The platform is also available on Quest and Oculus PC natively, which isn’t accounted for in those estimations.

The post One of VR’s Biggest Social Hangouts is Getting Upgraded Avatars with More Convincing Motion Tracking appeared first on Road to VR.

VRChat’s Avatar Dynamics System Aims To Upgrade Interactions

A new system for avatar interaction is now available in VRChat enabling users to interact with each other’s avatars in new ways.

The Avatar Dynamics system was in open beta earlier this year, but now it’s fully launched and provides a host of new options for VRChat users.

 

One part of the system is PhysBone, shown above. It is a more optimized replacement for DynamicBones that allows users to create physics-based bone and skeleton structures on avatars. There are several different interaction types that can be set up for an avatar. It also works on Quest, meaning that Quest users will be able to see moving hair, ears, clothes and more with real-time physics for the first time.

Avatar Dynamics also allows users to create unique interactions with avatars through user-defined colliders and tags, as seen below. Users can set colliders on certain parts of their avatar to result in different things — a costume change, a sound effect, or a state change, for example.

With this new system also comes a host of new settings that allow users to define and quickly change who can interact with their avatar. There are ways to disable interactions immediately, and players can also set rules and change settings to limit interactions in different ways — they can be turned off entirely, or set to just your friends, or changed on a per-user basis. The status of a user’s interactions settings — enabled or disabled — will also display above their nametag for others to see.

The Avatar Dynamics system is available in VRChat now. You can read more about the features and the associated privacy and safety settings over on the VRChat blog.

Educator compares virtual worlds for education, prefers OpenSim

OpenSim is more flexible and economic to use when compared to other game engines like Minecraft, Mozilla Hubs, and Sansar, especially when it comes to creating and designing virtual worlds that can be applied for education. This is despite the OpenSim game engine being considered obsolete in graphical quality, said Techland grid owner and teacher Michela Occhioni.

“I have not found, until now, a platform that can be easy used in short time as OpenSim,” she told Hypergrid Business.

Occhioni uses Techland grid to teach math and science to underage and other students and for teaching sustainability topics to students in middle school.

Although the education version of Minecraft is widely used in educational paths, it is generally for virtual worlds targeted at elementary school students, she said. And while it is a huge competitor for the open-sourced OpenSim, it is not open-source and to collaborate in it, students and teachers need to have a PC server in the same local area network or rent a Windows server, which can get pricy.

“Sansar needs too much teachers’ skills,” she added, referring to Linden Lab’s VR-friendly successor to Second Life. “And Mozilla Hubs is good but just for mostly for exhibitions. It is not possible to make interactive objects or you have to do it in Blender, which is difficult for student and teachers. Vircadia can be a solution. I am studying about it.”

“I visited other virtual world with my Quest 2 or PC, such as SineWave, Altspace, VRchat, Rec Room, Vircadia, and Mozilla Hubs,” she said. “They are promising. I’m studying on, but probably not yet ready to be used at a large scale. Until now the real winner is Minecraft because pupils use it outside school,  so teachers had only to give the mission, but I do not like it too much, probably because I love OpenSim.”

When using virtual worlds for education, there is a huge potential for students to improve modeling, scripting, image editing, video editing, communication skills in storytelling and dialogues, and other skills that can be taught to students within the same environment. It can also help them acquire soft skills such as team work, collaboration, brainstorming, doing shared jobs, sharing objects, and of course socialization at a distance.

“I have experienced projects during lockdown where students logged from home, they notice a sense of presence and the feel to be really near their classmates making practical activities,” she said.

“I use the world in my teaching job, both to implement structured educational paths and carry out collaborative projects where students start from scratch a project,” she said. “I have to manage the desire for my world to be visited by outsiders and the fact I have underage students. So I create some restricted zones to visitors or temporary I block the access.”

Hypergrid connectivity is also turned off, she added, so students can’t teleport to other worlds.

Virtual worlds for sustainability

Techland Sustainability Hub. (Image courtesy David Kariuki.)

Another virtual world education project implemented at Techland grid is the Sustainability Hub. It is the starting point of the grid and features the starting points for several different educational paths including waste management, urban sustainability, water resources and so on. In addition, it hosts a section devoted to the planet Earth dynamics, to help students understand Earth systems as a whole.

Occhioni has been using this hub to teach sustainability topics to students since 2011. Currently, she is using it to teach sustainability to students in middle school from different regions of Italy.

She hopes to give a presentation about this project at the December OpenSim Community Conference for people interested in knowing more.

You can visit the Sustainability Hub in-world to learn more.

The hypergrid address is techlandgrid.it:8002.

DecaGear VR Headset To Be Shown This Weekend… In VRChat

You can get a first look at Megadodo Games’ mysterious DecaGear VR headset this weekend. Well, sort of.

The headset will be on show inside VR itself at Vket 6, a Japanese festival that’s hosted inside VRChat. The company will have a booth at the virtual event that will allow people to pick up and explore 3D renders of the device. You won’t, of course, be able to put the headset on and try it for yourself as, y’know, you’re already in VR.

Haven’t heard of Vket? The tweet above explains how to get into the event. Alongside the DecaGear booth, the event will feature live concerts, user-made worlds and other experiences. It kicks off this Saturday, August 14 and then runs on through to August 28. You can stop by any time to check out what’s happening. Here’s a picture of what the DecaGear booth looks like.

DecaGear Booth

The DecaGear was first announced last year, promising a $450 4K SteamVR headset. We still have a lot to learn about the device but Megadodo did at least impress us with its DecaMove peripheral that’s rolling out soon. The kit sits on your hip and determines the direction in which you walk in VR, freeing up your hands and head to no longer have to point in the direction you want to travel.

This might not exactly be the debut you were expecting for the device, but we’re still looking forward to getting our first glimpse, however limited. Will you be heading to Vket 6? Let ys know in the comments below!