Meta is now using "mixed reality" as an umbrella term to mean both MR and VR.
Direct confirmation of this was given earlier this month on X by Meta CTO Andrew Bosworth, and we've already started seeing this new terminology usage across Meta marketing and communications.
Bosworth provided the public clarification in response to John Carmack's take on his leaked memo about the direction of Meta Reality Labs in 2025. Carmack particularly objected to what he read as an overfocus on mixed reality, virtual content blended with a passthrough background. But Bosworth clarified that "MR" in this context was being used in place of MR/VR, referring to the entirety of Quest and Horizon OS across all content types.
NB: we use MR instead of MR/VR now. The term covers both for us internally.
The term "virtual reality" and "VR" are now almost entirely absent from the main Quest section of Meta's website, including both the Quest 3 and Quest 3S product pages. The only mention we could now find is "Enter Gotham City in fully immersive VR" in reference to Batman: Arkham Shadow, though elsewhere the game is marketed as "Discover the fun of mixed reality and get Batman: Arkham Shadow included with your purchase."
In describing the capabilities of Quest headsets, Meta now seems to refer to VR as simply "immersive experiences".
"Mixed reality and immersive experiences".
And take this recent Meta blog post about Quest games. Despite 11 of the 12 games mentioned taking place only in fully immersive VR, with no passthrough, Meta titled the post "Step Into Quest: Embrace the Wonder of Mixed Reality With These Immersive Games".
Look too at Meta's terminology for developers signing up for Connect 2025. You can be an AI developer, an Augmented Reality developer, a Mixed Reality developer, or 'Other' - there's no option for Virtual Reality. Because VR is now considered a subset of mixed reality by Meta.
From Meta Connect 2025's registration form.
Meta's VP of MR/VR, Mark Rabkin, is stepping down in March due to family health issues. His successor hasn't been announced yet, but given Meta's new terminology usage, they will presumably be titled VP of MR.
Multiple developers have told UploadVR they find the new terminology confusing, because it can make it unclear whether Meta is talking about mixed reality in the umbrella term sense or mixed reality in the sense of content that uses passthrough. Quest users too are finding it harder to decipher Meta's public communications.
Some argue that Meta should use "XR" as the umbrella term, but this would include transparent AR from glasses, which will be a separate product category from Quest and Horizon OS. Meta is looking for a term to distinguish these, instead of using "VR/MR". And, for now at least, despite the confusion it may cause, the company has settled on "MR".
Ghost Photographers aims to deliver a fear-filled multiplayer experience, and it's available now on Quest.
Developed by Bazooka Studio, Ghost Photographers asks you to explore spooky, spectre-filled environments with just a smartphone, a few candles, and your friends to save you. Set across multiple floors of a nine-story apartment building, your job is to navigate, solve puzzles and free ghosts as a malevolent overarching figure seeks to take you down.
Your trusty cell is the key to spotting the ghosts before it’s too late, and your camera captures their likeness and allows you to react before they make a move. Despite their ominous visual impression, not every spirit is out to get you, though, and you'll need to intuit good from evil to ensure you’re not being led into a trap.
This can be played with up to two additional phantasm-finding companions, with players relying on voice chat to communicate with one another. Similar to the ghost-catching multiplayer game Phasmophobia, Ghost Photographers seeks to leverage your fear of monsters against your hopes of team-playing success and ultimate escape. As the figures get closer, you’ll have to choose whether to speak up and risk being noticed or stay quiet, potentially putting your friends at risk.
Ghost Photographers is available now on the Meta Quest platform.
Since the current era of XR emerged about a decade ago, there have been a thousand little things that mark its evolution. But a few events jumped out from the past week as defining and symbolic moments to mark the next era of XR.
PlayStation VR2's first hand tracking game is also available on Quest, offering a comparison between the two headsets.
Waltz of the Wizard added hand tracking on PlayStation VR2 last week, the first title to do so, just under five years after it became one of the first to add the feature on the original Oculus Quest too. Now, its developer Aldin Dynamics has shared a direct hand tracking comparison video it made by wearing a PlayStation VR2, Quest 3, and wearable camera at the same time.
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Video from Waltz of the Wizard's developer Aldin Dynamics.
It's difficult to holistically assess the quality of hand tracking from a video clip alone. What Aldin's video does clearly show is that Quest's hand tracking, by default, doesn't handle fast hand motions as well, and has more "overshoot" than PS VR2's, with the hand visibly bouncing upon the cessation of fast motion.
But I say "by default" because there's more to this story, and I went hands-on with hand tracking on both headsets to review its quality.
As revealed by Sony's SIGGRAPH Asia 2024 booth, PlayStation VR2's hand tracking runs at 60Hz. In contrast, by default, Quest's hand tracking runs at 30Hz, and this is what Aldin is using in the Quest build of Waltz of the Wizard. This likely explains the "overshoot" visible in Aldin's comparison video. With twice the time between camera frames, Quest has to rely more heavily on prediction.
Quest's hand tracking can, however, run at 60Hz (or 50Hz in some countries) too, a feature called Fast Motion Mode, which developers can enable for their apps. Testing Fast Motion Mode in Meta's Move Fast demo and XRWorkout, I found that it solves the overshoot issue and handles fast motion just as well as, and perhaps even slightly better than, PlayStation VR2.
So why doesn't Waltz of the Wizard use Quest hand tracking's Fast Motion Mode? The answer is that it comes with tradeoffs.
Firstly, on Quest 2, Fast Motion Mode reduces the maximum GPU clockspeed, harming rendering performance, and on Quest Pro it cannot be used at the same time as eye tracking, which Waltz of the Wizard leverages for gameplay.
Neither of these limitations apply to Quest 3 and Quest 3S, but there is another that applies to all Quest headsets using Fast Motion Mode: increased jitter and slightly decreased accuracy. And it's this reason that Aldin says it doesn't use Fast Motion Mode. According to the developer, this reduced accuracy "prevents gesture recognition from functioning properly", referring to the game's many highly specific hand tracking gestures used for gameplay. Thus, Waltz of the Wizard sticks with 30Hz.
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Footage from XRWorkout's developer showing Quest 3 hand tracking in Fast Motion Mode.
However, trying PlayStation VR2's hand tracking in Waltz of the Wizard myself I found that, in my home at least, it actually has more jitter and inferior accuracy to even Quest's Fast Motion Mode, which I tested in Meta's Move Fast demo and XRWorkout. XRWorkout's developer also defended the accuracy of Fast Motion Mode, sharing the clip seen above.
This disparity in results underscores how different environmental lighting conditions can significantly affect the quality of hand tracking. This is why Quest 3S having infrared illuminators for hand tracking is so significant - in theory, it nullifies the detriments of low light conditions.
Anyways, with all this aside, let's get to my personal comparison of hand tracking in Waltz of the Wizard between PlayStation VR2 and Quest 3 (in its default 30Hz mode), in my home.
Latency
How soon after you move your hand do you see movement represented on your virtual hand? That's latency - the delay between real and virtual movement.
In theory, Waltz of the Wizard on PlayStation VR2 should entirely have the edge here, as the 60Hz tracking should mean there's half as long between camera samples.
In practice, for hand motion this is certainly true, as PS VR2 feels like it has an ever so slightly less delay between moving your hand and seeing your virtual hand move. But interestingly, Quest 3 feels like it has less latency for finger motion, such as curling your fingers. These differences feel very minor though, and some of it could be down to differences in the refresh rate of the app itself, as well as graphics rendering latency differences.
WINNER: Draw
Accuracy
Accuracy refers to how closely your virtual hand and finger movements match your hand in real life, regardless of the delay.
With PlayStation VR2, I find the system fairly often gets the direction of my finger curls wrong, showing them curling outwards instead of inwards for example. I also find that when touching one finger to another in reality, there's a gap between my virtual fingers.
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Here's Sony's hand tracking misinterpreting my finger curl direction on my right hand.
On Quest 3, in the same lighting conditions the system almost never gets my finger poses wrong. Further, when touching my fingers together, my virtual fingers touch too. Quest's hand tracking, in its default mode at least, is simply a more accurate representation.
WINNER: Meta Quest 3
Jitter
When you keep your hands still, do your virtual hands stay still too? If not, that's called jitter.
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PlayStation VR2
The difference between the two headsets here is very subtle, but Quest 3 has a slight edge in stability, with PlayStation VR2 having slightly more noticeable jitter.
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Quest 3
WINNER: Meta Quest 3
Fast Motion
Nowhere is the difference between PlayStation VR2's 60Hz hand tracking and Quest 3's default 30Hz tracking more evident in Waltz of the Wizard than with fast hand motions.
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Aldin's own video demonstrates fast motion well.
Moving my hands quickly on PlayStation VR2 sees the virtual hands almost always keep up, with tracking loss being rare and reestablishing quickly. On Quest 3 on the other hand, owing to the 30Hz tracking, moving my hands at even a medium speed, anything faster than slowly, results in constant hand tracking loss, where your hand momentarily disappears throughout the movement.
WINNER: PlayStation VR2
Hand Overlap
Everything I've described so far has been in the context of your hands being separated, easily tracked separately. But what happens if you bring your hands together, overlapping one with the other and attempting hand-to-hand interactions?
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Quest 3 handles hand-to-hand interactions well.
Quest 3 handles this significantly better than PlayStation VR2. Occluding one hand with another results in far less disruption, and finger tracking accuracy is more often maintained when fingers from each hand interact. Hand-to-hand interactions are thus far more practical on Meta's headset than Sony's.
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PlayStation VR2 does not, for the most part.
WINNER: Meta Quest 3
Launching UX
Quest's Horizon OS supports hand tracking throughout the system, meaning you can simply don the headset and use your hands to launch Waltz of the Wizard, even setting up the boundary if you need, without ever touching your controllers.
In contrast, PlayStation VR2's system interface itself does not support hand tracking. You'll still need to charge and pick up your controllers to launch Waltz of the Wizard. Once in the game, you'll need to toggle passthrough to place your controllers down, then untoggle it to continue with hand tracking.
WINNER: Meta Quest 3
Conclusion: So Which Is Better?
In Waltz of the Wizard, PlayStation VR2's hand tracking offers similar latency to Quest 3's, yet handles fast motions significantly better thanks to being 60Hz by default.
However, even at 30Hz, Quest 3's hand tracking delivers less jitter, superior accuracy, and better handling of hand overlap, as well as a far less frictionful UX to getting into hand tracking in the first place.
Of course, Meta's hand tracking is currently on version 2.3, after seeing seen more than five years of software updates. Sony's PS VR2 hand tracking was made available less than three months ago, so we'll keep a close eye on whether the company improves it with firmware updates throughout the rest of the year and into 2026.
Smash Drums is coming to PlayStation VR2 later this year with PS5 Pro enhancements.
Launched on Quest in 2021, Smash Drums is a VR drumming game that's seen continued post-launch support such as new DLC packs and a mixed reality mode. Calling this a celebration of PlayStation VR2's second anniversary on February 23, developer Potam states the upcoming port features improved real-time lighting and shadows, redesigned environments, enhanced visual effects, and more.
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Joining the growing list of PlayStation VR2 games with PS5 Pro enhancements, Potam states that Smash Drums on Sony's mid-generation console upgrade will “boost the game's visual and performance aspects further.” Other changes include “significantly enhanced” haptic feedback through the headset and controllers, and all previously released DLC packs will be available at launch.
It's also the latest in a growing slate of PlayStation VR2 announcements, most recently joined by sports game DodgeCraft, retro remake I, Robot, and dystopian action RPG Resist. While it's unclear if Sony plans any announcements for the headset's upcoming second anniversary, the recent State of Play presentation featured Dreams of Another and The Midnight Walk.
Mythic Realms, the mixed reality roguelite RPG, aims to turn your living room into a colorful fantasy adventure on March 13.
Developed by Petricore Games, Mythic Realms uses a blend of MR and VR gameplay to transform the player's real life living area into dank dungeons, creepy caverns, and enchanted forests full of fantastic monsters and beasts. Gameplay involves physically fighting creatures and bosses, gathering resources, unlocking weapons and improving character traits, and returning home after every play session to expand the player's kingdom.
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A Mythic Realms demo previously hit Quest's now-defunct App Lab platform back in 2023, where it received mixed-to-positive reviews, and the game initially targeted a late 2024 launch before a brief delay. We're interested to see how the gameplay has changed since then, so look for our review coming soon.
Mythic Realms will be available for the wider Meta Quest platform on March 13, and launches with a 10% pre-order discount price.
XR continues to reshape education with immersive and experiential learning But unlocking the full potential requires designing tools inclusively to meet the needs of all learners. How is that done and what are best practices?
It doesn't always deliver, but Selina: Mind at Large is an important mental health journey that legitimizes a child's anguish.
Selina: Mind at Large attempts one of the most challenging tasks a game can achieve: transporting you into the shoes of a child. That’s because not only are you traveling through the imagination of this young girl in order to save her world, the journey seeks to activate that same sense of wonder, adventure and fear inside yourself as you journey through this storybook tale.
At its best, it even achieves it.
The Facts
What is it?: A VR narrative adventure influenced by the writings of Carl Gustav Jung. Platforms: Quest (Reviewed on Quest 2) Release Date: February 20, 2025 Developer: Trotzkind GmbH Price: TBC
Selina is an ambitious project for Berlin-based VR studio Trotzkind, inspired heavily by the psychologist Carl Gustav Jung in its journey through the complex mind of a child. While I can’t profess to being the most familiar to their writings, I am aware of the movements he was a part of: his study focused on the individuation of the self built over the course of a person’s life. His work heavily intersected with that of his friend Sigmund Freud and others of the era in trying to understand the human condition. Even if you’re less familiar with Jung, such a description should at least set a tone for what to expect.
With an intro told via a boat voyage through the pages of a child’s novel, Selina runs from home due to an attack and, when scared and alone, meets another young person named Aniles. At first, they’re a friend. Then, they betray her, with the pain from this haunting her mind like a black hole. You, the hero, are tasked with traveling through Selina’s memories and imagination to unpick the shadows that haunt her mind.
The imagination of Selina’s mind is the star of the show here, free of the conventional bounds of gravity and logic. Buildings float through space as the building blocks of the mind, while core memories of her family hover in stasis as monuments to happier times. Beyond standard movement, you can point at any wall or object within range and pull it towards you. This in turn transforms the direction of gravity as you walk on walls and fly through this space searching for answers and, well, peace of mind.
It’s disorienting at first, especially when it comes to understanding just how far away an object can be before teleporting, or in understanding the best way to move around the environment. This entirely replaces common actions in other games, like a jump. It can be clunky as a result, with anything more than a step a surprising hurdle. Once you’re used to it, however, the movement is surprisingly liberating, if not entirely free from cumbersome immersion-breaking interventions when stuck near the edge of a platform looking down at the sheer wall you wish to land on. That's without the ability to orient yourself correctly before falling into the abyss.
This more often occurs in the game’s equivalent of the overworld. It's a far more open, hub environment from which you enter the memories of Selina’s childhood, like her school days or the theme park where you can approach from any angle. Even accepting this issue as an understandable compromise considering the ambition and freedom it provides, it’s no less frustrating when it happens.
Yet as you come to terms with moving through the world in such a way, freed from the bounds of conventional physics, you truly feel like you’re swimming in an adventure through imagination. With such innocence embodying the experience, it’s far easier to empathize with the child protagonist. Especially when your occasional distracted curiosity to new places leads to the discovery of a sentimental item that gives Selina the excuse to gush over a fun anecdote.
Levels - the memories you enter to acquire the items needed to fight off Aniles - have a familiar, less exciting routine. Big Whale, Selina’s plush toy, is a key focal point throughout the story, including the way the toy physically manifests in these Penrose stairs-esque impossible renditions of familiar places like her school, where tables stand on walls and doors on roofs. To progress through the memory, you must unlock the next room by completing a brief puzzle.
It breaks up what would otherwise be a monotonous wander as Selina talks us through her anxieties and warm memories, though this is by far the game’s weakest aspect.
Conceptually, the idea of guiding a stream of water through a gravity-defying environment is interesting. The issue is that it barely evolves from this simplistic starting point, to the point of tedium. At first, you simply take the water down its assigned path, maybe turning a valve to change its direction. Then, you get access to freeze water, placing a block that ensures that even if you change gravity, water will continue flowing from this new spot, allowing it to continue moving towards its eventual goal. You might need to change the color of the water to get through certain switches.
There are a few other complexities added, though it changes the core of the puzzle very little. Occasionally they’re challenging, but even that reward loses novelty when you’re clearing it for the 20th-or-further time. It only gets more annoying when, if you switch gravity a moment too early before the water has fully entered the frozen block, you have to restart all over again, waiting as it slowly trickles to the point you previously reached so you can resume the puzzle. When it does switch things up drastically, it’s often for single set pieces with far less explanation, leaving it more confusing than refreshing.
It’s not all bad. It just becomes same-y, which is a shame considering the strengths of the game elsewhere.
Comfort
Only snap-turn for camera movement is available within Selina: Mind at Large, though options such as adjusting the speed of teleportation and a choice whether to use a vignette or fade to black for this aggressive gravity-defining movement can be selected in the options. All of these settings, such as the degree of snap turn, speed and intensity, can be adjusted on a sliding scale, while UI size and subtitles are also adjustable.
The more I journeyed through Selina’s memories the more I cared for her. The handling of her mental health is nuanced and considered, taking advantage of VR to not only further your connection to her but to feel what she feels, and the pain it causes. Like I noted at the start of this review, at its best you not only enter the topsy-turvy imagination of a child, you return to feeling like a child yourself, in wonder for the gravity-changing hijinks that ensue, and the personal struggles underneath. The motion-captured acting of Selina and the voicing only aids in this, and we're told a week one patch is coming focused on the visuals.
It’s when we’re forced to interact with this world further that it becomes not unenjoyable, but some of the wonder and immersion is stripped away somewhat.
Selina: Mind at Large - Final Verdict
Selina: Mind at Large is an easy game to recommend, simply because the moments that work feel not only unique in how they make you feel, but are emblematic of what we should champion in VR. It needs polish and isn't perfect, sure, but it's an experience only possible or made better by being created within this unusual medium. I’d prefer that to something boring, and it’s certainly engaging far more than it stumbles.
Trotzkind took an ambitious swing here, and it mostly works. Isn’t that what we want in games?
UploadVR uses a 5-Star rating system for our game reviews – you can read a breakdown of each star rating in our review guidelines.
Quest v74 is starting to roll out, bringing web shortcuts in Library, the system menu to Quest Link, DisplayPort Out to external monitors, improved casting, and more.
As with all Meta Horizon OS updates, v74 will "roll out" gradually, so it may take a few days or even weeks for your headset to get the v74 update. Further, Meta rolls out some features separately to the main update itself, so even having the v74 update doesn't guarantee having everything listed here yet.
Web Shortcuts In Library
With Quest v74, you can now add a shortcut to any web URL to your Library.
To do so, open Browser, select the menu icon at the top right, and select 'Add this page to your library'.
Clicking the shortcuts you create will open the URL as its own minimalist window, without the tab and URL bar interface of Browser, as you can see in the screenshot above.
It's been possible to wirelessly cast your Quest view to the phone app, or Google Cast TV devices since the original Oculus Quest launched, and to the PC app for months. Now, with Quest v74, you can output your view to external displays such as TVs and monitors via USB-C DisplayPort, otherwise known as DisplayPort Alt Mode.
Meta says the feature offers "high resolution and low latency."
Combined with a capture card and PC, the feature could be ideal for video content creators and livestreamers, as unlike regular casting it doesn't require a Wi-Fi network and the quality and latency won't be affected by network conditions. It should also be useful for standalone demos at trade shows.
Improved Wireless Casting Reliability
For those using wireless casting, to the phone app, PC app, website, or Google Cast TV devices, Meta says it has "significantly improved the reliability" of this feature in Quest v74.
Just over a year ago the company removed the TV casting capability, citing reliability issues, before adding it back less than two weeks later following widespread complaints. It's possible that v74 is seeing the planned reliability fixes Meta hinted at in its explanation arrive.
System Menu In Quest Link
When using Quest Link, the official feature for making your Quest act as a PC VR headset, you've traditionally been unable to bring up the Quest system menu. Instead, uniquely on Quest (no other app or experience works like this), pressing the Meta/Oculus button on the right Touch controller would bring up the PC-based Rift menu bar.
Now, with Quest v74, Meta says Quest Link "includes system tray support, giving quick access to device status and quick actions while Meta Quest Link is running in the background".
It's unclear whether or not this means the PC-side Rift menu bar has been removed.
Minimized 2D Apps Now Shown
With Quest v74, Meta says minimized 2D apps are now "shown above the universal menu, making it easy to see which applications are still open".
Beforehand there was no indication of minimized 2D apps. You'd just see whichever 2D apps you had open, the three attached to the dock in addition to up to three undocked into a position in space.
Meta hasn't yet released a screenshot of what the new minimized app visibility will look like.
Seamless Multitasking No Longer Experimental
Since launch for Quest Pro and Quest 3 and since early 2023 for Quest 2 you've been able to bring up the browser or other 2D windows while inside an immersive app. And since v62 you've been able to bring up the up to three 2D windows you had in the home space in these apps.
But to resume interacting with the immersive app again, you needed to minimize the 2D windows you had open.
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Footage by UploadVR.
Quest v69 added a new Seamless Multitasking experimental option, which lets you continue to interact with the immersive app while your 2D windows are open. This means you can, for example, watch Netflix or YouTube while playing a VR game. It has a performance penalty, but apps that use dynamic resolution should scale down their resolution to adapt.
Now, with Quest v74, Meta says this feature is no longer experimental, and should be "rolling out" to everyone.
Multi-Room Space Setup
Since v62 one year ago, Quest headsets have been able to remember the 3D mesh you scanned for multiple rooms, up to 15 in fact.
Now, with Quest v74, Meta will let you scan multiple rooms in one scanning session, letting you walk around your home and sequentially scan each room. Each room will still be saved as a separate scan, though, to be clear.
This update should make it easier to set up for experiences that span your entire home, a concept Meta's SDKs added support for back in July.
Travel Detection
Last year Quest 2 and Quest 3 got a Travel Mode, and Quest 3S launched with it. Travel Mode makes the headset's positional tracking work while in a moving vehicle, with official support for airplanes originally and trains too since v71.
But Why Is A Travel Mode Needed In The First Place?
People often think that markerless inside-out tracking systems on headsets, glasses, and self-tracking controllers only use the cameras, but this isn't the case. These systems rely just as much on the inertial measurement unit (IMU), a chip that contains a tiny accelerometer and gyroscope.
While cameras typically run at 30Hz or 60Hz, the IMU typically provides updates around 1000Hz, enabling much lower latency. However, an IMU can't actually detect absolute movement - at least not directly. The accelerometer in the IMU senses acceleration relative to gravity, and you can take the integral of acceleration over time to get velocity. And if you again take the integral of those velocity values over time, you get displacement from the original position.
This process is called dead reckoning. From moment to moment, it’s how every headset and controller tracks itself, and the optical aspect like cameras or laser base stations are essentially only used to correct for the cumulative error that results from the noisiness of IMU data. But in a moving vehicle the accelerometer will pick up the acceleration of the vehicle itself, thinking it's the headset itself moving, which results in sudden and rapid positional drifting.
Now, with Quest v74, Meta says the headset should detect when you're in a moving vehicle and suggest enabling Travel Mode with a pop-up, removing the need to manually know to enable it.
Night Display Passthrough Improvements
Night Display, known as Night Shift on Apple's iOS and Night Light on Google's Android, is a toggle which adjusts the display colors to warmer hues to emit less blue light, which some research suggests might disrupt sleep.
In Quest v74, Meta says it has updated Night Display to "improve the consistency of color balance, white point and warmth in passthrough experiences".
Spatial Audio For 2D Calling Apps
In v69 Meta added spatial audio for 2D windows, meaning audio emitted by them will sound like they're coming from the window's position in space.
With Quest v74, Meta says this will now work for calling apps too, such as WhatsApp or Horizon calls via the built-in People app, suggesting these kinds of apps didn't work with the v69 implementation.
App Crash Detection & Reporting
In Quest v74, Meta says it has added a new dialog for when an app crashes, with the option to report the problem. It's unclear whether this report would go to Meta, the app developer, or both.
Orion Drift, the Echo-inspired new game from the studio behind Gorilla Tag, just launched in early access on Quest.
Gorilla Tag is one of VR gaming's biggest hits of all time. Now the studio that made it, Another Axiom, is back with a sci-fi sports game somewhat reminiscent of Echo VR, which Meta shut down in 2023.
Orion Drift was in closed early access since around September last year. On Sunday this closed early access ended, and now the open early access has begun, letting any Quest owner test out Orion Drift.
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Orion Drift uses Gorilla Tag's arm-swinging locomotion while using minimal controller inputs, only letting you grab items that can be gripped. Playing as customizable robots across a space station social hub, this currently supports up to 75 players simultaneously, with a goal of 200 by the full release.
Gameplay footage from last year suggests one section of this space station hosts soccer-esque matches that require swinging your arms to hit the ball, an obstacle course and golf course can also be spotted. The studio previously confirmed that Orion Drift will include a level editor, and allow you to run your own servers with their own rules and control your own space stations, letting you "customize the look and feel of activities, posters, game modes, and more.”