Meta Connect 2025 Takes Place September 17 & 18

Meta Connect 2025 will take place on September 17 and 18.

Connect is Meta's annual XR conference, its primary event since the last F8 in 2021. Originally called Oculus Connect, from the first in 2014 until the sixth in 2019, the event sees the company announce VR, AR, and smart glasses hardware, software, and new developer tools, as well as show off some of its research towards the future of XR.

In 2023 and 2024, Meta also used Connect to announce its latest AI models and experiences, including its Llama large language model (LLM) family. This year though, Meta is spinning that off into a new dedicated AI event called LlamaCon, which will take place on April 29.

Connect 2025, then, will see Meta "share the latest and greatest in Meta Horizon updates, peel back the curtain on tomorrow’s tech, and give XR devs the tools they need to help build for the next computing platform today.”

What's Expected At Meta Connect 2025?

Meta hasn't revealed any specific details of what it will announce, and the company usually doesn't in advance, bar a few teases from Mark Zuckerberg in the days before.

But reports from reliable sources like Bloomberg and The Information do give us some indication of what's expected.

For starters, Meta isn't expected to launch a new Quest headset this year. The company only just launched Quest 3S at last year's Connect, solidifying its current generation lineup, and according to a Meta roadmap leaked to The Information last year, Quest 4 and Quest 4S are slated for 2026.

What we might see however, is the first third-party headsets running Meta's Horizon OS, the platform that Quest headsets run. A potential leak last month suggests Asus will be first with a gaming-focused ROG Horizon OS headset, and Lenovo confirmed it was still working on its Horizon OS headset (expected to focus on productivity) back in October.

Potential Leak: Asus ROG Headset To Have Face & Eye Tracking
VR enthusiast Luna received a tip claiming the Asus ROG headset running Meta Horizon OS will have face & eye tracking.

What we do expect Meta to launch is new smart glasses; both in partnership with EssilorLuxottica and on its own.

Bloomberg's Mark Gurman reported last month that Meta and EssilorLuxottica plan to launch Oakley Meta glasses to sell alongside the Ray-Ban Meta glasses. While the Ray-Ban glasses have a camera on one side and are aimed towards all consumers, the Oakley glasses would have the camera in the center and be marketed towards "cyclists and other athletes".

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

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

It seems that Hypernova won't carry the Ray-Ban brand, but what is known is that it will include a small waveguide display on one of the lenses to show notifications, output text instead of audio from the Meta AI assistant, and to help frame photos before taking them.

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

Meta Plans To Launch “Half A Dozen More” Wearable Devices
In Meta’s CTO’s leaked memo, he referenced the company’s plan to launch “half a dozen more AI powered wearables”.

To be clear though, Meta hasn't confirmed any of this, and the company could have surprises in store or change its plans between now and September. UploadVR will bring you full coverage of Meta Connect 2025, breaking down the biggest announcements and plotting Meta's path into the second half of this decade as it competes with the other tech giants to own the future of personal computing.

Expect Hitman & Flat2VR News In The Next VR Games Showcase This March

The next VR Games Showcase airs this March, featuring new reveals from Flat2VR Studios and Hitman: World of Assassination.

Following its debut last year, the VR Games Showcase is back with “major reveals and updates on anticipated games.” Initially announced last month, it's now been confirmed that the upcoming spring 2025 edition will be headlined by Hitman: World of Assassination on PlayStation VR2, while Flat2VR Studios will provide updates on Roboquest VR, Wrath: Aeon of Ruin, and more.

More developers joining the presentation “will be revealed soon,” and the next showcase promises to include veteran and newcomer VR studios alike. Further news on “existing multiplayer games and experiences with new updates” is also expected, and Flat2VR Studios previously teased a March reveal for its next game in our recent interview.

Co-founded by two former UploadVR staff members, Jamie Feltham and Zeena Al-Obaidi, the upcoming event follows the inaugural VR Games Showcase back in August. Notable reveals included debut gameplay footage for Hitman 3 VR Reloaded, the Arizona Sunshine Remake announcement, Fracked coming to Quest, four games from Flat2VR Studios, and more.

The VR Games Showcase airs on YouTube and TikTok Live on March 11 at 9am PT.

Will Apple Intelligence Elevate Vision Pro?

Prolific Apple sleuth Mark Gurman revealed that Apple Intelligence will soon make its way to Apple Vision Pro. This is a logical convergence of both products, and one we predicted in our annual predictions exercise. What does it all mean and where could it lead? We revisit the topic.

This post appeared first on AR Insider.

Toast Interactive Closes Office As 'Majority' Of Staff Are Made Redundant

Toast Interactive has closed its office and laid off the majority of its staff.

Best known for Richie's Plank Experience and Max Mustard, the Australia-based VR veterans confirmed the news via social media. Calling this a "heartbreaking decision," Toast advised the majority of the team have been made redundant and it's offering assistance to the affected staff where it can. Here's the full statement.

Toast will continue working on both titles despite these layoffs, though in what capacity is currently unknown. When asked if Richie’s Plank Experience is still coming to PlayStation VR2, Toast replied that it's "99% sure it'll happen." Much like the Quest version, the team recently advised it "will look into the possibility" of adding controller-free hand tracking support on Sony's headset too, following on from Waltz of the Wizard.

Elaborating further on Reddit, Toast advised that Max Mustard was designed "for the OG Mario generation first and foremost." While the studio believes it should have made the VR platformer "look less like a kids game," this approach was taken to deliver a happier vibe.​

More notably, Toast then highlights its issues with the Quest Store that it says affected sales. Stating the team was "forced to launch at a low month" with no store presence, the studio infers that Max Mustard faced discoverability issues. Because the store's top-rated category has now been removed, the studio's given up trying to get discoverability.

We assumed that if it scored a high user rating that it would appear in the important top-rated category on the store, completing its discovery loop. With it's 4.9 (for first few months) and hundreds of reviews, it should have been at the 1# spot of the top rated. But never appeared. Apparently, it's "the algorithm". Wasn't in any other category. Hidden gems? No. Made in Australia? No. Nothing. It was heart breaking.

The impact of this led​ to Max Mustard's famous cross promotion discount with Richie’s Plank Experience, where a now-expired 90% off code (spotted by u/SlowShoes) hidden in the latter saw them "brute force" a short stint through as sales increased. Toast advised full price sales have increased since that discount, calling this proof that store presence is "critical" for developers.​

Max Mustard's (now expired) 90% discount code previously hidden in Richie’s Plank Experience

Toast Interactive's words only reinforce our findings in our recent Quest Store report, where nearly two dozen developers shared their concerns about Meta's storefront with UploadVR. With many also citing low sales last year and discoverability issues - among other issues like Meta's increased focus on Horizon Worlds, moderation policy concerns and unhappiness over how the App Lab merge was handled - Toast is not alone in its criticisms.

From Quest To Horizon: How Meta’s Shifting Priorities Are Affecting Developers
With growing concerns about declining sales and discoverability, UploadVR spoke with nearly two dozen VR studios to discuss the current state of shipping VR games on Quest.

Forging a Legacy: Episode Forty-Nine

Here's the next installment of our Metallum Nocturne story.  If you need to catch up on any of the previous episodes, click here.

Episode Forty-Nine

Two blasts in quick succession had Claire throwing up her arms in self-defense.  When she opened her eyes again, she saw one of the men who had entered the room holding his shoulder while the security guard in the room was lying on the ground with a hole in his chest and a blank expression.  Simon Ivankov, leader of the Terrors, strolled in through the middle, smoking a cigarette.  He dropped it on the carpet, grinding it beneath his heel as he surveyed the situation.  He had four men with him.

"Is this a fucking party?" asked Simon.

Annette spun on him, seemingly oblivious to what had just happened. 

"Do you know who I am?"

Simon chuckled, glancing to his crew incredulously.  "Should I?"

"I'm going to be the next mayor of the city," said Annette as her husband tried to pull her away.  "I have powerful friends."

Simon approached Annette, squinting as he examined her from up close.  Despite the gravity of the situation, Claire could barely pay attention.  As soon as the gun battle had happened, Nocturna's voice came front and center in her mind.  The Night Mother was demanding that she kill Annette, a compulsion that was more persuasive than she wanted to admit to herself. 

"You'll be in a body bag if I say so," said Simon, sneering.  "But I do recognize you.  Pity for you that you're here right now, because I'm not here for you.  I'm here for this thieving bitch."

"I stole nothing from you," said Claire.

"You helped Terrance escape," said Simon, pulling a pack of cigarettes from his inside pocket and tapping out a new one.  "The contents of that safe are very important to me.  Once he knows we have you, he'll give it up."  He leaned forward.  "Look at me when I'm talking to you."

Kill them.  Kill them all.

Claire looked him right in the eyes.  "Fuck you."

Simon broke out laughing.  He jabbed his thumb in her direction.  "Holy shit, look at the balls on this girl.  Fuck me, you must have a death wish.  Grab her."

Two sets of hands grabbed her arms.  They held her tight and she didn't fight back. 

"What are we doing about them?" asked one of his men.

"Are you suggesting we leave witnesses, you knucklehead?"

The first man's chin dropped to his chest.  "No."

"Make it quick.  I want this little adventure over with."  Simon smirked as he shut the door to the private room.  "But you know, don't make it loud, we've already had enough noise today."

The Blocks backed away as the man pulled out a long knife.  He lazily spun it in his fist.  

"You don't understand," said Annette.  "I have powerful friends who are expecting me to win.  If you kill me they'll be furious."

Claire had no intention of letting Simon take her, but she almost wanted to let the leader of the Terrors kill the Blocks.  It would remove a thorny problem, but she couldn't stand by and let them be killed when she knew she could do something about it.

Kill them all.

She yanked her arms free, startling the men with unexpected strength, and took two steps before hitting the thug with her shoulder, driving him against the wall.  Claire tried to grab his arm, but he was faster, driving the blade into her ribs.  A bright slash of pain sent adrenaline spiking and she jammed her forearm into his jaw.  Eyes went into the back of his head as he collapsed.

Claire turned in time to catch a bullet to the gut.  The impact threw her backwards, slamming against the wall and knocking the air from her lungs.  Before Simon's men could take a second shot, she hit the light switch, dropping them into darkness.

Three more flashes briefly lit up the room as his men fired at the position she was just standing, but Claire had crouched down and snatched up the knife the unconscious man had dropped.  Nocturna was screaming in her head to kill Annette in the distraction.  It would be a simple thing, but Claire went past the huddled Blocks and caught the first man from behind, shoving the blade into the soft spot at the base of his neck. 

The screams fed the chaos as two more shots were fired, one of them catching a fellow Terror.  Claire shoved the blade into the gut of the final henchman, trying to ignore Nocturna's giddy glee at the slaughter.  The Night Mother was like a drug in her head.  Claire caught Simon Ivankov trying to find the handle to escape.  A quick slice across the neck had him falling to his knees, clutching his throat.

High on the excitement, with Nocturna's voice encouraging her to kill the Blocks, Claire stumbled into the middle of the room.  Annette and her husband were crouched beside the table, huddled together in fear, not knowing what was happening in the darkness.  Two quick stabs and it would be over.  She could blame their deaths on the chaos of the battle.  The first thug had put a healthy cut in her side and blood was running down her hip. 

Kill Annette or I'll take you back to Umbra.

The voice was a geas in her head.  Claire took a step forward.  She let the knife slip out of her fingers. 

You'll have to be satisfied with the Terrors, said Claire in her head. 

Stumbling to the front, Claire switched on the light.  Annette recoiled from the carnage while her husband pulled out his phone to dial the police. 

Claire lifted her shirt to find a six-inch slice across her ribs, but the night metal in her skin protected her from more damage.  The spot where she'd taken the shot to the gut was already spreading out with purplish bruises.  The night metal, it seemed, was better for protecting against bullets than knives.  Claire found a chair and collapsed into it while Annette stared at her with a mixture of surprise and concern.

"They're on the way," said Andrew.

"What did you do?" asked Annette with deranged intensity.

"They mostly did it to themselves in the chaos.  We're lucky to be alive," said Claire, perfectly aware that her hands were covered in blood.

When the Invictus PD arrived, the first cops in the room took one look at the situation and pulled their guns on Claire. 

"Hands up!  Hands up!"

She half-laughed at the absurdity of it all and raised her arms, not wanting to get shot again. 

"It's okay," said Andrew, waving at the cops.  "She saved us.  She's not one of them."

The cops seemed confused, but eventually lowered their weapons.  Before long, the entire building was overflowing with police officers.  The lone Terror she'd knocked out was woken when put in handcuffs.  Claire was led outside where an ambulance gave her medical attention, sewing up the slice on her ribs and calling her the luckiest girl in the world.  A horde of reporters appeared not long after with cameras flashing, but she was behind the Do Not Cross lines, so they couldn’t bother her.

When the Blocks were led out of the building, the mass of reporters shouted questions about what had happened.  There seemed to be confusion why she wasn't in handcuffs until the husband said, "No.  She was a victim too.  The Terrors tried to kill us, but she saved us when she tackled the guy with the knife."

Annette punched him in the shoulder and dragged him away towards a group of SUVs that appeared further up the sidewalk.  They were ushered in and quickly disappeared.  Claire found a bench outside the restaurant, and an officer came over for a round of questions.  She knew she should wait for her lawyer, but was too tired to be disagreeable.  Claire mostly explained what happened in the darkness and chaos, leaving out that she slit Ivankov's throat, deciding that was too gruesome to admit.  She left the details fuzzy, blaming the inability to see.

"Couldn't have happened to a better guy," said the officer when she was finished.  "The Terrors have been murdering and extorting people for years and we haven't been able to get a break until now.  Don't you worry about anything.  You did good."

Shortly after, her lawyer appeared, talking his way past the Do Not Cross line until he was standing with her at the back of the ambulance.

"What happened?"

Claire explained what she could in public.  Lamar listened quietly while shaking his head the entire time.

"Are you interested in the deal?"

She shook her head, which brought a faint smile from her lawyer.

"I can push for an extension, given the circumstances," he said.

Thinking about the cell phone investigation she nodded, too tired to speak.

"This is going to be all over the news," said Lamar as he checked back to the growing crowd.  "Let me give you a ride back to Metallum Nocturne before this gets even more crazy."


***Come back in two weeks for the next installment***

Here's What An RTX 5090 Does For Fallout & Flight Simulator In VR

Not everyone has been able to access NVIDIA's latest RTX 5000 graphics card series. I'm one of the few who bought one, given that I live close to the Micro Center in Tustin, California, and this brick-and-mortar location seemed to be one of a handful of places to stock a decent number of the new cards.

Over the past couple of weeks, I've been putting the card through its paces and that of course includes testing it out for PC VR. While I own both a Meta Quest 3 and a PlayStation VR2, I mostly tested things out on Quest 3, due to my VR setup being far more conducive to wireless VR.

Using Virtual Desktop at Godlike settings, 90Hz and a 100% SteamVR render scale, I got to work seeing exactly how far you can push the new RTX 5090 card.

The answer? Quite far. Every game I've thrown at it (so far) worked like a charm.

PC Specifications

My PC VR setup includes an Eero Wifi 6E router a Ryzen 7 9800x3D, 64GB of DDR5 6200c30 memory, and a 1000w ASUS TUF Gold Power Supply. The 9800x3D and the RAM are both tuned; in the CPU's case, a Precision Boost Overdrive offset of 200MHz with a -15 Curve Optimizer undervolt. For the RAM, the stock EXPO configuration for the 2x32GB sticks is DDR5-6000c30. I tuned the memory subtimings and managed to get things stable at a slightly faster clock rate of 6200MHz.

I also set the 5090 with a 250MHz overclock to the core clocks, and a 1000MHz overclock to the memory. You could argue that makes the footage I captured below unrepresentative of the 5090 itself, but I argue the overclocking helps offset the overhead drawn by recording 4K60 footage to OBS while simultaneously pressing the PC to wirelessly stream its top tier visual experience to my Quest 3. Yes, performance on a natively PC VR headset without the additional Quest 3 streaming and capture may differ from what I show below, but I doubt it would be by much.

UploadVR asked me to look at a range of PC projects that might convey the power of this particular graphics card for the prospective NVIDIA buyers out there who might be waiting for their card to arrive. Or if you're thinking about taking the plunge yourself? See below to get a sense of what the views look like from this card inside VR.

Video is hosted at up to 4K on YouTube above and 1080P in the clips below.

Fallout 4 VR Mad God Overhaul Classic

Fallout 4 VR is a bit notorious for how rough of a release it is, especially without mods. Using Mad God Overhaul Classic, however, the game sees a fairly massive improvement. With my PC VR setup, the game runs at a very solid 90 FPS, nothing short of transformative - even with any remaining technical faults.

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Arken Age On Max

In Arken Age fully maxed out in the settings with even the LOD (levels of detail) set to max, the game looks and runs perfectly, much like Fallout 4 VR did. I didn't experiment with it for this piece, but I wouldn't be surprised if I could push the in-game render scale as well as Virtual Desktop's own 150% scaling through Godlike settings.

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Flight Simulator Ultra

By far the most demanding game on the list - Microsoft Flight Simulator 2024. For this one I used the Ultra preset, with DLSS set to Balanced and the .dll overriden with the new Transformer model. I also used reprojection for this test, due to how demanding the game can be on the CPU, depending on where you're flying. The end result is a shockingly impressive and smooth image, especially for Flight Simulator, as you can see when I completed a high-speed rally race challenge while in the cockpit in VR.

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Future Tests?

While readers are surely looking for benchmarks on this graphics hardware too and, while those are certainly useful, my first look at the 5090 in VR simply aims to capture the vibes you can get when you have this much graphics power solidly delivering that many top tier PC VR software configurations, including some with mods.

I do believe this says most of what PC VR enthusiasts might be looking to see when it comes to the RTX 5090 and VR. Comment below if there are any suggestions you might have for something myself, or others, should explore in VR with a graphics card as capable as this one.

Palmer Luckey Describes How Anduril's Eagle Eye Helmet Will Give Soldiers Superhuman Senses

Palmer Luckey described how Anduril's Eagle Eye helmet will give soldiers superhuman senses, describing it as "by far the best AR/VR/MR vision augmentation system that has ever been built".

Last week, Anduril announced that it is taking over the US Army's IVAS program from Microsoft. Anduril is the defence company Luckey founded after being fired from Oculus, currently valued at $28 billion.

That initial announcement didn't come with any specific details on the hardware or capabilities of Anduril's IVAS solution. But in an interview with former Navy SEAL Shawn Ryan, Luckey revealed the first details of the system as well as its name: Eagle Eye.

Palmer Luckey’s Anduril Is Taking Over The US Army IVAS Program, Replacing HoloLens
Palmer Luckey’s Anduril is taking over the US Army’s IVAS HMD program, previously handled by Microsoft.

Luckey told Ryan that Anduril has been "investing a ton of resources" into the development of Eagle Eye for "years" now, long before it knew it could secure the IVAS contract. A defining tenet of Anduril has been to develop products in advance of offering them to the US government for a fixed price, a stark departure from the approach of legacy defense contractors, who secure contracts to develop hardware with the ability to go over budget.

Unlike Microsoft's HoloLens IVAS, Anduril's Eagle Eye is an "integrated ballistic shell", not something you strap onto existing helmets. The strap-on approach was cumbersome, Luckey explains, leading to imbalances and "snag hazard".

"[With Microsoft's IVAS] you run a strap to the back, there's a big battery pack and compute module back there, there's a big sensor brim you clip onto the helmet. The problem when you're trying to clip on to an existing system is it ends up not very tightly integrated, lots of snag points, lots of snag hazard, it ends up being very heavy and misbalanced where it's really torquing your neck.

The thing that I'm building is an all up integrated ballistic shell that integrates hearing protection, hearing augmentation, vision protection, vision augmentation, all into one seamless ballistic shell that protects you from airbursts, direct fire rounds, blast and concussion - the whole thing in one integrated, seamless product."

As for that "vision augmentation", Luckey claims Eagle Eye will be "by far the best AR/VR/MR vision augmentation system that has ever been built", with resolution, field of view, and sensors superior to anything else.

"It is going to be by far the best AR, VR, MR vision augmentation system that has ever been built; in terms of resolution, in terms of field of view, in terms of graphical fidelity, in terms of sensor quality, and what you can do with those sensors.

It is a bigger jump from what exists today than the jump that I made when I started Oculus. It is a jump that I think cannot be overstated."

On the software side, Eagle Eye will leverage Lattice, Anduril's original and primary product. Lattice is, at its core, a distributed software system that takes in sensor data from a wide variety of military platforms, including both Anduril and third party assets, and autonomously integrates it to build a unified view of the entire battlespace, while bringing attention to the most salient targets.

So what can Lattice running on Eagle Eye do for soldiers?

The first trial Anduril conducted, when it was only set to have Lattice running on HoloLens IVAS, gave soldiers warning of incoming drones, and guidance of how to get to safety from them.

"I can see drones that are coming to attack me. I can see what their attack vectors are. I can see where the people controlling them are. I can see where I need to go to be safe in an amount of time that is reasonable before that drone actually gets to me. Really, really powerful stuff."

Another use case Luckey mentions is marking targets, without the need to use smoke or a laser that enemies can see, as well as the system automatically sharing the position of visible enemies, highlighting them for other soldiers even when out of sight.

"If you want to mark a target for somebody else, you'd have to use a laser, right? What if you could mark it digitally, and you don't omit any signature for anyone else with [night vision] to see? And what if anyone else can see it?

Here's an even crazier [capability] - and when I say crazy, I don't mean like a hypothetical, you could just do this with this tech. Imagine that you're doing some kind of pincer, and you have some guys over there, some guys over there, and I can't see a guy behind that building, but you can. If you're seeing him, it's taking that track, it's taking that enemy mark, and it's now putting it into my vision.

I can now see through the building, through the wall, and I can see the guy coming around the corner before he's there."

Because Lattice integrates with a wide range of military platforms, including drones, the source of this kind of shared situational awareness isn't limited to other Eagle Eye wearers.

"And it's not just the helmets. You're also anything that's seamed into Lattice. So if there's a drone overhead that sees a guy five clicks out that way coming up a hill ,and he thinks he's going to set up on top of that hill and pop you, imagine if it sees him, it notifies you, you look at him coming over that hill and you bring your rifle on target.

Literally the moment he clears. you're taking out that threat. That's the type of combined sensing and combined arms tactics that this enables."

And unlike when limited to human intelligence, Lattice can keep track of an effectively unlimited number of potential threats, leveraging all available sensors in the vicinity.

"When you have computers watching all these sensors, and you have an unlimited amount of attention that a computer can give, you can have that computer doing everything for you. You can say, 'watch every single one of those windows, and watch every single one of those doors, and just let me know if I need to worry about it.'"

Beyond just awareness, Luckey wants Lattice on Eagle Eye to offer proactive guidance to soldiers, leveraging predictive AI to help save their lives in battle.

"Imagine if it can look at an aircraft that's coming to engage us, and the AI has the expertise of the world's best fighter pilots. Isn't that extraordinary? Or the best rotary wing pilots. By building all this expertise in, you're potentially building a guardian angel that is this superhuman, superintelligent thing.

Imagine if you look at it and it says: 'oh shit, that's a Russian pilot'. Based on the tactics that it's observing or the way that it's working, imagine it says: 'oh, he's going to come back around to do a low attack run'.

This stuff is way beyond just 'oh, there's a dot and there's the enemy'. If you have the world's best expertise of the world's best warfighters distilled into one super AI, it's like you're rolling around with a whole team of experts sitting on your shoulder telling you what might happen next."

Further, the Lattice AI would answer questions about what the soldier is seeing, leveraging the same kind of multimodal AI used for civilian purposes in the Ray-Ban Meta glasses and phone apps like ChatGPT.

"What if you could say: 'hey, how do I defuse this bomb?' Or imagine like seeing a vehicle and being like: 'How do I hotwire this car?'"

Later in the interview, Luckey muses on the issue of whether to sell Eagle Eye to civilians, not just the military. He says that while in principle as a libertarian weapons enthusiast he would want to, in practice this would risk falling into the hands of hostile nations.

"Anything that I sell to civilians, I'm effectively also selling to Chinese special forces, to Russian commandos. Now, I'm not saying that they'll be able to get enough to outfit their whole force, but anything you sell to civilians is eventually going to get sold to a traitorous American."

One non-military group that Luckey does seem willing to sell a Lattice-powered head mounted display to though is law enforcement. While he doesn't think a bulky Eagle Eye helmet would be appropriate for "most" police, given their need to interact with people face to face, he does see a place for a less advanced product that would "look more like a pair of Oakleys" than a "RoboCop helmet".

"That is still running lattice. It's still showing them where threats are. But it probably doesn't need the ability to pick up an attack helicopter 15 clicks out and then flag them where they need to go."
"I want something that's watching my six. I want something that's watching for threats that I'm not seeing. I want basically a guardian angel on my shoulder that is able to do what backup would normally do for me, and at a superhuman level.

Imagine if you could have not just eyes in the back of your head, but what if you could have a hundred eyes all throughout your head all looking out into the world and at the slightest disturbance be like: 'holy shit, I think someone's opening that window and firing, they're they're aiming a gun from that window'.

It should be telling me not 'hey, you know, be aware that someone might be shooting you', it should be giving you even more direct commands than that, like, it should throw a red threat alert and show you a direction you need to throw yourself immediately to not get shot, to get behind cover."

For a full description of Eagle Eye, as well as a first hand account of Luckey's firing by Facebook, influence on PlayStation VR, and views on robotics, exoskeletons, military contractors, China, and more, I recommend watching or listening to the full interview.

Chronostrike Brings A SUPERHOT-Inspired Co-Op Shooter To Quest

Chronostrike is the latest SUPERHOT-like game to reach VR with a new co-op shooter on Quest.

Developed by Greensky Games (Swarm 2), Chronostrike takes the SUPERHOT VR approach where time only moves when you move. Featuring 60 levels directly inspired by Christopher Nolan's 2010 film, Inception, time itself has become a weapon in the year 2135, set in a world where digital memories can be hacked.

Focused on teamwork, you and another agent must work together to survive against a “centuries-old” conspiracy that threatens the Earth. Teammates can pass weapons to each other, you can deflect bullets in slow motion, and one hit is all it takes to kill you.

Last week's launch sees Chronostrike join an increasing list of SUPERHOT-like games in VR. Most prominent among these is Action Hero from Fast Travel Games, which takes a cinema-focused twist as you film different movies. Allware's COLD VR directly reverses the premise, with time only slowing down when you move, while Vendetta Forever recently added a 'Hot Action' modifier.

Chronostrike is available now for $25 on the Meta Quest platform.

Monster Snap Is Pokemon Snap For Cryptids In VR

Inspired by Pokemon Snap, Monster Snap is an on-rails photography game where you photograph cryptids in VR.

Developed by Moo Duck Games, Monster Snap tasks you with capturing photos of creatures like Bigfoot and the Loch Ness Monster. After chasing a lead into the Bermuda Triangle, you find yourself stranded on an uncharted island with magical landscapes ranging from a snowy mountain peak and “rugged” coastlines to a mysterious forest. Here's the announcement trailer.

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Each location promises an array of mythical creatures like mermaids, werewolves, and unicorns. Much like Pokemon Snap, each photo is then graded on the quality of your shot, earning more points for rare moments and unique poses, and you'll gradually fill up a compendium. New gadgets also unlock during Monster Snap that can uncover hidden paths or encourage unusual behaviors.

It's not the only VR game we've seen take a similar approach to Pokemon Snap, and you may recall the dinosaur focused Jurassic Snap was initially announced back in 2021. Featuring optional PC VR support on Steam, a release window for the prehistoric photography game is currently unconfirmed.

Monster Snap currently targets a Q1 2026 release window on Quest 2, Quest 3/3S, and PC VR. A PlayStation VR2 release and “possible” Switch version will follow “at a later date.”