The MCU's foray into streaming television has produced mixed results, but one of my favorites was the weirdly inventive, oh-so-meta WandaVision. I'm happy to report that the spinoff sequel, Agatha All Along, taps into that same offbeat creativity, giving us a welcome reminder of just how good the MCU can be when it's firing on all storytelling cylinders.
(Spoilers below, including for WandaVision and Multiverse of Madness. We'll give you another heads up when major spoilers for Agatha All Along are imminent.)
The true identity of nosy next-door neighbor Agnes—played to perfection by Kathryn Hahn—was the big reveal of 2021's WandaVision, even inspiring a jingle that went viral. Agnes turned out to be a powerful witch named Agatha Harkness, who had studied magic for centuries and was just dying to learn the source of Wanda's incredible power. Wanda's natural abilities were magnified by the Mind Stone, but Agatha realized that Wanda was a wielder of "chaos magic." She was, in fact, the Scarlet Witch. In the finale, Wanda trapped Agatha in her nosy neighbor persona while releasing the rest of the town of Westview from her grief-driven Hex.
Apple has finally dropped the ultrawide virtual display for Vision Pro in beta, giving the existing virtual display feature the ability to stretch to wide and ultrawide widths for extra screen real-estate. Out of the box it’s impressive, but default MacOS window management makes it kind of a pain to use. But with the right third-party window manager, it’s even better than I hoped for.
I’ll be honest, I didn’t know just how useful the new ultrawide feature would be. I’ve used Vision Pro’s virtual desktop feature many times before. It’s a great way to get some extra screen real-estate out of my MacBook Air (M2). But it was limited in that it could only really act like a single, large 16:9 monitor.
My productivity workhorse is my desktop PC on which I’ve used two side-by-side monitors for years. For a power-user like me, having the extra width to have multiple things on screen at once is great; constantly minimizing and maximizing apps is a pain. I also combine my dual monitors with additional virtual workspaces, meaning I can group applications together on a specific workspace for a specific task.
I’ve yet to make the leap to a single ultrawide monitor over dual monitors. They’re pretty damn expensive and physically take up a lot of space.
But with a little software update, Apple just gave me an ultrawide monitor that I can take with me wherever I take my Vision Pro. The ultrawide setting essentially gives you two 16:9 monitors side-by-side, but without the seam in the middle if you were using dual monitors.
So not only is my little MacBook Air now able to replicate all the screen real estate that I have with the big setup that takes up my whole office desk, it also has the benefit of no seam in the middle of the monitors. I didn’t fully appreciate how much this would increase the flexibility I have with setting up my workspaces. Now it’s easy to span an app seamlessly in the ‘middle’ of the workspace, while less important apps can be on the flanks. It’s great! But…
MacOS window management is simply not ready to handle ultrawide monitors. Even though Apple just added improved window tiling in the latest version of MacOS, it really isn’t very helpful on an ultrawide monitor.
At best you can ask the system to put an app into any quarter of the monitor, but this results in super-wide apps that aren’t useful in that particular shape. You can make a window go to just one half of the screen, but that gives you a maximum of only two apps on the screen at once.
Without window management that’s actually made for ultrawide monitors, you’re stuck doing a lot of resizing of windows to get them into useful arrangements to really take advantage of all the space you have. Or you do the seemingly insane thing Apple always shows in their marketing: just use randomly sized windows that overlap with other windows while also wasting a bunch of screen space. I mean look, this is literally what they showed when promoting this feature:
Being able to quickly get apps into useful size and position is essential to really benefiting from an ultrawide monitor. The more time it takes to size and position apps, the less often you’re going to actually use the extra space to your benefit.
Luckily there’s many third-party window managers out there for MacOS. And I would argue that having one is essential if you’re using the Vision Pro ultrawide virtual display.
Here is a look at MacOS’s built in quadrant window tiling which is not remotely useful for an ultrawide monitor. Then you see a third-party tool that makes things much better.
For now I’ve landed on a window manager called Rectangle. With it I can easily set up a ‘main’ app in the center 2/4 of the monitor, then stick apps in the remaining 1/4 on the left or 1/4 on the right. Or I can even stack two apps on the sides, taking up 1/8 of the monitor each.
This works great and makes me feel like I have even more room than I did when using two physical 16:9 monitors (again, the lack of gap in the middle is a surprising benefit because you can put your most important app directly in front of you).
Although Rectangle has the features that make this work well, the app itself is overcomplicated; like using a sledgehammer when all you really need is a regular hammer. There still might be a more streamlined solution out there.
There’s really no reason why MacOS itself shouldn’t have similar window-arranging capabilities that actually make sense for ultrawide monitors, especially now that Vision Pro doubles as one.
Anyway… with the window management issue taken care of, I’m finding the ultrawide virtual display feature even more useful than I expected. When combined with MacOS’s built-in Spaces feature—which allows me to slide easily between multiple ultrawide workspaces—my little MacBook Air feels like an absolute productivity powerhouse. It’s wild to me that it can run five ultrawide workspaces worth of apps and still feel nice and smooth.
For me, the ultrawide option (with some third-party help) has changed Vision Pro’s virtual display feature from something that’s nice to have here and there, into an essential capability of the headset.
Now listen, some of you who have made it this far might be thinking to yourself: “to some extent you’re just praising ultrawide monitors in general.”
You’re not wrong. But the thing is, this one fits in my headset, which means I can bring a highly productive workspace with me anywhere that I would take my laptop.
Vision Pro is still too heavy to want to use this setup all day (and it’s still more expensive than an ultrawide monitor itself!). But mark my words: once Apple has an equivalent headset that’s half the size and half the price, people are going to see huge value from this kind of work setup.
Alien: Rogue Incursion is coming to Quest later than expected, as developer Survios announced the Quest 3 version of the game is now delayed to “early next year.”
The studio announced the news in an X post, noting that both PSVR 2 and SteamVR versions of the game will still arrive on the original December 19th launch date.
Survios says the delay, which affects Quest 3 and Quest 3S, is to “ensure Alien: Rogue Incursion meets these high standards and provides the Alien VR experience that fans and players expect.” You can find the full message from Survios at the bottom of the article.
This follows the game’s first preview event, where press went hands-on with the game running on Quest 3 tethered to a PC, consequently showing off the SteamVR version. Notably, previews were promising, with previewers from IGN and UploadVR praising the game’s immersive environments, smart narrative beats, and intuitive weapons and tools.
Fitting all of those complex and necessarily lush environments into Quest 3’s comparatively more demanding performance budget however is a big sticking point for practically all VR developers, as it requires a lot more care and polish to meet those ‘AAA’ visuals fans are expecting—making the delay regrettable, if not understandable from a developer standpoint.
A single-player action-horror game, Alien: Rogue Incursion is puts you in the shoes of Zula Hendricks, an ex-Colonial Marine on a dangerous mission that brings her to the uncharted planet Purdan. Accompanied by the sentient AI companion, Davis 01, you’re tasked with fighting to the heart of the infested Gemini Exoplanet Solutions research facility, fighting against packs of Xenomorphs along your way.
The full message from Survios follows below:
At Survios, we take pride in delivering top-tier immersive gaming experiences for our players. To ensure Alien: Rogue Incursion meets these high standards and provides the Alien VR experience that fans and players expect, we’ve made the difficult decision to delay the game’s release on Meta platforms until early next year. PlayStation VR2 and Steam versions of the game will still launch on December 19, 2024.
Our team has been delighted to see the reactions from the community, press, and creators following our first hands-on previews over the past few weeks, and we couldn’t be more excited to deliver this terrifying, action-packed, and authentic game for fans of Alien, VR enthusiasts, and players new to VR.
We can’t wait for you all to immerse yourselves like never before in this fan-favorite universe. Stay tuned to our social channels for the latest updates on the game – we’re confident it will be worth the wait, no matter where you play.
Metro Awakening brings the post-apocalyptic tunnel-dwelling franchise to VR for the first time, but is it a good fit? Read on to find out in our full review.
Metro Awakening Details:
Publisher: Vertigo Games Available On: Quest, PC VR, PSVR 2 Reviewed On: Quest 3 Release Date: November 7th, 2024 Price: $50
Editor’s note: all clips in this review are from the Quest 3 version of the game. Screenshots are from the PC VR version.
Gameplay
Developer Vertigo Games did a fine job of making Metro Awakening feel like a Metro game, but in VR. Although not nearly as broad in scope as the most recent title in the franchise, Metro Exodus (2019), it captures many of the series’ staples: a gritty, post-apocalyptic setting, interesting improvised weaponry, and a gameplay loop based around the pillars of scavenging, sneaking, and shooting.
The game’s weapons and shooting mechanics are its strengths. You start with a fairly basic pistol and AK-47. I particularly like that enemies stagger visibly when taking shots, making the impact of shooting feel much better than the more often seen bullet-sponge enemies. You’re pretty vulnerable yourself, and will find that squeezing off a few AK rounds into a bad guy and then taking cover is more effective than just standing out in the open. Gun fights feel scrappy rather than bombastic.
Later in the game you find a crossbow and a shotgun. While these weapon archetypes have been seen a hundred times before in VR, these two feel right at home among the uniquely cool makeshift weaponry the Metro series is known for.
The crossbow is a revolver with a pop-out cylinder into which you slide sharp metal rods. Cocking the crossbow requires pulling back a huge lever on top. Because of the weapon’s barebones construction, can watch exactly how the mechanism articulates to lift one of the bolts into position. And dang, it’s sure cool to see.
Like any good crossbow, this thing is quiet. And there’s an absolute satisfaction with not only dropping someone silently from the shadows, but then pulling the bolt from your victim, popping out the crossbow’s revolver-style cylinder, and sliding it right back in for the next shot. Retrievable ammo weapons in games always have that extra layer of fun, but there’s something especially unique about doing this in VR when it’s your own hands removing and reloading the bolts.
The next weapon, the shotgun, is for when you’re ready to go loud. Surprisingly, this one isn’t pump action, but it has a unique design all its own that makes it a standout. And you may know that I have a pretty high bar for what constitutes a great feeling shotgun in VR.
The shotgun in Metro Awakening is actually a revolver like the crossbow. But, interestingly, it has an exposed cylinder, which means you can pop shells into any open slot before pulling the charging handle to load a round. Again, the skeletal, makeshift construction of the weapon means you can really see how it operates, which is just extra cool in VR because you can inspect and articulate your gun however you want (rather than being stuck looking at canned animations).
The game’s final weapon is the blowdart gun, and while I love the idea of physically raising it to your mouth to fire, it doesn’t feel like it fits well with the rest of the game’s weapons. Not only does it feel like an inferior version of the crossbow, it’s just less fun and less satisfying to use.
All things considered, the game’s weapons have a great feel—especially the crossbow and shotgun—even if there are only four primary weapons to be found overall.
Scavenging also feels good. The detailed environments generally give me enough to look at to enjoy peeking around corners and down hallways to see if I can spot some extra supplies.
Scavenging goes hand-in-hand with being prepared, which is a must in Metro Awakening. If you jump into a fight without making sure your mags are loaded, knowing which weapons are equipped, and being able to operate your weapons confidently under pressure, you’ll get overwhelmed and overrun quickly.
I enjoyed the feeling of the scavenging and emphasis on preparedness. I found myself regularly picking magazines off of dispatched weapons to steal the ammo, making sure my health syringe was prepared, and pre-selecting my shoulder-slung weapon depending upon which enemies I expected to encounter.
Rather than just finding extra supplies, some kind of ‘currency’ (ie: ‘weapon parts’) that could be applied to upgrade your weapons would have made for a more exciting scavenging reward, and would have fit well into Metro gameplay tropes.
Though there were ample opportunities to fight stealthily instead of going in guns-ablazin’, I didn’t find the stealth opportunities particularly exciting. Knocking people out with a punch to the head doesn’t feel very satisfying, and it seemed to backfire in many cases, with the bad guy just being confused for a moment before blasting.
Enemy AI was good at least, which keeps combat interesting. The enemies frequently communicate and move around the environment, giving them a sense of intelligence. Some enemies, like the rat mutants, can be a bit annoying because they sometimes come up behind you with little time to react to their presence.
But I do appreciate their behaviors like running away after taking some initial damage and peering around corners before popping out for a bite.
The game has a literal arachnophobia warning at the start, and for good reason. There are several sequences with spider enemies, including times where spiders are literally crawling on your head. I appreciate the creepiness of these moments, but found the actual combat with these enemies more annoying than not. Spiders can leap onto your face or hand, and it isn’t exactly clear what the player is supposed to do about it. I imagine a lot of people will end up smacking their headset once or twice while trying to pull the spider off.
Another annoying enemy were the game’s frequent ‘shadow’ figures which made for some boring and poorly telegraphed gameplay. The figures, which blend quite well into the game’s dark tunnels, will kill you if you stand near them for a few seconds. But given they’re hard to see, and that taking damage from them makes your screen even darker, it’s sometimes hard to tell when you’re even being hurt by them. Oh and there’s friendly shadows that look almost the same, but don’t do damage to you….
Even after beating the game, I’m still kind of unsure exactly what was intended with this ‘shadow figure’ gameplay. Waiting for an NPC to move out of the way so you can get to where you’re going just isn’t fun. Maybe there was some way to dispel them? Shooting certainly didn’t do the trick.
While Metro Awakening has strong VR fundamentals and a compelling first half, the latter half of the game unfortunately lacks the variety for a strong finish. From a story that’s nebulous and difficult to care about, to repeating gameplay sequences that aren’t particularly fun on your fourth or fifth go, to just a lot of needless walking, it felt like a great first half of the game gave way to a padded and uninspired second half.
It took me 7.5 hours to finish the game on medium difficulty, but I would have been happy if they had cut out some of the repetitive gameplay segments for a tighter and overall more fun experience.
Immersion
Metro Awakening isn’t high up there in environmental interactivity, but it does have a great sense of atmosphere. Environments are detailed, decrepit, and feel authentic in the way that much of the world looks like it’s been cobbled together from the remnants of a fallen society.
Although the game looks significantly better in its PC and PSVR 2 version (thanks to better textures, models, and much better lighting), I was generally impressed with the visual presentation on Quest 3. Although not as well lit or textured, environments felt equally dense on Quest 3, without any obvious cases of assets being carelessly crushed to meet the performance budget. The game relies heavily on Meta’s Application Spacewarp tech to run as well as it does on the standalone headset—bringing with it some artifacts—but generally I think it’s a good trade for how the game looks on Quest 3. I haven’t had a chance to test Metro Awakening on Quest 2 yet, so the verdict is still out on that.
For better or for worse, the inherent claustrophobia of being stuck in an abandoned metro really lands in a VR headset. Walking through the game’s labyrinthine tunnels and hallways makes you feel like there’s nowhere to run and that every corner could be hiding a threat. Consistently good ambient sound design helps to sell the game’s well measured tension. Though I didn’t appreciate how the game’s music would frequently kick in and spoil an upcoming encounter that would have otherwise been surprising.
I personally enjoyed getting immersed in this tense atmosphere, but some might find it oppressive.
Although the game’s holster system generally works quite well, the complete lack of a body or any indicators as to the location of the inventory volumes are felt like a miss for a VR game of this scope in 2024. All you see is floating hands… it’s up to you to remember where all the invisible inventory locations are. In the midst of combat, for instance, if you can’t remember exactly how to pull out your weapon backpack (reach over your leftshoulder with your righthand), you’re going to be scrambling.
Although the affordances for the inventory system aren’t great, I did appreciate the usability. I haven’t seen a VR game use the gesture of ‘reach with your right hand over the opposite shoulder’ before, but it seemed like the game did a great job of detecting this consistently with few false positives.
I also liked the diegetic inventory design. Basically you have two backpacks: one for guns and one for other equipment like grenades, gas mask, and health vials. In both cases, items are generally represented on your backpacks at full size and their actual count, rather than shrinking unrealistically and ‘stacking’ into infinite piles. So if you have three grenades, you’ll see three full-sized grenades on your backpack. And you can’t fit any more, because there’s only enough room for three.
This makes for an immersive way to not only communicate to the player how many supplies they have, but also an immersive way for players to actually retrieve the items. I also like that the game will give the player key items contextually from the chest inventory slot. If you’re holding a pistol and reach to your chest, you’ll pull out a pistol magazine. If you’re holding the health syringe and reach to your chest, you’ll pull out a fresh health vial. It feels very natural in practice and minimizes the cognitive load of frequent actions like reloading—a smart design that also worked great in Half-Life: Alyx (2020).
As a general framework for VR game inventory, this one has legs.
While the game’s atmosphere is compelling, I did find myself wishing there was more environmental interactivity. This is one of those games where some objects are interactive and some just… aren’t, with little rhyme or reason between what you can pick up and what you can’t. Even if there wasn’t any extra gameplay associated with making more of the world’s objects interactive, there’s so much detail visually in the world that it would add to the immersion to know that I could actually grab and look at all the things scattered about.
Comfort
Metro Awakening offers a full set of modern VR comfort options, including teleport movement. However, its particular choice of setting—cramped environments and quite a few steep stairs—is going to be less comfortable to those sensitive to motion discomfort than an equivalent game with more open environments and less frequent stair motion.
There are several moments in the game where the horizon is shifted significantly. For most, these are brief enough to not be problematic, but such moments can be triggering for certain people (and generally speaking, they could have been executed without altering the horizon).
Metro Awakening’ Comfort Settings – November 7th, 2024
Stranger Things VR (2024), the Quest game from Tender Claws, is leaving timed Quest exclusivity next month.
Originally launched on Quest 2/3/Pro in February, the studio announced it’s bringing Stanger Things VR to to PSVR 2 and SteamVR-compatible headsets on December 5th.
Here’s the breakdown, courtesy of Tender Claws:
Experience the world of Stranger Things from the never-before-seen perspective of Vecna as he explores unknown realities, forms the hive mind, and enacts his plan for revenge against Eleven and Hawkins.
Players will invade the dreams and memories of fan-favorite characters and harness telekinetic powers to possess minds and battle creatures, as Henry Creel’s transformation into Vecna and his influence on the events of prior seasons is revealed.
In our review on Quest earlier this year, we lauded the game’s visually intense retelling of the show’s last two seasons, showcasing extremely deft art direction in the process. On the flipside, it retreads a lot of familiar ground for fans of the show, and puts some of its most engaging gameplay mechanics in the backseat, presenting itself as more as mélange of interesting scenes than a truly indispensable addition to the franchise’s lore.
Still, it’s a visually intense experience, letting you follow the show’s villain Vecna and protagonist Eleven as you traverse the terrifying world of the Upside Down and a shattered version of Hawkins, letting you confront Dr. Brenner and duke it out with Demodogs and Demobats alike—culminating in around four hours of gameplay.
Meta may be rethinking its approach to third-party app funding, as the company has reportedly cut funds to some outside VR game developers whilst reshifting its focus to non-gaming apps.
According to a report from The Information, Meta is becoming “more discriminating” in how it spends to stock its Horizon Store for Quest.
Citing unnamed Meta staffers, the company has reportedly cut funding for some outside app developers amid a wider shift to fund apps that have seen comparatively better traction. The Information maintains Meta is hoping to boost “lifestyle apps,” such as fashion, beauty and music. Funding for these apps is said to arrive at some point via an accelerator that grants seed-stage funding.
Meanwhile, The Information has cited two VR developers that have taken a hit as a result, requiring them to slash staff numbers following the funding pull.
Netherlands-based studio Monks has reportedly halved its team of 100 people, which was creating content for the company’s Horizon Worlds social app. France-based Atlas V, known for work on Wallace & Gromit in The Grand Getaway (2023) and Mobile Suit Gundam: Silver Phantom (20240, has also apparently cut half of its team, according to The Information report.
A few months prior, the studio concluded a protracted legal battle with the United States Federal Trade Commission (FTC) to acquire Within, the studio behind popular VR fitness app Supernatural.
In times like these it’s nice to be able to get away from it all, if only for a brief moment. If you have a VR headset you’re one of the lucky people who can enter other realities from the confines of your living room, so why not use it for your wellbeing? Here we’ve gathered Quest meditation games and experiences focused on VR relaxation. This list also covers apps on PC VR and PSVR 2, so there’s something for everyone.
Below you’ll find that we split up 20 VR meditation and relaxation experiences into several categories: Nature Relaxation, Musical Relaxation, Creation & Puzzling, Musical Creation, Meditation, Reflection, Mindfulness, and Exploration.
Ocean Rift is like an aquarium where you get to swim around with the fish. You’ll get to see lovingly animated sea creatures up close and you might even learn a thing or two with more than 40 narrated points of interest to find. And if you’re on Quest 3, Ocean Rift has a mixed reality mode that lets you turn your own room into an aquarium.
You can probably guess what this one is about… but you might not expect that the app has some rather beautiful environments. So yes, you’ll be fishing and you can take it as fast or as slow as you’d like. Consider putting on some music or even a podcast while you relax and wait for the big one. Real VR Fishing also supports multiplayer so you can fish with friends.
Google Earth VR is exactly what it sounds like… its Google Earth, but in VR. Beyond being able to explore essentially the entire globe as if you were a giant towering over it, the app can also be a wonderful way to relax. Find yourself a pretty place (there’s some great ones in the ‘Featured’ section inside the app), bring yourself down to ground level, and simply sit as a giant and take in the scene around you. You can even set the mood by adjusting the time of day. It can also be magical to just ‘wander’ starting from a familiar place and see where you wind up. Considering both the quality of the experience and the fact that its free, this one is an absolute must-try.
EarthQuest aims to not only bring the Google Earth VR experience to Quest, but modernize it too. EarthQuest adds multiplayer so you can explore the globe with friends as well as natural language input allowing you to ask ChatGPT to tell you more about the things you find.
Tetris Effect is classic Tetris gameplay wrapped in an audio-visual experience which uniquely accompanies each of the game’s levels. As you maneuver the blocks you’ll hear sounds that fit into the beat. Don’t lose yourself too much in the sights and sounds though as some of the levels will take skill and practice to complete, even on ‘Normal’ difficulty. A post-launch update to the game has brought cross-platform multiplayer to Tetris Effect so you can vibe with friends no matter if they’re playing in VR or on a flat screen.
Ever wish you could cruise down an endless highway, watching as the trees, buildings, and city streets pass you by while a synthwave soundtrack perfectly fits the vibe? Artist and musician Sheaf has created just that—a short VR experience which is hand-crafted to fit a three track synthwave album. For the great price of free, this one is a no-brainer.
Squingle is one of those games that you can look at and still not entirely understand what you’re actually seeing. But once you get your hands on the game all becomes clear: it’s a clever, trippy, and fun puzzle game that plays to VR’s spatial strengths. To put it simply, the goal of Squingle is to guide a pair of spinning balls through a pipe. Sounds easy enough, right? Well like any good puzzle game, Squingle starts simply enough but introduces more difficult concepts as you go—like a button that reverses the spin of the balls or one that changes the axis of the spin. And the pipe? It’s actually a bit more like a cosmic bowel that undulates with twists, turns, and parallel tunnels.
Puzzling Places is a series of 3D puzzles made out of 3D scans of real-life places. Going from flat jigsaw puzzles to 3D puzzles will stretch your brain in satisfying new ways as you use all your 2D jigsaw strategies (like sorting by color, edges, and the like) while leaning into your spatial reasoning sense to find the right connections between pieces. Even more satisfying—when you’re done you have a tiny 3D diorama to explore! Since launch, Puzzling Places has been updated with a multiplayer mode so you can relax and puzzle with friends, and mixed reality mode on Quest 3 so you can solve puzzles right in your room.
Vermillion is a free-form painting app designed to replicate the oil medium. You can do everything from basic paint-by-number to completely freestyle painting with color mixing and the use of various brushes to achieve different effects. With a multiplayer mode up to four players total can paint together. You can also paint in your own space thanks to mixed reality on Quest 3, or even do co-located painting with a friend so you’re both painting in the same physical room.
Have you ever wished you had a whole room and a box full of tracks, balls, and dominos to build the ultimate Rube Goldberg machine? You’re in luck. Gadgeteer will let you finally imagine your childhood dream of filling an entire room with a crazy chain-reaction-machine without the cat knocking everything over. Beyond being able to build whatever you want in ‘Sandbox Mode’, Gadgeteer is a full fledged puzzle game with 60 puzzles to complete and a pleasant soundtrack to boot.
Cubism is a casual VR puzzle that plays a bit like a 3D version of Tetris. Its sleek, casual design makes it great for relaxing seated play. But fear not, while the puzzle concept is simple, Cubism will have you scratching your head in short order as difficulty increases across 60 stages. The bright, void-like environment makes it easy to forget about the woes of the real world as you focus on finding the right fit for the pieces before you to the backdrop of a beautiful piano soundtrack. Thanks to hand-tracking support, you can even play without needing to pick up your controllers. A post-launch update has added a mixed reality mode on Quest 3 so you can solve puzzles from the comfort of your own room.
Vrkshop describes itself as a “VR woodworking game” and aims to recreate a hands-on woodshop where you can measure, mark, cut, nail, and much more. With a realistic wood-cutting system, the app challenges you to use the tools at your disposal to create furniture and other objects with no explicit instructions.
Color Space is a virtual reality coloring book where you get to bring life to a full 3D scene rather than just a flat page. Step into one of 26 environments and start adding color as you see fit. As you color the scene, it will start to come alive with animated elements and ambient sounds.
Electronauts is like a VR DJ station with training wheels. Though you can take the training wheels off if you’re especially talented, the training wheels are actually part of the appeal; Electronauts does an incredible job of letting you express your inner musical creativity even if you don’t have instrumental talent. The game serves up some 80 tracks, each which function as a custom sound-kit with unique instruments, backing tracks, and more. And as a huge bonus, PC VR version of the game are multiplayer, meaning you can jam out with a friend. The track list is heavy on the EDM side (though there are some chill songs to be found) so if that’s not your cup of tea you might want to look elsewhere.
Drops is a musically focused experience where shapes that you place make different sounds when struck with falling balls. With an endless flow of balls, you can construct a cacophony of sounds on the fly, adding new shapes and creating new paths as you go. Think of it like a Rube Goldberg machine, but for making minimal, meditative music.
Apple has released initial access to the long-promised panoramic display feature for Vision Pro’s Mac Virtual Display, which now brings three virtual screen sizes via its visionOS 2.2 beta release.
Having initially launched with Vision Pro back in February, Mac Virtual Display only included a single virtual screen size, albeit allowing Vision Pro users to have multiple app windows open at the same time.
Many were hoping Apple would release the new ‘Wide’ and ‘Ultrawide’ display formats for Mac Virtual Display last month during the company’s online Mac product reveal event. Now, as reported by MacRumors, visionOS 2.2 is here in beta, allowing Vision Pro users who opt in to finally take advantage of long-awaited wider screen real estate.
Apple said during the feature’s unveiling in June the update would bring an “ultra-wide display that wraps around you,” allowing for resolutions “equivalent to two 4K monitors, side by side.” Mac-side dynamic foveated rendering also keeps content “sharp wherever you look,” Apple said.
While it’s unclear exactly when Apple plan to push out visionOS 2.2 to the stable branch, it’s likely to come alongside the next ‘X.2’ updates for iOS, iPadOS, macOS Sequoia, watchOS, and tvOS, MacRumors suggests.
In the meantime, to enroll in the visionOS 2.2 beta, simply follow these few steps:
HumanWithin is a sci-fi interactive VR film coming to Quest in January that explores how AI affects humanity. Departing from standard VR films, which are usually pretty ‘one-and-done’, the upcoming interactive experience promises to give you the choice in how the story progresses and ends.
Created by Signal Space Lab and Actrio Studio, Human Within is set to arrive on Quest on January 9th, and “soon” to SteamVR headsets.
Like the interactive Black Mirror episode Bandersnatch, HumanWithin is slated to offer the user choices and consequences, but also explore digital recreations of the films environments, displayed as point clouds, in addition to viewing some of the action from what the studios call “a virtual internet space.”
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Directed by Avi Winkler and Anne Weigel, Human Within follows engineer Nyla, and her sister Linh, who are employed at Forward Industries. Having pioneered a groundbreaking supercomputer that harnesses the human brain’s processing power, Nyla pulls back from the project after confronting its implications. But the sisters are forced by the company to continue their work, and Lihn’s consciousness is transferred to the metaverse.
Lihn’s now-digital brain is where the narrative plays out, presented as a mix of 3D spaces, and both 2D and 360 video, offering a total of five possible endings.
“At key moments in the story the events that take place are defined by the user’s choices. These moments define how events unfolded in the past and determine how it all ends in the present,” the film’s Horizon Store page says.
“We wanted to explore how advanced tech affects the human experience, and how we connect to one another,” said Avi Winkler, Creative Director at Signal Space Lab. “Launching at a time of rapid advancements, like ChatGPT 4.0 and Neuralink, Human Within no longer feels like science fiction, but rather a timely reflection on the shifting realities of modern life.”
Virtual reality was a key component, Winkler says, noting Human Within “immerses viewers in the reality of now – and where we’re headed – in a more immersive, nuanced way than through a traditional film or video game.”
You can pre-order Human Within on the Horizon Store for Quest 2 and 3, regularly priced at $18, and wishlist it on Steam for PC VR headsets.