ExplorXR

XR Daily: visionOS 27 Opens the Tracking APIs

By Toni Tan · · 10 min read

visionOS 27 Ships, and Apple Opens Up Tracking

Apple released visionOS 27 this week for both the M2 and M5 Vision Pro. It is the fourth major OS version for the headset and it arrived with almost no fanfare, despite being one of the biggest updates yet.

The developer-facing headline is object tracking. Since visionOS 2, Vision Pro could track a specific real-world object if an app supplied a 3D model to Apple’s Create ML tool on a Mac before compilation, which trained a neural network and baked it into the app. That system was designed for static anchors and responded slowly once anything moved. visionOS 27 adds a high frame rate mode built for held and moving objects, and early developer reports put the update rate near 30Hz. Apple recommends the new Extended Training mode for held objects, which improves quality but significantly extends training time: XR researcher Brad Lynch measured about 18 hours to train a single toy fish. At 30Hz there is still noticeably more latency than hand tracking, so treat this as a way to anchor content to objects, not as a controller replacement.

The second change is more consequential for hardware makers. visionOS 26 shipped hardcoded support for the PlayStation VR2 Sense controllers and the Logitech Muse stylus, both tracked by a constellation of infrared LEDs. visionOS 27 exposes those APIs to everyone, so any company can build an IR LED tracked accessory, roughly the way any company builds Lighthouse-tracked peripherals on PC. Optical tracking runs at 90Hz and fuses with the accessory’s own accelerometer and gyroscope, which is exactly why the PSVR2 controllers feel as good as they do. Opening a peripheral ecosystem is how a headset stops being a closed appliance.

Also in the release: Siri AI in beta behind a settings waitlist, running on next-generation Apple Foundation Models co-developed with Google and reportedly licensed for around $1 billion per year, a persistent Siri orb you can pin to a physical spot and address by looking at it, and iPhone panoramas that convert into spatial scenes you can set as your home environment. That last one extends the spatial scene pipeline Apple introduced with Gaussian splatting in visionOS 26, and it keeps widening which capture formats feed it.

→ UploadVR


Six Ways to View Gaussian Splats on Quest, Measured

UploadVR’s Alan Truly spent weeks running splat viewers on a Quest 3, and the resulting comparison is the most useful piece of practical splat guidance published this month because it comes with budgets attached.

AirVis wins on flexibility: a native Quest app, 5GB of free cloud storage, a community library, and controls responsive enough to feel like flying a drone through a capture. Most scenes held up at the highest quality setting, and the PC streaming path through CloudXR Server reported 30 to 40 frames per second on a 5 million splat scene running on an RTX 4070 Super. SuperSplat has the largest library but runs in the Quest browser, and the reviewer needed performance mode to reach tolerable frame rates, with lag sometimes bad enough to cause motion sickness. GSVision was the best option for files stored on the headset over USB, recommending around 700,000 splats before lag becomes noticeable near 1.2 million, with a “Sort Every Nth Frame” setting of 20 used to smooth motion by resorting the draw order less often. Horizon Hyperscape delivered the best quality and smoothness combination but requires a Quest 3 or 3S to capture and lost shared visits in May 2026, so captures stay locked to one account. Background: XR compute offload.

For anyone building volumetric content, the failure modes here are the signal. Splat count is a hard budget, sort cost is the thing that actually breaks frame rate, and moving the heavy work to a PC over CloudXR buys headroom on full-size captures. A three year old standalone chip is the current ceiling for native viewing, so scene optimization is not optional. Background: how Gaussian splatting works.

→ UploadVR


sigmaPBR Turns Photogrammetry Into Relightable Materials

Piotr Bieryt, a Senior Technical Artist at CD Projekt Red and co-founder of INVOLV3D, announced sigmaPBR, a PBR solver now in closed beta. The pitch attacks a real gap: photogrammetry recovers geometry and surface color, but it does not recover how a surface responds to light, its roughness, or fine surface detail. Artists hand-paint those maps afterward.

sigmaPBR consumes photometric and photogrammetric capture data and emits a full material stack: diffuse albedo, roughness, specular F0, and normal maps. Textures stay registered to the existing production UV atlas, and both world-space and tangent-space normal output are offered for standard rendering workflows. It accepts captures from robotic scanning rigs, turntable setups, 2D material scanners, and handheld rigs including Godox AR400 based configurations, which means the input side is not limited to a lab.

The audience is studios digitizing products and cultural heritage assets that want relightable materials without a manual estimation pass. For XR work this matters twice over: dynamic scenes relight captured assets under changing lighting instead of baking them into a fixed look, and the same photometric data that produces these maps is the input family that volume capture pipelines already depend on. INVOLV3D is running free evaluations where you send capture setup details and they perform a test solve on your data.

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Steam Personalized Its Discount Grid, and Niche Games Are Winning

Valve appears to have quietly rewired the featured positions in Steam’s Discounts & Events grid, replacing sorting that favored bestsellers with recommendations personalized to the logged-in player. There was no announcement and no explanation of how the selection works.

The evidence is concrete. Hooded Horse CEO Tim Bender investigated after noticing niche titles on his own homepage and shared an example where an unnamed indie game received 7,355 visits from the grid over six months. Of those, 7,341 landed in the most recent month, meaning the placement had produced 14 visits across the preceding five months. A traffic source that effectively did not exist became the game’s largest single source of visits inside the Steam store. GameDiscoverCo’s Simon Carless identified the personalization, and other small developers reported similar jumps.

The redirect for developers is metadata discipline. Steam’s recommendation systems lean on tags, play behavior, and relationships between games, so accurate tags now carry direct traffic consequences, and store page conversion decides whether that traffic becomes a wishlist. XR developers know this problem well, since VR and VR-supported filters are how a headset owner ever finds a title that never charts. Two more things to watch: this is unconfirmed by Valve, so the effect may not be uniform, and personalization rewards a wider set of small audiences rather than one big one.

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The Steam Frame Waitlist Is a Scammer’s Playground

Steam Frame reservation emails went out this week, and a large share of them told buyers they are waitlisted rather than invited to purchase. Within days, secondary market listings appeared on eBay at well above retail, even though nobody outside Valve’s dev kit program could actually have a unit confirmed and in hand. The new wave is worse: sellers posting screenshots of reservation queue confirmations as proof, images that are trivially copied and edited.

The scarcity is real enough to explain the behavior. Some buyers have been told they are waitlisted into 2027, and the same dynamic already hit the Steam Controller, a $100 accessory currently listed for as much as $300. Valve’s randomized reservation lottery was designed as a defense against exactly this, and it clearly reduces automated bulk buying, but it cannot stop opportunistic resale once a device is scarce and demand is high. See also Steam Frame pricing and reservations.

It is worth being blunt about the mechanics, because the shortage is temporary and the markup is not recoverable. A reservation screenshot is not a device, a queue position is not a shipment date, and Valve has not opened any gifting or transfer path for Frame reservations, so any listing selling access rather than hardware is selling a screenshot. Wait for the invite.

→ UploadVR


Pre-Rendered Backgrounds Are Back, and This Time They Are Path Traced

Static Between Stations, a narrative RPG the developer describes as Disco Elysium meets Persona, renders all of its backgrounds and cutscenes in Blender and ships them as video, which is how it gets the PS1 era look of Final Fantasy VII through IX. The technique is the old one: line the camera and foreground objects against a static backdrop and the player believes they are walking around inside the image.

What is new is what the approach buys. The developer gets path-traced lighting for every environment at the cost of decoding one background video, uses very high-poly 3D scans of real abandoned buildings without ever optimizing them, because the mesh and texture never enter Unity, and sidesteps scene level performance bottlenecks entirely. Trade-offs are abundant, mostly in camera freedom, and the developer is explicit that it fits this specific game rather than being a general solution.

For XR developers this is the same accounting done from the opposite direction. Real-time rendering forces you to choose what to simulate now and what to bake, whether that is lightmaps, impostors, or a splat that replaces geometry. The interesting claim here is that baking can go much further than a lightmap when the camera can be constrained, which is also why handheld XR titles lean so hard on foveated rendering, fixed viewpoints, and precomputed lighting.

→ 80 Level


Quick Bites

  • Into The Radius 2’s PlayStation VR2 release slipped two weeks. The atmospheric survival shooter was due this week and has moved to early October, with no explanation beyond the delay notice. → UploadVR
  • Kacey Musgraves’ Quest concert shows the format is maturing. UploadVR came away arguing that staged immersive music performances have crossed from novelty into something that genuinely works as a venue. → UploadVR
  • PeakDreams Studio released Blender Chain Generator v1.0.0. The add-on ships over 250 ready-to-use chain assets with adjustable parameters instead of another manual modeling loop, which matters for anyone dressing industrial or mechanical XR environments on a deadline. → 80 Level
  • Dream Hackers VR put a public demo on Steam. The co-op title’s demo is live on SteamVR today, giving developers a look at how it handles shared physics interactions between players. → UploadVR

Background reading

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