ExplorXR

XR Daily: Beat Saber Retrofits for Hands

By Toni Tan · · 8 min read

Beat Saber Rebuilds Itself Around Hands

Meta Connect gave Beat Games the stage for the biggest update in Beat Saber’s history, and the headline feature throws the sabers away. Flux is a new mode where a tether channels power between both hands to slice notes on the beat, each hand charges separately to punch through other targets and build Jolt energy, and squeezing both fists mid slice spends that energy for a score boost. Thirty-five songs are drawn from the existing soundtracks and Anniversary packs, including Lindsey Stirling, Camellia and Boom Kitty. A rewards system, cosmetics, an inventory, a redesigned interface and a refreshed campaign round out the update, which lands in spring 2027 on Meta VR Glasses and Quest with controller support retained.

Read it as a capability claim. A rhythm game is the harshest test for controller-free input: notes arrive on a fixed clock, there is no button to buffer an input and no haptics to confirm a hit, and tracking has to resolve fast hand motion before the note window closes. If the genre’s flagship can be retrofitted for gestures, the no-controller glasses stop looking like a media-only device.

→ UploadVR


Just Hoops 2.0 Is a Lesson in Designing for Hands

Realcast shipped Just Hoops 2.0 alongside Connect, built over the past year from player feedback with added support from Meta. The design ladder is the point: Natural Shot has you grab the ball and physically shoot, with optional assists (pinch to grab, controller grab, aim assist) that lower your score, while Pointer Shot replaces the throw with an aim and a gesture and pays two points per basket against eight for a clean unassisted shot. Multiplayer supports private rooms of four, Trickshots places hoops and obstacles around your room in mixed reality, Zen Mode drops the timer, and a 1970s retro environment joins the list.

Throwing is the gesture VR handles worst, because release velocity and timing are inferred from cameras rather than measured by a button. An assist that trades points for forgiveness onboards players instead of pretending the input is solved. The Steam version’s feature set is still unconfirmed.

→ UploadVR


Dungeons of Eternity Brings a Half-Life: Alyx Lighting Trick to Standalone

Othergate’s Tomb Extraction update pushes the dungeon crawler toward extraction shooter stakes: crypt runes gathered in red Dungeon Raids feed a dialing device that generates a tomb layout and its loot, five new weapons arrive, from a staff that fires orbs of light to skull daggers, and a Crypt Guard enemy hears voice and magic, investigating sound and alerting others.

The rendering notes matter more than the loot. The game now uses directional lightmaps, the technique behind Half-Life: Alyx’s baked lighting, which stores a dominant light direction per texel so normal maps still shade correctly under static lighting. It also adds real-time lighting on standalone Quest, faster dungeon loads and per-platform graphics options, plus Steam Frame verification with finger tracking, rebindable SteamVR input and an experimental OpenXR path for PC VR. For how far standalone silicon has come, the Quest 3 and Steam Frame comparison is the right backdrop.

→ UploadVR


177 Scanned Materials Land in the Free Tier

colormass published 177 textures captured with its own SVBRDF scanning rig, each shipping as high resolution TIFFs carrying eight maps, covering cloth (synthetic leather, denim, linen, cotton, viscose), wood, glass, paint, ceramic, leaves and soil. Everything is free for personal and commercial use. The capture setup is a moving table, high color rendering index LED arrays and an industrial camera, with raw data processed in the cloud to solve material properties into production ready maps. You can request scans of your own samples through Patreon, provided the results join the public library.

The value is that a spatially varying BRDF is what lets a surface survive a change of lighting. A single uniform albedo and roughness pair reads as plastic the moment you move the light, while per-texel variation carries wear, grain and micro normals through the whole PBR pipeline. The catch is footprint: eight maps per material is a lot of bytes, so treat the library as a starting point rather than a shippable budget. It is also the low tech end of a problem Gaussian Splatting attacks from the other direction: measure the material, or measure the light field.

→ 80.lv


More Displacement Is Not More Realism

80 Level interviewed texture and lookdev artist Nikhil K S, currently at ILM Mumbai, about a fan art Demogorgon built on a sculpt by Omar Elshamey. He handled texturing, lookdev, lighting and final render, rebuilding the classroom set in Maya, matching it to a screenshot from Stranger Things on an image plane in front of the camera, then punching a flashlight beam through a deliberately dark interior so the pale, wet skin would still read. His argument is the one worth keeping: piling on displacement does not buy realism, and collecting real world references for slime and skin does.

That lands differently in VR. Dark scenes are where headsets struggle most, since panel black levels and stream compression both crush shadow detail, and a single motivated light source is what keeps a scene legible on hardware with limited dynamic range.

→ 80.lv


Xbox’s Reset Reaches id Software

Xbox’s restructuring continues to consolidate franchises: Halo moves to Activision, Obsidian joins Bethesda, and 268 people were laid off. id Software, which reportedly lost around half its staff in July (over 90 positions, most of QA gone), gave an anonymous employee’s account to Aftermath: “Aggressive goals are being set that would have been unrealistic even before the layoffs.” Insider Gaming’s sources described a similar mood, with no clear line on who stays.

Engine and tools programmers build the pipelines everyone else depends on, so cuts at a studio of id’s technical reputation are worth watching even for teams that never touch an idTech title. The pattern holds: hardware makers keep shipping while the studios supplying the software absorb the losses, a dynamic covered in why giants ship while XR studios shut down.

→ 80.lv


Meta Presents Opens with a Therapy Documentary in Stereo 180

Meta’s new original programming banner is Meta Presents, and its first release is Open Season, following four-time NBA champion Draymond Green through six unscripted therapy sessions with sports psychologist Dr. Carrie Hastings during his 2025-26 season. It was shot for VR in stereoscopic 3D 180 degree video on Blackmagic URSA cameras, produced by Skydance Sports, Green’s The New Media and Meta, and arrives September 29 in the Quest TV app. Connect also brought 3D movies from Disney+, 8K 180 degree sports broadcasts, a National Geographic: Beyond app and a Billie Eilish concert film in 3D.

Stereo 180 is the format that survives current delivery limits: one stereo pair per shot, no six degree of freedom reprojection, and a pipeline streaming and encode teams already know. It is also the clearest signal of what the lightweight VR Glasses are for, since media playback needs no controller and little compute.

→ UploadVR


Quick Bites

  • Shil brings puzzle horror to Quest: OSM Games’ subconscious-trawling game with a two-tone art style, a slingshot for invisible enemies and a magnet for puzzles, launches October 8 at $14.99, with a Steam date unset. → UploadVR
  • A 1940 Life Magazine ad, reanimated as vector art: Studio Spud rebuilt the print ad as 2D vector animation in Moho, the tool behind Oscar nominated features such as Song of the Sea and Wolfwalkers. → 80.lv
  • GOLF+ adds Medinah Country Club’s No. 3: the championship layout joins the VR golf sim’s course list. → UploadVR
  • Meta Connect developer keynote, on demand: the State of the Union session for developers is available to stream. → Road to VR

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