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XR Daily: OpenDLSS Rebuilds DLSS 5

By Toni Tan · · 8 min read

Someone Rebuilt DLSS 5’s Neural Network in Vulkan

A GitHub project called OpenDLSS-NR reimplements the network behind NVIDIA’s DLSS 5 Neural Rendering in Vulkan and claims to be bit-exact against the original: all 75 intermediate block boundaries, byte for byte, not just the final image. The architecture matches shipped build 310.8.0, a 71-block shifted-window transformer U-net with a global vision transformer at the bottom, six pooling levels, FP8 (E4M3) activations with FP16 accumulation, and 141 MiB of weights.

The framing that matters is that this is not an upscaler. DLSS 5 NR is a generative pass that re-renders the frame the engine already drew: it takes a low dynamic range proxy of that frame, three lanes of Gaussian noise, the reprojected previous frame, and five conditioning scalars, then emits an RGB residual plus a temporal blend logit per pixel. On an RTX 4070 SUPER the authors measure 2.8 ms at 768x768, 12.6 ms at 1440p, and 29.3 ms at 4K.

There is a second implementation in ports/browser-webgpu: the same network in a browser, with no tensor cores, no FP8, and no block fusion, landing at 72 ms at 512x512. That is too slow to ship, but it proves the graph fits in WebGPU, the compute layer under browser XR and a plausible inference path for headsets that will never carry a CUDA stack. The catch is that the repo ships the network and kernels but not the weights, so you supply a model directory yourself. Reconstruction is where XR lives, and the pipeline that pairs foveation with neural reconstruction is the one in how VR eye tracking works.

→ GitHub: OpenDLSS-NR, a Vulkan reimplementation of DLSS 5 Neural Rendering


Titanfall 2 Gets a Full VR Conversion

Titanfall 2 is now playable in VR through a free conversion mod from CircuitLord, and the scope is unusual for the category. It is not a camera unlock: the mod adds head tracking, weapon aiming, mech weapon controls, and interactive reloading for the entire weapon roster, including a gesture reload on the Wingman. The base game is on sale at 85 percent off.

The movement is the catch. Titanfall 2 is built on wall running, double jumping, sliding, and grappling, more simulated motion than most flat shooters ever ask for. The mod includes snap turning, but nothing fully solves the mismatch between fast movement and a stationary inner ear, so this is for a comfort-hardened audience. It is campaign-only for now, with multiplayer unconfirmed.

Read it as a design case study: modders keep proving that retrofitting a full game to tracked hands and 6DoF locomotion beats most bespoke VR ports, and interactive reloads are the clearest proof. If the mod is your reason to buy a PC headset, Quest 3 versus Steam Frame covers the streaming and standalone tradeoffs.

→ Road to VR: Titanfall 2 VR Mod Brings the Legendary Movement Shooter to VR


Evangelion’s Hand-Tracked Combat Actually Works

Road to VR went hands-on with EVANGELION: Δ CROSS REFLECTIONS, the Pixelity game built on the 1995 anime, and the controller-free design holds up. Locomotion is gesture-based: point where you want to go and smooth move forward, raise a finger to reverse. Combat runs in a single lane, closer to a fencing strip than an arena, which bottlenecks the player and makes the vocabulary learnable. Punching dashes forward, a raised left thumb dashes back, melee is a physical punch, shooting means holding your right palm open as if gripping an air-rifle foregrip and curling your index finger, and both hands up raises a shield.

None of it is final; Pixelity says the gestures are still under research, and the demo leaned on a bHaptics TactSuit for part of the immersion. What is confirmed is scale: the game follows the full 26-episode series, the first installment lands early next year, and Pixelity calls it a full game rather than a sampler. That matters because hand tracking has mostly been a party trick, and a hand-first bet only pays off with content built around it from the first frame. The platform argument behind that bet is in Meta’s controller-free VR Glasses.

→ Road to VR: Neon Genesis Evangelion VR Hands-on, Hand-Tracked Combat That Actually Works


Meta’s Muse Agent Is Coming to Its Glasses

Meta’s Muse AI agent, launched on phones and the web last month, is heading to the company’s smart glasses. Muse is not a chatbot: it runs on a persistent Linux virtual machine in the cloud with its own browser, filesystem, and terminal, and can write and run code, spawn subagents, and schedule jobs. On stage at Connect 2026, Mark Zuckerberg said glasses support arrives in weeks.

On glasses it triggers with “Hey Muse” plus a request, then works in the background: booking appointments, checking flight prices, finding replacement parts, logging meals. Payments run through Stripe’s Link with single-use virtual cards. The privacy terms are the part to read closely: Meta says Muse data is not used for advertising but is used to train models unless you opt out, and while the current VM is isolated, Meta can access it. A Confidential VM option that even Meta cannot read is promised later this year.

This is the clearest signal that smart glasses are being sold as an interface for agents, and it revives the compute question XR has circled for two years: the glasses are a thin client and the work happens off-head, which is the argument in get the computer off your face.

→ UploadVR: Meta’s Smart Glasses Are Getting Its Muse AI Agent


A Map of 300,000 Flock Camera Devices

The Intercept reports that researcher Joshua Michael published a map showing roughly 300,000 Flock Security surveillance devices across the US: more than 170,000 cameras plus over 130,000 supporting units, including 27,000 acoustic detection devices. Flock had told press this summer that it runs more than 120,000 cameras. The map came from a December 2025 archived snapshot of Flock’s own records, pulled through an access token leaking from Flock’s servers, and it was cited in a Senate subcommittee hearing.

Why it belongs in an XR daily: camera wearables are moving into a public environment that has turned hostile to passive recording. Several US states and cities have moved to ban Meta’s glasses from government buildings, and Meta shipped a mandatory July update adding a hardware check so the capture LED cannot simply be drilled out. Samsung’s Android XR glasses inherit the same scrutiny. The ACLU report quoted by the Intercept describes a pattern of misleading public claims about surveillance practices.

The technical lesson is that the LED indicator is a policy control, not a hardware guarantee, which is why every serious camera wearable ends up shipping tamper detection.

→ The Intercept: Flock Wants the Most Detailed Map of Its Surveillance Cameras Taken Offline


Quick Bites

  • Beat Saber gets “APT.”: ROSÉ and Bruno Mars’ viral hit arrives as the latest shock drop, continuing Beat Saber’s habit of shipping licensed tracks with no announcement. → UploadVR
  • Birdseed VR hits Steam next week: a small-scale VR title moving from Quest to Steam, worth a look if you track the indie pipeline. → UploadVR
  • Enki runs Rust kernels on GPU or CPU: a pure-Rust compute platform with JIT compilation, demoed with a real-time raymarcher that toggles between GPU silicon and Rayon CPU threads at the press of a key. → GitHub
  • Armenia’s basalt columns rebuilt in 3D: an artist recreation of the Organ Pipes monument, a useful reference for photogrammetry and natural rock material work. → 80 Level
  • Dungeons of Eternity gets procedural tomb runs: the free Tomb Extraction update generates layout, loot, and difficulty from a rune sequence, and its naked-loadout runs add more than 30 ring-only drops. → UploadVR

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