ExplorXR

XR Daily: Steam Frame Slips Into 2027

By Toni Tan · · 8 min read

Steam Frame’s Waitlist Slips Into 2027

Valve has confirmed what the launch numbers hinted at: the Steam Frame order queue now stretches into 2027. Buyers can check their expected window on the Steam Frame product page while logged into Steam. Order emails go out either by December or during 2027, and that second cohort gets firmer timing in January.

The mechanics matter. Queues are per region, so one market can move faster than another as Valve fills regional demand, and Valve says nobody jumps the line: “no one on the waitlist is leapfrogging over anyone currently holding a reservation; we’re only dipping into waitlists in a region when we reach the end of its reservation queue.” That is a supply allocation problem rather than a demand problem. Architecturally the Frame is the clearest case of why XR compute moved off your face: stream from a PC when possible, fall back to a Snapdragon 8 Gen 3 locally when not.

The bigger near-term story is SteamOS 0.4, which landed for all Frame users. Battery lifetime improves up to 12% in streaming and local play, on a device that previously managed roughly one to one and a half hours of mixed use. VR streaming gets better color clarity, and Valve fixed “Error 17”, the connection failure users hit when the headset and host disagree on protocol settings; that fix needs SteamVR 2.18.2 or later from the beta branch. Wireless Adapter connectivity is also fixed in affected countries.

The developer item is the one to bookmark: Valve published Steam Frame CAD files and electrical interface information for non-commercial use. Modding a headset used to mean reverse engineering someone else’s enclosure, and a documented interface turns that into real accessory work.

→ Road to VR: backorder queue · Road to VR: SteamOS 0.4

RimWorld Ditches Unity for a Homegrown Engine

Ludeon Studios announced update 1.7, and with it a new engine. RimWorld is moving off Unity onto Waylith, built in-house. The game looks and plays the same, but Ludeon’s tests show 2 to 4x performance gains, with a stress-tested late-game colony hitting 2.2x over 1.6.

The load-time number is what modders will notice. A 1,500-mod pack that took 14 minutes to load now takes 6, and startup, save loading, map generation, and ticks-per-second all improve. Savegames are bidirectional, so 1.6 saves load on 1.7 and 1.7 saves still work on 1.6. Almost all mods run unchanged, and mod authors gain access to current C# language features.

The catch is hardware: PCs more than ten years old may not run 1.7 at all, and Ludeon is asking affected players to report in. That is the usual bargain of leaving a general-purpose engine for a purpose-built one. You trade broad compatibility for control of the memory layout and the tick loop, which is exactly where a colony sim with 40 colonists, 200 ducks, and a thousand mods bleeds time.

→ Ludeon Studios

Sandisk Becomes Meta’s Official Storage Partner

Sandisk is now the exclusive provider of flash storage for Meta VR Glasses, launching Spring 2027 at $1,300. It is the first Meta standalone headset with expandable storage, and the shape of the deal explains why: 128GB internal, with ‘Made for Meta’ certified microSD Express cards and USB-C flash drives tested against the device. The slot is stated to take up to 1TB.

Meta has published no pricing, speed class, or capacity ladder. Official imagery shows a 1TB card, and the closest unbranded equivalent sells from Sandisk for $360. With NAND and RAM prices where they are, expandable media lets Meta hold the $1,300 entry price and push capacity cost onto buyers who want it, which fits a device built for consumption, screen mirroring, and lighter VR rather than 100GB installs, the premise behind Meta’s controller-free glasses.

→ Road to VR

Maxon One 2027.0 Pushes Scatter and UVs Into the DCC Core

Maxon shipped 2027.0 across Cinema 4D, ZBrush, Redshift, Red Giant, and Autograph. Cinema 4D gets a Scatter System, a procedural path to populating scenes with vegetation, rocks, debris, and crowds through a Scatter Generator and Scatter Tag with distribution, filtering, clustering, and transform controls. It hooks into MoGraph, so existing Fields and Effectors drive scattered objects instead of forcing a second node paradigm. Cinema 4D’s simulation stack also adds Liquid FX, with auto-generated foam, spray, and bubbles that respond to the fluid.

ZBrush gains a UV editor built on Cinema 4D’s UV technology, supporting UDIMs and texel density without leaving the sculpting app, plus Selection Sets that save Polygroups, masks, Polypaint, and morph targets for reuse. ZBrush for iPad adds non-destructive 3D Layers. Redshift’s reworked memory architecture cuts the latency between changing a light or material and seeing the result, and a new procedural system handles fur, fibers, and knits at render time.

The quiet headline is Autograph’s Model Context Protocol support and its first direct Cinema 4D connection, since an MCP surface is how vendors are making apps agent-scriptable without a bespoke plugin API.

→ 80 Level

Pico Space Pro Finally Shows Its Real Body

Images of ByteDance’s Pico Space Pro surfaced in Japanese regulatory filings under certification 202-JWM032, showing the physical headset. It carries model number B3110, matching the US FCC filings, and the design lines up with the SDK renders that leaked in June: rear strap, visor, and forehead pad, in a different color and finish than those renders showed.

The specs Pico has already confirmed are the interesting part: micro-OLED panels at 4,000 pixels per inch, a dual-chip architecture pairing a new main processor with a self-developed coprocessor for computer vision and image processing, and CPU and GPU throughput claimed at twice the Snapdragon XR2 Gen 2 in the Quest 3 and Pico 4 Ultra. There is an external tethered compute and battery puck, putting it in the same camp as everything else shipping this cycle. A dedicated vision coprocessor is how a headset keeps the camera pipeline cheap at high frame rates, the silicon argument behind how passthrough works, where tracking and display compete for one thermal budget.

Timing stays messy. The launch event was cancelled days after it was announced, the device slipped to Q4 2026, FCC certification arrived the day before that original event, and now Japanese filings show hardware. Every step points to a product finished enough to certify and not ready to sell.

→ UploadVR

Live Magic, Live-Captured, on Vision Pro

You Are Here: At the Magic Castle with Siegfried Tieber puts Apple Vision Pro viewers inside the Academy of Magical Arts’ private Hollywood club, across two episodes of roughly 20 minutes, through Fovii and Front Row. The production is deliberately minimal: at most two cameras in the Close-Up Gallery, one of the hardest rooms in the building to enter, and simpler captures elsewhere.

The choice worth studying is camera distance. Viewers sit a few feet from the performer, sometimes beside him, and he occasionally glances at the audience in frame. Presence here comes from proximity, not from resolution or 180-degree framing.

→ UploadVR

Quick Bites

  • Titanfall 2 VR mod ships as a free, single-click install from modder CircuitLord, converting the full campaign to 6DOF with tracked motion controls, another entry in why VR’s next big games are modded, not published. → UploadVR
  • Quest sideloading got easier via an improved recommended workflow, which matters for APK installs, emulation, and early-access builds. → Road to VR
  • GTA 6’s delay partly traces to its NPC count: the sheer number of simulated “smart” characters was cited as a reason the game moved, and per-agent simulation eats CPU budget fast. → 80 Level
  • MetaHuman animation tool updated and free, useful for character pipelines on a zero budget. → 80 Level

Background reading

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