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Marvel’s Deadpool VR is the best Meta Quest 3 game I’ve played all year, but it’s not for everyone
4:00 am | November 18, 2025

Author: admin | Category: Computers Gadgets Gaming Virtual Reality Gaming | Tags: | Comments: Off

The second coming of Marvel Jesus is upon us, thanks to the arrival of Marvel’s Deadpool VR on the Meta Quest 3 and Meta Quest 3S exclusively.

REVIEW INFO

Platform reviewed: Meta Quest 3
Available on: Meta Quest 3, Meta Quest 3S
Release date: November 18, 2025

While it doesn't live up to the lofty highs of Batman: Arkham Shadow, there’s a delightful action-packed story – complete with Deadpool’s zany humor – to experience here. One that’s sure to delight major fans of the Merc with a Mouth.

From the get-go, Deadpool VR showcases that it’s at its best when you’re moving at a million miles per hour – kicking things off with one of the most exhilarating action spectacles I've experienced in VR games and of my entire VR career.

At the same time, interspacing incredible set pieces and enjoyable sandbox slaughterfests – which reward you for vanquishing foes in creative ways that abuse Deadpool's varied weapons arsenal – are moments that drag the experience to a halt.

A different lead would use these moments to provide depth to his motivations, and introduce story beats that emotionally connect the player to the character – Deadpool, however, takes the chance to vomit quips.

In fact, much like the comic book and movie adaptations of Deadpool, Neil Patrick Harris’ rendition never stops joking.

To that end, if you thought the Deadpool movies were the comedy equivalent of word salad, you will hate Deadpool VR. Meanwhile, those of you who love Deadpool’s referential, weird, and/or self-deprecating humor will find a laugh a minute – though I can’t promise every gag will be a comedy gem. With a script jam-packed with jokes, plenty are stinkers.

Now in Mojo-vision

While on a mission for S.H.I.E.L.D. Deadpool is hired (read: kidnapped) by Mojo – the ruler of the content-obsessed Mojoworld. He’s after his next streaming hit and wants the merc to help him recruit (again, read: kidnap) stars for his show.

This sends everyone’s favorite anti-hero on a world-hopping quest across the Marvel universe in order to track down and capture iconic foes.

Aiding him are Major Domo and Spiral, who offer Deadpool new weapons and ‘guy in the chair’ assistance as he carries out his missions.

As Deadpool completes missions, he’ll earn mojobucks, a currency he can trade for new looks and weapons, and as I’ve mentioned previously, you earn more bucks based on how well you perform in Deadpool VR’s combat segments.

In this sandbox-lite experience, you’re armed with swords, firearms, a grapple gun, grenades, and, at times, your own arms, as well as a slew of other weapons that drop from enemies in order to deliver a beatdown to your enemies.

Deadpool fighting Hand ninjas with kunai

Glad I wore my red suit (Image credit: Meta / Marvel)

Not only can creatively combining weapons lead to a better score, but I’ve also found it really makes you feel like you’re in the shoes of the hyperactive superhero – especially when you simply huck a katana across the battlefield to skewer an enemy to the wall.

Just don’t expect this to feel like a hyper-realistic sandbox like some other titles out there. Deadpool VR leans into chaotic violence that appeals to my sense of fun, but not everyone’s – a sentiment that I feel captures the spirit of Deadpool VR perfectly.

Best bit

Deadpool shooting a bad guy on the hood of his car

(Image credit: Meta)

The opening to Deadpool VR might be the best opening to an action VR game ever. While some excellent moments follow, the intro really sets the tone for what's to come.

Weirdly, the main time the action feels at its most anticlimactic is during boss battles. Simply because being a level’s toughest foe translates to being a bullet sponge, with the drawn-out fights being interspaced with quick-time events, which, while a flashy flurry of blows, can make levels feel like they end with a whimper rather than a bang.

Though if you are convinced to replay a level, you’ll be rewarded with not only the chance to test out new devastating weapons on your enemies, Deadpool VR also lets you explore secret bonus rooms – provided you wear the correct costume for the occasion. That said, even the mainline Deadpool can uncover a few surprises if he chooses.

Deadpool VR

Need a hand? Have mine (Image credit: Marvel)

Quintessentially Deadpool

Much like how Batman: Arkham Shadow is the quintessential way for fans of the caped crusader to experience a Batman story, Marvel’s Deadpool VR is the new best way to become the Merc with a Mouth.

If you love Deadpool, this is the game you’ve been waiting to play, and it’s well worth grabbing a Meta Quest 3 or Quest 3S so you can experience this title for yourself.

However, this game won’t turn haters into True Believers. The non-stop gags, which are the only source of amusement when the game’s exposition drags on, is quintessentially Deadpool, but if you found it grating when it was Ryan Reynolds was delivering the lines on the big screen you won’t find it any funnier when it’s Neil Patrick Harris talking in your head – take it from my fiancée who can’t stand the Merc with a Mouth.

If, like me, you adore Marvel’s stories, especially Deadpool's brand of quirky, then Marvel’s Deadpool VR is the game you’ve been waiting for.

Should you play Marvel's Deadpool VR

Play it if...

The Deadpool movies aren’t long enough
If you’ve left the movie theatre wishing the Deadpool movies had a 10-hour-or-so-long director’s cut, this is the game for you.

You enjoy chaotic action
Deadpool VR offers some of the best action set pieces I’ve experienced in VR, and some delightful combat that, while messy at times, is a lot of fun.

You have a Quest 3 or Quest 3S
This exclusive is a fantastic game for the right kind of player, and a great experience on the VR headsets it’s exclusive to.

Don't play it if...

You hate Deadpool
If you hated the Deadpool movies, this game is basically the same humor and violence in a VR package. Read: It’s not for you.

You demand superb performance
During some segments, I did notice a few performance drops – like when I was spamming an attack that has you throwing explosive playing cards like Gambit.

Acessibility features

Marvel's Deadpool VR can be played seated or standing up, but requires you to have a full range of upper body movement so you can swing your katana, throw grenades, and fire guns at your foes.

It also boasts a solid suite of comfort controls. I'm playing on medium levels (smooth motion, snap turning) and have yet to experience motion sickness, but there are options to turn on tools like teleportation movement if you're prone to feeling ill in VR.

How I tested Marvel's Deadpool VR

I played Marvel's Deadpool VR on my Meta Quest 3, which I've upgraded using a battery strap. I made sure to try the game from both a seated and standing position, and also to try its different accessibility comfort features to experience how effective they are.

First reviewed November 2025

I spent a week with the Samsung Galaxy XR and Apple’s Vision Pro has nothing to worry about – yet
8:54 pm | November 4, 2025

Author: admin | Category: Computers Computing Gadgets Software Virtual Reality & Augmented Reality | Tags: , | Comments: Off

Samsung Galaxy XR: Two-minute review

I think I finally understand why Apple's Vision Pro costs so darn much. The Samsung Galaxy XR delivers moments of beauty and inspiration, but it's also stuffed full of disappointment, from the sound of fans on your face to imprecision of gestures to a total lack of 'wow' apps and experiences.

Yes, Gemini is in there, and I spent a lot of time with it riding side-saddle during my testing; but I soon grew tired of hearing it say, "Let me check that for you." Instead of a smart companion, it often felt like a slightly inexperienced assistant who covers that lack of expertise with long pauses, as if it's doing a Google search before responding.

It's not just in the operation that there are shortcomings. The headset feels lighter and overall more comfortable than the Vision Pro, but also manages to feel less premium. If anything, the design looks and feels mixed-reality headset retro, like something Microsoft and its partners might have introduced five years ago.

Samsung Galaxy XR REVIEW

(Image credit: Lance Ulanoff / Future)

The lack of a way to integrate my Windows desktop workflow was also frustrating (the headset currently only works with Samsung Galaxy Books) and forced me to be more intentional in my use. I could be inside Android XR or I could be productive on my laptop, but never both.

There is some elegance in the overall Android XR platform, but I also felt like it wasn't nearly as cohesive as, say, visionOS.

Among the positives are the video viewing experience and Dolby audio. It all looked and sounded great, and I could see watching a movie on that big virtual screen.

The immersive environments are impressive, but no more so than Apple's. Overall, I wondered, "Where are the dinosaurs? Where's the virtual butterfly landing on my fingertip? Where's the magic?"

So, yes, the Samsung Galaxy XR is way cheaper than the Vision Pro, but it has not arrived fully realized, or with any of the excitement I expect from a next-gen spatial computer.

Samsung Galaxy XR: Price and availability

Half the price of the Vision Pro

Still expensive compared to VR headsets

Samsung unveiled the Galaxy XR mixed reality headset on October 21 in the US and South Korea. It's priced at $1,799 (availability and pricing for other regions is TBC, but that price converts to about £1,340 or AU$2,770).

For those who wear prescription glasses, Kodak lens inserts start at $99. Samsung is also selling optional controllers for $249, and an optional carrying case for $249.

Value score: 4.5

Samsung Galaxy XR: What's in the box

  • The Samsung Galaxy XR mixed reality headset
  • Extra forehead spanner
  • Battery with an attached cable
  • USB-C charging cable and adapter
  • Rubber light seals
  • Rubber and felt cover
  • A polishing cloth

Samsung Galaxy XR: Specs

Samsung Galaxy XR

Apple Vision Pro M5

Meta Quest 3

Meta Quest Pro

Dimensions

170mm wide x 280mm long

Est: 152 x 101 x 101mm / 6 x 4 x 4 inches

184 x 160 x 98mm / 7.2 x 6.3 x 3.9 inches

265 x 127 x 196mm / 10.4 x 5 x 7.7 inches

Weight

545g

From 1.3lbs / 600g

1.14lbs / 515g

1.6lbs / 722g

Display

micro-OLED 

Dual micro-OLED

Two LCD displays

Two LCD displays

Display resolution

3552 x 3840 dual (27M pixels)

4K per eye (23 million pixels)

2064 x 2208 pixels per eye

1920 x 1080 per eye

FOV

109-degree

Est 100-degree

110-degree horizontal, 96-degree vertical

120-degree

Refresh rate

60Hz, 72Hz, 90Hz

90Hz, 96Hz, 120Hz

72Hz, 80Hz, 90Hz, 120Hz

90Hz

Chipset

Qualcomm Snapdragon® XR2+ Gen 2 Platform 

Apple silicon M2, R1

Qualcomm Snapdragon XR2 Gen 2

Qualcomm Snapdragon XR2+

RAM

16GB

16GB

8GB

12GB

Storage

256GB

256GB, 512GB, 1TB

128GB or 512GB

256GB

Battery life

2 hours

3 hours (rated for video)

2 hours 12 minutes

2 hours

Samsung Galaxy XR: Design and display

  • Decent if slightly retro design
  • A lot of plastic, and doesn't exude a premium feel
  • Comparatively lightweight, and better balanced than the Vision Pro
  • External battery pack and cable

There's naturally going to be a trade-off between weight and premium materials with a device such as this. With the Vision Pro, Apple took the 'no expense spared' approach, and the result is a beautiful set of goggles that balance glass, magnesium, aluminum, and more – mostly on your face. With the Galaxy XR, Samsung focused, I think, on comfort. That means while we have some glass, all those cameras, and components, we also have a minimal amount of metal, some soft fabric, and a whole lot of plastic.

It looks like a mashup of the Vision Pro and classic VR headsets of a bygone era. The thick stalks jutting out of either side and connecting to the thick, flexible plastic adjustable band remind me of the Microsoft HoloLens, although that headset was far less comfortable, to be fair.

Inside the headset is a removable forehead rest, which comes in two parts: you can use them together for more support (but your eyes are further away from the lenses) or remove the spanner and use just the main cushion part, which has the same magnetic back, which keeps your eyes closer to the lenses. In either case, the Galaxy XR is smart enough to know if your gaze is too far away, and will recommend the right forehead rest.

Opposite that is a brace that cradles the back of your head. There's just one large aluminum knob on the back that you tighten – pulling the flexible stems into the body – for adjustment.

On the left stem is the proprietary power port where you connect the external battery pack. On the right stem is a thin touch-sensitive control bar (which you can double-tap to enter and exit an immersive environment). Each stem features microphone holes so that the headset – or more specifically Gemini – can listen for your prompts.

The stem also features the rather loud and robust speakers, and a sensor on the left side so that the Galaxy XR knows instantly when you're putting it on.

The face area is dark glass through which you can faintly make out six camera lenses (there's no Vision Pro-style external display). The frame is aluminum, with cutouts along the bottom for two more lenses near the nose bridge, speakers, vents, and more microphones. The top features a pair of wide vents and two buttons. On the left is a button you can use to summon the main menu or Gemini, and on the other is a volume rocker.

The Galaxy XR also ships with a rubber cover to protect the glass, and a pair of light shields that magnetically snap into the headset, cutting off much of the light leaking in from below, and are useful for when you want to enjoy a fully immersive experience like a movie or game. They're not as effective as the Vision Pro's more cohesive light seal, but they may be more comfortable.

Even though the Galaxy XR is only 65g lighter than the Vision Pro, it feels significantly lighter on my head. This is due, in part, to how Samsung has balanced the weight across the entire body of the device, and also to those aforementioned materials, and the lack of an external display.

I'd say Samsung and its partners (Qualcomm and Google) made all the right choices when it comes to comfort. Don't misunderstand me though – I've come to accept that even with this level of comfort, there's nothing natural about wearing a headset for any significant length of time. The Galaxy XR can still get uncomfortable after a while (say 45 minutes), and my wife called me "space man" every time she caught me wearing it.

In general, the Samsung Galaxy XR is not as elegant as the Vision Pro, but it's otherwise fit for purpose.

Inside the headset are the two round lenses behind which sit a pair of micro-OLED displays together supporting 27 million pixels (the Vision Pro, by contrast, supports 23 million pixels). It's a stereo display system that supports up to a 90Hz refresh rate (below the Vision Pro M5's 120Hz) and a 109-degree field of view (better than the Vision Pro's 100 degrees).

Samsung failed to provide my lens inserts in time for this review, so I arrived at a somewhat novel solution to continue my tests: I used the lens inserts from the Vision Pro M5 I just finished testing. They're not a perfect fit, in that the shape of the lenses in the Vision Pro is more aviator style, and the insets for the XR appear to be circular. Even so, this effectively corrected my vision and made everything crystal clear. I did try to use my glasses, but my thick frames blocked some of the imagery.

After almost a week of testing, the Kodak lens inserts arrived, but they did not change my experience in any noticeable way.

Design and Display score 4

Samsung Galaxy XR: Set-up

Like the Vision Pro, the Samsung Galaxy XR is an intelligent wearable that works with you to calibrate your experience. As soon as I put on the headset, and after I struggled a bit to find the best and most comfortable fit, it started to adjust the lenses for my pupilary distance (I could actually hear the motors moving things around).

If you have the optional lens inserts, the system automatically recognizes them as soon as you put them in, then it asks you to scan a QR code that came with the lens inserts (ostensibly containing the prescription info) so that adjustments can be made accordingly.

Early on, the system walks you through its control metaphors, and lets you use your hands to virtually squish floating blobs. But this is really just the beginning.

There are a couple of ways to control the Galaxy XR, with just your hands or with your gaze and hands. For the former, you reach out and touch virtual elements, pushing buttons and squeezing objects. For the latter, you look at the object and, while keeping your hands in your lap, pinch, pull, or subtly move.

If you choose gaze-based control, the Galaxy XR system walks you through a visual calibration process that's quite similar to what I experienced with the Vision Pro, having me look at a series of floating dots and pinch my fingers as my eyes rested on each one.

You can secure the Galaxy XR through a password, PIN, or iris recognition. I chose the eye scanning, after which the XR had me stare at a pair of overlapping green and blue dots.

Samsung calls the Galaxy XR an "AI" device, so it's no surprise that Gemini is part of the setup process. There are three ways to summon Gemini: through the on-board app, by long-pressing the button on he right side, or via voice, which requires you to begin a conversation with "Hey Google" (no, not "Hey, Gemini").

You can also press the button to pause Gemini's listening mode.

Samsung Galaxy XR: Software and experience

  • Generally intuitive
  • Occasional lack of gesture and gaze precision can prove frustrating
  • Gemini integration doesn't feel fully realized
  • It sometimes feels more like a Samsung phone than a next-gen spatial experience
  • Almost total lack of 'wow' software

The Samsung Galaxy XR home screen is familiar as a competitor to the Vision Pro. It's not as pretty, but the configuration of round icons is similar. It's also, though, clearly a Samsung Android device, with apps for Samsung's Internet, Notes, Gallery (please, why not just Google Photos?), and other recognizable phone-like elements.

Above the app grid is a home button, a capsule containing Google and Gemini logos, and another capsule with open apps, alerts, and quick settings (there's also a full settings app icon in the main menu).

Above that are the time, date, Gemini's current mode ('Listening' or 'Paused'), Wi-Fi status, and percentage of battery life remaining.

Samsung Galaxy XR REVIEW

(Image credit: Future)

Samsung and its partners designed the Galaxy XR to be an intuitive system, where a look and a subtle gesture will get the job done.

As I looked around, I noticed various interface elements highlighted with gray boxes around them. I think I prefer the Vision Pro's more starkly animated selection metaphor.

You can grab entire screens and move them around; you just have to look at a corner, and a wide swath of area will start to glow around the window. Grab that, and you can move the window around in 3D space. Alternatively, you can look at a corner and grab a glowing white circle near it to stretch and shrink the window.

That's how it should work anyway. In practice, I sometimes struggled mightily to properly grab these screen elements.

More problematically, the system seems to have trouble settling on an object. I had to be quite precise with my gaze and pinch gestures. Sometimes, I would try to help by reaching out and moving my hand, which triggered the system's glowing white dot mouse selector. Other times, when I intended to access an interface element, I accidentally grabbed the window and threw it behind me.

There were far too many instances where I was muttering to myself, "No, that, not that… wait, that's wrong."

Samsung Galaxy XR REVIEW

(Image credit: Future)

Gemini is an intrinsic part of the Galaxy XR experience. When you enable Gemini Live, you can let it see what you see and then interrogate it about whatever's in front of you. That sounds amazing, but since most of us will not be walking around outside our home or offices when wearing the Galaxy XR, it'll mostly be telling you about a world you already know.

It may, though, come in handy for tasks like putting together a new bike, if you're comfortable wearing a $1,799 headset while performing that task.

Gemini can be a help for navigating the system, opening apps, and even finding the right content. I asked Gemini to open YouTube and find me some DIY content, and it quickly complied.

Samsung Galaxy XR REVIEW

(Image credit: Future)

When I played an XR-designed game called 'Inside Job,' I asked Gemini to describe what was on screen. It accurately described the simulated workplace scene, but was less helpful when it came to gameplay and strategy.

Samsung Galaxy XR REVIEW

(Image credit: Future)

Gemini Live can't generate images, but when I opened the Gemini app and asked for a picture of a donkey driving a car, it quickly complied and generated the image. I then used gestures to copy the image, open Gmail, paste the image, and mail it to myself.

Samsung Galaxy XR REVIEW

(Image credit: Future)

If you leave Gemini on all the time you can just keep a running conversation going, but it can get kind of annoying to have Gemini constantly interjecting, and I did not enjoy the fact that almost every time I asked it to do something, it would repeat the phrase, "Let me check that for you." Fortunately, you can pause Gemini with a press of one of the top buttons.

Google Circle to Search is also present, but enabling it takes some practice. First, you have to look at your palm. Then you pinch your thumb and index finger until the Google 'G' logo appears. Then you turn your hand back toward the virtual screen and circle what you want to search on. After that, Google runs a quick search, and a floating results box appears next to the circled item. In my case, I circled a chair laden with bed sheets, and Google accurately identified the exact chair. Aside from the convoluted process, it's a pretty impressive feature.

Like the Vision Pro, this is a wearable computer, rich with pre-installed apps and connected to a world of app options in the Google Play Store. Not all are designed for the XR experience, so I did my best to find ones that at least understood the platform and its control metaphors. Apps like YouTube and Gmail work smoothly, but third-party apps like, for instance, Spatial TV can be disappointing, especially when they do not follow interface control metaphors.

On YouTube, I watched a Red Bull-produced 3D video called World’s Fastest Drone Camera vs F1 car. While the screen didn't fill my view, I found I could use the quick settings to turn on Virtual Environments and then settle in to watch a video in a daytime or nighttime mountain landscape.

Samsung Galaxy XR REVIEW

(Image credit: Future)

The video was fun and compelling, but I never felt like I got as up-close to the action as I do when viewing some of Apple's Immersive content. I think more people have to shoot content specifically for the Galaxy XR and take better advantage of all those millions of pixels.

I also watched a 3D trailer for Avatar: The Way of Water that looked excellent.

Samsung Galaxy XR Review

(Image credit: Lance Ulanoff / Future)

You have the option to create a 3D, cartoonish avatar of yourself for interactive play and activities. These are not very compelling, and I await the life-like avatars Samsung showed off during the Samsung Galaxy XR launch event.

The headset is also a great way to view photos and to convert them into spatial (stereo) experiences. While I wish the spatial conversion icon in the Google Photos App was more than a graphic (a 'Make 3D' label would be nice), the effect works well on virtually any photo – and the effect is even better when you go 'Immersive' and remove the photo borders.

One of the best experiences is Google Maps, an app nearly perfectly built for voice, gaze, and gesture control. I loved asking Gemini to whisk me off to a faraway place in Maps, then I used my eyes and hands to fly around. I could drop down to street level, and use gaze and gestures to virtually walk around a city. I could even go inside some businesses.

After some back and forth with Samsung I did figure out how to connect the Galaxy XR to a Samsung Galaxy Book. You start by selecting PC Link in the XR's quick settings, then you go into the display settings on the laptop and choose to connect to it as a wireless display. The virtual screen that appears is sharp, and can be as big as you want it, but it's not curved like the Vision Pro's virtual MacBook display. Plus, since the pass-through isn't as clear (I need to see the laptop's real keyboard after all), I can't imagine myself working for any length of time in this setup.

Throughout my time using the Samsung Galaxy XR I could hear the fan running. It's not that anyone else could hear it, but since it was on my face and close to my ears, well, I could hear it almost anytime I wore the headset. On the one hand, I know this means that a powerful chip is running inside. On the other hand, isn't there a more elegant and less noisy way to dissipate system heat?

Perhaps if I hadn't spent the last two years using the original Vision Pro, and hadn't just reviewed the M5 model, I might feel differently; this would all feel new to me, after all. But you can't turn back the clock, and the Samsung Galaxy XR has arrived after the first and best spatial computer. Its interface metaphors are well known, and virtually perfect. Samsung's interface and level of control feel, at times, like a cheap imitation – it is indeed a lot cheaper, and does feel at least somewhat influenced by the Vision Pro.

Overall, the experience does show promise, but it needs more bespoke apps, fewer duplicate Samsung apps (Bixby? Really?), even deeper integration of Gemini, better hand and eye tracking, and maybe an interface upgrade.

Software and Experience score: 3.5

Samsung Galaxy XR: Battery and performance

  • The external battery is a bit heavy and will need a pocket
  • Long-lasting
  • The cable is long enough
  • The proprietary attachment system is dependable

Samsung Galaxy XR REVIEW

(Image credit: Lance Ulanoff / Future)

When it comes to powering its spatial computer, Samsung made the same decision as Apple: keep the weight of the battery off the head. So even though the Samsung Galaxy XR looks a little bit like a HoloLens, there's no weighty battery on the back of your head.

Instead, you get a roughly half-pound battery pack attached to a roughly 3.5-foot woven cable that ends in a proprietary adapter. There's a little button on the top that you use to release it from the headset. The battery pack also includes a USB-C-in charge port for recharging the brick.

Samsung Galaxy XR REVIEW

(Image credit: Lance Ulanoff / Future)

As for longevity, the pack is pretty impressive. It got me through a full day of intermittent use, although it's rated for about two hours of continuous use, which is slightly less than the Vision Pro's battery pack.

You might attribute the battery life to, in part, a rather efficient and AR/VR/AI-ready bit of silicon, the Qualcomm Snapdragon XR2+ Gen 2 Platform (backed by 16GB of RAM and 256GB of storage), which, while obviously generating some serious heat (see my comments re the fan noise above), seems to be rather efficient. As for the overall power, I don't have benchmarks, but as I noted, AI image creation was pretty fast, and all other operations were smooth, including web browsing, video watching, and game-play.

Battery and Performance score: 4.5

Should you buy the Samsung Galaxy XR?

Attributes

Notes

Rating

Value

Far cheaper than the competition and generally good value for the price

4

Battery and Performance

Backed by 16GB of RAM, the Qualcomm Snapdragon XR2+ Gen 2 Platform  provides plenty of power for smooth performance throughout, but obviously needs a fan to keep it cool. Battery life is impressive

4.5/5

Design and Display

It's a decent if slightly retro design with good-enough materials, but Samsung gets major points for the device's light weight and balance. The displays are sharp, and provide more pixels than a Vision Pro

4/5

Software and Experience

Samsung needs to take a long hard look at the gaze and eye tracking, which were not nearly precise enough for my tastes. The interface is good but also a little reductive. I would not have kept so many Samsung-specific apps in there, and Samsung needs more eye-popping XR-specific experiences.

Gemini integration is good but feels like it could go further

3.5/5

Buy it if... 

You want a spatial computer that doesn't rely on Apple

The Vision Pro has owned this space for two years, but the exorbitant price and overbearing weight made it a non-starter for many. Maybe a cheaper, lighter, Android-friendly headset is more your style.

You love Gemini and want the immersive experience

The Samsung Galaxy XR headset brings the generative platform to mixed reality. This is your chance to get in on the ground floor of a very new experience.

You want to see what Samsung, Qualcomm, and Google can accomplish
These three tech amigos put their heads together to make this one-of-a-kind multi-modal AI headset.

Don’t buy it if… 

You don't want to spend more than $1,000 for a mixed-reality experience
The Samsung Galaxy XR is far cheaper than the Vision Pro, but it's still $1,799, and that's without the $249 case.

You use a Mac or Intel-PC
For now, there's no way to integrate a virtual desktop experience unless you own a Samsung Galaxy Book.

Also consider

Apple Vision Pro M5
Expensive? Yes. Heavy? It can be, but the new band helps. Plus, there's still no better mixed-reality, spatial computing experience on the market. This is the apex predator of the category, with the best interface, best looks, and best experiences on the market. What it doesn't have is any truly decent AI. For that, the Galaxy XR is really your only choice.View Deal

PlayStation VR 2
TechRadar Gaming called the PSVR 2 headset "an experience that’ll be well worth your hard-earned cash." If you have a PS5 already and want a VR headset, this is the headset to check out.

Check out TRG's PSVR 2 review

Meta Quest Pro
An excellent VR headset with great passthrough, mixed reality, and some hand-tracking that's also a fraction of the Vision Pro's price, and is supported by a well-baked ecosystem and a rich collection of apps.

Meta Quest 3
We call this the "best VR headset for most people", and considering the far more affordable price and vast number of apps built specifically for the platform, this might be, even with its less-impressive visual quality, a more attainable and reasonable option than the Vision Pro.

Nreal Air AR Glasses
The Nreal Air AR Glasses are nothing like the Vision Pro (or any other VR headset, for that matter), but they're nevertheless an intriguing AR gadget that effectively offers you your own private theater viewing of whatever is happening on your connected device's screen. It's pretty neat, and potentially a great pick for commuters.

How we test

For my Samsung Galaxy XR review, I spent a week wearing the headset. I watched movies, played games, drew, and used Gemini

Read more about how we test

  • First reviewed November 2025
I spent a week with the Samsung Galaxy XR and Apple’s Vision Pro has nothing to worry about – yet
8:54 pm |

Author: admin | Category: Computers Computing Gadgets Software Virtual Reality & Augmented Reality | Tags: , | Comments: Off

Samsung Galaxy XR: Two-minute review

I think I finally understand why Apple's Vision Pro costs so darn much. The Samsung Galaxy XR delivers moments of beauty and inspiration, but it's also stuffed full of disappointment, from the sound of fans on your face to imprecision of gestures to a total lack of 'wow' apps and experiences.

Yes, Gemini is in there, and I spent a lot of time with it riding side-saddle during my testing; but I soon grew tired of hearing it say, "Let me check that for you." Instead of a smart companion, it often felt like a slightly inexperienced assistant who covers that lack of expertise with long pauses, as if it's doing a Google search before responding.

It's not just in the operation that there are shortcomings. The headset feels lighter and overall more comfortable than the Vision Pro, but also manages to feel less premium. If anything, the design looks and feels mixed-reality headset retro, like something Microsoft and its partners might have introduced five years ago.

Samsung Galaxy XR REVIEW

(Image credit: Lance Ulanoff / Future)

The lack of a way to integrate my Windows desktop workflow was also frustrating (the headset currently only works with Samsung Galaxy Books) and forced me to be more intentional in my use. I could be inside Android XR or I could be productive on my laptop, but never both.

There is some elegance in the overall Android XR platform, but I also felt like it wasn't nearly as cohesive as, say, visionOS.

Among the positives are the video viewing experience and Dolby audio. It all looked and sounded great, and I could see watching a movie on that big virtual screen.

The immersive environments are impressive, but no more so than Apple's. Overall, I wondered, "Where are the dinosaurs? Where's the virtual butterfly landing on my fingertip? Where's the magic?"

So, yes, the Samsung Galaxy XR is way cheaper than the Vision Pro, but it has not arrived fully realized, or with any of the excitement I expect from a next-gen spatial computer.

Samsung Galaxy XR: Price and availability

Half the price of the Vision Pro

Still expensive compared to VR headsets

Samsung unveiled the Galaxy XR mixed reality headset on October 21 in the US and South Korea. It's priced at $1,799 (availability and pricing for other regions is TBC, but that price converts to about £1,340 or AU$2,770).

For those who wear prescription glasses, Kodak lens inserts start at $99. Samsung is also selling optional controllers for $249, and an optional carrying case for $249.

Value score: 4.5

Samsung Galaxy XR: What's in the box

  • The Samsung Galaxy XR mixed reality headset
  • Extra forehead spanner
  • Battery with an attached cable
  • USB-C charging cable and adapter
  • Rubber light seals
  • Rubber and felt cover
  • A polishing cloth

Samsung Galaxy XR: Specs

Samsung Galaxy XR

Apple Vision Pro M5

Meta Quest 3

Meta Quest Pro

Dimensions

170mm wide x 280mm long

Est: 152 x 101 x 101mm / 6 x 4 x 4 inches

184 x 160 x 98mm / 7.2 x 6.3 x 3.9 inches

265 x 127 x 196mm / 10.4 x 5 x 7.7 inches

Weight

545g

From 1.3lbs / 600g

1.14lbs / 515g

1.6lbs / 722g

Display

micro-OLED 

Dual micro-OLED

Two LCD displays

Two LCD displays

Display resolution

3552 x 3840 dual (27M pixels)

4K per eye (23 million pixels)

2064 x 2208 pixels per eye

1920 x 1080 per eye

FOV

109-degree

Est 100-degree

110-degree horizontal, 96-degree vertical

120-degree

Refresh rate

60Hz, 72Hz, 90Hz

90Hz, 96Hz, 120Hz

72Hz, 80Hz, 90Hz, 120Hz

90Hz

Chipset

Qualcomm Snapdragon® XR2+ Gen 2 Platform 

Apple silicon M2, R1

Qualcomm Snapdragon XR2 Gen 2

Qualcomm Snapdragon XR2+

RAM

16GB

16GB

8GB

12GB

Storage

256GB

256GB, 512GB, 1TB

128GB or 512GB

256GB

Battery life

2 hours

3 hours (rated for video)

2 hours 12 minutes

2 hours

Samsung Galaxy XR: Design and display

  • Decent if slightly retro design
  • A lot of plastic, and doesn't exude a premium feel
  • Comparatively lightweight, and better balanced than the Vision Pro
  • External battery pack and cable

There's naturally going to be a trade-off between weight and premium materials with a device such as this. With the Vision Pro, Apple took the 'no expense spared' approach, and the result is a beautiful set of goggles that balance glass, magnesium, aluminum, and more – mostly on your face. With the Galaxy XR, Samsung focused, I think, on comfort. That means while we have some glass, all those cameras, and components, we also have a minimal amount of metal, some soft fabric, and a whole lot of plastic.

It looks like a mashup of the Vision Pro and classic VR headsets of a bygone era. The thick stalks jutting out of either side and connecting to the thick, flexible plastic adjustable band remind me of the Microsoft HoloLens, although that headset was far less comfortable, to be fair.

Inside the headset is a removable forehead rest, which comes in two parts: you can use them together for more support (but your eyes are further away from the lenses) or remove the spanner and use just the main cushion part, which has the same magnetic back, which keeps your eyes closer to the lenses. In either case, the Galaxy XR is smart enough to know if your gaze is too far away, and will recommend the right forehead rest.

Opposite that is a brace that cradles the back of your head. There's just one large aluminum knob on the back that you tighten – pulling the flexible stems into the body – for adjustment.

On the left stem is the proprietary power port where you connect the external battery pack. On the right stem is a thin touch-sensitive control bar (which you can double-tap to enter and exit an immersive environment). Each stem features microphone holes so that the headset – or more specifically Gemini – can listen for your prompts.

The stem also features the rather loud and robust speakers, and a sensor on the left side so that the Galaxy XR knows instantly when you're putting it on.

The face area is dark glass through which you can faintly make out six camera lenses (there's no Vision Pro-style external display). The frame is aluminum, with cutouts along the bottom for two more lenses near the nose bridge, speakers, vents, and more microphones. The top features a pair of wide vents and two buttons. On the left is a button you can use to summon the main menu or Gemini, and on the other is a volume rocker.

The Galaxy XR also ships with a rubber cover to protect the glass, and a pair of light shields that magnetically snap into the headset, cutting off much of the light leaking in from below, and are useful for when you want to enjoy a fully immersive experience like a movie or game. They're not as effective as the Vision Pro's more cohesive light seal, but they may be more comfortable.

Even though the Galaxy XR is only 65g lighter than the Vision Pro, it feels significantly lighter on my head. This is due, in part, to how Samsung has balanced the weight across the entire body of the device, and also to those aforementioned materials, and the lack of an external display.

I'd say Samsung and its partners (Qualcomm and Google) made all the right choices when it comes to comfort. Don't misunderstand me though – I've come to accept that even with this level of comfort, there's nothing natural about wearing a headset for any significant length of time. The Galaxy XR can still get uncomfortable after a while (say 45 minutes), and my wife called me "space man" every time she caught me wearing it.

In general, the Samsung Galaxy XR is not as elegant as the Vision Pro, but it's otherwise fit for purpose.

Inside the headset are the two round lenses behind which sit a pair of micro-OLED displays together supporting 27 million pixels (the Vision Pro, by contrast, supports 23 million pixels). It's a stereo display system that supports up to a 90Hz refresh rate (below the Vision Pro M5's 120Hz) and a 109-degree field of view (better than the Vision Pro's 100 degrees).

Samsung failed to provide my lens inserts in time for this review, so I arrived at a somewhat novel solution to continue my tests: I used the lens inserts from the Vision Pro M5 I just finished testing. They're not a perfect fit, in that the shape of the lenses in the Vision Pro is more aviator style, and the insets for the XR appear to be circular. Even so, this effectively corrected my vision and made everything crystal clear. I did try to use my glasses, but my thick frames blocked some of the imagery.

After almost a week of testing, the Kodak lens inserts arrived, but they did not change my experience in any noticeable way.

Design and Display score 4

Samsung Galaxy XR: Set-up

Like the Vision Pro, the Samsung Galaxy XR is an intelligent wearable that works with you to calibrate your experience. As soon as I put on the headset, and after I struggled a bit to find the best and most comfortable fit, it started to adjust the lenses for my pupilary distance (I could actually hear the motors moving things around).

If you have the optional lens inserts, the system automatically recognizes them as soon as you put them in, then it asks you to scan a QR code that came with the lens inserts (ostensibly containing the prescription info) so that adjustments can be made accordingly.

Early on, the system walks you through its control metaphors, and lets you use your hands to virtually squish floating blobs. But this is really just the beginning.

There are a couple of ways to control the Galaxy XR, with just your hands or with your gaze and hands. For the former, you reach out and touch virtual elements, pushing buttons and squeezing objects. For the latter, you look at the object and, while keeping your hands in your lap, pinch, pull, or subtly move.

If you choose gaze-based control, the Galaxy XR system walks you through a visual calibration process that's quite similar to what I experienced with the Vision Pro, having me look at a series of floating dots and pinch my fingers as my eyes rested on each one.

You can secure the Galaxy XR through a password, PIN, or iris recognition. I chose the eye scanning, after which the XR had me stare at a pair of overlapping green and blue dots.

Samsung calls the Galaxy XR an "AI" device, so it's no surprise that Gemini is part of the setup process. There are three ways to summon Gemini: through the on-board app, by long-pressing the button on he right side, or via voice, which requires you to begin a conversation with "Hey Google" (no, not "Hey, Gemini").

You can also press the button to pause Gemini's listening mode.

Samsung Galaxy XR: Software and experience

  • Generally intuitive
  • Occasional lack of gesture and gaze precision can prove frustrating
  • Gemini integration doesn't feel fully realized
  • It sometimes feels more like a Samsung phone than a next-gen spatial experience
  • Almost total lack of 'wow' software

The Samsung Galaxy XR home screen is familiar as a competitor to the Vision Pro. It's not as pretty, but the configuration of round icons is similar. It's also, though, clearly a Samsung Android device, with apps for Samsung's Internet, Notes, Gallery (please, why not just Google Photos?), and other recognizable phone-like elements.

Above the app grid is a home button, a capsule containing Google and Gemini logos, and another capsule with open apps, alerts, and quick settings (there's also a full settings app icon in the main menu).

Above that are the time, date, Gemini's current mode ('Listening' or 'Paused'), Wi-Fi status, and percentage of battery life remaining.

Samsung Galaxy XR REVIEW

(Image credit: Future)

Samsung and its partners designed the Galaxy XR to be an intuitive system, where a look and a subtle gesture will get the job done.

As I looked around, I noticed various interface elements highlighted with gray boxes around them. I think I prefer the Vision Pro's more starkly animated selection metaphor.

You can grab entire screens and move them around; you just have to look at a corner, and a wide swath of area will start to glow around the window. Grab that, and you can move the window around in 3D space. Alternatively, you can look at a corner and grab a glowing white circle near it to stretch and shrink the window.

That's how it should work anyway. In practice, I sometimes struggled mightily to properly grab these screen elements.

More problematically, the system seems to have trouble settling on an object. I had to be quite precise with my gaze and pinch gestures. Sometimes, I would try to help by reaching out and moving my hand, which triggered the system's glowing white dot mouse selector. Other times, when I intended to access an interface element, I accidentally grabbed the window and threw it behind me.

There were far too many instances where I was muttering to myself, "No, that, not that… wait, that's wrong."

Samsung Galaxy XR REVIEW

(Image credit: Future)

Gemini is an intrinsic part of the Galaxy XR experience. When you enable Gemini Live, you can let it see what you see and then interrogate it about whatever's in front of you. That sounds amazing, but since most of us will not be walking around outside our home or offices when wearing the Galaxy XR, it'll mostly be telling you about a world you already know.

It may, though, come in handy for tasks like putting together a new bike, if you're comfortable wearing a $1,799 headset while performing that task.

Gemini can be a help for navigating the system, opening apps, and even finding the right content. I asked Gemini to open YouTube and find me some DIY content, and it quickly complied.

Samsung Galaxy XR REVIEW

(Image credit: Future)

When I played an XR-designed game called 'Inside Job,' I asked Gemini to describe what was on screen. It accurately described the simulated workplace scene, but was less helpful when it came to gameplay and strategy.

Samsung Galaxy XR REVIEW

(Image credit: Future)

Gemini Live can't generate images, but when I opened the Gemini app and asked for a picture of a donkey driving a car, it quickly complied and generated the image. I then used gestures to copy the image, open Gmail, paste the image, and mail it to myself.

Samsung Galaxy XR REVIEW

(Image credit: Future)

If you leave Gemini on all the time you can just keep a running conversation going, but it can get kind of annoying to have Gemini constantly interjecting, and I did not enjoy the fact that almost every time I asked it to do something, it would repeat the phrase, "Let me check that for you." Fortunately, you can pause Gemini with a press of one of the top buttons.

Google Circle to Search is also present, but enabling it takes some practice. First, you have to look at your palm. Then you pinch your thumb and index finger until the Google 'G' logo appears. Then you turn your hand back toward the virtual screen and circle what you want to search on. After that, Google runs a quick search, and a floating results box appears next to the circled item. In my case, I circled a chair laden with bed sheets, and Google accurately identified the exact chair. Aside from the convoluted process, it's a pretty impressive feature.

Like the Vision Pro, this is a wearable computer, rich with pre-installed apps and connected to a world of app options in the Google Play Store. Not all are designed for the XR experience, so I did my best to find ones that at least understood the platform and its control metaphors. Apps like YouTube and Gmail work smoothly, but third-party apps like, for instance, Spatial TV can be disappointing, especially when they do not follow interface control metaphors.

On YouTube, I watched a Red Bull-produced 3D video called World’s Fastest Drone Camera vs F1 car. While the screen didn't fill my view, I found I could use the quick settings to turn on Virtual Environments and then settle in to watch a video in a daytime or nighttime mountain landscape.

Samsung Galaxy XR REVIEW

(Image credit: Future)

The video was fun and compelling, but I never felt like I got as up-close to the action as I do when viewing some of Apple's Immersive content. I think more people have to shoot content specifically for the Galaxy XR and take better advantage of all those millions of pixels.

I also watched a 3D trailer for Avatar: The Way of Water that looked excellent.

Samsung Galaxy XR Review

(Image credit: Lance Ulanoff / Future)

You have the option to create a 3D, cartoonish avatar of yourself for interactive play and activities. These are not very compelling, and I await the life-like avatars Samsung showed off during the Samsung Galaxy XR launch event.

The headset is also a great way to view photos and to convert them into spatial (stereo) experiences. While I wish the spatial conversion icon in the Google Photos App was more than a graphic (a 'Make 3D' label would be nice), the effect works well on virtually any photo – and the effect is even better when you go 'Immersive' and remove the photo borders.

One of the best experiences is Google Maps, an app nearly perfectly built for voice, gaze, and gesture control. I loved asking Gemini to whisk me off to a faraway place in Maps, then I used my eyes and hands to fly around. I could drop down to street level, and use gaze and gestures to virtually walk around a city. I could even go inside some businesses.

After some back and forth with Samsung I did figure out how to connect the Galaxy XR to a Samsung Galaxy Book. You start by selecting PC Link in the XR's quick settings, then you go into the display settings on the laptop and choose to connect to it as a wireless display. The virtual screen that appears is sharp, and can be as big as you want it, but it's not curved like the Vision Pro's virtual MacBook display. Plus, since the pass-through isn't as clear (I need to see the laptop's real keyboard after all), I can't imagine myself working for any length of time in this setup.

Throughout my time using the Samsung Galaxy XR I could hear the fan running. It's not that anyone else could hear it, but since it was on my face and close to my ears, well, I could hear it almost anytime I wore the headset. On the one hand, I know this means that a powerful chip is running inside. On the other hand, isn't there a more elegant and less noisy way to dissipate system heat?

Perhaps if I hadn't spent the last two years using the original Vision Pro, and hadn't just reviewed the M5 model, I might feel differently; this would all feel new to me, after all. But you can't turn back the clock, and the Samsung Galaxy XR has arrived after the first and best spatial computer. Its interface metaphors are well known, and virtually perfect. Samsung's interface and level of control feel, at times, like a cheap imitation – it is indeed a lot cheaper, and does feel at least somewhat influenced by the Vision Pro.

Overall, the experience does show promise, but it needs more bespoke apps, fewer duplicate Samsung apps (Bixby? Really?), even deeper integration of Gemini, better hand and eye tracking, and maybe an interface upgrade.

Software and Experience score: 3.5

Samsung Galaxy XR: Battery and performance

  • The external battery is a bit heavy and will need a pocket
  • Long-lasting
  • The cable is long enough
  • The proprietary attachment system is dependable

Samsung Galaxy XR REVIEW

(Image credit: Lance Ulanoff / Future)

When it comes to powering its spatial computer, Samsung made the same decision as Apple: keep the weight of the battery off the head. So even though the Samsung Galaxy XR looks a little bit like a HoloLens, there's no weighty battery on the back of your head.

Instead, you get a roughly half-pound battery pack attached to a roughly 3.5-foot woven cable that ends in a proprietary adapter. There's a little button on the top that you use to release it from the headset. The battery pack also includes a USB-C-in charge port for recharging the brick.

Samsung Galaxy XR REVIEW

(Image credit: Lance Ulanoff / Future)

As for longevity, the pack is pretty impressive. It got me through a full day of intermittent use, although it's rated for about two hours of continuous use, which is slightly less than the Vision Pro's battery pack.

You might attribute the battery life to, in part, a rather efficient and AR/VR/AI-ready bit of silicon, the Qualcomm Snapdragon XR2+ Gen 2 Platform (backed by 16GB of RAM and 256GB of storage), which, while obviously generating some serious heat (see my comments re the fan noise above), seems to be rather efficient. As for the overall power, I don't have benchmarks, but as I noted, AI image creation was pretty fast, and all other operations were smooth, including web browsing, video watching, and game-play.

Battery and Performance score: 4.5

Should you buy the Samsung Galaxy XR?

Attributes

Notes

Rating

Value

Far cheaper than the competition and generally good value for the price

4

Battery and Performance

Backed by 16GB of RAM, the Qualcomm Snapdragon XR2+ Gen 2 Platform  provides plenty of power for smooth performance throughout, but obviously needs a fan to keep it cool. Battery life is impressive

4.5/5

Design and Display

It's a decent if slightly retro design with good-enough materials, but Samsung gets major points for the device's light weight and balance. The displays are sharp, and provide more pixels than a Vision Pro

4/5

Software and Experience

Samsung needs to take a long hard look at the gaze and eye tracking, which were not nearly precise enough for my tastes. The interface is good but also a little reductive. I would not have kept so many Samsung-specific apps in there, and Samsung needs more eye-popping XR-specific experiences.

Gemini integration is good but feels like it could go further

3.5/5

Buy it if... 

You want a spatial computer that doesn't rely on Apple

The Vision Pro has owned this space for two years, but the exorbitant price and overbearing weight made it a non-starter for many. Maybe a cheaper, lighter, Android-friendly headset is more your style.

You love Gemini and want the immersive experience

The Samsung Galaxy XR headset brings the generative platform to mixed reality. This is your chance to get in on the ground floor of a very new experience.

You want to see what Samsung, Qualcomm, and Google can accomplish
These three tech amigos put their heads together to make this one-of-a-kind multi-modal AI headset.

Don’t buy it if… 

You don't want to spend more than $1,000 for a mixed-reality experience
The Samsung Galaxy XR is far cheaper than the Vision Pro, but it's still $1,799, and that's without the $249 case.

You use a Mac or Intel-PC
For now, there's no way to integrate a virtual desktop experience unless you own a Samsung Galaxy Book.

Also consider

Apple Vision Pro M5
Expensive? Yes. Heavy? It can be, but the new band helps. Plus, there's still no better mixed-reality, spatial computing experience on the market. This is the apex predator of the category, with the best interface, best looks, and best experiences on the market. What it doesn't have is any truly decent AI. For that, the Galaxy XR is really your only choice.View Deal

PlayStation VR 2
TechRadar Gaming called the PSVR 2 headset "an experience that’ll be well worth your hard-earned cash." If you have a PS5 already and want a VR headset, this is the headset to check out.

Check out TRG's PSVR 2 review

Meta Quest Pro
An excellent VR headset with great passthrough, mixed reality, and some hand-tracking that's also a fraction of the Vision Pro's price, and is supported by a well-baked ecosystem and a rich collection of apps.

Meta Quest 3
We call this the "best VR headset for most people", and considering the far more affordable price and vast number of apps built specifically for the platform, this might be, even with its less-impressive visual quality, a more attainable and reasonable option than the Vision Pro.

Nreal Air AR Glasses
The Nreal Air AR Glasses are nothing like the Vision Pro (or any other VR headset, for that matter), but they're nevertheless an intriguing AR gadget that effectively offers you your own private theater viewing of whatever is happening on your connected device's screen. It's pretty neat, and potentially a great pick for commuters.

How we test

For my Samsung Galaxy XR review, I spent a week wearing the headset. I watched movies, played games, drew, and used Gemini

Read more about how we test

  • First reviewed November 2025
Star Wars: Beyond Victory somehow makes VR podracing boring, and I don’t understand how
7:00 pm | October 7, 2025

Author: admin | Category: Computers Gadgets Gaming Virtual Reality Gaming | Tags: , | Comments: Off

Star Wars: Beyond Victory has the makings of a perfect Star Wars buffet and a contender for one of the best VR games of recent times.

The promise of a VR story delving into the previously one-inch deep lore of podracing is enticing – especially to someone for whom the prequel trilogy was a hallmark of their childhood.

Review Info

Platform reviewed: Meta Quest 3
Available on: Meta Quest 3, Meta Quest 3S
Release date: October 7, 2025

Podracing not only provides the opportunity for exhilarating VR gameplay, but gives storytellers the chance to expand on characters like Sebulba – a key antagonist of the Phantom Menace, who we only spend about 5 minutes with before he's benched in favor of a dual-blade-wielding Sith – and explore the seedy underworld that would facilitate this dangerous and deadly sport.

After plating up, however, you realise Beyond Victory's buffet has gone stale, and there’s not nearly enough of it to satiate your hunger.

Beyond Boring

Like a growing number of titles this generation, Star Wars: Beyond Victory blends virtual and mixed reality elements in its gameplay and storytelling. Unfortunately, every segment you'd want to be in VR is instead relegated to MR, and the remaining first-person segments left me wishing there wouldn't be more.

Effectively cutscenes, the VR sections have you mostly standing around in one of a few tiny locations that you can hardly explore, with the occasional ‘puzzle’ to solve – tedious minigames where you use tools to fix up vehicles, but which require next to no thought to work out.

Everything else plays out in MR via a virtual table you can place in your room. This includes exploration of more expansive spaces (though the exploration wasn't super enjoyable, so I always just made a beeline for the objective) and podracing.

Yes, that's right. In this VR podracing game, you never sit in a podracing cockpit; instead, you look down at the virtual table as you race through a track using your controllers to accelerate, steer, and boost your podracer from a bird's-eye view.

Star Wars: Beyond Victory gameplay showing of mixed reality podracing and playset features

(Image credit: Industrial Light and Magic)

While somewhat enjoyable, the simplistic podracing gameplay feels like it was lifted from a mediocre mobile game – right down to the table offering only a limited view of what's ahead, like a smaller phone screen restricting your vision.

Oh, and there’s only three podraces – and one car chase. You can replay them in arcade mode with unlockable characters, but there's only so much enjoyable replayability to be extracted from repeating the same few tracks over and over.

A Star Wars Short Story

Star Wars: Beyond Victory gameplay showing of mixed reality podracing and playset features

(Image credit: Industrial Light and Magic)

A common theme for Star Wars: Beyond Victory is that its ingredients sound an awful lot more delicious than the final concoction.

Story-wise, things start well. You have a podracer desperate to become a champion to honor his friend, allies who support him but who believe podracing is a vile sport and are willing to face arrest (or worse) to stand up for their beliefs, and Sebulba's criminal crew – led by the former podracing champion looking to raise a champion of his own, and also pull him down into his villainous activities.

The issue here is that the game is far too short – I finished it in about an hour. You don't spend long enough with any of these factions to do anything more than rush through cliché story beats and conflicts that start and resolve in mere minutes.

I would love to have seen our protagonist Volo evolve more gradually over a longer story. Perhaps seeing his racing style adapt to be more aggressive across a series of races to reflect him turning into a true member of Sebulba's crew before eventually standing up for his friends.

Star Wars: Beyond Victory gameplay showing of mixed reality podracing and playset features

(Image credit: Industrial Light and Magic)

Or heck, give us some kind of basic choice-based story for different endings and race abilities based on who we side with.

That way, at least the short experience could be replayable a few times to get different outcomes, and make this game feel more worthwhile.

Unfortunately, lackluster gameplay and story left me frustrated at the time I'd spent reviewing this game – with one of my favorite moments being when the credits rolled and I could finally go back to Hades 2 on my Nintendo Switch 2.

A single star in the night

There was nowhere else in my review to work this in, but I also want to talk about the playset feature. So I'm tacking it on the end here.

This alternative to the campaign and arcade modes is a full MR experience that allows you to move, scale, and place 3D models of Star Wars characters and vehicles in your home to construct static dioramas. You can even add explosive effects to bring your models to life.

Star Wars: Beyond Victory gameplay showing of mixed reality podracing and playset features

(Image credit: Industrial Light and Magic)

I did think the models were well-crafted – with a good level of detail that works with the sculptures at tiny all the way up to human scale – however, while it would be a neat add-on to an already good game, it doesn’t do enough to save Beyond Victory in my books.

If you’re a Star Wars mega fan and see Beyond Victory on sale for a heavily discounted price, then I think playset does just enough to be worth playing around with – it helped me feel like a kid again playing with action figures.

Otherwise, this is still a Star Wars game worth skipping over.

Should you play Star Wars: Beyond Victory

Buy it if...

You want to play with MR action figures
Playset is the only mode in Star Wars: Beyond Victory that I actually enjoyed playing around with. Unfortunately, it’s quite simplistic and isn’t enough to justify buying the whole game at full price.

Don't buy it if...

You want a VR podracing game
The mixed reality podracing gameplay is not what you’d expect from Beyond Victory if you came into it blind. You’ll find the classic Star Wars: Racer series does a better job of scratching that immersive itch – and the first came out in 1999.

You aren’t a mega Star Wars fan
There’s not a lot here to love, and even less if you care little about Star Wars. Sometimes these sorts of games can find ways to appeal to non-fans, but that’s certainly not the case here.

Accessibility

For everything negative I’ve had to say about Star Wars: Beyond Victory, the game is quite accessible by VR’s standards.

You can enjoy the experience entirely seated, you can turn on settings like teleportation movement and screen shake to make the few VR segments less motion sickness-inducing if you’re still new to the medium, and the mostly mixed reality gameplay is even better for managing your motion sickness.

You could even play the game with only one controller if you need to. I used both, but all of the controls are doubled up across each handset, so you could put one down and still have every button you’d need.

How I reviewed Star Wars: Beyond Victory

I played this game on my Meta Quest 3, using a Kiwi design battery strap and controller grips. I played through the entire story from start to finish in two sessions (as I hadn’t charged my Quest 3 up before diving in for the first time) after completing the tutorial. Afterwards, I went straight into arcade mode and then spent a bit of time in playset mode.

I completed a few achievements to unlock some bonus racers for the arcade, and models for my playset, but decided to call it quits after no more than two and a half hours with this title, as I had sampled everything it had to offer.

First reviewed October 2025

Samsung showcases a VR headset screen with 20,000 nits brightness along with other display tech
12:31 am | June 12, 2025

Author: admin | Category: Mobile phones news | Tags: | Comments: Off

As Samsung is preparing to launch its first mixed-reality headset, dubbed Project Moohan, the Korean tech giant showcased a cutting-edge OLEDoS panel for such headsets, capable of reaching 20,000 nits of brightness. OLEDoS panels are the same as standard OLED screens, but instead of using a glass or plastic substrate for the backplane, they use silicon, which allows higher brightness, resolution and pixel density. It's mostly used on small screens, and Samsung paired it with a Micro Lens Array to enhance brightness and viewing angles further. However, we don't know if Samsung...

Samsung showcases a VR headset screen with 20,000 nits brightness along with other display tech
12:31 am |

Author: admin | Category: Mobile phones news | Tags: | Comments: Off

As Samsung is preparing to launch its first mixed-reality headset, dubbed Project Moohan, the Korean tech giant showcased a cutting-edge OLEDoS panel for such headsets, capable of reaching 20,000 nits of brightness. OLEDoS panels are the same as standard OLED screens, but instead of using a glass or plastic substrate for the backplane, they use silicon, which allows higher brightness, resolution and pixel density. It's mostly used on small screens, and Samsung paired it with a Micro Lens Array to enhance brightness and viewing angles further. However, we don't know if Samsung...

With games like Hitman World of Assassination, the PSVR 2 might finally convince me it’s better than my Meta Quest 3 after all
3:00 pm | May 10, 2025

Author: admin | Category: Computers Gadgets Gaming Virtual Reality Gaming | Tags: , | Comments: Off

Hitman World of Assassination on the PSVR 2 is, simply put, a must-play game for anyone with the latest PlayStation VR headset.

Being so intrinsically tied to the flat game – this title exists solely as a DLC expansion for the PS5 version of Hitman – there was a risk this game would feel overwhelmingly familiar. Stale, even.

Review info

Platform reviewed: PSVR 2 (PS5)
Available on:
PSVR 2 (PS5, PS5 Pro)
Release date:
March 27, 2025

Moreover, given the series’ rocky relationship with virtual reality up until this point, Hitman on the PSVR 2 could have quite easily blown past ‘boring’ and landed itself squarely in ‘bad game’ territory.

Much like a well-executed assassination, however, Hitman on the PSVR 2 finds its mark with the perfect balance of faithful recreation and fresh mechanics courtesy of its enhanced VR perspective.

In doing so, Hitman proves itself as not only one of the best PSVR 2 games but one of the best VR games in general, with this (currently) PlayStation exclusive taking a chunk out of the Meta Quest 3’s seemingly impenetrable armor.

It also serves as a blueprint for other PS5 titles to follow should they wish to port themselves to PSVR 2 – a guide I seriously hope they follow, as with more experiences like this in its repertoire, PlayStation's second attempt at VR would struggle not to be a smash hit.

Aiming a pistol at a businessman as they walk down a dramatic flight of stairs

Sometimes the direct approach is best (Image credit: Future / IO Interactive)

Ready for more, 47?

Anyone who has dipped their toes into the World of Assassination since its 2016 debut knows the drill. Across 22 bespoke sandboxes bursting with creative killing methods – a puzzle game disguised as a shooter – the player, as Agent 47, must find and execute his targets (ideally without being noticed).

It’s much the same in this VR reimagining of the series, but with renewed player agency that comes with VR’s inherently more interactive nature.

An immediately noticeable change is the game’s first-person perspective. It’s one thing to watch Agent 47 push through the crowded streets of Marrakesh, it’s another to be weaving your way through the packed market for yourself.

Everything is more involved. You have to physically swing, throw, or pull the trigger of your weapon of choice to take out non-player characters (NPCs) – both targets and potential foils to your murderous schemes alike – and you even have to physically swipe keycards or pick locks to explore restricted areas of the map.

Agent 47 disguised in a flamingo mascot costume

Act natural 47 (Image credit: Future / IO Interactive)

True to Hitman's creative nature, VR doesn’t just serve as a way to embody the Agent 47 you see in the flat game. It also opens up new options for your strategies.

My favorite is the ability to dual-wield. This mechanic opens the door to more violent dual-firearm approaches which see you go on a bloodthirsty rampage as you gun down everyone in your way, but also as the simple (yet effective) dual-soda can approach that allows you to incapacitate two guards by throwing your both cans (or your preferred blunt object) in different directions at the same time.

Speaking of throwing, I appreciate that the game gives you two options. The basic chuck where you simply hurl the item, or a more targeted throw which you can activate using the controllers, which helps ensure you hit your intended target rather than an unintended bystander.

Perfectly executed

To this end, Hitman isn’t afraid to adopt VR in its own way.

There’s realistic weapon reloading and other object interactions, which are staples of the genre, but also reticle targeting for your throws and the use of the third-person perspective during climbing and when 47 is blending in to lend the player a hand when needed.

While some may find leaving first-person a little immersion-breaking breaking I always found it useful. When blending in, or clambering up drain pipes or across ledges, you need to be able to take in your surroundings to know when to emerge – otherwise you could get rumbled immediately.

Best Bit

Agent 47 holding up duel pistols with a PSVR 2 headset outline over his head

(Image credit: IO Interactive)

Re-exploring missions once you have a wider arsenal and understanding of the level is supremely satisfying. You feel like a true master assassin as you perfectly execute your exit with the 5-star Silent Assassin rating.

I felt the more informative third-person perspective matched how Agent 47 would be paying closer attention to the world around him in these moments, working as both a narrative and mechanical tool.

One area I wish more assistance had been given to the player, however, was when attempting to use the sniper rifle.

In my hours of playing, I never once felt I mastered this weapon. In fact, I felt I got worse over time.

Aiming at a target using a sniper rifle, you can see their red outline through a window

I never mastered the sniper rifle (Image credit: Future / IO Interactive)

During my final mission before writing this review, I missed a dozen or so shots from the top of Sapienza’s church’s bell tower, resulting in zero kills, two panicked targets, and a small army of angry guards storming my position.

There are ways to slow time while using the sniper rifle, which help a little, but I found my scope simply swayed too much to be effective, even when I tried my darndest to stay still. I’ll endeavor to improve what is very possibly a skill issue, but some assistive mechanics would have certainly helped me with sniping, and I imagine several over players would appreciate them too.

A view to a kill

Beyond its gameplay successes, Hitman also looks pretty and runs very well on the PS5 system.

Even locations packed with NPCs like Miami and Paris ran smoothly while still looking just as crisp as the flat version. At times, the visuals were such a delight that it was easy to forget about my mission as I just got lost in the environments.

The tradeoff is that, unlike some VR titles, the objects littering the various maps are mostly set dressing. If an item is one you could pick up in the base game, it’s the same in VR, but other objects like kitchen frying pans, radios, and other decorations are cemented in place.

While this can initially be disappointing, IO Interactive's approach is understandable considering the technical nightmare this would cause for both the development team and the PS5 hardware. And frankly, Hitman’s sandboxes are full enough already.

Strangely, Hitman’s final success is that it isn’t exclusively a VR game.

Even VR veterans need to take a break to handle motion sickness or general fatigue from waving their arms around for a couple of hours, and with many titles, that means putting the game you’re enraptured by down until you’re ready to put the headset back on.

A view of a rave with fire and lasers accenting the DJ's set

The level locations in Hitman are so varied (Image credit: Future / IO Interactive)

With Hitman on the PSVR 2, because it exists as an expansion of the base flat game, you can simply swap to the non-VR version and boot up a new mission while relaxing on your couch.

All of your unlocks and the knowledge you’ve gained about a target carry over between versions, and I generally appreciated the freedom I had to experience this game how I wanted across different sessions. I could play it in VR, I could play it on my TV, or I could swap between the two on a whim.

IO Interactive has done a superb job translating the Hitman experience to VR with this PSVR 2 port. It simultaneously feels fresh yet familiar with a resulting package that I’m sure will be enjoyed by complete newcomers and Hitman aficionados alike.

If you’re looking for an excuse to replay the Hitman World of Assassination trilogy, this is it, and if you own a PSVR 2 headset and haven’t yet picked up this game, what are you doing still reading this review?

Should you play Hitman on PSVR 2?

Play it if…

You have a PSVR 2 headset
The PSVR 2 system has a few excellent games available to play on it, and this is easily one of its best.

You need an excuse to replay Hitman
Whether you're new to Hitman or looking for an excuse to replay it this PSVR 2 version is an excellent choice as the first-person perspective and new mechanics make everything feel fresh again.

Don't play it if...

You want a complete VR sandbox
Hitman provides you with a lot of freedom but not every object is interactable, and some actions will shift you to a third-person view rather than keeping you immersed.

You're a complete VR newbie
Himan on the PSVR 2 system has some comfort controls, but its large maps and smooth motion won't be easy for complete newcomers to stomach.

Accessibility

Hitman has a handful of accessibility settings to make the game more approachable. Chiefly, it has three optional difficulties you can swap between to make the gameplay experience more or less forgiving.

When it comes to VR-specific settings, the whole game can be played sitting down or standing, though you will need some range of upper body movement to use weapons and reload.

There are also comfort controls like vignetting, snap/smooth turning, and other adjustments, which can make the game more comfortable for newcomers. Overall, I found the experience not too nauseating (I could easily play for an hour or two at a time without trouble), though it does seem like a VR game best suited to people with a little VR experience who will be used to smooth control stick movement while wearing a headset.

Hitman 3

(Image credit: IO Interactive)

How I reviewed Hitman on PSVR 2

I reviewed Hitman World of Assassination using a standard PlayStation 5 console and PlayStation VR 2 headset. My only upgrade is that I swapped the wired earbuds for a pair of Marshall Monitor III ANC headphones.

I played the game for around 30 hours, splitting my time fairly equally between the VR and non-VR versions of the title (which I would sometimes play in cinematic mode while using the headset if I wanted to continue a save state I had created in the flat game).

During the VR playthrough, I made sure to visit each location to explore, try a range of mission story assassinations, and see how the game runs, as well as testing a wide range of weapons to understand how intuitive item interactions felt. I never once noticed any hiccups, and never wanted to put my headset down as I enjoyed being immersed in this title immensely.

First reviewed April 2025

Want to upgrade your VR headset? Look no further than my new favorite Meta Quest 3 headstrap
3:56 pm | March 26, 2025

Author: admin | Category: Computers Computing Gadgets Software Virtual Reality & Augmented Reality | Tags: | Comments: Off

Kiwi design H4 Boost Halo Battery Strap: One-minute review

At $99.99 / £82.00 / AU$161 this Kiwi design H4 Boost Halo Battery strap is not cheap. But if you use your VR headset frequently it could be a worthwhile upgrade to your Meta Quest 3 or Meta Quest 3S – it’s already become my favorite Quest 3 accessory.

The built-in battery – the main reason to buy this strap – boasts a 5,300mAh capacity, which is a little more than the battery life of either the Quest 3 or Quest 3S. This doubles your VR and MR sessions, an advantage anyone who has ever had to cut a session far too short because their battery ran out will appreciate.

Beyond direct utility, the battery strap helps improve your Quest setup’s comfort to some degree as it serves as a counterweight to the headset proper and includes front and back padding. With its adjustable hard plastic mechanism, the strap will also remain comfortably attached to your head providing a more stable fit than the strap you get with your Meta Quest 3.

The only downside is that the strap weighs 446g, which is about 60g shy of what the Quest headsets weigh on their own. So while the battery is useful, a non-battery-equipped head strap like the H4 Halo Comfort (which is otherwise identical to the H4 Boost Halo) could be a better pick if you find your headset is heavy enough as it is.

The Kiwi design H4 Boost Halo Battery Strap

(Image credit: Future)

Kiwi design H4 Boost Halo Battery Strap: Price

  • Normally costs $99.99 / £82.00 / AU$161
  • Regularly on sale for less

At $99.99 / £82.00 / AU$161 this Kiwi design H4 Boost Halo Battery strap is not cheap. But if you use your VR headset frequently this cost could be worthwhile as the strap effectively doubles how long you can use your Quest 3 for between charges.

What’s more, Kiwi design’s accessories are frequently on sale on Amazon and its store. We’ve seen it drop as much as 40% during sales so it’s worth waiting for a discount unless you’re desperate for a Quest 3 upgrade.

  • Value score: 4

Kiwi design H4 Boost Halo Battery Strap: Design

  • Comfy and secure Meta Quets 3 or 3S headstrap
  • Doubles your Quest headset's battery life

The Kiwi design H4 Boost Halo Battery Strap

(Image credit: Future)

The Kiwi design H4 Boost Battery Halo head strap can easily replace the base head strap included with your Meta Quest 3 or Meta Quest 3S – just unclip and unloop the original, and attach the H4 in its place – and it’s a near-total upgrade.

First, the hard plastic strap is adjustable and has cushioning on the back and front of your head which combine to create a more secure and comfy setup than the basic Quest head strap. Second, and more importantly, it comes equipped with a battery that increases how long you can use your Quest 3 between charges and can be easily connected to your headset via a built-in USB-C cable.

The battery – which is housed at the back of the head strap and serves as a counterweight to the headset proper, improving comfort – boasts a 5,300mAh capacity.

This is just over the battery capacity of both the Quest 3S (4,324 mAh) and Quest 3 (4,879 mAh) so your headset’s battery life will more than double; if you got 2 hours of usage out of your Quest you’ll now get 4 hours.

Best of all, with your headset hooked up to the battery pack you can use a USB-C cable to charge the pack and headset simultaneously, and fairly quickly, too. Kiwi design promises that a 45W charger can restore 60% charge to your headset and 65% to the strap in an hour.

The Kiwi design H4 Boost Halo Battery Strap

(Image credit: Future)

In my experience, the setup does recharge fairly speedily, and the extended battery is more than enough to game for a whole evening without needing to take a break for my headset to recharge – which is a frustration I’ve dealt with in the past.

The only notable downside is that at 446g this head strap is just 60g lighter than either the Quest 3 or Quest 3S on their own, doubling your setup’s weight as well as its battery life. If you already find your headset is too heavy as is then adding this strap could be a bad idea.

However, during my testing, I never had trouble wearing the H4 Boost Halo Battery strap for an extended play session, so I expect many VR users won’t struggle too much with it either.

  • Design score: 5/5

Should you buy the Kiwi design H4 Boost Halo Battery Strap?

Buy it if…

You wish your headset could go the distance
If two hours of battery life per charge is never enough, then this battery strap will go a long way to solving your Meta Quest 3 or Meta Quest 3S woes.

You want comfort
If the regular Quest 3 head strap isn’t comfy or secure enough for you then you’ll appreciate the cushioning and adjustable design of the Kiwi design H4 Boost Halo Battery Strap.

Don’t buy it if…

You use your headset infrequently
The H4 Boost Halo Battery Strap is excellent, but it’s not good value if you use your VR headset infrequently. If you’re new to VR wait and see how often you use it before upgrading to this head strap.

You find your headset too heavy already
This strap effectively doubles the weight of your Quest 3 setup. The battery acts as a counterweight to keep it from feeling too uncomfortable, but it’s something to consider if headset weight is already an issue for you.

How I tested the Kiwi design H4 Boost Halo Battery Strap

To put this strap through its paces I used it for a few weeks with my Meta Quest 3 and made sure to swap back to the base strap every so often to get a sense of the advantages and disadvantages of each design. I also compared it to the Razer head strap and the K4 Battery strap from Kiwi to judge its effectiveness against other third-party headsets.

Read more about how we test.

  • First reviewed March 2025
Want to upgrade your VR headset? Look no further than my new favorite Meta Quest 3 headstrap
3:56 pm |

Author: admin | Category: Computers Computing Gadgets Software Virtual Reality & Augmented Reality | Tags: | Comments: Off

Kiwi design H4 Boost Halo Battery Strap: One-minute review

At $99.99 / £82.00 / AU$161 this Kiwi design H4 Boost Halo Battery strap is not cheap. But if you use your VR headset frequently it could be a worthwhile upgrade to your Meta Quest 3 or Meta Quest 3S – it’s already become my favorite Quest 3 accessory.

The built-in battery – the main reason to buy this strap – boasts a 5,300mAh capacity, which is a little more than the battery life of either the Quest 3 or Quest 3S. This doubles your VR and MR sessions, an advantage anyone who has ever had to cut a session far too short because their battery ran out will appreciate.

Beyond direct utility, the battery strap helps improve your Quest setup’s comfort to some degree as it serves as a counterweight to the headset proper and includes front and back padding. With its adjustable hard plastic mechanism, the strap will also remain comfortably attached to your head providing a more stable fit than the strap you get with your Meta Quest 3.

The only downside is that the strap weighs 446g, which is about 60g shy of what the Quest headsets weigh on their own. So while the battery is useful, a non-battery-equipped head strap like the H4 Halo Comfort (which is otherwise identical to the H4 Boost Halo) could be a better pick if you find your headset is heavy enough as it is.

The Kiwi design H4 Boost Halo Battery Strap

(Image credit: Future)

Kiwi design H4 Boost Halo Battery Strap: Price

  • Normally costs $99.99 / £82.00 / AU$161
  • Regularly on sale for less

At $99.99 / £82.00 / AU$161 this Kiwi design H4 Boost Halo Battery strap is not cheap. But if you use your VR headset frequently this cost could be worthwhile as the strap effectively doubles how long you can use your Quest 3 for between charges.

What’s more, Kiwi design’s accessories are frequently on sale on Amazon and its store. We’ve seen it drop as much as 40% during sales so it’s worth waiting for a discount unless you’re desperate for a Quest 3 upgrade.

  • Value score: 4

Kiwi design H4 Boost Halo Battery Strap: Design

  • Comfy and secure Meta Quets 3 or 3S headstrap
  • Doubles your Quest headset's battery life

The Kiwi design H4 Boost Halo Battery Strap

(Image credit: Future)

The Kiwi design H4 Boost Battery Halo head strap can easily replace the base head strap included with your Meta Quest 3 or Meta Quest 3S – just unclip and unloop the original, and attach the H4 in its place – and it’s a near-total upgrade.

First, the hard plastic strap is adjustable and has cushioning on the back and front of your head which combine to create a more secure and comfy setup than the basic Quest head strap. Second, and more importantly, it comes equipped with a battery that increases how long you can use your Quest 3 between charges and can be easily connected to your headset via a built-in USB-C cable.

The battery – which is housed at the back of the head strap and serves as a counterweight to the headset proper, improving comfort – boasts a 5,300mAh capacity.

This is just over the battery capacity of both the Quest 3S (4,324 mAh) and Quest 3 (4,879 mAh) so your headset’s battery life will more than double; if you got 2 hours of usage out of your Quest you’ll now get 4 hours.

Best of all, with your headset hooked up to the battery pack you can use a USB-C cable to charge the pack and headset simultaneously, and fairly quickly, too. Kiwi design promises that a 45W charger can restore 60% charge to your headset and 65% to the strap in an hour.

The Kiwi design H4 Boost Halo Battery Strap

(Image credit: Future)

In my experience, the setup does recharge fairly speedily, and the extended battery is more than enough to game for a whole evening without needing to take a break for my headset to recharge – which is a frustration I’ve dealt with in the past.

The only notable downside is that at 446g this head strap is just 60g lighter than either the Quest 3 or Quest 3S on their own, doubling your setup’s weight as well as its battery life. If you already find your headset is too heavy as is then adding this strap could be a bad idea.

However, during my testing, I never had trouble wearing the H4 Boost Halo Battery strap for an extended play session, so I expect many VR users won’t struggle too much with it either.

  • Design score: 5/5

Should you buy the Kiwi design H4 Boost Halo Battery Strap?

Buy it if…

You wish your headset could go the distance
If two hours of battery life per charge is never enough, then this battery strap will go a long way to solving your Meta Quest 3 or Meta Quest 3S woes.

You want comfort
If the regular Quest 3 head strap isn’t comfy or secure enough for you then you’ll appreciate the cushioning and adjustable design of the Kiwi design H4 Boost Halo Battery Strap.

Don’t buy it if…

You use your headset infrequently
The H4 Boost Halo Battery Strap is excellent, but it’s not good value if you use your VR headset infrequently. If you’re new to VR wait and see how often you use it before upgrading to this head strap.

You find your headset too heavy already
This strap effectively doubles the weight of your Quest 3 setup. The battery acts as a counterweight to keep it from feeling too uncomfortable, but it’s something to consider if headset weight is already an issue for you.

How I tested the Kiwi design H4 Boost Halo Battery Strap

To put this strap through its paces I used it for a few weeks with my Meta Quest 3 and made sure to swap back to the base strap every so often to get a sense of the advantages and disadvantages of each design. I also compared it to the Razer head strap and the K4 Battery strap from Kiwi to judge its effectiveness against other third-party headsets.

Read more about how we test.

  • First reviewed March 2025
I test VR headsets for a living, and this affordable headstrap is the first Meta Quest 3 accessory you should buy
3:56 pm |

Author: admin | Category: Computers Computing Gadgets Software Virtual Reality & Augmented Reality | Tags: , | Comments: Off

Kiwi design K4 Boost Battery strap: One-minute review

This battery-equipped head strap might not be as impressive as Kiwi design’s H4 Boost Halo Battery Strap from a design perspective, but it still ticks many boxes.

It boasts a 5,300mAh battery capacity – effectively doubling the battery life of your Meta Quest 3 or Quest 3S – and the padding and adjustable plastic deliver a secure yet comfortable fit that’s an upgrade on the default fabric strap that would have arrived with your VR headset.

Best of all, it costs only $69.99 / £57 / AU$113. As such, it’s a relatively affordable option and the perfect choice for first-time or more casual Meta Quest users who aren’t ready to splash out on top-of-the line upgrades, but still want something worthwhile.

The only negative of note is that at 358g this strap weighs about 70% of what the Meta Quest 3 and Meta Quest 3S each weigh on their own. So, if you’ve been struggling with the headset’s weight already then this will add over half as much weight again and could make your VR system unmanageable.

The Kiwi design K4 Boost Battery strap froim the side

(Image credit: Future)

Kiwi design K4 Boost Battery strap: Price

  • Usually costs $69.99 / £57 / AU$113
  • Typcially discounted during sales like Black Friday and Prime

You can pick up the Kiwi design K4 Boost Battery Strap from Kiwi design’s official store or Amazon for $69.99 / £57 / AU$113 – although it can regularly be found at a discount through both outlets.

At this price, the K4 is a more affordable battery strap for your Meta Quest 3 or Meta Quest 3S – being cheaper than Kiwi’s own H4 strap, and Meta’s official Elite Strap with battery.

  • Value score: 5

The Kiwi design K4 Boost Battery strap padding

(Image credit: Future)

Kiwi design K4 Boost Battery strap: Design

  • Like an upgraded version of the official Meta Quest 3 Elite strap with battery
  • Just over doubles your Meta Quest 3 headset's battery life

The K4 Boost Battery Strap shares several design similarities with the official Meta Quest 3 Elite Strap with Battery. It’s a hard plastic strap with a battery at the rear, which can be adjusted to fit the size of your head. The hard plastic with padding ensures the design delivers a secure yet comfortable fit on your head; it feels significantly more solid on the head over the fabric strap the Quest 3 headset comes with in its box.

There are some differences between this and the official plastic battery strap, however. The first is that the head strap is padded for additional comfort, and the other is the Kiwi design has a hinge half way along each side.

Not only does this hinge help you to find a better position for the strap on your head; it means you can more easily put on and take off the headset without putting stress on the arms as it just folds up.

I had previously used an official Elite Strap with my Meta Quest 2, but it snapped on one side – roughly where the K4’s hinge is positioned – following just a few months’ use. Based on the K4 Boost Battery Strap’s design then, I expect it to be more durable.

As for the battery itself, beyond serving as a counterweight to the front of the headset, helping improve the comfort of your setup, the 5,300mAh unit will more than double the length of time for which your Meta Quest setup can be used. The Quest 3S features a 4,324mAh capacity battery and Quest 3 a 4,879mAh battery, so with the K4 supplying an extra 5,300mAh, you can expect to run each device for just over double the time.

The Kiwi design K4 Boost Battery strap back

(Image credit: Future)

What’s more, while the K4’s battery pack is hooked up to your Quest 3 using the built-in USB-C cable, you can use your Quest’s USB-C charger to refuel both the headset and strap simultaneously. Kiwi design promises that a 45W charger can restore 60% charge to your headset and 65% to the strap in an hour – just like its H4 battery strap – by dividing 22.5W of power between the battery and headset.

The only downside to consider here is that the battery isn’t light. At 358g, the K4 strap weighs about 70% of the Meta Quest 3 or Meta Quest 3S on their own. It’s lighter than some battery straps, and from my experience makes up for the weight with added comfort. However, if you already struggle with the weight of either headset then you may prefer Kiwi’s K4 Comfort Strap (which is identical except it lacks the built-in battery).

In addition, the K4 Boost Battery Strap doesn’t offer as much in the way of adjustments as more high-end options such as the H4 Boost Halo Battery Strap – which includes an adjustable front cushion, for example. However, the latter is also more expensive, so this is to be expected.

  • Design score: 4/5

Should you buy the Kiwi design K4 Boost Battery strap?

Buy it if…

You’re on a budget
If you want an affordable but capable battery strap then this is one of the best options we’ve tried.

You want to stay in VR for longer
This battery strap effectively doubles the battery life of a Meta Quest 3 or Meta Quest 3S, meaning you’ll be able to play VR and MR games for longer.

Don’t buy it if…

Your Quest 3 feels too heavy already
This battery strap weighs about 70% of a Quest 3 or Quest 3S headset alone, so you may prefer the K4 Comfort instead, which comes without the battery.

You demand something high-end
This strap lacks some of the adjustability of slightly more high-end VR headset straps.

How I tested the Kiwi design K4 Boost Battery Strap

To test the Kiwi design K4 Boost Battery Strap thoroughly, I attached it to my Meta Quest 3S and used it as my primary head strap on that headset for a few weeks. I also made sure to swap between the K4 and the base strap to compare, while also pitting against the Razer head strap and the Kiwi design H4 Boost Halo Battery strap (which was attached to my Meta Quest 3) to contrast different third-party options.

Read more about how we test.

  • First reviewed March 2025
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