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Sound Off #139 - IAAPA Expo London debrief, Meta misses, Retro supply & more!
Stinger Report Brandon Willey October 8, 2026
Consumer immersive technology is at an inflection point: Meta and Samsung are pivoting toward mixed reality, spatial computing and AI glasses, while Valve and HTC remain focused on fully immersive VR. Valve’s Steam Frame has generated strong early interest, but its $1,059 starting price—driven partly by memory costs—tests demand for premium PC VR. Meta’s $1,299 tethered-puck headset, delayed Quest 4 plans and layoffs signal a strategic retreat from mainstream VR gaming; Apple has similarly cut Vision Pro investment and cancelled its lower-cost model. The market is splitting into distinct VR and MR camps, with PICO unusually positioned across both. While Commercial entertainment may absorb some surplus premium hardware.
While much of the tech industry was focused on other developments surrounding LLM and AI, the consumer immersive technology sector drew considerable developments and upheavals. From new hardware from Valve and Meta to the reversal of plans from Apple and PICO. These developments having their own impact on the aspirations of the immersive entertainment sector beyond consumer.
The big development in the consumer VR community finally broke in the early weeks of September. Days before the Meta Connect presentation and proving many of the so-called “VR influencers” wrong on previous August launch speculation. Valve officially revealing their new Steam Frame PC VR headset. A replacement to the Valve Index, launched nearly seven years ago – as well as Valve’s involvement with the HTC VIVE platforms. While the new system has been well known and documented, the most important aspect of the sales price and availability was revealed, even after claims from influencers that news would have broken days before the end of the month. Keeping somewhat to the companies promise to an expectant fanbase. After the surprise over the price of the Steam Box computer, the community was concerned that an explosion in RAM prices, new Qualcomm hikes and the overall economic conditions, would see an exorbitant price tag placed on the VR hardware.
Valve announced the standard Steam Frame price at $1,059 ($1,299 for the fully equipped version) – far higher than the anticipated $499, when the machine was first revealed as being about to be launched back in 2025. Valve would go on to confirm the RAM shortage pushed the price far beyond what they had intended. The new system was also made available immediately following the announcement for order and purchase with a lottery held for those early purchasers. The ordering website was stormed, and immediately stock of the headset was expected to be sold out in hours, even at this increased price point.
Much now rides on the Valve Steam Frame – a consumer PC VR solution, offering a high-end VR experience compared to the mobile VR alternative provided by Meta. With wireless VR streaming and improved features, all with access to the extensive Steam game library, (even coming with a version of the much lauded ‘Half-Life: Alyx’ VR title). The system is hoped by many as a reboot of the consumer dream for VR, offering PC quality immersion rather than smartphone processor compromises on performance. Turning the clock back to 2014 when many felt the aspirations for consumer VR were hijacked by the compromises made by the Facebook acquisition of Oculus VR.
This situation was underlined by the Meta Q2 financial earnings call during July, that saw the social media and technology giant admitting that while seeing strong AI smart glasses growth, this was outweighed by lower-than-expected Quest headset sales during the quarter – mirroring previous quarter on quarter declines. This was revealed in the buildup to the Meta Connect event in September, where it had been leaked that the company would reveal their new Project Phoenix MR spatial computing platform. Not the promised Quest 4 VR headset, but a compromise platform to compete directly with the Samsung Galaxy XR and the PICO Space Pro. Rather than continuing VR investment these are a pivot towards a perceived spatial computer XR business model that had hoped to be ushered in by the Apple Vision Pro era of headset.
A schism now created between the two factions of the consumer VR community. On one side those that have defended the moves of Meta and have brought into all the promises of better VR from the Quest VR line, now pivoting to a MR future. And on the other those unhappy with this pivot, along with what Meta and their walled garden has achieved and blame them for much of the problems the consumer VR community is currently experiencing, wanting to restart, abandoning the years of the failed Metaverse experiment. The new Valve system, saddled with such a high price point, many observers now wait to see if these dreams can be made reality.
Many in the VR community had been seduced by the idea that a Meta Quest 4 was in the works. Addressing the needs in the market some three years after the launch of the Quest 3 and hoping to prove to the VR community that Meta still loved VR and were supporting them. Influencers (some linked directly to supporting Meta) promoted the rumor of ‘Pismo High’ and ‘Pismo Low’, that were meant to be internal codenames for the two planned variants of the Meta Quest 4. But following the most recent phase of layoffs within Meta Reality Labs it was revealed that these prototypes had been cancelled in mid-2026.
The credibility of those very VR influencers that Meta was still committed to supporting in the VR community rested on the launch of a new headset. And all hope was placed on the September Connect presentation. Rumors were promoted that the new Project Pheonix headset would be revealed offering an Alladins-cave of new technical advances that would change the market. Not the much-promised Quest 4, but something better. Something that would defend Meta’s position against the attack of the Valve Frame, try and steal back the limelight and consolidate their position after spending so much gold on owning the space.
Meta was also encouraged to follow this XR profile for their next headset release was in part due to the return to headset sales of Samsung. Since its fruitful development collaboration with then Oculus VR on the release of the Samsung GearVR series of VR smartphone holsters. First launched in 2015. Samsung had seen some 5m units fielded by the time of the discontinuation in late 2017 of the GearVR, (having to be understood many units were given away with smartphone contracts at the time). The company then launched in 2025 their Samsung Galaxy XR headset. But also working on an AI smart glasses platform which will be supported by the Android XR ecosystem. Competing directly with the Meta Ray-Ban AR glasses, emulating to accelerate investment in what some are referring to as “AR-Lite” that has been suggested taking place with the Apple Vision series.
It was clear that many influencers in the VR community were compromised by the Research Prototype headsets that Meta had been promoting to the community. Mistaking the reality of a production platform against an ambitious conceptual prototype. No matter how much Meta Reality Labs use to in invest in prototypes, actual deliverables fell way short of the grandiose promises. Many feeling that with the recent massive layoffs the reality of what Meta can achieve in VR has been pushed aside for an AI / AR glasses future. VR banished from the corporation’s mindset, and a sunk cost race to the bottom to create their version of a XR spatial computing system. Those that promised insight into Meta still supporting VR with some magical Quest 4 “just round the corner”, were given pause for thought.
What was launched at Connect 2026 was not what many had expected. Along side the key focus of new AI smartglasses and the ‘Muse’ AI assistant, the company revealed ‘Meta VR Glasses’. Doubling down on using the term VR to try and bridge the gap in their business plans following the layoffs – but also to try and address VR community concerns that this was not a Quest 4 as promised. The Quest brand seeming to have been abandoned for the foreseeable future. The Meta VR Glasses were obviously not the VR headset hoped. Their light and stylish formfactor was compromised by the need for a heavy tethered “puck” which included the battery and compute power. The same formfactor used by the previous Apple Vision Pro, and Samsung Galaxy XR, as well as the PICO Space Pro. The new Meta release was also priced far higher than previous Quest hardware, proposing a $1,299 price point.
Initial demonstrations of the new VR hardware from Meta were kept very restricted, and none were shown the hardware working with its face mask to address the obvious light leak for full immersive application. The system was also not released with controllers, that will be a secondary spend. Most of the VR community looked at the system as the unofficial “Meta Quest Pro 2” – focused on consuming media, and productivity. But not the VR gaming success to the Quest 3 many wanted. Will this strategy be enough to secure Meta’s position in the XR sector, only time will tell when the system goes on sale in 2027. But if the system shares the similar fate to the original Quest Pro, then any future VR investment from Meta may be pushed off into the long grass.
The impact on the wearable immersive technology market continued at pace. It was revealed that Apple would be undertaking another round of layoffs, and again they would focus on the Spatial Computing group, along with impact on the Siri team. Well-placed sources confirmed that Apple had decimated the remaining MR headset team managing the Apple Vision Pro, with some 100 of the workforces made redundant (with another 100 from the Siri division).
Now under the direction of the new CEO, it was made clear that these departures were all part of the “realigning” of the Spatial Computing team based on the changing product mix. As previously reported the exorbitantly priced APV had failed to hit any of its initial sales targets and had proven a failure to launch. The company scaling back instore demonstrations and cancelling further investment in game and content development. Also, the planned Apple Vision Air – lower cost version in development – had been cancelled in mid-2026, followed by initial layoffs.
Under the new management, Apple wanted to confirm that they have not abandoned development of a headset platform but have scaled back the roll out at this time. With claims they plan a new headset concept to be revealed in 2028. Many observers see Apple kicking the failed product line into the long grass. By then their reinvestment in their Apple AI smart glasses and developments in the XR community will have pointed to the new direction for headset development. Many feeling that VR and MR headsets will have undergone a considerable metamorphosis by this point.
Apple hoped that these layoffs and their near abandonment of the Spatial Computing “vanity project” of the previous senior management would be obscured by the announcement at the same time of the launch of the new Apple phone. The Apple Duo is the first folding phone product line from the tech giant and marks a major departure in formfactor. This is expected to be followed by further announcements of new product lines, including a new AI assistant and reveal of early prototypes for their AI smart glasses, all hoping to draw a veil over the embarrassment by the previous management over their stalled entry into XR.
For the remaining stock of Apple Vision Pro hardware, the LBE sector looks to be a possible repository of these platforms. We have already reported on the Rippley Entertainment partnership with AStation to use AVP’s in their new attractions. And the appearance of AVP hardware in an exhibition exhibit in Venice, Italy. Other such exhibition and pop-up attraction installations using the Apple headset are in development. Though Apple themselves seems unlikely to promote the new lease of life for the failed consumer hardware in the commercial entertainment sector.
With the launch of the Meta VR Glasses and Valve’s Steam Frame, the battle lines have been clearly demarcated for the next phase in the deployment of VR headsets. What could be seen as Phase Five of the modern adoption of head-mounted display application. What we are seeing with this latest phase is the clear demarcation of between MR and VR. With HTC, PICO, and Valve in the PC VR camp, and Samsung, Meta, and PICO in the Standalone Spatial Computing / MR camp.
These two camps define how major corporations want to proceed with the deployment of immersive technology, Meta and Samsung favouring following Apple into a Spatial Computing approach, abandoning the complete VR approach, and doubling down on a perceived opportunity in MR, productivity and media consumption on a headset that favors a formfactor with an external tethered “puck”.
While HTC and Valve continue down a trajectory of a fully enclosed VR headset, offering a completely immersive environment. Games playing a major component of this, along with the support of a dedicated immersive simulation commercial deployment. PICO able to sit on the boundary supporting both a MR and VR roadmap with both their Ultra 4 and their new Space Pro.
The Spatial Computer approach is clearly a gamble in unproven waters. Apple has suspended their investment into the Vision Pro line, cancelled a planned cheaper offering (Apple Vision Air) and pivoted towards full support of their AI smart glasses aspirations. Pushing any further headset development into the long grass of 2028. Likewise, HTC have ended development of their Elite XR platform in favor of continuing with their Focus range. A clear divide now exists between developers still supporting VR and those favouring XR, with the likes of PICO one of the few with a foot in each camp.
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