Posts with «author_name|devindra hardawar» label

SpaceX says Amazon is trying to delay Starlink because it can't compete

SpaceX isn't pulling any punches in its response to Amazon's latest stalling tactics. Yesterday, SpaceX told the FCC that Amazon is purposefully trying to delay proposals for its Starlink satellite internet service. The reason? Amazon still can't compete with its own satellite solution, Kuiper Systems, Ars Technica reports. This wouldn't be a first for Amazon, of course: a similar complaint led NASA to put SpaceX's lunar lander contract on hold

"Amazon’s recent missive is unfortunately only the latest in its continuing efforts to slow down competition, while neglecting to resolve the Commission’s concerns about Amazon’s own nongeostationary orbit (“NGSO”) satellite system," SpaceX said in its filing to the FCC. "The Commission should see through these efforts and quickly put SpaceX’s application out for public comment where any issues can be fully vetted."

Amazon last week urged the FCC to reject SpaceX's proposal for Starlink, claiming that it broke the agency's rules by offering two separate configurations for its satellite internet. Starlink shot back, claiming that Amazon still hasn't told the FCC how it would avoid interfering with other services, or how it would follow rules around orbital debris. 

"But while Amazon has filed nothing with the Commission to address these conditions on its own license for nearly 400 days, it took only 4 days to object to SpaceX’s next-generation NGSO system," SpaceX wrote. The company noted that Amazon hasn't had a single meeting this year with the FCC to address its complaints, and it still hasn't fleshed out details for its satellite system.

Portal shooter 'Splitgate' launches Season 0, a bigger, better beta

Splitgate, an FPS that combines the best of classic Quake multiplayer and Portal, is an unlikely shooter success story. It reached an astounding 10 million downloads during its open beta last month, when it made its way to consoles and unveiled cross-platform play. And to celebrate that success, today developer 1047 Games launched its next beta phase: Season 0. 

"In the span of a month, our servers went from supporting 4,000 players at once to 175,000 players!" Splitgate creator and 1047 Games CEO Ian Proulx wrote on the PlayStation blog. "All in all, our servers had some growing pains, so we had to implement short-term solutions to prevent back-end crashes."

Given the influx of new users, Proulx says he chose to delay the game's official launch and extend the beta phase. Existing players can expect a slew of new content in Season 0, including Karman Station, a new map, as well as a new Infection gameplay mode. There's also a Season 0 Battle Pass and plenty of new gear to pick up. They have to support a free-to-play game somehow, right? 

After spending more than 10 hours in the previous Splitgate beta, it's easy to see why the game has caught on so quickly. It combines solid shooter mechanics with something entirely new: The ability to place portals around the map, which you can use to teleport or take out enemies. If anything, it's a welcome respite from the flood of Battle Royale titles on the market. 

While Splitgate doesn't have an official launch date yet, the beta is pretty stable in my experience. Proulx says 1047 Games is also work on a map editor, as well as additional maps, weapons and other items in the future.

South Korea to end its controversial gaming curfew

Gamers under 16 in South Korea have a reason to celebrate today: The country plans to end its shutdown law (AKA the Cinderella Law), which prevented underage players from gaming between midnight and 6AM, the Korea Herald reports. When it was introduced in 2011, the law was meant to prevent gaming addiction. At the very least, it gave kids a six-hour block to get some sleep. 

South Korea's Ministry of Culture, Sports and Tourism, as well as the Ministry of Gender Equality and Family, say that they're ending the law to respect children's rights and encourage at-home education. The country aims to abolish the law by the end of the year when it revises its Youth Protection Act.

The news doesn't mean underage gamers are entirely off the hook, though. Instead, excessive gaming will be managed by the country's "choice permit" system, which lets parents and guardians arrange approved play times. Still, that sounds more permissive than China's gaming curfew, which bans players under 18 from playing between 10PM and 8AM. Additionally, they're limited to 90 minutes of game time during weekdays, and three hours on weekends and holidays.

As Kotaku reports, the shutdown law was originally meant to curb PC gaming, but it also affected consoles. Sony's PlayStation Network and Microsoft's Xbox Live ended up restricting their accounts to adults. That's why Minecraft is now an R-rated game in the country.

"In the changing media environment, the ability of children to decide for themselves and protect themselves has become important more than anything,” Deputy Prime Minister and Education Minister Yoo Eun-hae said, according to The Korea Times. “We will work with related ministries to systematically support media and game-use education at schools, homes, and in society so that young people can develop these abilities, and continue to make efforts to create a sound gaming environment and various leisure activities for children.”

Discord music bot Groovy is going offline after YouTube crackdown

If you're a Discord user, there's a good chance you've benefitted from Groovy Bot, which lets people jam together with music from YouTube, Spotify and others. But it turns out Google didn't appreciate its ability to rip music out of YouTube. The company has sent a cease and desist letter to Groovy Bot's owners, The Verge reports, asking them to shut down within seven days. They're not putting up a fight: Groovy Bot will officially go offline on August 30th.

A YouTube spokesperson noted that Groovy Bot violated its terms of service, particularly because it modified the way YouTube worked and charge for the privilege. If Groovy Bot were merely free, it may have been able to live on. But it also offers a premium subscription starting at $3.99 a month, which unlocks a slew of useful features. 

The bot is currently installed on over 16 million Discord servers and has reportedly amassed more than 250 million users. Groovy Bot owner Nik Ammerlaan tells The Verge that around 98 percent of played tracks came through YouTube (naturally, because it's free). With one bot down, there's a good chance Google is also targeting the more popular Rhythm music bot. While the owner of that service claims it's not shutting down, its days are clearly numbered. 

'Halo Infinite' is likely launching on December 8th

After a year-long delay, Halo Infinite will reportedly arrive on December 8th. Italian gadget site Aggiornamenti Lumia first noticed that the game's Microsoft Store listing was updated with the new date in some regions, and sources tell The Verge that it's correct. Microsoft is likely saving the big reveal for today's Gamescom Opening Night live event, which kicks off at 2PM Eastern. It's just a shame it had to be left out of the company's fairly uneventful Xbox Gamescom presentation.

343 Industries announced last week that Halo Infinite won't be launching with campaign co-op or Forge mode, which allows players to create and play custom maps. But if it means that the developer can ship a more polished single player campaign and competitive multiplayer modes on time, it may be worth the trade-off. Halo Infinite multiplayer betas also kicked off last month, and so far the general consensus seems to be positive.

It's hard to overstate how important Halo Infinite will be for Microsoft. It was originally meant to be one of the big draws for the Xbox Series X and S last year. Its delay left the company without a major exclusive release, while Sony had several for the PlayStation 5 post-launch.

'Twelve Minutes' ruins a compelling game concept with awful twists

It's rare for a game's concept to hook me within a few seconds, but Twelve Minutes managed to do that way back in 2015. Before it gained an all-star cast including Daisy Ridley, James McAvoy and Willem Dafoe, it was an intriguing indie point-and-click adventure with a Groundhog's Day-esque time loop and a unique, top-down perspective. Its interactive narrative, combined with a wealth of cinematic influences, made it seem as if developer Luis Antonio was crafting something meant just for me.

That's pretty much how I felt at the beginning of the game. You play as a man who comes home to a small apartment. Your wife has some special news, which you celebrate over a romantic dinner. All of a sudden, a cop starts pounding on the door and accuses her of murder. Things go downhill fast, and in an instant you're right back to the beginning of the night. Your mission: Figure out what the hell is happening.

Sounds like a solid thriller, right? But after spending six hours with the game, I was furious. What started out as a fun mystery devolved into a repetitive slog. I was forced to abuse my seemingly lovely wife. Sometimes I had to watch her be repeatedly tortured by that sadistic cop. And I became a murderer myself, several times over. Making things even worse, my reward for that hellish journey was an array of twists so convoluted, so mind-numbingly dumb, I was angry about it for days. Say what you will about the works of M. Night Shyamalan, but at least his twists feel original. (And yes, I know those twists occur less often than you may think.)

I won't spoil where Twelve Minutes ultimately goes. And, to be honest, I'm hesitant to even point out that a story has twists at all. But for a mystery like this, I figure that's to be expected. All of this time looping detective work just has to lead to something truly dramatic! And it's clear that Luis Antonio genuinely wants to blow your mind. It's just a shame almost everything falls flat at the end.

That's not to say Twelve Minutes isn't worth playing. The game's early hours set up a fascinating mystery box. Your small apartment has a cramped kitchen and living space, a bathroom, a bathroom and a closet. That's it. Everything you need to complete the game is there (or gets there later). Some of those puzzle pieces feel organic, like the mugs that you can fill with water, or the large knife tempting you in the kitchen. Some of them, like the light switch that can electrocute people on cue, are hilariously convenient.

I realized Twelve Minutes was doing something special early on when it managed to work its way into my subconscious. I thought of new things to try during long walks and after sleeping on a particularly annoying problem. That's a sign that, for a while at least, I was genuinely invested in the story. It helps that Twelve Minutes also has some solid voice work, which goes a long way toward connecting you to the characters. You don't get a full look at anyone's face (even if you try to scope out the cop through your front door's peephole), so it's nice to have some human performances grounding the story. If you’ve got Xbox Game Pass, it’s worth checking out the game just to experience its first few hours.

After the novelty wears off, though, the game quickly takes a turn for the worse. Eventually, you'll have to complete a long series of tasks over and over until you figure out your next step. And sometimes that can mean doing the same five tasks dozens of times. Twelve Minutes gives you a few easy ways to speed things up, like a single dialog option that can prove you're actually going through a time loop and that she's genuinely in danger. But a few more narrative shortcuts would make the game's rough last act more tolerable.

One major moment gives you only a few seconds to show one character a specific item. It's easy to miss that's something you can even do. And even when I knew what I had to do, after looking up a few guides, I still failed to trigger the right interaction several times. At that point, the game began to feel less like a puzzle I needed to solve and more like a Saw trap that I needed to escape from.

Annapurna Interactive

I suppose these issues could be overlooked if Twelve Minutes had a better script, but even in that respect it fails. It's stronger toward the beginning, but like a J.J. Abrams story, it has no clear idea where to go at the end. Characters start to act in completely different ways, which is hard to swallow after seeing them in one light for several hours. A sympathetic turn for Dafoe's cop feels particularly out of place, after seeing multiple loops where he kills you and your wife, and that’s even after getting the MacGuffin he's looking for. You don't need to have an ACAB tattoo to call him a monster.

I wouldn't write off Twelve Minutes a bad game, but based on where the story goes, it’s ultimately disappointing. Luis Antonio and his team spent over seven years working on the game, and it's a shame to see my enthusiasm for it fall apart in six hours.

Engadget Podcast: Reviewing Samsung's Galaxy Z Flip 3, Fold 3 and the Pixel 5a

This week, Cherlynn and Devindra are joined by Washington Post Staff Writer (and former Engadget colleague) Chris Velazco to dive into all of the latest phone reviews. What’s up with Samsung’s Galaxy Z Flip 3 and Fold 3? Who needs the Pixel 5a? And why did Qualcomm try to make a phone of its own? Tune in for our discussion, as well as to find out what you should be looking for in your next phone upgrade.

Listen below, or subscribe on your podcast app of choice. If you've got suggestions or topics you'd like covered on the show, be sure to email us or drop a note in the comments! And be sure to check out our other podcasts, the Morning After and Engadget News!


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Hosts: Cherlynn Low and Devindra Hardawar
Guest: Chris Velazco
Producer: Ben Ellman
Livestream producers: Julio Barrientos, Owen Davidoff, Luke Brooks
Graphics artists: Luke Brooks, Kyle Maack
Music: Dale North and Terrence O'Brien

Facebook gets VR meetings right with Horizon Workrooms

Am I a weirdo for liking in-person meetings? Sure, they can go on too long, be scheduled far too often and distract from your core work. But even before the pandemic made them an exotic memory, I always loved the energy of being in a room with other people, finding the same creative wavelength, working towards a common goal. There's no video chat app that can replicate that. So, what about VR?

We've already seen companies like Spatial take a stab at virtual meetings, where you can chat with others, inspect objects and even explore 3D environments from the comfort your home with a VR headset. Now Facebook's Oculus is entering the fray with Horizon Workrooms, an ambitious attempt to capture the best aspects of in-person meetings for Oculus Quest 2 users.

To be clear, Workrooms isn'tFacebook Horizon, its long-awaited multiplayer VR playground. But it is part of the company's overall vision for the Horizon universe, one entirely devoted to collaborating in meeting rooms and classrooms. And despite being so focused, it's still a showpiece for Facebook's VR ambitions, tapping into the company's expressive avatars, spatial sound, hand tracking and mixed-reality capabilities. You'll even be able to stream your PC desktop in VR to take notes or goof off during meetings (just like real life!).

After spending an hour in a Horizon Workrooms demo, it's clear that Facebook still has plenty of work left to do. There were a few connection issues, avatar glitches and at one point I got booted out entirely. But when it was running smoothly, it was the closest I've felt to being in an live meeting since March of last year.

But let me start from the beginning. After creating a Workrooms account, I installed the PC companion app and the Workrooms Quest 2 app. Once I booted it up in VR, I was surprised that it recommended putting my controllers down and enabling the Quest 2's hand-tracking. Outside of demos for that feature, I can't think of any Oculus apps that have done the same. After that, I customized a goofy avatar — an idealized version of myself with purple hair and no beer belly — and mapped out the edge of my desk so Workrooms can accurately place me in front of virtual tables.

Facebook

As soon as I hopped into my Horizon Workrooms demo, it was instantly clear why Oculus recommended hand-tracking. I waved to a PR rep, and as I struggled to unmute myself, I was able to throw a thumbs up to confirm I was hearing her. I shouted hello to CNET's Scott Stein, who was sitting a few seats away, and his audio sounded appropriately far off. We all spent way too much time staring at our hands and testing the limits of the Quest 2's finger tracking capabilities (for the record, rolling your hands over each other like a wannabe raver can easily scramble things).

Even though I was in a swanky virtual room, with a stylized deer head wearing VR goggles on the wall, and ceiling-tall windows overlooking expansive lake and mountain rage somewhere in the Pacific Northwest, sitting desk-side with others felt vaguely normal. We made small talk about our families and our vastly different locations (including folks in California, New Jersey, London and myself in Atlanta). I could see who was working on Macs and PCs, based on the virtual accessories in front of them. And along the wall there were also video feeds from other Facebook reps calling in from their PCs, which reminded me of the enormous video conferencing screens in many meeting rooms.

To see my keyboard and mouse, I hit a button to enable pass-through mode, which projected grey-scale footage of my actual desk inside of Workrooms' VR environment. It wasn't crystal clear, but it was enough to touch-type notes in Evernote by streaming my PC desktop. If you're running an Apple Magic Keyboard or a specific Logitech model, you'll also be able to see your keyboard in VR, so you won't have to deal with the pass-through video.

Andrew Bosworth, Facebook's head of VR and AR, said during the demo that he believes there's "something missing" with video calling, and that there's a strong pull towards VR collaboration apps as a solution. Of course, that's exactly what you'd expect Facebook's VR lead to say. But he has a point.

Video calls are a fantastic way for seeing people and maintaining social connections. But when it comes to getting work done, they can get old fast. Everyone's audio comes in from one channel; it's hard to make eye contact in large group chats; and the entire session just lives on your computer or phone screen. There's no sense of actually being in a space with others. Bosworth says that Facebook has been using Workrooms internally for about six months, and he's noticed some clear benefits. In particular, he can remember specific meetings better thanks to the immersion of sitting beside people in VR with realistic spatial audio.

Facebook

Of course, virtual reality can also make meetings awkward in entirely new ways. I quickly learned that I couldn't look closely at someone's avatar if they were sitting nearby, because it actually felt like I was staring at them. I couldn't reach for a cup of water on my real-world desk, because it was sitting in front of my neighbor's virtual space. I also had to be careful about where I placed my hands, because the Quest 2's hand tracking could make things look... suspect, if they're under your desk.

All of that awkwardness culminated when Mark Zuckerberg crashed our demo and sat in the virtual chair beside me. He sketched out his overall vision for Horizon as a stepping stone for his metaverse ambitions. But as he was speaking, I was also trying hard to keep my virtual cool: Don't stare! Don't be weird with your hands! Pay attention and be respectful! I thought I was doing pretty well in the heat of the moment, but a recording of our session looked like I was performing some sort of interpretive dance beside the world's fifth richest man. (Thankfully, that footage isn't meant for public consumption.)

Zuckerberg only stopped by for a few minutes, but the fact he made an appearance at all is telling. Workrooms isn't some side project: It's a significant component of what he wants Facebook to become. You can see that in the app's more ambitious features, like a whiteboard that can grow as long as you'd like. You can sketch out thoughts by holding your Oculus controller straight up, so that you can use the end like a massive pen. And if you want to stretch your legs, you can assign a blank wall in your room to serve as your life-sized whiteboard. You can also change the size and layout of your workspace at will, allowing you to move from a circular conference table to something that resembles a classroom.

Facebook

Perhaps because Zuckerberg wants Workrooms to be a success, the company is also making it more accessible to people who don't want Facebook accounts. You can join a session via video chat by creating a Workrooms account, which is separate from Oculus and Facebook logins. If you want to enjoy the experience in VR, though, you'll need a Facebook account to use the Quest 2. Maybe letting people peek at the 2D Workrooms experience could encourage them to go virtual.

The company is also being up-front about security and privacy, saying that it won't use conversations or materials from Workrooms sessions to inform Facebook ads. You'll also be able to report individuals and entire groups if they're harassing you or violating community standards. That was a major concern when I demoed Facebook Horizons last year; the idea of a VR playground sounds great, but how do you make it safe for everyone

If anything, Horizon Workrooms tells us that Zuckerberg's metaverse ambitions are more than just marketing fluff. He paid $2 billion for Oculus, after all, and Facebook has continually invested in VR development and content. You don't spend that sort of money if you don't have a vision for the future. 

When he stopped by our demo, Zuckerberg told us he used to scribble code in his notebook during middle school. As soon as he got home, he would type it up with the hopes of building an immersive world to hang out with friends. Workrooms isn't the perfect VR collaboration solution yet, but it could be the start of what the younger Zuckerberg envisioned. After all, the metaverse won't be built in a day.

Taliban content is the latest issue for social media companies

While Facebook and Twitter are already struggling to handle vaccine misinformation and extremism, there's an increased focus on how social networks are handling Taliban-related content, following America's sudden withdrawal from Afghanistan. The militant group has swiftly overtaken Afghanistan's civilian government, taking control of the capital Kabul in only a few days, far sooner than intelligence analysts expected. Just like every modern organization, the Taliban relies heavily on social media to spread its messaging and communicate with followers, which puts the onus on technology companies to secure their platforms. 

“The Taliban is sanctioned as a terrorist organization under US law and we have banned them from our services under our Dangerous Organization policies," a Facebook spokesperson said in a statement. "This means we remove accounts maintained by or on behalf of the Taliban and prohibit praise, support, and representation of them." They went on to note that the company will be following the situation closely with the help of native Dari and Pashto speakers, who serve as local experts. Facebook isn't making any additions to its existing policies, which cover its core app, Instagram and WhatsApp, but it's clear that it's making the Taliban's uprising a priority.

Still, that statement doesn't mean much if Facebook can't actually see what's happening on its platforms. Vice reports that the Taliban has been spreading its message on WhatsApp, which uses end-to-end encryption to secure conversations. The company could technically ban specific accounts, but it won't be able to easily search and remove content like it can on Facebook proper and Instagram.

Twitter, meanwhile, wouldn't say if it would ban notable Taliban accounts like spokesperson Suhail Shaheen's. CNN reported yesterday that he had 347,000 followers on the platform, but now he's amassed over 361,000, a clear sign of growing influence. Twitter noted that people were using its service to seek help in Afghanistan, and that it would continue to enforce its existing rules around things like the glorification of violence and hateful conduct. The company also introduced the ability to report misleading tweets yesterday.

While Twitter is shying away from any definitive stances against the Taliban, a spokesperson noted: "Our enforcement approach is agile and we will remain transparent about our work as it continues to evolve to address these increasingly complex issues." Basically, the rules could change at any moment.

Moving forward, it's unclear how social media companies will recognize the Taliban as it takes control of Afghanistan. As the Washington Post reports, it's up to social media firms to determine who maintains official state accounts like the Afghanistan President's Twitter, which now has over 926,000 followers.

The best VR headsets you can buy

If you’ve been holding out for VR hardware to mature, you chose wisely. Headsets have come a long way since the launch of the Oculus Rift and HTC Vive five years ago. Standalone devices like the Oculus Quest 2 let you hop into virtual reality anywhere, while also giving you the flexibility of streaming virtual reality from powerful PCs. And if you don't care about dealing with a wired headset, there are a plethora of high-end options out there. Most importantly, there are plenty of memorable VR experiences like Vader Immortal and Half-LIfe: Alyx that you can't experience outside of a headset.

So what makes a good VR headset?

I tend to judge them on a few basic criteria: Ergonomics, immersion and controls. It's not that hard to shove a mobile display into a plastic headset and strap some cheap elastic headbands onto them. But it takes skill to craft something that's well balanced and doesn't feel uncomfortable after 30 minutes.

Immersion, meanwhile, comes from having high resolution screens with fast refresh rates, so everything looks sharp and smooth. Field of view is also a major element, as it describes how well VR screens can cover what you see. Having a low field of view makes it look like you’re looking through a pair of binoculars, which limits the sense of “presence” you can feel in VR. But a wide field of view can make it seem like you’re actually flying over the globe in Google Earth.

And when it comes to controllers, the best options fit naturally in your hands and offer accurate tracking. The industry has practically adopted the design of Oculus's excellent touch controllers, but we're also seeing intriguing leaps forward like Valve's finger tracking gamepads.

Best VR headset for most people: Oculus Quest 2

Engadget

Almost a year since its release, the Oculus Quest 2 remains the best VR option for the vast majority of consumers. It's completely cordless, relatively inexpensive (starting at $299) and it's comfortable to wear for long sessions. There's also a huge library of titles that you can experience anywhere, and it's bundled with Oculus's great motion controllers. You can also connect the Quest 2 to a gaming PC to stream more complex VR experiences.

The Quest 2 features fast-switching LCDs with a resolution 1832x1920 per eye, the highest we've seen from Oculus. It also has a smooth 90Hz refresh rate, which is impressive for something running entirely on mobile hardware. The Quest 2's field of view isn't the best — it's been measured at just around 90 degrees — but it's still enough to enjoy most VR experiences. You can also use different face pads to increase its field of view a bit. And if you want an even more comfortable fit, you can snag Oculus's Elite headstrap for $49 (or $129 with a built-in battery and case).

Facebook has recalled the foam inserts from the original model and is offering silicone covers to make the headset more comfortable. We didn't experience any issues during our review, or during the past year of usage, but there have been enough complaints for Facebook to take action. The base $299 Quest 2 will also come with 128GB of storage when it returns to store shelves on August 24th. That's double the storage of the original model, giving you even more room to cram in games and VR apps.

The Quest 2 may not offer the best overall VR experience, but it's certainly the most accessible headset on the market.

Buy Oculus Quest 2 at Amazon - $299

Best PC VR headset under $600: HP Reverb G2

Engadget

If you don't care about wireless VR, and you want to invest a bit more in a high-quality PC headset, HP's $599 Reverb G2 is meant for you. It was developed in cooperation with Valve and has some of the best features from the pricier Index headset, like near-field speakers. The Reverb G2 also has sharp screens, offering 2,160 by 2,160 pixels per eye, a 90Hz refresh rate, and a relatively wide 114-degree field of view.

It's also the first Windows Mixed Reality headset to include four tracking sensors, which helps to ensure more accurate VR tracking, especially during fast-paced games. I also give HP credit for making a headset that’s extremely comfortable thanks to its luxurious amount of cushioning around the eye-piece and rear strap.

The Reverb G2's motion controllers weren't my favorite, but they're still a big step up from HP's previous model. You could also upgrade it to use Valve's finger-tracking controllers, but that involves snagging SteamVR sensors and a lot more setup. Still, it's nice to have the upgrade path available.

Buy Reverb G2 at HP - $599

Best PC VR headset for gamers: Valve Index

Engadget

Valve's Index kit remains one of the best high-end VR solutions on the market. For $999 you get the Index headset, Valve's finger tracking controllers and two SteamVR base stations. While we've seen higher-resolution headsets arrive in the last two years, it's still a very solid option, with a 1,440 by 1,600 pixel resolution, an eye-watering 144Hz refresh rate and a massive 130-degree field of view. I'd gladly lose a few pixels to get a smoother and more expansive screen, which are still far beyond any other consumer headset.

As a SteamVR product, the Index requires installing two sensors at opposite corners of your room. And of course, it's wired to your PC. But that clunkiness is worth it for the higher refresh rate and more accurate tracking. Sure, it's not as easy to use as the Quest 2, but at this price range, we assume you'll suffer a bit of inconvenience to get a truly high-quality VR experience.

Valve's finger tracking controllers are fantastic as well, with a convenient strap that locks them onto your hands. They make playing Half-Life: Alyx feel like a dream. It's unfortunate that other VR games haven't fully taken advantage of the finger tracking though.

Buy Index at Valve - $999

Best VR quality, no matter the cost: HTC Vive Pro 2

Devindra Hardawar/Engadget

HTC's Vive Pro 2 is the best-looking PC VR I've seen. It has an astoundingly sharp 5K screen and a solid 120Hz refresh rate. Just be prepared: the full kit, which includes the headset, two SteamVR sensors and wand controllers, costs $1,399. You can also buy the headset separately for $799 as an upgrade to the original Vive Pro, or the Valve Index.

For the price you get a well-balanced and supremely comfortable VR headset. The Pro 2 is a clear sign that Valve has practically perfected the art of making high-end hardware. I'm less impressed with the large wand controllers, which are exactly the same as the ones that came with the original HTC Vive in 2016. They're functional, but they're nowhere near as ergonomic as Oculus's Touch Controllers.

I'm mainly recommending the Pro 2 here based on the astounding quality of the headset.

True VR fans may want to just grab that separately along with SteamVR base stations and Valve's finger-tracking controllers. That way you can ensure you have the best experience while playing Half Life: Alyx.

Buy HTC Vive Pro 2 at Lenovo - $799

What about the PS VR?

We adored Sony’s PlayStation VR when it launched… but that was nearly five years ago. While it’s still a very comfortable headset, and it does magic with the PS4’s limited power, it’s not the smartest buy today. That’s particularly true when Sony has been eager to chat up its sequel VR headset for the PS5. We know that device will come with more modern controllers and have hardware similar to PC VR headsets. The only problem is that you’ll have to wait for it — Sony says it won’t be ready in 2021.