Platform: Oculus Quest
Oculus Quest at a glance
The Oculus Quest family changed virtual reality from an exercise in cable management into a truly untethered experience. When the original Quest arrived in 2019, it brought credible six degrees of freedom VR to a self-contained headset that did not need a PC or tracking base stations. That design decision, a simple "put it on and play" approach, sent a shockwave through the industry. Developers suddenly had a clear target with a large potential audience, and for many people, Quest was the first time VR felt practical at home.
This article walks through how the platform came to be, what is inside the headsets, the games that defined it, and why the Quest line shaped a lot of what we now expect from VR and mixed reality. Whether you are eyeing a Quest as your first headset, researching its impact on game design, or simply curious why people swing imaginary swords with such conviction in their living rooms, there is plenty to unpack.
If you want the quick historic overview and a list of models, the Wikipedia entry is useful as a companion read: Oculus Quest on Wikipedia. For official specs and current models, Meta’s product page is a safe reference: Meta Quest official site.
Origins and launch context
VR’s modern reboot began with PC headsets like the Oculus Rift and HTC Vive, impressive but tethered and often expensive. The early excitement was justified by immersion, yet momentum was slowed by friction. You needed a gaming PC, external sensors, long cables, and patience. The Quest proposition was radical in that context: no PC required, no base stations to mount, and natural movement in a room without the trip hazard.
Oculus, acquired by Facebook in 2014, had experimented with standalone VR before Quest. There was Oculus Go, a 3DoF headset that was great for media but not for interactive room-scale gaming. The Quest took the next step: it offered full 6DoF tracking for both the headset and controllers, so you could duck, lean, dodge, and aim in space. That single upgrade unlocked genres that simply did not work on Go.
From PC-tethered VR to standalone
The original Oculus Quest launched in 2019 with a mobile system-on-chip, a pair of OLED displays, inside-out tracking through four integrated cameras, and Touch controllers adapted for the new form factor. Performance was far below a gaming PC, yet careful optimization and clever design proved that great VR gameplay does not need billions of pixels.
A year later, Quest 2 arrived with a large leap in performance, weight reduction, and a lower price point. That price, coupled with compelling software like Beat Saber and The Walking Dead: Saints & Sinners, made Quest 2 the de facto default VR headset for consumers for several years. Developers prioritized Quest compatibility even when targeting PC VR because that is where the audience was.
In 2023, Quest 3 brought another important pivot: a strong focus on mixed reality through high-quality color passthrough and a depth sensor, alongside a new optical system that reduced size and improved clarity. VR was no longer just about blocking out the room. The headset started to understand the room.
The Facebook era and rebranding
Oculus the brand evolved under Facebook’s stewardship. The company integrated Oculus more tightly, then in 2021 rebranded to Meta, with the Quest line becoming Meta Quest. Early on, Facebook accounts were required for Quest 2 logins, which sparked backlash from users who wanted a separate identity for their headset. Meta later introduced Meta accounts that do not require a Facebook profile. The naming change and account policy shifts were more than cosmetic, they were a reminder that VR hardware sits inside a large tech ecosystem with its own priorities, policies, and growing pains.
Hardware and engineering
The Quest formula is a balancing act. It needs to be light enough to wear, fast enough to render two high-resolution images at high frame rates, and smart enough to track your movements reliably. It also needs to do all that on a power budget you can fit in a small battery and a thermal envelope that does not turn your forehead into a radiator. The engineering is fascinating.
Processors and graphics
The original Quest used a Qualcomm Snapdragon mobile platform that had proven itself in high-end phones. It was adapted for VR with careful thermal tuning and a focus on predictable performance. Quest 2 stepped up to the Qualcomm Snapdragon XR2 platform, which provided a major boost in CPU and GPU capability, enabling higher resolution and more complex scenes. Quest 3 moved further with a new XR2 generation focused on both rendering and computer vision, vital for mixed reality.
Raw numbers are less important than the design patterns that emerged. Developers leaned on techniques like variable rate shading and fixed foveated rendering to maintain performance. Games and apps were built around the strengths of the platform: stylized art directions that look crisp on mobile GPUs, locomotion systems that avoid inducing motion sickness, and physics interactions tailored to predictable frame pacing. Smart engineering beat brute force.
Displays and optics
Display and optics choices have a big impact on VR comfort. The original Quest shipped with dual OLED panels at 1440 by 1600 per eye, a 72 Hz refresh rate, and Fresnel lenses, which are light but introduce some concentric artifacts that users call "god rays." Quest 2 moved to a single fast-switch LCD display with a per-eye resolution of 1832 by 1920. The refresh rate improved over time through software updates, first to 90 Hz and later to 120 Hz for supported content. The LCD panel reduced smearing, improved clarity, and helped cost, although blacks were not as deep as OLED.
Quest 3 completed a significant optical transition. It uses pancake lenses, which allow a much shorter optical path, resulting in a slimmer front profile and better edge-to-edge clarity compared to Fresnel designs. The display resolution increased again, offering a noticeably crisper image. Pancake optics tend to be more forgiving about sweet spot alignment, which helps new users who do not want to fiddle with lenses for minutes before having fun.
Eye comfort is not just about resolution and lenses. IPD adjustment matters. The original Quest had a smooth slider for interpupillary distance, while Quest 2 shipped with three discrete settings. Many users were fine, but some had IPDs that fell between those steps. Quest 3 returned to a continuous IPD wheel and also added a way to adjust eye relief, the distance between lens and eye, which helps both clarity and glasses compatibility.
Tracking and input
Tracking is the backbone of VR. The Quest family uses inside-out tracking, meaning the cameras on the headset observe the environment and controllers, then estimate position and orientation through SLAM techniques. No external base stations are needed. For the user, that means quick setup and portability. For engineers, it means robust computer vision that works in many rooms and lighting conditions.
The original and second-generation Touch controllers included tracking rings with infrared LEDs, easy for the cameras to pick up. Quest 3 introduced a more compact controller with improved ergonomics and haptics, while still being tracked by the headset. There is also a high-end controller design, originally associated with the Quest Pro, that self-tracks with on-board cameras, but the mainstream Quest 3 controllers rely on the headset to simplify cost and weight.
Controller tracking sits alongside hand tracking, which has matured into a practical input method for specific apps. It uses the headset’s cameras to estimate finger, palm, and wrist positions, no gloves needed. It is remarkably handy for menu navigation, creative tools, and relaxed media consumption. For fast-paced action games, physical controllers remain preferred since button feel and tactile cues are important, but the coexistence of both modes has become a signature strength of the platform.
Passthrough and mixed reality
Everything changed when color passthrough became good enough to read your phone screen while wearing a headset. The early Quests offered monochrome passthrough mainly for safety. You could peek at your surroundings to avoid walking into a table. Quest 3 elevated this into a feature through a pair of high-resolution color cameras and a depth sensor that helps reconstruct the room in 3D. The result is a usable mixed reality view where virtual objects can convincingly appear on your coffee table or snap to your walls.
This shift matters because it lowers friction. Instead of committing to a closed-off VR session, you can keep awareness of your room, interact with people, and use your actual keyboard. Mixed reality opens use cases like fitness with real-world cues, creative apps that use your desk, and games that play with your room geometry.
Audio, comfort, battery
Immersion depends heavily on audio. The Quest line integrates open-ear speakers in the headband that deliver spatial audio to your ears without sealing them. You can add headphones for isolation, but the built-in solution works well for casual play and avoids wires. Microphones have improved, allowing clear voice chat without external accessories.
Comfort is surprisingly personal. The Quest 2’s default soft strap kept weight low but shifted pressure to the face, motivating a cottage industry of third-party straps with better weight distribution. Meta’s own Elite Strap addressed this, and Quest 3 refined balance further thanks to slimmer optics and a more even center of gravity. Battery life sits around two to three hours depending on workload. That sounds short compared to a console controller, but typical VR sessions are naturally chunked, and hot-swappable battery grips or charging docks cover marathon use.
Software platform
Under the shell, Quest runs a customized Android-based operating system with a VR-first interface. It boots to a home space with a menu that feels like a modern game console, supports quick resume for apps, and manages guardian boundaries and casting. The platform is many things at once: an app store, a safety system, an input framework, and a bridge to PC VR when needed.
Operating system and store
The Quest Store is curated, designed to ensure performance and usability standards. That curation gives buyers confidence that a purchase will run well and not break the experience. To keep the pipeline open for experimentation, Meta created App Lab, a distribution path for early access and experimental titles that do not go through full store curation. Many indies found an audience there, iterated based on feedback, and later graduated to the main store.
Sideloading is also possible. Tools like SideQuest make it simple to install apps outside the official store for development, modding, or accessing niche experiences. Thanks to that flexibility, the Quest ecosystem has a tinkerer spirit that keeps it lively.
Link, Air Link, and PC VR compatibility
A pivotal design decision was to support Oculus Link, which lets the headset act as a PC VR display over a high-speed USB-C cable. Later, Air Link allowed the same over Wi‑Fi if your network is solid. This hybrid model means one headset covers two worlds. On the go, you have the convenience of standalone VR. At a desk with a powerful PC, you can enjoy demanding PC VR titles through SteamVR or the Meta store. As a concrete example, Half-Life: Alyx is not a native Quest app, but Quest users can play it through Link or Air Link.
This bridge extended the platform’s life and library dramatically. Many people bought a Quest for Beat Saber and then discovered a PC VR catalog when they later upgraded their desktop.
Hand tracking and interaction models
VR is not just about screens; it is about how you interact. Hand tracking matured from a novelty into a reliable input option. Meta shipped continuous improvements to recognition, occlusion handling, and gesture detection, so pinches and grabs feel natural. Developers adopted patterns like direct touch for UI panels in mid-air, ray pointers for distant objects, and proximity-based affordances to reduce fatigue.
Mixed reality apps added new interaction metaphors. You might place virtual windows on your real wall, have volumetric widgets on your desk, or draw guardian boundaries that become gameplay borders. The underlying philosophy is to give users control and reduce friction so they do not feel trapped in menus when they just want to swing a sword or sculpt a clay model.
Developer ecosystem and standards
On the technical side, Meta supports OpenXR, a royalty-free standard from the Khronos Group that harmonizes VR and AR APIs across hardware. For developers, this reduces fragmentation and future-proofs projects. If you are curious about the spec, the Khronos overview is a good primer: OpenXR at Khronos.
From a content pipeline perspective, Unity and Unreal Engine provide robust Quest templates. Optimization is a craft in itself: baking lighting where possible, using GPU-friendly materials, and maintaining strict performance budgets to hit 72, 90, or 120 Hz. The store’s performance requirements help ensure comfort, as missed frames in VR are more noticeable than on a flat screen.
Games that defined the platform
No platform thrives without must-play software. The Quest catalog punched above its weight with games that were designed around what standalone VR does best. Developers embraced interaction, physicality, and presence rather than chasing photorealism.
When people ask for the short list of defining Quest experiences, these names come up quickly:
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Beat Saber: A phenomenon. Rhythm slashing that doubles as a workout and a showcase for 6DoF tracking. It set the tone for how good VR feels when mechanics are simple, precise, and musical. There is a reason you see it on TV shows, in arcades, and in living rooms. If you want background reading, Beat Saber on Wikipedia covers its rise.
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Superhot VR: Time moves when you move. That core idea turns your living room into a dance of slow-motion strategy and fast reflexes. The Quest’s wire-free design removes the tether twirl that plagued earlier versions.
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The Walking Dead: Saints & Sinners: A survival adventure with weighty melee combat, physics-driven systems, and a campaign that works beautifully in standalone VR. It proved that narrative depth and physics can coexist on mobile hardware.
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Resident Evil 4 VR: A Quest 2 reimagining of a classic, with motion-controlled aiming and a first-person perspective. It was a headline-grabber that converted longtime flatscreen fans to VR curiosity. It also showed that carefully adapted legacy titles can feel fresh again.
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Vader Immortal: A cinematic episodic series that made many new VR users say "wow" out loud. It is short, beautiful, and a clever onboarding to presence and lightsaber mechanics.
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Population: One: A battle royale built for VR movement. Climbing, gliding, and tactical firefights feel uniquely satisfying without a cable. The sustained updates and social hooks kept it lively.
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Pistol Whip: A rhythm shooter that marries music, choreography, and marksmanship. Your arms will feel it the next day in the best way.
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Moss and Moss: Book II: Third-person adventures where you guide a charming mouse through a diorama world. They sit in a sweet spot between cinematic and interactive, with an emotional core.
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Bonelab and Red Matter 2: Technical showcases for physics interaction and high-fidelity visuals on Quest 2 hardware, a case study in smart engine tuning.
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Asgard’s Wrath 2: A sprawling RPG that signaled Meta’s ambition to deliver deep, long-form content natively. It rewards the patient and shows what a content-first investment can look like.
You could name dozens more. The key thread is design that leverages embodied play. When you dodge never-ending bullets in Superhot VR or physically reload in a shooter, you are not just pressing a button, you are performing an action. That difference is why these games are sticky.
Use cases beyond gaming
Although games dominate mindshare, Quest carved out a place in fitness, creativity, productivity, and social presence. Fitness apps like FitXR and Supernatural turn routine cardio into curated worlds. Creative suites like Gravity Sketch, Tilt Brush derivatives, and painting tools make 3D creation feel approachable. On the productivity side, virtual monitors and remote desktops are more practical now that passthrough lets you see your keyboard and room.
Education and training quietly benefit as well. Simulated procedures, spatial storytelling, and guided rehearsals are more effective when your hands and body are part of the lesson. A well-designed training app can save costs by reducing errors in the real world. While enterprise editions and accessories target those niches more directly, the core Quest hardware and OS enable them.
Impact on the industry and legacy
The Quest platform did several things that will persist long after model names change.
First, it normalized inside-out tracking as the default for consumer VR. People saw that you can have robust room-scale interaction without base stations. Competing headsets across the market adopted similar setups.
Second, it compressed the hardware stack into something portable and affordable. Quest 2’s aggressive pricing in particular pushed VR toward mainstream adoption. You started seeing VR headsets as holiday gifts and not just enthusiast purchases.
Third, it shifted developer priorities. With a large audience on one set of specs, studios built for Quest first. That forced efficient art pipelines and mechanics that work on mobile chips, which in turn benefited accessibility and comfort even on high-end PC VR since the core interaction felt good.
Fourth, it blended standalone and PC VR through Link and Air Link. Rather than splitting the market, Meta turned the headset into a bridge. Users who started with casual titles could graduate to PC VR libraries without buying a second headset.
Fifth, it pivoted the conversation toward mixed reality in a practical way. Color passthrough that is good enough to use your room is a turning point. Suddenly, AR-like experiences do not need transparent optics. That will shape app design for years, with a rise in boundary-aware games and utility apps.
Finally, it made fitness and wellness a real VR category. A device that quietly makes you sweat while feeling like play has obvious appeal. The community joke about "VR legs" turned into real leg days.
Common questions and misconceptions
Readers often wonder about a few consistent topics, so it is worth addressing them concisely.
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Do you need a PC: No for standalone apps, yes for PC VR titles. The headset runs its own store natively and can stream from a PC with a cable or Wi‑Fi for more demanding games.
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Will you get motion sick: It depends. Smooth locomotion bothers some people at first. Developers offer comfort options like teleportation and snap turning. Most players adapt gradually by starting with stationary or room-scale games.
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Is resolution high enough to read text: For productivity, clarity improved each generation. Quest 3 makes virtual monitors plausible for casual use, especially with good anti-aliasing and font rendering. It is not a complete replacement for a high-end 4K monitor, but it is useful.
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Is hand tracking ready for gaming: It shines in menus, creativity, and casual interactions. For twitch gameplay and haptic feedback, controllers still dominate.
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Does Wi‑Fi streaming add lag: A little, but modern Wi‑Fi 6 and careful router placement can make Air Link feel very close to wired. Competitive players still prefer cables or standalone titles.
Curiosities and anecdotes
The Quest story has colorful footnotes that give the platform character. The familiar halo of "Guardian grid lines" became almost iconic. You draw a safe boundary on your floor, and when you approach it in VR, a wireframe grid appears. The system even learned to detect walls and furniture automatically through room scanning, which made first-time setup feel almost magical.
There was also the great facial interface recall for Quest 2. Some users reported skin irritation from the foam around the lenses. Meta responded with a voluntary replacement program and shipped a different cover. It was a reminder that small material choices matter a lot when a device sits against your face for hours.
Accessories took on a life of their own. New owners often realized after a week that a better strap transforms comfort. You start with the stock strap, then you try an Elite Strap or a third-party alternative with a battery in the back and think, "Ah, so this is how it was supposed to feel." Charging docks added a little ritual to the hobby that makes it easier to pick up and play.
Community culture formed around inventive movement. Look up Gorilla Tag clips and you will see players launching themselves around using only arm motion and body positioning. It is chaotic and joyful. On the competitive side, VR esports found a niche audience, while social platforms allowed anyone to hang out in virtual rooms that felt surprisingly natural once you forget you are wearing a headset.
I remember demoing a Quest 2 to a friend who had never tried VR. I loaded a simple archery game and handed them the controllers. Within minutes they were side-stepping, crouching, and peeking around a virtual pillar like a pro. The best part was the grin when they took the headset off and looked at the empty room where the action had just happened.
Buying and choosing between models
If you are trying to pick a Quest, your decision hinges on three questions: what you want to play, how much you value mixed reality, and whether you plan to use PC VR. Quest 2 remains a capable headset with a massive library and a very reasonable price on the used market. For many newcomers focused on Beat Saber, Pistol Whip, and a catalog of existing titles, it still delivers.
Quest 3 adds sharper visuals, slimmer optics, better passthrough, and a faster processor. If you care about mixed reality, long-term support, and the best overall experience in standalone apps, it is the obvious choice. If PC VR is your main goal, Quest 3’s improved displays and optics still help even when tethered, since text and edges are cleaner. A good USB-C cable or robust Wi‑Fi makes a big difference. Consider storage as well, because native games and media can add up. Cloud backups and content management help, but a larger capacity model means less juggling.
Comfort is personal. If possible, try one on, or plan to budget for a strap that matches your preference. If you wear glasses, use the included spacer or lens adapters from reputable vendors.
Development lessons from Quest
One reason the platform earned developer loyalty is that constraints were clear and consistent. Designing for a thermally limited mobile GPU forces discipline that often leads to better games. Here are a few patterns that emerged as best practices.
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Prioritize interaction fidelity: Complex shaders are nice, but believable hand presence and responsive physics create the magic.
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Budget for frame timing: Hitting the target refresh rate is non-negotiable for comfort. Fixed foveated rendering, thoughtful LODs, and baked lighting are your friends.
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Use comfort-forward locomotion: Provide teleport, arm-swing, and snap turning options. Let players scale intensity.
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Design for short sessions: Many users play in 20 to 40 minute bursts. Make progress systems that respect that cadence.
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Test in real rooms: Inside-out tracking behaves differently in bright sunlit spaces versus dim basements. Guardian interactions and occlusion need real-world testing.
These constraints, coupled with a large audience, created a virtuous cycle. Good apps found users, feedback informed updates, and the bar kept rising.
Safety, privacy, and social presence
The Quest platform invests heavily in safety features. Guardian boundaries reduce collisions. Passthrough allows quick context checks without removing the headset. Parental controls exist for family accounts. On the privacy side, the account transition away from mandatory Facebook profiles gave users more control over identity. Many apps minimize data collection, and transparency has improved, though all connected devices require informed choices. If you value anonymity, a dedicated Meta account and careful app permissions are sensible.
Socially, spatial presence is a strength. Voice chat, avatars, and shared spaces feel more natural than text channels. Etiquette evolved naturally, for instance, personal space bubbles prevent strangers from walking right into your face in public rooms. Muting and blocking are one click away when needed.
Where Quest pushed the conversation
If we step back, Quest’s biggest cultural contribution might be demystifying VR. It made it okay to look a little silly for the reward of doing something genuinely new. Friends who swore VR was a fad ended up sweating through Beat Saber tracks and asking about strap upgrades. Teachers built lesson plans around virtual field trips. Fitness enthusiasts found routines that stick. Developers who loved systems design discovered that throwing a virtual object with a convincing arc can be more satisfying than adding another layer of bloom.
Technically, the platform’s work on inside-out tracking, computer vision for room understanding, and low-latency streaming will appear in many devices that are not labeled VR. Mixed reality on Quest 3 shows a path where headsets are useful even when you are not escaping your room. That matters for mainstream adoption.
Notable quirks and memorable moments
A platform with millions of users accumulates stories.
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Straps breaking and being replaced: Early Elite Straps for Quest 2 had reports of cracking. Meta iterated, vendors improved designs, and end users learned a new vocabulary for headgear.
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Echo VR’s arc: A beloved zero-gravity sport that started on Rift made it to Quest and cultivated a dedicated community. Its sunset in 2023 sparked discussions about the life cycle of live-service VR games and preservation.
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Casting parties: Casting from Quest to a TV or phone became a living room ritual. Someone plays, others watch, everyone laughs when the player ducks under an invisible beam and bumps the sofa.
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Mod scenes: Games like Beat Saber inspired a mod community that created custom songs, lighting, and maps, turning a great game into a bottomless one.
Each of these moments, big or small, contributed to a sense that VR is not a solitary tech demo but a living culture with shared references.
The road ahead
The Quest platform is not an endpoint. It is a steep step on a staircase toward lighter headsets, richer mixed reality, and smarter software. Expect displays to keep improving in clarity, optics to reduce bulk further, and tracking to become more robust in all environments. On the software side, watch for more apps that blend your physical room with virtual elements in useful ways, not just visual tricks. Standards like OpenXR will keep reducing fragmentation so developers can reach users without rewriting everything for each headset.
Quest’s legacy is secure: it proved that standalone VR can be mainstream, that great interaction beats brute-force graphics, and that a headset can be a game console, a creative studio, a gym, and a teleportation device all before lunch. If you have not tried one yet, find a friend with a Quest and ask for a five-minute demo. You might look a bit ridiculous. You will probably not care.
Most played games
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BONELABStory 6h 11mExtras 9h 12mComplete 35h 14m
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I Expect You To Die 2Story 3h 48mExtras 4h 19mComplete 7h 57m
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Vader Immortal: A Star Wars VR SeriesStory 2h 24mExtras 3h 2mComplete 21h 33m
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The Climb 2Story 4h 6mExtras 8h 31mComplete 15h 46m
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Medal of Honor: Above and BeyondStory 10h 6mExtras 16h 2mComplete 15h 20m
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Star Wars: Tales from the Galaxy's EdgeStory 3h 33mExtras 5h 50mComplete 7h 48m
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Into the Radius VRStory 22h 14mExtras 35h 1mComplete 76h 37m
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Down The Rabbit HoleStory 2h 0mExtras 2h 11mComplete 2h 35m
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The Room VR: A Dark MatterStory 3h 59mExtras 4h 20mComplete 4h 26m
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The Walking Dead: Saints & SinnersStory 11h 33mExtras 13h 40mComplete 24h 35m
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Vader Immortal: Episode IIIStory 0h 44mExtras 1h 1mComplete 3h 46m
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Doctor Who: The Edge Of TimeStory 2h 56mExtras 2h 29mComplete 4h 0m
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Vader Immortal: Episode IIStory 0h 42mExtras 0h 59mComplete 2h 2m
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Bait! (2016)Story 2h 3mExtras 7h 21mComplete -
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Phantom: Covert OpsStory 3h 51mExtras 5h 16mComplete 9h 24m
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BONEWORKSStory 10h 44mExtras 15h 43mComplete 47h 17m
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Pistol WhipStory 2h 2mExtras 4h 18mComplete 7h 49m
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Sniper Elite VRStory 8h 52mExtras 8h 54mComplete 11h 52m
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Vader Immortal: Episode IStory 0h 53mExtras 1h 12mComplete 4h 45m
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A Fisherman's TaleStory 1h 29mExtras 1h 28mComplete 2h 36m
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Creed: Rise to GloryStory 1h 22mExtras 1h 43mComplete 3h 54m
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Trover Saves the UniverseStory 5h 4mExtras 6h 32mComplete 8h 30m
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Virtual Virtual RealityStory 2h 29mExtras 3h 1mComplete -
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Tetris EffectStory 3h 3mExtras 11h 0mComplete 120h 32m
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Red MatterStory 2h 59mExtras 3h 15mComplete 3h 14m
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Beat SaberStory 6h 36mExtras 26h 6mComplete 60h 8m
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Accounting PlusStory 1h 12mExtras 1h 51mComplete 2h 34m
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Moss (2018)Story 4h 4mExtras 4h 50mComplete 7h 3m
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Lone EchoStory 5h 31mExtras 7h 14mComplete 9h 31m
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Spider-Man: Homecoming - Virtual Reality ExperienceStory 0h 24mExtras 0h 10mComplete 0h 48m
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The Thrill of the FightStory 2h 31mExtras 9h 7mComplete 6h 3m
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Rick and Morty: Virtual Rick-alityStory 2h 8mExtras 2h 48mComplete 6h 47m
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Robo RecallStory 2h 55mExtras 4h 54mComplete 7h 37m
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Psychonauts in the Rhombus of RuinStory 2h 6mExtras 2h 24mComplete 2h 57m
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SUPERHOT VRStory 1h 55mExtras 3h 26mComplete 7h 57m
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I Expect You To DieStory 3h 8mExtras 3h 57mComplete 5h 35m
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Arizona SunshineStory 4h 5mExtras 6h 9mComplete 8h 47m
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Job SimulatorStory 2h 33mExtras 3h 6mComplete 3h 59m
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DreadhallsStory 2h 52mExtras 3h 47mComplete -
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Resident Evil 4 (2005)Story 16h 6mExtras 20h 27mComplete 33h 49m