UPDATED! The Lynx R-1 Kickstarter Campaign Starts Today

Not too long ago, I first wrote about Lynx, a brand new, open ecosystem, standalone mixed reality headset (i.e. both virtual reality and augmented reality), by a French startup company founded a couple of years ago by Stan Larroque. Today, I learned that the Kickstarter crowdfunding campaign for this device is launching today, at 7:00 p.m. … Continue reading UPDATED! The Lynx R-1 Kickstarter Campaign Starts Today

LYNX: Announcing a New Standalone VR/AR/MR Headset with an Independent, Open Ecosystem

LYNX is an exciting new, standalone mixed reality headset, by a startup company founded a couple of years ago by Stan Larroque: Lynx was founded 2 years ago by Stan Larroque and a dedicated team of innovators in electronics, software, optics and hardware. We believe our ecosystem deserves a versatile and open device like Lynx, … Continue reading LYNX: Announcing a New Standalone VR/AR/MR Headset with an Independent, Open Ecosystem

Editorial: Why PCVR Is Still Too Far Away from Plug-and-Play for Broader Adoption by the General Public

Plug-and-play is a term often used to refer to something you can simply install by plugging it into one of the ports on your personal computer (usually USB), where it automatically sets itself up and it just works, right out of the box, without any fuss or futzing about. (I am old enough to remember … Continue reading Editorial: Why PCVR Is Still Too Far Away from Plug-and-Play for Broader Adoption by the General Public

EDITORIAL: Meta Drops the Facebook Requirement for Its Virtual Reality Hardware—And Why I Am Still Wary

Have you joined the RyanSchultz.com Discord yet? You’re invited to be a part of this cross-worlds discussion group, with 685 people participating from every social VR platform and virtual world! We discuss, debate and argue about the ever-evolving metaverse and all the companies building it. You’re welcome to come join us! More details here. My sole remaining … Continue reading EDITORIAL: Meta Drops the Facebook Requirement for Its Virtual Reality Hardware—And Why I Am Still Wary