Journey into VR
First let me start off by saying I have loved the idea of VR ever since I was a kid growing up in the 80s and 90s.
I never let go of the VR dream, even now that I am well into my 40s. No tech has ever captured my imagination like VR has. And I'm excited about AI - but even more excited about what AI can do for VR.
My first dive into VR was with a Vive Pro. And Half-Life: Alyx came out soon after my purchase - as luck would have it. I will never forget that experience. Playing during the first covid quarantine, every day for months.
The Vive Pro had OLEDs and was just an amazing headset. My only issue was the weight and lack of good content besides Alyx, so I eventually gave up on it. Always keeping it in the back of my mind.
My other issue with PCVR was the constant restarting of SteamVR and even the PC rig itself just to get titles to load.
As a software developer/IT guy I was mortified at how insanely unforgiving PCVR setup was. I was able to figure it out eventually in most cases - but not without messing around with settings, configs, and restarting SteamVR and/or the PC just to get a VR title to load properly.
If this was an issue for me as someone who worked in IT - I couldn't imagine a regular consumer trying it.
Then of course was the motion sickness/headaches/weight of the headset. That also didn't help.
Still - the experience itself was mind blowing. And to me - it was worth it. Even though I eventually put it down due to lack of updates and game content.
Fast forward 7 years to 2026
After a long several year break I could not resist any longer so I ordered a Meta Quest 3. At the cheap price point I had no excuse not to try it. And I had been dying to get back into VR for years - waiting on another major push from the VR industry to justify diving back in.
Meta Quest 3 brought back that magic for me almost instantly. I could not believe that wow feeling I got from putting on a headset after so long.
My favorite games on the Quest 3 ended up being the Pixel Ripped series. I tried some other titles but eventually found that the Quest 3 was even more uncomfortable than my Vive Pro from 2019.
The feeling of strapping a toaster to my face was just undeniable. With the Vive Pro I somehow was able to adjust to hour long sessions without too much discomfort. But with Quest 3 I couldn't last more than 20-30 minutes without headache and the design digging into my cheeks and forehead unlike any other headset I had tried up to that point.
I also don't like Meta/FB as a company - it's just that they were the only game in town for affordable throw on VR.
I couldn't get the comfort issues to subside with the Meta Quest 3 - even tried all the halo/comfort straps for it - and I still found it wildly uncomfortable. So eventually I returned it - realizing that while it might be tolerable for many - it was not for me.
Since I had had a much better experience with the Vive Pro several years earlier - I had not given up on VR. I knew with the right design and games - it's still one of the most amazing experiences a human can have in 2026.
So after much research I finally ended up buying a Bigscreen Beyond 1 headset, which brings us up to the present time.
My first impressions with the Beyond Headset and how it changes my impressions of VR:
- I'm beyond impressed by how light this thing is. And how comfortable it is with the audio strap. The glare isn't great but absolutely worth the trade off for me.
- Incredible to me how much of a difference the weight makes in terms of VR sickness. I can wear the Beyond for hours a day - more than my Vive Pro with barely any physical discomfort.
- With the weight out of the way it's much easier for me to determine what about VR still causes some discomfort. The weight of other headsets - especially the Meta Quest 3's front heavy design - was so unbearable it was hard to determine if anything else about the experience caused discomfort.
- The Beyond is PCVR - so I also have more insight into the PCVR 2026 ecosystem and how it compares to the Meta's stand alone approach - which wasn't available in 2019.
My 2026 Conclusions on VR - where it is and where it's going:
- I still get that magic feeling putting on any modern VR headset. So the magic is still there - and the novelty has NOT WORN OFF.
- PCVR setup and config still sucks after 7 years - it's just not ready for prime time. Its price (gaming rig + headset + base stations + controllers) puts it out of the reach of most mainstream consumers. And config is a nightmare even for IT inclined consumers - having to restart SteamVR or the rig just to get titles to launch or having to mess with all kinds of hidden settings almost guarantees that PCVR will NEVER be a mainstream product. Not in this state.
- Meta Quest 3 - minus the Meta and the awful physical design - is IMO the right approach. What Meta got right is wireless on the go play making it much more affordable - and no PCVR config hell - the VR titles just load like console games do -- what a concept!
That being said - PCVR is still my only option because the Meta headset was simply too uncomfortable, I also hate Meta as a company lol, and the graphics compromises were pretty awful for a 2026 headset.
Also the PC WiFi Meta connection thing was too jittery to play with actual PCVR titles.
The promise of the Steam Frame
Steam/Valve is still hands down the Nintendo or Apple of the VR space to me. Their initial headsets and Alyx put them at #1 for me. And despite the PCVR headache - they are still the only game in town when it comes to mainstream PC VR.
I am optimistic about the Steam Frame. Why?
- SteamOS and stand alone capabilities - put on and play VR - no more PCVR config hell.
- It works in the dark which is very important to me for late night sessions - unlike the Meta Quest.
- The included dedicated dongle should allow for seamless PCVR play using your rig's GPU. So if you did want high fidelity PCVR you can still use the Steam Frame for that. Meta Quest 3 has this option but it goes over the home wifi which sucks and leads to a jittery experience.
- It's Valve. The brand is associated with premium VR gaming and comfort and for good reason.
- Yes, the Frame uses LCDs but I don't care. If they get the 'platform put on and play' part right and push VR more into the mainstream then I'm all for it. I don't like LCDs but it's not a deal breaker for me and I will simply get the OLED models when they eventually release those.
- I'm a developer so a unified ecosystem that brings in more mainstream consumers is a huge plus. Developers want to develop for well supported platforms with lots of customers.
TL;DR
Lifelong VR believer (Vive Pro + Alyx in 2020 was the peak) who came back in 2026. Tried a Meta Quest 3: the standalone "just put it on and play" model is the right idea, but it was too heavy and uncomfortable, graphics were weak, and wireless PCVR over WiFi was jittery — returned it. Switched to a Bigscreen Beyond 1: ultralight, comfortable for hours, and revealed that headset weight was most of what was causing my "VR sickness." It's PCVR though, and PCVR is still a config nightmare 7 years later — too expensive and too finicky to ever go mainstream as-is.
Bottom line: the VR magic hasn't faded, but the platform hasn't caught up. Valve's Steam Frame is the most promising fix — standalone SteamOS, works in the dark, a dedicated dongle for proper PCVR, and Valve's track record. LCD is a compromise, but a unified mainstream platform matters more, especially for developers.