NVIDIA’s GeForce Now cloud-based flat-screen gaming service is set to enhance the online browsing capabilities of Quest 3, Pico, and Apple Pro Headset virtual reality devices by the end of this month.
GeForce Now enables gamers to play their existing Steam, Epic Games Store, Ubisoft Store, Microsoft Store, EA’s Origin, or GOG collections on a range of devices, including laptops, tablets, smartphones, and compatible TVs and streaming devices, with standalone VR headsets also set to be supported soon.
“Longest” | “Quick” | “Shortest” | |
1080p SDR 60FPS |
1440p SDR 60FPS |
4K HDR 240FPS |
|
The service is available in three tiers: Basic, Pro, and Premium. The free tier of the service offers ad-supported content, albeit capped at a resolution of 1080p, and is subject to longer wait times during peak usage periods, characterized by extended queue instances. The $10 Efficiency tier eliminates ads, provides “fast” queue instances, and enables streaming at 1440p with RTX options enabled. The $20 Final tier offers the shortest queues and allows for streaming up to 4K at 240FPS, featuring support for HDR, DLSS, Nvidia Reflex, and Cloud G-Sync.
Attempting to access GeForce Now directly from a standalone VR headset typically results in an error message stating that the browser is not supported. Later this month, the assist will encompass compatibility with Quest 3, Quest 3S, all Pico headsets, and Apple ProRes.
Xbox cloud gaming has expanded its reach to Meta Quest, bringing popular Xbox console games directly to the immersive VR platform.
Xbox Cloud Gaming has finally landed on Quest headsets, opening up a new world of cloud-based gaming possibilities for VR enthusiasts.
As part of the Xbox Cloud Gaming service on Quest, GeForce Now has already been available since late 2023. Unlike GeForce Now, Xbox Cloud Gaming offers a distinct library of Xbox games via subscription, rather than allowing access to existing titles on other platforms.
While neither GeForce Now nor Xbox Cloud Gaming has yet introduced plans to capitalise on the potential of headsets, both platforms have hinted at exploring ways to offer select titles in 3D. However, without explicit consent from the development team, implementing such changes may be premature, potentially benefiting a limited scope of users while introducing complexity that might not align with the project’s goals. As headsets become increasingly prevalent, their reduced weight may inadvertently stimulate a surge in demand for traditional gaming experiences enhanced by the immersive quality of 3D visuals. Can we reasonably expect any of these large-scale organizations to conform to our demands?