How do I uninstall meta horizon link????
Ive tried going into windows settings and doing it there ,and ive tried going to file location and opening the "uninstall meta horizon link" shortcut (which just opens meta horizon link to the home page lol)
https://redd.it/1pwqsr1
@arkotonog
Ive tried going into windows settings and doing it there ,and ive tried going to file location and opening the "uninstall meta horizon link" shortcut (which just opens meta horizon link to the home page lol)
https://redd.it/1pwqsr1
@arkotonog
Reddit
From the oculus community on Reddit
Explore this post and more from the oculus community
Failure to establish desired Link VR connection 😩
I'm trying to get Steam VR to work. I've hit road blocks every path I take.
* Quest 2 : updated to latest OS
* Windows 11 PC, up to date OS
* Meta Horizon app : up to date version (downloaded today)
* Steam : up to date version
* using WiFi instead of a physical cable
PC is connected to the WiFi via cat 6 Ethernet to the house's local network.
WiFi is Orbi mesh network, the Quest is connecting to the primary node (less than 2m away)
When trying to make the initial connection within the Meta Horizon app, my desktop never appears.
When trying to connect via Steam VR, it claims "Steaming VR only supported on local network"
When attempting to establish a Remote Desktop, it connects. I can then use my keyboard and mouse to use my PC and view it within the quest.
This established my Quest 2 as a known device within the Meta Horizon app, but it's listed as off-line, despite me using it to view the desktop through the Quest.
I've followed multiple guides as to how to resolve this incompatibility.
* restarted both devices
* uninstalled software, erased legacy files, rebooted and reinstalled
* turned local firewall off
* multiple other minor tweaks
Considering I know both the PC and Quest actually communicate together (via Remote Desktop) why can't I get either the Meta link or the Steam VR connections to establish?
**EDIT: I set up a stand alone WiFi network purely for the Quest, the Meta Horizon software connected instantly.**
**Steam VR connected, but claimed the appropriate software wasn't installed on my PC, and promptly installed it for me.**
**The final step, of getting Satisfactory to work on the Quest, still alludes me. That'll be minor tweaking now**
UPDATE : I turned my local firewall back on, and it all still connects fine.
https://redd.it/1pwqmx1
@arkotonog
I'm trying to get Steam VR to work. I've hit road blocks every path I take.
* Quest 2 : updated to latest OS
* Windows 11 PC, up to date OS
* Meta Horizon app : up to date version (downloaded today)
* Steam : up to date version
* using WiFi instead of a physical cable
PC is connected to the WiFi via cat 6 Ethernet to the house's local network.
WiFi is Orbi mesh network, the Quest is connecting to the primary node (less than 2m away)
When trying to make the initial connection within the Meta Horizon app, my desktop never appears.
When trying to connect via Steam VR, it claims "Steaming VR only supported on local network"
When attempting to establish a Remote Desktop, it connects. I can then use my keyboard and mouse to use my PC and view it within the quest.
This established my Quest 2 as a known device within the Meta Horizon app, but it's listed as off-line, despite me using it to view the desktop through the Quest.
I've followed multiple guides as to how to resolve this incompatibility.
* restarted both devices
* uninstalled software, erased legacy files, rebooted and reinstalled
* turned local firewall off
* multiple other minor tweaks
Considering I know both the PC and Quest actually communicate together (via Remote Desktop) why can't I get either the Meta link or the Steam VR connections to establish?
**EDIT: I set up a stand alone WiFi network purely for the Quest, the Meta Horizon software connected instantly.**
**Steam VR connected, but claimed the appropriate software wasn't installed on my PC, and promptly installed it for me.**
**The final step, of getting Satisfactory to work on the Quest, still alludes me. That'll be minor tweaking now**
UPDATE : I turned my local firewall back on, and it all still connects fine.
https://redd.it/1pwqmx1
@arkotonog
Reddit
From the oculus community on Reddit
Explore this post and more from the oculus community
Firewood Banks Aren’t Inspiring. They’re a Sign of Collapse.
https://newrepublic.com/article/204051/firewood-banks-heating-bill-winter
https://redd.it/1pwutji
@arkotonog
https://newrepublic.com/article/204051/firewood-banks-heating-bill-winter
https://redd.it/1pwutji
@arkotonog
Newrepublic
Firewood Banks Aren’t Inspiring. They’re a Sign of Collapse.
Rural America knows the truth long before the rest of the country feels it. Nothing collapses all at once. It just stops working in small places first while everyone else calls it local hardship. That’s why wood banks—like a food bank but for fuel—are important.…
Big Tech Ramps Up Propaganda Blitz As AI Data Centers Become Toxic With Voters
https://www.commondreams.org/news/ai-data-center-propaganda-blitz
https://redd.it/1px3fk5
@arkotonog
https://www.commondreams.org/news/ai-data-center-propaganda-blitz
https://redd.it/1px3fk5
@arkotonog
Common Dreams
Big Tech Ramps Up Propaganda Blitz As AI Data Centers Become Toxic With Voters | Common Dreams
As backlash against energy-sucking AI data centers grows, Big Tech is spending millions on propaganda and lobbying to push a "positive pro-data center campaign message" onto legislators and voters ahead of the midterms.
I predict VR will actually be MORE efficient than flat screen gaming in the future. Here's why.
EDIT: For anyone who wants to hear me rant a bit, here's a video venting about my writing process for this post - which WAS NOT AI-generated: https://www.youtube.com/watch?v=pn9D4OEU0aM
Foreword:
The traditional belief is that VR is less efficient and thus less performant than flat gaming, since VR needs to render a frame once for each eye, while flat-screen only needs to render a frame once.
However, this naive perspective discounts several key advantages that VR has over flat screens when it comes to rendering performance. While not all of the advantages are obvious or as-of-yet fully matured, one can imagine that in 15 years, they will be.
Conjecture:
VR will be MORE efficient than flat screen within 15 years, possibly sooner, and when that time comes, it will seem like the benefits should have been object looking back.
VR Advantages:
(1) Dynamic Foveated Rendering \- While initial results of foveated rendering were relatively weak, newer techniques have shown anywhere from 20% - 50% improvement per frame, already substantially negating the "VR disadvantage" from having to render wide field of views across both eyes
(2) YORO - you only render once \- a demonstration and research paper this year gives anywhere from 25% - 100%+ frame rate improvement by using information from the left eye's shader to reproject onto the right eye. This is NOT the same as guessing, since the previous frame's shader information gives valuable spatial information to the right-eye reprojection.
YORO has downsides, but it was also only released as a research paper earlier this year. There is surely room to improve.
(3) Eye tracking \- flat screen games typically render the entire frame at the highest possible quality, having to use LODs to manage detail at a distance. With eye tracking, techniques such as DFR but many others become possible both now and in the future, which will lead to greater details AND performance gains in VR that aren't currently utilized with flat screens.
These advantages may double or even quadruple current VR rendering speeds while retaining accuracy and perceived quality.
(4) Deep graphics API and hardware integrations - many of the techniques used to optimize VR games happen at the software or shader levels, reducing CPU and GPU compute using developer- or engine-coded algorithms, not transistors. Once algorithms and research are established and more mature, you can expect deeper integration into the raw silicon to improve performance even further. You can expect this to have 20% - 50% gains (or more!) over hand-written algorithms.
(5) Other improvements across layers. Everything from data encoding and decoding algorithms (for better streaming) to shader and geometry improvements are actively being researched for whether or not meaningful improvement gains can be seen for VR. Even a cumulative 3 - 5% here and there adds up to a lot in the long-run.
(6) Synthesis and combining of all the above. In the future, VR games will very optimally produce the second frame WHILE ALSO using dynamic foveated rendering and streaming to only send and render necessary details WHILE ALSO being assisted by deep hardware integrations and highly optimized silicon.
Conclusion:
I believe these advantages, along with ongoing research and improvements in screens, lenses, audio, batteries, and other immersion factors, will make VR the high-performance platform of the future. Once 4x+ gains are achieved and widely distributed across devices, it will seem "obvious" that VR was more performant than flat screen gaming.
In 15 years, expect to be able to run PS4 or even PS5 level graphics on mobile headsets (and ESPECIALLY with PCVR) in the future, in a cave, with a headset made out of box of scrap GPUs!
https://redd.it/1pxeqv6
@arkotonog
EDIT: For anyone who wants to hear me rant a bit, here's a video venting about my writing process for this post - which WAS NOT AI-generated: https://www.youtube.com/watch?v=pn9D4OEU0aM
Foreword:
The traditional belief is that VR is less efficient and thus less performant than flat gaming, since VR needs to render a frame once for each eye, while flat-screen only needs to render a frame once.
However, this naive perspective discounts several key advantages that VR has over flat screens when it comes to rendering performance. While not all of the advantages are obvious or as-of-yet fully matured, one can imagine that in 15 years, they will be.
Conjecture:
VR will be MORE efficient than flat screen within 15 years, possibly sooner, and when that time comes, it will seem like the benefits should have been object looking back.
VR Advantages:
(1) Dynamic Foveated Rendering \- While initial results of foveated rendering were relatively weak, newer techniques have shown anywhere from 20% - 50% improvement per frame, already substantially negating the "VR disadvantage" from having to render wide field of views across both eyes
(2) YORO - you only render once \- a demonstration and research paper this year gives anywhere from 25% - 100%+ frame rate improvement by using information from the left eye's shader to reproject onto the right eye. This is NOT the same as guessing, since the previous frame's shader information gives valuable spatial information to the right-eye reprojection.
YORO has downsides, but it was also only released as a research paper earlier this year. There is surely room to improve.
(3) Eye tracking \- flat screen games typically render the entire frame at the highest possible quality, having to use LODs to manage detail at a distance. With eye tracking, techniques such as DFR but many others become possible both now and in the future, which will lead to greater details AND performance gains in VR that aren't currently utilized with flat screens.
These advantages may double or even quadruple current VR rendering speeds while retaining accuracy and perceived quality.
(4) Deep graphics API and hardware integrations - many of the techniques used to optimize VR games happen at the software or shader levels, reducing CPU and GPU compute using developer- or engine-coded algorithms, not transistors. Once algorithms and research are established and more mature, you can expect deeper integration into the raw silicon to improve performance even further. You can expect this to have 20% - 50% gains (or more!) over hand-written algorithms.
(5) Other improvements across layers. Everything from data encoding and decoding algorithms (for better streaming) to shader and geometry improvements are actively being researched for whether or not meaningful improvement gains can be seen for VR. Even a cumulative 3 - 5% here and there adds up to a lot in the long-run.
(6) Synthesis and combining of all the above. In the future, VR games will very optimally produce the second frame WHILE ALSO using dynamic foveated rendering and streaming to only send and render necessary details WHILE ALSO being assisted by deep hardware integrations and highly optimized silicon.
Conclusion:
I believe these advantages, along with ongoing research and improvements in screens, lenses, audio, batteries, and other immersion factors, will make VR the high-performance platform of the future. Once 4x+ gains are achieved and widely distributed across devices, it will seem "obvious" that VR was more performant than flat screen gaming.
In 15 years, expect to be able to run PS4 or even PS5 level graphics on mobile headsets (and ESPECIALLY with PCVR) in the future, in a cave, with a headset made out of box of scrap GPUs!
https://redd.it/1pxeqv6
@arkotonog
YouTube
My VR Reddit Post WAS NOT written by ChatGPT. Some transparency.
Enjoy the videos and music you love, upload original content, and share it all with friends, family, and the world on YouTube.
Zelda BOTW VR Mod Trailer
https://www.youtube.com/watch?v=XDuxoo0kNsc
https://redd.it/1pxh5z6
@arkotonog
https://www.youtube.com/watch?v=XDuxoo0kNsc
https://redd.it/1pxh5z6
@arkotonog
YouTube
Zelda BOTW VR Mod Trailer - Releasing In 2 Days!
BetterVR is a flatscreen-to-VR conversion mod for The Legend Of Zelda: Breath of the Wild that's releasing 2 days after the release of this video. It'll be a freely available and will have be open-source.
For more info and the release countdown, go to:
…
For more info and the release countdown, go to:
…
AI Slop Is Spurring Record Requests for Imaginary Journals
https://www.scientificamerican.com/article/ai-slop-is-spurring-record-requests-for-imaginary-journals/
https://redd.it/1pxivgr
@arkotonog
https://www.scientificamerican.com/article/ai-slop-is-spurring-record-requests-for-imaginary-journals/
https://redd.it/1pxivgr
@arkotonog
Scientific American
AI Slop Is Spurring Record Requests for Imaginary Journals
The International Committee of the Red Cross warned that artificial intelligence models are making up research papers, journals and archives
2 in 3 Americans think AI will cause major harm to humans in the next 20 years according to Pew Research [8, 24]
https://www.pewresearch.org/wp-content/uploads/sites/20/2025/03/pi_2025.04.03_us-public-and-ai-experts_topline.pdf
https://redd.it/1pxsnfo
@arkotonog
https://www.pewresearch.org/wp-content/uploads/sites/20/2025/03/pi_2025.04.03_us-public-and-ai-experts_topline.pdf
https://redd.it/1pxsnfo
@arkotonog
CEOs are hugely expensive. Why not automate them? - If a single role is as expensive as thousands of workers, it is surely the prime candidate for robot-induced redundancy. [5, 23]
https://www.newstatesman.com/business/companies/2023/05/ceos-salaries-expensive-automate-robots
https://redd.it/1pxze83
@arkotonog
https://www.newstatesman.com/business/companies/2023/05/ceos-salaries-expensive-automate-robots
https://redd.it/1pxze83
@arkotonog
New Statesman
CEOs are hugely expensive. Why not automate them?
If a single role is as expensive as thousands of workers, it is surely the prime candidate for robot-induced redundancy.
PSVR2 appreciation post going back after high end PCVR made me realise how special it really is (long post)
I’ve spent a lot of time recently in high end PCVR bouncing between different headsets chasing clarity resolution lenses and raw image quality. All impressive in their own ways.
But going back to PSVR2 after that honestly made me realise just how special it is when developers actually build games and flat to VR mods around the hardware, instead of just scaling visuals.
PSVR2 is not just an OLED headset with HDR and adaptive triggers on paper. It is a system where certain games feel intentionally designed for those features and when everything lines up the experience feels more physical more grounded and more believable.
A few moments that really hit me again:
Resident Evil Village Heisenberg’s Factory
When you reach the factory and are dealing with Karl Heisenberg, there is a moment where you step outside and look up and the sun blasts through the sky and genuinely feels blinding.
The transition from near pitch black interiors to sudden HDR brightness is incredible. The OLED blacks colour grading and brightness curve all feel deliberately tuned. It is one of the most sensory VR moments I have experienced.
That moment only works because the game fully commits to OLED and HDR. The contrast between crushing darkness and sudden brightness is something LCD based headsets simply cannot reproduce in the same way. It feels hostile overwhelming and real.
Kayak VR: Mirage night and snow environments
The PSVR2 version feels clearly optimised for OLED. Night kayaking actually feels dark rather than grey washed.
The snow biome with the Northern Lights is stunning. The aurora against a pure black sky reflections on the water and subtle lighting genuinely make it feel like you are there.
I have played the PCVR version on PSVR2 too and while it looks good it does not have the same impact. It is not tuned specifically for OLED blacks and HDR in the same way so the atmosphere never quite lands as hard.
Gran Turismo 7
Racing in bright daylight then transitioning into sunset and full night driving is spectacular. Sun glare reflections tunnel darkness headlights cutting through blackness. HDR and OLED do so much work here. It feels like real lighting conditions rather than a flat evenly lit world.
Where PSVR2 really separates itself though is haptics and adaptive triggers, and how deeply they are integrated into gameplay rather than being an afterthought.
In Resident Evil Village and Resident Evil 4, even Star Wars: Galaxy edge, weapons genuinely feel different in your hands.
Triggers have resistance. There is tension before the shot breaks. Some guns have a heavier pull others a sharper click. When the trigger releases you feel a defined mechanical snap rather than a soft generic press.
Recoil feels tight and directional. You feel the kick travel through the controller rather than just buzzing in your palm. After a while your fingers start to anticipate how each weapon behaves. That physical language is completely missing from most other VR ecosystems where every trigger pull feels identical.
Once you get used to that level of feedback going back to standard VR controllers feels strangely flat. There is no resistance no anticipation no sense of force being loaded and released.
Even smaller experiences benefit massively from this. In Walkabout Mini Golf, striking the ball actually feels weighted. There is a firmness to the impact that makes distance and power intuitive. Traditional VR haptics often feel floaty and disconnected by comparison. On PSVR2 your brain buys into the illusion because the feedback matches what you see.
Outside of the well known mura and slight reprojection motion blur PSVR2 delivers something many VR systems do not. Cohesion.
Display lighting colour haptics and game design all pulling in the same direction.
It honestly makes me wish Sony had continued to push VR content harder. PSVR2 could easily have become an absolute VR powerhouse for unique complete first class VR experiences not just
I’ve spent a lot of time recently in high end PCVR bouncing between different headsets chasing clarity resolution lenses and raw image quality. All impressive in their own ways.
But going back to PSVR2 after that honestly made me realise just how special it is when developers actually build games and flat to VR mods around the hardware, instead of just scaling visuals.
PSVR2 is not just an OLED headset with HDR and adaptive triggers on paper. It is a system where certain games feel intentionally designed for those features and when everything lines up the experience feels more physical more grounded and more believable.
A few moments that really hit me again:
Resident Evil Village Heisenberg’s Factory
When you reach the factory and are dealing with Karl Heisenberg, there is a moment where you step outside and look up and the sun blasts through the sky and genuinely feels blinding.
The transition from near pitch black interiors to sudden HDR brightness is incredible. The OLED blacks colour grading and brightness curve all feel deliberately tuned. It is one of the most sensory VR moments I have experienced.
That moment only works because the game fully commits to OLED and HDR. The contrast between crushing darkness and sudden brightness is something LCD based headsets simply cannot reproduce in the same way. It feels hostile overwhelming and real.
Kayak VR: Mirage night and snow environments
The PSVR2 version feels clearly optimised for OLED. Night kayaking actually feels dark rather than grey washed.
The snow biome with the Northern Lights is stunning. The aurora against a pure black sky reflections on the water and subtle lighting genuinely make it feel like you are there.
I have played the PCVR version on PSVR2 too and while it looks good it does not have the same impact. It is not tuned specifically for OLED blacks and HDR in the same way so the atmosphere never quite lands as hard.
Gran Turismo 7
Racing in bright daylight then transitioning into sunset and full night driving is spectacular. Sun glare reflections tunnel darkness headlights cutting through blackness. HDR and OLED do so much work here. It feels like real lighting conditions rather than a flat evenly lit world.
Where PSVR2 really separates itself though is haptics and adaptive triggers, and how deeply they are integrated into gameplay rather than being an afterthought.
In Resident Evil Village and Resident Evil 4, even Star Wars: Galaxy edge, weapons genuinely feel different in your hands.
Triggers have resistance. There is tension before the shot breaks. Some guns have a heavier pull others a sharper click. When the trigger releases you feel a defined mechanical snap rather than a soft generic press.
Recoil feels tight and directional. You feel the kick travel through the controller rather than just buzzing in your palm. After a while your fingers start to anticipate how each weapon behaves. That physical language is completely missing from most other VR ecosystems where every trigger pull feels identical.
Once you get used to that level of feedback going back to standard VR controllers feels strangely flat. There is no resistance no anticipation no sense of force being loaded and released.
Even smaller experiences benefit massively from this. In Walkabout Mini Golf, striking the ball actually feels weighted. There is a firmness to the impact that makes distance and power intuitive. Traditional VR haptics often feel floaty and disconnected by comparison. On PSVR2 your brain buys into the illusion because the feedback matches what you see.
Outside of the well known mura and slight reprojection motion blur PSVR2 delivers something many VR systems do not. Cohesion.
Display lighting colour haptics and game design all pulling in the same direction.
It honestly makes me wish Sony had continued to push VR content harder. PSVR2 could easily have become an absolute VR powerhouse for unique complete first class VR experiences not just
competing on raw clarity or resolution but on immersion and sensory design.
Specs matter but moments matter more.
And PSVR2 has delivered some of the most memorable VR moments I have had precisely because developers leaned into what it does best.
What has really surprised me is this.
I have always found myself hoping for another Half-Life: Alyx level VR release from Valve or the next big AAA VR push from Meta.
But after going back to PSVR2 I have realised what I actually want is another Sony style PSVR2 optimised AAA VR game built specifically around OLED contrast, HDR, eye tracking and adaptive controllers.
Imagine the care of Astro Bot Rescue Mission again. A proper God of War VR experience. A cinematic The Last of Us VR narrative.
A horror focused Silent Hill built for OLED blacks. A moody Killzone VR shooter that really uses adaptive triggers. Even Uncharted could be incredible when designed properly for VR using VR2's features .
That is the kind of dedicated developer commitment where the hardware becomes the design, which really shows in the PSCR2 noscripts I've mentioned. We need more!
For crying out loud Sony!… you are so close. Don't stop here...
https://redd.it/1pxw25c
@arkotonog
Specs matter but moments matter more.
And PSVR2 has delivered some of the most memorable VR moments I have had precisely because developers leaned into what it does best.
What has really surprised me is this.
I have always found myself hoping for another Half-Life: Alyx level VR release from Valve or the next big AAA VR push from Meta.
But after going back to PSVR2 I have realised what I actually want is another Sony style PSVR2 optimised AAA VR game built specifically around OLED contrast, HDR, eye tracking and adaptive controllers.
Imagine the care of Astro Bot Rescue Mission again. A proper God of War VR experience. A cinematic The Last of Us VR narrative.
A horror focused Silent Hill built for OLED blacks. A moody Killzone VR shooter that really uses adaptive triggers. Even Uncharted could be incredible when designed properly for VR using VR2's features .
That is the kind of dedicated developer commitment where the hardware becomes the design, which really shows in the PSCR2 noscripts I've mentioned. We need more!
For crying out loud Sony!… you are so close. Don't stop here...
https://redd.it/1pxw25c
@arkotonog
Reddit
From the virtualreality community on Reddit
Explore this post and more from the virtualreality community
For people that feel like the VR gaming scene is a bit dry and haven't tried Vertigo, please do.
I haven't played a new VR game in a while as it seems like the industry has kind of gone stagnant. As unfortunate as it is not many good VR games are made anymore as it seems VR has been put on a backburner. But in my set of games I have played over the years, I had yet to play the vertigo series up until now, and I have to say I do not regret it one bit. Compared to games like boneworks and blade & sorcery, vertigo 1 and 2 are right up there with the gold standard vr of games. You can tell they are a passion project with the polish, detail, and quality put into them. They have a sense of humor, incredible action and weapon functionality, and references to numerous other games that always manage to surprise you. They also bring unique features like actually challenging boss fights and somewhat choice driven storylines. As much as I could say about how good these games are, you just have to try them for yourself.
https://redd.it/1py8nfu
@arkotonog
I haven't played a new VR game in a while as it seems like the industry has kind of gone stagnant. As unfortunate as it is not many good VR games are made anymore as it seems VR has been put on a backburner. But in my set of games I have played over the years, I had yet to play the vertigo series up until now, and I have to say I do not regret it one bit. Compared to games like boneworks and blade & sorcery, vertigo 1 and 2 are right up there with the gold standard vr of games. You can tell they are a passion project with the polish, detail, and quality put into them. They have a sense of humor, incredible action and weapon functionality, and references to numerous other games that always manage to surprise you. They also bring unique features like actually challenging boss fights and somewhat choice driven storylines. As much as I could say about how good these games are, you just have to try them for yourself.
https://redd.it/1py8nfu
@arkotonog
Reddit
From the virtualreality community on Reddit
Explore this post and more from the virtualreality community
Best FREE Open Source AR SDK / Tool to use
Hi guys, I am currently working on a restaurant web app.
So when a user goes on the website to check the menu, if they click on their prefered food / meal, they should be able to view the food in 3D
I tried using WEBXR, but its not supported on IOS, mindreality and AR.js needs to have an object or card for the AR experience to be placed on it.
I want it in such a way, that the user can place the 3D model on any surface.
This (Variant Launch) looks like the best option from their demo, but i tired implementing it using ngrok as my tunnel, and I am having a lot of trouble, has it is not even trying to activate the camera.
Any help or direction would do.
https://redd.it/1py56h4
@arkotonog
Hi guys, I am currently working on a restaurant web app.
So when a user goes on the website to check the menu, if they click on their prefered food / meal, they should be able to view the food in 3D
I tried using WEBXR, but its not supported on IOS, mindreality and AR.js needs to have an object or card for the AR experience to be placed on it.
I want it in such a way, that the user can place the 3D model on any surface.
This (Variant Launch) looks like the best option from their demo, but i tired implementing it using ngrok as my tunnel, and I am having a lot of trouble, has it is not even trying to activate the camera.
Any help or direction would do.
https://redd.it/1py56h4
@arkotonog
Reddit
From the augmentedreality community on Reddit
Explore this post and more from the augmentedreality community
The EU says it will introduce a digital payments infrastructure to replace Visa/Mastercard & Apple/Google Pay. It will have zero fees and be 100% European-only.
"It didn’t go unnoticed in Frankfurt that Visa and Mastercard suspended operations in Russia in March 2022 after the invasion of Ukraine……Thirteen of the 20 countries in the euro have no domestic card scheme. You use an international operator, or you pay in cash."
It hasn't gone unnoticed that the US is threatening to invade an EU country's (Denmark) territory, either. Would a future President Trump or President Vance threaten to shut down European financial infrastructure if it opposes an annexation of Greenland? Who knows, but better to take away that opportunity for leverage.
The plan is that you can link it to your bank account or open a special account at post offices throughout the EU. There will be phone apps for payments and digital Euro debit cards. Visa/Mastercard & Apple/Google Pay typically charge 3% fees; the digital Euro will have none. That will ensure it is speedily adopted by retailers and quickly supplants the US providers. Also worth noting its technology will be 100% European only, leaving zero vulnerability/leverage to non-Europeans.
Digital euro: what it is and how we will use the new form of cash - The European Central Bank is determined to break the US grip on card payments
https://redd.it/1pyfibp
@arkotonog
"It didn’t go unnoticed in Frankfurt that Visa and Mastercard suspended operations in Russia in March 2022 after the invasion of Ukraine……Thirteen of the 20 countries in the euro have no domestic card scheme. You use an international operator, or you pay in cash."
It hasn't gone unnoticed that the US is threatening to invade an EU country's (Denmark) territory, either. Would a future President Trump or President Vance threaten to shut down European financial infrastructure if it opposes an annexation of Greenland? Who knows, but better to take away that opportunity for leverage.
The plan is that you can link it to your bank account or open a special account at post offices throughout the EU. There will be phone apps for payments and digital Euro debit cards. Visa/Mastercard & Apple/Google Pay typically charge 3% fees; the digital Euro will have none. That will ensure it is speedily adopted by retailers and quickly supplants the US providers. Also worth noting its technology will be 100% European only, leaving zero vulnerability/leverage to non-Europeans.
Digital euro: what it is and how we will use the new form of cash - The European Central Bank is determined to break the US grip on card payments
https://redd.it/1pyfibp
@arkotonog
archive.ph
Digital euro: what it is and how we will use the new form of cash | I…
archived 29 Dec 2025 06:26:07 UTC
‘Zelda: Breath of the Wild’ is Getting an Unofficial VR Mod with Full Motion Controller Support
https://www.roadtovr.com/zelda-breath-of-the-wild-vr-mod/
https://redd.it/1pyphnr
@arkotonog
https://www.roadtovr.com/zelda-breath-of-the-wild-vr-mod/
https://redd.it/1pyphnr
@arkotonog
Road to VR
'Zelda: Breath of the Wild' is Getting an Unofficial VR Mod with Full Motion Controller Support
The emulated version of The Legend of Zelda: Breath of the Wild (2017) is getting an unofficial mod this week that will bring full 6DOF PC VR support to the game. The News Created by ‘Crementif’, the BetterVR mod for BotW promises to bring fully stereo-rendered…
AR glasses that don't look like AR glasses
I have been using my Quest 3 and Meta RayBan a lot and really wanna get a proper pair of AR glasses. But most of them look too “goofy” in my opinion. I just want a pair with a good screen (no need for cameras) that look like normal glasses (like the Meta RayBan) so I can use them to work at a cafe or on the plane without standing out.
https://redd.it/1pyzsby
@arkotonog
I have been using my Quest 3 and Meta RayBan a lot and really wanna get a proper pair of AR glasses. But most of them look too “goofy” in my opinion. I just want a pair with a good screen (no need for cameras) that look like normal glasses (like the Meta RayBan) so I can use them to work at a cafe or on the plane without standing out.
https://redd.it/1pyzsby
@arkotonog
Reddit
From the augmentedreality community on Reddit
Explore this post and more from the augmentedreality community
Dungeons of Eternity VR Is Pure Chaos ⚔️🏹 (Quest 3)
https://youtube.com/shorts/3Gzfgbt4xqw?si=Kuz6YWzHWG5dNC29
https://redd.it/1pz5oqw
@arkotonog
https://youtube.com/shorts/3Gzfgbt4xqw?si=Kuz6YWzHWG5dNC29
https://redd.it/1pz5oqw
@arkotonog
YouTube
Dungeons of Eternity VR Is Pure Chaos ⚔️🏹 (Quest 3)
Jumping into Dungeons of Eternity on the Oculus Quest 3 — a fast-paced VR dungeon crawler packed with sword combat, bow & arrow action, and nonstop fantasy c...
it's been 4 days and my right controller didn't drop a single percent
https://redd.it/1pza6x4
@arkotonog
https://redd.it/1pza6x4
@arkotonog