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  • 3 days ago

    DeoVR 1.15 Is Out: Picture Offset, Faster Playback and Fixes

    DeoVR 1.15 is now live on Meta Quest, Pico and Apple Vision Pro. It lets you position the picture precisely, makes switching between videos faster and fixes a set of bugs reported by the community.

    Highlights

    • Picture offset controls. Advanced Settings now has two sliders that move the image left, right, up and down, so you can place it exactly where you want.
    • Passthrough that stays on. If you turn passthrough on once, it stays on when you move to the next video.
    • Faster transitions. The next video starts sooner, so there’s less waiting between clips.

    Other improvements

    • There’s now a separate number keypad for typing digits.
    • Report options have moved into the video info panel.
    • Mute icons in Watch Parties are easier to read.

    Bug fixes

    • AI passthrough stays in sync with the video when you change quality.
    • Tags in the info panel take you to the right page.
    • The quality you pick carries over to the next video instead of going back to Auto.
    • Clicking outside the settings panel closes only the settings, not the whole interface.
    • Playlists skip videos that are unavailable instead of getting stuck.
    • In Multiuser with 6DoF off, the keyboard no longer drifts.
    • Changing sharpness no longer affects brightness.

    Get the update

    If you don’t have the app yet, download it from your platform’s store:
    Meta Store · Apple Vision Pro · Pico Store

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  • 1 week ago

    DeoVR 1.14 Is Out: Watch Parties Voice Chat

    DeoVR 1.14 is out, and it closes the biggest gap in Multiuser Watch Parties: until now, you needed a separate app to talk to your friends. Now you can join a room and talk right there.

    ⚠️ All new features are available only in the new DeoVR app (not DeoVR Classic). Update to try them out.

    Talk in the room, not in another app

    Watch Parties let you watch together in one virtual room, but the conversation used to happen somewhere else: Discord, or a Google Meet call running next to your headset. With 1.14, you join a room with your 6-digit code as usual and talk to everyone in it. No second app, no second device.

    Keep the room friendly

    Once people can talk, you want control over who you hear and who stays. Multiuser now has Mute, Ignore, Report and Ban.

    Rooms also got smoother:

    • An X on the UI makes closing a room easier
    • Fewer messages about people joining the room

    Improvements

    • Improved flat video rendering
    • Improved A-B loop positioning

    Fixes

    • UI flickering: fixed while using hand tracking, and on Apple Vision Pro
    • Remote Launch now works correctly inside a Watch Party

    Update and see you in the room

    Quest users can update DeoVR now. Grab your headset, call your friends, and we'll see you in the virtual front row, now with sound.

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  • 2 weeks ago

    Our App Names: DeoVR Classic and DeoVR

    Hello, dear DeoVR community!

    In September we renamed our apps to make things simpler. The app you knew as DeoVR Hyper is now simply DeoVR, and the original DeoVR app is now DeoVR Classic. Nothing breaks today, and there's no need to rush. Here's what changed and what we recommend.

    What changed

    Two apps swapped names: DeoVR Hyper is now DeoVR, and DeoVR is now DeoVR Classic. That is the whole change.

    DeoVR Hyper has grown into the main DeoVR experience, so it now carries the name that goes with it. The original app keeps its place as DeoVR Classic.

    Is this a new app? No. It is the same apps with clearer names.

    What it means for you

    You don't need to reinstall, migrate or set anything up. Your account, your channels and your content stay exactly as they were.

    If you already use the app formerly known as DeoVR Hyper, you're on the new DeoVR. Just keep using it. If you are new to DeoVR, this is the app we recommend starting with, and it is where new features will arrive.

    What happens to DeoVR Classic

    DeoVR Classic continues to work for now, so nothing changes for you today.

    What changes is the roadmap: DeoVR Classic will not receive new features. All new development, improvements and releases go into the new DeoVR. All new features and improvements are built for DeoVR, so switching is the best way to keep getting the most out of it. We recommend making the move when it's convenient for you.

    A good example is Multiuser Watch Parties, which let you watch VR content in sync with friends. This feature is available only in the new DeoVR, not in DeoVR Classic.

    Do I have to switch from DeoVR Classic? No, but we strongly recommend it. DeoVR Classic will keep working for now, but it won't get new features or improvements.

    Where do I ask questions? Write to our support team or reach out in the DeoVR community, and we'll be happy to help.

    Thank you for watching, creating and building the DeoVR community with us. See you in VR!

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  • 3 weeks ago

    DeoVR Gets Ready for Meta's 2027 VR Glasses

    Meta has officially announced its next generation of VR glasses 🎉 They weigh about 100 g, five times lighter than Quest 3, with a strap-free design, a micro-OLED display, Dolby Vision and full-color passthrough. They cost $1,299.99 and launch in Spring 2027, and we plan to support them from day one.

    What it means for DeoVR

    • Quest apps. The glasses use the same store and platform as Quest. Apps need to be 64-bit and work without controllers, so DeoVR should run, and we'll confirm after testing on real hardware.
    • Narrower field of view. 70° against 110° on Quest 3. You see a smaller window of 180° and 360° videos at once, but with higher pixel density (37 vs 25 PPD).
    • Sharper passthrough. 26 PPD against 18 PPD on Quest 3, plus autofocus and depth sensing.
    • Controllers optional. Eye and hand tracking cover navigation, and Touch Plus controllers can be bought separately.
    • Much lighter. About 100 g against 515 g for Quest 3, with the compute unit tethered separately.
    • Price. $1,299.99 against $499.99 for Quest 3.

     

    Micro-OLED is especially exciting for immersive video, with deep blacks, strong contrast, high pixel density and Dolby Vision support. For a quick taste of what displays like this are built for, queue up Shark Diving in Jupiter Florida, HDR Remastered: an HDR-graded dive with Goliath groupers and sharks, full of shadow detail and underwater contrast.

    Meta hasn't published video decoding specs yet. We're following the launch closely and plan to support Meta's new glasses from day one. More details as Spring 2027 gets closer.

    Full specs: Meta VR Glasses vs Meta Quest 3

     

     

    Meta VR Glasses

    Meta Quest 3

    Edge

    Pixels per degree

    37

    25

    Glasses

    Field of view (H×V)

    70° × 66°

    110° × 96°

    Quest 3

    Weight

    ~100 g (glasses only)

    515 g

    Glasses

    Form factor

    Glasses + separate compute unit

    Standalone headset

    Depends

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  • September 3, 2026

    DeoVR x PICO “Create Beyond” Campaign Timeline Update

    Dear creators,
    Good news! 🎉
    As you may know, PICO’s new headset launch has been postponed, so we’re extending the first round of the DeoVR x PICO “Create Beyond” campaign until the end of September.
    This means you’ll have more time to join the campaign, submit your ideas, and apply for the Creator Fund.
    If you haven’t submitted your proposal yet, there’s still time. We’re looking forward to seeing more creative immersive stories from you! 🔥

    Read More
  • September 1, 2026

    DeoVR now support native fisheye uploads with full lens correction

    Starting today, DeoVR supports direct fisheye uploads with per-lens correction for VR180 creators. Pick your lens from a preset, or enter nine numbers, and DeoVR projects your original footage correctly at playback time.

    Until now, publishing VR180 meant a fisheye-to-equirectangular conversion first: it adds hours of rendering time and a quality tax, because every remap resamples your pixels. Worst of all, it was irreversible: if your distortion correction was off or the center was a few pixels out, the error was baked into the delivered file. Your only fix was to go back and re-render everything.

    Now the correction is just metadata. The player projects your untouched original pixels live. Noticed a flaw after publishing? Edit a number and it’s fixed for every viewer, instantly, with zero re-encoding.

    How to use it

    Edit exactly the way you always do except you do not need to do any projection conversion, eye swap, or stereo alignment during editing. Output your edited video as 2:1 side-by-side fisheye (see the sample screenshots below).

    (Step 1: Output your edited video as 2:1 side-by-side fisheye(8192*4096 etc)

     

    Then, when uploading:

    1. Set Video format to Side-by-Side and View angle to 190.

    2. Pick your Camera lens preset (Canon RF 5.2mm Dual Fisheye etc.).

    3. Already know your rig's numbers? Enter them under Advanced settings. If not, click Align eyes — a web interface opens where you align the two eyes visually, with a preview that matches exactly what viewers will see in the headset. Hit Apply, and the parameters fill themselves in.

    (Step 2: when uploading video, set Video format to Side-by-Side and View angle to 190 and pick a lens, then click align eyes.)

    (Do your alignment here, you can tweak/preview every paramaters in various view modes, then click apply)

     

    One rig, one set of parameters: the values you dial in will generally hold for all footage from that rig, so treat this as a one-time job, not a per-video chore.

    And the best part: the parameters stay editable after you publish. No need to get them perfect on the first try — fix them any time, and every viewer gets the fix instantly, no re-encode, no re-upload.

    What the nine numbers mean

    View angle / FOV (1), how wide your lens sees. The total angle across the image circle touching the shorter side of each eye’s frame. 180 = a hemisphere, 190 = a hemisphere plus wrap-around.

    k1–k4 (4), your lens’s fingerprint. No real fisheye bends light exactly like the textbook curve. These four coefficients describe how your glass deviates from ideal: a touch of compression here, a stretch toward the rim there. All zeros = ideal fisheye(equidistant fisheye). Every copy of a given lens model bends light near enough the same way, so presets carry these for you.

    C numbers: CxL, CyL, CxR, CyR (4), where the bullseye really is, per eye.

    Here’s why these are not in the presets: FOV and k describe the lens design, but the center describes your individual camera. Assembly tolerances mean every unit’s sensor sits a few pixels differently behind its lens, and the left and right eyes are off differently. Two cameras of the identical model need different centers.

    A wrong center is what makes verticals bow near the edges and the horizon drift as you look around. These four values, as fractions of the frame, point the projection at each eye’s true optical center.

    Getting your numbers manually

    Using a custom solution?

    • k1–k4: calibrate with Gyroflow’s Lens Calibrator. It is free, open-source, and takes one chessboard clip per lens. It uses the same fisheye model DeoVR does, so the coefficients drop straight in.

    • FOV: take your Gyroflow calibration into our web tool. Enter the calibrated focal length and it computes your exact FOV, with a live angular grid overlaid on your own frame to verify.

    • CxL/CyL/CxR/CyR: the same web tool finds your per-eye centers visually and outputs them in exactly the format these fields expect.

    check out this footage from a Custom 220 degrees FOV solution, perfected handled by our new lens correction system.

     

    Current limitations and What’s next

    This release covers VR180 videos that was shot on a single camera rig, it's just the first step, Here's what's coming:

    • Rotational offset correction. Three more parameters (yaw / tilt / roll) for aligning the two eyes on rigs where the lenses aren't perfectly parallel. Think all the VR180 mods comming from 360 cameras, or even BM Cine Immersive Camera.

    • Per-shot parameters. Everything above, settable per time range. Import the timeline from your editing software (it already knows where your cuts are) or let us auto-detect them — then step through your video shot by shot and dial in each one. Keyframing inside a shot is rarely needed, but it's on the list too.

    • Parametric masks, fades and transitions. Stop baking masks into your video file. Masks become runtime metadata like everything else — editable after publishing, and per-shot, so different scenes can carry different masks. Same for fades and transitions: nothing burned in, everything rendered at play time.

    • Runtime lens patch. With lens geometry perfectly aligned, edge patching (covering each eye's blind edge with the other eye's view) becomes a handful of parameters instead of a rendering pass — adjustable, reversible, per shot.

    • Titles and 2D/3D overlays. Rendered at play time as a layer above your video — create and edit them right in the web interface, no re-encode, no re-upload.

    Every one of these follows the same rule: your pixels stay untouched; metadata does the work.

    Let me know what you think! Step by step tutorial comming soon, Stay tuned! Big thanks to the DeoVR team for bring my idea alive💪

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  • August 31, 2026

    DeoVR Studio is here - your phone just got an upgrade


    Getting started takes about a minute

    1. Download DeoVR Studio from Google Play
      Or App Store
    2. Sign in. Your account and library carry over.
    3. Got AI glasses from Meta? Open the Glasses tab and connect them.

    Watching DeoVR on your phone's browser has always worked well. So this isn't a fix - it's an upgrade.

    DeoVR Studio is a standalone app: your library on your home screen, feeds built for the touchscreen, and something genuinely new - a direct line to your AI glasses from Meta.

    Watch VR the way it should work on a phone

    VR videos play beautifully here: drag your finger across the screen and look around inside the scene. Left, right, wherever. Smooth and native, designed for the touchscreen from the ground up.

    Flat videos play exactly as you'd expect. And your For You, New, and Trending feeds are right there on launch, premium and free alike.

    Your glasses are invited too

    DeoVR Studio works with AI glasses from Meta, and this is where it gets fun.

    Record from your glasses, hands completely free, and the clip shows up in My Media - keep it in your local gallery or upload it to your DeoVR account. (And the upload path isn't just for glasses footage: you can bring in your own videos too, flat or VR.)

    Want to see what your glasses see, live? Open the Glasses tab and start streaming. Your glasses' camera feed runs in real time on your phone screen. (One direction, to be clear: the glasses stream to the app, not the other way around.)

    And when something's worth keeping, upload it to your DeoVR account and publish it on your creator channel, right next to everything else you've made.

    That's the whole setup. Same DeoVR you know, now with a home of its own on your phone.

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