Bigscreen Beyond 2e
More actions
| Bigscreen Beyond 2e | |
|---|---|
| Basic Info | |
| VR/AR | Virtual Reality |
| Type | Head-mounted display |
| Subtype | PC VR |
| Platform | SteamVR |
| Developer | Bigscreen |
| Manufacturer | Bigscreen |
| Announcement Date | 20 March 2025 |
| Release Date | Mid-2025 (Bigscreen expected first Beyond 2e shipments in mid-July 2025; both models shipping by August 2025) |
| Price | US$1,219 at launch; US$1,159 since 31 August 2026; US$1,049 as the Beyond 2e Upgrade for owners of the original Beyond |
| Website | https://store.bigscreenvr.com/products/bigscreen-beyond-2 |
| Versions | Beyond 2e; Beyond 2e VRChat Edition (Atomic Purple shell). The Bigscreen Beyond 2 is the same headset without eye tracking |
| Requires | Windows 10 or 11 PC (DisplayPort 1.4 with DSC, 2 x USB 3.0), SteamVR Base Stations (1.0 or 2.0); SteamVR controllers for hand-driven content (not needed for wheel or HOTAS sim use) |
| Predecessor | Bigscreen Beyond |
| Display | |
| Display | 2× 1-inch Micro-OLED (RGB stripe) |
| Resolution | 2560×2560 per eye (5120 x 2560 combined) |
| Refresh Rate | 75 Hz and 90 Hz |
| Image | |
| Field of View | 116° diagonal, 108° horizontal, 96° vertical (manufacturer figures) |
| Optics | |
| Optics | Pancake lenses |
| Ocularity | Binocular |
| IPD Range | Per-eye manual adjustment with a hex tool; 48-75 mm user IPD supported (55-70 mm physical lens travel), as reported by Road to VR |
| Tracking | |
| Tracking | Outside-in 6DoF (SteamVR Base Stations 1.0 or 2.0) |
| Eye Tracking | Yes (built in; image sensors the size of a grain of sand with infrared LEDs, inference on the PC's AMD or NVIDIA GPU) |
| Hand Tracking | No |
| Audio | |
| Audio | No built-in speakers (optional Audio Strap or user's own headphones) |
| Microphone | Built-in stereo microphones |
| Connectivity | |
| Connectivity | 5 m fiber optic cable and Link Box; the PC needs 1 x DisplayPort 1.4 and 2 x USB 3.0 ports |
| Ports | 1 x USB-C accessory port (USB 2.0 speed) |
| Device | |
| Dimensions | 143.1 mm (L) x 52.4 mm (W) x 24-49.2 mm (D) |
| Weight | 107 g headset only (Bigscreen figure for the Beyond 2 line); the eye-tracking sensors add 1.05 g |
| Color | Carbon Black, Crystal Clear, Nuclear Orange; Atomic Purple (VRChat Edition) |
The Bigscreen Beyond 2e is a lightweight PC VR head-mounted display developed by Bigscreen. It is the eye-tracking variant of the Bigscreen Beyond 2: apart from its built-in eye tracking, the two headsets are the same, and eye tracking cannot be added to a Beyond 2 later.[1] Bigscreen announced both models on 20 March 2025, priced the 2e at US$1,219 at launch, and after production delays expected to begin shipping it in mid-July 2025, shortly after the standard model; by early August 2025 both models were shipping.[2][3][4][5] The headset uses dual micro-OLED displays at 2560×2560 pixels per eye, and Bigscreen lists the Beyond 2 at 107 grams for the headset alone; UploadVR reported that the 2e's eye-tracking sensors add 1.05 grams.[6]
Bigscreen describes two main uses for the eye tracking: avatar eye movement and expression in social VR such as VRChat, and performance gains in demanding simulation games through dynamic foveated rendering (DFR), which the company released in early access on 22 December 2025.[7] A VRChat Edition of the Beyond 2e with a translucent purple shell followed in 2025. Since 31 August 2026 the Beyond 2e has started at US$1,159.[8]
History and development
The original Bigscreen Beyond was released in 2023. Bigscreen said it designed the Beyond 2 from two years of feedback from owners of that headset, adding new pancake optics with a 116° diagonal field of view, adjustable IPD and a new Halo Mount, and making the headset 16% lighter.[2] Road to VR listed the original Beyond's field of view as 102° diagonal.[3]
Announcement and pre-orders
In March 2025, Bigscreen announced the Beyond 2 and Beyond 2e, with new optics, a wider field of view, manual IPD adjustment and (for the 2e model) integrated eye tracking.[9] Bigscreen's announcement post is dated 20 March 2025 and introduced the eye-tracking Beyond 2e as "one more thing".[2] Road to VR reported that the 2e "contains everything Beyond 2 does, albeit with a very small eye-tracking suite", which Bigscreen said used AI-powered computer vision for "low-latency, privacy-focused tracking" and would integrate with SteamVR, OpenXR and VRChat, with an eye-tracking beta program planned for summer 2025.[3] At launch, Bigscreen sold the headsets from Los Angeles to the United States, Canada, Japan, the United Kingdom, Europe, New Zealand and Australia.[3]
At the announcement, the Beyond 2 was due to ship in April 2025 and the 2e in May.[10] UploadVR reported that eye tracking would at first mainly drive avatar eyes in VRChat; foveated rendering was not supported at launch and was described as planned "later this year with continued software development", with Bigscreen working with Valve and Nvidia.[6] FlatpanelsHD wrote that the eye tracking was "pending a software update in Q3".[9] Bigscreen said that in the first 10 days after launch the Beyond 2 line had sold more than the original Beyond did in its first year.[2]
Shipping
On 26 April 2025, Bigscreen announced a production delay for the Beyond 2 tied to improved controller tracking, and said the delay did not affect orders for the Beyond 2e, which then had an estimated June 2025 ship date.[11] The first production units shipped in late June 2025.[10] In its 11 July 2025 production update, Bigscreen said these first shipments were all the standard Beyond 2 because a supplier had shipped a batch for the Beyond 2 instead of the Beyond 2e, and that it expected to start shipping the 2e about a week later.[4] Its August 2025 update described both models as shipping.[5]
Demand left a pre-order backlog through the end of 2025.[12] On 6 March 2026, Bigscreen announced that new Beyond 2 and Beyond 2e orders were shipping within 1-3 business days.[13]
VRChat Edition
On 16 July 2025, Bigscreen announced the Bigscreen Beyond 2e: VRChat Edition, made in partnership with VRChat. It is a Beyond 2e with an Atomic Purple shell that Bigscreen describes as slightly translucent, showing some of the internal circuitry, with packaging artwork designed by the company's art director Worth Dayley together with the VRChat team. Buyers receive exclusive VRChat digital items, stickers and profile badges. Bigscreen called it a limited edition, available while supplies last, and priced it from US$1,269.[14] Road to VR reported the price as "just $50 more than the standard Beyond 2e" and a September 2025 shipping target.[15] UploadVR noted that the edition is offered only on the 2e and that existing 2e customers could ask support to switch their order.[16] In December 2025, Bigscreen said it had not produced enough Atomic Purple units to meet VRChat Edition orders and was making more.[17] The VRChat Edition was still listed on the Bigscreen store in October 2026.[1]
Design and hardware
Display and optics
The Beyond 2e uses dual 1-inch micro-OLED displays with an RGB stripe subpixel layout, each with a resolution of 2560×2560 pixels. The total pixel count is over 13.1 million pixels across both eyes.[9] Bigscreen lists a 500,000:1 contrast ratio and a peak of 32 pixels per degree.[1] In September 2026, the company said its displays are manufactured by TSMC.[18] In MRTV's review of the Beyond 2, Sebastian Ang wrote that "the microOLED panels offer perfect blacks, vibrant colors, and adequate pixel density."[19]
The headset runs at 75 Hz or 90 Hz. At 75 Hz the PC renders the native 2560×2560 per eye; at 90 Hz it renders 1920×1920, which the headset upscales, and Bigscreen acknowledged a "slight reduction in sharpness" in that mode.[6] The PC's graphics card must support DisplayPort 1.4 and Display Stream Compression (DSC).[1]
The custom pancake lenses give a 116° diagonal field of view according to Bigscreen (108° horizontal and 96° vertical, measured at minimum eye relief), which the company compares to the Meta Quest 3, Apple Vision Pro and Valve Index.[2][6] Bigscreen says the optics give edge-to-edge clarity, a larger sweet spot, reduced glare and higher brightness than the original Beyond, and its teardown credits the new lens with reduced chromatic aberration and minimal ghost images.[2][20] The optics use cyclo-olefin copolymer (COC) materials, which Bigscreen says reduce weight compared with optical glass.[21] Measuring a Beyond 2 for MRTV, Ang reported 106° horizontal and 92° vertical.[19]
IPD adjustment
Unlike the original Beyond, the Beyond 2e has manual IPD adjustment. Each optical module moves independently, adjusted with the included 0.9 mm hex tool.[22] Road to VR gave the range as 48-75 mm of user IPD, with 55-70 mm of physical adjustment.[3] The headset does not report its lens separation to SteamVR, so users enter their IPD manually in the PC software.[6] Bigscreen notes that changing the IPD after training an eye-tracking model can degrade accuracy, and advises users to redo enrollment after settling on a new IPD.[23]
Eye tracking hardware
The Beyond 2e includes built-in eye tracking hardware. Bigscreen calls it the world's smallest eye-tracking sensor design, with an image sensor "the size of a grain of sand".[24] The company's teardown shows the sensor as a small dot on an eye-tracking flex circuit with two wings carrying infrared LEDs on each side.[20] UploadVR reported that the sensors add 1.05 grams, and that the tracking runs on the PC's GPU, which Bigscreen contrasted with "other PC VR eye tracking solutions which tax your CPU".[6] Bigscreen states that inference runs on AMD and NVIDIA GPUs.[1]
Prescription lens inserts made before 2025 for the original Beyond fit the Beyond 2 but not the Beyond 2e because of physical size constraints; inserts ordered new are compatible with the 2e.[1]
Weight and ergonomics
Bigscreen lists the Beyond 2 at 107 grams for the headset alone and says that everything apart from eye tracking is the same on the two models.[1] Notebookcheck described the 2e as "marginally heavier" than the base model.[25] Bigscreen calls the Beyond 2 the world's lightest PC VR headset.[20] The headset has no processor, RAM, storage or battery of its own; it is a tethered display for a PC, connected through a 5 m fiber optic cable and a Link Box.[18][1] The body measures 143.1 mm long, 52.4 mm wide and 24 mm to 49.2 mm deep.[1]
The headset sits on a facial interface: a Custom-Fit Cushion made from a 3D face scan, a Universal-Fit Cushion supplied in soft and firm versions, or the softer Universal-Fit Light Seal, which Bigscreen says maximizes field of view and pairs best with the Halo Mount. These are used with the Soft Strap, the optional Audio Strap or the Halo Mount.[1] Bigscreen notes that each eye-tracking model should correspond to a specific facial interface and strap setup, and that reseating the headset may require readjustment.[23]
Audio
The Beyond 2e has no built-in speakers. An optional Audio Strap is available separately, and users can also use their own headphones.[1] The headset has built-in stereo microphones; Bigscreen's teardown shows the microphone array on the same flex circuit as the SteamVR tracking photodiodes.[1][20]
Tracking
The Beyond 2e requires external SteamVR Base Stations (version 1.0 or 2.0) for positional tracking, as it has no inside-out tracking cameras.[1] Base stations and controllers are not included.[1] Bigscreen designed the headset to work with existing SteamVR accessories, such as Vive Trackers and Tundra Trackers for full-body tracking in VRChat.[14] In October 2026, Bigscreen said a 3DoF mode for using the headset without base stations in flat content was "coming soon".[26]
Eye tracking software
How it works
According to Bigscreen, its eye tracking does not rely on simple image processing of the camera feed, such as searching for an elliptical iris. Instead, the company trained an AI model of the human eye in 3D space, covering the eyelids, iris and pupil. For each user, a few images of the eyes captured by the headset's cameras feed a refinement pipeline that runs on Bigscreen's server GPUs, producing a small personalized model that then runs locally on the user's GPU.[24] Bigscreen said it was also developing generalized models that would not need cloud-based fine-tuning.[24]
Setup uses the Bigscreen Beyond Utility on Steam: the user installs an eye-tracking add-on, enters a token, completes an enrollment in VR, and selects the trained model.[27] During the Eyetracking Beta Program in 2025, tokens were emailed to customers in daily batches so that Bigscreen could scale its training infrastructure; customers could also request early access from support.[24]
Applications and integrations
Eye tracking data is passed into OpenXR, so OpenXR applications can read it. In August 2025, Bigscreen said some OpenXR games could hit errors at startup because of SteamVR bugs, which it was working on with partners.[24] In VRChat, users can send the data to avatars through VRChat's OSC support or the third-party VRCFaceTracking app, using a "BeyondTrackingModule".[27] Customers can also use community software such as EyeTrackVR and Babble instead of Bigscreen's own; Bigscreen said the raw camera outputs are open to developers for custom implementations and research.[24] Bigscreen has no first-party face tracking for the headset.[1]
At the August 2025 beta, the native software tracked pupil position (gaze).[24] Bigscreen shipped blinking and VRCFaceTracking integration between August and October 2025.[7][12] As of October 2026, the store lists per-eye wink and blinking as Beyond 2e features.[1]
| Date | Milestone |
|---|---|
| 20 March 2025 | Beyond 2e announced; eye-tracking beta planned for summer 2025[3] |
| July to August 2025 | Bigscreen expects first Beyond 2e shipments in mid-July; reports both models shipping by early August[4][5] |
| 12 August 2025 | Bigscreen publishes details of its eye-tracking technology and the Eyetracking Beta Program; native software tracks pupil position[24] |
| August to October 2025 | Blinking and VRCFaceTracking integration for social VR[7] |
| 22 December 2025 | Dynamic foveated rendering released in early access[7] |
| December 2025 | Winking, gradual blink, eye wideness and pupil dilation announced as planned for 2026[7] |
| 9 October 2026 | Bigscreen says a new eye-tracking model is "entering beta soon"[26] |
Dynamic foveated rendering
Bigscreen later said it had held off on publicly announcing eye-tracked performance features while they were under internal development, to avoid overpromising, until its software and hardware performed at a high enough quality level.[7] On 22 December 2025, it released dynamic foveated rendering in early access through the eye-tracking module of the Bigscreen Beyond Utility. The technique renders full resolution only where the user is looking and lower resolution in the periphery. Bigscreen claimed it gives "the equivalent performance of an NVIDIA RTX 5090 graphics card from an NVIDIA RTX 4090".[7] UploadVR reported in March 2026 that the feature works in supported OpenXR 1.1 titles, with some requiring Matthieu Bucchianeri's Quad-Views-Foveated mod.[28]
| Title | Method stated by Bigscreen |
|---|---|
| DCS World | OpenXR Quad Views, through the separate Quad-Views-Foveated layer |
| Microsoft Flight Simulator 2024 | In-engine Multi-View Rendering (AMD and Nvidia GPUs) |
| iRacing | In-engine, using Nvidia VRWorks; requires an Nvidia GPU |
| Kayak VR: Mirage | Not stated |
| Pavlov VR | OpenXR Quad Views |
Source for the table: Bigscreen's DFR announcement.[7]
Bigscreen listed early-access limitations: latency and accuracy were still being improved through firmware and software updates, alignment between the eyes and the headset affects accuracy, users may need to re-train a model after changing the headset or cushion position, and the setup flow was still changing.[7] OpenXR layers such as XRNeckSafer or OpenXR Motion Compensation may conflict with eye tracking.[23] In January 2026, Bigscreen said its 2026 software roadmap was "heavily focused on eyetracking", including latency, accuracy and calibration.[29]
Specifications
| Component | Specification |
|---|---|
| Display | 2× 1-inch Micro-OLED (RGB stripe) |
| Resolution | 2560×2560 per eye |
| Total Pixels | 13.1 million |
| Contrast ratio | 500,000:1 |
| Peak pixels per degree | 32 |
| Refresh Rate | 75 Hz (native resolution) and 90 Hz (1920×1920 rendered, upscaled) |
| Field of View | 116° diagonal, 108° horizontal, 96° vertical |
| IPD Range | Per-eye manual; 48-75 mm user IPD (55-70 mm physical), per Road to VR |
| Eye Tracking | Yes, built in |
| Tracking | SteamVR (external base stations 1.0 or 2.0) |
| Microphones | Built-in stereo |
| Weight | 107 g headset only (Beyond 2 line); eye-tracking sensors add 1.05 g |
| Dimensions | 143.1 x 52.4 x 24-49.2 mm |
| Connection | 5 m fiber optic cable and Link Box |
| Accessory port | 1 x USB-C (USB 2.0 speed) |
| Minimum PC | Windows 10 or 11, quad-core Intel or AMD CPU, 16 GB RAM, RTX 2070 or AMD RX 5700 XT (DisplayPort 1.4 and DSC required), 1 x DisplayPort 1.4 and 2 x USB 3.0 ports |
| In the box | Headset, Soft Strap, IPD Adjustment Tool, 5 m Fiber Optic Cable, Link Box, Cleaning Cloth |
Sources: Bigscreen store specifications and UploadVR.[1][6][3]
Pricing and availability
The Bigscreen Beyond 2e launched at US$1,219, excluding the optional audio strap and required SteamVR base stations. The non-eye-tracking Beyond 2 launched at US$1,019.[3][9] On 31 August 2026, Bigscreen lowered the starting prices to US$1,159 for the Beyond 2e and US$959 for the Beyond 2, with the Universal-Fit Cushion instead of the Custom-Fit Cushion as the standard facial interface.[8][30]
Owners of the original Beyond can buy the Beyond 2e Upgrade, which reuses their existing straps, cushions, Link Box and fiber optic cable; Road to VR reported it at US$1,049 at launch, and the store still listed that price in October 2026.[3][31] Bigscreen held back orders for the original Beyond placed shortly before the Beyond 2 announcement and shipped those customers a Beyond 2 instead, as a surprise upgrade.[4] There is no eye-tracking upgrade for Beyond 2 owners: Bigscreen states that eye tracking "is not available as a separate upgrade later on".[1]
| Product | Price | Date or basis |
|---|---|---|
| Beyond 2e | $1,219 | Launch price, March 2025[3] |
| Beyond 2e Upgrade (for original Beyond owners) | $1,049 | Launch price; still listed October 2026[3][31] |
| Beyond 2e: VRChat Edition | $1,269 | Announced 16 July 2025[14] |
| Beyond 2e | $100 off with an anniversary code (VRChat Edition excluded) | 23 July to 2 August 2026[32] |
| Beyond 2e | $1,159 | Starting price from 31 August 2026[8] |
Every Beyond headset has a one-year limited warranty, or two years for customers in the European Union.[1]
Status as of October 2026
The Beyond 2e remains on sale. In September 2026, Bigscreen said the Beyond 2 and 2e were in stock and shipping in 1-7 business days after a rise in sales that followed the launch of Valve's Steam Frame, and that it had no plans for a price increase "for now", since the headset contains no RAM, storage or processors and it had booked its displays in advance.[18] MIXED noted that Bigscreen's sales claims were self-reported and gave no unit numbers.[33] On 9 October 2026, Bigscreen said the Universal-Fit Cushion had sold out, made a new Universal-Fit Light Seal the default facial interface, and recommended the Beyond 2e in Crystal Clear, with the Custom-Fit Cushion or the Light Seal, for the fastest shipping.[26]
Reception
In UploadVR's hands-on with a pre-production Beyond 2, Ian Hamilton wrote that he "saw fewer distracting internal reflections" and that the lenses "did seem very clear to the edges", while reporting tracking jitter he attributed partly to the pre-production unit and his room setup.[34] MRTV's review of the Beyond 2 called the image "unquestionably sharper and more immersive" than the Meta Quest 3 and concluded, "It's a winner".[19]
On the eye tracking, Notebookcheck wrote in April 2025 that foveated rendering was still in development and not yet implemented, but that the tracking could be useful in applications such as VRChat.[25] Bigscreen released DFR in early access in December 2025 and described it as still being refined for latency, accuracy and setup.[7]
The headset has no built-in speakers, and base stations and controllers must be bought separately if the user does not already own them, which adds to the total cost of a setup.[1] UploadVR pointed out that the Beyond 2 and 2e need a capable PC, base stations and separate controllers.[16] Glasses cannot be worn inside the headset, so users need contact lenses or magnetic prescription inserts.[1]
See also
References
- ↑ 1.00 1.01 1.02 1.03 1.04 1.05 1.06 1.07 1.08 1.09 1.10 1.11 1.12 1.13 1.14 1.15 1.16 1.17 1.18 1.19 1.20 "Bigscreen Beyond 2". Bigscreen Store. Bigscreen. https://store.bigscreenvr.com/products/bigscreen-beyond-2. Retrieved 2026-10-13.
- ↑ 2.0 2.1 2.2 2.3 2.4 2.5 "Introducing Bigscreen Beyond 2 with next-gen optics and eyetracking". Bigscreen. 2025-03-20. https://store.bigscreenvr.com/blogs/beyond/introducing-bigscreen-beyond-2. Retrieved 2026-10-13.
- ↑ 3.00 3.01 3.02 3.03 3.04 3.05 3.06 3.07 3.08 3.09 3.10 Scott Hayden (2025-03-20). "PC VR Headset Bigscreen Beyond 2 Promises Big Boost to Field-of-view & Clarity, Launching Next Month". Road to VR. https://roadtovr.com/pc-vr-bigscreen-beyond-2-fov-boost-release-date-price/. Retrieved 2026-10-13.
- ↑ 4.0 4.1 4.2 4.3 "Beyond 2 is shipping: July Production Update". Bigscreen. 2025-07-11. https://store.bigscreenvr.com/blogs/beyond/production-update-july-2025. Retrieved 2026-10-13.
- ↑ 5.0 5.1 5.2 "Bigscreen Beyond 2: August Production Update". Bigscreen. 2025-08-07. https://store.bigscreenvr.com/blogs/beyond/bigscreen-beyond-2-august-2025-production-update. Retrieved 2026-10-13.
- ↑ 6.0 6.1 6.2 6.3 6.4 6.5 6.6 David Heaney (2025-03-20). "Bigscreen Beyond 2 Has Clearer, Wider, Adjustable Lenses And Optional Eye Tracking". UploadVR. https://www.uploadvr.com/bigscreen-beyond-2-and-beyond-2e-announced/. Retrieved 2026-10-13.
- ↑ 7.00 7.01 7.02 7.03 7.04 7.05 7.06 7.07 7.08 7.09 "Now available: Dynamic Foveated Rendering with Bigscreen Beyond 2e". Bigscreen. 2025-12-22. https://store.bigscreenvr.com/blogs/beyond/dynamic-foveated-rendering-with-bigscreen-beyond-2e. Retrieved 2026-10-13.
- ↑ 8.0 8.1 8.2 "Price Drop: Bigscreen Beyond 2 now starts at $959". Bigscreen. 2026-08-31. https://store.bigscreenvr.com/blogs/beyond/a-lower-price-a-sleek-new-look-and-a-shipping-update. Retrieved 2026-10-13.
- ↑ 9.0 9.1 9.2 9.3 Rasmus Larsen (2025-03-21). "Bigscreen Beyond 2 headset debuts with micro-OLED, weighing only 107g". FlatpanelsHD. https://www.flatpanelshd.com/news.php?subaction=showfull&id=1742549361. Retrieved 2026-10-13.
- ↑ 10.0 10.1 David Heaney (2025-07-03). "Bigscreen Beyond 2 Has Started Shipping To Customers". UploadVR. https://www.uploadvr.com/bigscreen-beyond-2-has-started-shipping/. Retrieved 2026-10-13.
- ↑ "Improved Controller Tracking and Production Delay for Bigscreen Beyond 2". Bigscreen. 2025-04-26. https://store.bigscreenvr.com/blogs/beyond/improved-controller-tracking-and-production-delay-for-bigscreen-beyond-2. Retrieved 2026-10-13.
- ↑ 12.0 12.1 "Bigscreen Beyond 2: November Production Update". Bigscreen. 2025-11-02. https://store.bigscreenvr.com/blogs/beyond/production-update-november-2025. Retrieved 2026-10-13.
- ↑ "The Wait is Over: Bigscreen Beyond 2 Now Ships in 1-3 Days". Bigscreen. 2026-03-06. https://store.bigscreenvr.com/blogs/beyond/the-wait-is-over-bigscreen-beyond-2-now-ships-in-1-3-days. Retrieved 2026-10-13.
- ↑ 14.0 14.1 14.2 "Introducing the Bigscreen Beyond 2e: VRChat Edition". Bigscreen. 2025-07-16. https://store.bigscreenvr.com/blogs/beyond/introducing-the-bigscreen-beyond-2e-vrchat-edition. Retrieved 2026-10-13.
- ↑ Scott Hayden (2025-07-17). "Bigscreen Reveals 'VRChat Edition' of Beyond 2e PC VR Headset, Releasing in September". Road to VR. https://roadtovr.com/bigscreen-beyond-vrchat-edition-release-date-price/. Retrieved 2026-10-13.
- ↑ 16.0 16.1 Henry Stockdale (2025-07-16). "Bigscreen Beyond 2e Is Getting A VRChat Edition". UploadVR. https://www.uploadvr.com/bigscreen-beyond-2e-vrchat-edition/. Retrieved 2026-10-13.
- ↑ "Bigscreen Beyond 2: December Production Update". Bigscreen. 2025-12-19. https://store.bigscreenvr.com/blogs/beyond/bigscreen-beyond-2-december-production-update. Retrieved 2026-10-13.
- ↑ 18.0 18.1 18.2 "Beyond 2 is selling FAST... Why?". Bigscreen. 2026-09-25. https://store.bigscreenvr.com/blogs/beyond/beyond-2-is-selling-fast-why. Retrieved 2026-10-13.
- ↑ 19.0 19.1 19.2 Sebastian Ang (2025-04-29). "Bigscreen Beyond 2 Review - Refining A Winning Formula". MRTV. https://mrtv.co/2025/04/bigscreen-beyond-2-review-refining-a-winning-formula/. Retrieved 2026-10-13.
- ↑ 20.0 20.1 20.2 20.3 "Inside Bigscreen Beyond 2: The Teardown". Bigscreen. 2025-06-11. https://store.bigscreenvr.com/blogs/beyond/inside-bigscreen-beyond-2-the-teardown. Retrieved 2026-10-13.
- ↑ "Bigscreen Beyond 2 Halo Mount: The Road to Mass Production". Bigscreen. 2026-04-16. https://store.bigscreenvr.com/blogs/beyond/halo-mount-mass-production. Retrieved 2026-10-13.
- ↑ "Bigscreen Beyond 2 IPD Adjustment Tips and Tricks". Bigscreen. 2025-09-03. https://store.bigscreenvr.com/blogs/beyond/bigscreen-beyond-2-ipd-adjustment-guide. Retrieved 2026-10-13.
- ↑ 23.0 23.1 23.2 "Dynamic Foveated Rendering: Early Access Setup Guide". Bigscreen. 2025-12-22. https://store.bigscreenvr.com/blogs/beyond/dynamic-foveated-rendering-early-access-setup-guide. Retrieved 2026-10-13.
- ↑ 24.0 24.1 24.2 24.3 24.4 24.5 24.6 24.7 "How Eyetracking Works in Bigscreen Beyond 2e". Bigscreen. 2025-08-12. https://store.bigscreenvr.com/blogs/beyond/how-eyetracking-works-in-bigscreen-beyond-2e. Retrieved 2026-10-13.
- ↑ 25.0 25.1 Silvio Werner (2025-04-14). "Bigscreen Beyond 2: Very light VR headset features micro-OLED displays". Notebookcheck. https://www.notebookcheck.net/Bigscreen-Beyond-2-Very-light-VR-headset-features-micro-OLED-displays.999151.0.html. Retrieved 2026-10-13.
- ↑ 26.0 26.1 26.2 "Production Update for October 2026". Bigscreen. 2026-10-09. https://store.bigscreenvr.com/blogs/beyond/halo-mount-shipping-update-and-the-great-universal-cushion-swapy. Retrieved 2026-10-13.
- ↑ 27.0 27.1 "Bigscreen Beyond 2e Eyetracking Setup Guide". Bigscreen. 2025-08-12. https://store.bigscreenvr.com/blogs/beyond/beyond-2e-eyetracking-setup-guide-with-vrchat. Retrieved 2026-10-13.
- ↑ David Heaney (2026-03-16). "Bigscreen Beyond 2 Now Ships In 1-3 Days & 2e Has Eye-Tracked Foveated Rendering". UploadVR. https://www.uploadvr.com/bigscreen-beyond-2-now-ships-in-1-3-days-2e-has-eye-tracked-foveated-rendering/. Retrieved 2026-10-13.
- ↑ "Bigscreen Beyond 2: Holiday Update". Bigscreen. 2026-01-14. https://store.bigscreenvr.com/blogs/beyond/bigscreen-beyond-2-holiday-production-update. Retrieved 2026-10-13.
- ↑ Scott Hayden (2026-09-02). "Bigscreen Drops 'Beyond 2' Headset Price to $959, Halo Mount Resumes Production". Road to VR. https://roadtovr.com/bigscreen-beyond-2-price-drop-halo-mount/. Retrieved 2026-10-13.
- ↑ 31.0 31.1 "Bigscreen Beyond 2 Upgrade". Bigscreen Store. Bigscreen. https://store.bigscreenvr.com/products/bigscreen-beyond-2-upgrade. Retrieved 2026-10-13.
- ↑ "Celebrating 10 years of Bigscreen". Bigscreen. 2026-07-23. https://store.bigscreenvr.com/blogs/beyond/celebrating-10-years-of-bigscreen-2. Retrieved 2026-10-13.
- ↑ Chris Steven (2026-10-11). "Bigscreen says Valve's Steam Frame launch grew its sales. The Halo Mount slips again.". MIXED. https://mixed-news.com/en/bigscreen-beyond-2-steam-frame-demand-halo-mount-delay/. Retrieved 2026-10-13.
- ↑ Ian Hamilton (2025-03-20). "Bigscreen Beyond 2 Hands-On: Refining A Vision For VR Enthusiasts Without Apple Or Meta". UploadVR. https://www.uploadvr.com/bigscreen-beyond-2-hands-on-impressions/. Retrieved 2026-10-13.