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New @BeatSaber music pack is out, and I must be one of the first to play, landing a top-10 score that will surely be out of the top 100 by tomorrow.
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#beatsaber# 新曲入ってたー✨⚔️ 動画はまたTiktokで上げるので見てね💖 #metaquest3# #VR#
I pitched this idea to Meta for @BeatSaber , but there are other games it could also work for. The Global Frequency The fuzzy abstract vision of the Metaverse, and cinematic visions like Ready Player One, almost always involve crowds of people having a great time. While I remain “the champion of the power of isolation”, I acknowledge that there is real value there, and VR has so far failed to deliver it. For a lot of reasons, it isn’t going to happen inside Horizon Worlds. I propose a concrete, focused experience built on Beat Saber. Playing with friends is great, but the random online servers are tough to match paid music packs on, and the current players tend to converge on Camillia songs, which is offputting for casual players. My suggestion: In addition to the current online play modes, offer a “global frequency” that plays a schedule of songs that an arbitrary number of people can join at once. Thousands. Tens of thousands. Actually, two frequencies: one with just the free tracks, and one with all the paid music packs. The schedule should be viewable in game and on the web, so you could decide to join when your favorite music pack is playing. The nature of Beat Saber offers a unique capability for multiplayer – you can switch difficulty or modifiers between songs at will, and still be playing with the same crowd. The song is forced, but it doesn’t matter how you play. This is key for the Global Frequency, but I would also suggest it as an option for regular multiplayer. In the 60 second intermission between songs, everyone is in “the club”. If you sit out a song, or fail out (and don’t have no-fail enabled), you also drop into the club. Music is always playing in the club, either the current song, or the hook from the song just completed, so everyone has something to move to. Beat Saber avatars are very lightweight, and it should be possible to render hundreds of them, giving a good palette to render the optimally cool crowd scene, which would be the core design question. It would be a fun tech challenge to represent the entire set of thousands of players, but just intelligently picking a hundred good neighbors would still look amazing. Any explicit friends you have that are also playing should be near you, and some effort should be made to allow you to “recognize regulars” that you have played together with before. You should probably be able to walk around and even fly up in the air like Walkabout Mini Golf so you can appreciate the crowd. There are leaderboards up in the sky, with spotlights and other effects highlighting players in the crowd. Someone “wins” the song on each difficulty level, and is celebrated, but everyone has the opportunity to achieve first-completions, personal bests, and full-combo perfection, which result in visible effects for all to see. Every intermission manifests joy for some of the players, which is contagious. The play field should default to the multi player field, with the giant avatar hologram of the global lead player (for your difficulty level), and the other players that were closest to you in score on the last song surrounding you, automatically giving you a competitive field and ephemeral rivalries, but there should be an option to let people play with the single player environments if they want. I would play the hell out of that, and I suspect potentially millions of others would too.
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A couple months ago, I decided to play through every single @BeatSaber song in order, and I finally finished. E+ on everything except Camellia and Saber Blade, which are still too much for me. Several of the older music packs have new beat maps if you haven’t played in a while!
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Meta 在 Connect 2026 正式发布 Meta VR Glasses!这是一台售价 1300 美元、约 100 克的眼镜式头显,计算与供电全靠外置 Puck,和 Vision Pro 不一样;Puck 搭载高通 Snapdragon Reality Elite,跑与 Quest 3 相同的系统,靠更强芯片和眼动注视点渲染做到更高分辨率。 其形态上和 Quest 差别很大:头显本身几乎没有计算,连 tracking 协处理器都没有,镁合金镜框、被动散热、开放周边视野——侧向和下方能直接看到真实世界。 双屏 120Hz、2412×2288 HDR micro-OLED,是 Meta 自初代 Oculus Quest 以来首款非 LCD 头显,支持 Dolby Vision,也是首款支持 Dolby Atmos 音景的 VR 设备。代价是视场角偏小:水平 70° × 垂直 66°,对角约 87°,远低于 Quest 3 的约 110° × 96°;装上可选遮光片时沉浸感会弱很多,但摘掉遮光片做透视时,周边自然可见反而是优势。Meta 把它定位成「能塞进包里的影院、场边座位和工作空间」。 和 Xreal Aura 一类 Android XR 眼镜比,它用 VR 式透视、更大对角 FoV、更高分辨率、全不透明,还带眼动和可选追踪手柄。内容侧会扩一批手势追踪的 VR / MR 游戏(含 Beat Saber 新手势模式 Flux)。 首发还有 Hologram:可像 Vision Pro 的 Personas 一样,以逼真面部追踪形象现身,并在其他 Meta VR Glasses 用户前以真人尺度出现。Meta 计划逐步做成真正 6DoF 3D,最终取代卡通 Meta Avatars,成为平台默认形象。
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你可能刷到过这个“模拟果蝇大脑玩 Beat Saber”的视频。但不要激动的太早,不是真的在玩,视频里的运动输出是把模型过拟合(overfit)到一段预录动作序列上回放出来的,真正的视觉识别和强化学习还没做完。 右边的连接组是一张静态接线图,不是一个活的大脑。这些游戏演示是拿真实神经数据搭的互动玩具,看起来很酷,但离果蝇大脑独立打游戏还很远。 9 月 3 日,HHMI Janelia 研究所联合 Google Research 和剑桥大学,在 Cell 上发表了雄性果蝇完整中枢神经系统的连接组(connectome),包含 166,700 个神经元和 1.25 亿个突触连接,是目前最大的完整脑图谱。它覆盖了果蝇的大脑和腹神经索(相当于脊髓),第一次可以追踪从“看见东西”到“做出动作”的完整回路。 整个数据集以 CC-BY 协议开源。数据发布仅两天,佐治亚理工的研究生 Evan Smith 就用 GPT-6 Astra 把全部神经元装进了 Minecraft,之后 Beat Saber、Mario 64、Doom 版接连出现。之所以传播很快,主要是因为开源加上门槛够低。 这项研究真正重要的地方在于,之前已有雌性果蝇的连接组,现在雄性到齐,科学家第一次能在突触精度上比较两性大脑。结果发现只有 4.8% 的神经元存在性别差异,而且集中在负责决策的高级脑区,感觉和运动区域两性基本一样。也就是说,雄果蝇和雌果蝇看到的世界差不多,但处理方式在关键节点上不同,4.8% 的局部差异就能在全脑产生连锁效应。 下一步是脊椎动物。Google 和哈佛正在画斑马鱼的全脑连接组,小鼠部分脑区也在推进。 一些相关文章可以看:
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【東京ゲームショウ2025お仕事募集✨】 VR、コスプレ、コンパニオンのお仕事お待ちしております! VRはMeta Quest3、3S持ってるので持参可能です。 (Beat Saberのパフォーマンス可能です。) #東京ゲームショウ2025# #東京ゲームショウ# #TGS#
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ゆきちゃんと #RED東京タワー# 行ってきた🗼 謎解きやHADO、Beat Saberも他にもいっぱい遊んだー💪 ボドゲも遊び切れないくらいたくさん置いてあったよ! 館内の写真うまく撮れなかったんだけど、未来とかサイバーって感じでかっこよかった😎
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Look what I found at #FANEXPODallas# last weekend! I had hoped to run in to @donttrythis to talk VR and Beat Saber hilts, but didn’t catch him.
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I don’t know how I managed to miss @donttrythis making custom Beat Saber hilts in his shop: The builds he has done with 180 stereo VR footage in Oculus TV and the Tested app are also great!
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