Bigscreen Beyond 2e — specification and verdict
Beyond 2e is physically the same headset as Beyond 2 — 107 grams, 2560 x 2560 micro-OLED per eye, 75 and 90 Hz, 108 degrees horizontal, per-eye IPD adjustment — with eye-tracking sensors Bigscreen describes as the size of a grain of sand built into the optics. The pupil model runs on the PC's GPU rather than on the headset, which is how the weight stayed the same. Two things follow from that: dynamic foveated rendering, which spends the GPU's effort where the eye is actually looking, and eye movement on a social avatar, which is why the VRChat edition exists at all.
Everything in the Beyond 2 entry applies here — SteamVR base stations and controllers sold separately, no cameras, no mixed reality, and our courses do not run on it. The one genuinely different consideration is foveated rendering: on a headset asking a PC for 2560 x 2560 per eye at 90 Hz, spending pixels only where the eye looks is not a luxury feature, it is what makes demanding simulations run at all on hardware short of a top-end card. Bigscreen ships it as an early-access feature with more eye-tracking capabilities on its 2026 roadmap.
Between the two, the 200-dollar upgrade is worth it if your simulation is GPU-bound or if the trainee's gaze is part of what you are recording — and pointless if neither is true. For our kind of training the answer is unchanged: this is a single-user simulator headset, not a fleet device, and no amount of eye tracking changes that our courses run on Android and this runs on your PC.
How it compares within its class
The axis runs from the lowest to the highest published figure among the VR — PC-tethered devices in this catalogue. The grey tick is the median of that class.
Median for this class: 114°, from 33 models that publish the figure.
Median for this class: 500 g, from 23 models that publish the figure.
Full specification
An em dash means the manufacturer does not publish that figure.
- ManufacturerWho makes it — and who you buy support from.
- Bigscreen
- CategoryWhich kind of product this is. It decides which rows below make sense at all.
- VR — PC-tethered
- Device typeWhere the computing happens, and therefore what you need to run it.
- PC-powered VR
- AnnouncedThe day it was shown, which is not the day it shipped.
- 2025-03-20
- ReleasedYear the model went on sale. Older is not automatically worse in this category.
- 2025
- AvailabilityWhether you can still order it new today.
- On sale
- Support endsThe date the manufacturer stops supporting it. Decisive for a fleet you are about to buy.
- Support ends: not published by the manufacturer
- PanelThe screen type. micro-OLED gives deeper blacks and higher contrast; LCD is brighter and cheaper.
- micro-OLED
- OpticsThe lenses in front of the panel. Pancake stays sharp closer to the edges than older Fresnel, which decides how much a trainee has to aim their head to read something.
- Pancake lenses
- Eyes coveredOne eye or both. Over a full shift this is a real difference in fatigue.
- Both eyes
- Resolution per eyePixels delivered to each eye. Higher means small text and labels stay readable.
- 2560x2560
- Refresh rateImages per second. Higher feels smoother and helps people prone to motion discomfort.
- 75/90 Hz
- Field of viewHow much of your view the image covers. Bigger is more immersive, not automatically better for work.
- 108° horizontal
- Pixel densityPixels per degree of view — the honest way to compare sharpness between a headset and a pair of glasses. Higher is sharper. Only shown where somebody published it; we never compute it ourselves.
- Pixel density: not published by the manufacturer
- BrightnessIn a plant or outdoors, brightness decides legibility more than resolution does.
- Brightness: not published by the manufacturer
- WeightThe device alone. Anything above roughly 150 g is felt within an hour.
- 107 g
- Visible field of viewWhat the eye actually sees through the optics, by axis.
- Visible field of view: not published by the manufacturer
- Rendered field of viewWhat the device draws. Never smaller than what you see.
- 109.74° horizontal · 96.99° vertical · 121.83° diagonal
- Binocular overlapWhere both eyes see the same thing — this is where depth happens.
- 84.33°
- Average pixel densityPixels per degree across the image. More is sharper.
- 23.7 PPD horizontal (computed)
- Peak pixel densityThe sharpest point, usually the centre of the lens.
- Peak pixel density: not published by the manufacturer
- Subpixel layoutHow the coloured dots sit in a pixel. A stripe looks cleaner on text than PenTile.
- Subpixel layout: not published by the manufacturer
- Foveated renderingWhether detail is dropped outside where you look, to save performance.
- Eye-tracked
- PassthroughWhat the front cameras give you: colour, grayscale, or nothing.
- None
- Passthrough camerasResolution, density and frame rate of that camera feed.
- Passthrough cameras: not published by the manufacturer
- IPD adjustmentMatching lens spacing to the eyes. Motorised is fastest when one headset passes between people.
- Manual
- IPD rangeHow far the lenses travel to match eye spacing. A narrow range excludes part of any group of adults, which matters when one headset is shared.
- IPD range: not published by the manufacturer
- Works with glassesWhether people who wear glasses can use it — fits over them, or takes prescription lens inserts.
- Yes
- Vision correctionHow somebody who wears glasses uses it, and in what dioptre range.
- Lens inserts available
- DimensionsWidth, height and depth of the device itself.
- 143.1 × 52.4 × 49.2 mm
- Weight with strapWith the strap it ships with — the weight you actually wear.
- Weight with strap: not published by the manufacturer
- Head strapSoft band or a rigid one. Decides how the weight sits over an hour.
- Soft strap
- MaterialsShell and facial interface, in the vendor’s words.
- Plastic · foam facial interface
- ColoursColours the manufacturer sells it in.
- Black
- Haptics in the headsetVibration in the headset itself, not in the controllers.
- No
- TrackingWhether content stays put in the room (6DoF), follows head rotation (3DoF) or is simply fixed.
- outside-in 6DoF (SteamVR base stations, sold separately)
- Base stationsWhether boxes have to be mounted on the walls before it works.
- Required
- Tracking camerasHow many cameras it uses to know where it is.
- Tracking cameras: not published by the manufacturer
- Tracking rateHow often position is recalculated. Higher is steadier.
- Tracking rate: not published by the manufacturer
- Depth sensorA dedicated sensor for distance, on top of the cameras.
- Depth sensor: not published by the manufacturer
- Hand trackingWhether bare hands can operate the interface, without a controller or the phone.
- No
- Eye trackingThe headset knows where the trainee is looking. Enables sharper rendering where they look, and attention analytics.
- Yes
- Face trackingTracks facial expression — for avatars, not for training scenarios.
- No
- Body trackingHow much of the body the device knows about. Estimated legs are not tracked legs.
- None
- Controllers includedWhether motion controllers come in the box, or are bought separately — or the device is hands-only.
- No
- Controller modelThe manufacturer's own name for the controller.
- Controller model: not published by the manufacturer
- Controller tracking6DoF controllers track position and rotation, so a hand reaches in space; 3DoF only point. “None” means hands only.
- 6DoF
- Finger tracking on the controllerWhether the controller senses individual fingers, and how.
- Finger tracking on the controller: not published by the manufacturer
- Controller inputsButtons, sticks and triggers the controller offers.
- Controller inputs: not published by the manufacturer
- Controller hapticsVibration feedback in the hand.
- Controller haptics: not published by the manufacturer
- Controller powerDisposable cells or a built-in rechargeable — a fleet question.
- Controller power: not published by the manufacturer
- Controller weightOne controller, as the vendor weighs it.
- Controller weight: not published by the manufacturer
- Other input methodsWays in beyond controllers and bare hands.
- Other input methods: not published by the manufacturer
- Runs Skillsive appsOur own statement about whether Skillsive training applications run on it today.
- No
- Suitable for trainingOur judgement on whether it survives real deployment: comfort, hygiene, fleet management.
- No
- Kiosk mode / MDMVendor tooling to enrol devices, push an app and lock the headset to it. Practically required above ten devices.
- No
- Business tierAn official business tier, so devices belong to the company rather than to employees’ personal accounts.
- No
- Swappable facial interfaceRemovable, wipeable face padding. A consumable, and the difference between shared use and complaints.
- Yes
- CertificationsIndustrial certifications stated on the manufacturer's own page. Empty means unconfirmed, never "probably fine".
- Certifications: not published by the manufacturer
- PortsPhysical sockets and charging contacts.
- USB Type-C
- Wi-FiThe Wi-Fi generation — it decides how well wireless streaming holds up.
- Wi-Fi: not published by the manufacturer
- BluetoothFor controllers, headphones and accessories.
- Bluetooth: not published by the manufacturer
- Video from a computerWhether a computer can drive it, over a cable or wirelessly.
- Over a cable
- AudioBuilt-in sound. Matters most where somebody has to hear a remote expert while working.
- None
- MicrophoneBuilt-in microphone — the other half of talking to a remote expert.
- Yes
- MicrophonesHow many. An array picks a voice out of a noisy hall; one does not.
- 2
- Price bandThe band it sits in, rather than a price that goes stale.
- Premium
- Launch priceThe manufacturer's launch price. Fixed history, so it never goes stale.
- Launch price: not published by the manufacturer
- Price by configurationWhat each configuration cost at launch.
- Price by configuration: not published by the manufacturer
- Price todayApproximate current net price in USD — a general figure, since these barely differ between regions once tax is stripped out. A snapshot from the date shown, not an offer.
- $1099
- Comfort (from reviews)How it wears over a full session. Scored from agreement between independent reviewers, not from our own testing.
- Comfort (from reviews): not published by the manufacturer
- Edge clarity (from reviews)Sharpness away from the centre of the lens. Scored from agreement between independent reviewers.
- Edge clarity (from reviews): not published by the manufacturer
- Tracking reliability (from reviews)How tracking holds up in poor light and fast movement. Scored from agreement between independent reviewers.
- Tracking reliability (from reviews): not published by the manufacturer
- Hand tracking quality (from reviews)How usable controller-free hand tracking is in a training scenario. Scored from agreement between reviewers.
- Hand tracking quality (from reviews): not published by the manufacturer
Average pixel density is our own arithmetic: panel pixels divided by the field of view on the same axis. It is the standard approximation, and it runs lower than a published peak figure because a lens packs pixels denser at the centre.
Who this device is for
The 2e is the Beyond 2 with eye tracking, and it exists for two audiences: simulator users who want dynamic foveated rendering to buy back GPU headroom, and researchers who need gaze data from a headset this light. Our courses do not run on PC VR, so for a training organisation this is a device to understand, not to deploy.
How it differs from its predecessor
Against the Beyond 2 the difference is eye tracking and roughly 200 dollars. Everything else — 107 g, 2560x2560 micro-OLED, 108 degrees, the custom facial interface, the base-station dependency — is identical, which is why a Beyond 2 review describes this device accurately apart from that one feature.
What is missing, and what the manufacturer does not publish
The eye tracking depends on a precise fit, so it is more sensitive to the facial interface than the rest of the headset is. Beyond that, everything the Beyond 2 lacks is missing here too: no hand tracking, no on-board audio, no standalone mode, base stations sold separately, and no support for our applications.
Bigscreen Beyond 2e in independent reviews
Reviews we consider worth your time, each with a note on what the reviewer actually tested and why it matters for a training rollout. We do not own this hardware, so the tests are theirs — the reading of them is ours.
- MRTV - MIXED REALITY TV2026
A review of this exact variant, and it does not let the eye tracking off the hook: beautiful image, and tracking that demands a precise fit to work. Read it before assuming the 200-dollar difference is a straightforward upgrade.
Watch on YouTube - Cas and Chary XR2025
A full review of the Beyond 2, which is this headset without the eye tracking — optics, comfort and build all transfer directly. The eye tracking is the only thing you have to look elsewhere for.
Watch on YouTube
Nothing is sent to YouTube until you press play. Once you do, Google receives your IP address and device data and may process them outside the EEA — see our privacy policy for the details.
Bigscreen Beyond 2e — frequently asked questions
- Is the eye tracking on the Beyond 2e worth the extra cost?
- For dynamic foveated rendering in a simulator, or for research that needs gaze data, yes. For general PC VR it is harder to justify: reviewers report the tracking is unforgiving about fit, and on a headset custom-moulded to your face that is a narrower margin than it sounds.
- What is the difference between the Bigscreen Beyond 2 and 2e?
- Eye tracking, and nothing else. Same 107 g body, same 2560x2560 micro-OLED panels, same 108-degree field of view and the same base-station requirement — which is why they are listed as two devices here rather than one variant note.
Compare this device
Consider these too
The nearest devices in the same class, ranked by availability and launch price — not by our opinion of them.
Specifications checked against the manufacturer's page on 2026-07-30. Manufacturer's specification
Product and company names used here are the trademarks of their respective owners and appear only to identify the hardware being compared. We are not affiliated with, sponsored by or endorsed by any of these manufacturers. Illustrations are our own.



