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Bigscreen Beyond 2e

Bigscreen · 2025 · PC-powered VR

Bigscreen Beyond 2e

The Beyond 2 with eyes — 200 dollars for foveated rendering and a gaze your avatar actually has.

Not for our training
Resolution per eye
2560x2560
Refresh rate
75 / 90 Hz
Weight
107 g
Field of view
108°
Battery
Runs Skillsive apps
No

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.

Field of view108°
45°180°

Median for this class: 114°, from 33 models that publish the figure.

Weight107 g
107 g815 g

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

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

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Specifications checked against the manufacturer's page on 2026-07-30. Manufacturer's specification

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