The question everyone asks first
Games, honestly
Yes — with the same scope Remio claims everywhere else: hardware-encoded flat-screen streaming from your own GPU, at the frame rates measured on the shipping clients. Here is what that means on a headset, stated straight.
01 · A giant flat screen, not a VR rig
Your games render flat — VR titles don’t stream as VR
What lands in the headset is your desktop on a 100-inch-class virtual screen — the same flat image a monitor would show, at cinema scale, from the couch. Cyberpunk gets enormous; it does not become stereoscopic. There is no SteamVR pass-through and no immersive-title streaming, and Remio doesn’t claim otherwise. Flat-screen streaming is the whole, honest pitch.
02 · The numbers, from shipping clients
144 fps competitive, 60–90 fps 4K HDR AAA
On the same engine’s shipping iPad and Mac clients, competitive shooters measure 144 fps at 1440p and AAA titles run 60 to 90 fps in 4K HDR, with a ceiling of 4K at 120 fps — hardware-encoded H.265 and AV1, measured as five-minute medians in real sessions. The visionOS client inherits this pipeline; the published figures live on the gaming page.
03 · Controllers ride along
MFi controllers forward as host gamepad input
The Vision Pro plan mirrors what the shipping clients do today: pair a controller to the client and Remio replays it on the host as a native gamepad — no mouse-emulation layer. On iPad and Mac that path already carries MFi controllers, Xbox Wireless, and DualSense with rumble, gyro, and adaptive triggers intact; on Vision Pro, MFi controllers paired to the headset forward as host gamepad input.
04 · Your launchers, unmodified
Whole-desktop streaming — Steam, Epic, GOG, Battle.net
Remio streams the entire desktop session, so launchers behave exactly as they do at the PC — no per-game allowlist, no separate streaming service to register. Kernel-level anti-cheat sees a normal session, because nothing is virtualized. And it is your GPU doing the rendering — NVIDIA, AMD, or Intel — not a cloud vendor’s queue.