Bigscreen says Valve's Steam Frame launch grew its sales. The Halo Mount slips again.

Bigscreen says Valve's Steam Frame launch grew its sales. The Halo Mount slips again.

Bigscreen says Valve's Steam Frame launch has been good for Bigscreen. In a production update posted to its Beyond blog on October 10 at 00:30 UTC, the headset maker writes: "The launch of the Steam Frame has brought massive demand for the Bigscreen Beyond 2 and 2e. We've been selling more units per day than we did during the 2025 holiday season".

A render of the Bigscreen Halo Mount above a Beyond 2 headset

Bigscreen says the largest volume of Halo Mounts now ships one to two weeks later than it estimated in August. Image: Bigscreen

That is a manufacturer's unaudited statement about itself, and Bigscreen attaches no unit numbers to it anywhere in the post. The company's own Atom feed dates the update to the second and records one revision 32 minutes after publication, while the post itself carries Bigscreen's own Pacific date of October 9; both were read at 21:37 UTC on October 10.

Bigscreen had made a softer version of the claim before. In a September 25 write-up of a video interview with founder and chief executive Darshan Shankar, the company puts the boost down to the Beyond's shape rather than its own marketing: "for long VRChat and sim racing sessions, a lot of people are picking Beyond 2. No battery means no limit to how long you can use your headset", and buyers "may have come across us while researching the Steam Frame", a headset whose first reviews praised PC streaming and flagged battery life.

The Halo Mount slips after Bigscreen anticipated no delays

The same post moves a date the company said would hold. On October 10 it writes: "As production ramps up, we previously expected the largest volume of Halo Mounts to ship in October, and to fully catch up on the Halo Mount preorder backlog in November. Our previous October estimate is delayed by 1-2 weeks, but we still expect to catch up on the backlog in November."

The estimate it is revising is its own, from an August 31 post that set out the same schedule and then closed the door on exactly this: "Based on the early results, we anticipate no further engineering changes or delays." Bigscreen offers no explanation for the slip. It says its engineers "will be on-site at the factory to ensure mass production goes smoothly", and describes "the past year of major design revisions, engineering problems, and manufacturing challenges" behind the head mount.

A 3DoF mode and a new eye-tracking model are next

Two software items get a mention and no date: "We have a 3DoF mode coming soon that allows you to use your Beyond for flat experiences without the need for base stations. And our new eyetracking model is entering beta soon, and it's a massive upgrade."

Base stations are the reason that first one is worth something. Bigscreen's own specification for the headset, given in its ten-year anniversary post on July 23, is "107 grams, dual 1-inch micro-OLED displays with 2560 by 2560 pixels per eye, an ultra-wide 116 degree diagonal field of view, and SteamVR tracking". SteamVR tracking means Lighthouse hardware mounted in the room, which is a high bar for watching a film. Bigscreen names no release for the 3DoF mode, no tester for the eye-tracking model and no date for either.

Beyond 2 sits in an odd relationship to the Steam Frame. It is tethered where the Frame is standalone, it carries no battery and no processor of its own, and it weighs 107 grams against a self-contained headset that has to haul both. Bigscreen's case is that those are the reasons the Frame's arrival sent people its way rather than away from it, and it is a case rather than a measurement.

What Bigscreen has put on the record is a dated promise it has now broken by one to two weeks, and a sales claim nobody outside the company can check. The backlog it expects to clear in November has been expected to clear in November since August.

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