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Best VR Headset for PC Gaming: Wired vs Wireless, Budget to Premium, and Every Sim Rig in Between

Top PickCompiled by our editorial system. MethodologyLast verified: August 28, 2026

Our take

The Meta Quest 3 is the strongest all-around recommendation for most PC gamers: wireless Air Link streaming removes the cable tax, the display is genuinely competitive, and standalone capability means it earns its keep even when your PC is off. Simulation enthusiasts with high-end rigs should look seriously at the Pimax Crystal Light, which delivers per-eye clarity that no mainstream headset approaches anywhere near its price. The rest of the field fills real niches — budget entry, ultralight enthusiast, and upcoming releases worth watching — but the Quest 3 is where most buyers should start, and where many will stop.

Who it's for

  • The Cost-Conscious PC Gamer — someone with a mid-range rig entering PCVR for the first time or upgrading from mobile VR, who wants to play Half-Life: Alyx and a broad SteamVR library without spending sim-rig money on a headset. Wireless via Air Link matters here: no cable to manage, no dedicated playspace wiring, and a standalone mode that extends the headset's usefulness beyond any single gaming session.
  • The Simulation Rig Builder — someone who has already invested in a direct-drive wheel, load-cell pedals, and motion hardware, whose PC can sustain demanding VR titles at high render resolution, and who understands that cockpit clarity — reading instrument panels, picking out runway markings at distance — is not a luxury feature but the entire point of putting a headset on. For this buyer, per-eye pixel density is the purchase decision, and the conversation starts at the Pimax Crystal Light.
  • The VR Enthusiast Early Adopter — someone who has owned multiple headsets, tracks firmware changelogs, and is genuinely interested in where Micro-OLED and eye tracking take the category next. This buyer is comfortable with base station setup, tolerates software roughness in exchange for hardware gains, and evaluates headsets against what the technology is becoming rather than what most users need today.

Who should look elsewhere

Buyers who want a fully self-contained VR experience with no PC dependency should evaluate standalone headsets on their own merits rather than treating PCVR streaming capability as a bonus feature they might eventually use. Anyone running hardware below the mid-range GPU threshold should hold: the bottleneck is the PC, not the headset, and spending several hundred dollars on display hardware you cannot adequately feed is the most reliable way to blame VR for a problem your graphics card caused.

Pros

  • Wireless PCVR via Air Link eliminates cable management entirely and makes room-scale feel genuinely untethered rather than tactfully managed
  • Dual-use as a standalone headset means the investment earns its keep even when your PC is off — no other headset in the mainstream tier offers this without compromise
  • Broad SteamVR and Meta store library compatibility covers the overwhelming majority of titles a new PCVR buyer will want, without ecosystem roulette
  • Pancake lens design delivers meaningfully sharper center clarity than older Fresnel-based headsets at comparable price points — a visible difference, not a spec-sheet abstraction
  • Mixed reality passthrough opens up a category of hybrid games and productivity that wired-only headsets structurally cannot touch
  • Active price competition within the Quest product line means the Quest 3S and Quest 3 give buyers a genuine choice based on real tradeoffs, not artificial segmentation

Cons

  • Wireless streaming introduces compression artifacts and latency that a clean wired signal path avoids — perceptible to experienced users, particularly in high-contrast scenes
  • Meta account requirement and ecosystem lock-in is a genuine concern for buyers who prefer open platforms, not a technicality
  • Per-eye resolution does not compete with dedicated PCVR headsets at the Pimax Crystal Light's tier — sim enthusiasts will see the gap, not just measure it
  • Air Link performance is heavily dependent on router quality and Wi-Fi 6 availability; buyers with older networking hardware should expect inconsistent results, not occasional hiccups
  • Weight is manageable for most sessions, but the headset is not in the ultralight class that purpose-built enthusiast options like the Bigscreen Beyond 2 occupy
  • No eye tracking limits foveated rendering potential compared to headsets that include it, a gap that will widen as more titles lean on gaze-based optimization
Top Pick

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Meta Quest 3

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How it compares

Top Pick

Meta Quest 3

The broadest appeal in the category: wireless PCVR streaming, standalone capability, competitive display clarity, and a library that covers the full range of mainstream PCVR titles. The right starting point for most buyers and, for many, the right stopping point too.

Budget Pick

Meta Quest 3S

Uses Fresnel optics instead of the Quest 3's pancake lenses, which produces a narrower sweet spot and more visible edge distortion — a real tradeoff, not a spec-sheet footnote. At a meaningfully lower price, it delivers the same Air Link wireless capability and the same library access. The correct first headset for buyers who are genuinely uncertain whether PCVR will stick.

Strong Pick

Pimax Crystal Light

Where the Quest 3 wins on convenience and value, the Crystal Light wins on pixel density — its per-eye resolution and pixels-per-degree figure are in a different class, and that difference is exactly what sim racing and flight sim buyers are paying for. Inside-out tracking means no base stations. Heavier than every other headset in this set, and the Pimax software ecosystem has a learning curve that Meta's does not, but for the sim rig builder the clarity case is compelling enough that most alternatives feel like compromises by comparison.

Upgrade Pick

Pimax Crystal Super

Pushes per-eye resolution and field of view beyond any other headset in this set, with Micro-OLED panel options that deliver contrast and black levels the Crystal Light's QLED panel structurally cannot match. This is the current commercial ceiling of PCVR immersion. Meaningful over the Crystal Light only for buyers who have already maximized the Crystal Light's performance headroom — which requires a GPU at the very top of the consumer stack to achieve.

Niche Pick

Bigscreen Beyond 2

At roughly 107 grams, the lightest PCVR headset available by a significant margin. Its MicroOLED displays deliver the black levels and contrast that LCD and QLED panels cannot. Requires SteamVR base stations, separately purchased controllers, and a custom facial interface ordered to individual face measurements — total cost of ownership climbs well past the base price. The right answer for an enthusiast who has already worked through the full field and concluded that weight and display technology are the remaining frontiers. Not a first headset for anyone.

Strong Pick

Valve Index

A wired-first, PC-first headset with a wide field of view, excellent off-ear spatial audio, and Knuckles controllers that still set the benchmark for finger-tracking input. The case against it in 2026 is primarily temporal: per-eye resolution is noticeably behind both the Quest 3 and the Crystal Light at comparable price points, and the base station requirement adds setup complexity without the ultralight payoff of the Beyond 2. Best suited to buyers who prioritize controller fidelity and proven SteamVR ecosystem integration over display specifications.

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What Makes a Great PCVR Headset — and Why PC Gamers Have Different Needs

A standalone VR headset and a PCVR headset are solving different problems. Standalone headsets are self-contained computers you wear on your face. PCVR headsets are display and input devices that borrow their rendering power from the machine on your desk. That distinction matters because PCVR allows the visual fidelity ceiling to track your GPU rather than whatever mobile chip the manufacturer could fit inside the headset — and in 2026, the gap between what a high-end PC renders and what standalone processing can handle remains large enough to see with your eyes, not just measure on a spec sheet.

PC gamers also tend to care about things casual VR buyers do not: SteamVR library compatibility, the ability to run demanding simulation titles at high render resolution, and the option to upgrade the headset independently of their existing PC investment. The best PCVR headsets serve that logic — they are evaluated as display peripherals first, not computing platforms.

The wrinkle is that the most popular PCVR headsets in 2026 are also capable standalone devices. The Meta Quest 3 is the clearest example: it functions as a standalone headset by default and as a PCVR display via wireless streaming or USB tethering. For most buyers, that dual-use capability is a genuine advantage. For buyers focused purely on wired PCVR performance, it is a feature they are paying for but not using — and knowing that going in is worth something.

Standalone vs. Wired PCVR: Understanding Your Setup Options

There are three ways to connect a headset to a PC: wired via DisplayPort or USB-C, wireless streaming over Wi-Fi, and software-based PCVR streaming such as Meta's Air Link. Each has meaningful performance characteristics that matter at purchase time.

Wired connections via DisplayPort deliver the cleanest signal path. Headsets like the Valve Index and Pimax Crystal Light connect this way, and the result is zero compression, minimal latency, and full bandwidth to the display — the GPU's output reaches the panel without being translated and reassembled. The tradeoff is the cable: a multi-metre tether limits movement range and requires cable management that wireless users never think about.

Wireless streaming compresses the rendered frame, transmits it over Wi-Fi, and decompresses it at the headset. The compression is good enough that most buyers will not find it objectionable, and owners frequently report that the freedom of movement outweighs the image quality delta. The caveat is infrastructure dependency: a Wi-Fi 6 router in the same room is the setup that consistently works well. A congested dual-band router two rooms away is a different experience, and no amount of headset quality compensates for a weak wireless link.

For buyers choosing between the Quest 3 and the Pimax Crystal Light, the connection method is one of the central decisions: wireless convenience and dual-use flexibility versus the clean wired signal path that demanding simulation applications particularly benefit from.

Resolution, Refresh Rate, and FOV: The Specs That Actually Matter

Three display specifications dominate PCVR headset comparisons, and all three are regularly misrepresented in marketing. Here is what they actually mean for a buyer.

Per-eye resolution determines how many pixels exist in the display, but the number that matters more for perceived sharpness is pixels-per-degree (PPD) — a measure that accounts for the lens magnification between the panel and your eye. A large panel with a wide field of view can have high resolution but moderate PPD; a smaller panel with a narrower view can punch above its resolution spec on perceived sharpness. The Pimax Crystal Light's PPD figure is the reason sim enthusiasts consider it seriously despite the price: at the headset's PPD level, cockpit instrument text becomes legible in a way it simply is not on mainstream headsets, regardless of what the resolution spec says.

Refresh rate affects motion smoothness and — critically for susceptible users — motion sickness. Most titles feel comfortable at 90Hz. 120Hz headsets provide headroom for reprojection and a better experience in titles that can sustain those framerates; the Valve Index's maximum refresh rate gives it an edge in fast-paced action games where the hardware can actually reach that ceiling. Below 90Hz is where nausea risk increases, and buyers should verify which refresh rates their GPU can sustain at their chosen headset's render resolution before assuming they will always run at the maximum.

Field of view is the specification marketing uses most aggressively. A wider FOV is genuinely immersive — it is the difference between looking through a porthole and actually being somewhere. But wide FOV costs GPU performance, and headsets advertising very wide fields of view often achieve them by reducing per-eye resolution in the peripheral regions. The Pimax Crystal Super's headline FOV figures are real; running them at full resolution requires hardware most buyers do not own.

Budget PCVR: Maximum Gaming Without Maximum Spend

The Meta Quest 3S is the correct budget PCVR recommendation, with the Pico 4 as a viable alternative depending on regional availability and software ecosystem preferences.

The Quest 3S delivers the full Air Link wireless PCVR experience, complete Meta and SteamVR library compatibility, and a standalone mode that works independently of any PC. What it concedes to the Quest 3 is lens technology: Fresnel optics versus pancake lenses produce a narrower sweet spot, more visible edge distortion, and a slight god-ray effect in high-contrast scenes. Owners of both headsets consistently report that the difference is visible but not ruinous — center-of-view sharpness holds up well, and for buyers playing action games and narrative titles rather than staring at instrument panels, the practical impact is limited.

The Pico 4 occupies similar territory with a different tradeoff profile. Its pancake optics are genuinely competitive, and its rear-weighted strap design — battery in the back rather than front-loaded — earns consistent mentions in owner feedback as making extended sessions noticeably more comfortable. The disadvantage is ecosystem depth: the Pico 4's software library and PCVR streaming support are less mature than Meta's, and buyers who want the largest available title selection will find the Quest platform's library meaningfully larger.

For the buyer on a strict budget who is genuinely uncertain about PCVR and wants to test the waters before committing, the Quest 3S is the right entry point. The Pico 4 suits buyers who have looked at Meta's account requirements and decided they'd rather be elsewhere.

Mid-Range PCVR: Where Balanced Performance Lives

The Meta Quest 3 and Valve Index define the mid-range from different directions, and choosing between them comes down to whether wireless freedom or wired fidelity matters more to your specific setup.

The Quest 3's pancake lenses deliver meaningfully better visual quality than the Quest 3S — wider sweet spot, less edge distortion, cleaner image overall — and its Air Link wireless capability is mature enough that owner feedback broadly treats it as the primary use mode rather than a fallback. At $599 at time of publication, it covers essentially every mainstream PCVR use case without requiring external sensors, a dedicated cable run to the router, or a deep comfort with unfamiliar software ecosystems.

The Valve Index approaches the category from the opposite direction. It is a wired-first, PC-first headset that has never tried to be anything else. Its wide field of view, excellent off-ear spatial audio design, and Knuckles controllers with per-finger capacitive sensing represent deliberate choices about what PCVR should prioritize — and those choices reward buyers who care about exactly those things. The tradeoff is resolution: the Index's per-eye display falls behind both the Quest 3 and the Crystal Light, and that gap has become more visible as higher-resolution panels have normalized in the category. At current pricing at time of publication, the Index is hardest to recommend against the Crystal Light for buyers whose primary concern is visual clarity — but for buyers who want proven SteamVR integration, excellent controller hardware, and a wired connection without entering the Pimax ecosystem, it holds its own.

Premium PCVR for Enthusiasts: When Resolution Justifies the Price

The Pimax Crystal Light, Pimax Crystal Super, and Bigscreen Beyond 2 represent the top of the commercially available PCVR market. Each makes a distinct case for its price, and none of them is the right answer by default.

The Crystal Light's argument is the most broadly applicable: per-eye resolution and PPD that outclass every mainstream-priced headset, inside-out tracking that eliminates base station requirements, and support for dynamic foveated rendering that allows buyers to trade rendering load for sustained visual quality. At $899 at time of publication, it is expensive without being exotic. The Pimax software ecosystem through Pimax Play has a learning curve that Meta's setup process does not — owner feedback notes this consistently — but once configured, SteamVR and OpenXR compatibility covers the titles that matter. The honest downside is weight: at 815 grams, it is substantially heavier than every other headset in this set, and owners report that the included head strap design has a significant impact on long-session comfort. Aftermarket solutions exist and are worth budgeting for.

The Crystal Super is for buyers who have examined the Crystal Light's specifications and found something to argue with. Its headline differentiator is the option for Sony Micro-OLED panels — the display technology that delivers black levels and contrast ratios no LCD or QLED panel can approach — combined with per-eye resolution and field of view that represent the current commercial ceiling. The GPU requirements are not aspirational: buyers without a very high-end GPU will be running the Crystal Super below its capability, which makes the Crystal Light the better value for everyone except the buyer with the hardware to match it and a specific desire for Micro-OLED.

The Bigscreen Beyond 2 is the outlier in this tier. At 107 grams, it weighs roughly one-seventh of the Crystal Light, and owners with extended-session use cases — long sim stints, fitness applications, anything requiring sustained continuous wear — report that the weight difference is transformative rather than marginal. Its MicroOLED displays share the contrast and black-level advantages of the Crystal Super's OLED option. The total-ownership math is the complicating factor: the Beyond 2 requires SteamVR base stations and compatible controllers purchased separately, and the custom facial interface means it is ordered to individual face measurements rather than returned and reordered casually. For the right buyer — an enthusiast who has already navigated the base station ecosystem and whose remaining complaint about previous headsets was weight — it is a genuinely compelling answer. As an entry point to premium PCVR, it asks too much.

Specialized Use Cases: Flight Sim, Racing, and Instrument-Panel Clarity

Simulation enthusiasts evaluating PCVR headsets are solving a specific problem: cockpit text legibility and peripheral immersion. Both problems have the same solution — higher pixels per degree and wider field of view — and the headsets that deliver them are in the premium tier for a reason.

For iRacing, Microsoft Flight Simulator, and DCS World specifically, the minimum viable PPD for comfortable instrument panel reading is the subject of considerable community debate. The consensus in owner feedback from experienced sim users consistently points toward the Pimax Crystal Light as the entry point where the experience becomes qualitatively different — not marginally better than mainstream headsets, but meaningfully transformed. Wide peripheral FOV is the secondary benefit: turns and head checks feel natural in a way a narrower field cannot replicate, and that naturalness matters across a four-hour racing session in ways it might not in a 45-minute action game.

The Crystal Super extends both advantages further, and the Micro-OLED option specifically benefits high-contrast sim environments — night flying, tunnels in racing titles — where rendering true black rather than dark grey is the difference between an atmosphere and a backdrop. The tradeoff for sim buyers specifically is GPU load: the Crystal Super at full resolution requires sustained high framerates under maximum rendering demand, and dropping below 90Hz in a sim is a quick route to discomfort. GPU requirements should be treated as a hard constraint, not a target.

The Valve Index's wide field of view keeps it more competitive in sim use than its per-eye resolution suggests, and it remains a reasonable option for sim buyers who prioritize a wired connection and proven SteamVR stability over pixel count. But against the Crystal Light at comparable price points, the clarity advantage is difficult to argue away for buyers whose primary application is simulation.

Comfort and Fit: Why Headset Weight and Design Decide Long Sessions

The marketing conversation around PCVR headsets focuses almost entirely on display specifications. The owner feedback conversation, once buyers have used their headsets for extended periods, focuses almost entirely on comfort. These two conversations should happen in the same place and mostly do not.

Weight distribution matters more than total weight in isolation. A rear-counterweighted headset that balances the load across the head creates a fundamentally different wearing experience than a front-heavy headset of similar total mass — the Pico 4's rear battery placement is specifically designed to address this, and owners note it consistently in extended-use comparisons. The Bigscreen Beyond 2's 107-gram total weight sidesteps the distribution problem by eliminating most of the mass entirely.

The Pimax Crystal Light's 815 grams is the honest concern in the premium tier. It is manageable with the right head strap configuration, and Pimax offers accessories designed to improve weight distribution, but buyers planning sessions longer than 90 minutes should research aftermarket comfort solutions before purchasing and budget for them, rather than treating them as optional additions discovered later.

IPD adjustment range matters for a portion of buyers and is irrelevant for most. Motorized IPD adjustment is a convenience feature for shared-headset households; for single-user setups, manual adjustment is sufficient. Buyers with IPD measurements outside the standard range should verify compatibility explicitly before purchasing — the Bigscreen Beyond 2's custom facial interface is specifically designed to address this, measured to individual face dimensions at order time.

For glasses wearers across any headset in this set, prescription lens inserts represent a meaningful quality-of-life upgrade over wearing frames inside the headset, reducing lens-contact risk and improving the overall optical stack during extended sessions.

PC Requirements: Do You Have the GPU Muscle for Your Headset?

The single most common mismatch in PCVR purchasing is a headset whose display capability exceeds what the buyer's GPU can render at comfortable framerates. This is not a hypothetical concern — it is a pattern in owner feedback across every high-resolution headset in this category, and it produces the same outcome every time: the headset gets blamed for a problem the PC caused.

The framework is straightforward. A mid-range GPU can run mainstream PCVR titles at the Quest 3 and Quest 3S's native resolution with comfortable headroom. Pushing into the Pimax Crystal Light's per-eye resolution at high render quality requires meaningfully more powerful hardware — the minimum GPU listed by Pimax is a floor for the headset to function, not a target for comfortable performance at the headset's full resolution potential. The Crystal Super's maximum resolution configurations are designed for GPUs at the very top of the consumer stack, and owners running mid-tier hardware report spending more time managing render resolution settings than actually using the headset's full capability.

The practical decision framework: match the headset to the GPU, not the GPU to the headset. Buyers on mid-range hardware should evaluate the Quest 3 and Quest 3S as their primary options. Buyers who have already invested in a high-end GPU and want to justify it should look at the Crystal Light tier. Buyers at the top of the GPU stack who are building a sim rig specifically to feed high-resolution VR should consider the Crystal Super and Beyond 2 seriously.

Eye tracking with dynamic foveated rendering — available on the Crystal Super and Beyond 2 among current headsets — offers a meaningful workaround: by rendering only the gaze region at full resolution and reducing quality in the periphery where the eye cannot resolve fine detail anyway, foveated rendering can substantially reduce GPU load without perceptible quality loss for most buyers. It is not a substitute for adequate GPU headroom, but for buyers running demanding sim titles on hardware that is close but not quite sufficient, it is a genuine performance multiplier worth factoring into the purchase decision before assuming an upgrade is necessary.

Upcoming PCVR Releases Worth Watching

Two products in development are worth tracking, with the caveat that pre-release PCVR hardware has a strong historical tradition of shipping late, shipping differently from what was announced, or not shipping at all.

The Steam Frame, confirmed for summer 2026 at time of publication, is Valve's first direct entry into the headset market since the Index. Valve's hardware track record is longer than many remember — the Index launched to strong reception from the enthusiast community and held its reputation well for years after. What the Steam Frame delivers specifically in terms of display technology, tracking approach, and price has not been confirmed in detail at time of publication, which makes specific purchase guidance premature. Buyers considering a mid-to-premium PCVR headset whose timeline allows a few months of patience should watch the Steam Frame announcement closely before committing.

The Pimax Dream Air occupies a different position in the development queue. Its publicly described specifications include Sony Micro-OLED displays at very high per-eye resolution, a sub-170-gram target weight, and dual tracking options including Lighthouse compatibility. If delivered as described, it would represent a genuine leap over the Crystal Super in the weight category while maintaining display quality — a combination no currently shipping headset achieves. The distance between 'described' and 'shipped' in Pimax product history is a known variable, and buyers should weight the announcement accordingly rather than treating the specification list as a promise.

Related products

VIVE Base Station 2.0

Required for headsets like the Bigscreen Beyond 2 and optional for Lighthouse mode on the Pimax Crystal Super — buyers entering the base station ecosystem will need at least two units for full room-scale coverage.

DisplayPort 1.4 Cable (High-Bandwidth VR-Rated)

Wired PCVR headsets including the Valve Index and Pimax Crystal Light require high-bandwidth DisplayPort cables to carry the full signal at high refresh rates — a VR-rated cable reduces the signal dropout risk that generic cables introduce under sustained load.

VR Prescription Lens Inserts (Generic Frame-Compatible)

Glasses wearers across any headset in this category benefit from prescription inserts that sit directly in the optical path, eliminating the discomfort and lens-scratch risk of wearing frames inside a VR headset during extended sessions.

Frequently asked questions

Should I buy a wireless or wired VR headset for PC gaming?

For most buyers in 2026, wireless is the practical default. Air Link has matured to the point where the freedom of movement outweighs the image quality delta for mainstream gaming, and owner feedback broadly treats wireless as the primary mode rather than a fallback. The case for wired remains real but specific: if your router is older than Wi-Fi 6, if your play space has thick walls between the router and headset, or if you're running demanding sim applications where every frame of latency is felt, a clean DisplayPort connection is still the more reliable signal path. The convenience advantage of wireless is substantial enough to factor heavily into the decision — just don't assume any home network will deliver it equally.

What's the real difference between affordable PCVR headsets and expensive ones?

Primarily per-eye resolution and peripheral clarity — and how much those things matter depends entirely on what you're playing. For action games, shooters, and exploration titles, the clarity gap between a Quest 3S and a Pimax Crystal Light is visible but rarely gameplay-limiting. For flight sims and racing, where you need to read instrument panels at distance and scan a horizon that wraps your peripheral vision, the gap becomes a direct gameplay factor. Budget headsets also tend to have narrower fields of view, which matters less for general gaming and noticeably more for cockpit immersion. The honest framing: expensive headsets are not better at VR, they are better at specific kinds of VR.

Is eye tracking worth paying extra for in a PCVR headset?

Right now, for most buyers, no. Eye tracking's main practical benefit in current PCVR is dynamic foveated rendering — reducing GPU load by rendering only your gaze region at full resolution — which is genuinely useful for high-resolution headsets pushing demanding sim titles. But mainstream game libraries don't heavily depend on it, and the performance gains are incremental on well-matched hardware. The calculation shifts if you're pairing a high-resolution headset like the Crystal Super with titles that support foveated rendering, where the GPU savings can be meaningful. For everyone else, the money is better spent on the headset's display and build quality than on a feature the software ecosystem hasn't fully grown into yet.

Should I wait for a new PCVR headset release or buy now?

Two products are worth pausing for if your timeline allows: the Steam Frame, confirmed for summer 2026 at time of publication, and the Pimax Dream Air, which remains in the announced-but-not-shipped category. If you're buying in the mainstream tier, the Quest 3 is stable and well-supported enough that waiting carries real opportunity cost for uncertain gains. If you're buying at the premium tier and your timeline is flexible, the Steam Frame announcement specifically is worth watching before committing. Pre-release PCVR hardware has a reliable tradition of arriving late and shipping differently than described, so factor that history into how much weight you give to specification announcements.

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