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TechAge VR, AR & the tech worth understanding

About TechAge

TechAge has been writing about technology since 2019, and these days we focus on one corner of it that we think gets either over-hyped or badly explained almost everywhere else: virtual and augmented reality.

The idea here is simple. Most VR coverage is written either for people who already own three headsets and argue about refresh rates, or by marketing departments trying to sell you something. We're aiming for everyone in between — curious people who want a straight answer to a straight question, written in plain language, by someone who has actually used the gear.

What we stand for

A few things we hold to, so you know what you're reading:

  • Independence. We don't run sponsored reviews or paid placements. If we ever recommend something, it's because we think it's good, not because someone paid for the slot.
  • Honesty about limits. When VR is brilliant at something, we'll say so. When it's oversold — looking at you, "get fit without trying" — we'll say that too. Half-truths help no one.
  • Plain English. Jargon gets explained or left out. If we use a term like 6DoF or vection, we'll tell you what it means in the same breath.
  • No fear-mongering. Plenty of scary VR "facts" floating around are years out of date. We try to separate what's genuinely true now from leftover myths.

Who writes this

Daniel has been writing about consumer technology since 2013 and has owned just about every consumer headset worth owning, from the first Oculus dev kits to today's standalone gear. He covers VR and AR for TechAge and spends more time adjusting head straps than he'd like to admit.

A note on the site

TechAge is a small, independent publication. We're not affiliated with any headset maker, and nobody outside the team has a say in what we write. If you spot something we've got wrong — it happens — we genuinely want to hear about it. The contact page is the place to do that.

Daniel Forsythe

Daniel has been writing about consumer technology since 2013 and has owned just about every consumer headset worth owning, from the first Oculus dev kits to today's standalone gear. He covers VR and AR for TechAge and spends more time adjusting head straps than he'd like to admit.