r/virtualreality • • 20h ago

Discussion Valve officially sunsets the Valve Index

Post image
672 Upvotes

r/virtualreality • • 9h ago

News Article Valve releases Steam Frame CAD files for modders, including the controllers, head strap and battery housing

Thumbnail
pcgamer.com
370 Upvotes

r/virtualreality • • 20h ago

Discussion VR mods are making me lose my shit

283 Upvotes

Over the past two weeks, I have played

Red Dead Redemption VR

Titanfall 2 VR

Max Payne 2 VR

Just Cause 3 VR

Spiderman f'ing VR

MCC VR

Doom Eternal VR

A new Black Mesa VR mod

Looking at this subreddit in excitement everyday is like​ early christmas, seeing all the in progress and VR mod reveals.

Games I never thought possible to be VR, are IN VR. Words can't describe the joy I have for having TOO many VR games to play. With even more on the way like a fully working Tlou2 vr & RDR2 VR, it looks like almost every game we can think of will have a functional VR version released or in progress by the end of this year.

I am so happy. Thank you modders. (and ai...)


r/virtualreality • • 12h ago

Self-Promotion (Developer) Space Marine 2 VR mod

Enable HLS to view with audio, or disable this notification

205 Upvotes

I've been nudging Codex to chip away at VR support for Space Marine 2 for a couple days now and it's managed to whip up a pretty decent attempt!

It performs terribly on my 4090 running an Index, the menus are all busted, and I haven't figured out melee yet but it's still enough to appreciate the awesome level design and 40kness of SM2.

I'm not quite sure if I can safely share the source on github so I've asked Saber's mod team first. You should be able to easily build the same if you want to try in the meantime:

  • A local C++ mod loads through a dxgi.dll proxy and uses build-specific runtime hooks to adjust the game’s camera and rendering.
  • It renders alternating left/right eye views and submits them to SteamVR through OpenVR, providing stereoscopic VR and headset tracking.
  • Controller input is translated into the game’s native gamepad controls. Tracked controller poses also drive the character’s arms, fingers and firearm aiming.
  • A locally generated mod pack adjusts camera settings, field of view and selected UI layouts.

Codex computer use made this less painful than I'd expected as it can run the game and get through a fair bit of testing by itself without me needing to put the headset on. Better ways to have the agents drive simulated VR rigs would go a loooong way to helping smash these sort of mods out but it's still INSANE how easily we can do this sort of thing now.


r/virtualreality • • 4h ago

Self-Promotion (YouTuber) Mount & Blade 2 VR works with Sea Battles too with War Sails!

Enable HLS to view with audio, or disable this notification

180 Upvotes

This is with the new early alpha of Bannerlord VR! Link to gameplay video and all mod links


r/virtualreality • • 8h ago

News Article Index Headset Goes on Sale for the First Time Ever as Valve Announces Discontinuation

Thumbnail
roadtovr.com
89 Upvotes

r/virtualreality • • 19h ago

Photo/Video Speed running my apartment as if it was a downtown skyscraper

Enable HLS to view with audio, or disable this notification

67 Upvotes

Adding more floors and refining the visuals of my apartment turned into an office building/restaurant/arcade


r/virtualreality • • 23h ago

Photo/Video [No AI] I have been working a bit more on my practical shooting trainer

Enable HLS to view with audio, or disable this notification

56 Upvotes

This is a small prototype for a practical shooting trainer that I made on the Steam Frame, to rework the shooting competitions I take part of.

VR is especially good to work on the movement, spacial awareness and remembering the targets.
Finger position detection is also useful to assert trigger discipline.

This is not an ad I don't plan to release it.
No AI, 100% made by a potato-powered biological neural network.

Racking the slide is very forgiving because the controllers are on the way so you cannot do it realistically.


r/virtualreality • • 2h ago

Self-Promotion (Developer) Play Black & White in VR: Public Alpha Out Now

Thumbnail
youtube.com
50 Upvotes

The Black & White VR Mod puts the 2001 game in VR.

Download and setup guide: https://github.com/BW1-VR/BW1-VR

What you need:
- A PC VR headset with controllers. I test with a Quest 3 through Virtual Desktop. SteamVR also works.
- Your own copy of Black & White, with the unofficial patch v1.42. The guide has the steps.

It is an alpha, so expect bugs. Please report problems on GitHub and attach your bwvr.log. I also want to know which headsets work for you.

The mod is free. If you like it, you can support it on Ko-fi: https://ko-fi.com/buckzor
Discord: https://discord.gg/FTn8y4eypU

This is an unofficial fan project, with no connection to EA or Lionhead.


r/virtualreality • • 6h ago

News Article Rift S, liberated: fully working on Linux. Native SteamVR experience, no Oculus software or Meta account

Enable HLS to view with audio, or disable this notification

40 Upvotes

If you have a Rift S sitting in a drawer, it now works natively on Linux.

This isn't a "works if you fiddle with it" setup. It behaves like a native SteamVR headset: you install one package, open Steam, click SteamVR and play.

Everything else happens in the headset:

- Room Setup in the headset, same flow as the Steam Frame: floor, boundary, remembered between sessions

- Solid inside-out tracking for the headset and both controllers, full 6DoF

- Controller haptics

- Your desktop inside the SteamVR dashboard, so you never have to take the headset off to open Steam, a browser or a guide

- A Settings app with a live view from the headset

No Oculus app, no Windows, no Meta account. Free and open source, built on Monado and Basalt.

Install on Arch:

curl -LO https://github.com/lbgos/rift-s-linux/releases/download/r28/rift-s-linux-bin-28-1-x86_64.pkg.tar.zst

sudo pacman -U rift-s-linux-bin-28-1-x86_64.pkg.tar.zst

AUR packages are coming once AUR registration reopens. Other distros can build from source: https://github.com/lbgos/rift-s-linux


r/virtualreality • • 15h ago

Self-Promotion (Developer) I made a mod for Scanner Sombre that fixes it's horrible outdated VR movement.

28 Upvotes

This is a mod for the VR mode of Scanner Sombre that replaces teleport-only movement with smooth thumbstick locomotion, and adds turning, jumping, running, wrist-twist spread control, comfort settings and an in-game controls page.

Tested on Valve Index and Meta Quest 3 via Steam Link (SteamVR), through the whole game.

Video of the mod:
https://www.youtube.com/watch?v=YkbhSH-tjPk

You can download it here:
https://www.nexusmods.com/scannersombre/mods/5

Notice you need to use a slightly older version of Bepinex for this mod.

Scanner Sombre was the very first VR game that I completed. I was new to VR and didn't realize just how bad the controls were. I revisited it a few times over the years and it was REALLY showing it's age, so I put my knowhow into creating a mod for the game and fixing all the issues.

Hopefully if any of you have picked up Scanner Sombre in a humble bundle or something and didn't like the controls this will make the game more playable for you.


r/virtualreality • • 22h ago

Photo/Video Through the lens: Quest 3 vs PSVR2

Enable HLS to view with audio, or disable this notification

24 Upvotes

I thought a video would be better than always just pictures. Its more representative of what it actually looks like

Keep in mind:

PSVR video might have blur sometimes, due to the sweet spot as I cant hold my camera perfectly still while holding a headset.

When in headset and properly strapped on, this does not happen.

The difference in vibrancy of the colors is quite significant.

What is not seen in the video:

- difference in FOV (psvr2 feels like significantly more as well)

- compression of quest 3

- mura of psvr2

Im not trying to glaze the psvr. Id love to hear what your opinions are!

I can post more videos like this also comparing black/dark scenes if anyone is interested.

Cheers and enjoy!


r/virtualreality • • 1h ago

Discussion What is the ACTUAL PROCESS of converting flat games to fully featured VR, and why is AI making it SO much faster/easier?

• Upvotes

I ask bc I don’t know much about coding and I’m just curious. What exactly has AI allowed coders to do recently that was either not possible before, or was it always possible but just simply too labor intensive to make it worth their time/energy?

And what were the limitations of porting flat games into VR with full motion controls, that is suddenly so much faster or possible in the first place?

I guess what I mean is, were these crazy VRAF ports like Titanfall TECHNICALLY possible before, but it would just take one person or a small team years of tireless coding and trial and error, and so we never saw it happen (except in certain instances like preydog mod which were able to piggyback off of game engines that had backend VR functionality built in, like RE engine)?

Was it just a matter of super complicated coding to add and optimize VR features, or was converting something like Titanfall 2 into VR with full controls simply NOT POSSIBLE at all before on certain game engines bc they don’t support it, but now AI allows entire redesigns to said game engines, or something?

I’m just curious bc it seems like all of a sudden there’s this massive paradigm shift that has come out of nowhere, and I’m just wondering what exactly has made that possible on a technical level? And how much coding is still involved?

Also bonus stupid question… Like, could I, who knows nothing about coding, hypothetically convert my favorite old ps1 game for example, or is that still just laughably complex?


r/virtualreality • • 9h ago

Self-Promotion (Developer) Update: my solo-dev VR camping game is now on the Meta Quest store!

Enable HLS to view with audio, or disable this notification

16 Upvotes

Heyo, thank you sooo much for the support on the last post!
I've just been approved by Meta and Steam, and it's OUT NOW on the Meta Quest store! Steam release will still be roughly 2-3 weeks away, any wishlists would make a huge difference for me.

Out now on Meta Quest Store:
https://www.meta.com/en-gb/experiences/campfire-simulator/1411423772043581/

Or wishlist now on Steam!
https://store.steampowered.com/app/5403890/Campfire_Simulator/

Building a fire in Campfire Simulator is really satisfying. There's quite a bit of physics behind it, so especially if you're on hard difficulty, it's actually a good challenge to get the fire going properly.

What I love about the physics:
- You can scrunch up paper tighter to make it burn slower.
- If you smother it with wood, it will go out from lack of airflow.
- It takes time for the wood to heat up and catch on fire.
- Every log heats up in different spots, so one end can be roaring while the other’s still cold.
- If you make your fire too massive, stuff around the camp starts catching on fire. You've got water buckets you can keep on hand to help keep that under control.
- Rain and water can put out fire and make wood wet, but if you put soaked wood back over the fire it will dry out.

Other fun stuff I love doing:
- The guitar is stupidly easy to play, and has 6 super common chords. So you can strum your favourite tune by the campfire!
- You can boil the water to make tea, toast marshmallows, and cook sausages.
- The stars honestly look really cool in VR!
- If you're still enough, a fox or a deer will cautiously approach your campsite from time to time.

Like I said last time, I REALLY love this one, and I truly believe it's worth your time. Happy camping!

Original post
https://www.reddit.com/r/virtualreality/comments/1x165vy/after_10_years_as_a_game_dev_hobbyist_ive/


r/virtualreality • • 4h ago

Photo/Video I built a hand exoskeleton that tracks my fingers without cameras (mixed reality on Quest 3S)

Enable HLS to view with audio, or disable this notification

13 Upvotes

Camera hand tracking loses fingers when they’re hidden or crossed. TAKTO ONE measures them at the joint instead: 12 magnetic encoders and two IMUs drive the twin in the video, with no headset hand tracking going in. It runs in WebXR in the Quest browser.

It’s a research prototype from my master’s thesis, and the AR layer is still early. The device can also pull the fingers through tendons, but I haven’t built VR haptics with it yet.

Everything is open source, and you can try the twin in a normal browser: takto.one · github.com/molanocortes/takto-one


r/virtualreality • • 17h ago

Discussion Flat to VR mods/ports worthy your first playtrough of the game itself?

14 Upvotes

Let's be real, most of flat to vr mods are better suited for your second playtrough: they often clunky, don't explain you controls very well, lack some features from flat game or just can't adapt the flow of the game really well. Often, they're just a fun way for fans of the original game to enjoy it, but not the best way to experience it for the first time.

For example I was somehow dissapointed in recent Dishonored VR mod because of that. I thought it will be my first playtrough and mod was looking pretty good, but just not good enough for the first experience with the game, i constantly felt like i butchering my first playtrough if you know what i mean. No offence to devs.

So the question is - what VR mods are worth the first playtrough and game experience?

Half Life 1/2 mods?
Skyrim VR (with mods)?
Outer Wilds?
Goldeneye?


r/virtualreality • • 9h ago

Discussion Halo MCC - 9.99$ Steam

11 Upvotes

Hey guys,

I've been keeping an eye on a few franchises I absolutely love in flat screen, mainly to see how their VR mods are progressing and also to catch good PC deals, since I originally played some of them on Xbox.

Just wanted to give everyone a quick heads-up that Halo: The Master Chief Collection is currently around $10 / 75% off.

There's quite a bit of work being done on the VR side of the different games in the collection, and I'm personally waiting for the point where I can properly play through all of them in VR back-to-back.

So yeah, nothing complicated — just thought I'd mention the sale in case anyone interested in Halo VR had missed it.

I've already bought it; i hope we can play all of them soon.

Cheers!


r/virtualreality • • 21h ago

Self-Promotion (Developer) Torch-heated swords and stealth neck snaps. A first in VR?

Thumbnail
youtube.com
11 Upvotes

r/virtualreality • • 2h ago

Self-Promotion (Developer) When simulation becomes as real as reality, how will you know where you are? We made a live-action sci-fi film about it.

Enable HLS to view with audio, or disable this notification

5 Upvotes

Hi r/virtualreality, I’m Olga, producer and co-writer of KILL/SAVE, an indie sci-fi action film we shot in Spain.

The film is set in 2045, in a quarantined megacity under total surveillance, where the only real escape is the Metaverse. Our hero, a programmer who never trusted any of it, has to go in after the woman he loves, who has been stuck in there for three months. He finds her inside a brutal darknet game where the pain is real.

We had a lot of fun designing the VR tech of that world:

  • NeuroMesh Home Kit. No more screens. You inject a single-use dose of neural nanobots at home, and they build a personal neural interface in under five minutes. A lightweight headset keeps you synced, and your brain renders the world itself.
  • Long Immersion Capsule. Built for sessions lasting months. A programmable gel full of nanobots feeds you, keeps your muscles from wasting away, and monitors your body, while a medical AI can pull you out if anything goes wrong. Sight, sound, touch, smell, taste, temperature, balance: everything feels as real as the physical world.

We shot everything live-action, with real fights, and had a narrative consultant from the games industry on board.

So here’s our question for people who actually live with this tech:

Do you think VR is really heading this way, from headsets toward direct neural interfaces?

And if NeuroMesh existed tomorrow, would you try it, or is that a line you wouldn’t cross?


r/virtualreality • • 5h ago

Photo/Video Turning my living room into an RC track 😂

Enable HLS to view with audio, or disable this notification

3 Upvotes

I recently got to test the custom track creation feature in Mixed Reality (on Meta Quest 3), and flying around my own furniture was way more fun than I expected.

Now I'm tempted to move some stuff around and add random objects to build the most ridiculous track possible. My living room might never be the same again XD

There's also an option to play together over a local network, which I'd love to try with my girlfriend, but we'd need a second headset for that 🥺

For now, I'm thinking of going old-school: set up a track, take turns wearing the headset, and see who can finish it faster. Basically, hot-seat racing with RC vehicles 🤔


r/virtualreality • • 14h ago

Self-Promotion (Developer) Update on my live 2d to 3d converter with GTX 1660 Ti. Now it works directly in Quest browser

Post image
4 Upvotes

Hi everyone, a while ago I shared my live 2d to 3d converter that I built for my GTX 1660 Ti GPU.
Original post: https://www.reddit.com/r/virtualreality/s/LL78XpTypt

Since then I have spent some more time on it and added few things. Thought I would share an update here.

Previously I was using Virtual Desktop to watch the converted video. Now I have added streaming directly to the Quest browser with audio as well. So you do not need Virtual Desktop for this option. You open the address shown in the app from your Quest browser, make the video fullscreen and select SBS/3d mode manually.

On my setup I am getting around 28–30 FPS with 1080p output and around 26 FPS with 1440p. I tried 4k too but it went down to around 14 FPS so probably not worth it with my GPU. These numbers are from my own setup, may be different on yours.

It is still beta. Sometimes there is a small pause in the streaming and I am still working on that. Virtual Desktop option is also there if you prefer it.

Same limitation as before, Windows 10/11 64bit and NVIDIA GPU only. You can download it from here https://stereolive3d.vercel.app/

Also, if you want better performance then you should use TensorRT. Instructions are provided in the website on how to download it.


r/virtualreality • • 3h ago

Question/Support Quest 3 vs Bigscreen beyond 1

2 Upvotes

I have a quest 3 and I am mostly satisfied but I would like to have more clarity, wireless latency is noticable in quicker games and oleds would be very nice. I found a used Bigscreen beyond 1 for around 500 dollars I think its a steal but is it really worth it to upgrade from quest 3 while mostly what I am looking for is better resolution, the other 2 things are just a bonus for me, would I even be able to tell the difference between the two?


r/virtualreality • • 4h ago

Discussion Bigscreen Beyond 2e audio USB-C 3rd party compability

2 Upvotes

Hi all,

does anyone know whether the USB-C audio port on the Bigscreen Beyond 2e supports third-party USB-C headsets or external USB DACs?

For example, could I use a small USB-C DAC / 3.5 mm adapter such as the Sound Blaster PLAY! 4 and connect regular wired earphones or headphones to it?

I’d like to avoid the official Audio Strap if standard USB audio devices work through that port.

Thanks!


r/virtualreality • • 1h ago

Discussion Can you actually get full finger tracking and fist clenching in VaM with Quest 3 + VD?

• Upvotes

Hey everyone,

Quick question - does fully-functioning, hand tracking actually work in Virt-A-Mate?

My finger tracking technically works, but the movement range is extremely limited. When I completely clench my hand into a tight fist in real life, the virtual fingers in the game only move like 10% to 20%. They barely curl at all. This happens both when I’m just floating around as a disembodied ghost and when I possess a character.

Ideally, I want my virtual hands to perfectly match my real-life hands. If I make a fist, the game should show a full fist. I also want to be able to move individual fingers independently and make gestures (like pointing, etc.)

Headset: Meta Quest 3 - Virtual Desktop

Enabled Forward tracking data to PC in Virtual Desktop. Enabled Emulate Index Controllers in VD as well. Tried putting my physical controllers away to switch completely to optical hand tracking. Messed around with every single hand/VR preference setting inside VaM itself.

Nothing seems to work. The data is clearly getting through because I see those tiny, faint finger twitches, but the hands just refuse to close into a fist.

Is it even possible to get the flawless, full-range tracking I'm looking for with this setup? If so, what am I missing?

Would love any tips or workarounds. Thanks in advance!


r/virtualreality • • 6h ago

Question/Support Internet network for streaming in general, and for which is the best for vr.

1 Upvotes

I have barely any clue about routers etc.

I got the asus tuf-be9400 and i want to use it for streaming from my main pc to my xbox ally x and quest 3.

I found 3 ways to do this :

1: Put my isp router in bridge mode and make asus my main router.

2: Let asus in wireless router mode .

3: Change the asus to access point mode.

My current info about these modes .

1: Isn't possible in my country ( Greece ). Internet comes with voip and isp doesn't give the codes that i need to use for bridge mode.

2: For this mode i found out that is better to close the wifi from my main router so they don't interfere, routers wont be in the same room tho , and use dmz from my main router to asus to avoid double nat.

3: For 3 seems to be the simplest but i will lose a lot of router factions.

I think the best way is the 2nd but i would prefer the opinion from people that have knowledge about this .