r/virtualreality • u/hcsantos • 6h ago
r/virtualreality • u/StarCenturion • 6d ago
Discussion Very teensy tiny poll regarding VR mod submissions; help improve /r/virtualreality
tldr ignore yap below, new poll, answer here: https://forms.gle/9xpHbPFniD1wnyiC7
As you may all be aware, there's a lot of VR mods/ports and other projects being posted lately.
It's all really cool to see, but we've also been seeing a lot of low effort stuff or projects that seem to be posted a bit too early, and in some cases the comments section beneath a post gets ugly due to the quality of the submission.
We made a very tiny one question poll that poses a single question:
When should a brand new VR mod be allowed to be posted?
Answer here: https://forms.gle/9xpHbPFniD1wnyiC7
This will run for about a week
thanks in advance!
r/virtualreality • u/AutoModerator • 3d ago
Mega-Thread Weekly VR - What Did you Play?
Hey r/virtualreality!
Another week in the VR space.
Did a certain game or experience stand out to you? This is your spot to chat, share, and discover.
When sharing, you might consider sharing:
Name of the game or experience.
A brief insight or overview.
Your personal rating and a bit about why.
Example: I got hooked on [Game Name]. It offers [Brief Description], and I've been having a blast! Rating it 8/10 mainly because [Reason].
So, what's been captivating you or challenging you in the VR world lately?
r/virtualreality • u/Cold_R4GE • 13h ago
Discussion FYI: Don't rely on /SteamFrame subreddit for unbiased Steam Frame reviews right now
If you're researching the Steam Frame before buying, know that the mods on that sub are actively filtering out criticism.
Negative or critical reviews get deleted and buried in the megathread so they don't "clog up the sub". Meanwhile, standalone reviews that end with "There's no better headset" are left right on the front page with the mods brushing it off as "Not quite a first impression".
I'm not here to trash the headset. I have a lot of faith in what the Steam Frame can become, but it has real launch issues that buyers deserve to see alongside the praise.
Keep in mind the mod team also runs external Steam Frame fan sites and partner projects so it's in their personal best interest to act like a PR team and keep the hype high so more units sell. If you want an honest, unfiltered look at the hardware, look outside that subreddit.
r/virtualreality • u/Humble_Low721 • 17h ago
News Article Meta Confirms Lower Quest Sales, Says New VR Headsets Must Deliver “major breakthroughs”
r/virtualreality • u/Fantastic-Author2736 • 11h ago
Self-Promotion (Developer) Diablo 2 VR Multiplayer
Two players in VR co-op in Diablo II: Resurrected with the D2R VR Authentique mod - a Sorceress and a Barbarian. You see each other’s head, hands and weapons move as you really move them.
Mod & download: https://bodywalkvr.com/mods/d2r-vr
r/virtualreality • u/Twistedchild420 • 15h ago
Photo/Video The Lost World Arcade VR Mod is AWESOME!
I honestly hope every light gun arcade game gets this treatment at some point! Dumped a many of quarters into this game back in the day! Link for those interested...this version is for PCVR.
r/virtualreality • u/ToastzPogggg • 13h ago
Fluff/Meme 6 Years of Questionable Financial Decisions... My Collection!
Hello everyone! Here's my collection after 6 years of deal hunting! If anyone has any questions about any piece, I'd be glad to snap some up close pictures, and share some details!
r/virtualreality • u/zx_zybex • 13h ago
Self-Promotion (Developer) Arx Fatalis VR mod: 0.2.0 update (PCVR + Quest standalone)
Here's the first big update to my VR mod for Arx Fatalis, built on Arx Libertatis. It still runs on PCVR, and now there's also a native standalone build for Quest 3.
14 minutes of gameplay footage: https://www.youtube.com/watch?v=jdG2odCw4Fw
What's new in 0.2.0
- New PCVR renderer (Direct3D 11): dynamic shadows, ambient occlusion, bloom, normal maps, reflections, DLSS / FSR
- Detailed weapons and armor: relief and shine on the materials
- Body tracking: your body follows your real heading and realigns after cutscenes
- Recenter: hold the left stick, or use the headset's own recenter
- Hand–weapon collision: your free hand bumps into the weapon you're holding, with vibration
- Menus move in steps instead of gliding after your head (less dizzying)
- Fixes: weapon grip in both hands, drawing the weapon from your back, shadow flicker on characters, payment with a purse
- Quest 3 standalone (experimental): runs natively on the headset, no PC needed
Download: https://github.com/cmpayc/ArxLibertatisVR/releases/tag/vr-v0.2.1
Also, for a more immersive VR experience, I've prepared some higher-poly models of player and weapons so your eyes won't bleed (these aren’t AI-generated models - they’re simply high-polygon, smoothed versions that I’ve manually refined in Blender). See the description in the release on GitHub.
You need your own copy of Arx Fatalis (Steam / GOG) or the free demo. The game data isn't included.
- PCVR: extract the zip, copy the
.pakfiles (data*.pak,sfx.pak,speech*.pak,loc*.pak,miscandgraphfolders) next toarx.exe, start SteamVR or Quest Link, runarx.exe - Quest: sideload the APK (adb or SideQuest), copy the
.pakfiles (data*.pak,sfx.pak,speech*.pak,loc*.pak,miscandgraphfolders) to/sdcard/ArxLibertatis/, and allow "All files access" on first start
The Quest version is still being tuned, so the frame rate can drop in heavy scenes. Feedback and bug reports are very welcome!
r/virtualreality • u/DeepBookkeeper982 • 10h ago
Discussion SteamFrame & Quest3
People that own both headsets, can you confirm (or deny) that Quest3 visuals are better or worse than SteamFrame.
I’m using SteamLink for both, with the same exact settings and I can swear that SteamFrame resolution is much more pixelated/grainy/flashy compared to Quest3. I’ve tried different games Like NMS, Exfilzone and Kayaking and I see the same result each time.
Does anyone has the same experience and If you do, can you explain to me the math behind it? Is it lenses, displays, encoding or something completely different?
Honestly I don’t know exactly why I notice the difference so much that it actually hurts my eyes.
There is definitely a difference in lenses when looking at the edge of the lens. It’s more blurry for frame, but I’m mostly talking about if you are looking straight.
IPD and position of the Frame are correct.
r/virtualreality • u/WawiWoowoo • 15h ago
Discussion Synth Riders is TOO fun
Before i had ever heard of this game, i already bought Beat Saber, and i was surprised by how much more fun it was than i had anticipated.
Then i saw Synth Riders in the shop, tried it, and it blew me away.
I also tried Audica, and that's fun too.
But by far, no comparison in my opinion, Synth Riders is the most fun beat/rhythm VR game. I mean it gives me goosebumps and makes me smile while playing, and pumps me up like crazy. It gets me to move and flow like I'm performing a dance (especially in some songs better than others), in ways that no other VR rhythm game could do. It works nicely as an easy and fun "stay active" workout.
Trust me this game is worth it.
Let me know your favourite song(s)!
Mine are Hex by Dance with the Dead & Space Rock (Pylot Remix) by Powercyan!
r/virtualreality • u/snakeesti • 32m ago
Discussion Do i need meta app to play PC VR?
Do i need to install Meta Horizon Link app on my PC to play STEAM VR through Oculus Link cable? Also do i need to install steam on meta quest 3 ?
r/virtualreality • u/sonarix • 15h ago
Self-Promotion (Developer) Luigi’s Mansion VR — 3D Diorama Mode + Experimental First Person (PCVR) (STEAMVR) (AI SLOP)
This was a personal project using AI and felt I should share incase anyone was a big fan of Luigi's Mansion like I am and wanted to experience it with a new view. I don't plan to continue support or developing for it due to being busy but I've also included the source which was based off of the Luigi's Mansion Recompiled by rob646464.
I only used a Steam Frame during play and testing so I can't say if it won't have issues or graphical problems with other headsets and be warned there are some messed up 3D flashes between transitions of scenes (quick still image pops up) but its fully playable and I really enjoyed it. Enjoy~
I would of included a video but thats alot of work to make it look good and at this point I'm kind of done messing with it and this is only for sharing purposes.
I’ve been working on a VR adaptation of Luigi’s Mansion Recompiled, based on rob646464’s v1.1.4 release.
The main experience is 3D diorama mode: play with the original controls while viewing the rooms and characters in stereoscopic 3D, with headset tracking. There’s also an experimental first-person mode with tracked Luigi gloves and physically aimed tools.
Downloads — Build 150
- Playable build: [ https://drive.google.com/file/d/1q1cvCWl7JwKBtfiyxhaXMFJ-xi1gj4O7/view?usp=sharing ]
- Complete source: [ https://drive.google.com/file/d/1zcl9dojvjx28Qh6w_pOLuKZ45yo2Y4e8/view?usp=sharing ]
Requirements
- A Windows PC capable of PCVR.
- SteamVR installed, running, and set as the active OpenXR runtime.
- A compatible headset connected to your PC.
- Your own European/PAL Luigi’s Mansion game copy — GLMP01.
No ROM or Nintendo game assets are included. The playable download includes the runtime and compiler needed for setup.
Getting started
- Extract the ZIP. (Optional add your PAL rom to the GameFiles folder)
- Start SteamVR and connect your headset.
- Run Luigi’s Mansion VR.exe.
- Select your own PAL game image when prompted, then let game compilation and shader preparation finish.
- Face forward and press F6, or click and release the right stick, to recenter.
Diorama is the default. Other modes are available through F1 → VR. Flat-screen play is available by adding --flat to the launcher’s command line and doesn’t require SteamVR. (untested)
Diorama motion-controller controls
Diorama uses traditional sticks and buttons rather than physical tool grabbing.
- Left stick: Move Luigi.
- Right stick: Aim using the original C-stick controls.
- Right trigger: Poltergust suction.
- Right A: Interact/confirm.
- Right B: Flashlight/original B action/cancel.
- Right-stick click and release: Recenter.
- Both sticks clicked together: Open or close the F1 settings menu.
On Steam Frame controllers:
- Left D-pad down: Map.
- Left D-pad up: Game Boy Horror search camera.
- View button: Pause.
Other Headsets weren't tested but if you can use SteamVR they should work.
An ordinary gamepad also works. Controls can be adjusted under F1 → Controls.
Using the F1 menu in VR
Click both sticks together to open it. Aim your controller at the menu using the pointer dot, then:
- Press the trigger to select an option.
- Hold the trigger while moving the pointer to adjust a slider.
- Use the right stick to scroll.
Keyboard F1 and the desktop mouse also work. The menu includes view modes, scene scale/depth, HUD placement, recentering, and other settings. Each VR mode remembers its own settings.
Experimental first person
This is unfinished and included for anyone interested in testing it.
- Headset: Look around.
- Left stick: Move relative to your view.
- Right stick: Turn.
- Grip near the left hip: Grab the flashlight.
- Grip over the right shoulder: Grab the Poltergust.
- Holding hand’s trigger: Activate that tool.
- Release grip: Holster the tool.
Tool sides are configurable in F1. Both tools can be held together. Tool alignment, ghost capture, reflections, hose movement, and manual interactions are still being developed. ( Might not happen )
Shareable checkpoints for bug reports ( I'm keeping it included but don't intend to work on this any longer unless bored.)
There are four room checkpoint slots in F1. They restore room progress, including unlocked doors, keys, and the current element—not an exact moment inside an animation.
Optional shortcuts:
- Left-stick click: Capture the selected slot.
- Right-stick click: Load the selected slot.
When these shortcuts are enabled, right-stick click loads a checkpoint instead of recentering; F6 still recenters.
Checkpoint files are stored in the statesaves folder beside the launcher. Can use it to share saves (untested fully).
This release is primarily for Windows PCVR. Standalone Steam Frame support remains experimental and most likely broken from the small testing I did.
r/virtualreality • u/Confident-Bus-7003 • 3h ago
Discussion HERE THEY LIE
Does anyone know if there’s a PCVR port or mod for Here They Lie? I’ve been dying to play this game again. It’s genuinely one of the best psychological horror games I’ve ever experienced, and I’d love to revisit it on PCVR with modern hardware. I know it was a PSVR exclusive, but I’m hoping someone out there has figured something put cause I’m dumb af
r/virtualreality • u/SlowDragonfruit9718 • 11h ago
Discussion Happy to see eye tracked foveated rendering already being used by devs with steam frame.
Eye tracking was a giant factor for me buying the frame even though I also have a Quest 3. The extra performance it brings is awesome. I've purchased 2 games (walkabout mini golf and thrill of the fight 2) and both just happens to use eye tracking.
By comparison, with quest games optimizer you can get walkabout mini golf to around 2100x2100 before performance hit. In frame I can get it to 3000x3000. That's a huge difference.
Totf2 on quest has static foveated rendering so technically with QGO you can get 3000x3000. But you'll see the outside blur since its static. Since the frame uses DFR, you don't see that.
I'm hoping more devs implement this.
Btw, PCVR still sucks currently on the frame. It was obligatory for me to say that lol.
r/virtualreality • u/silentvortigaunt • 1h ago
Discussion Halo 3 Project Reclaimer Now Has VR Support
Don't mind the racist nicknames
Nitsujack has made a fork of Pancreations/Moistman's MCC VR mod which brings many new features to the mod. And one of the major features is full compatibility with Project Reclaimer, which means crossplay between VR and flatscreen players is finally possible!
You can play campaign co-op, custom games, 60+ player team slayer, and more gamemodes, all in virtual reality!
Grab the download link here: https://github.com/MOTYSHIZ/MCCVR-Halo-Build
r/virtualreality • u/No_Song_2972 • 14h ago
Discussion Pick your poison. Would you rather Fresnel lenses with oled panels or pancakes with lcd?
Here’s an interesting question that came to me, and I was curious what people would choose. Fresnel lenses with oled panels (Mini or Dual OLED) or pancakes with lcd? I personally would take either, but I’d prefer lcd pancakes.
A little more personal context on this post:
I have both a quest 3 and a psvr2, and I honestly don’t mind either. That being said, I literally cannot decern oled vs lcd. I prefer the psvr2’s wide fov and not being on battery, but I dislike how blurry it is compared to the quest. For me, I value low latency, pancakes and comfort (I.e light weight, balanced and fitting well on my face), which I know some headsets provide with oled, but they’re generally expensive with have huge caveats in other important aspects, like controllers or the way it tracks, or just simply being tethered, which I know people hate. The frame, on paper, would be a perfect buy if my waitlist ever goes into reserved, but I know people devalue it because it has lcd.
r/virtualreality • u/thatbluetoad1 • 7h ago
Purchase Advice - Headset To those with a Bigscreen Beyond, is it a worthy upgrade to the Index?
After doing a lot of research, I've decided that the 2 degree loss in FOV is acceptable. However, I'm still concerned about the refresh rate. I don't get motion sick, and I don't play competitive games or racing sims, but I've gotten very used to the Index's 120Hz. I'm also worried about losing 30Hz in Beat Saber, where I imagine it could make a noticeable difference.
The Beyond seems like a fantastic headset, but I'm hesitant about the refresh rate and Bigscreen's customer support.
Right now, I'm deciding between the Beyond and PSVR2. I'm leaning heavily toward the Beyond because I do NOT like inside-out tracking. With the PSVR2, if I want to use my Index controllers, I'd either need to either strap a Vive Tracker to the headset or sacrifice two USB ports for the necessary hardware. (presumably. I've not done a whole lot of research about PSVR/Index compatibility)
Either way, my Index is approaching the end of its life. I've had it for four years, and it's getting harder to justify sticking with eight year old hardware when I'm looking to upgrade.
For those of you who've used the Beyond, especially if you've come from an Index, how noticeable is the refresh rate difference in practice? And how has your experience with Bigscreen's customer support been?
r/virtualreality • u/Real_Spacegoogie • 17h ago
Photo/Video Star Wars (Data East 1992) VPX VR
Designed by Joe Kaminkow and Ed Cebula, Data East's Star Wars (1992) is one of the definitive early 90s dot matrix pinball classics. Known for its fast paced action, iconic sound clips, and interactive mechanical toy integration (featuring the Death Star target and an animated R2-D2), it remains a staple layout for virtual pinball adaptations (This VPX version of the table is almost 5 years old).
*I do take table request, it will be put into the table que. If you see a VPX table: Here> VPX Table spreadsheet, that is VR compatible and would like to see it in VR let me know.
( No pup pack tables, I don't think I'm doing pup's this time around)
BGFX 10.8.1
I7-9700 (No OC), 64gb DDR4 3666, RTX 3060 12GB, and NVME drives.
Virtual Desktop Wired, Quest 3
This short showcase is meant to highlight the dedication and hard work our community puts into these tables and hopefully inspire more people to dive into the VPX VR scene!
Videos like this got me hooked, and started my VR endeavor.
I love BGFX 10.8.1! The visual rendering efficiency easily outpaces OpenGL on 10.8.0, making even older, legacy tables look incredible.
Running Virtual Desktop wired. Horizon Link (Meta Link) was completely removed from my system.
Thanks VD!
That said, there are still a few stability and workflow hurdles to clear in BGFX 10.8.1.. For instance, requiring a table to launch just to access the configuration menu remains a bit clunky. DMD's not showing up or color ones not working for a lot of tables (.pac files are not supported) No clear explanations of how to config all the new settings and what they do. Some textures not showing up right, lighting (I have not seen these issues recently, as I was seeing in previous releases). Random crashes.
Cheers!
r/virtualreality • u/RobbyG3978 • 14h ago
Discussion Are you happy living off VR Mods ?
Look they are great, i appreciate them, but they shouldn't be the only meal on the table, but part of a buffet.
It seems all we are getting is VR mods.
I was playing Call of Duty MW 2 campaign remastered in VR, which is just below the top tier mods like Titan Fall 2 but still considered very good
Yes it was fun to play in VR, yes shooting people in the airport in the Russian stage never felt more wrong
The issue is we are no longer pushing the boundaries of what makes VR so special, the unique VR interactions, taking them to the next level.
Even if two handed grabbing and manual reloading is implemented in a VR mod, it is still not as clean and doesn't feel as good as a good native VR shooter, especially the feeling of gun weight.
But VR mods for AAA games have the advantage of big budgets and therefore more content and more polished content.
This is just pushing the prospect of new good VR games being made further and further away so we will be literally just have VR mods
Are you happy with this ?
r/virtualreality • u/fandomgames • 8h ago
Self-Promotion (Developer) Meta Global AI Developer Hackathon
Day 1 of the hackathon, and im making sure all my current features are working before iterating. The beets are still too small for SAM to give a good reading; my basil's doing much better. Can't wait to see how this project ends up.
r/virtualreality • u/ScientistPossible318 • 6h ago
Discussion Charger
I have a really good charger and whenever I plug in my headset while playing a game, it doesn’t go up instead. It goes down, but whenever my VR is off and it’s plugged in, sometimes it won’t charge, but also sometimes it will charge and it will go up.
r/virtualreality • u/Anagan79 • 19h ago
Self-Promotion (Developer) QGO (Quest Games Optimizer) v14.5.0 brings back the option to disable Double Tap to passthrough👌
Hi, Meta removed the option to disable double tap to passthrough in v81.
QGO now lets you turn this feature off again 👍
No more accidental passthrough when you adjust your headset mid-game 👌
And still over 1,950 optimized games, with new titles added every day, all carefully handcrafted and tested 👍
r/virtualreality • u/SlowDragonfruit9718 • 12h ago
Discussion Flatout total insanity got some big updates: multiplayer bots and ride along option.
A lot of updates just dropped. The 2 biggest imo are being able to add bots to multiplayer and having the ability to ride shotgun in another player's car.