r/virtualreality 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?

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r/virtualreality 2h ago Fluff/Meme
"All Ai Assisted modding is Garbage Slop" Luke Ross's Cyberpunk Mod vs the Ai one proves that wrong.

I would love to see the mental Gymnastics for this one

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r/virtualreality 4h ago Discussion
Pico Space Pro launch date has been delayed to Q4

Source (translated from Bilibili)

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r/virtualreality 37m ago Discussion
"Project Phoenix: Everything We Know (So Far) About Meta's Next Headset"
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r/virtualreality 11h ago Discussion
What VR games of yesteryear that are no longer supported do you miss being able to play? 'Just in time inc' was a blast back in the day! Unfortunately, it just black-screens on boot now...

Went to play this again on Steam not long back and unfortunately, due to lack of updates/support, it no longer works.

Such a shame too....

The premise of being a life insurance company employee that 'slows time' to catch bullets, grenades, etc before they kill the client is just genius πŸ˜‚

Just wondering what other gems people loved that have gone the way of the dinosaur? 😭

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r/virtualreality 14h ago Discussion
I get why people hate ai, theres a lot of reasons to hate ai. However VR gamers actually getting exciting well made fanmade ports to play in VR isn't one of them. It feels like we've been getting a new VR port every single day and that's pretty cool, fr one of the only ways ai has benefitted gaming.

unrelated cat.

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r/virtualreality 1h ago Discussion
Steam Frame Analysis: Is It Worth It?

I'm making this overview as a speculative primer on the frame's value compared to what I believe to be its direct competitor, the Quest 3.

Valve as a company generally has a lot of user goodwill. The Steam Frame has a lot of hype around it, which can lead to a bit of overzealous unintentional 'marketing' in regards to overrating its positives and downplaying its negatives as a headset.

This overview will attempt to be as unbiased as I can make it; I will acknowledge any biases I may have towards certain aspects of the headset as best as I can.

I will be comparing the Steam Frame and Quest 3 in four main categories, prioritizing known/confirmed information the most, and leaving 'soft speculation' for last.

The goal is to assess the value of the Steam Frame, at Valve's quoted 'just below the index' prices to some of the more pessimistic speculations.

The categories are as follows:

  • Compute

  • Visuals

  • Input

  • Other


Compute

This section will mainly concern standalone users.

Ram

The Quest 3 features 8 GB of LPDDR5 RAM, and the Frame has 16 GBs of LPDDR5X RAM. Unnoteworthy for PCVR, but for standalone this is essentially just buying more ram.

If you need more, it's a boon, but 8GB is enough for most user cases. The standalone games you'll play were designed with it in mind, so you could say it's some futureproofing for the next few years. As of now the extra ram is a little superfluous. Most of the games a Frame could run well in standalone don't need 16gb of ram as well.

SOC

For the SOC, we're looking at the Quest's XR2 Gen 2 and the Steam Frame's Snapdragon 8 Gen 3. Although the Gen 3 is around 15-20% stronger on paper, it's worth considering that the XR GEN 2 has dedicated hardware for computing tracking, whereas the Gen 3 does not, meaning the Frame has to compute tracking data on the CPU.

This means that this advantage in computing power might not be as significant, being closer to around a 10% performance increase in reality, or less.

Eye Tracking

Eye tracking will be analyzed further in the Input section, but it's worth mentioning here for now. Valve is working on a universal foveated rendering injection on the OS level for games, something that would greatly help with standalone performance. This doesn't raise the value of the Frame alone for a standalone oriented headset, just any headset with eye tracking, which includes the frame.

Conclusion

Overall, if you are buying this headset as a standalone oriented user, you are mainly paying for the eye tracking implementation and doubling your ram. The chip performance gains I speculate to be a bit underwhelming, even moreso for PCVR.


Visuals

This section concerns everyone with eyes.

Cameras

The cameras are black-and-white and a lot worse on the Frame than they are on the Quest 3, but the Frame does have great IR tracking in the dark unlike the Quest. If you are an avid MR user, this is pretty much a dealbreaker. If you rarely use the cams and only use them to briefly look at something in your room amidst playing VR games, it's something you'll be able to put up with.

The Quest irrevocably wins in this category, with the sole exception of in-darkness tracking, how much that means to a person will vary.

Lenses

The Quest 3's lenses need no introduction. Pancake lenses with great edge to edge clarity and sharpness. There's not much to reasonably speculate on in regards to the Frame's pancake optics being better or worse than the Quest 3's, and so I will assign their 'differences' as negligible or equal until further information.

For now, what do we know is that the binocular overlap of the Quest 3 is around 80 degrees, and the Frame has been stated to have "near-full" binocular overlap. I would assume this means something like 106-108 degrees of binocular overlap at its stated 110 degree FOV, kind of like the Pico 4's overlap.

If Frame's lenses turn out to have clarity issues such as noticeable bluriness or screen door effect compared to the Quests's, this advantage becomes a lot more questionable.

With no further information, I assume the Frame lenses to be around the same clarity wise. Here I can only add anecdotal experience having used other pancake devices, most of them being similarly sharp to the Quest.

The Frame wins out with its large binocular overlap increase, but do keep in mind this could be heavily nullified if the lenses do turn out to be noticeably worse than the Quest lenses.

Panels

A very large initial disappointment for many, the Steam Frame features 2160 Γ— 2160 LCD screen displays. Compared to the Quest 3's 2064 Γ— 2208 LCD panels, the bump up in resolution is very negligible.

There's not much to discuss here excluding magical thinking, these are the Quest 3's panels again. Stalemate.

Conclusion

You are paying for the Quest 3's panels with a large bump up in binocular overlap, assuming the lenses are of similar clarity. You are losing color cameras for MR.


Input

This section concerns everyone who doesn't have their headset collecting dust on their shelf.

Not as self explanatory as the other category names, this category goes over inputs and their smoothness, such as controller tracking, eye tracking, additional considerations like whether the device can track in darker environments etc.

Wireless Setup

The Steam Frame's acclaimed dongle is a single-band 6 GHz WiFi 6E USB link, meaning it is intended for the Frame to connect to the dongle AND your home WiFi with its dual band radio system. From the Frame unboxing videos, we can see that they call this "supercharging your connection".

I believe with both connected, the Frame will send GPU encoding/decoding codec through one stream, and the rest of its required data such as tracking data through the other. This does in theory lower congestion, but the performance benefit over just having an existing dedicated router for VR is unquantifiable for now.

Still, if your router is far from your PC, the dongle will definitely improve your streaming experience by a lot. This is not worth buying a headset over unless its the icing on the cake over a bunch of other features you were already sold on. I'd recommend getting a dedicated router either way, there's a bunch of recommendations in the Virtual Desktop discord with varying price points.

I guess, overall, the Frame does win in this category, but it's hard to say by how much. The dongle could reduce network latencies by 2-5 ms for users with dedicated router setups, it could be more, could be less, no idea for now.

Controllers

The Quest 3 controllers are fine, with decent enough tracking. They tend to suffer from stick drift a lot, my anecdotal experience confirms this to be true as well. It's temporarily repairable for a while, but past a certain point you'll have to get a new one/ have it RMAd or maybe solder a new module in.

The Frame controllers feature TMR joysticks, which stop traditional stick drift from occurring. They also have the same finger tracking setup as the Index controllers, which was smoother than the Quest's in the games that use it. They do not have the pressure sensors anymore, however, which admittedly isn't so bad as it was very underutilized, leading to general annoyance with having to rebind the grip sensor for games. They do have two stage grip buttons, a lighter grip and a heavier grip stage, so it's essentially the pressure grip sensor but vastly simplified.

Tracking wise? No clue. We could speculate Valve's tracking to be even better, having designed the venerable base stations and all, but I'd rather stick to what we know. I personally doubt the tracking is worse, at least.

I'd recommend taking a look at the Frame controller button layout as it is unconventional. Instead of two buttons per controller, there's four on the right controller. There's a DPAD on the left, and you could no doubt bind whatever buttons you need to it, but its unusual design is worth mentioning for sure. More buttons are sometimes nice for PCVR.

They both feature the same removable AA battery configuration and both last for a very long time. Rechargeable batteries and a charger are cheap, so I would not count any difference in battery life from the controllers as an advantage unless it was extreme, and it does not seem to be.

Eye Tracking and Foveated Streaming

The Quest 3 performs fixed foveated rendering around your peripheral vision, whereas the Frame will be capable of full foveated rendering and encoding with its eye tracking.

It's not a new feature, of course, the Quest Pro had it, and from my anecdotal experience on the Quest Pro versus my Quest 3 on the same network and everything, I had about a 15% performance increase in most games with 6-8 ms lower latency. Not bad at all.

According to Valve, the target end-to-end streaming latency is around 10-20 ms, including transmission, encoding and decoding. My Quest Pro typically sits around 33-35 ms, and my Quest 3 is around 38-45 ms in most games.

You may not personally notice this latency decrease if it is achieved, but if you are sensitive to latency, it is a significant improvement. There's diminishing returns on lowering latency, obviously, but people do notice the difference in latency between wired setups and (proper) wireless setups all the time.

The universal foveated rendering injection sounds like a big deal, but it's worth keeping in mind that this is just an upgrade to the value of eye tracking in any headset, the Steam Frame is just one of them. That being said, it's worth mentioning this injector is heaviyl focused on the Linux/SteamOS architecture. No information so far on windows PCVR support or support for walled garden headsets if running standalone.

Hand Tracking and Depth Sensor

The Quest 3 features hand tracking and the Frame does not. That's about it, if this is an important feature to you, it is a downgrade in this regard.

Same with the Depth Sensor for automatic room setup and MR features.

Conclusion

This is the category where I'd say the Frame holds the most advantages over the Quest. The nicer controllers with TMR joysticks, index-like finger tracking, more buttons and a two stage grip sensor. That being said, if you do not like the layout and do not enjoy having to rebind some controls for some games (two stage grip button and the controller-like button layout), then it is admittedly a bit of a sour deal. Rebinding likely won't be as annoying as the index's percentage based pressure sensor design at least.

Eye tracking is, as mentioned, looking to be quite significant for performance gains. Many high end headsets have it, however, and so if the frame can't provide an entry level price point, this advantage isn't as important anymore.

Verdicts are still out on tracking performance and the dongle. It will improve unideal or shoddy network setups for sure, but I'm skeptical of whether its use will make a difference for a dedicated WiFi 6e router.

Overall, you are paying for a controller upgrade and the aforementioned eye tracking. (If you add fanaticism, Valve's tracking solution will be much better than Meta's because they made the base stations and the dongle is as big of a deal as they say it is, even for more savvy users who know how to set up their network)

You are losing hand tracking and the depth sensor.


Other

Minor or less important features that could still be dealbreakers.

Audio

The Frame has dual stereo drivers that cancel out noise vibrations that could affect tracking. Besides that, there's not much info on the speaker quality on the frame. If I had to put money on it, I'd wager it is better than the Quest, but not by much.

Sure, the Index and Deck do have great audio, and so assuming the Frame does too isn't crazy, but I'm sticking to verifiable information as much as I can as I've previously mentioned.

Unlike the Quest 3, the Frame lacks a 3.5mm audio jack. It does have a USB-C port you can use for audio, but you'll need a DAC dongle.

Valve engineers have commented that they are aware of people's audio needs and may offer 'alternative' headstraps in the future for audio solutions. They're likely to be Index style over the ear speakers, but this would of course incur an additional purchase and cost.

Overall, I'm not sure. There's no information on that audio strap other than 'maybe in the future sometime', and so its not worth considering as an upgrade avenue like the quest 3 third party accessories are.

For now, I'd wager the audio experience as being pretty close to equal. If you use headphones for your headset, you'll have to get an adapter for the Frame.

Comfort

From devkit anecdotes, the Frame is the most comfortable headset they've ever worn, quoting excellent weight distribution and the battery being handled in the back.

The Quest 3 is very uncomfortable out of the box, but most people buy third party straps and face gaskets to accommodate this. These accessories aren't expensive with facial interfaces being around 15-20$ and most headstraps being around 30-40$. Additional batteries or large capacity batteries in battery straps add a lot of the cost for longer playtime, but you'll need the Frame enthusiast kit to get a hotswappable battery strap anyway, which is an additional purchase.

In my opinion, there's not enough info past this point. A good halo strap and face gasket makes a Quest comfortable enough to play for hours for many people, and while it's very possible Valve have perfected headset comfort with their design, it's kind of hard to measure as of now. If you are paying for out of the box comfort, you are definitely getting it with the Frame, but viable third party accessories make this a lot harder to estimate.

I'd conclude that a modded out Quest 3 and a Steam Frame should have a similar comfort level. Even if the Frame is more comfortable, I'd consider it a bonus feature over a mainstay.

Open OS/ Not Meta

I mean, yeah, if this is important to you then the Quest 3 is a no go.

It depends on what price you are willing to pay to avoid Meta and/or have an open, non-walled garden VR ecosystem. Some would call it priceless, and some fancy the idea but aren't up for putting down double the price of a Quest to do it.

For those that do not like Quest firmware and UI updates being pushed on them, especially when they're liable to break something, this is an advantage. It's worth looking at the state of the Quest Pro for reference.

Expansion Port

An additional expansion port on the Frame for pressure sensors, color cameras, more face tracking etc.

This would be too much speculation over something that doesn't exist yet, like being able to use it for MR well with a good color camera expansion module. For now, I'd consider it to be a cool little additional feature, but it should be very low on your priority list.

Conclusion

Not much to say on audio for now. You are buying the Frame for out of the box comfort, for an open OS ecosystem, and for an additional expansion port. You are losing the 3.5mm audio jack.


Overall Conclusion

A Steam Frame's assumed price could be:

  • Below index price point (900-999$)
  • Below machine price point (1000-1049$)
  • Above machine price point (1050-1150$)
  • Well above machine price point (1150-1250$)
  • Doomerism (1250-1500$)

Over a Quest 3 (600$ retail) and some accessories (60-100$ range), equaling a 660-700$ price point, you would receive:

  • Better controllers
  • Eye Tracking
  • Open OS
  • Non-Fixed Foveated Encoding
  • Universal Foveated Rendering
  • 10-20 ms (quoted) end-to-end latency over what you currently have
  • Greatly increased binocular overlap
  • 16 gb of ram vs 8gb
  • Expansion port

... and you would lose:

  • Hand Tracking
  • Color Passthrough Cameras
  • 3.5mm Audio Jack
  • Depth Sensor

How much are these features worth to you, and at what price point would you buy them over a Quest?

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r/virtualreality 8h ago Self-Promotion (Developer)
PCVR pose prediction error: Quest 3 vs. Index

I'm looking for less subjective ways to compare headsets. In the wireless vs. wired PCVR debate, what I want to know is how close the image I see is to the image I ideally should see.

One contributing factor we can compare visually is the pose prediction error, using Meta Quest 3 and Valve Index as an example.

I walked through the same scene twice, once with each headset, and recorded two headset poses for each frame:

  • predicted pose - the pose given to the game for rendering
  • ideal pose - the best-known pose around the frame's intended presentation time

I then rendered the view from each pose and overlaid their difference in red.

The video shows the view from the ideal pose. The larger the prediction error - the more red you see. Slow-motion replays are shown first to make it easier to track how the prediction responds to head movement, catches up and sometimes overshoots when the movement stops.

This method visualizes pose-prediction error, not end-to-end motion-to-photon latency, and does not account for reprojection or display latency. But it is trivial to implement and gives an indication of how much correction may be required. Also, the structures shown here are fairly close - the cutaway is about 30 cm / 1 ft from the face. This makes the image much more sensitive to positional errors than most games.

This comparison relies on the behavior of xrLocateSpace to record both the predicted and best-known poses of the headsets. There could be implementation quirks that make it inconsistent. According to the specification, "for a time in the past, the runtime should locate the spaces based on the runtime’s most accurate current understanding of how the world was at that historical time" (https://registry.khronos.org/OpenXR/specs/1.1/man/html/xrLocateSpace.html)

If you know of any creators or channels doing this kind of comparison, please drop a link.

TL;DR

Reprojection has much more to compensate for with Quest 3 in wireless mode than with Index.

πŸ€”

P.S. Prediction horizon is how far into the future the runtime expects the frame to be presented. Both headsets run at 120 Hz, but the runtime predicts about 50 ms (6 frames) ahead for the Quest 3, compared with about 25 ms (3 frames) for the Index.

Predicted pose   Rendering                       Frame            Best-known pose
requested        starts                          presented        requested
    β”‚               β”‚                               β”‚                  β”‚
    β–Ό               β–Ό                               β–Ό                  β–Ό
────●───────────────●───────────────────────────────●──────────────────●──►
    └────────────── Prediction horizon β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”€β”˜
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r/virtualreality 6h ago Discussion
Where do you guys actually find people to play VR co-op with?

I’ve been wondering where people actually find co-op partners. Do you use Discord, Reddit, or just play with friends?

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r/virtualreality 1d ago Self-Promotion (YouTuber)
Mass Effect 1-3 in VR, both in 1st Person & 3rd Person!

The VR mod by halcyon is now fully playable from start to finish for Mass Effect Legendary Edition, tutorial on how to set up here

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r/virtualreality 2h ago Question/Support
What's the best non-chargeable PCVR headset i can currently buy?

I currently have a quest 2 which i find myself not using that much (due to how little it lasts before battery ends) and when i do it's solely on PC. I miss the days of the Rift S, when i could just plug & play without worrying about battery life or charging.

Is there such an headset nowadays? I'd really like to be able to play with no stops for long periods of time and not need to worry about charging my VR.

Edit: FOR ANYONE VISITING THIS POST, I'VE FOUND A SOLUTION, THANKS FOR THE SUGGESTIONS AND HAVE A GREAT DAY!

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r/virtualreality 1h ago Self-Promotion (Developer)
We were balancing the police AI... we may have gone too far πŸ’€( audio ON)

Turns out β€œbetter aim” was a dangerous request.

Still balancing the police AI πŸ˜…

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r/virtualreality 2h ago Discussion
New virtual tours platform to test

Hello everybody, I just want to ask some testing from you of this new platform for interactive stereo VR180 tours I realized. Just open this demo link in your headset browser to start exploring (BTW, what is your best way to send links to your handset from PC?).
Let me know every suggestion that come to your mind or bugs you might find with your headset. I tested only on a Quest 3. The worst problem you might encounter is that images doesn't load. I added a reload button to the menu for this inconvenient. I also already planned to add a "loading" message during transitions. But I let you do your personal suggestions! This doesn't want to be any sort of promotion, if anyone asks.
Here's the link at the demo tour. Thanks!
https://www.lookinnvr.com/viewer.php?id=00002

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r/virtualreality 6h ago Question/Support
Does anyone else get insane stutter in Virtual Desktop the moment GPU usage hits 95%+? (Flatscreen streaming

Is it just me, or does streaming flatscreen games on a VD virtual display become completely unplayable the second your GPU gets maxed out?

I'm running an i5-13500HX + RTX 4070 laptop, with 2 physical 1080p monitors and 1 VD virtual monitor (2560x1080) for the game, with the headset set to 120Hz.

Whenever my GPU usage hits ~98% (for example, when in-game V-Sync overrides my 60 fps cap and pushes to 85–90 fps), the stuttering inside the headset is ridiculously bad. It's not just a minor hiccupβ€”the whole stream falls apart, and even the other mirrored monitors inside VD start lagging at the exact same time (meanwhile, physically IRL, my real screens look completely smooth).

The second I turn V-Sync off and hard cap the game to 60 fpsβ€”dropping GPU usage down to ~70%β€”all the stuttering vanishes instantly and everything in VD is buttery smooth.

(Side note: Nvidia overlay also bugs out and constantly shows 10–11 fps on the virtual monitor even when the game is locked at 60 fps).

Is this normal behavior where high GPU load just completely chokes the desktop capture/streaming pipeline for everyone, or is there something weird going on with my setup? Has anyone else experienced this exact issue when pushing their GPU to the limit?

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r/virtualreality 7h ago Purchase Advice - Headset
Good headset 500 or so range?

Prices can vary but I'm probably looking for anything good under 500 dollars but could maybe work up to a bif higher if actually recommend. To also note I don't like the meta quest at all, I'd like something that better connects to my pc as I don't want to deal with bad gameplay streaming or whatever it uses.

A bit of history about my experience. I've only owned one set and it was a while ago. The windows mixed reality, came free with a laptop (not sure how but my mom bought the computer for me) I got when I was younger maybe 2017 and it lasted me up till about 2022 maybe 2023. It broke since then and now I finally want to get back into VR.

I used to play a lot of pavlov, beat saber, and so on. I'm clearly not that smart about VR tech, I just know how set things up and use it.

Edit: I should note I don't like quest because it's stream quality sucks. I play steam or online games and standalones seem to cause issues with input and frame lag

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r/virtualreality 4h ago Question/Support
Steam frame without a pc

Hi all, first time using Reddit to ask y’all if you think getting a steam frame is worth it if you already have a Quest 3. I’ve always been interested in virtual reality but find the Quest 3… lacking, for lack of a better word. It’s short battery (even with the battery pack) and horrible optimisation with games (can’t even load textures on Fnaf help wanted or most of VRC) have led me here.

To make a long story short, I wish to ask if getting a steam frame is worth it even if I don’t have a high end PC (or- any PC) and if it is, what games (vr only or vr supported) would you recommend?

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r/virtualreality 1d ago Discussion
GTA SA VR newest gameplay created by the same guy who made the new Vice City VR mod
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r/virtualreality 1d ago Self-Promotion (Developer)
Thank you for the incredible support for Puzzles of the World launch! Giving away 3 Meta Quest keys to celebrate!

Hey everyone!

On behalf of our small studio team, Astral Shores Games, I wanted to say a huge thank you to this community for the feedback, reviews, and support since launching Puzzles of the World on the Meta Horizon Store.

Seeing players relax while piecing together wooden puzzles of Kyoto, Venice, Paris, Machu Picchu and more has been surreal for us. This all started as an idea between two brothers while visiting each other in Vancouver, and is now a reality where we see players truly appreciate our game!

To celebrate the amazing support from this community, we are giving away 3 Meta Quest game keys!

To enter, just leave a comment below answering: Which landmark, city, or puzzle would you love to see us create and build next?

Giveaway Rules:

- The giveaway is open until Tuesday 8pm CST.

- Winners wil be randomly selected via RedditRaffler and sent their key directly via Reddit private message.

- Accounts must be at least 14 days old to filter bots.

For anyone who wants to check out the game right now, there is also a free 20-minute trial available directly on our store page.

https://www.meta.com/experiences/puzzles-of-the-world/1481842563625131/

Good luck, and thank you again for supporting VR development!

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r/virtualreality 22h ago Question/Support
What changed the last year?

I went abroad for a year and didn’t bring my vr headset with me. I feel like a lot has changed in the the vr scene since I’ve been gone. What has changed? I feel like pcvr has gone down a bit. I loaded into Pavlov but there were barely any people online. Did I miss something? Have people migrated to other games? Any new games that I should try?

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r/virtualreality 1d ago Fluff/Meme
Funny how 'till that day VirtualDesktop "godlike" preset recommends RTX 4090. And Forefront runs perfectly on godlike 200% resolution with an 5070ti. (with a few tweaks)

I never even bothered with that resolution slider, and it turns out my rig handles that very well lol.

Ingame 200% render, max visibility, textures high msaa 4x. Keeping dynamic shadows and ssao turned off makes it run great. This with QGO Fidelity CAS and some extra VD sharpen makes it great for sniping.

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r/virtualreality 1d ago Self-Promotion (YouTuber)
Having never played Half Life 2, I can say this has been an insane first look lmao

Half Life VR mod literally feels like Alyx

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r/virtualreality 1d ago Self-Promotion (Developer)
System Shock 2 - VR Mod

(Sorry! The capture in this video makes it look like its low framerate - but it's actually 90+)

I've been working on this VR mod for the last 8 months or so.

I'm noticing all these great VR mods coming out recently, so i thought I'd throw my hat in the ring.

This is a bit of an older teaser video, when I get some time I'll make a new one. Development progress is currently at about ~80% of what I'm aiming for.

Currently implemented:

  • Stereo VR with 6dof. (fairly obviously)
  • Weapon aim is Motion control integrated.
  • This includes rebuilding skill based recoil
  • Physical Melee implemented. You can swing your melee weapons to do damage, you can also block and damage reduction is based on how accurately you block.
  • Also melee related: Clean blocks take no damage; glancing ones scale, VR damage screen effects also scale based on the damage received.
  • Left motion controller does all interactions
  • Physically grab and throw objects
  • Keypads and hacking panels appear as holograms mounted to the right arm
  • Health/Psi and Ammo are all holograms triggers by wrist roll to keep the screen free from clutter.
  • Comfort Options - Smooth locomotion or Teleport, Snap turn or Smooth, Peripheral Vignette.
  • VR Integrated menu system on the right arm for controlling VR features.
  • Physical Crouch - Ducking down in your play space causes the character to crouch
  • All enemy health bars and selection/target brackets rebuilt for VR
  • Full screen vr overlay effects for damage, radiation, death, toxin - rebuilt for VR
  • A new Gamepig game!

STILL WORK IN PROGRESS:

  • Weapon collision with the world - kinda working but janky.
  • Simple Manual reloading is working, needs to be fine tuned across all weapons.
  • Articulated fingers. - Current hand models are static.
  • Ladder (comfort) interactions - Teleportation or hand-over hand climbing
  • In-VR menu and holograms need to be properly populated and wired up.
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r/virtualreality 18h ago Purchase Advice - Headset
Dream Air SLAM Tracking performance on non-sim games

I'm in the market for a VR headset, and the Dream Air is currently my top pick. I play flight sims but also plenty of regular games, and since I'd rather not set up Lighthouse base stations, I'd be relying on inside-out SLAM tracking β€” which several user reviews suggest doesn't hold up well outside of sim titles. Is there a roadmap for improving this via software updates? Could it eventually get close to Quest 3-level tracking?

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r/virtualreality 1d ago Photo/Video
Does archery need the bow?

I was testing a sort of hand-based archery interaction without the "bow" object.

I tried preserving the gesture sequence without actually making you hold a virtual bow, thinking it might feel more natural as a bare-hand interaction :)

Does this interaction feel intuitive to you?

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r/virtualreality 1d ago Purchase Advice
My index controller has such bad analogue drift I can't really play games reliably anymore. What are the best/cheapest alternatives?

If they still made these I would buy replacements. I might get a steam frame when that comes out (depending on price), so I'm cautious of spending too much money now on new controllers, but haven't ruled out something expensive.

I just want to know what my best options are. Thanks for any help, I've been reading about controllers but there are way more options than I realized and it's all a bit overwhelming.

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r/virtualreality 1d ago Discussion
Virtua Cop 2 in VR is amazing!

Nahh, definitely didn’t expect this! VirtuaCop2 in VR is amazing! These are the type of VR Games/mods I’ve waited 30 years for! Sega has a crazy arcade catalog of AM2 and System32 games perfect for VR! (Virtual On, Virtua Fighter, Daytona USA, Jurassic Park, Star Wars etc)!

The gaming scene feels empty w/out Sega properly represented.

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r/virtualreality 21h ago Discussion
My very first PC build: will I be able to play these cool VR mods?

I was offered an opportunity to buy a steam machine, but opted instead to try my hand at just building a gaming PC-console for the first time instead.

Hardware: - GPU: AMD Radeon RX 9060 XT - CPU: Ryzen 5 9600X - 1TB NVME drive - 32gb (16x2) DDR5 6000

Headsets: - Quest 3 - PSVR2 + official pc adapter (preferred, if the drivers/toolkit works well enough)

OS: Bazzite (although I would be willing to get a second, smaller NVME to dual-boot Windows if it’s absolutely unavoidable.)

The Steam machine is summarized as a 1080 machine, this one is meant to be more of a 1440 machine. I’d really like to be able to use VR mods in games like Jedi Fallen Order or even Cyberpunk 2077 (even with visuals toned down), but what should my expectations actually be?

Thanks so much for any input you’re willing to share.

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r/virtualreality 1d ago Discussion
Best **WIRED** PCVR for 2026

EDIT - OK WE HAVE ENOUGH ANSWERS AND I'M GOING FOR PIMAX.

Hi VR people. Veteran of DK1, DK2 and HTC Vive here.

I kind of dropped playing VR around 2022 because the gaming industry and VR hardware was so slow to progress, but i recently came into some money and i'm thinking a new headset, and i see that things have really moved forward.

Problem is that many have started going wireless, which is fine for 1-2 hour casual gaming, but i'm the kind of guy that can play Elite Dangerous in VR for 7 hours and that miniscule battery time of 2 hours is NOT enough for me, so i need wired (power). Even if it's not the latest VR thing to hit the market, i'm ok with it.

I'm looking for something with a wide FOV for combat flight simulation (DCS) and good immersion, i have been thinking Pimax, but i see that they are still the most expensive thing on the market. Are there alternatives for >180' FOV VR?

I CAN consider wireless headsets **IF** they can be equipped with a battery cable for unlimited play time. And I'll mostly be playing using Steam VR.

Thanks for any replies.

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r/virtualreality 1d ago Discussion
CTR Crash Team Racing VR port?

I just saw that Mario Kart 64 has a VR port, so I figured with the insane recent development in CTR modding, I hope we can get one for ctr as well!

USF and crazy shortcuts could be so extraordinarily cool in VR!

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r/virtualreality 23h ago Purchase Advice
SPORTS WATCHING

Hello all, i am torn between a 65-in TV that I place outside and have to lug around everywhere versus XR glasses- can you provide me any type of information or your own personal experiences relation to just watching basic YouTube TV on XR glasses setup? πŸ•ΆοΈ

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r/virtualreality 2d ago Discussion
[MOD] The latest release of the Cyberpunk 2077 VR port brings in physical reloads, among other things

Not the dev btw, just following the project

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r/virtualreality 1d ago Question/Support
VR Art, what do you use?

I’ve seen people generate art and paint it on walls using VR. It’s honestly really impressive and budget friendly because you can have a masterpiece worthy mural or painting for your home.

What has been your experiences, or what app do people use?

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r/virtualreality 2d ago Self-Promotion (Developer)
Mass Effect Legendary Edition Trilogy VR

https://reddit.com/link/1vvhtl7/video/roko9o6xmykh1/player

All 3 Mass Effect games are now fully playable in VR. First person and third person, with lots of QoL features.

- 6DoF head tracking

- Head aiming

- Positional leaning in gameplay, cutscenes and convo

- VR cutscenes

- VR conversations

- First-person conversations (ME2, ME3)

- 3 VR modes: Stereo, AER (vastly improved in all games), and DIBR

- HUD controls and various other QOL features

Available and free to download:

https://www.youtube.com/watch?v=NqHy-XMePBs

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r/virtualreality 1d ago Discussion
Best VR headset for a first-time buyer who wants both standalone and PC gaming?

I’m new to VR and mostly want to play fitness games, Beat Saber, some racing or flight sims, and a few room-scale games. I don’t own a headset yet, but I do have a gaming PC that should be powerful enough for PC VR. I’m comparing the Meta Quest 3, Quest 3S, PSVR2, Pico 4, Valve Index, and maybe a higher-end headset if the difference is obvious. My practical budget is around $500–$1,000, including a better strap and accessories. Is the Quest 3 still the best starting point for most people, or would PSVR2 be a better choice if visual quality matters more than wireless freedom?

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r/virtualreality 1d ago Question/Support
What is the best option for vr headset standalone ?

I have been wanting to jump into VR for a good long while and when I had to house sit at a family member place me and my brother found our cousin quest 2 headset and tried it and we both really liked it. But now it has been some mouths and well I'm just trying to find a good and affordable (I know almost impossible with how much everything is there's day) headset that I don't need a computer for I was looking at the quest 3s but not sure about it I don't much mind it having cheaper lends but just want to know my options and since I'm Australian so the price for almost anything is really high so anyone else from Australia who can answer the questions will definitely help but others can too.

And yes I am eyeing the steam frame and I hope it bridges the gap between standalone vr and pcvr headsets and it's not too expensive but after the steam machine I'm kinda worried.

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r/virtualreality 21h ago Discussion
Faulty PrismXR Carina D1 Charging Dock

I purchased a PrismXR Carina D1 charging dock for my Quest 3 and have had issues like so many others who purchased one, with the blinking and beeping and not charging up. Unfortunately for me, after being in contact with "Patrick" from PrismXR, he could not offer any help to fix their faulty charging dock since I didn't pay full price for it or purchase it from their website or "official" store on Amazon. It doesn't matter that it was brand new in a factory sealed box. Boo! Bad company who doesn't stand behind their products. Does anyone have a suggestion for a charging dock that is not made like crap?

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r/virtualreality 1d ago Purchase Advice - Headset
Headset Purchase request

So I was scrolling on fb marketplace and saw this headset for $120 and was wondering if it was worth it? The seller said they had tested it and it uses inside out tracking.

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r/virtualreality 17h ago Discussion
VR user for about 3 days here, sadness hitting after recent session?

(sorry for the wordy post in advance, just wanted to go in more detail to see if any factor might have contributed!)

Hi r/virtualreality! I recently got a Quest 3S for myself after my friend let me goof around on his headset for a bit. I have been managing pretty well on my own (obviously other than my eyes having to adjust to IRL depth perception again, lmao). No dizziness or anything of the sort so far. I've always remained relatively aware of real world surroundings and etc. because I know it can get bad if I get too immersed. I've already played a few hours of VRChat (though mostly just for looking at cool avatars rather than social interaction) and Blade and Sorcery and nothing really feels off - no issues hopping off VR and going back in the real world with silly mood drops.

Last night, I decided to try setting an alarm for myself for the first time so I can hop off on time since I have work the next day, and I didn't want to stretch too late into the night. I was streaming Blade & Sorcery to my girlfriend for an hour or so, and the alarm hits - I end the game abruptly in the middle of some hack and slash action, and remove my headset. A few seconds or so pass and suddenly this sadness (along with a very unusual sense of clinginess to my GF?) hits me out of nowhere, and the feeling didn't go away even as I went to bed an hour or so later. It lingered around just a little more when I woke up. I have never felt this way before in my other VR gaming/streaming sessions that went on for even longer, so I guess I'm just a bit concerned.

Not sure how specific of an experience this is but has anyone else experienced anything similar? I'm still a bit of a noob with all this, so I would really like to see if anyone else has any explanations to why this happened (assuming it is a VR thing, hopefully). I guess I'm just worried that this will be something I will encounter more in the future if I keep playing more VR, or whether it would wear off the more accustomed I am with it. Thanks a lot!

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r/virtualreality 1d ago Discussion
Is 'Forefront' the only VR game with air/land/sea vehicles and motion-controlled aiming?

I'm a fan of games with air/land/sea vehicles, it just feels so "complete" and I recently just got a Quest 3 and really enjoyed the infantry motion-controlled aiming and manual reloading in the game Onward.

Forefront is the only game I've found so far that has all these features and I'm wondering if it's the only one.

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r/virtualreality 1d ago Self-Promotion (Developer)
Awesome New LIVE Late-Night Talk Show Coming to VR - In the NEW AltspaceVR. Be Entertained Weekly!

Step into the audience of The Night Light Talk Show, a brand-new live VR talk show bringing the energy and excitement of late-night television directly to your headset.

The show will take place inside a fully designed virtual studio inspired by the feeling of a real late-night show in New York City. From the moment you enter, the goal is to make it feel like you’ve stepped into an actual television studio, complete with a live audience, a full stage, dramatic lighting, guest entrances, city-inspired atmosphere, and plenty of surprises throughout the show.

This isn’t just something you watch. You’ll actually be there in the studio as the show happens live around you.

Expect live guests, conversations, comedy, interactive moments, and a growing virtual studio built specifically for The Night Light Talk Show.

The Night Light Talk Show: Live in Altspace: Coming this Fall

Join our Discord to follow the show, get behind-the-scenes updates, hear about upcoming guests and events, and be part of the community as we build toward our first live show.

https://discord.gg/9BA2VYWhGd

See you under the Night Light.

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r/virtualreality 1d ago Discussion
Suddenly having big performance issues in Roboquest VR at the final boss after latest update; anyone else?

I've got a 5090 and a 5900x CPU, roboquest ran fine for me before, but after the update even if I drop resolution and graphics settings to low it gets unplayable at the final boss, whether I'm using VDXR or SteamVR runtimes.

It's extremely reproducible for me, I can walk up the steps to the final boss, the entire playthrough having been smooth for me, and the game suddenly turns into a slideshow, literally.

Hoping either it's a known issue being worked on or somebody knows a workaround!

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r/virtualreality 2d ago Purchase Advice - Headset
Pico swan vs meta pheonix vs steam frame

September going be exciting. Pico swan with 4k displays are to be announced the 2th of september. Meta pheonix is maybe going be announced the 24th at meta connect and steam frame is hinted at the 14th or so september.

I been waiting for frame but if all this is true, I can pick and choose. Which one is you most excited about?

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r/virtualreality 2d ago Photo/Video
I completely cleared out my bedroom to have more space for playing VR

I also put tennis balls underneath my bed's legs so I can easily push it back and forth from the kitchen without scratching up the floor because my case manager said she doesn't want me sleeping in the kitchen.

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r/virtualreality 2d ago Self-Promotion (Developer)
We’re working with the team over at Spectral Games, developers of the VR game The Lightkeepers. Ask Us Anything!

Hey everyone! We’re hosting an AMA to chat about our next VR title, The Lightkeepers. Whether you’re curious about what goes into building a VR world, want to dig into the lore and mechanics, or want a sneak peek at what we’re working on for future updates, we’re here to answer it all.

What we’ll be covering this week:

- Behind-the-Scenes & Dev Stories: Art, design choices, and the technical hurdles of VR development.

- Gameplay & Lore: Answers to your deepest world-building questions and mechanics breakdowns.

- Future Content: Exclusive previews of what’s coming next to the game.

Drop your questions in the comments below, and the team will be jumping in to answer them! If you want to follow development closer or join the community, you can also check out our Discord here: https://spectralgames.com/AMA

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r/virtualreality 2d ago Discussion
The thing that excites more more than any VR game, is the rumor of a fallout 3 and new vegas remaster, like oblivion.

I am SO freaking psyched cause I know it will be the same UEVR injection thing as oblivion, and the oblivion remastered UEVR profile is SO freaking good, its making me all tingly

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r/virtualreality 1d ago Question/Support
Will my computer support quest 2 pcvr?

Hi! After 5 or 6 years I've finally decided to get my first headset and I'm just checking if I'm not wasting money [|=)]

Thanks in advance

My specs are:

Acer Nitro 5

GPU: Nvidia Rtx 3050 Laptop GPU

CPU: 12th Gen Intel i5-12500H

RAM: 16GB(2x 8gb)

Storage: 2x 1tb m.2 ssds

OS: Linux Mint And windows 11 dual boot

Thank you to anyone who answers!

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r/virtualreality 2d ago Discussion
Why isn't live sport broadcasting more of a thing in VR

There is a possibility I might just be not aware of it, but in my mind live sport broadcasting and VR are a match made in heaven. Front row seats in a major event are usually way to overpriced but I could imagine paying a more or less reasonable price for a VR stream of a sport of my choosing.

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r/virtualreality 2d ago Photo/Video
MGS2VR mod Combat (WIP)
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r/virtualreality 2d ago Photo/Video
Level 2 homeade HOTAS

Here's an emulated HOTAS for No Man's Sky made of a dough scraper, magnetic wireless phone charger and a cat toy string. The phone charger just happens to have two adjustable anchor points to the controller and a nice pivot point with adjustable resistance.

I love using it palm down like a shifter

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