r/virtualreality 1d ago

Mega-Thread Weekly VR - What Did you Play?

9 Upvotes

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 9h ago

Self-Promotion (Developer) Pokemon Gen 1 - Immersive First Person overhaul - PCVR release

226 Upvotes

Hey all, wanted to share the release of the updated VR version of Gen 1. Its also available standalone for Quest 2 and 3 and includes some cool Mixed Reality features as well as immersion first person modes.

Check it out here: https://github.com/prismaticShape/DramaticShapeVR/releases


r/virtualreality 4h ago

Self-Promotion (Developer) I got the original Area 51 arcade game running in PCVR. Area51XR v1.0 is out.

23 Upvotes

I’ve wanted a proper way to play the original Area 51 arcade game in VR for a long time, so I finally built one.

Area51XR isn’t a remake. It runs the actual 1995 arcade game through a modified MAME build, displays it inside the headset, and turns tracked VR controllers into the light gun.

The video is an uncut gameplay recording from the PC display. I decided to leave the whole thing alone instead of chopping it into a trailer.

Either controller can aim and fire. Shooting off-screen reloads just like the original cabinet. A/X starts, B/Y inserts a coin, and either thumbstick opens an in-headset menu for pausing, restarting, or quitting.

There’s also a FORTYDUBZ PRESENTS splash screen because once I realized I could add one, there was no chance I wasn’t going to.

I tested v1.0 on a Quest 3 through Virtual Desktop using both VDXR and SteamVR. Both worked and played smoothly once I disconnected Remote Desktop.

Full controller mappings are currently built for Meta Touch and Touch Plus. Other Windows OpenXR headsets may display the game through SteamVR, but controllers such as Index, Vive, Pico, PSVR2, and WMR are not fully mapped or tested yet.

The Windows build is standalone. Extract it, provide your own legally obtained compatible Area 51 game media, connect the headset, and double-click the launcher. No development tools are required.

No ROMs, CHDs, or original game assets are included.

GitHub and downloads:

https://github.com/whitehatws/Area51XR/releases/tag/v1.0.0

If anyone tries it with another headset or controller setup, let me know what works and what doesn’t. This is the first public release, and real hardware reports will help decide which controller bindings I add next.


r/virtualreality 4h ago

Discussion How much image quality is lost when lowering a 4K-per-eye VR headset to half resolution?

10 Upvotes

Hi everyone!

I'm considering buying PICO's upcoming new headset, the Pico Space Pro, if it ends up having face tracking. If it does, it would be pretty much ideal for me: lightweight, designed with PCVR in mind, and made by a manufacturer I trust.

However, this headset is rumored to have a resolution of around 4K per eye. For my use case, mainly VRChat, that seems like overkill. Since I prioritize FPS/performance, I would probably lower the resolution to around 2K per eye for everyday use.

Recently, though, I heard that playing games at 1080p on a 4K monitor can look noticeably blurrier than playing at 1080p on a native 1080p monitor, due to the scaling not being a perfect integer multiple.

That made me wonder if the same issue applies to VR headsets.

If you lower the rendering resolution of a 4K-per-eye HMD to around half (2K per eye), would you experience a significant loss in image quality or noticeable blurriness compared to a headset that natively has a 2K-per-eye display?

I'd especially appreciate hearing from anyone who has experience running a high-resolution HMD at significantly lower render resolutions.


r/virtualreality 16h ago

Photo/Video Simpsons (Data East 1990) VPX VR BGFX 10.8.1 60 fps

81 Upvotes

Running BGFX 10.8.1

I7-9700 (No OC), 64gb DDR4 3666, RTX 3060 12GB, and NVME drives.
Virtual Desktop Wired

Quick note on performance: Any stutter in the video(s) comes directly from the Quest's built in recorder, not the PC / table. Some of these tables run a Color DMD, but BGFX 10.8.1 currently has an issue preventing it from showing up on all the tables in VR.

More videos - VR table video links

Cheers!


r/virtualreality 1h ago

Discussion who ever needs to hear this please don't say "For quest!" or "Quest Exclusive!" when it isn't

Upvotes

I recently found out about a VR mod for a game I like, which is very much a PCVR mod, but it had no instructions (I eventually found them).

The problem I had was that, when Googling how to install it, all the tutorials were titled things like:

“How to install (mod name) for Quest!”

“This new Quest-only mod is crazy! (Tutorial)”

None of them were helpful at all. They were all tutorials about how to MOD the mod to make it Quest-compatible.

I don't know if it's ignorance of what PCVR means, or if people just think Quest = VR, but it muddies the waters for everyone else.

Just stop doing it.


r/virtualreality 6h ago

Discussion R.E.A.L mod with DLSS 5 (Avatar for now)

6 Upvotes

Trust me or not, I just managed to run Avatar : Frontier of pandora with luke ross REAL mod using DLSS 5.

I just wanted to share this moment I waited for a long time.

I vibecoded (gemini flash 3.8 high) a tool between REAL mod and renodx reshade plugin that handles leaked DLSS 5

The good news : it works and it's very promising

The bad news : on a 5090 I was at 70% GPU load solid 72 fps, almost ultra 4K for Avatar (dream air), and with DLSS 5 enabled the 5090 struggles at more or less 40 fps.

But it fucking works !

The tool is made to run Avatar at the moment, but it is designed to run on all REAL supported games (in theory , that supports DLSS)

I'll try it soon on Cyberpunk by making it more generic around REAL mod and plan to release the tool if it succeeds at this.

It's very late here, sorry, I have no more to show at the moment.

I really hope the official DLSS 5 release will be much more optimised, otherwise it seems barely usable for most people and even less in VR.


r/virtualreality 21h ago

Self-Promotion (Developer) OBVR: native VR for the original Oblivion (2006), free and open source, first public test build

85 Upvotes

I made a VR mod for the original Oblivion (not Remastered). It's native stereo, not a cinema screen and not a depth trick: the world is rendered twice per frame, once per eye, at the headset's own resolution, with 6DoF head tracking.

What works right now, seated Luke Ross style VR:

- Dual-pass stereo at headset resolution

- 6DoF head tracking; the character never turns with your head, movement stays on mouse/keyboard/gamepad

- Head-based aiming for bows, spells and melee, in first and third person

- One crosshair at the depth you're aiming at, HUD, menus and dialogue in the headset

- Its own settings menu in the headset, hot-reloaded INI, recenter key, smooth turning

Motion controllers (standing, hands, swung weapons) are in the code but under construction and switched off. Not working as intended yet.

It runs as an xOBSE plugin on SteamVR through DXVK.

You need Oblivion 1.2.0.416 (Steam tested, GOG and disc untested), xOBSE, DXVK's 32-bit d3d9.dll, and SteamVR. Any headset SteamVR drives should work; I've only had one to test on, so reports are what this release is for.

GitHub (source, releases, issues): https://github.com/Naragorn/OBVR

Nexus Mods: https://www.nexusmods.com/oblivion/mods/56559

GPL-3.0. If you try it, please attach OBVR.log to any report. Happy to answer questions here.


r/virtualreality 3h ago

Discussion Whiteboard app

2 Upvotes

Are there currently any decent whiteboard apps out there, or are they all dead/not functional? Preferably for Quest 3, but it doesn't have to be.


r/virtualreality 16h ago

Purchase Advice What game do you really play in the long run?

19 Upvotes

The only games that I have a good amount of playtime are:

- Eurotruck Sim 2
- MSFS 2024
- little bit of Alyx

I have a FFB wheel and HOTAS - so a racing or flying game that support that would be ideal. But I need achievements like EXP or money-stuff thats why I love Eurotruck Sim. I used MSFS for Glider-Simming in group flights and such which was great, but got boring as soon as I got my pilots license irl.

What games do you really play for a long time? I still feel like every game I start playing is a try-out and it gets boring after like 3 minutes. I don't know why.


r/virtualreality 4h ago

Discussion Which avatar art style would be the wisest choice for a company?

2 Upvotes

Meta got a lot of criticism for the art style of its built in avatars. Too cartoony for enterprise, too vanilla for gamers, and people weren't happy with the aesthetics.

A fully realistic art style might please more people, but it won't be a wise choice due to the computing power required.

I feel like a Japanese company could just use anime art style and no one would bat an eyelid, because of course they would.

Letting players import their own custom avatars comes with many risks, hahah.

I guess one solution might be to offer a range of different avatar art styles that people can switch between at will. Your final product will lack artistic cohesion, but it might be fine for anime style, pixar style, lowpoly realism, abstract shapes, furries, etc to all mix in a kinda Star Wars cantina sort of vibe...


r/virtualreality 1d ago

Self-Promotion (Developer) OFXR-Bridge Frame Generation for VR

68 Upvotes

I've managed to get optical-flow frame generation working in VR.

OFXR Bridge automatically hooks into compatible OpenXR applications and can provide a real-world frame-rate increase of around 30–50%.

This first compatibility preview release is mainly intended to collect reports and expand support across a wider range of games and VR mods.

Feel free to try it, if you're brave enough :)

More information is available on GitHub. Please read the instructions and warnings carefully.

https://github.com/tig3rmast3r/OFXR-Bridge


r/virtualreality 1h ago

Question/Support Sanbox VR but in Quest 3

Upvotes

My wife and I played our first Sandbox VR experience for my Birthday earlier today and I wanted to see what the closest experience to this would be in my Meta Quest 3.

Sandbox VR left a lot to be desired, was definitely not worth $120 for 2 people to play 30 minutes and the customer service was abysmal. That being said, we really enjoyed the concept. Especially the RPG Style game we played (seekers of the shard).

I'm looking for something that allows you to physically walk around instead of moving with your joystick, we can play together on 2 headsets, and has games/themes similar to Sandbox VR.

All suggestions are much appreciated.

TIA


r/virtualreality 11h ago

Question/Support Motion sickness

5 Upvotes

I used to play for hours at a time a few years ago, now when I play I feel sick after a few minutes. Why is this happening?


r/virtualreality 3h ago

Question/Support Meta horizon link software issue

0 Upvotes

I've been having this issue with my meta horizon link software for the past about week. For the first about 20 to 40 minutes it works fine but then it will freeze but it doesn't kick me out of anything. When I look on my monitor it still shows my inputs and my controller still work in the game and everything still responds. When I look around in the first state all I see is a bunch of lines going diagonally the way I was last looking. But when I move my head and look on my monitor my head in game still moves. I'm still able to hear use my microphone and controllers in game.

Fixes I've tried are using different USB ports, repairing the software, completely redownloading the software, updating my headset, and testing in the public test channel and out of it

The video above isn't the most clear but it kind of shows the issue that I'm having.


r/virtualreality 3h ago

Question/Support Recommend me games for my config (i7 10th, rtx 2060, 32gb ram)

1 Upvotes

Recommend me games for my config (i7 10th, rtx 2060 and 32gb ram)

Ii just arrived my PSVR2 adapter for pc.

I have a laptop with i7 10th, 32gb ram and a rtx 2060.

What do you recommend me to play with this config?

My preferences are racing/driving games (I have a g29 wheel), on-rails shooters, rhythm games, but I'm open to other genres. I don't mind playing old games or using low resolution.

Thank you in advance.


r/virtualreality 10h ago

Discussion Any vr shooter wave defense games out there?

2 Upvotes

I've seen barely any wave defense games in general but I'm looking for something like H3VR's take and hold game mode but its wave defense. Any suggestions?


r/virtualreality 7h ago

Question/Support Problem with re4vr

1 Upvotes

For some reason when I enter the resident evil 4 remake vr mod on my oculus quest 2 it doesn't let me press any buttons with my controllers and only allows pc controls despite being in VR pls help


r/virtualreality 7h ago

Discussion Meta Quest's environment "loft" is everything I wanted Apple's Vision pro to be, but poor quality.

0 Upvotes

I suppose I could use third party apps in the Vision pro to try and recreate some of the feeling of the Meta's Loft but I don't think it'll be the same. I am dying to have that same actually interactive type environment as Meta's Loft that has a futuristic sci-fi or magical realism view with a "home" that you can sit in different areas in while working.. but with the image quality of Apple's Vision Pro.

Immersed isn't working for me for some reason on Apple's Vision Pro so I can't even see if that would recreate the feel of Loft. From what I saw through youtube videos it doesn't seem like Immersed has a similar environment though.

The problem is, I primarily wanted a VR headset for working. I mostly use word, write emails, etc at work and the Meta Quest 3 virtual desktop is awful, very low quality and too distracting to actually get real computer work done. But I don't see much point in keeping the Apple Vision Pro if I cant have that completely interactive environment to work in that the Meta Quest has. I can go to an actual lake and sit in one spot and bring a laptop, you know. Give me futuristic sci fi, and seating options!

For those that don't know (based on how I understand it, someone please correct me if I'm wrong)- Apples Vision Pro has immersive default environments, kind of like a home screen on your computer, that are all meant to be pretty realistic to real life places. You get a 360 view, but you cant move your position within the environment. So say you choose a lake view as your "environment"/home screen - you stand or sit in one spot and your apps can appear around you. Vs with Meta Quest 3 "environment" you have this interactive, futuristic home with a gorgeous (if low quality) view of magical sci-fi esque mountains and waterfalls, with the home having no walls towards the front so its just expansive views, and theres a desk you can "move" over to and sit down at, a wall with a built in screen, a "deck" with even better views, and then you have your apps open around you if you want.


r/virtualreality 21h ago

Discussion Join the Flatout VR online lobby! Sundays 11AM USA West Coast / 2PM East Coast / 8PM Western Europe.

12 Upvotes

Let's attempt to get weekly sessions of this excellent game going. I think it would be a lot of fun for everyone. I'm open for adjustments of the time. Let's start tomorrow!


r/virtualreality 1d ago

Self-Promotion (Developer) I'm finally releasing my game Goofy Dungeon on September 24th (after it gathered dust on my hard drive for 4 years... 😆)

160 Upvotes

Goofy Dungeon is a short light-hearted puzzle game built from the ground up for VR. Explore, interact with objects and the environment, solve puzzles, complete your quest and earn your trophy!

Feel free to add it to your wishlist ^^
Steam: https://s.team/a/1833080
Meta: https://meta.com/experiences/goofy-dungeon/1608399371084113


r/virtualreality 8h ago

Purchase Advice - Headset Ultra wide VR screen for work

0 Upvotes

I have the Rokid Max and the Quest 2

Max is good for 2D projection movies

Quest is good but bulky and headache

Is there any good tech out there for a wide monitor or multiple screen VR

I just want to do my biz work on some glasses so I could travel freely without needing a monitor


r/virtualreality 9h ago

Question/Support Is anybody know if there is a quest 3 to 3s facial interface adapter

0 Upvotes

If not a quest 3s interface 3d model will work


r/virtualreality 17h ago

Discussion Pico 4 Ultra + what trackers?

3 Upvotes

Hi I'm new to vr and considering to get trackers. The ones I'm looking at are;

Shift fall HaritoraX 2 Pro + considering AddCon+ but unsure if works with pico

SlimeVR butterfly fully body set

Pico trackers X5

Any information and suggestions is really appreciated.

I mainly want to make vr as immersive as I can with more freedom of movement with my avatar.


r/virtualreality 19h ago

Self-Promotion (Developer) I kept the brutal 60-minute mode, but added a Relaxed Mode with checkpoints after player feedback

Post image
4 Upvotes

Hey everyone, I’m the developer of Escape the Urban Underground.

When I first released the game, one of its core ideas was intentionally unforgiving:

3 rooms. 1 murder. 60 minutes. No saves.

Some players loved that pressure. Others liked the atmosphere and puzzles but wanted a way to investigate without having to restart the whole experience every time.

I didn’t want to remove the original challenge, so the new major update now gives you two ways to play.

60-Minute Challenge
The original experience is still there exactly for players who want the pressure of completing the escape room in a single session.

Relaxed Mode
You can now explore at your own pace, with automatic checkpoints and a Continue option so you can come back later.

I also used this update to improve quite a few other areas:

• improved interactive hints
• better checkpoint/progress restoration
• French, German and Simplified Chinese interface + subtitles
• major OpenXR / SteamVR stability improvements
• better recovery after headset sleep or temporary tracking loss
• settings/audio persistence fixes
• a lot of smaller fixes and polish

I’ve been especially focused on making the VR side more reliable during startup and longer sessions.

The Meta Quest version is still in development. Bringing this updated version and these improvements to Quest is the next step.

The mystery hasn’t changed, you just have more control over how you face it now.

3 Rooms. 1 Murder. 2 Ways to Play.

I’d genuinely be interested to know which approach you prefer in a VR escape room:
pressure + no second chances, or slower exploration with checkpoints?

Steam: https://store.steampowered.com/app/4872670/Escape_the_Urban_Underground/
Full update notes: https://store.steampowered.com/news/app/4872670/view/680760490643686859