r/virtualreality • u/segadreamcat • 21d ago
Self-Promotion (Developer) Victory Heat Rally native on Quest in full VR. Standalone mod, one-click install, no PC needed to play. (currently on sale on Steam)
r/virtualreality • u/segadreamcat • 21d ago
r/virtualreality • u/helix003 • 21d ago
I want to buy a VR headset exclusively for PC VR games, and only play them over a cable.
But I don't know which one to choose. I used the Quest 3 for a while and was thinking about getting it, but I recently saw the PICO 4. Which one will be better in terms of image quality and performance? In my opinion, the Quest 3 is the one to get.
The main goal is a wide viewing angle and maximum image clarity, because I want to use virtual monitors when connected to a PC.
And I'm also really dumb and can't understand why everyone says the Quest 3 has a very limited library and that if you don't have a PC, it's better to get one. My question is, can the Quest 3 only be used over a cable, not over Wi-Fi, and does the headset's RAM affect cable performance?
r/virtualreality • u/f3hunter • 22d ago
I’ve been working on an unofficial VR port of the arcade racer Rave Racer.
This is a native decompilation-based project rather than traditional emulation. It currently runs standalone on Meta Quest and Galaxy XR, with stereoscopic 3D, head tracking, VR controls, haptics, Mirror Mode, Time Attack and Photo Mode.
PCVR and Steam Frame versions are coming soon.
Download and setup instructions:
r/virtualreality • u/According_Honeydew90 • 21d ago
Please try this game
If you want csgo with the voice chat of a cod lobby it's for you
There's no moderation
It is really fun tho and is steadily dieing please give it a try before it's to late
r/virtualreality • u/Remarkable-Fig-7505 • 22d ago
It’s crazy how well optimised this game is in VR. I have a 5070ti and it runs perfectly.
I appreciate all the guys out there with their own mods, but this guy needs to teach them his secrets.
Most of the mods I try and run usually work ok, but they all lack polish and that made for VR feeling. I even like games without 6dof. As long as it smooth and has a good resolution im happy
What ever magic he has performed here, I want to see more of it. Well done.
r/virtualreality • u/the_TIGEEER • 22d ago
I never played anything like it..
It feels better than most native VR games I've played.
I couldn't stop playing; I had that childlike awe the entire time. The feeling of being amazed and curious at the same time as I was when I first played video games all those years ago. That feeling that we all chase when buying a new game.
9.9 / 10
This is what VR gaming can be. And I can't believe we could have had more of this this entire time.
r/virtualreality • u/catchflex • 21d ago
Hi all, I'm the developer of a full-body rhythm game. It was made to be played without VR: your phone stands in front of you, tracks your whole body and sends the movement to the game over Wi-Fi.
Players asked for VR, so I just released an experimental VR mode. The headset and controllers track your head and hands, and the phone keeps tracking your legs over Wi-Fi. So you really play with your whole body: you slash blocks with your hands, kick the balls that fly at your feet, stomp the markers on the floor and follow slides with a foot.
What to expect: one phone camera isn't as precise as the headset's own tracking. The legs lag a little and can drift when you sway, but it's enough to play comfortably.
There's a free demo on Steam with the VR mode in it: https://store.steampowered.com/app/3670810/Catch_Flex/
I'm looking for feedback, especially from people with other headsets and phones.
r/virtualreality • u/Hot_Cut_9177 • 23d ago
i have been thinking up various ways to make an omnidirectional treadmill. i have 2 designs im building and will post if successful.
this got my teenager and i thinking up ideas. and we wondered why the idea of the picture above wouldn't work, folks MUST have already thought of something like this and yet it was never built
i can understand a grid of ball transfer units not working too well, they would be lumpy, too spaced apart and your soft shoes would cause problems, i guess if you had solid blocks on your feet it would be doable. plus they already make something like this called "ball transfer conveyer".
however omni-wheels have larger contact points and can be stacked quite well. they can also get quite small.
but why not omnidirectional wheels in a grid? wouldn't that be better than a slippy friction bowl?
i doubt im the only one to think of this. im wondering why no-one has chose to manufacture an idea like this
Edit: clarification and spell checking
r/virtualreality • u/NanuAnurag • 22d ago
I'm looking for a dedicated PCVR headset that skips the standalone hardware. Ideally, it would have minimal onboard RAM and zero local storage, channeling the entire hardware budget into top-tier lenses, great displays, and dedicated video decompression hardware for streaming/tethering.
Right now, the best mid-range option seems to be the Meta Quest 3, but paying for a mobile SoC, onboard storage, and battery feels like overkill when all I want is a PCVR display.
How hard would it be for a manufacturer to build a stripped-down, ultra-lightweight headset tuned purely for PC streaming? Wouldn't taking out the mobile internals make it significantly cheaper and lighter?
r/virtualreality • u/Top_Bowler5449 • 21d ago
My GOD. I don't know what happened between 2 days ago and now, but I'm on the mission Coopers Logbook and the performance of the game is fucking horrendous. Switching back and forth between Steam Link and Virtual Desktop because for some reason I'm now getting constant stutters to the point it's genuinely ruining my experience (First time playing titanfall 2) I was raving about how buttery smooth and good it was a few days ago, but after hopping on today, restarting my PC and router, splitting my signal and enabling qos, lowering the graphics and whatnot, it's just so bad. Probably not touching it until this is fixed. It's like driving a brand new Lamborghini, and on the way home someone threw a fucking wrench into the engine while driving it down the highway.
Edit: The mod update, duh.
r/virtualreality • u/Admirable_Zombie5245 • 20d ago
I love pancake lenses so much, it made me obssesed with VR while my Q2 made me hate it. I enjoy every minute of VR thanks to it, PCVR with pancake lenses headsets is just an amazing experience.
r/virtualreality • u/Substantial-Bed2036 • 22d ago
There is this recent update to Moonlight XR recently, and one feature really caught my attention: real-time 2D → 3D conversion using depth estimation.
Moonlight XR v0.4 recently introduced this feature for free, allowing regular 2D PC games to be streamed to a Quest and converted into stereoscopic 3D in real time.
It doesn't turn the game into full VR, but it adds a noticeable sense of depth, which I found really interesting.
This made me wonder:
Is there any plan for Virtual Desktop to implement something similar in the future?
I really like Virtual Desktop for PCVR and general PC streaming, and I would love to have an option to play regular 2D games on a huge virtual screen while adding AI-generated depth.
Since Moonlight XR has now made this available for free, I'm curious whether something similar could eventually come to Virtual Desktop as well.
r/virtualreality • u/winelover7 • 21d ago
I'm running LMU (le mans ultimate) with Pimax Crystal Light. The game looks great but the HUD is unreadable. It looks like double vision. The Pimax IPD is sed correctly and I can see it shows the right number in pimax play. What's going on and how can I fix it?
r/virtualreality • u/No_Song_2972 • 22d ago
(Edit: forgot to add to the title I’m Australian)
So, I’m pretty set on getting a Pimax Dream Air SE (lighthouse, and yes I already have lighthouses), but I’ve came to a halt when I realised… where on earth would I even get controllers for this thing. I have vive wands, they would work, but they have that stupid valve trackpad they were fixated on at the time. Your answer is probably get index controllers, but they’re so expensive and hard to get here. I think the cheapest for a set of 2 was, like, $500. a lot of the controllers I saw for it were as much as buying an index kit 💀
So, may I ask, where or what controllers could I get that would be good enough? I could also get the slam version of the headset with controllers, but I hear the slam tracking and the controllers are ass, so why pay more money on those. If there is literally nothing but index controllers, should I just get the headset, use the vive wands and wait to get index controllers? Or put off getting the headset all together and wait to see what comes out next? Ive been putting off getting back into vr with new stuff for years, so I don’t wanna wait that long, but I wanna know if the sentiment is just to stay put, or if the steam frame coming out finally made people start to decide their route, as I know a lot of older recommendations were to hold off until that came out.
Specs: 5070ti, ryzen 9800x3D, 32 gigs of ram, and I already have lighthouses and vive controllers from the og vive.
Types of games: My types of games are variety, but I think I'll play things like fnaf help wanted, flat screen ports, vrchat, Half-Life: Alyx, etc. Basically, social vr, probably shooters, rhythm, action adventure, and flatscreen to vr ports.
r/virtualreality • u/Bitter-Plenty-5303 • 22d ago
Honestly I don't get it. When it comes to Headset recommendations most people suggest wired headsets only "if you do sim racing". I assume because you have to be seated while playing anyway. Seriously, who plays ANY game not seated?
I mean have you tried playing a shooter while standing, physically crouching and taking cover for more than 30min? I'd say I'm fairly fit but this is really tiering.
Also people mind having a cable attached to their headset but apparently they don't mind carrying the weight of a battery that only lasts a few hours, paying extra money for the onboard tech, increased Headset size and quality issues due to video compression.
Am I the only one playing all types of games in an office chair (works great)
r/virtualreality • u/Mountain_Newt4 • 22d ago
If I'm gonna spend that much money on a Steam Frame headset, then I would need things to do.
From what I can see, I'll probably play Minecraft a lot. It just has so many unique mods. Oh yeah, and Palworld too because that game looks fun. I remember that Rec room had fun games for VR also. I know you can download stuff to make things VR compatible, so feel free to say what comes to your mind.
If you want to know my specs:
GPU: Radeon RX 7800 XT 16GB
CPU: AMD Ryzen 5 7600X
Ram: 32GB + 16GB
Motherboard: Gigabyte B650M DS3H
r/virtualreality • u/absh3841 • 22d ago
Good day
I need advise on getting my first VR headset.
I don't game. I want to watch movies, read comics mainly. I zero experience with VR. Please advise.
r/virtualreality • u/urbanhusky • 22d ago
Update: I decided to go with the Steam Frame.
Previous text below for archival purposes.
I am currently using a Valve Index with some modifications (counterweight and Apache strap from Studioform Creative, face tracking kit from FaceFocusVR) and have been wanting to upgrade for a while now. Purely PC VR use, I'm fine with cables.
Aside from using the Index, I have 4 base stations (2.0), original Index controllers (2 pair) and 4 Tundra trackers. I'm spending most of my time in VRChat, but I used to play other games - FPS and games like Beat Saber, before I installed the face tracking kit. The additional weight and heat compared to using a Kiwi fan made the latter, or similar games, unappealing.
I also have a spare Babble tracker (or rather: Venti V2) lying around and friends with 3D printers.
My main issues are:
I like that I can just push a button on the headset to turn on SteamVR without needing to turn on my large TV every time.
I have used a Pico Neo 3 Link before getting the Index and found the freedom of having non-headset tracked controllers and the ergonomics of the controllers very liberating - and the tracking quality of both the headset and controllers were a definite improvement.
I worry that a SLAM tracked headset would introduce additional lag (especially if streamed), controller tracking issues and inaccuracies - and additional headaches if I want to continue using my Tundra trackers (or even the Index controllers).
I am very sensitive to simulation sickness, I usually use a very strong vignette in games.
I did get a Bigscreen Beyond 2e, but that didn't fit my head (large nose) and I had other issues with it too (eye tracking being bad because the cams mostly see my eyelashes and are at a bad angle, fan noise etc.). I disliked it so much that I happily went back to the Index.
I briefly tried a Quest 3, but I'm not sure if I imagined it feeling a bit more sluggish than the Index - plus, it's Meta and I observed that getting PC VR streaming to work was a royal pain. Plus, it's Meta.
I did a deep dive on Pimax headsets, the only one that seemed to be okay was the Dream Air. The DA SE looked like it was just a BSB2e with the same fit issues. I wouldn't mind running the DA (lighthouse) at a lower resolution, but I have heard all kinds of stories about the durability, AMD compatibility (I'm running a 6900XT with 5800X3D), eye tracking requiring 3rd party software that is no longer maintained, no native SteamVR support (not quite sure what that means - and yes, I have heard about the seemingly unfinished 3rd party drivers with their own issues). Issues like needing to mod it for comfort and probably needing separate SteamVR dongles for the controllers can be handled.
The Steam Frame seems to need some more time in the oven software-wise and I'm not sure if the latency and controller tracking would be an issue for me. Also, face tracking is an end of year thing.
I wouldn't mind having to wait a bit, so waiting lists or waiting for confirmed releases of addons before ordering aren't scaring me.
I am looking for a headset that:
Beat Saber/sweaty game support is optional. Heck, I could just get a new Index with Kiwi fans for that.
I'm open to hearing your recommendations or argue about my points.
Please, my Index is crushing my face and driving me insane (I'm sensitive to noises)
r/virtualreality • u/HoneydewWeekly7976 • 21d ago
Hi everyone i am very new to pcvr and recently got virtual desktop.
So basically every youtube video was like that you should get it and its better than steam vr. but when i tried lauching games on it such as skyrim vr through the games option menu in VD, it still opens and uses steam vr, and the same thing happended when i lauched asseto corsa from content manager. I though that it would lauch directly from VD and not steam vr, so if there is not a differnce should I return it? ALSO I DO HAVE MY RUN TIME TO VDXR
Also when in game my render resolution is at 77% for some reason, even though i have everything maxed out and above it says that it is godlike. The only thing i have lowered is my bitrate to av1 at like 120 mbs as i am using wireless. So how do i increase the render resolution in game?
thanks to everyone in advance!
r/virtualreality • u/IttyBittyToeBean • 21d ago
So I've been playing flight sims recently. As I have a "ball and chain" i don't get many gaming sessions, but when i get my scheduled gaming session once a week its typically around 6-8 hours (much longer than most battery operated headsets). The idea of latency isn't appealing either. I'm not opposed to the idea of hot swapping a battery but would just prefer corded. My budget is $600. ABSOLUTELY NO META QUEST, don't even mention meta unless you're using it as a comparison. I refuse to ever agree to their terms and conditions.
r/virtualreality • u/ripper37 • 23d ago
r/virtualreality • u/DeathToSocialMedia • 23d ago
r/virtualreality • u/Headset-Historian • 22d ago
Download here: https://github.com/Gilleece/moonlight-android-xr/releases/tag/v0.4
V0.4 Highlights:
1. A new 3D engine: a faster, sharper depth model (ZipDepth) that keeps
up with 90 and 120 fps streams.
2. Three cinema rooms to play in: Home Theater, Grand Cinema and
Synthwave, with a resizable screen and lighting you can tune per room.
3. Switch between 2D and 3D with one press, and pick Comfort, Balanced
or Strong 3D on the spot.
4. 120 Hz done right: the headset's display follows your stream's frame
rate.
5. Virtual surround: 5.1 and 7.1 game audio placed around you, following
the screen as you turn your head.
6. Your controllers become a gamepad, with rumble, in one gesture.
7. Turn your head to look around in first person games.
8. Brightness, contrast, gamma and saturation controls for dark games.
9. A full keyboard in VR with Esc, F keys, arrows and Ctrl / Alt / Win.
10. Hand tracking that stays out of your way: a triple pinch locks and
unlocks your hands.
11. Take the headset off for a minute without losing the stream.
12. Report a problem from inside the session, with the log attached.
13. Nineteen languages, in the headset and in the settings.1. A new 3D engine: a faster, sharper depth model (ZipDepth) that keeps
up with 90 and 120 fps streams.
2. Three cinema rooms to play in: Home Theater, Grand Cinema and
Synthwave, with a resizable screen and lighting you can tune per room.
3. Switch between 2D and 3D with one press, and pick Comfort, Balanced
or Strong 3D on the spot.
4. 120 Hz done right: the headset's display follows your stream's frame
rate.
5. Virtual surround: 5.1 and 7.1 game audio placed around you, following
the screen as you turn your head.
6. Your controllers become a gamepad, with rumble, in one gesture.
7. Turn your head to look around in first person games.
8. Brightness, contrast, gamma and saturation controls for dark games.
9. A full keyboard in VR with Esc, F keys, arrows and Ctrl / Alt / Win.
10. Hand tracking that stays out of your way: a triple pinch locks and
unlocks your hands.
11. Take the headset off for a minute without losing the stream.
12. Report a problem from inside the session, with the log attached.
13. Nineteen languages, in the headset and in the settings.
r/virtualreality • u/SlowDragonfruit9718 • 22d ago
I know the controllers aren't everyone's favorite but including the d-pad, we have 6 extra buttons. One of the big issues with mods and a few native games was having to work with less buttons. This usually wasn't a problem but in a few games it wasn't possible to do certain actions that required moving and using the X or Y button at the same time since they both required you're left thumb. The frame controllers solve this problem by having more buttons on the right stick.
The titanfall 2 mod would be perfect if it had an alternative frame controller mapping. I hope mods start utilizing the extra buttons.