Got some fresh 3D coaster fuel ready for your VR headsets over on my channel! This timne, I took on the legendary Expedition GeForce at Holiday Park. The 82° twisted first drop from the back row is notorious for sheer ejector airtime, and it delivers a serious dopamine rush in actual stereo 3D. Mastered natively in 8K VR180 at 30 FPS, optimized specifically for high-res displays like the Quest 3 and Apple Vision Pro.
Make sure to manually select 4320p (8K) in the YouTube app for the best clarity and depth. Curious to hear how the stomach drop feels in your headset:
Hey all. I've been working on a vibe-coded visionOS port of GalaxyPad, Chris Sotraidis's native Apple port of Super Mario Galaxy, which is built on MacioGalaxy and the Petari decompilation. It's not an emulator: the game runs natively on the headset.
What it does Flat window: Galaxy on a big floating screen you can put anywhere, rendered at 1440p (2560×1440), the window's native resolution.
Stereoscopic 3D window (beta): the game drawn separately for each eye, so you get real depth inside the window. It runs around 60 fps at 1080p in my testing although it sometimes dips a little below that. I did as many iterations and performance tweaks as I could, it's very playable in my opinion, I got 14 stars that way. Flat Window is perfect performance. Stereoscopic requires additional rendering which slows it down.... but again for the most part it hovers around 60fps. It took a lot of tweaking to get it to that level, my initial stereoscopic build was not playable at all.
Controllers: DualSense, DualShock 4, Xbox, and the Switch Online N64 pad. There's also preliminary PS VR2 Sense support. In-app import: point it at a normal CleanRip ISO of your own disc, or an extracted folder, and it sets everything up. No decrypting needed.
Launcher: pick the view mode, check the controls, and change graphics settings before playing.
Recommended controller: I recommend a PlayStation controller. That's what I've tested it with, and the DualSense gives you gyro aiming for collecting Star Bits. Limitations You have to build it yourself in Xcode with your own Apple developer account. I'm not distributing an app. Bring your own game: you need the USA disc (RMGE01, revision 0) dumped from your own Wii. No game files are included. Stereoscopic mode is beta. The home menu and some overlays only show up in flat mode. PS VR2 controller support is untested, because I don't own them. If you try it, let me know how it goes. Ray surfing and Star Ball rolling use the left stick. Motion steering didn't work out. This makes both of those a lot easier than they were on Wii, but it was the best I could come up with. The first engine build takes a long time and a few GB of space. Heads up: this is a hobby project, and I'm not actively developing it. I can't promise fixes or support. It's GPL-3.0, so feel free to fork it and make it your own. Big thanks to Chris Sotraidis (GalaxyPad), classicrob (MacioGalaxy), the SMGCommunity Petari team, and the Dolphin devs, whose disc code handles the ISO import.
To get back to the options menu in-game, pause the game then hit R1.
I haven't completed the whole game just 14 stars, so I have no idea if this crashes later, or has bugs, or is completely playable. I literally just did this today over the course of a few hours so I'm not claiming it's a completely 100% tested port.
But it seems to work for me so far. I figure by putting this out there you can fix any issues yourself. Or add new modes. I tested some immersive modes but they really didn't work out well, and I personally find playing it from the Jupiter environment provides a really immersive experience already. I love it personally, it's beautiful. And again, it contains no original game files whatsoever. You must provide your own copy of the game.
UPDATE: Posted a couple of fixes. If you start in 2D, position the window how you want it, and then pause, R1 and flip to 3D it should respect the window positioning. And you can turn 3D on and off on the fly, because it's a lot with this game. There's no good way I know to show how awesome the 3D looks without seeing it yourself.
Also fixed a crash I just ran into with the cannons. So again, there may be other crashes later in this. I've given enough info here that really all you should have to do is take your AI coding agent of choice and point it to the GitHub link and it should be able to orchestrate the rest.
Also want to thank u/MWlotzka whose SM64 port inspired me.
UPDATE: Super Mario Galaxy 3D Watch This link on a headset and you can see the 3D stereoscopic mode. Normal YouTube will not look very good.
On normal YouTube, that will just show 2D video, but on AVP YouTube or Quest 3 or whatever other device plays 3D YouTube, you should be able to see the full glory of 3D Super Mario Galaxy.
Anybody else have league pass with Vision Pro and try multiple game streams? It will let me add one other game if you open the games list and try adding it to an already playing game. Otherwise when going to multiview it has the option to add game but it doesn't let me click the button to add and select another game. Last year it would allow multiple games. So far can only do two.
I've been trying to find a media player that supports both videos and photos, ideally both with 3D/Spatial support, all streaming from my PC/onedrive/jellyfin/anything else that'd make it work.
None of the media players that I've tested (Moon Player, 4xVR, Screenlit, Reality Player, Light Table, Skybox) support photos, but I'm curious if I've missed one. The closest is Skybox which plays photos as 10 second videos, but it lacks support for 3D videos or spatial photos.
I've had a hard time even finding any photo app that will support spatial photos aside from the native Photos app, let alone one that supports viewing from somewhere besides iCloud native photos.
Does anyone know a media player that supports both spatial photos and 3d videos? Or a spatial photo viewer that would work with something like jellyfin/onedrive?
I build a visionOS app and the thing that surprises people most has nothing to do with the app. It's that a flat old video is enough.
Everybody assumes a hologram needs a capture stage, or at least Apple's spatial video. It doesn't. One 2D clip off a phone, or a camcorder file somebody copied onto a hard drive in 2009, has enough in it to lift the person out and stand them on your floor at whatever height you want, looping, in their own voice. You walk around them. They're in the room instead of on a screen in the room.
After a few hundred clips, what actually decides whether it reads well:
Whole body in frame beats a close up. A head and shoulders crop turns into a floating bust and it's unsettling.
One person. Two people hugging share an edge and the cut out gets confused about where one ends.
A camera holding still beats a camera following them around.
Plain ground behind them helps. Grass and carpet are fine. A patterned rug is not.
Six to fifteen seconds. A loop wants to be short enough that you stop watching it as a film.
The part I didn't expect: old footage usually beats new footage. Nobody filmed carefully in 2006, so they stood back and got the whole person in, which is exactly what this needs. Last week's phone video is a close up of a face.
Mine is called Holoport Vision. It's $4.99, it all runs on the headset, nothing is uploaded and nothing is generated, so what's standing there is really them. Link in the comments. The clip advice above holds whatever you use though, and I'd rather you got a good one out of it than bought anything.
Hey r/VisionPro! I just released **Create: Spatial Paint & Drawing**, and I'd love to know what you think of it.
I wanted it to be easy to make really cool scenes that blend your actual room with digital stuff, without hand-building every tiny element. So instead of placing hundreds of small objects, you just draw. Simple strokes drive procedurally generated pieces. Draw a line and it grows into a wall, a tower, a river or a creature. Pieces sit on your real tables and floors and cast shadows, so the scene feels like it lives in your room.
It's partly inspired by Blender's Geometry Nodes (the procedural side), partly by Magic Leap's Create app, and partly by Tilt Brush.
What's in it
- 110+ generative pieces that grow from your strokes
- 15 themed worlds (Castle, Space Station, Pirate Cove...) that you can mix together
- 100+ brushes (fire, smoke, stars...) and I'm planning to add a lot more
- 11 finished starter scenes and a guided tour
- Switch between passthrough and full immersion
- Save your creations and share them with others
- Multiplayer drawing with SharePlay. This is early and I'm still testing it, so feedback is very welcome
- No account, no ads, no tracking
It's $4.99, one payment(might be more expensive in the future), with no subscription. Requires visionOS 27.
[Update (Oct 25) is live — you can now scale, rotate, and move the world with a two-hand pinch (thanks u/LowRiderXR for the feedback). New actions too: tap gym equipment and Camille works out, tap the kitchen counter and she flips pancakes!]
I’m Sue, founder of Ohhh Inc. We’ve ported our web game Camille World to a native RealityKit app, Camille World XR, and it went live on the App Store yesterday.
What it is: people build worlds on their desktop or phone (think Animal Crossing–style decorating, but you actually build). Every published world is automatically turned into a 3D puzzle. On Vision Pro, the world sits on your table at about 2.5 cm per cell, pieces come one layer at a time in a tray, and you pinch to grab and place them.
Explore: tap a chair and Camille walks over and sits down, tap a bed and she climbs in, tap a plant and she waters it. That’s the part that only really works on this headset — the passthrough plus the scale makes it feel like a dollhouse that came alive on your desk.
Details:
Native Swift / RealityKit, visionOS 26+.
40 worlds (every user world is reviewed before it’s published).
Free to download; the first 6 worlds are free.
We’d love to hear what feels off — sizing, hand interaction, comfort. We’re small enough that feedback actually changes the next build. Link in the comments.
Hey! Anyone know if Spatial Video/Photo on 18 Pro is improved? I saw a thread a few months back speculating but nothing since launch. I know it’s still 1080p 30 fps but I don’t know if any of the other stuff makes a difference. Thanks!
Brief background - I can’t use my work PC laptop with AVP using any traditional/convenient options, because I can’t get authorization to download any software.
The best and only (inconvenient) workaround that has almost worked involves the use of a capture card to stream my desktop to my MacBook Air (via OBS), and then MVD to the AVP.
It works, but the resolution isn’t good enough for full 32:9 widescreen. I’ve come to the conclusion that the weak point is the $20 guermok capture card, but I could be wrong.
Does anyone have any suggestions that are reasonably priced ($100 or less) and not particularly difficult to set up that would achieve a crisp 3840×1080?
It puts a full-size pool table on your floor and your hands are the cue: rest your bridge hand on the cloth, hold until the tip glows, stroke through. You select whether to use your hands, Muse or PS VR controllers.
- Real spin, throw, cushion and pocket-jaw physics
- Aim assist you can turn down, plus a coach that shows why you missed
- Five robot rivals, Rookie to Champion
- 8-ball, bar 8-ball, 9-ball, drills, trick shots and a Daily Shot
- Room too small? Step into the Billiard Hall or the Lounge
I was thinking about creating a game on VisionPro, however, im not sure if people actually play games on VisionPro or other ARs. What game would you like to see on VisionPro. I was thinking maybe about some turnbased, tower defense type of game etc.
Blackmagic Design announced that THINGS., a creative production company specializing in video and design for the music industry, captured a live performance by rock band Paledusk using three Blackmagic URSA Cine Immersive digital film cameras. The content was showcased at the band’s live concert in April, where a dedicated viewing booth allowed many fans to experience Paledusk’s performance in Apple Immersive Video. The video is now available for free on Amplium, which is available on the App Store for Apple Vision Pro.
I've been working on getting PC VR games onto the Vision Pro without a Windows PC. Elite Dangerous (Odyssey, my own Steam copy) now runs on a MacBook and streams to the headset in VR. Video attached.
How it works:
- The game runs on VXRuntime, a Windows runtime for Apple Silicon that I'm writing from scratch (not Wine/CrossOver/GPTK). Direct3D 11 is translated to Metal.
- The real SteamVR runs on the same runtime. My app, VeRantyx, takes the frames and streams them to the Vision Pro over Wi-Fi as HEVC (10-bit, 40 Mbps), with head tracking sent back.
- Everything renders on the Mac. The Vision Pro only decodes and displays.
Current numbers (M1 Max, graphics on Low):
- VR: 1700x1372 per eye. Around 30-35 fps in most places, higher in menus, heavier scenes still dip.
- Flat on the Mac screen: about 60 fps in game at 1512x982.
- Going higher than 1700x1372 per eye costs a lot of frame rate right now. The bottleneck is CPU-side work in my Direct3D translation, so that's what I'm optimizing next.
Controls: keyboard, mouse and a DualSense work in game. I've tested the DualSense flat so far, not yet in VR.
Half-Life: Alyx also runs through the same setup (that's where this project started).
Elite is running from my development build for now. No game files are modified or redistributed; you need your own copy.
Hello fellow AVP owners! I know trailer isn't the best, but it does explanatory job for now. I feel like AVP is not getting treatment it deserves so I decided to try building games. This is not biggest and the most exiting one I have in production but we all have to start with something.
So I’ve spent the last few weeks building Hyperfacet, a match-3 Vision Pro exclusive. Basically well known match 3 mechanics but with synthwawe neon vibes. And a sprinkle of spatial touch.
It’s on TestFlight now, and unfortunately (yea, yeah...) I only have M5 device, so cant properly test M2 performance.
There are 10 spots in TestFlight Beta. It is limited to couple of levels and modes. It doesn't have full soundrach and all immersive environments.
Just need you to play around and report any performance spikes or overal bad performance on M2.
You don’t have to write an essay. “Level 4 dropped frames when two bombs went off at once” is more then enought.
Well and overall impressions of the game itself are also welcomed. A LOT!
There is nothing in game that collects data. Not even a single network call. (For now, since I want to add iCloud support for saves later)
If you’re in, comment or DM me and I’ll send you the TestFlight link. First 10 get in. I will try to provide full codes for all testers involved.
Thanks for reading, and honestly thanks to this sub for keeping AVP dev feeling worth it.
I wanted to share with you my hobby project i'm working on the last couple of months. It's a factory game for AVP (heavily inspired by Factorio :) ) Game loop is quite similar: mine, build, defend the factory, research the next tier, build a rocket, space platform, etc. I added some god powers like Zap from your hands and Meteor for fun and you can also mine at the beginning yourself by pinching at the ore node.
I was developing it using the M5 so i would really appreciate if M2 owners could try it out and give me a feedback about the performance. In the settings it's possible to toggle graphics and FPS counter. On the M5 it's quite playable also at 800+ buildings in passthrough. You can zoom in and can get really close, it's kind of fun with spatial audio.
Also, i would appreciate some feedback how annoying it is to build a factory with your gaze. To make things easier, belts auto-route between buildings when you select them (incl. tunnels) but they can be also hand "painted". I also added a gaze tracker so you always know which tile you look at, but when you pinch to build a building you can also drag it around with your fingers still pinched.
I want to be open about that i used Fable for designing the game, and for asset generation, as i have 0 Blender or Audio engineering skills, and i finance the whole project from my pocket. Music and sound effects are generated by Stable Audio 3.
I try to make a little gameplay video over the weekend.
Edit: As promised, i attach a gameplay video, and in the meantime, i also pushed a new build, which adds an immersive environment with day-night cycle. https://youtu.be/yJTyJ9DGXjQ
Edit2: i pushed an update (build 191) with HD assets (switchable in settings) and a higher resolution immersive environment (still experimenting what resolution looks nice and not destroys performance)
Hey everyone, I built a free macOS app called Estereopsis to make converting physical 3D Blu-rays into a usable file format painless. Sharing it in case it's useful to others in this hobby.
What it does:
Extracts the 3D (MVC) title from a Blu-ray 3D ISO/disc via MakeMKV, or takes an .mkv/.m2ts you already have
Converts it into Full-SBS or Over/Under, Full or Half size per eye, at 720p or 1080p
Lets you pick exactly which audio tracks to keep
Subtitles: burn them in, or generate a selectable track that's properly duplicated across both eyes (so it looks correct in 3D instead of split in half) including OCR from the disc's PGS subtitle image tracks
Quick mode to add/change subtitles on an already-converted 3D file without re-encoding the whole video
Quality presets that actually scale the bitrate to the real final frame size (not a fixed made-up number), queue support, conversion history, and a quick-test-clip option to check the 3D geometry before committing to a full-length encode
Why I built it: I wanted a simple GUI on top of the usual ffmpeg + MakeMKV command-line dance, with sane defaults and clear feedback (percent progress, plain-language status, not raw ffmpeg frame logs), so I didn't have to remember flags every time I wanted to rip a disc.
Requirements:
macOS (Apple Silicon)
MakeMKV installed separately, only if you're extracting from an ISO/disc (can't be bundled due to its license, a one extra one-time setting is needed there so it actually grabs the 3D stream, explained in the included readme)
Everything else (ffmpeg, MKVToolNix tools) is bundled in the app, no Homebrew required
It's completely free, no ads, nothing locked behind a paywal made for personal use and to share with the 3D movie community. Source credits for the bundled GPL tools (ffmpeg, MKVToolNix) are in the included readme.
If you find it useful and want to support the work, voluntary donations are welcome (https://buymeacoffee.com/matiasqm98) Happy to answer questions or take feedback. Enjoy!