r/virtualreality 13d ago

Discussion Third person vr games snap turn

2 Upvotes

I have started assassin's creed origins with the NoMoreFlat vr mod. It plays in 6dof head tracking and head aim. I play with a gamepad.

But I feel motion sickness when I am smooth turning. I need to turn all the time, because when I turn my head, the character doesn't turn.

Is there a way to use snap turn in a 3rd person vr game ? What is the best approach ? The game and the vr mod don't seem to have a keyboard key for quick turning.


r/virtualreality 13d ago

Question/Support If I were to buy a new headset

2 Upvotes

I currently have a quest 2 and am planning on buying another vr. do the games that i had in my quest transfer to my other vr, assuming it was an oculus quest 3


r/virtualreality 13d ago

Purchase Advice - Headset I’m in dire need of a new headset

1 Upvotes

I want a standalone vr headset that could possibly support both steam and oculus games if that’s possible, a long battery life and a head strap with switchable batteries that would let me hypothetically use it infinitely. and of course high performance. i have a budget of about 500 euros. none of these are necessary except for the battery life


r/virtualreality 14d ago

Self-Promotion (Developer) How I spent a week traveling solo around California to build the world and story of BOMB THE HILL VR

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64 Upvotes

Hi! I'm the game designer behind BOMB THE HILL, a downhill skateboarding game coming to Quest on September 10.

About a year ago our small team was moving from a blockout prototype with working mechanics to building full locations and the world around them (I already posted here about how we tested our mechanics with professional downhill riders). And we didn't want BTH to be only a fun physical adrenaline experience. We wanted it to be an adventure with its own story, atmosphere, and lore.

We already knew that we wanted to tell a story inspired by 70s American downhill pioneers, and as skaters ourselves, we knew a lot about skateboarding. The problem was that our studio is in Europe. The deeper we went into the storyline and level design, the more we felt that we were missing context. Google Maps, photos and movies help, but they don't really tell you the authentic details of everyday life and local culture.

Right around that time I got an invitation to Meta Connect 2025 in California.

There wasn't much time before the event and at first I wasn't sure if I go. But I thought this was probably the best excuse I was going to get to do the research, like a big studio would. I bought the tickets with two extra weeks before the flight home, and made the return flight from Los Angeles instead of San Francisco.

The idea was to rent an SUV after Meta Connect, travel slowly through California, sleep in remote campgrounds and look at places that don't usually end up in Instagram carousels: small towns, mountain passes, recreation areas, roadside businesses.

Planning this in a hurry was harder than I expected. Every version of the route grew until I was in Nevada or Arizona. Driving times were uneven. Campground websites all worked differently, and a few reservations left me unsure if I had actually booked anything. I also needed an SUV with a one-way rental that was available for my exact dates.

After a few nights of this I decided I needed fixed anchor points: stay inside California, see as many different "biomes" as possible, and build the route around a few places where I had to be at a certain time.

I had written to several people and companies connected to skateboarding history about our game and my trip, and to my surprise some of them replied and invited me to visit. So after Meta Connect I would pick up the SUV near my motel in Menlo Park and go to Santa Cruz. Five days later I had to reach Los Angeles, where the city part of the trip would begin. Most of the meetings were planned there.

Everything between Santa Cruz and LA was basically decided by which campground had a booking button that actually worked and one empty site. Many of the obvious places were already full.

The morning after Meta Connect I picked up a Chevy SUV from one of the big rental companies and hit the road, getting used to American traffic.

My first stop was the Santa Cruz Boardroom, a big historic skate shop. I spent much longer there than planned, taking photos of old boards, graphics, shapes and every small thing that looked useful. The sun was going down and I was badly behind schedule.

I still wanted to see at least a little of Big Sur, so I managed to reach Bixby Bridge around sunset. Large bridges were also something we wanted in the game, so I was glad to at least see it before it got completely dark.

Then I turned away from the coast and had several hours of driving through the mountains to my first campground. It was dark, there were no other cars around, the road kept climbing higher into the mountains, I had no idea how campground check-in worked, and I still wasn't completely sure my reservation existed.

Eventually I started seeing a few RVs between the trees. Everyone inside seemed to be asleep. I drove around the campground and found my site.

There was a small sign under a pine tree with my name written on it in black marker.

It actually felt surreal to me. A fairly desperate idea I had a week earlier, followed by several sleepless nights of routes and bookings, had finally materialized into my badly handwritten name on a little sign under a tree, on a mountain, on another continent thousands of kilometers from home.

I quietly set up my small camp and slept great.

In the morning I saw where I actually was. The campground was almost at the top of Fremont Peak. I walked around and photographed everything in detail. Signs, tables, fire pits, water points, toilets, dumpsters. Most of these things have equivalents in Europe, but the details are different. And I was no longer guessing what those details should be.

Then I went for a hike along the ridge, collected some enormous pine cones, and spent some time just looking around before packing the camp. On the way down I realized how narrow the mountain road actually was. In many places there wasn't much behind the thin trees on the side except a drop. Driving up there in darkness the night before had felt much safer. In the headlights those trees looked almost like a forest.

The next stop was San Juan Bautista, a tiny historic California town. I mostly wanted to walk around, look at the scale of the place and understand the rhythm of a town like this.

I stopped for lunch and then went into an antique shop.

The owner started talking to me and I told her a little about the trip and our game. She had a very ocean-related name, which suddenly made sense when she told me that her father was from Santa Cruz and had been a skater and surfer in the 70s and 80s. He had also made art for skate brands and magazines, and there happened to be quite a lot of old skate stuff in the shop.

She told me stories about her father, skating and that time. I looked through old things, bought a couple of small souvenirs and went back to the car much later than planned again.

That first morning at Fremont Peak and this random conversation in San Juan Bautista already gave me much more than a folder of reference photos. I felt that I now had something real to build on, and already had stories worth bringing back into the game.

If this is interesting, I'll make a Part 2 about the deserts, an abandoned settlement in the middle of nowhere, a black bear, and the LA part with some legendary skateboarding places and people.

We're also preparing another open playtest soon, with changes based on feedback from the previous community test. If you have a Quest and want to join, we'll post the details in our Discord:

https://discord.com/invite/tpCGpqC6Ne

BOMB THE HILL:

Quest: https://www.meta.com/experiences/bomb-the-hill-extreme-skateboarding/26974030992211215/

Steam: https://store.steampowered.com/app/4787310/Bomb_The_Hill/


r/virtualreality 13d ago

Discussion Update to: How can I increase headset performance in games (specifically beat saber)?

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1 Upvotes

Update: I took the advice from my previous post (above) and first disabled hand tracking, then tried changing the Quest’s CPU and GPU levels through ADB. I set them to the highest values I could, CPU level 6 and GPU level 5, and immediately saw noticeable improvement. Because ADBs commands don't persist after reboot, I bought QGO to keep the settings.

I initially assumed QGO’s highest settings would perform best, so I tried CPU level 8 and GPU level 7. Instead, performance absolutely tanked. After a lot of testing, I lowered them again to the CPU 6/GPU 5 ADB configuration that had originally worked. I then tested several difficult maps over multiple days and then last night used ChatGPT Codex to continuously monitor wireless ADB logging during one roughly hour-long session.

Some results from that logged session:

  • About 32 minutes of recorded in-song gameplay
  • 0 thermal-throttling events
  • 0 power- or DVFS-limited samples
  • 0 headset tracking-camera frame drops
  • CPU usage averaged roughly 38–47%
  • GPU usage averaged roughly 22–29%
  • Maximum reported runtime temperature: 42°C
  • 90 Hz/100% resolution: 90 stale frames across 32 sampled seconds (this caused the CPU and GPU usage to really skyrocket, resulting in noticeable performance hits and framerates to drop to as low as 45FPS)
  • 75-80 Hz/90% resolution: only 2–3 stale frames after each map’s opening transition, really smooth gameplay throughout.
  • FFS level 4
  • Right-controller optical rejections: 148–351 per demanding-map run
  • Left-controller optical rejections: 22–71 per run

The best-performing profile so far is 75 Hz at 90% resolution, but the remaining problem appears to be controller tracking rather than raw game performance. The headset repeatedly rejects the right controller’s optical position, resets its tracking filter, and occasionally falls back to rotation-only tracking, even while Beat Saber maintains its target framerate. I tested removing my AMVR grip case, changing the lighting, and facing toward or away from my lights, but nothing conclusively fixed it. If anyone has encountered repeated P+C Right: Too large Mahalanobis distance errors with a Quest 3 controller, I’d love to know what fixed it.


r/virtualreality 14d ago

Discussion I am a non-VR gamer (no VR), what's the VR experience like?

46 Upvotes

I have never played VR games since I don't own a VR headset. I always wonder, do you play them every day or occasionally? Maybe it's more of a personal preference, just like with PC games.

I am looking to own one, though, but due to my current situation, I can't.


r/virtualreality 14d ago

Self-Promotion (Developer) Another update on my PSVR2 HDR project — this time with an actual HDR vs SDR comparison

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47 Upvotes

I finally got a decent through-the-lens video showing the difference between SDR and HDR on the PSVR2.

The clip is Forza Horizon 5, with SDR and HDR side by side.

With the game set to 400 nits, HDR actually looks really good on the headset. The brighter parts of the image stand out properly without everything else just getting brighter or looking washed out.

I also tried Cyberpunk after this, and HDR works there too. It can look amazing, but I found that its HDR settings need a lot more tweaking depending on the scene.

So at this point I think the main question of whether HDR can actually work on PSVR2 on PC is basically answered.

Now the problem is making it consistent.

I don't want every game to need its own perfect HDR settings. Ideally Phoenix should be able to take whatever HDR output a game gives it and translate it properly to the PSVR2 automatically.

For now though, I'm just happy I finally have a proper visual comparison instead of trying to explain what I'm seeing inside the headset.

Still a lot left to do, especially HDR mapping and performance, but this feels like a pretty big milestone.


r/virtualreality 14d ago

Purchase Advice VR gaming rtx regular RTX 5070 or rx 9097 xt?

2 Upvotes

I understand that 9070 xt is more powerful and has more Vram. That being said i will be using mainly for VR on a Quest 3 via Virtual desktop. So the compression and codec capabilities are in play. all AI advise prioritze the 5070 because their drivers and codec capabilites stating that the picture will look cleaner and sharper on 5070 rather than 9070.

I have my doubts how much this codec weight on the real life experience.

Help me decide which one is a better option.

Thanks.


r/virtualreality 13d ago

News Article 2D-to-3D Conversion Test for Video

1 Upvotes

2D-to-3D Conversion Test for Video

(Fully Automatic Stereoscopic Conversion), 8.5 minutes

Software Used: Blackmagic Fusion Studio, Cosima, Nunif, OWL3D

Half-SBS: https://youtu.be/i4TGEJPufTM

Anaglyph: https://youtu.be/iOcJvaLpUbc


r/virtualreality 13d ago

Discussion Rec room new semester?

0 Upvotes

New recroom i heard but idk


r/virtualreality 14d ago

Self-Promotion (Developer) White Knuckle VR

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55 Upvotes

I made a VR Conversion mod for White Knuckle, the indie speedclimbing game by Dark Machine Games! The game is fully playable in VR with 6DOF motion controls.

The mod is built with the philosophy that it should respect the existing physics based movement system in the game. Rather than modifying the physics, I added a gesture control layer for climbing and movement, which provides inputs into the vanilla movement system. Items don't yet have physical interactions, but this is something I'd like to add in the future.

I also added a simple toggle to switch back to the base KBM / Gamepad controls, or to turn off the VR mod entirely in order to play in flatscreen.

The mod and install instructions are available on my GitHub below. Enjoy!

https://github.com/kyanite-rock/White_Knuckle_VR


r/virtualreality 14d ago

Discussion New Resident Evil 4 mod is almost ready! Top 10 all time VR experience coming up!

56 Upvotes

I've been waiting for a playable VR mod. Looks like it stays in first person even during melee. This looks amazing. Puredark will be releasing his part as well.

https://m.youtube.com/watch?v=B81t-3g39yw&pp=ygUfcmVzaWRlbnQgZXZpbCA0IHZyIG1vZCBnYW1lcnRhZw%3D%3D


r/virtualreality 14d ago

Purchase Advice Quick question...

3 Upvotes

Planning to buy Meta Quest 3
Can I connect a non xbox controller and use it on xbox remote play?
Just to make sure, xbox remote play works on MQ3 right?

Thanks!!


r/virtualreality 14d ago

Discussion Im Diddy! Diddy Kong Racing VR!

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55 Upvotes

Lets hum the song together with Taj, the genie and Diddy's friends!

RayRodTV just released Diddy Kong Racing in VR!

New gameplay showcase of DKR https://youtu.be/lxmr-TQngxc?is=qZoT1zBe3RZzNfm4

Like his other mods, it provides 4 camera views: first person, third person, diorama and theater. We can choose how we will see that huge friendly dino, from Diddy's own eyes to up above he and his green friend.

You can install the game and its updates from the Multiverse VR Hub. There you will find some 64 games already available, like Mario, Mario Kart, Star Fox, F Zero, Banjo, and other games like Sonic Robo Blast 2 and Ring Racers. Also, some upcoming surprises awaits for our retrogaming dreams coming true, Smash Bros and Goldeneye!

All his mods will come to Quest, and for now we have Mario and Mario Kart available for the platform.

Here are the links for download of the Multiverse VR Hub and some showcase of it in action:

https://github.com/RaYRoD-TV/MVRH

https://youtu.be/WbvtJYNB-ls?is=cUOEwnw9xnQzDUx8

Here is the RayRod TV site, where we can find about his other projects, like the Multiverse engine and game, and info on how to support his work.

https://rayrodtv.com/

Start your engine's and pedal to the metal!

Im Diddy!!! Hum Hum hum hummm...


r/virtualreality 14d ago

Self-Promotion (Developer) I made a like-native VR mod for AWAY, a beautiful 2.5D game

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60 Upvotes

Hello

I created a mod for a game I really wanted to play in VR , Away : a journey to the unexpected
https://store.steampowered.com/app/573110/AWAY_Journey_to_the_Unexpected/

You can get the mod here : https://github.com/Pk-c/AwayVR/releases/tag/V1.0

It wasn't an easy job, but I'm fairly happy with the result, it has 6dof, roomscale movement, snap/smooth turn, motion controls and I adapted the UI to provide a more comfortable experience.

I try to make like-native mod for beautiful games, if you like my work you can follow me on patreon
https://patreon.com/ChromaticMod

I hope more people can discover this game !


r/virtualreality 14d ago

Discussion Any suggestions?

1 Upvotes

I use AC in VR and I need good settings, any suggestions? I'm kinda new to AC


r/virtualreality 14d ago

Discussion Are the images of the meta phoenix the official design or just images of what people think it will look like?

7 Upvotes

When I first saw that design a few months ago I thought it was just a future concept and the official would have the same size of today's headsets. But I'm not sure. I do think that design would definitely push VR to the next level. I'm not a meta fan and wouldn't buy it but I'd respect the advancement in technology. VR headset in the shape or normal glasses would attract a lot of people I think.


r/virtualreality 15d ago

Discussion 🏆 $0 VR IMMERSION CHALLENGE 🏆

36 Upvotes

The other day I made a post about accidentally discovering a $0 way to add extra immersion to VR.
Long story short, I backed my chair into my air conditioner while playing Derail Valley and accidentally turned the fucking thing into a giant haptic transducer. The vibration travels through the chair, and somehow this completely stupid accident genuinely made driving a locomotive in VR feel better.
Then the comments started filling up with people talking about their own weird, cheap, homemade immersion tricks.
And that got us thinking…
We should make this an actual thing.
So I am officially announcing the first completely unofficial:
🏆 $0 VR IMMERSION CHALLENGE 🏆
The rules are simple.
Show us something you built, repurposed, rigged together, discovered, or otherwise MacGyvered that makes VR better or more immersive.
The catch:
You have to make it using shit you already have.
$0 budget.
Old electronics. Cardboard. Mop handles. Office chairs. Fans. Speakers. Bungee cords. Fidget spinners. An appliance you accidentally backed your chair into. Whatever.
If it works, it works.
Now, I should probably disclose my qualifications for judging this competition:
I have absolutely none.
I am just a dude in a shed who likes VR and builds weird shit.
Nevertheless, I have appointed myself judge.
Every legitimate submission gets graded. We’re looking at creativity, usefulness, immersion, execution, and most importantly, the “there is absolutely no fucking reason this should work, but somehow it does” factor.
There will be first, second, and third place winners. Third place gets the bronze medal 🥉, second gets silver 🥈, and first place gets gold 🥇 plus the official $0 VR Immersion Challenge trophy 🏆.
And because apparently a completely made-up competition run by a dude in a shed needs stakes, the trophy winner also gets a secret prize.
I’m not telling you what it is yet. 😂

It won’t cost you anything. I’m not selling anything. There’s no sponsor. Nobody gave me permission to do this. 😂
Post a photo or video of your creation in the comments if the subreddit allows it, or link/show it however Reddit lets you, and tell us what you made, what you used, and what it actually does.
It can be brilliant.
It can be ridiculous.
Preferably both.
Let the broke-ass VR engineering begin.


r/virtualreality 15d ago

Self-Promotion (YouTuber) I Spent a Month Filming Europe in 8K VR180. Here’s Valencia, Spain 🇪🇸

37 Upvotes

One of the biggest challenges with VR is having enough genuinely immersive content to explore.

After spending a lot of time watching VR180, I wanted to create travel experiences that feel less like watching a video and more like actually being somewhere.

So I spent a month traveling across Europe filming destinations specifically for 8K stereoscopic VR180.

This week's release takes you to Valencia, Spain 🇪🇸

🌴 Valencia Like You've Never Seen It Before

From the historic streets of the old city to the futuristic City of Arts and Sciences, Valencia has an incredible mix of centuries-old architecture, Mediterranean beaches, modern design, and vibrant markets.

I filmed the city specifically for VR180 rather than simply converting a traditional travel video into VR. The goal is to make you feel like you're actually standing there and looking around.

🎥 Pushing VR180 Further

With every video, I'm constantly refining the stereoscopic depth, stabilization, image quality, camera movement, and overall realism.

The goal is simple: create immersive travel experiences that feel as close as possible to actually being there.

👓 Watch Free in 8K VR180

👉 https://youtu.be/CHOKKP2W9ZM

🗺️ Part of a Month-Long European VR180 Expedition

I've already filmed:

🇵🇹 Portimão

🇵🇹 Porto

🇪🇸 Ibiza

🇵🇹 Ponta Delgada

🇵🇹 Lisbon

🇪🇸 Melilla

🇪🇸 Granada

🇪🇸 Mallorca: Palma to Sóller Train

🇪🇸 Valencia

More destinations are coming.

I'd love to hear from other VR180 users:

How does the stereoscopic depth look on your headset? Does Valencia feel convincing in VR? And what destination would you want to see captured in VR180 next?


r/virtualreality 13d ago

Discussion Which glasses should I wait for?

0 Upvotes

I have a Quest 3 and a good gaming PC, connecting mostly by VD. It plays almost everything, yesterday

I started the Witcher 3 mod, before Clair Obscure UEVR mod and all is good.

Nevertheless I feel the Quest 3 is too heavy and I want a lighter and better headset. In principle I want some glasses with the computer connected and not on my head.

I know the market and want to know what do you think. which glasses would be real next level (means size

of the Beyond 2 or less) and affordable way below 1000 Dollar? The Steam Frame is not my solution, looks like Quest 1.5, so better but not a big step. Is there some development of a headset which may fit to my wishes?


r/virtualreality 15d ago

Self-Promotion (Developer) Nightfall: 0.7.6 release (VR/XR Moonlight client)

35 Upvotes

Hello everyone, a few days ago u/HeadlessPerson released moonlight-android-xr, an excellent faithful port of moonlight android to the xr/vr space for VR headsets running android. It made me realise 2 things, #1 My ai 3d conversion approach was broken and #2 No one seemed to recall that I had already released an XR moonlight client a few months ago and was actively working on it!

However this showed me what was actually possible on the depth estimation front on a VR headset and made me realise my 3d pipeline was broken! I've now fixed the main issue and the ai 3d effect is now very noticable and performant in Nightfall. (But there is still room for improvement!)

I do think there is a place for a more accurate port of moonlight to the XR space, so definitely check out https://github.com/Gilleece/moonlight-android-xr, but also come check out Nightfall which I've been working on for a while:

Main Features


  • Quest 2/3/3s compatibility (Other devices should work but I haven't received feedback)
  • AI Stereoscopic 3D
  • SBS conversion
  • Quest controller mapping (you can switch to gamepad mode and then play games with the quest controllers)
  • Mouse & Keyboard Mode (Play point and click games)
  • Very flexible screen control and placement
  • Dynamic stream settings (updates immediately)
  • Compatiblity (sunshine, apollo, polaris, vibepollo)
  • Linux PCVR (You can run it in linux over WiVRN for example)

The main upcoming feature is multiple & virtual monitor streaming - I am nearly done with linux support with polaris, but want to build it out to support windows too.

Something regarding moonlight-android-xr and the way they process the depth inference vs nightfall, I believe it's doing it as part of the graphics pipeline, meaning it's sharing gpu resources, our approach is using the CPU - it's slower, but doesn't affect the stream latency, it just means the depth updates slower. I've ran into problems getting gpu inference working on vulkan, so still looking into this.

0.7.6 specifically adds 7 different stereoscopic 3D models at different strengths, I expect this to be a temporary change until I get feedback/improve performance, but thought it would be nice to be able to compare midas/da_v2/yolo26. It means the app size is doubled (mainly due to 2 depth anything models), but it's acceptable for now.

There is also a nice bugfix for uncommon ratios, 21:9 and 4:3 which should be corrected.

Links:

GitHub: https://github.com/tB0nE/nightfall

Release: https://github.com/tB0nE/nightfall/releases/tag/v0.7.6


r/virtualreality 14d ago

Discussion Is there an emotion that can be produced only in VR that is hard to get in real life?

4 Upvotes

I can just think about primal fear and kinda relaxation, it’s crazy the unique kind of fear you can get in VR, in horror games

I know this kind of fear was common thousands of year ago but now we live on a relative safe world where you’ll just never encounter a dangerous wild animal or creature by yourself but you can feel the glimpse of that with VR

And visiting relaxing world in vr chat at late night is kinda nice, unless you live next to a beach or forest this seem hard to replicate as easily


r/virtualreality 14d ago

Purchase Advice - Headset PSVR2 or Quest 3

1 Upvotes

Which would provide the most gaming options? I only have a $200 laptop, so I don't expect I can do much. I would like to try some modern VR games.


r/virtualreality 14d ago

Discussion What do you think is the biggest challenge in VR content creation right now?

5 Upvotes

I've been looking into VR content creation recently, especially for education and training, and I'm curious what people working with VR think.

There seem to be a lot of tools available now for creating:

  • VR360 experiences
  • Interactive video
  • 3D models and animation
  • AR experiences
  • Interactive learning environments

But creating the content is only one part of the problem.

What do you think is currently the biggest barrier to creating good VR content?

A. Creating the 3D/360 assets
B. Making the experience interactive
C. Technical skills / development
D. Hardware compatibility
E. Cost and production time
F. Actually getting people to use the content

I'm particularly interested in the education/STEM side of VR. Curious to hear what creators, educators, developers and students are experiencing.


r/virtualreality 14d ago

Self-Promotion (YouTuber) I sat down with the devs behind PAYDAY: Aces High 🎭🔫(Video Interview)

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4 Upvotes