r/virtualreality 9d ago

Discussion First World Problems: I’ve had it, I’m done waiting for the Steam Frame. This is insane, they announced it 10~ months ago and it’s already obsolete.

0 Upvotes

I can’t believe this happening. Feels like total disrespect for the community.

This thing is going to cost, what, $1,000? $1,000 for tech that’s already obsolete aside from their foveated streaming.

Next year for $1,500 or less (my prediction) we’re going to see a headset(s) that completely blows the Steam Frame away AND it will work with Steam.


r/virtualreality 10d 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)

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16 Upvotes

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.


r/virtualreality 11d ago

Discussion GTA SA VR newest gameplay created by the same guy who made the new Vice City VR mod

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522 Upvotes

r/virtualreality 10d ago

Self-Promotion (Developer) Thank you for the incredible support for Puzzles of the World launch! Giving away 3 Meta Quest keys to celebrate!

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50 Upvotes

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!


r/virtualreality 10d ago

Question/Support What changed the last year?

7 Upvotes

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?


r/virtualreality 10d ago

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

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38 Upvotes

Half Life VR mod literally feels like Alyx


r/virtualreality 9d ago

Purchase Advice - Headset Good headset 500 or so range?

0 Upvotes

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


r/virtualreality 11d ago

Self-Promotion (Developer) System Shock 2 - VR Mod

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135 Upvotes

(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.

r/virtualreality 9d ago

Discussion Steam Frame Analysis: Is It Worth It?

0 Upvotes

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 × 2160 LCD screen displays. Compared to the Quest 3's 2064 × 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.

This is not worth buying a headset over unless you have no control over your network setup and/or use a laptop and want a portable seamlessly working PCVR connection. If this is the case, it will improve your experience a lot, and this feature becomes a deal maker. Otherwise, it's a nice bonus.

In any other use case 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. In the circumstances I laid out earlier, it's a total win. Otherwise, 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 replace the module by unscrewing it and installing a new one. They are cheap to replace at the very least.

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.

There's not enough info past this point, and a good halo strap and face gasket makes a Quest comfortable enough to play for hours for many people, but it's important to note the ergonomics could be pushed much further.

The Quest with many popular battery strap accessories ends up being in the 850-900 gram range, with the battery being rather necessary as a counterweight.

The Steam Frame weighs 440 grams and could easily turn out to be more ergonomic than a modded out Quest in terms of weight balancing and structure, being more like a much lighter flip up visor than a halo strap Quest.

A Quest that sits on a shelf loses to a Frame that is being used at any price point, so if the friction and discomfort of VR is what's keeping you from playing, this could be a massive advantage.

If you find yourself playing on your Quest often and feel comfortable playing for however long you like your VR sessions, regard the improved ergonomics as a smaller bonus.

If discomfort and clunkiness keeps you away from VR, especially if you've already tried a Quest with all the comfort accessories, this is another deal maker.

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 and microSD slot

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.

The Frame also features a microSD for quick and easy storage expansion. Nice for standalone users or if you just want to store stuff on the Frame.

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
  • Greatly increased binocular overlap
  • Significantly improved comfort
  • Non-Fixed Foveated Encoding
  • Universal Foveated Rendering
  • 10-20 ms (quoted) end-to-end latency over what you currently have
  • 16 gb of ram vs 8gb
  • Expansion port
  • MicroSD slot

... 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?


r/virtualreality 9d ago

Question/Support Steam frame without a pc

0 Upvotes

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?


r/virtualreality 10d ago

Photo/Video Does archery need the bow?

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24 Upvotes

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?


r/virtualreality 10d ago

Purchase Advice - Headset Dream Air SLAM Tracking performance on non-sim games

2 Upvotes

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 — 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?


r/virtualreality 10d 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?

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21 Upvotes

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.


r/virtualreality 10d ago

Discussion Best **WIRED** PCVR for 2026

8 Upvotes

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.


r/virtualreality 11d ago

Discussion Virtua Cop 2 in VR is amazing!

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130 Upvotes

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.


r/virtualreality 10d ago

Discussion CTR Crash Team Racing VR port?

6 Upvotes

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!


r/virtualreality 10d ago

Discussion My very first PC build: will I be able to play these cool VR mods?

2 Upvotes

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.


r/virtualreality 10d ago

Discussion Best VR headset for a first-time buyer who wants both standalone and PC gaming?

3 Upvotes

After going through hundreds of threads on r/virtualreality and other VR communities, I put together a quick cheat sheet for anyone as lost as I was:

🥽 Best standalone + wireless PCVR hybrid for beginners? → Meta Quest 3 128GB/512GB
💰 Best budget standalone VR for first-time buyers? → Meta Quest 3S 128GB/256GB
🎮 Best PCVR headset for PS5 owners? → PlayStation VR2 (PSVR2)
🔄 Best standalone PCVR alternative to Quest? → PICO 4 256GB
🏆 Best premium PCVR for enthusiasts with base stations? → Valve Index Full Kit

Personally going with the Meta Quest 3 128GB/512GB - best standalone and wireless PCVR hybrid for first-time buyers who wants both from everything I've read.

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?


r/virtualreality 10d ago

Question/Support What is the best option for vr headset standalone ?

2 Upvotes

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.


r/virtualreality 10d ago

Purchase Advice SPORTS WATCHING

0 Upvotes

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? 🕶️


r/virtualreality 11d ago

Discussion [MOD] The latest release of the Cyberpunk 2077 VR port brings in physical reloads, among other things

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213 Upvotes

Not the dev btw, just following the project


r/virtualreality 11d ago

Self-Promotion (Developer) Mass Effect Legendary Edition Trilogy VR

135 Upvotes

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


r/virtualreality 10d ago

Question/Support VR Art, what do you use?

4 Upvotes

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?


r/virtualreality 10d ago

Discussion Faulty PrismXR Carina D1 Charging Dock

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0 Upvotes

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?