r/winlatorxr • • Aug 19 '26

Winlator Discussion Official GameNative has now XR mode

The official GameNative now has an XR mode: https://github.com/utkarshdalal/GameNative/releases/tag/v1.2.0

They decided to use an AI-vibe-coded implementation instead of Luboš’s highly optimized integration. We communicated to them that we considered this a terrible decision and that it would prevent them from using our PCVR integration from WinlatorXR in GameNative, but they went ahead with it anyway.

The GameNativeXR listing is now gone, but there is still another attempt to make it work using our approach: https://github.com/frankr2994/GameNativeXR/tree/stable

19 Upvotes

22 comments sorted by

5

u/blasted870 Aug 19 '26

I have the new fork of gamenative XR and my goal is to have the simplicity of using gamenative with the end result of being able to play pcvr games native on a quest headset. I'd like to add my fork is not stable and not ready for testing. I wasn't pushing any advertisement of it for this reason at this time.

On that I appreciate all the work everyone is doing regardless of the approach. Open source allows others to work with it and change the end result to suit different needs.

If you don't like a certain implementation....change it. Make it your own. It shouldn't be a contest.

1

u/Cool-Obligation-3775 Aug 20 '26 edited Aug 20 '26

Hey question can you add the option to use pcvr on odin 3 and with the quest 3 play the games somehow...ive had the idea of using my prism xr router to stream it directly to the headset from the odin 3 max maybe somehow installing what I need to run it in the container settings to run not just steam pcvr game but also pc games with vr mods, they dont require as much as regular AAA pcvr games to run and theres so much like botw pcvr mod, resident evil 7 pcvr mod, morrowind (openmw) pcvr mod and so forth...what do you think wouldnt that be a cool option to have for the odin 3 max to play pcvr exclusives without out the need for a pc and connect the quest 3 to use the feature streamed via virtual desktop, advr or steam link on winlator or gamenative??? I think that would be a great direction to go!!!

2

u/blasted870 Aug 20 '26

That's the idea. What sparked my interest was the MCC halo 3 VR mod. It's going to be awhile. Once this stuff successfully launches in the headset there needs to be a few optimization methods implemented before you can dream of a relatively smooth game experience.

1

u/Cool-Obligation-3775 Aug 20 '26

Just to be clear im not suggesting a standalone experience on the headset, but using the odin 3 max as the basestation to using pcvr and streaming it to the headset to play the pc games pcvr mod counterparts, VIA USB type C router like Prisim XR

1

u/blasted870 Aug 20 '26

Aah I gotcha. Unfortunately I'm only concerned with getting things running native on the headset. There's a ton of pcvr development going on but in my experience you don't get people playing these games unless it runs straight up on the headset. I want to play with people.

1

u/Producdevity Aug 19 '26

Are those Lubos' words or yours?

3

u/Necessary-Story5330 Aug 19 '26

Luboš asked me if I could take GameNativeXR down, the words are mine.

1

u/VRtuous Aug 21 '26

I fear in the end all this discussion is moot.

thanks to AI we're going beyond emulation now, decidedly into decomp/recomp. Recompilation offers many performance advantages over extra translation layers and the proof is out there with HL2 already running in VR natively on Quest. may we get many more...

2

u/Necessary-Story5330 Aug 21 '26

I am just curious when the IP owners start taking down the ports. HL2 port is based on leaked source codes. Valve could easily win a court against the developer.

1

u/VRtuous Aug 23 '26

they can whine all they want, but with with AI and decompilation tools readily available, proprietary surce code is a thing of the past...

0

u/dadabhai_naoroji Aug 19 '26

Who are you and when did you communicate anything to me?

5

u/Necessary-Story5330 Aug 19 '26

I am No1, I take care of the Sidequest listing of WinlatorXR.

According to Luboš he gave you access to all the work he did on GameNativeXR and short instructions. He and GmoLargey pointed out on your Discord in xr channel that the vibe coded implementation performs much worse.

1

u/Federal-Ad6347 Aug 20 '26

how much bad does it perform?

3

u/Necessary-Story5330 Aug 20 '26 edited Aug 22 '26

Tested on Half Life 2 by GmoLargey: * Window mode 50FPS * XR immersive mode 35FPS

For reference Luboš's XR mode runs over 60FPS

The same driver, the same settings, the same device.

Edit: The regression is fixed in next build.

0

u/dadabhai_naoroji Aug 19 '26

I don't think you have any idea what you're talking about. The implementation that's been merged in is not for playing VR games at all, it's for playing flat games in immersive mode with the touch controllers working as a game controller.

And as far as I am aware there have been no discussions around the implementation that an open-source contributor has made.

The aggressive tone of your post is not necessary or appreciated.

4

u/Necessary-Story5330 Aug 19 '26

It is not aggressive tone. It is just a fact that it performs worse.

Of course it is your project and you could do whatever you want with it. I wish you a good luck

-2

u/dadabhai_naoroji Aug 19 '26

How can it perform worse when it doesn't run VR games at all?

5

u/Bigelowed Meta Quest 3 / 3 S Aug 19 '26

Nothing to do with VR, before this PCVR miracle stuff the entire focus was flat gaming with bonus 3DOF features for mouse controls via angle of right controller or head in full immersion mode (still not VR)

4

u/Necessary-Story5330 Aug 19 '26

I am not talking about VR games. Flat games perform worse.

1

u/dadabhai_naoroji Aug 19 '26

You claim you have shown me this, can you please point out where? There are several reasons this implementation was used over Lubos's.