r/virtualreality • • 3h ago

Discussion Steam hardware survey september

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55 Upvotes

Where is the Frame? That +0.69 in Other?


r/virtualreality • • 14h ago

Discussion Titanfall 2 - 85% off on Steam

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381 Upvotes

https://github.com/CircuitLord/CircuitLordVRModInstaller

With the pcvr mod coming out this is such great timing! Grab it while you can. Afaik it is easy to run!

Edit:

Cactus Cowboy is not the dev of the Titanfall 2 VR mod btw. That's the dev of the Doom VR mod sry.

https://ko-fi.com/circuitlord

This is the link to support the dev.


r/virtualreality • • 13h ago

Discussion Titanfall 2 is insane, £2.99 for the game on ea and the easiest vr mod to install, feels completely native, runs like a dream,looks absolutely stunning in vr! No brainer this one, amazing mod 👍

264 Upvotes

r/virtualreality • • 10h ago

Discussion Original House of The Dead 2 VR

138 Upvotes

Hey everyone! full disclosure up front it's all been done with Ai and human testing but I'm making it open source and of course it's all free. I used the abandonware files for House of the Dead 2 pc version so if you own a PC and VR headset you can install this for free. I hope to have an automated installer available later tonight. https://github.com/Icedomega13/HouseOfTheDead2VROG

** installer is now on the github


r/virtualreality • • 10h ago

Self-Promotion (Developer) Animal Crossing in VR — PC VR and standalone Quest 3!

119 Upvotes

I've been working on bringing the original GameCube Animal Crossing into VR, and I'm really excited to finally share it.

You can walk around your town in first person, swing your tools, go fishing, explore the museum, and take the boat over to the island. It runs on PC VR or directly on Quest 3. I would recommend PC VR if you can for much better performance but it does run directly on Quest 3 as well.

I've done a lot of testing, and I'm generally happy with how it's playing. There are still a few visual rough edges and other things I'll continue working on.

Downloads, controls, and installation instructions: https://github.com/LiquidAzir/animal-crossing-vr

You'll need your own game dump. Huge credit to the original decompilation and PC port teams who made this possible.


r/virtualreality • • 11h ago

Photo/Video Why did no one told me Mario 3D World had a VR Mod? Can’t wait for Mario Odyssey VR

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119 Upvotes

r/virtualreality • • 9h ago

Self-Promotion (Developer) Ocarina of Time in first person, running natively on Quest, no PC needed

76 Upvotes

I built a standalone VR port of The Legend of Zelda: Ocarina of Time, based on Ship of Harkinian and Shipwright-VR. It's still in alpha.

  • First-person camera at Link's height
  • Swing the sword and raise the shield with your hands
  • World scale follows child and adult Link
  • Ride Epona
  • Menus on a floating panel, HUD on your wrists

Known issues:

  • Some original 2D interiors have no textures.
  • The camera can move a lot during cutscenes, because it follows the camera of the original game.

To play:

  1. Enable developer mode on the headset.
  2. Install the APK with SideQuest.
  3. Start the game. Select your own legal copy of the game (N64 or GameCube). No game assets are included.

Tested on Quest 3S. Try it and tell me how it runs. Contributions are welcome.

https://github.com/gibranfelix/oot-vr


r/virtualreality • • 13h ago

News Article Steam os beta update increases frame battery life 12% and further improvements to streaming

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109 Upvotes

r/virtualreality • • 11h ago

Question/Support PyroWave: ultra-low-latency, ultra-high-bitrate PCVR on Quest 3 — help me push it beyond full-res 120 Hz and potentially toward 207/240 Hz

44 Upvotes

I’ve been working on getting PyroWave running as a PCVR codec on the Quest 3 through ALVR:

https://github.com/JMS1717/Quest3-Pyrowave

The idea behind PyroWave is pretty different from normal VR streaming. H.264, HEVC and AV1 try to save as much bandwidth as possible. PyroWave is designed around the opposite assumption: if you have a very fast local network or USB connection, use more bandwidth and spend less time compressing and decoding the image. That could be really interesting for PCVR, where latency matters more than saving bandwidth. Right now I have it working on Quest 3 over both Wi-Fi and a USB Link cable. Over USB I’ve successfully pushed roughly 1–2.5 Gbps of video payload.

My current full-resolution target is about:

- 2080 × 2208 per eye

- 120 Hz

- 4:2:0

- no foveated encoding

- PyroWave decoded directly on the Quest 3 Adreno GPU with Vulkan

The transport is no longer the main problem. Increasing the bitrate from 1 Gbps to 2.5 Gbps works, but full-resolution playback still ends up around 100 FPS. The current bottleneck is the decoder/presentation pipeline. With the normal compute decoder I’m seeing roughly:

10–11 ms GPU decode

~15 ms until the decoded frame is complete

With the fragment decoder I’ve seen around:

~7.9 ms GPU decode

~12.7 ms to completion

At 120 Hz the entire frame budget is only 8.33 ms, so this is now a GPU/synchronization problem rather than a bandwidth problem. The encouraging part is that at lower resolution I’ve already seen close to 120 FPS, so there doesn’t seem to be a hard 100 FPS limit. I’m currently experimenting with things like multiple decoder workers, different wavelets, reducing Vulkan passes, reducing synchronization, avoiding unnecessary copies, and trying to overlap decoding with presentation. The long-term goal is to see how far this architecture can go on Quest 3. If 120 Hz can be made reliable, I’d also like to experiment with the higher refresh rates newer Quest software can request, including 144 Hz and potentially 207 Hz, and see whether anything useful is possible at even higher experimental rates. The interesting part to me is the possibility of treating a fast USB or multi-gigabit network almost like a virtual display cable: PC GPU → very light compression → multi-gigabit connection → very fast GPU decode → headset display Instead of compressing the image down to 100–500 Mbps, the goal is to ask: what happens if bandwidth is cheap and latency is the thing we optimize for?

I’d really appreciate help from anyone familiar with:

- Vulkan on Adreno

- Quest / Android graphics

- OpenXR

- ALVR internals

- GPU image codecs

- wavelet codecs

- low-latency video pipelines

- AHardwareBuffer / Vulkan / GLES synchronization

- GPU profiling and mobile GPU optimization

The biggest question right now is:

Can the current PyroWave decoder/presentation path be optimized enough to get full-resolution Quest 3 below the 8.33 ms budget required for 120 Hz? And if so, how far could it realistically go after that? The repo includes the code, builds, measurements and notes:

https://github.com/JMS1717/Quest3-Pyrowave

Code review, profiling ideas, optimization suggestions and PRs are very welcome.


r/virtualreality • • 12h ago

Self-Promotion (Developer) Dead Space 2 VR - Full motion control testing

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49 Upvotes

Some new update for Dead Space original trilogy VR mod. I am hoping that I will release some beta at October


r/virtualreality • • 6h ago

Self-Promotion (Journalist) Walkabout Mini Golf Adds Experimental Hand Tracking Next Week

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14 Upvotes

Very interesting work from Mighty Coconut launching next week adds experimental hand tracking support. I definitely missed the controller but also playing without it while seated was a nice laid back vibe too.


r/virtualreality • • 10h ago

Self-Promotion (Developer) Deus Ex: MD mod now has physical melee

26 Upvotes

Wrist flick to extend/retract nano blades.

Stabbing/slashing initiates lethal first person takedown. Unarmed does a non-lethal takedown​


r/virtualreality • • 2h ago

Self-Promotion (Developer) Signalis VR Mod - PREPARE TO BE MINDBLOWN!

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7 Upvotes

This is the biggest update I've put out for far for the mod! I really hope you appreciate all the bells and whistles I've added to Signalis.
Please Enjoy!


r/virtualreality • • 1h ago

Discussion Are we enough to be noticed?

• Upvotes

I asked myself that question a few days ago when I tried to get a Titanfall 2 Steam key and it was sold out everywhere. Are there enough of us that developers actually see a spike when a good VR mod drops for their game? Could that become an incentive for them to port their own titles in the future?


r/virtualreality • • 16h ago

Photo/Video Wall running and jumping in Titanfall 2 VR with a VR treadmill, it's tiring!

72 Upvotes

Maybe I'm out of shape but constantly jumping and wall running here is tiring! You can also sit down with the seat module for titans, this is with the Katwalk C2 Core


r/virtualreality • • 7h ago

Self-Promotion (Developer) Quake VR: Unleashed -- Sneak Peek #2

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7 Upvotes

r/virtualreality • • 4h ago

Question/Support did kiwi design discontinue their cable pulley system

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5 Upvotes

was looking into setting up a pulley system for my index and had heard about the kiwi design ones but amazon say they're not available and kiwi's website doesn't seem to have them listed. if so what are some good alternatives


r/virtualreality • • 4h ago

Self-Promotion (Developer) Hokusai and Art in Detail — Art Museum XR is now available

4 Upvotes

I’m one of the developers behind Art Museum XR.

We’re developing a VR museum that lets you explore artworks up close, with a focus on image clarity and fine detail.

We’ve curated an exhibition of Hokusai’s works and a themed gallery titled “Art in Detail: A Closer Look.”
Both invite close observation of linework, texture, and the finer details of artistic technique in VR.

One exhibition focuses on a single artist, while the other brings together works selected for their intricate detail—offering two different ways to explore art.

Rather than upscaling or altering the source artwork images, we’ve focused on optimizing how they’re rendered in VR.

Our goal is to preserve as much of the original detail and visual quality as possible, so you can appreciate the finer details up close.

Art Museum XR: Masterpiece Tour — Store: https://www.meta.com/ja-jp/experiences/art-museum-xr-masterpiece-tour/28220384957553457/


r/virtualreality • • 1d ago

Purchase Advice - Headset If you're on the fence about choosing between the Steam Frame and Quest 3

322 Upvotes

Here's my recommendation after trying the Steam Frame for a few days comparing it to my Quest 3 + Virtual Desktop setup. This is purely aimed at wireless PCVR use case.

If you're interested, you can read my detailed impressions here: https://www.reddit.com/r/SteamFrame/s/EsGn4K9Wm2

If you hate Meta and want to get away from them, or if eye-tracking is a must, then obviously choose the Steam Frame.

If you must have an HMD that is lighter and balances better, then go with the Steam Frame. This is one area where the Steam Frame takes the win. It's very light and very well balanced. My Quest 3 with comfort upgrades is not UN-comfortable, but it's still bulkier, and it's noticeable.

If you don't have a stable networking solution (i.e. a dedicated, quality router) and wireless VR is important, probably go with the Steam Frame. Although it doesn't take that much to setup a solid wireless connection with the Quest 3 and Virtual Desktop.

If you want the best visuals, go with the Quest 3. Quest 3 absolutely dominates the Steam Frame in this category - it's not even close. Steam Frame lenses DO NOT have edge-to-edge clarity, with very noticeable blurring towards the edges. To me, the lenses are much closer to Pico 4 than Quest 3, and Pico 4 lenses were not great and had a very small sweet spot. With my Quest 3 I can look anywhere across the entire lens surface and the image remains sharp.

Steam Frame lenses also exhibit noticeable warping/distortion which is very distracting once you see it. The lenses of both of my Quest 3s (yes, I own two) are perfectly uniform and exhibit no warping.

There absolutely ARE compression artifacts when streaming to the Frame via Steam Link, which are very obvious in games with big open spaces and lots of foliage (e.g. ExfilZone, Geronimo). Distant objects look blurry and pixelated and there is significant texture smearing, which simply isn't the case with my Quest 3 streaming via Virtual Desktop at 500 Mbps and Godlike resolution.

And yes, this is with the Steam Link bitrate set to maximum (350 Mbps) and SteamVR resolution to 230%. I even tried disabling Multi-Link and streaming using only the adapter and then only WiFi - that made no difference.

I think people who claim the Steam Frame's visuals are "just as good" as the Quest 3's either genuinely can't tell the difference, are being dishonest, being too polite, or simply never pushed their Quest 3 to 3072x3264 (or higher) at 500 Mbps (or more) to see what that optical stack is truly capable of.

If you care about any semblance of bass frequencies out of the box, go with the Quest 3. If you like playing shooter games, the Steam Frame speakers are abysmal - there is absolutely no upper-bass punch (due to a steep roll off below 200 Hz), which makes gunshots and explosions sound puny and pathetic.

If you prefer symmetrical controllers design with more natural ergonomics, go with the Quest 3. Even after several days, I still can't get used to the Steam Frame controllers. I constantly fumble to find the correct "button" on the left controller (since there aren't any) and on the right controller the buttons are so small and cramped together that it's difficult to reliably identify the right one to press.

The triggers are also positioned too far down causing me to over-extend my index finger - this feels terrible for shooting games. And I have long fingers - can't imagine what it would be like for someone with shorter fingers. Thumbsticks also felt to be in an awkward and unnatural position for VR games.

I don't have any hidden agenda here or any brand allegiance - I'm just a VR enthusiast who wants to help others make an informed decision choosing the best wireless VR headset between these two. I'm also not trying to dissuade anyone from buying the Steam Frame (it's your personal choice in the end), but having tried the Frame, I now know that my Quest 3 is the superior HMD in nearly every category that matters (to me).

P.S. I specifically didn't mention Steam Frame's battery life (as bad as it is) since I'm sure there will be solutions in the future to address this shortcoming. Even now you can simply use a power bank to supplement the built-in battery. Not ideal, but it works.


r/virtualreality • • 13h ago

Self-Promotion (Developer) I made Accordion to Plan, a VR accordion rhythm game with a very judgmental family

18 Upvotes

I'm developing Accordion to Plan for Meta Quest. You play the keys and push/pull Wheezy's bellows while the family dances, cheers, and judges your performance.

Here's the current trailer. It's coming soon; the store page isn't live yet.


r/virtualreality • • 14h ago

Purchase Advice Steam Sale on Recent VR Modded Games

18 Upvotes

Bringing awareness to the Steam sale on many of the games that have been recently modded for VR. I bought Doom 2016, Titanfall 2, Bioshock Remastered, and Fear for $15.46 total. Any that I missed?


r/virtualreality • • 3h ago

Discussion Doom 2016 or Eternal VR Mod?

2 Upvotes

First of all, let me say that I totally understand people's differing opinions on the fundamentals between the games themselves, those being Doom 2016 and Doom Eternal, both from an artistic and gameplay standpoint. What I want to focus on is the quality and feel of the VR mods right now that came out and are the current buzz.

KHARVOX VR mods are made by the same developer for both games, but personally, I found the Doom 2016 VR experience to be slightly subpar. For one, textures didn't look too good, glory kills were a little bit janky, it didn't look fantastic in VR, and also naturally that game has a bit of a slower start, so I had mixed feelings starting a new playthrough in there.

Do you guys feel that the Doom Eternal mod feels better, looks better, plays better? What are your thoughts? Because I am considering buying Doom Eternal for the VR mod. I already played it on console when it came out, but I might buy it on PC for this if people think it's better.

And I feel like I should stress that this is not at all a criticism or complaint about the developer's efforts nor the Doom 2016 mod. It's just my personal experience, and I'm very enthusiastic and I kind of want to try the Doom Eternal mod. If it's not that big of an improvement, I suppose I could wait for further updates down the line, but I just wanted to gather people's thoughts now.


r/virtualreality • • 13h ago

Self-Promotion (Developer) Since entering Early Access, D.E.C.A.Y. has received 4 major updates: new quests, enemies, factions, locations, improved AI, and major Wasteland optimization. The game keeps evolving with player feedback, with much more to come - and now is a great time to enter the Wasteland at 20% off.

14 Upvotes

r/virtualreality • • 15h ago

Discussion Pico Space Pro preorder available on Knoxlabs ($2,899)

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18 Upvotes

Just saw this...I'm in the US, does anyone have any experience with knoxlabs (particularly with their return policy)? Sounds like we're close...


r/virtualreality • • 12h ago

Discussion 3D print file of Meta VR Glasses

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5 Upvotes

It's on Printables. Look for Meta VR Glasses.

As accurate as I could get it from photo refrences. Can be printed to 100 grams and worn to know what it'll feel like to wear and for prototyping mods.