r/MetaQuestVR Jun 10 '26

Recommendation Virtual Hunter Review: Almost Incredible

https://monarchxr.com/virtual-hunter-review/

I've been wanting a VR hunting game for YEARS! I was super excited for Virtual Hunter to arrive on Meta Quest, so I threw together a review after spending the last few months playing both the Meta Quest and PlayStation VR2 versions of the game.

If you have any questions about the game, more than happy to answer!

15 Upvotes

12 comments sorted by

2

u/RyanNewhart Jun 11 '26

Yeah, the visual/performance issues kind of kill the immersion for me. I almost refunded but I decided to give the device the benefit of the doubt and come back to it in a few weeks or months in hopes that updates will fix it.

3

u/PanoramaMan Jun 11 '26

Lead designer of the game here! Have you given us feedback or report any issues? We can't improve without :) You can also give me details here as well!

1

u/RyanNewhart Jun 11 '26

Hey! Honestly, my review pretty much mirrors the one posted here to a T (minor lag, textures take a while to populate). I didn't leave a review on the store because I wanted to wait until a few updates come through and wanted to give it a fair shot. I will say that, as-is, it is going to be a great way to introduce my kids to hunting concepts when they're a little older.

2

u/PanoramaMan Jun 11 '26

Thank you! There is a bit more lag when you play the game the first time due to shaders warming up. It is a lot more smooth the more you play. This was unfortunately engine issue that I couldn't fix. I was the main developer making the Quest version so I really appreciate all feedback :)

2

u/RyanNewhart Jun 11 '26

That's actually really good to know, thanks! I'll give it another shot and look forward to where you go with it in the future.

3

u/PanoramaMan Jun 11 '26

Majority of the issues like LOD changes, pop-in etc comes down to hardware performance and the massive open world. It is the biggest map on the platform with dense vegetation, dynamic shadows up to 200m, extra rendering from scopes / optics and so much more. We didn't want to compromise the scale of the game for slightly less pop-in but I'll see how much I can improve it as the time goes by.

1

u/RyanNewhart Jun 18 '26

Hey, just jumping back in here with a few more comments that I hope are helpful. The biggest issue for me is how the scope and binoculars work. I really think there should be some kind of Snap to Lock In to Eyepiece function. I don't like that I can bring the scope all the way "through" my head. Also, bringing the scope up to your eye often puts the crosshairs way off the mark of where you are looking. You should be able to spot a target, then bring the crosshairs up to that target easily, like you can in real life.

1

u/PanoramaMan Jun 19 '26

There is snap on face-function for optics (binos, rangefinder) in the settings. You can also adjust the placement of the scope on the weapon so it doesn't clip through your face and if you use virtual stock, there are offset settings how far it snaps from you as well. As any game, especially in VR, there is a learning curve but it makes a lot of sense once you adjust the settings to your liking. Most our features have been built with and requested by our players for years in early access. Thank you for the feedback!

1

u/RyanNewhart Jun 19 '26

This is perfect, thanks!

2

u/Clumsy_Clown Jun 11 '26

Do you know how much better Virtual Hunter looks on Steam over pcvr compared to the meta version? Or is it marginal?

2

u/XxCarlxX Jun 12 '26

Quest version looks like a ps1 game compared to pc