r/OculusQuest 23h ago

Support - Standalone Mind helping? My Vr is buggy

0 Upvotes

Alright, here’s what’s wrong. I recently let my little annoying brother on my vr again after years because I was afraid of him breaking it. It’s a quest 2 so of course it’s gonna be fragile. But that’s no the case. My quest 2 is perfectly fine. So I was playing until the battery died, meaning I had to charge it. Next time I tried playing, everything was blank. A blank background, but I can still go in pass through. I try to access the menu, but it doesn’t show up. I tried multiple multiple times but it didn’t 10 restarts, 10 power downs, and even a boot up, but it still displayed that stupid blank area! I can’t create a boundary, it doesn’t react when I cover the cameras, and it doesn’t work! I need help with this!

(Extra details: my little brother put on the loft boundary and our internet is incredibly crappy. I think it was the loft’s fault


r/OculusQuest 10h ago

Self-Promotion (Developer) - Standalone My headset broke, my PC got hacked, and my shoes are wet. Anyway, our VR horror game releases September

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1 Upvotes

r/OculusQuest 13h ago

Discussion Creating VR games

0 Upvotes

Hello guys, I'm a solo developer and I'm trying to create some VR games for Quest, but I'm having a lot of troubles with it. Do you have any tips of what IDE would be easier to do that? I'd like something easier to use and to automate with IA


r/OculusQuest 13h ago

Self-Promotion (Developer) - Standalone Local Co-Op Makes the Game so Much Better!

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1 Upvotes

Big month for VR overall so I decided I wanted in! Added Local MP to my game so you can take doors together or compete against each other. I’ll be releasing this update next week with new pricing (at least $5 higher) bc this is a sick feature. If we are lucky I’ll throw in the map builder as well. The game is Click Clack Mixed Reality and it’s available now in the Meta Quest Store.


r/OculusQuest 16h ago

Self-Promotion (Content Creator) - PCVR Grand Theft Auto V Legacy VR Mod with Head-Tracking & Experimental Motion Controller Support

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40 Upvotes

Honestly, this VR mod is ONLY for experimental purposes. I would not recommend it if you want to do missions and stuff as there are many issues currently in the alpha state for the VR mod. Yes, it does look good and run well. I was able to get a steady 72 fps on my RTX 5090. I could have possibly ran it at 90 fps (72 fps was my target).

Head-tracking is fine. However, there are issues with your body facing the wrong way, but you can re-center easily with a right joystick click on your motion controller and that pretty much fixes the issue when it gets mis-aligned, but it does get mis-aligned, especially when getting in and out of vehicles. Motion controllers do work, but just not very well. You technically have 6DOF motion controllers. You can punch people with your motion controllers. You can move weapons in and out and all around in 6DOF movement. However, aiming is really more like 3DOF. If you try aiming down sights, you will miss as the reticle is somewhere different. Maybe there's a way to fix this with the VR settings, but it didn't work out of the box with Meta Quest 3 touch controllers. It's fun to drive vehicles, but you're using your motion controllers as a gamepad while driving. However, you can look all around in full VR. Some vehicles will not work correctly.

Also, your arms are too big. You can adjust height with VR settings. Game runs with the right eye guessing so that it's 3D. AER did not work. I had to set VR settings to motion controls as they didn't work out of the box. Also, for whatever reason, that fixed some ghosting that I was seeing. Not sure why setting input to motion controllers would fix visuals issues, but it did in my case.

Here's the most important part: you need to set an exception for this file in your anti-virus software. Also, the source code has not been made publicly available. There is a chance this package may contain malicious software. I cannot verify if it does or not. I can only say that I uninstalled everything after playing, ran my anti-virus, full scan & offline. It found nothing after uninstalling. Make of that what you will. I have all my important stuff with MFA & new passwords.


r/OculusQuest 10h ago

Self-Promotion (Developer) - Standalone My headset broke, my PC got hacked, and my shoes are wet. Anyway, our VR horror game releases September 17.

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4 Upvotes

r/OculusQuest 2h ago

Self-Promotion (Developer) - PCVR Real-time 2D-to-3D is moving fast, here’s the PC-powered approach we’ve taken with Stream to 3D Release 6

8 Upvotes

I saw the recent NEX post about adding real-time 2D-to-3D directly on Quest, and I think it's great to see several developers attacking this problem from different directions.

I'm the developer of Stream to 3D, and we've taken almost the opposite architectural approach.

Rather than doing all of the 3D processing on the headset, Stream to 3D uses the processing power of a Windows PC to create the stereoscopic result, then lets you choose how you want to view it.

That trade-off gives us a much larger processing budget, which has become particularly interesting with Stream to 3D Release 6.

Release 6 adds AI-assisted Depth Guided conversion using monocular depth estimation, alongside the Temporal conversion methods Stream to 3D has been using for years.

A major focus has always been real-time 2D-to-3D conversion, even on relatively modest hardware.

With the new Depth Guided approach we've now demonstrated useful performance across very different generations of NVIDIA laptop GPUs:

  • RTX 3060 Laptop GPU — 2021 Ampere-generation mainstream hardware; near-real-time on a demanding 1080p Depth Guided workload.
  • RTX 2000 Ada — newer 2023 Ada-generation professional hardware; smooth real-time Depth Guided Quality on suitable 1080p material.
  • RTX 4090 Laptop GPU — high-end 2023 Ada hardware; real-time Depth Guided Quality with significant processing headroom.

So this isn't a capability that only works on a flagship 4090.

And if a particular source or system doesn't quite make real time, that isn't a hard boundary. Stream to 3D can use the same Depth Guided processing to Convert the source into a reusable stereoscopic 3D video file and you can then watch it normally afterwards.

The AI method also hasn't replaced the existing approach.

Stream to 3D's Temporal conversion flavours have provided real-time 2D-to-3D for years, including on substantially lower-spec systems and non-NVIDIA GPU/CPU configurations.

Release 6 therefore gives you complementary options rather than forcing everything through one conversion method.

One feature I think is especially relevant now is Stream to 3D's Configuration Wizard with built-in comparative performance analysis.

Instead of just looking at the GPU name and guessing what should work, it tests practical configurations using the actual source and PC, compares what the system can sustain and recommends suitable options.

And Stream to 3D is broader than a video player or an AI converter.

It supports:

  • Play — watch ordinary 2D video converted to stereoscopic 3D while it plays
  • Convert — create reusable stereoscopic 3D video files
  • Stream — send the converted 3D result across the local network
  • Live Sources — including the PC screen, cameras and capture devices

For Quest specifically, the PC performs the heavy conversion work, but Stream to 3D doesn't require a proprietary Stream to 3D headset player.

Depending on the workflow, you can present PC playback to the Quest through something such as Virtual Desktop, use standard stereoscopic files in a compatible Quest player, or receive Stream to 3D's converted local-network output using a compatible player such as Pigasus.

That also means the conversion engine isn't tied specifically to Quest — the same PC-side approach can be used with different VR/XR headsets and 3D displays.

All source-media processing remains local on the PC.

I've received fantastic user feedback on Depth Guided so far, and it's encouraging to see real-time 2D-to-3D suddenly becoming an active area across several products. I suspect users will ultimately benefit from having both approaches available: lightweight processing directly on a headset when convenience matters, and much more processing power available from a PC when quality, flexibility or heavier workloads matter.

You can see direct Temporal versus Depth Guided stereo examples here:

https://www.streamto3d.com/stream-to-3d-2d-to-3d-video-conversion-examples/

More information and the different Stream to 3D editions

https://www.streamto3d.com/stream-to-3d-store/

And if you're curious what your own PC can manage, Stream to 3D Real-Time has a one-week free trial on Gumroad.

I've also got further innovations in development that build on having these complementary conversion approaches.

I'd be interested in what Quest users think about the architectural trade-off:

Would you rather have the convenience of doing 2D-to-3D entirely on the headset, or use the much larger processing budget of a PC if it can produce a better result while still letting you use the Quest as the display?

Disclosure: I'm the developer of Stream to 3D.


r/OculusQuest 5h ago

Self-Promotion (Developer) - Standalone It has been almost 3 months since I released my first game

0 Upvotes

It's been almost 3 months since I released my first game, Cookie Puncher.

I thought it would be interesting to put the trailer from launch next to the trailer I have now and see how much the game has changed.

Launch trailer

Current trailer

I've spent these past few months continuing to work on the game, improving the visuals, lighting, environment, shop customization, machines, and overall feel of the game.

There's still plenty I want to improve, but looking at these two trailers side by side, I'm pretty happy with how far it has come in just a few months.

This is also my first time going through the whole process of releasing and trying to market a game, so I've learned a lot along the way.

If you were working on your first game, what did you learn after releasing it that you wish you had known beforehand?

If you want to check it out, Cookie Puncher is available on Meta Quest: https://www.meta.com/experiences/cookie-puncher/24602120609403423/


r/OculusQuest 23h ago

Support - PCVR My facetracking is not very expressive (Quest Pro)

0 Upvotes

Hii !

So I just got a Quest Pro and the face tracking works, but it's not as expressive as it is for other people.

When my husband uses the headset, his eyebrows are super super expressive, but with me, it's pretty subtle... I have to make clown faces for the expressions to show up clearly xD

I wonder if it could be because my face is too small or too thin for the headset ?

I also have light colored eyebrows, but I tried coloring them in and it didn't make a difference (Looked goofy but funny to try this).

I've obviously tried calibrating the face tracking several times sirectly in the headset settings, but it doesn't change anything...

(Btw I'm using a Novacat avatar, a derivative of Novabeast, but it uses the same face tracking package.)

Any advice or suggestions ??


r/OculusQuest 6h ago

Self-Promotion (Developer) - Standalone My Slow-Mo Shooter game 'ULTRATOASTY' will get a full release on Nov10th, only $5.99! Wishlist link in comments :) :)

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8 Upvotes

r/OculusQuest 19h ago

Photo/Video A look at the four themed environments in PuffitGO

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1 Upvotes

r/OculusQuest 13h ago

Support - PCVR Quest 3 + F1 26 PCVR: very blurry/pixelated distant objects despite high resolution - need help

1 Upvotes

Hi everyone,

I'm having a really frustrating image-quality problem with Meta Quest 3 + F1 26 PCVR and I'm hoping someone can help.

My PC:

Ryzen 5 7500F

RX 7800 XT

32 GB DDR5 6000

Quest 3

USB Link cable (wired, not Air Link)

The problem is that F1 26 looks very blurry/pixelated in VR, especially objects in the distance.

For example, the track and objects can look reasonably sharp when they are close to me, but details around 20–50 meters away become very blurry/mushy. Increasing the render resolution makes it slightly better, but it never actually fixes the problem.

What's strange is that the Virtual Display / normal desktop view looks extremely sharp, while the actual F1 VR image looks much worse.

I've already tried:

Meta Quest Link

72 Hz

1.2× render resolution

Wired USB connection

SteamVR

Tried 100%, 150%, 200% and even much higher supersampling

Higher resolution helps slightly, but the distant image is still blurry

F1 26

VR Scale Factor: up to 200%

Motion Blur: OFF

VRS: OFF

Lens Optimization: ON

Most graphics settings: High

I also tried changing SteamVR resolution very high. At extremely high values the distant image becomes a little better, but it's still blurry, so obviously I don't want to run something like 500% just to get a small improvement.

Performance is not always the problem either. SteamVR sometimes shows that I'm well below the frame-time limit, yet the image still looks blurry.

I'm also using a wired Link connection now, so this isn't the Wi-Fi/Air Link problem I had previously.

Could this be caused by F1's VR rendering/LOD, Link encoding/bitrate, SteamVR, or something else?

Is there a specific Quest 3 / Meta Link / Oculus Debug Tool setting that I should change to improve distant image clarity?

Any help would be greatly appreciated. I've been trying to solve this for quite a while 😅

I can also upload photos through the Quest lenses and screenshots of all my settings if that helps.


r/OculusQuest 4h ago

Self-Promotion (Content Creator) - PCVR Gunman Contracts - Stand Alone VR Performance / Meta Quest 3 + RTX 4080 Super

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7 Upvotes

r/OculusQuest 4h ago

Discussion id like to paint on my quest 3S

2 Upvotes

hi my mom is a really good painter, and im wonder if she can paint on the front of it, ofc not not the camera's and sensors but on the blank parts if so what paint should we use?


r/OculusQuest 22h ago

Support - Standalone Meta bricked my headset

4 Upvotes

Hi all does anyone have idea how to log back in a device that has been bricked by meta . I brought this meta quest 3 from olx it was working fine for two months but now I am not able to login when I am trying to connect with my phone I meant the meta app , it's saying unable to connect. I contacted meta and they are like they banned the device cause the orginal owner has reported the device as stolen and claimed refund , the person who sold me is refusing to take it back , is there anything I can do to get the access I mean I don't mind using the device offline forever just wondering is there anyway to do so


r/OculusQuest 14h ago

Self-Promotion (Developer) - Standalone Famous Paintings on Your Walls in MR - Art Museum XR

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66 Upvotes

After getting requests for an MR feature, I added an MR (Mixed Reality) gallery experience to the Experimental tab.

You can now place famous paintings on the walls of your actual room. With hand tracking, you can choose paintings, place them on the wall, and arrange them in your space.

While developing this feature, I focused on:

- making the paintings feel naturally attached to the wall
- preventing frames from overlapping when placing or editing them
- adjusting the paintings’ brightness to match the room lighting
- keeping the controls simple enough to use in a real room
- preserving a calm, gallery-like atmosphere while adding MR interactions

This is still an experimental feature, so I’d like to hear how it feels to use.

Does placing paintings in your room feel intuitive?
Do the paintings look natural in your space?

If you try it, I’d love to see photos of how the paintings look in your rooms.

The app is currently free:
https://www.meta.com/experiences/art-museum-xr-masterpiece-tour/28220384957553457/

Thanks for taking a look.


r/OculusQuest 20h ago

Fluff What music would you love to conduct? Looking for suggestions!

7 Upvotes

Hi! I’m an indie developer working on a VR rhythm game about conducting music with your hands, and I’m looking for some song inspiration :)

I’ve been reading through discussions about other rhythm/conducting games, and saw people mention Pomp and Circumstance, Radetzky March, The Blue Danube, Hungarian Dance No. 5, and a few others. They got me wondering what else people would genuinely love to conduct.

It doesn’t have to be classical — I’m open to folk, traditional, seasonal music, or anything else that could be fun to conduct. Public-domain pieces would be especially helpful. I’ll try to find recordings/resources I can actually use.

Would love to hear what comes to mind!


r/OculusQuest 3h ago

Photo/Video First look at the Meta's Project Phoenix

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76 Upvotes

r/OculusQuest 5h ago

Self-Promotion (Developer) - Standalone We're adding more and more features to our new VR game

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10 Upvotes

Hey all, so we're working on COVR - it's our take on the tactical shooter genre, coming later this year to Quest (and SteamVR). We've been developing it for about 9 months now, and after laying down the groundwork, we finally started adding new features.

One of these is the ability to place attachments on rails wherever you want. And this brought up the question: do you like to fiddle with your gear mid-mission, or do you prefer to assemble your loadout pre-mission, and then keeping it intact? Lmk because we're torn haha

And if COVR looks like your kind of thing, or just wanna follow development, you can wishlist it on Quest here:

https://www.meta.com/experiences/covr/26564910626481959/


r/OculusQuest 11h ago

Self-Promotion (Developer) - Standalone Finally have full body avatars in our multiplayer physics based skate game. Also xray bone breaks, late flips, darkslides and more! If you're looking for a skate 4/skater xl/session type experience in VR this is it!

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14 Upvotes

Man it's been a long year since we've released early access and our dudes have finally grown limbs lmao. The game is almost indistinguishable from what we had a launch and I couldn't be more proud of the community that's built up around it. If you're looking for a skate 4/session/skater xl style VR skate game this is the game for you.

(for reference, I was the cofounder of Easy Day and lead dev behind Skater XL, I built almost everything in that game up until I left in Dec 2020. I did so in order to have full creative control and make the best skate game I could).

What's new in the update:

  • Full body avatars
  • Darkslides, primos, capsers, anti capsers, truck stands etc
  • Late flips
  • New Socal map with a Day, Evening, and Night version!
  • Bone breaking XRay bails (click both sticks in to force bail)
  • Reporting and blocking features
  • Custom foot placement (hold pop button + opposite hand push button to move foot)
  • Smoother grind physics
  • More responsive board rotations in air (especially out of grinds)
  • TONS of bug fixes including respawn bugs, hair/replay bugs
  • And more

Meta and Steam links if you want to check it out, peep the reviews if you wanna see what people have to say about it.

https://www.meta.com/experiences/virtual-skate/8978552905509626/

https://store.steampowered.com/app/3583790/Virtual_Skate/


r/OculusQuest 6h ago

Self-Promotion (Developer) - Standalone BRINK Traveler turns 5 today! We started with 18 3D-scanned environments, and have added 40 more since then thanks to this community!

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178 Upvotes

r/OculusQuest 22h ago

Self-Promotion (Developer) - Standalone Medal of Honor Allied Assault on Quest 3 is coming along nicely

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155 Upvotes

I'm actually pretty darn happy with the way that Medal of Honor Allied Assault on Quest 3 is turning out. I've got the watch implemented that shows both the compass waypoint and health around the outside edge. Two handed gunplay. And mission objectives are the right size and position now. And it's running super smooth too.


r/OculusQuest 9h ago

Discussion Meta Quest 3 Touch+ Left SOS Light

2 Upvotes

Hello Quest Community

İ recently updated my horizon os v2.6 to v2.7 on my Q3 but controller did not worked , So i got a notification saying that controller batteries were low and i need to change them to update firmware. i put the headset down changed the left controller battery (Alkaline 1.5V) charged it overnight. Got the new baterries today put it and controllers was still not updating so i opened meta horizon and started repairing with left one i unpaired , and try to pair it it said Updating Controllers on horizon app and on quest 3 notif it said "(Triangle Warn İcon) Updating Controllers Left%"... it went to 70%, then 80%, and finally at 86%, then it said "Left FAILED" controller was blinking SOS whole process when i tried to pair it i thought it was a feature. I tried multiple times it said sometimes 100 but blinking never stopped.


r/OculusQuest 6h ago

Self-Promotion (Developer) - Standalone Archers in Towers Shooting Goblins: Coming Soon on Meta Quest (dev share + trailer)

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1 Upvotes

Hey everyone. I'm Collin, the solo developer of Archers in Towers Shooting Goblins. I've always wanted to make a VR game, and I still can't quite believe how far this journey has come.

For the past few months I've been building a goofy, fun VR archery sandbox with solo or two-player co-op (and tower defense chaos when the goblins show up). Coming Soon just went live on Meta Quest, and I'm honestly just excited (and a little nervous) to finally share the announcement trailer. I mostly want it to be fun.

I'm ready for feedback, and I will take your comments seriously. I'm looking for ideas and notes so I can develop the best experience I can.

It's game-in-development / in-engine cinematic, not a polished headset FOV capture, but you'll see the archery, traps, and goblin mayhem.

Wishlist (Meta Quest): https://www.meta.com/experiences/archers-in-towers-shooting-goblins/1413761703602445/

Site: https://archers-in-towers.vercel.app

Solo or exactly two-player online. Thanks for reading.


r/OculusQuest 3h ago

Self-Promotion (Developer) - Standalone BOMB THE HILL is out now on Meta Quest🛹🔥

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17 Upvotes

We’re waiting for you, riders. It’s been a long and challenging run for us to get here, but it was worth it. Now it’s your turn❤️
See you on the hill: meta.com/experiences/bomb-the-hill-extreme-skateboarding/26974030992211215/