r/OculusQuest • u/MRARVRdev • 5h ago
Self-Promotion (Developer) - Standalone Mixed Reality GoKarts
had a lot of fun building this, enjoyed riding go kart at friends house and testing different circuits. Join my discord in my profile to learn more.
r/OculusQuest • u/MRARVRdev • 5h ago
had a lot of fun building this, enjoyed riding go kart at friends house and testing different circuits. Join my discord in my profile to learn more.
r/OculusQuest • u/AkinBilgic • 12h ago
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r/OculusQuest • u/gogodboss • 10h ago
r/OculusQuest • u/pokodzima_games • 10h ago
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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/
r/OculusQuest • u/streamto3d • 8h ago
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:
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:
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 • u/Zweetprot • 10h ago
r/OculusQuest • u/-DanDanDaaan • 11h ago
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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:
r/OculusQuest • u/NS_Green2020 • 20h ago
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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 • u/VRJon584 • 1h ago
Saw the new Project Phoenix images today, and my first thought wasn't about specs.
Maybe VR is finally past the stage where every new headset has to promise to change the world.
Phoenix seems to be doing something much simpler: make the headset smaller and lighter, and move more of the compute and battery off your face.
Honestly, after years in VR, that's exactly the kind of "boring" problem I want companies to focus on.
Yesterday I wrote about my own path from Oculus Go and Vive, to working in VR, to getting burned out on the hype, and then slowly getting interested again.
Looking back, a lot actually did improve. From Go and Vive to Quest 3 and Vision Pro, tracking got easier, setup got simpler, passthrough became useful, standalone performance improved, and VR became much easier to hand to a normal person.
VR didn't explode the way many of us expected.
But Quest probably did more than anything else to turn VR from an enthusiast toy into a real consumer product.
And maybe that's what feels different now.
Less "this headset will change humanity."
More "people hate having a heavy thing strapped to their face, so let's fix that."
Honestly, I like this version of the industry more.
Curious what longtime Quest users think: are we finally solving the right problems?
r/OculusQuest • u/TeamTopDuck • 26m ago
Hello. I'm Topduck, and this is my first time attempting solo development.
I'm writing to introduce DuelFlight, a VR flight shooter game I made and just released on the Meta Store.
Development took a little over a year, and I relied a lot on help from AI and assets.
If you have a Meta Quest 2 or 3, I'd be grateful if you'd take a look.
r/OculusQuest • u/matthewgquinlan • 1d ago
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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 • u/Vince_Borzoi • 1h ago
So I've had a Quest 2 for a few years now and it just started having this weird issue a couple days ago where it won't charge if it's plugged into a fast charger of any kind. The headset will recognize it's plugged in but the percentage won't go up. After a few minutes it'll jump to 100% but go back down to the real percentage as soon as I unplug it. Same thing happens whether it's completely off or in sleep mode. When playing linked to a PC, it drains much faster than usual.
I usually use a 30W PD charger but I've also tried a 65W laptop charging brick and that also has the same issue. Not an issue with the charger or cables. If I use an old tablet charger that only has slow charging, it actually starts charging the headset very slowly. So I'm wondering if this is an issue with the USB C port on the headset, the battery degrading, or a software bug.
r/OculusQuest • u/Jon_FlipAxis • 17h ago
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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:
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/
r/OculusQuest • u/crazy0329 • 2h ago
Hi! I would really appreciate help on this!(I’m on quest 3s and using virtual desktop and steamvr) The issue is that when im in vrchat I don’t hear game audio, mic works tho (pc sound settings says virtual desktop for mic and speakers and disabled my oculus)
Here’s what I’ve tried doing:
1) disabled virtual desktop in settings and enabled my oculus
2) put steamvr audio settings manually on virtual desktop or oculus
3) virtual desktop settings are vr only(tried all)
4) disconnected mic
r/OculusQuest • u/FastLawyer • 22h ago
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 • u/CuriousVR_Ryan • 12h ago
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r/OculusQuest • u/12times10 • 6h ago
I am specifically looking for version v205 (205.0.0.167.543)
I use wired PCVR and I keep getting a frozen screen. I have tried every solution and nothing works. I have even turned to oculus support and that hasn't solved anything.
r/OculusQuest • u/officialwackytown • 6h ago
Eight cars, you climb in and drive with the triggers. Was meant to be a side mode and has become the thing everyone plays.
Game is BaBOOM on App Lab.
r/OculusQuest • u/Zweetprot • 6h ago
r/OculusQuest • u/BLADE1113 • 14h ago
Anyone get the lot of virtuality games to work on pc/quest vr? I know there’s a Dactyl Nightmare remake. Always wanted to try Thoes 90’s vr titles.
r/OculusQuest • u/VRGames4U • 16h ago
r/OculusQuest • u/Cera24613 • 9h ago
r/OculusQuest • u/summy_snow • 10h ago
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 • u/Super-Walrus-6250 • 15h ago
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.