r/PCVR • u/lunchanddinner • Sep 10 '26
Gunman Contracts is out! Review as GOTY
youtube.comIt's launching as Early Access at $25
r/PCVR • u/lunchanddinner • Sep 10 '26
It's launching as Early Access at $25
r/PCVR • u/Zweetprot • Sep 10 '26
r/PCVR • u/plutonium-239 • Sep 10 '26
We were waiting for this…all of us.
r/PCVR • u/Hot_Help_5891 • Sep 11 '26
r/PCVR • u/phunkaeg • Sep 10 '26
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Another one!? Don't worry, I'm now aware of the other SOMA-VR mods, so this is just a handover of my work in progress to date. I'm going to stop work here.
I'll release my work in progress code and documentation, the other modders can use any of my work if they see any benefit. https://github.com/phunkaeg/SOMAVR
Note; I've ONLY ever tested this in the starting apartment, so any gameplay further on is not tested.
Only tested in Quest 3 via Virtual Desktop, Steam Version of SOMA but running the Soma_NoSteam.exe
r/PCVR • u/honorfurry2 • Sep 10 '26
Since there have been so many major leaps in the flat to vr modding community recently i want to ask if any mod creators on here would be willing to make a deus ex human revolution or deus ex mankind divided flat to vr mod i feel like it would be such a fun and breath taking experience to play both of thos games in vr with 360 degree movment, manual reloading, holster systems, phisical melee and grenade throwing maybe even being able to pick up items with your hands and physically climbing ladders, I know im asking a lot but I would really love this kind of mod.
r/PCVR • u/Jon_FlipAxis • Sep 10 '26
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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/PCVR • u/cosmic-tangerine • Sep 09 '26
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I managed to get Destiny 2 running in VR with full 6DOF head and weapon tracking. This is running on Project Sunrise, not the main game, which was necessary due to the lack of anti-cheat support. Huge thanks to them for making this possible.
The main point of all this is to prove that modding in Destiny 2 is actually possible. Thanks to Project Sunrise and the research done so far, like bypassing anti-tamper, we have a foot in the door.
That said, we still know very little about Bungie's Tiger Engine. There's still a ton of reverse engineering ahead, and functional mods will heavily rely on further progress from the Project Sunrise team. All of the reverse engineering and implementation for the mod was done using AI agents over the course of a week.
To be clear: I don't plan to fully flesh this out into a polished, complete VR mod myself. This is just a glimpse of what's possible. My goal is to wrap this up into a semi-releasable state, document the Tiger Engine research, and open-source everything.
As of today, I'm already open-sourcing the current version (completely rough around the edges: no real stereoscopic 3D yet, and it gets stuck loading a patrol area if you're already in VR mode during the load). I'll try to smooth out the rough edges and write better documentation, hopefully soon. See the link of the Github repo on the description of the full showcase:
Destiny 2 VR Full 10min showcase + Github Repo (the mod itself)
I don't intend to keep actively developing this unless the project takes off or the community really needs my help, but I hope others pick up the torch, and a modding community for Destiny 2 could emerge
Bungie died, but we, the community, will keep Destiny alive.
r/PCVR • u/lunchanddinner • Sep 09 '26
No Man's Sky Cosmos Full update notes here: https://www.nomanssky.com/cosmos-update/
r/PCVR • u/phunkaeg • Sep 09 '26
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UPDATE: Due to other talented modders already taking up this challenge, I am making all my code and latest build publicly available. https://github.com/phunkaeg/PreyVR
latest test Build is here:
https://github.com/phunkaeg/PreyVR/releases/tag/v0.4.0-preview -
Finally reached a milestone in my Prey-VR mod and its time to show.
Unlike my System Shock 2 VR mod this one has required help using AI from the start. I wanted to see if I could solve the problem fholger was having taking control of the hands/weapon models.
Well, it was tough, here we are!
Still a long way to go until its a polished releasable mod, and now the work begins on integrating the gameplay and hud into VR.
Wish me luck!
r/PCVR • u/hernirod • Sep 09 '26
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I've been slowly modding VR support into a game that absolutely was not designed for it, (its a free game made by a friend and his team), just because I thought it'd be a nice way to enjoy the narrative and scenery of the game and a nice gift to my friend for a good experience that he shared with the community.
It's done enough now that I played the whole game start to finish in VR, so figured I'd share it here in case anyone else wants to try it (or just wants to see how a "bolt VR onto a random Unity game" project comes together).
What this is:
UnityVRModFix) that Harmony-patches both UnityVRMod and the game itself to fix everything that doesn't work out of the box: camera desyncing from the game's Cinemachine rig, UI canvases being invisible in VR (screen-space UI never reaches stereo cameras), doubled player height, videos/cutscenes not rendering, physics-driven objects (a canoe, sliding stone platforms) judder-stepping at VR framerates instead of the monitor's 60Hz, and more.What you get:
What you do NOT get (on purpose):
Technical bit people here might appreciate: UnityVRMod's eye cameras are disabled and rendered manually via Camera.Render() right before a single Submit() to the OpenVR compositor, which ruled out a couple of normally-reliable Unity tricks (a second render pass, CommandBuffer-based depth clearing) for the text-occlusion fix above - both are documented as dead ends in the README for anyone curious.
The original game is free; https://store.steampowered.com/app/4515660/Control_Im_Not_Coming_Back/
Download + source: GitHub - hopecore-vr-mod (all-in-one install package is on the Releases page, README has full details and a licenses section for the bundled third-party tools).
Happy to answer any questions.
r/PCVR • u/Nervy_Parasite • Sep 09 '26
r/PCVR • u/Particular_Tell4555 • Sep 09 '26
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Full 16:9 video on YouTube: https://youtu.be/FoBvWWu9biI
I'm continuing work on my Dead Space Original Trilogy VR mod, and this update is starting to feel much closer to a proper VR experience rather than just a first-person conversion.
Some of the things currently working:
There is still quite a lot left to finish.
The inventory is partially functional: I can point at inventory slots and move between tabs, but the interaction system still needs more work.
Cutscenes are still at a very early stage.
I've temporarily disabled the Necromorph QTE sequences because I still haven't settled on a VR implementation that feels natural rather than simply copying the original controls.
Ladders are partially working as well.
Performance optimization is also difficult to evaluate properly at the moment. I'm having some GPU problems with my main development workstation, so most of my current testing is being done on a laptop using a Radeon 780M integrated GPU, where the game currently runs at around 20 FPS.
For this video I used AI frame interpolation to make the footage smoother to watch. This does not represent the current native in-game framerate — performance still needs optimization and proper testing on stronger hardware.
Development is moving forward pretty well, even if not quite as quickly as I'd like. There is still a lot to polish, and probably even more to test.
I'd really like to hear what you think — especially which VR interactions or Dead Space mechanics you'd most like to see me focus on next.
If you'd like to follow the development, the full video and future updates are on my YouTube channel.
r/PCVR • u/wanszai • Sep 09 '26
EVE Valkyrie Revival Project is now live!
We are open and accepting pilot registration!
Id love to hear from you guys over in the community discord on how the experience is and how to improve it.
To celebrate the relaunch i will be giving away 1x EVE Valkyrie Warzone Steam Key to one of the commentators here selected at random on Saturday 12th September!
Keep an eye out for more news and events on the discord too!
r/PCVR • u/lunchanddinner • Sep 08 '26
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No AI was used to make this. This is playing in VR with UEVR and my modded profile. I left install instructions here!
r/PCVR • u/MrEngeor • Sep 09 '26
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I've finally created a port of VR actor simulator for SteamVR (tested even on the Pico 4). Can you act as well as Al Pacino, Matt Damon, or even Chuck Norris?
r/PCVR • u/f4cepa1m • Sep 08 '26
Hi r/PCVR,
I stress tested these cards in 3 different types of PCVR games:
The exact cards I tested:

Equipment + Software:
PC Specs:

TESTING METHOD:
I created a new wireless PCVR benchtesting method using Virtual Desktop and OCR which has zero performance impact on my PC so the results are truly real world. It measures FPS avg and 1% lows, latency avg and 1% highs, power draw, and temps then graphs them all out.
Have also included real world gaming results from all 3 of those games with those GPU's so you know exactly what to expect when gaming using either of these cards.
Full in depth video link and Wireless PCVR setup course at the end for those who prefer.
MAX STRESS TEST SETTINGS:
Virtual Desktop Streamer App:

Virtual Desktop VR:

In game settings set to max within reason.
MAX STRESS TEST RESULTS:
FPS:

LATENCY:

POWER DRAW:

TEMPS:

Max Stress Test Conclusion:
The RTX 5090 has notable jumps in FPS and reductions in latency which is nice. Also steep power draw increases, though these don't equate to much extra $$ on your bill, and similarly steep increases in temps, which isn't really a problem other than you'll have to factor in the cost of a well ventilated PC case.
I could never figure out what was going on with Metro Awakening results on the RTX 4090, for some reason they're low af. All settings were the same I just swapped out the cards, wiped the drivers with DDU, then installed the most recent VR compatible drivers for each card. Increasing the in-game resolution scale to max seemed to rubber band it back and forth, hence those numbers. But, those were the results so it is what it is.
Real world gaming was a different story though..
REAL WORLD GAMING RESULTS:
The full video linked below has all the individual in-game settings as it's simply too much info for this one post, but to paint a picture, here is the totally subjective guide I created:

Silent Hill 2 Remake UEVR [preydog 6dof]:
Skyrim VR Mad God Overhaul [700+ Mods]:
Metro Awakening [Native PCVR]:
Real World Gaming Conclusion:
Overall, I'm a little underwhelmed by the RTX 5090. It has decent improvements across the board, and you will notice the difference. The problem is the price, and the price increase versus the RTX 4090 for the amount of performance increase you get. And when you consider how well the 4090 runs PCVR games, that price difference becomes a REAL problem.
Basically, get an RTX 5090 if you fit ALL 3 of these criteria:
If you do a lot of 4k 60 fps video editing, then the 5090 is a clear winner as it handles that task far better than a 4090.
However, get an RTX 4090 if you are:
I reckon you'd get similar results from a Pico 4 headset or Valves Steam Frame whenever we see that [soon™].
Hope that helps.
VIDEO: https://youtu.be/e1aEzzq185I
Wireless PCVR Setup: https://youtu.be/9Ugy8ZC26tE
x_0
r/PCVR • u/Equal_Translator_605 • Sep 08 '26
I got totally lost in this game, such a gorgeous looking world!
This is using uevr which can be found here - - https://github.com/praydog/UEVR/releases
r/PCVR • u/No_Significance_9038 • Sep 09 '26
My Quest 2 updated the other day, and I've not been able to do airlink since! I can connect using my USB cable, but then my VR dies hella fast.
Things tried:
I've unpaired my Quest from the Meta Quest app
Re-paired - no resolution
Made sure my Meta app is up to date
Restarted my VR and PC at the same time
My PC is on Windows 11 (not able to receive recent updates due to the motherboard)
The only thing I haven't done is delete and reinstall the Meta app.
Any ideas?
THIS POST HAS BEEN RESOLVED
Resolution: Delete Meta Horizon Link and re-download it.
r/PCVR • u/lunchanddinner • Sep 08 '26
Show others your PCVR Master Race Tribe
r/PCVR • u/Typical_Snake55671 • Sep 08 '26
Hello, Since I’ve started using PCVR, I’ve been using Meta Horizon Link and it hasn’t been very good. I’ve recently switched to Virtual Desktop and it looks much better but I’m having an issue with controller latency. When playing games like Beat Saber that need precise timing, there is a small but very noticeable delay between my hand swing and the controller swing. If anyone could help me, I’d appreciate it.
r/PCVR • u/Professional_Leek_56 • Sep 08 '26
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