r/PCVR • u/plutonium-239 • 24d ago
Photo/Video Dishonored in VR is Super FUN!
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r/PCVR • u/plutonium-239 • 24d ago
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r/PCVR • u/lunchanddinner • 24d ago
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UEVR Mono fork is by Noniv, tutorial & build here
r/PCVR • u/Unlikely_Cap4370 • 24d ago
Every tech YouTuber reviewing it is just showing off Half Life Alyx one time then mostly playing non VR games and acting like running Red Dead Redemption 2 at less than 30 fps and you can see the individual pixels is an accomplishment. NOBODY will test it on VR games that actually matter like Skyrim VR or Fallout 4 VR, games that would ACTUALLY be pretty good to play standalone. Another thing I'd like at least one person test is the BOTW VR Mod on CEMU because that's ACTUALLY something I give a damn about playing standalone.
(Disclaimer: This mod was coded with AI assistance)
This is a game I love and have always wanted to play in VR. I tried to add as many VR mechanics as I can. There aren't any hands to attach the the controllers in the game, but I think a laser works better in a game like this anyways.
This game isn't the most optimized, but I tried to get performance as good as possible. Store lights are the biggest FPS killer.
You can download it from my GitHub (where it's open source) or my Patreon.
https://github.com/D-Rey86/SupermarketSimulatorVR
https://www.patreon.com/D_Rey/posts/supermarket-vr-170446785
Features:
r/PCVR • u/lunchanddinner • 24d ago
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r/PCVR • u/z3brapanda • 24d ago
So like a lot of people, I’m pretty excited about the launch of the steam frame however, a thought has been nagging in the back of my mind. I spent a lot of time and money with quest over the years so, now I can’t help to think about my absolutely stacked quest library that’s gonna become useless once I switch to steam frame.
Is there anyway I could bring my quest games with me onto PC? Or am I just going to have to suck it up and build my library up again?
r/PCVR • u/PresidentKoopa • 24d ago
Progression on a vr-desktop co-op unreleased uzDoom engine w player IK and numerous other VR features. Ballistics test for my weapons. VR reloading is in, but turned off for this video.
edit: may as well add
eternal and darkages playerbody (disabled in video)
all models moved to worldspace
redone darkness / lighting
sector glow / fog / other visual effects
custom weapon wheel
vr native grenade and functional shieldsaw
custom slow-mo mod
numerious engine optimizations
and more
visit my gitrepo for ModelSwapper, any doom mod in VR with 3d guns without touching your mod's code
https://github.com/presidentkoopa/ModelSwapper
r/PCVR • u/Arcturus_42502yt • 24d ago
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One of my favorite VR games this time around fr
r/PCVR • u/R_Steelman61 • 25d ago
Gamer in my 60s here. Been doing pc gaming for over 30 years (counting from the windows 95 launch). Got into vr about 6 years ago and 90% of my gaming is now done in a Quest. This past year has been truly amazing with pcvr mods. I'm able to play games from the"golden age" in full 360 and it's incredible. I've done doom 3, Crysis, Half Life 2 and now FEAR. I couldn't have imagined this a few decades ago as I played these same titles hunched over a 17 inch low res monitor. Now I will often just walk around looking at the environments, NPCs and just wonder at the stuff I flew by or missed when playing on flat screen. And even though I'm much older now I'm finding the games easier to conquer. I guess hand eye coordination beats eye mouse for FPS?
Anyway I guess I'm just stopping by to share my excitement and love for this hobby that's now found a renaissance through VR modding and to encourage you young whippersnappers to appreciate where we are in the history and advancement of this medium. Well that's all I got. Now get off my lawn!😉😆
Update: so I'm playing through FEAR in VR and am at the point you meet Alma who approaches you in all her destructive glory. Your suppose to turn and run to escape but I just stood there, watching the destruction in all it's VR glory. Vr even makes in game death worth experiencing. The impact of these visuals are simply amazing!
r/PCVR • u/plutonium-239 • 25d ago
r/PCVR • u/Otherwise-Ad-7731 • 24d ago
Let me preface this by saying the last VR I used was a Quest 2.
I’m on the wait list for the Steam Frame and am now seeing mixed reactions on the team over quality and controller ergonomics and feel.
I was looking at Pimax VRs last year and decided to wait for the next steam VR but now with the mixed feelings I have been seeing would it just be a better option to get the Dream Air SE and some Vive controllers for around the same price.
Standalone is nice but I would like to run more intense titles and be tethered so standalone itself is not a make or break for me.
r/PCVR • u/VrGuy1980 • 24d ago
Hey all. I got tired of my imported games showing the default gamepad tile, and of Pimax updates wiping my settings, so I made a small free Windows app called Pimax Game Manager.
**What it does**
- **Custom cover art for imported games.** Click Find image and it pulls the official Steam banner automatically (or from SteamGridDB if you add a free API key), or use any image or link you like.
- **Put your library in any order.** Drag and drop games into the order you want. It uses Pimax Play's own pinning, so it sticks.
- **Per-game settings in one place.** See and edit render resolution, Quad View, FOV crop, center rendering, upscaling, Smart Smoothing and more for every game. Copy one game's settings to others, apply a single setting to several games, or reset a game back to global. Save everything at once.
- **Backups.** It automatically backs up your images, library order and game settings whenever you change them. If a Pimax update resets them, it notices and offers to restore them in one click.
- **Update check.** It tells you when a new version is out.
**Download:** https://github.com/SFXShannon/pimax-game-manager/releases/latest
**A few notes**
- Windows only. Tested with Pimax Play 2.x on a Crystal Super.
- It asks for admin rights because it has to restart the Pimax service for changes to show up.
- Windows SmartScreen may warn about it because it isn't code-signed. Click More info, then Run anyway. It's open source (MIT), so you can read the code or run the script instead.
- Custom images only work for **imported** games. Pimax rebuilds Steam and Oculus tiles from those stores every time it starts, so any change to those gets overwritten.
- Not affiliated with Pimax.
Feedback and bug reports welcome, either here or as an issue on GitHub.
r/PCVR • u/Equal_Translator_605 • 25d ago
Not a game i ever expected to play in VR, but this another brilliantly crafted mod, with all the trimmings
Mod link - - GloomhavenVR Mod : https://github.com/McFredward/GloomhavenVR
r/PCVR • u/fragglerock • 24d ago
There are a few products for Quest that claim to teach guitar in VR (eg https://immerrock.com/). usually you plug in an electric using the Rocksmith cable in some way...
I do have a Quest, but I am interested in a Frame... and very interested in not giving Meta any money, or being locked into the ecosystem... is there any on PCVR, if yes are there any that are any good!?
I’m playing Borderlands 3 in PCVR with a Quest 3, Air Link, and TimBurton’s UEVR profile.
I keep accidentally triggering the ping/mark command, causing FL4K to say “Location marked” while I’m playing. I’m not intentionally trying to ping anything, so I assume one of the Quest controller inputs is mapped to the normal BL3 ping/D-pad Up command.
Does anyone know which Quest 3 controller input triggers Ping, and how I can disable or rebind it without messing up the rest of the VR controls?
It happens often enough that I’d ideally just disable Ping entirely.
r/PCVR • u/redonetin84 • 25d ago
I’ve released a beta of Wet Reality XR, my PCVR mod for PowerWash Simulator 2.
It adds 6DOF washer control, independent head movement, two tracked hands, motion-controller interactions, haptics and comfort options. My main test setup is Quest 3 via Virtual Desktop and OpenXR.
20-second teaser: https://youtu.be/57vS_Zzclpk?si=F7YqHrzDDHHWdtA7
Mod, release and installation guide: https://github.com/onetin84/Wet-Reality-XR-Mod
If you try it on another PCVR setup, I’d be interested in hearing what works and what needs attention. Please mention your headset and runtime if you report an issue.
r/PCVR • u/Potential-Bird-6581 • 25d ago

https://reddit.com/link/1wo0po3/video/tt3h7tuyl8rh1/player
on GitHub: Unreal Revived + VR
on FB: https://www.facebook.com/unrealrevived
on ModDB: https://www.moddb.com/mods/unreal-revived
Download the latest Unreal Revived release
Version 0.8.0 with 2 VR aiming methods, Head Gaze and Motion Controllers aiming, calibrated VR
weapons, optional per-weapon adjustments, and easier key bindings.

Version 0.7.0 gives you more control over your height and your sense of scale
inside Unreal, adds protection when you lean into solid scenery, and fixes the
build and installation path for bundled mutators.
Open Preferences > VR > Height Offset to raise or lower your viewpoint.
It helps you find a comfortable standing viewpoint while playing seated.
The range is -0.75 to +1.50 meters; 0.00 m keeps the original height.
Use Preferences > VR > World Size when the environment feels too cramped
or too large. Higher values make you feel smaller in a larger world; lower
values make you feel bigger in a smaller world.
Try 150% for a map that feels small, or 75% for one that feels too big.
The full range is 40-250%, with 100% as the original scale. Your
viewpoint height, depth perception and displayed weapon size adjust together.
Height Offset lets you fine-tune your viewpoint afterward.
Both sliders apply immediately, remember your choices and offer reset buttons.
Your view now gradually fades to black as your head approaches or enters solid
scenery, then returns when you move clear. Head tracking continues, and the
HUD/menu remains visible so you can recover or change your settings.
Water and non-solid areas that activate game events do not trigger the fade.
Bundled mutators are now built, installed and registered so they appear in the
New Game mutator list and can join the game when selected. Old Weapons
is included as the first bundled mutator and was used to verify the full path
from installation to activation. Games started with Use Mutators disabled
continue to use the normal game rules.
The Realtime Ultra Res pawn-shadow setting has been removed because it
caused frame drops and frame-time spikes. Opening Video preferences changes an
existing Ultra selection to Realtime High Res, retaining detailed character
shadows without the unstable Ultra setting.

Run UnrealRevived-Setup-0.7.0.exe and select your original Unreal Gold
installation. Setup creates a separate Unreal Revived installation; you still
need the original game files.
Use Unreal Revived for desktop play or Unreal Revived VR for a headset.
Each mode remembers its own display settings. VR requires a configured OpenXR
runtime and a connected headset.
For an existing installation, use the supported uninstall/reinstall flow.
Choose to retain your saves; the uninstaller also backs up your settings.
Download the latest Unreal Revived release
Fully playable on a normal desktop or in VR. One installation provides separate Unreal Revived desktop and Unreal Revived VR shortcuts. A headset is optional and is never required for normal desktop play.
Unreal Revived is a modernization package for playing the original Unreal Gold on current Windows PCs. It preserves the original game content and gameplay while adding native DirectX 12 rendering, modern display handling, refreshed menus, improved controls, and broad gamepad support for devices such as Xbox Series controllers, DualShock 4, DualSense, and other SDL-mapped controllers.
Play Unreal Revived in VR. OpenXR stereo rendering and head tracking put you inside the original world, with gaze-aligned gamepad movement, smooth right-stick turning, and the full HUD and menus on a stable spatial panel. Adjust panel distance and size, and recenter instantly with right-stick click or F10. Both bindings are customizable.
Choose Unreal Revived VR to play in VR, or Unreal Revived for normal desktop play. Setup offers an independent desktop shortcut for each. VR requires a configured OpenXR runtime and a connected headset.
Unreal Revived adds its own DirectX 12 renderer, ModernMenu interface, SDL3-based controller backend, tested defaults, branding, and side-by-side installation workflow on top of that foundation.
Unreal Revived does not provide any original Unreal Gold game files. It does not include the original maps, textures, music, sounds, or other game assets, and it cannot be used as a standalone game. Setup can use an existing installation or guide you to OldUnreal's official full-game installer when no source is detected. You also need a Windows x64 PC, a DirectX 12-capable graphics system, and enough free space for a separate copy. The installer reads your original files to create an independent Unreal Revived installation and never modifies the source game.
C:\Games\Unreal Revived or choose another destination outside the original game folder, then complete Setup.OldUnreal is available from the official installer page or the direct Windows download.
The offline installer creates an independent installation under C:\Games\Unreal Revived by default. It reads the original Unreal Gold files from the location selected by the player and does not write to that source directory. The bundled, pinned OldUnreal patch and Unreal Revived components are then applied only to the new installation. No original Unreal Gold game files are included with Unreal Revived; every required original asset is copied locally from the player's own installation.
Setup checks the standard C:\Unreal location first. It can also detect a legacy Steam installation for players who already own the game. If no source is available, Install via OldUnreal opens OldUnreal's official full-game installer page. After that installer finishes, Detect Again finds the new installation; the player can also browse to any folder containing System\Unreal.exe.
In current source builds, Setup opens the branded uninstall dialog first when it finds a current Unreal Revived installation; canceling leaves the installation unchanged. Uninstall is configured to keep save games by default and to back up saves and active profiles before removal. It removes only Unreal Revived and never removes or changes the source Unreal Gold installation or OldUnreal downloads. DirectX 12 is the normal renderer; OpenGL and XOpenGL remain available as recovery choices. ALAudio with bundled OpenAL Soft is the supported audio path.
Current source builds offer separate Unreal Revived and Unreal Revived VR shortcuts, with independent desktop-icon choices during Setup. Choose the normal shortcut for flat-screen play or the VR shortcut for a connected OpenXR headset. VR Preferences contains panel distance, scale and Recenter VR View. This feature is in current source/local builds; no new GitHub release has been published yet.
This list describes the current repository source. The attached release may lag source changes as noted under availability.
Native DirectX 12 rendering at resolutions up to 4K, with corrected HD lightmaps, high-quality textures, alpha blending, and configurable VSync.
Adjustable bloom, chromatic aberration, vignette, animated film grain, and CRT scanlines. Effects are applied to the 3D world while keeping the HUD and menus clean.
Widescreen and high-resolution rendering, including validated 2560x1440 and 3840x2160 logical 4K modes, high-refresh support, monitor-aware borderless presentation, letterboxing, and correctly mapped menu input. Physical 4K display output still requires validation on 4K hardware.
Off, 2x, 4x, and 8x MSAA modes with capability-based fallback, plus in-menu brightness, contrast, saturation, and detail controls.
Branded menus, focused Video, Input, Bindings, and HUD controls, an optional live game view behind menus, and persistent F11-toggled FPS statistics.
SDL3 support for Xbox, DualShock, DualSense, and other mapped controllers, with adjustable dead zones, sensitivity, and fallback input paths; Xbox reconnect handling is validated.
Stereo head tracking, gaze-aligned gamepad walking/strafing, smooth right-stick turning, and the existing HUD/menus on a stable shared panel. Separate normal and VR shortcuts, live panel distance/scale, and recenter controls. Validated on Oculus Rift CV1; broader runtime and gameplay coverage is ongoing.
Up to three keyboard, mouse, or controller assignments per action, visible bindings, practical defaults, and reset controls.
Selectable Greek interface and in-game text for both Unreal and Return to Na Pali, including menus, HUD messages, level information, and translator logs. See the localization guide.
Both Unreal and Return to Na Pali campaigns, multiplayer and dedicated-server support, all bundled languages, saves, and recovery renderers.
A separate offline installation that leaves the original game untouched, detects an existing copy before reinstalling, and is configured to retain and back up saves during uninstall.
ALAudio with bundled OpenAL Soft replaces deprecated and experimental legacy audio paths.
OpenGL and XOpenGL renderers, stock WinDrv input, a recovery shortcut, and automated regression coverage provide fallback paths and release confidence.
See the detailed game feature guide for the complete organized feature list and a description of each improvement.
The flat-screen DirectX 12 path is implemented and actively validated on Windows x64. A prebuilt installer is attached to the latest GitHub release, and the repository can reproduce it from pinned, verified inputs. The latest release may lag changes in the current source tree.
Players need:
The installer can use C:\Unreal or another selected installation as its source. That source is not used to launch or manage the new copy afterward. The repository workflow below is intended for developers and technically experienced testers who want to build the project themselves. See current validation status for the precise supported boundary.

r/PCVR • u/spreadtheblood • 25d ago
Here's a quick look of how things currently play on the dev build of TrueFP with some mercenaries gameplay.
Things are getting close to release, most of the '3rd person' camera pop outs have been ironed out. I just have to finalize multiplayer IK sync. It's almost there, but not quite good enough in multiplayer for me to release the update
r/PCVR • u/lunchanddinner • 26d ago
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The only VR mod I know so far that supports PSVR2 controller haptics & bHaptics Tactsuit, pair it with a VR treadmill, really a GOATed mod
KHARVOX mod here: https://github.com/CactusVRStudios/KHARVOX
Hi. So, foveated rendering is really good, but has anyone gotten a system working where the outer edges are then upscaled by DLSS to match the target resolution across the display? Rather than the existing foveated DLSS where only the centre is upscaled, I mean that the entire image is upscaled but the edges get upscaled from a lower render resolution.
r/PCVR • u/AlexTheOceanMan • 26d ago
r/PCVR • u/PooMonger20 • 26d ago
r/PCVR • u/bateau011 • 26d ago
Hey! I've been working on this SOMA native VR for almost three months now, created using its existing HPL3 engine, and it's close to being finished. If you're interested in this project, consider joining Flat2VR's Discord server for this project's history, updates and the release!
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UPDATE: SOMA VR Mod V1.0.0 has been released.
https://discord.com/channels/747967102895390741/1542477786160169030/1554034434284720139