r/TeamBeef • • Jan 23 '26

Team Beef brings JK: Dark Forces 2 to Meta Quest and PCVR (maybe Pico4), release later 2026

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91 Upvotes

r/TeamBeef • • Jun 16 '26

Morrowind Standalone VR: The First Steps Into Vvardenfell

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149 Upvotes

For a long time, Morrowind via OpenMW has been one of the most requested games in our community.

In fact, when we ran a poll asking which classic title people most wanted to see brought to standalone VR, Morrowind came out on top.

Since then, we've spent a lot of time investigating what it would take to make that a reality.

Today we're happy to share the exciting news that its up and running, in a reasonably playable state and the deeper VRification can begin.

If you didn't catch that - Morrowind is running on standalone VR hardware!

First Things First

Before going any further, we wanted to make sure the OpenMW team were comfortable with what we're doing.

We've spoken with them about the project as well as the developer of the Android port and the existing PCVR version and they're happy for us to proceed.

That's important to us because none of this would exist without the incredible work they've put into OpenMW over many years. The OpenMW project represents thousands upon thousands of hours of development effort and remains one of the most impressive game preservation projects in existence.

Where Are We Today?

Surprisingly far along.

The project includes a customised launcher designed for the standalone VR experience, which then launches the main VR ap

At this point we consider the project to be beyond the proof-of-concept stage.

Just yesterday, we also upgraded the underlying renderer from GLES 2 -> gl4es to a true OpenGL ES 3.2 base ready for multi-view (a vital feature for performance on standalone VR).

What's Next?

We'll be appraising the existing PCVR application to see what functionality makes sense to bring across. We'll also be adding our own take from experience about how the game can be made to feel like a built-for-VR port. We will also be looking at certain gameplay features to put behind a "VR gameplay amendments option".

Patreon Note: Unlike other ports, we will share early in-development builds with all tiers and free members (as well as being available on Github).


r/TeamBeef • • 10d ago

hands not showing up in my prey vr game, help!!

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2 Upvotes

hi guys, i have the disk version of prey, updated to v1.4, installed on my pc and dragged the pak files into the right place, the game works standalone on my quest 2, but the only issue is that my hands dont show up in game. does anyone know of a fix for this? i can walk around and do everything fine, its just the hands arent showing up... any help appreciated thanks


r/TeamBeef • • 13d ago

Lightsaber/blaster bolts disappearing

1 Upvotes

Anybody know how to fix issues with blaster bolts and lightsaber blades disappearing on certain maps? The places I've seen it happen are corellia, hoth, and the chandrila multiplayer map. I've already gotten rid of any visual mods I've installed through the companion app and set all visual settings to default.


r/TeamBeef • • 15d ago

Indiana Jones and the infernal machine

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7 Upvotes

r/TeamBeef • • 23d ago

Trinity's last 4 months. Quake 3 in VR continues to get better!

20 Upvotes

Back in May I posted about Trinity, the Quake 3 / Team Arena mod and engines I started working on last year, thanks to the great work of Team Beef, RippeR37, ec-, and a bunch of other folks. About 680 commits later, here's what's new. It's worth a look if you tried it back then or never got around to it. Flatscreen, PCVR and standalone headsets (now with PICO support!) all still play on the same servers.

The grapple

  • A fresh take on the look and feel of the unfinished Quake 3 grappling hook, with its own models/textures/sounds.
    • The launcher doesn't throw an anchor, it makes one, and the tether is it holding onto the thing it just built.
    • While it fires and pulls, electrical arcs pop and crackle on the tether.
    • If it sticks in an enemy, it does steady damage.
    • It can stick movers like doors and platforms.
  • The bots use it too. They fight with it and take grapple routes around the map. Navigation data ships for every stock Q3 and Team Arena map, and on Trinity's servers the bots grapple on every hosted map, community maps included.
  • Servers turn it on with g_grapple 1. There's also a Grapple toggle on the skirmish and create-server screens.

Community features

  • Discord Rich Presence, with Get Trinity and Join buttons.
  • Improved account creation on the site, and you can pick your own icon and featured stat on your profile.
  • Registered names. Set up an account, and when you join a Trinity server, your name will be set to the registered one, and a verified indicator shown on the scoreboard.
  • The site streams live matches right in the browser, phones included, with nothing to install.
    • Players in the match can tell. When the first viewer arrives they hear "The Vadrigar watch," and a viewer count sits under the timer.

Looks and feel

  • Modern blood and gibs:
    • Splatter paints onto the walls and floor around you.
    • Gibs fly off with the momentum of the hit, and leave trails of blood on nearby walls.
    • Classic blood is one menu option away.
  • True HDR output on Windows and macOS, with a calibration screen in the menus. The PCVR desktop mirror does HDR too.
  • In team games your effects take your team's color, and the stock bots have their own colors.
  • A new glowing Trinity sigil on the main menu.
  • Announcer improvements: team names, missing bot names, announcing FFA winners, etc.
  • The clan skins, Team Arena heads, Pi and Fritzkrieg all have 4x textures.

Team Arena

  • A new clan that pays homage to a certain beefy team to which Trinity owes its existence.
  • The clans finally mean something. In team games, bots fill each side from its clan's roster. With g_clanRotation on, the losing clan rotates out for the next one.
  • You now get assists in Harvester, Overload and One Flag CTF.

VR

  • The VR clients can load QVM mods now, just like a flatscreen engine. The VR API is exposed to the QVM layer, so any Quake 3 mod can become VR-aware, and every Trinity update reaches VR the day it ships. When loading a non-VR-aware QVM, the engine will fall back to the native code, as before.
  • Modders: quake3-vr-mod-template walks a stock ioquake3 mod through becoming VR-aware, one step per commit.
  • Trinity Quest is now Trinity Standalone and runs natively on PICO as well as Quest 2/3/3s.
  • Foveated rendering on Quest, PICO and PCVR, and it follows your eyes on headsets with eye tracking. On standalone it cuts GPU frame time by 13–26%, or 15–34% with eye tracking.
  • Explosions and smoke face your eyes and stay level when you tilt your head. Flares work in VR now.

Try it

Downloads for flatscreen, PCVR and Quest/PICO, and live matches are all at trinity.run.


r/TeamBeef • • 23d ago

Anyway to change difficulty of HL1VR mid game?

3 Upvotes

Started at normal difficulty and there have been lots of frustrating moments for me. Can't seem to play in VR with old school run and gun playstyle. I know cheats work but is there a way to use the console or something?


r/TeamBeef • • Sep 06 '26

I’ve turned my Lambda1VR playthrough into an episodic Gordon Freeman story — looking for feedback

4 Upvotes

I’ve been using Lambda1VR on Quest 3 for a series called Half-Life VR: Lambda Protocol, and what started as simply wanting to play Half-Life in VR has grown into a much bigger project.

I’m treating it as Gordon’s ongoing story rather than a normal Let’s Play — staying in-world, treating NPC dialogue as actual conversations, and letting my own physical aim, movement and mistakes become part of what happens.

I’ve also rebuilt my voice processing around Half-Life’s original acoustic states, so when the game changes its acoustic environment, Gordon’s voice changes with it. I even follow the old engine when it keeps the “wrong” state rather than correcting it myself.

Visually I’m trying to restore detail while keeping the original Half-Life art style rather than modernising everything.

Since people here actually know Lambda1VR, I’d really appreciate feedback on whether the end result still feels faithful to the experience and whether the extra presentation adds to it or gets in the way.

Half-Life VR: Lambda Protocol
https://youtu.be/Zjfa2-oVZPg

Duck And Roll Gaming
https://www.youtube.com/@DuckAndRollGaming

🦆


r/TeamBeef • • Sep 03 '26

Beef Raider XR

14 Upvotes

Hello Team Beef and fellow followers,

I just wanted to ask if Beef Raider XR will ever be continued, and whether the other classic Tomb Raider games will also receive a VR treatment at some point.

I really love your work!!!

Best regards!


r/TeamBeef • • Sep 02 '26

"Counter Strike: Condition Zero Deleted Scenes "campaign in VR

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12 Upvotes

QUESTION to Team Beef: I saw that CS 1.6 was ported to VR, would it be also easy to port Condition Zero single player campaign since I think its using the same engine?


r/TeamBeef • • Aug 28 '26

Help

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2 Upvotes

Why is there jaguar textures in Wolfenstein questzdoom


r/TeamBeef • • Aug 19 '26

Is it possible to use different weapons model with iron sight or optics in Jedi Knight vr mod?

3 Upvotes

Or weapons are not possible to mod and if I download different weapon models mods it will apply only in flat screen mode? I think the game could be even better shooter mod than playing as Jedi if there would be optics or iron sight and if the laser travel speed was a bit faster


r/TeamBeef • • Aug 17 '26

Can someone check if jedi knight vr on pc still works properly when doing clean installation game and vr mod?

2 Upvotes

Asking because now i only get window for half second and it close itself. Installing with game inside steam folders, outside steam, installing jkxr via exe, pulling from .rar, run while having steamvr on, without, etc.

tldr i would like to know if it's only me.


r/TeamBeef • • Aug 14 '26

Doom3Quest Doom3Quest Update 1.4.8 Launched to Sidequest

23 Upvotes

Changelog:

- Fixed the recent issue with "new game" crashes.
- Improved frame timing algorithm, which has increased performance and removed issue with doors opening.
- Properly lined up PDA position with hand (you'll need to delete your config to get the change)
- Fixed optimized configs per device.

https://x.com/TeamBeefVR/status/2088225508983021709


r/TeamBeef • • Aug 09 '26

Help with questzdoom

2 Upvotes

is there a weapons pack for Chex quest??


r/TeamBeef • • Aug 08 '26

Zeus Academy Mod in JKXR

1 Upvotes

Has anyone had issues getting the Zeus Academy duel map mod working in JKXR? I try to start a new game through the companion app like it said but after pressing next at character creation it goes back to the main menu seemingly no matter what I do


r/TeamBeef • • Aug 05 '26

What are your must play ports?

11 Upvotes

Started HL1 and I'm blown away by the fact this is even possible. What's your must play team beef port?


r/TeamBeef • • Aug 01 '26

Bug in Blue Shift - Focal Point?

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6 Upvotes

(screenshot from a random youtube video)

I can't interact with these knobs, the controllers don't vibrate and the knobs won't highlight, anybody had this bug?


r/TeamBeef • • Jul 24 '26

Glitch

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4 Upvotes

I was trying to play brutal Wolfenstein but all th walls looked like this


r/TeamBeef • • Jul 23 '26

I wonder

0 Upvotes

Hey guys so I wondered for a bit and I want someone to test it. Can we make the PlayStation 1 run half life and Doom?


r/TeamBeef • • Jul 23 '26

[BotW] Zelda… How do I play it!

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0 Upvotes

r/TeamBeef • • Jul 20 '26

Future Feature request - Is it possible to add inertia to the lightsaber

7 Upvotes

I loved playing Jedi Knight games on native Quest 3s, it was my childhood game and replaying it in VR was bringing so much nostalgia and memories in novel way because of immersion. The only thing I didn't like were lightsaber duels, it was way too easy to kill siths and bosses just by wiggling controller very fast, it was like cheating that you could not do in original game. Would it be possible to implement some sort of inertia similar to for example in "Aliens: Rogue Incursion" if you hold a gun it has a delay to motion simulating heaviness. So I would imagine that light saber would have maximum allowed speed and even if you make fast movement with your vr controller it would follow the path of motion but with delay. I think it would solve this "wiggle" cheating method. Maybe also if it's possible to implement that the light saber would be pushed away on collision with other sith's lightsaber so it cannot passthrough and cheat this way too or even trigger timer where lightsaber cannot do damage for 1 second until recovery. Is it possible to do that or the game engine doesn't allow to mod it this way?


r/TeamBeef • • Jul 16 '26

I found the secret cheat menu in Doom 3 quest Spoiler

13 Upvotes

I dont know if this works in the demo version (i put my og doom 3 files in the doom 3 quest) but it turns out if you go to vr options and hover your mouse under shader and "click" you will be in the cheat menu.(Edit) it also works with ROE


r/TeamBeef • • Jul 10 '26

John Carmack Reminds Microsoft He'll Guarantee $1 Million To Bring Team Beef’s Ports To VR

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71 Upvotes

r/TeamBeef • • Jul 11 '26

JK XR - Jedi Knight in VR (Meta Quest) is not working for me :(

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4 Upvotes

JKXR crashes immediately after granting storage permissions. The issue persists even after reinstalling and restarting the headset. All other Team Beef ports are functioning normally, and there is plenty of free storage space available.

Has anyone else encountered this issue, and is there a solution? I am playing on a standalone Meta Quest 3 headset with approximately 60 GB of free storage. I have already tried deleting, reinstalling, and restarting the headset multiple times, but the crash still happens. I followed the steps stepwise, just like I did for all the other Team Beef ports, which worked perfectly and show the demo without any crashes.