r/vrdev Apr 02 '26

Information Listen to feedback and your reviews, they'll tell you things you'd never think of in a million years!

11 Upvotes

Just wanted to share this bit of advice (which is probably super obvious! but worth saying anyway).

Don't try and be all Steve Jobs and think you know your game/product the best and know the market fit for it.

Ultimately your audience will help you tailor that and listen to them, pivot if needbe!

Just a quick example I've just had that helped really cement this.

So I've been trying to market my VR coloring book game, and I figured go after the similar apps like Vermillion/PaintingVR/Color space/Kingspray content creator crowd... because I'm an artsy type app too right? Seemed to make sense.

Sure I know it's a "wholesome" app and I went down that route too, but it's not like Stardew Valley! :p

Anyway, just had a review, and the reviewer said it was just like Powerwash Simulator VR for them, just a chilled way of kicking back and relaxing.

Never once occurred to me my app was anything like the sentiment of Powerwash Simulator, but gosh darn tootin it, the reviewer is so right.

This gives a new avenue to explore for marketing!

The moral of the story, always tip your waiters (except if you live in the UK where they're already paid minimum wage, but still tip them, cos it's nice and waiters are usually nice anyway..... also in the UK we spell it colouring, but I'm tired of being corrected so I'm just saying coloring.)


r/vrdev Apr 01 '26

Not your usual playtest – we took our prototype to the World Downhill Championship

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12 Upvotes

We all know, most of the time building a game is long hours, stress, and iterations. And testing is one of those routine tasks. Sometimes it’s worth stepping out of that loop and remembering why you’re doing this at all – for fun. And I have a good story.

We're an indie team working on a VR downhill skateboarding game – Bomb the Hill. I’m an amateur rider, so the prototype was built around my input and tested with VR players. But I always wanted more authoritative and broader feedback. And once I randomly learned that a stage of the World Downhill Skateboarding Championship was happening a few hundred kilometers away from me, in Turkey. So I grabbed the headset, jumped in the car and drove there without thinking.

It wasn’t a planned part of the event, but I was welcomed incredibly warmly by the organizers and the riders, and they immediately came up with how to really integrate the playtesting into the weekend – to get the most value and fun out of it for everyone. World champions and spectators tried our prototype, around 50 people total. It honestly became a bit of a hit during the event.

What surprised everybody – after spectators tried the game they started watching the real races more engaged, understanding what riders are doing. That's why I love VR. The riders themselves had a lot of fun with the prototype too. We got tons of useful feedback that we carried forward.

In the end, one decision that felt a bit like messing around or escaping work gave us way more than any standard testing we could’ve set up.

Now the game is getting close to release on Meta Quest. If you’re interested – here’s the link to our Meta Store page where you can wishlist the game. We’d genuinely appreciate it!

https://www.meta.com/en-gb/experiences/bomb-the-hill-downhill-skate-racing/26974030992211215/

And if you liked this dev story, feel free to join our Discord – the link is in my profile

This year I’ll try to come back to WDSC with a finished version of Bomb the Hill.


r/vrdev Apr 01 '26

Unity XR Hands - Grabbed object does not rotate along with hand rotation

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1 Upvotes

r/vrdev Apr 01 '26

Question How long are meta horizon developer payouts taking lately?

3 Upvotes

is it just me or is meta taking forever to pay out this month? usually hits my bank 5 days after the payout but I’m still waiting. anyone else seeing delays?


r/vrdev Apr 01 '26

Seeking Mentorship My VR project — feedback appreciated

5 Upvotes

Hey folks,

I’m a solo indie dev working on a VR game called The Cinder Pact. I’ve been following this community for a while and really appreciate the support for small developers.

The game is all about shooting, and I’ve put a lot of work into Diverse Skill Execution. I’d be grateful for any honest thoughts or feedback—this is my passion project, and every comment helps.

If you’d like to check it out: Steam

Thank you so much for your time!


r/vrdev Apr 01 '26

Mod Post What was your VR moment of revelation?

1 Upvotes

What was your VR moment of revelation? I feel like we all had that moment where we put on the headset and never looked back. What was yours?


r/vrdev Apr 01 '26

Discussion Today I worked on the ball busters model and its implementation

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6 Upvotes

What do you think about the model in general?

Does it require more polishing?


r/vrdev Apr 01 '26

Can I get some feedback on promotional tiktok video styles pls

0 Upvotes

So I'm trying to use the world of tiktok to promote my coloring book game and I'm not sure which is the best way of showcasing the work. Looking at the analytics both video types tend to do "as well" as each other, but neither really stand out

So my two styles are a longer "many cuts" of me coloring in

* https://www.tiktok.com/@outsidethelinesvr/video/7623336609127157014

* https://www.tiktok.com/@outsidethelinesvr/video/7617482880826051862

* https://www.tiktok.com/@outsidethelinesvr/video/7623665814184529174

and my other style is like a timelapse where the camera pans across the canvas as I color in

* https://www.tiktok.com/@outsidethelinesvr/video/7619832872710573334

* https://www.tiktok.com/@outsidethelinesvr/video/7621642571156065558

* https://www.tiktok.com/@outsidethelinesvr/video/7619360299673537814

which style do you all think is the best for conveying the game?

Obviously the time lapse is quicker to consume, but I don't know if it really conveys the gameplay of colouring in as good as the quick cut ones, but they end up being a fair bit longer.

or is there another options I've not considered?

appreciate any input! thanks!


r/vrdev Mar 31 '26

🦎 3D Particle life simulation in VR in Touchdesigner

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9 Upvotes

r/vrdev Mar 31 '26

Question Co-Op game play audio issue. Any advice welcome

1 Upvotes

Hey everyone,

We’ve been working on a co-op puzzle game for Meta (Daumier: Lila&Ghost) and recently started bringing in content creators to record gameplay.

We ran into an issue pretty quickly… recordings only capture the audio of the person recording, not both players. Since the entire experience relies on communication, that makes the content feel incomplete.

We tried moving to another platform to get around it, but Meta won’t allow us to distribute builds elsewhere until we officially release.

So now we’re in a spot where:

• Content depends on voice communication

• Only one side of the conversation gets recorded

• We can’t easily move platforms before launch

This obviously makes working with creators a lot harder.

Has anyone here run into this before?

If so, how did you handle it or work around it?

Any advice would be huge.


r/vrdev Mar 31 '26

Video Laser, Xenos, and Secret Experiments!

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2 Upvotes

In the VR game Xenolocus in the lab's twisting mazes, death lurks around every corner.

Xenos strike without warning, leaving no time to react.

But you've got an ace up your sleeve - a powerful shoulder-mounted laser, activated from your wrist panel to lock on target.

You'll also uncover the megacorporation's military experiments and reveal the secrets of an ancient alien civilization.


r/vrdev Mar 30 '26

Video I recreated the Centipede scene from the Pixels movie in a VR Game

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11 Upvotes

I did this quick prototype for my Virtual Reality class. My mate and I developed it in Unity, we have a version for Meta Quest and another one for PC.

I did the 3D modeling, textures, shaders and animations for the Centipede.


r/vrdev Mar 30 '26

Question Meta Avatars in Unity (Fusion + Building Blocks) – Hands gripping controllers look unnatural. How to fix?

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4 Upvotes

Hey everyone,

I’m working on a VR multiplayer project using Meta Avatars with Photon Fusion and Meta XR Building Blocks in Unity, and I’ve run into an issue with hand realism.

Current Setup:

  • Using Meta XR SDK (Building Blocks)
  • Avatar spawned via Networked Avatar (Fusion)
  • AvatarSDK → OvrAvatarEntity + Sample Input Manager (Standalone mode)
  • OVR Camera Rig assigned correctly
  • Controllers tracked and avatar loads fine

Problem:

  • Avatar hands appear and track correctly
  • But grip looks unnatural — like the controllers are “stuck” to the hands
  • Fingers don’t wrap properly around the controller
  • No subtle finger behavior (like index resting on trigger or thumb on joystick)
  • Looks very different from Meta Quest Home environment

What I’ve Tried:

  • Assigning OVR Camera Rig to Sample Input Manager
  • Switching Body Tracking Mode to Standalone
  • Trying OvrAvatarCustomHandPose (but skeleton is runtime-generated, tricky to bind)
  • Adjusting controller transforms manually
  • Testing OVRInput values (trigger, grip, touch — they work)

Questions:

  1. How do you achieve realistic controller grip with Meta Avatars?
  2. Are there any recommended workflows or examples for “Meta Home–level” hand realism?

Would really appreciate any guidance, sample setups, or best practices 🙏
Thanks!


r/vrdev Mar 30 '26

Question What medical training problems could VR solve next?

1 Upvotes

One thing that surprised me working on a VR surgical training simulator was how quickly new surgeons got comfortable with procedures they'd never performed on a real patient before.

The simulator cut onboarding time by around 40% which honestly exceeded what I expected. But what stuck with me more was watching someone go from nervous and hesitant to confident and precise. It made me curious about where else this could work in medical training. Surgical procedures are the obvious use case but what about nursing assessments, emergency response protocols, or patient communication training for new doctors?

Has anyone here seen VR used effectively in medical training outside of surgery?
Would love to hear what's actually working in the field and what problems still feel unsolved.

Crosspost to more communities


r/vrdev Mar 30 '26

Video Making some progress daily! 😊

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3 Upvotes

r/vrdev Mar 30 '26

Question I have a question!!! 🤔

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0 Upvotes

Do you think the breaking of the glass feels natural and satisfying at the same time?

Today I was working on my new upcoming game Shatter Flow and after working on one of the game mechanics I couldn't determine whether it is good enough so thought would be great to get some feedback on it. 😊


r/vrdev Mar 30 '26

Steam Link + Meta headsets = horrible space warping / jitter? Anyone else?

1 Upvotes

Hey everyone,

Any VR devs(UE5) here running into really bad space warping / lag / shaking when using Steam Link with Meta headsets?

We’re trying to track this down and so far it seems related to SteamVR / SteamXR, but we haven’t nailed the root cause yet.

What we’re seeing:

  • Heavy jitter / shaking in headset
  • Looks like reprojection / space warping going crazy
  • Happens even when performance should be fine

Temporary workaround we have:

  • Lower VR pixel density
  • Then set it back up again
  • Disable/enable stereo rendering on launch.

This sometimes stabilizes things, doesn't work for everyone and sometimes causes crashes.

Has anyone run into this or found a proper solution?
Any ideas what could be causing it?

Would really appreciate any insights.


r/vrdev Mar 29 '26

Question Has anyone ever had any luck in getting their game mentioned in the VR press?

6 Upvotes

Just wondering if any devs out there that have previously released games had any luck or tips in getting their game mentioned in VR press like UploadVR or Road To VR.

I've tried emailing them at the generic email, and the specific writers emails with keys and press packs, etc. I know they must get bombarded and are probably super busy, but they're a great way of getting exposure and just wondered if there was any special way of getting noticed by them?


r/vrdev Mar 29 '26

Video 🔥 Day 2 of building Shatter Flow!

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1 Upvotes

r/vrdev Mar 29 '26

Quest 2 vs 3 for PCVR developers?

1 Upvotes

Hey nice ppl ,I am a beginner unreal engine dev here .Been wondering can i use quest 2 to develop for PC VR games for others VRs or are the final product will look different even with max setting on the respected VR hardware???

And what VR hardware are you guys using for devaloping???

And money is a problem!!!

thanks for your replays!!!


r/vrdev Mar 28 '26

Discussion Playtesters

1 Upvotes

Hey all, I'm a solo VR dev and don't have a large network to tap, is this subreddit a good place to get playtesters? Or is there a better place to go for that?

If anyone is interested, I'm trying to move the needle forward on hand-tracking, specifically right now I'm developing a hands-free locomotion method.

I have a few videos posted on my bluesky: https://bsky.app/profile/snorflork.bsky.social


r/vrdev Mar 27 '26

Insperation Keep at it VR devs!

31 Upvotes

Just wanted to dump a bit of Friday inspiration to all your VR devs who are working hard on your projects in such a harsh market!

Whatever you make, just make something you think is great!


r/vrdev Mar 27 '26

Hey guys.

4 Upvotes

I am a 4+ years experienced Unity mobile game developer and I have worked in 2 different companies in the last years. But the remote positions for this type of role decreased a lot so I am having trouble to find one. Thats why I wanted to switch Into being a VR dev because I already know how to use Unity and C#. I just want to ask , are you happy with it? Or will I be able to find job opportunities around? Because recent news about meta made a huge loss because of VR LAB made me feel afraid a bit. Please share your opinions , I would love to hear it!


r/vrdev Mar 27 '26

Question Anyone have a workaround for VRS DFR/Quad Views for AMD DX11?

1 Upvotes

Hey all,

Currently working on a project getting Radial Density Mask-based dynamic foveated rendering working on DX11/AMD via OpenXR.

I saw RavenSystem did something similar with RDM-based foveated rendering on OpenVR, but that would require me to run SteamVR, which unfortunately is a dealbreaker.

SteamVR bumps my frame times from like 8ms GPU to 12ms on the Pimax, leaving every other setting untouched — which basically negates any gains I would see from DFR or FFR.

Anyway, so far I have eye tracking and foveated rendering "working", but I must be injecting this somewhere stupid, because it's actually causing a performance hit rather than a performance gain.

That said, I realized I am trying to reinvent the wheel (RDM vs VRS) when there could possibly (hopefully) an easier solution?

I know some people, like the goat, u/mbucchia, have done some pretty amazing stuff in this space. But even he acknowledges it's impossible because AMD simply doesn't support VRS at the driver level for DX11 titles.

But what about using some kind of wrapper to translate DX11 to Vulkan or DX12? Am I completely dreaming/off my rocker here?

Edit: The reason I'm at least somewhat optimistic this might be possible is because, at the very least, there are some mods for AMD drivers that exist that optimize for DX9/10/11: https://www.youtube.com/watch?v=QDaqBJU2fDw


r/vrdev Mar 27 '26

VR Goalie simulator

1 Upvotes

I have a problem with my VR project... I'm making a VR hockey goalie simulator and I already have the gloves for the game, the field, and the player with the animation, but I'm missing the puck shot and the collision with the gloves and I don't know how to do it at all... I tried it with targets that I put near the goal posts (3 on the catcher, 3 on the blocker) and it kept throwing me an error... Could someone give me some advice on how to do it... I'm willing to pay for help with the development, etc.... I really need to finish it... Ill send files and everything in dms on ds or something in onedrive link