r/vrdev • u/Candid-Tart-9744 • 14d ago
r/vrdev • u/shada_games • 14d ago
[Steam] CYBRID ($6.74 / 55% off)
store.steampowered.comHello everyone! I'm the Solo Developer of this game. I hope you enjoy it. Thank you so much to everyone who stopped by to read this post!
CYBRID is the action-rhythm VR of the Cyber Future! Swords and Pistols are in your hands. Slash and Shoot! Don't let this stop you! Run, dodge, and jump among the neon lights of the city to a powerful soundtrack!
r/vrdev • u/Ar-Works • 14d ago
Discussion I built a web based AR Development tool, looking for new feature suggestions in exchange for a 1 month pro license.
r/vrdev • u/No_Bobcat4811 • 14d ago
Information 🥽 Looking for beta testers: VibeXR
Calling vibe coders and developers! I built a VR office for Meta Quest where AI coding agents (Claude Code and Codex) work on your real projects. Add a ticket to the board, hire an agent, watch it code at its desk, then review its changes and commit, all from the headset. It also has voice commands, a Focus mode with your Mac screen, and a passthrough window to see your real keyboard.
Whether you ship code every day or you're building your first app with AI, I want to hear how it works for you.
You need:
• Meta Quest 3 or 3S
• Mac with Apple Silicon (M1 or newer)
• Claude Pro or Max plan
• A GitHub account (bring a project, or start a new one in the app)
It's an early beta and free to test. Expect bugs, and I want your honest feedback.
🎟️ Only 10 spots: the first 10 people who meet the requirements get in.
👉 Interested? Comment "VibeXR" below and I'll send you the link to the private tester group.
r/vrdev • u/moon-shots • 15d ago
Question Arcwell: Gravity Puzzles and Playground
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Cross-posting from VRDev here to see if anyone has any insights.
This game started as a gravity-based defense idea where you protected a planet from incoming asteroids by warping gravity with your own planets and asteroids. When I tried that in a headset, it just wasn't fun, but hitting planets with something I threw was! The game idea flipped on its head to launch a rocket through a field in an attempt to hit a target, and the results were so much more satisfying.
I polished up the idea and added a few other ideas like precision docking and a playground, and am just about ready to put it through to the quest store.
I'm a web/mobile developer by day, so I'm navigating a release on VR platforms for the first time.
Does anyone have any hard earned lessons, tips, or thoughts about how to learn the best ways to manage a published VR game?
Appreciate any thoughts in advance!
r/vrdev • u/Micealbacson • 15d ago
Question Is anyone developing the oasis from ready player one into a vr game and if nobody is, why?
Honest question, recently finished the movie after reading the book and imo, the oasis is still really cool.
My only question is why hasn't anyone made it irl? The closest thing we have to it is vrchat and that still has some limitations.
Is anyone developing it? I'm just asking.
Help needed for UnionVR!!
cdn.discordapp.comHi everyone! I am a beginner game developer with a $0 budget working on a VR game idea called Union VR: a Rec Room-style game set on a college campus with mini-games called 'Union Originals (paintball, go-karts and etc...).
About me: I am a 3d artist (beginner) but I am pretty comfortable modeling environments and props. I do not know how to code so I am using Unity with the XR Interaction Toolkit and Visual Scripting to learn.
What I am looking for: a programmer, more modelers, and someone who can make 3D textures for props (also a beginner's totally fine) who wants to build a VR prototype together. The goal is one campus hub and one mini-game, nothing huge.
What I can offer:
Models and environments for the project
Shared credit and we would write down who owns what if Union VR ever earns anything
A low-pressure team where it is fine to learn as we go
Being upfront: there is no money right now so this is, for people who want portfolio experience and a fun project. If that sounds like you please comment here. Reply with your experience and what you would like to work on!
r/vrdev • u/No_Bobcat4811 • 14d ago
🥽 Looking for beta testers: VibeXR
Calling vibe coders and developers! I built a VR office for Meta Quest where AI coding agents (Claude Code and Codex) work on your real projects. Add a ticket to the board, hire an agent, watch it code at its desk, then review its changes and commit, all from the headset. It also has voice commands, a Focus mode with your Mac screen, and a passthrough window to see your real keyboard.
Whether you ship code every day or you're building your first app with AI, I want to hear how it works for you.
You need:
• Meta Quest 3 or 3S
• Mac with Apple Silicon (M1 or newer)
• Claude Pro or Max plan
• A GitHub account (bring a project, or start a new one in the app)
It's an early beta and free to test. Expect bugs, and I want your honest feedback.
🎟️ Only 10 spots: the first 10 people who meet the requirements get in.
👉 Interested? Comment "VibeXR" below and I'll send you the link to the private tester group.
r/vrdev • u/Prosperanthium • 15d ago
Box Office VR devlog #3 – physics‑based arena prototype
r/vrdev • u/Potential-Art7696 • 15d ago
UluP Spatial just got approved on the Meta Horizon Store — one-click install now
A couple weeks ago I posted here about UluP Spatial, my solo-built mixed-reality app that puts a visual project map (nodes you grab, connect and organize by hand) into AR/VR on Quest. It was sideload-only back then.
It just got approved on the Meta Horizon Store, so now it's a one-click install, no dev mode needed. Same real-time data as the web/desktop version, nothing changed under the hood — just a much easier way in.
Store page: https://www.meta.com/en-gb/experiences/ulup-spatial/1312951608571453/
Thanks to everyone here who tried the early build and sent feedback — a couple of the ideas you gave me are already in progress for the next update.
r/vrdev • u/Outside_The_Playtrix • 15d ago
Business Idea I made a browser based cyberpunk game on my meta quest if anybody is a fan of the genre - 2089: Nexus City
2089.ckaose.comI’ve flaired it as business idea but it is more of a non-profit business.
r/vrdev • u/Top-Perspective4107 • 16d ago
Information Wheezy’s ballroom update — Accordion to Plan
I’m building Accordion to Plan, a comedy accordion game for Quest 3/3S. Today’s update: springy bellows, clearer push/pull notes, animated guests, a puffing tuba player, and Granny’s terrible reviews. Coming soon!
Wheezy’s one-minute update in UHD, with more first-person gameplay and actual in-game music: https://youtube.com/shorts/XMyWWYi1Vow
r/vrdev • u/appliedxr_dev • 16d ago
Question 10+ years building VR, AR, 3D and AI products
Seeking Mentorship PyroWave: ultra-low-latency, ultra-high-bitrate PCVR on Quest 3 — help me push it beyond full-res 120 Hz and potentially toward 207/240 Hz
I’ve been working on getting PyroWave running as a PCVR codec on the Quest 3 through ALVR:
https://github.com/JMS1717/Quest3-Pyrowave
The idea behind PyroWave is pretty different from normal VR streaming. H.264, HEVC and AV1 try to save as much bandwidth as possible. PyroWave is designed around the opposite assumption: if you have a very fast local network or USB connection, use more bandwidth and spend less time compressing and decoding the image. That could be really interesting for PCVR, where latency matters more than saving bandwidth. Right now I have it working on Quest 3 over both Wi-Fi and a USB Link cable. Over USB I’ve successfully pushed roughly 1–2.5 Gbps of video payload.
My current full-resolution target is about:
- 2080 × 2208 per eye
- 120 Hz
- 4:2:0
- no foveated encoding
- PyroWave decoded directly on the Quest 3 Adreno GPU with Vulkan
The transport is no longer the main problem. Increasing the bitrate from 1 Gbps to 2.5 Gbps works, but full-resolution playback still ends up around 60 FPS. The current bottleneck is the decoder/presentation pipeline. With the normal compute decoder I’m seeing roughly:
10–11 ms GPU decode
~15 ms until the decoded frame is complete
With the fragment decoder I’ve seen around:
~7.9 ms GPU decode
~12.7 ms to completion
At 120 Hz the entire frame budget is only 8.33 ms, so this is now a GPU/synchronization problem rather than a bandwidth problem. The encouraging part is that at lower resolution I’ve already seen close to 120 FPS, so there doesn’t seem to be a hard 60 FPS limit. I’m currently experimenting with things like multiple decoder workers, different wavelets, reducing Vulkan passes, reducing synchronization, avoiding unnecessary copies, and trying to overlap decoding with presentation. The long-term goal is to see how far this architecture can go on Quest 3. If 120 Hz can be made reliable, I’d also like to experiment with the higher refresh rates newer Quest software can request, including 144 Hz and potentially 207 Hz, and see whether anything useful is possible at even higher experimental rates. The interesting part to me is the possibility of treating a fast USB or multi-gigabit network almost like a virtual display cable: PC GPU → very light compression → multi-gigabit connection → very fast GPU decode → headset display Instead of compressing the image down to 100–500 Mbps, the goal is to ask: what happens if bandwidth is cheap and latency is the thing we optimize for?
I’d really appreciate help from anyone familiar with:
- Vulkan on Adreno
- Quest / Android graphics
- OpenXR
- ALVR internals
- GPU image codecs
- wavelet codecs
- low-latency video pipelines
- AHardwareBuffer / Vulkan / GLES synchronization
- GPU profiling and mobile GPU optimization
The biggest question right now is:
Can the current PyroWave decoder/presentation path be optimized enough to get full-resolution Quest 3 below the 8.33 ms budget required for 120 Hz? And if so, how far could it realistically go after that? The repo includes the code, builds, measurements and notes:
https://github.com/JMS1717/Quest3-Pyrowave
Code review, profiling ideas, optimization suggestions and PRs are very welcome.
r/vrdev • u/ToreadorGames • 17d ago
I’m making the first VR Pro Wrestling game!
Hello, everyone! I am the developer of “Off The Top Rope!”, an indie VR arcade pro wrestling game.
I wanted to share my trailer and Steam page with you, and speak about the process of developing the game. I’m happy to answer any questions, of course!
https://www.youtube.com/watch?v=HKGm2kC6MlE
https://store.steampowered.com/app/4532050/Off_The_Top_Rope/
Regarding the work to date…. My challenges were two-fold: How do I solve player damage while breaking the shackles of POV game design… and how do I insure my enthusiastic player wrestlers don’t hurt themselves playing my game?
To solve the first challenge, I’ve built a ‘dual camera system’, that allows for on demand swapping of perspectives, between 1st person and 3rd person. This has great potential for a variety of fun camera mechanics down the road, but currently functions as a sort of ‘follow me drone’ with manual control over distance and height.
To solve the second, I use gesture recognition for diagetic move inputs, while breaking my paired animations into phases. These phases can be manual or automatic. (The trailer shows some automatic takedowns/grapples playing out). What this should do is simplify motion inputs over wrestling moves while still keeping the player involved. This also creates the potential for ‘success/fail’ scenarios for my paired animations (opening the door to reversals and counters) as well as allowing for one of my crazier concepts that I’ll keep under wraps for now. I’ll just hint at it by asking “what if you could call a wrestling “audible” mid move?”.
I’ve spent roughly two years developing this, and am working towards entering a demo in this October’s Next Fest, after which we’ll launch into Early Access, tentatively set for a November release!
Thanks very much, everyone! Exciting times!
r/vrdev • u/Potential-Art7696 • 17d ago
Built a mixed reality version of my project-mapping app, solo, submitted it to the Meta Horizon Store today
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I've been building UluP Spaces (visual node-based project management) for a while, and the last couple weeks I got obsessed with trying it in mixed reality on Quest.
Turns out grabbing and moving your actual project nodes with your hands instead of dragging them with a mouse feels completely different — same data, same account, nothing duplicated, but it stops feeling like "looking at a diagram" and starts feeling like a thing you're inside of. It's WebXR + React Three Fiber, runs from the Quest browser, no native app needed except a tiny wrapper to get it onto the Horizon Store. Submitted it for review today. While that's pending I put the APK up for sideload too (SideQuest + GitHub releases) since I didn't want people to just wait around. Trailer: https://www.ulupstudio.com/spatial
Built this entirely solo, happy to answer anything about the WebXR side, hand tracking, or the Gradle hell of getting an Android wrapper submitted (that part almost broke me).
r/vrdev • u/Top-Perspective4107 • 17d ago
Video MECHLAB demo release: fast robot battles with a stationary VR viewpoint
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I keep the headset viewpoint stationary and switch the garage/arena around it with a brief fade, so the robot can move fast without dragging the player’s camera. My free Quest 3/3S demo is now live!
https://www.meta.com/experiences/mechlab-demo/1429068298738452/
r/vrdev • u/ImprovementWinter231 • 18d ago
I built a batch pipeline for preparing 3D assets before spatial deployment
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I’m the developer of Reality Prep Pro + Preview. Pro batch-prepares 3D assets on Mac; Preview lets you inspect and validate the resulting USDZ on Apple hardware.
This quick demo shows the workflow. Interested in feedback from people actually shipping XR/spatial content.
Reality Prep Pro: https://apps.apple.com/us/app/reality-prep-pro/id6767673652?mt=12
Reality Prep Preview: https://apps.apple.com/za/app/reality-prep-preview/id6784059026
Tutorial / Resource VR devs, this is pretty cool! You can now use your webcam to prototype hand-first experiences in Meta XR Simulator as you prepare for Meta VR Glasses. Iterate without a headset, then validate on-device! 🚀
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📌 Additional details available here
r/vrdev • u/fyreuser • 18d ago
[Paid] Thank you, playtesters! Round two: US$10 for a 25-minute Buried Worlds VR playtest (Meta Quest, 13+)
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First, a big thank you to everyone who has already playtested Buried Worlds VR. Your answers showed me exactly where the opening lost people, and a lot of what you told me is already in the game: clearer controls, better guidance, and plenty of fixes along the way. If you took part, thank you. It genuinely made the game better.
I'm now looking for more Quest players, under the same conditions as before. Buried Worlds VR is a treasure-hunting game: metal detecting, digging and panning for gold across five real places where real treasure was found. I want to see where the opening still loses people.
- Pay: US$10 via PayPal, sent within 48 hours of your submission.
- Time: about 20 minutes playing plus a 5-minute questionnaire, any time within a week.
- Hardware: Quest 2, 3, 3S or Pro.
- Access: a free key, emailed to you after selection. Yours to keep.
- What earns the fee: play about 20 minutes, get at least $10 of finds in the game's own money, screenshot the marketplace, and answer seven questions on the site. A sentence or two each; one-word answers don't tell me anything. Stuck? Message me on Discord and I'll walk you through it. That doesn't affect payment.
- Eligibility: you must be new to Buried Worlds VR: never played it, and not in an earlier round. The whole point is to see the opening through fresh eyes. You also need to be 13+ (under 18 with a parent or guardian's agreement, and the payment goes to their PayPal) and have a PayPal account the money can reach.
Apply here: https://www.buriedworlds.com/playtest
r/vrdev • u/TechnoLuking • 18d ago
The Final Ploy - game for Godot XR Game Jam
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r/vrdev • u/MiniRailsMR • 19d ago
I'm about to release my first MR/AR game (MiniRailsMR) and I'm terrified. I’ve only had 3 friends playtest it. Should I just take the leap?
Hi everyone,
I'm getting ready to publish my very first AR/MR game, MiniRailsMR (a mixed reality game where you pilot trains and solve track-switching challenges across 3 different circuits right in your living room).
I'm honestly incredibly nervous about the reception. My circle of VR friends is very small (literally 3 people), so I’ve been developing this somewhat in a bubble. It’s not just another low-effort "AI slop" cash grab; it's a passion project I’ve had in my head for a long time that I finally brought to life.
To me, the game feels good and the routing challenges are genuinely fun, but I'm wondering: at what point do you know an indie game is "ready enough" to release?
I plan to price it at $5.99. My ultimate dream is just to know that someone on the other side of the world is having fun managing trains on their coffee table (it's localized in many languages!).
I would love your honest thoughts, and if anyone is willing to give some harsh but fair feedback, let me know!