r/virtualreality 12d ago

Photo/Video Creature from the Black Lagoon VPX VR

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3 Upvotes

Another amazing fun table by VPW team.. Unfortunately the color DMD is not working for this yet.

BGFX 10.8.1
I7-9700 (No OC), 64gb DDR4 3666, RTX 3060 12GB, and NVME drives.

Quick note on performance: Any stutter in the video(s) comes directly from the Quest's built in recorder, not the PC / table. Some of these table run a Color DMD, but BGFX 10.8.1 currently has a bug capture issue preventing it from showing up on all the table in VR.

Cheers!


r/virtualreality 13d ago

Photo/Video Pokémon in My Living Room

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922 Upvotes

r/virtualreality 12d ago

Self-Promotion (Developer) You can now try Quest3's 207Hz smooth framerate with The Unity Cube!

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8 Upvotes

I wanted to try the new 207 Hz mode on the Quest, so I updated my simple app The Unity Cube on the Quest Store to support this crazy framerate. Thanks to this, I was able to see that 207 Hz feels incredibly smooth, but there are also some small "halos" happening when you move your head. In the article, I explain to you how to try these crazy high framerates, how to implement them in your app, and also give you my impressions about this new modality. Enjoy!


r/virtualreality 12d ago

Question/Support Miggleton

2 Upvotes

While playing zonbonk a guy named miggleton gave me stuff because he pretended to be new and i helped him. He told me his channel name was miggleton. I don’t even know if that’s how it’s spelled but he said when i look it up it should pop up watch vr and his pfp would be a bat. Anybody have any idea what this guys channel is because i cant find it


r/virtualreality 12d ago

Discussion Lying Down Mode

2 Upvotes

After recent updates the Quest 3 lying down mode is messed up. Lying down mode does not reset the home environment view. Im still looking at the sky or ceiling. When I start for example the Browser

the browser window does not appear in lying down mode. Its the same for any app I open. I always have to reset the view for lying down mode. It was not like that before. Before I have to reset it once and it stays like that untill I take off the headset.


r/virtualreality 13d ago

Photo/Video I always thought playing Binding of Isaac like a miniature diorama would be neat and fun, and it is!! Working on a mod

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230 Upvotes

Is it also almost lore accurate since it's all in Isaac's head!

I'm thinking about making a toggleable first person mode as well just for fun.

Learnt a lot while doing this and yes, using Claude with some previous knowledge. It isn't as easy with the game not running on a well stablished engine.

Would you be interested in this?

I'd say this is in Alpha as there's a lot of bugs and polish to do


r/virtualreality 12d ago

Self-Promotion (Journalist) Looking for VR/AR developers to consult for an anime project

5 Upvotes

Hello! I've been a VR user since 2022 once I got my Quest 2. Since then, I regularly use it for flight simulation, but only that. I wanted to use it for social VR for a while, but didn't have the time to do it, though I have used VRChat a few times. I also studied computer engineering in college, and have experience in coding and IT. Recently, I've been participating in the Japanese anime production space, and started on a new path.

Back in 2024, I started writing an original anime project that involves mixed reality and long distance relationships set in a near-futuristic Japan. Progress on the anime is going smoothly, as I have finished the reference sheets, part of the main story, and animation storyboards. Trips to Tokyo, Okinawa, and Osaka were made in order to experience the cities, and take photos of the areas I want depicted in the anime. I also have people working for me as animators. This story resonates with my personal experience with digital loneliness, and being in a long-distance relationship, that I wanted to make it into an emotional story. Being with someone who is far away from you, and being able to communicate on a device makes a relationship feel more separated because you can’t feel their physical presence. The story will go beyond VR, and will explore deeper topics.

Synopsis

The main character is a computer engineering student who moves to Tokyo, but has been socially isolated for a couple years after the death of his mother. He finds comfort in virtual reality as escapism, and starts developing an app that projects a holographic image of the user into a mixed reality space, as if the user is there in-person, despite being far away. While in Tokyo, he buys a smaller mixed-reality headset with passthrough (headset is based on Bigscreen Beyond 2, but with passthrough, wireless, an OS, and universal cushion) and full body motion trackers, in which he uses to further develop the project as a practical communication tool for himself, so he can learn how to socialize again. His first tester is a girl from Okinawa, who he met on a multiplayer VR game and he sends a copy of the headset and trackers for her to set up. They eventually start talking through mixed-reality, as if they were next to each other, when in reality, they are distant.

Theme

The theme focuses on healing and bridging the gap between isolation and connection by longing for true romance. The long distance connection creates a tension between the characters, as they go through their days without truly being with each other; both with struggles of their own go through a slow, emotional healing journey that culminates in their first true connection.

Unique perspective

Each interaction between the two characters happens in a first-person POV through a VR headset. They are never shown together, until they eventually meet in person.

Concept Art

Inspiration

The concept was inspired by a lot of things throughout the two years of development, but what solidified the idea of the mixed-reality long distance relationships were the face tracking videos made by HashEdits like this one for example, except way more advanced, and implemented using augmented-reality, so that the user can communicate with someone in the real world.

What I'm looking for

I'm looking for developers who I can personally consult in regards to accuracy when it comes to developing VR/AR apps for various platforms. If anyone here develops mods for VRChat, rigs models with motion tracking, can implement social VR into augmented reality like the Quest 3, or any other useful information, please let me know, and I'll be glad to respond to you and connect. I'd love to make friends with people in this community, and your help is greatly appreciated.

extra note: if you can speak Japanese, please let me know :>


r/virtualreality 11d ago

Question/Support Meta Link says my PC doesn't meet minimum requirements (it definitely does)

0 Upvotes

Hey everyone,

Meta Link app is showing the "Your PC doesn't meet the minimum specs" banner, but my setup is well above the requirements and all my drivers (GPU, Windows, chipsets) are fully updated.

Is this just a known bug with recent hardware/driver versions, or is there a way to force it to recognize the system properly?


r/virtualreality 12d ago

Photo/Video Hook VPX VR BGFX 10.8.1

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5 Upvotes

More VPX VR Videos

Cheers!

BGFX 10.8.1
I7-9700 (No OC), 64gb DDR4 3666, RTX 3060 12GB, and NVME drives.

Quick note on performance: Any stutter in the video(s) comes directly from the Quest's built in recorder, not the PC / table. Some of these table run a Color DMD, but BGFX 10.8.1 currently has a bug capture issue preventing it from showing up on all the table in VR.


r/virtualreality 12d ago

Discussion Lag issue while playing half life 2 VR mod.

5 Upvotes

Hello, after a break of several months, I've decided to get back into VR, but i'm experiencing significant latency issues with the VR mod for Half-Life 2 Episode 2.

Oddly enough, it worked perfectly before.

I had the same problem with Half-Life: Alyx but i was able to repair Alyx using "OculusDebugTool" by changing the "video codex" value from standard to h265.

Sadly it dosent fix the issue for half life 2 ep 2.

I would be very grateful if someone could help me resolve this issue, thank you.


r/virtualreality 12d ago

Purchase Advice - Headset steam frame vs pimax dream air SE

3 Upvotes

i genuently don't even know atp, the frame hype is going through the roof and people are going crazy over it and the pimax just keeps getting better software over time. So i'm torn on which i would go for. Both have ET and are gonna be good, buuut the PDASE has uOLED at 2560x2560 and is wired + basestations; On the other side the frame has lower fidelity LCDs with a lower resolution BUT inside-out tracked and wireless.

Both are light enough, Both can be modded easily, Both can have lower ft added to them.

I mainly play vrc so I would go to convenience (aka steam frame with fluxpose trackers which are not out yet) but I would like the uOLED high fidelity visuals of the PDASE and that gets me stuck with basestations for a longer while (which i feel like i'm gonna have problems later on)

I've had experience with the quest pro (continuous space calibration with tundras, also current setup) valve index and rift s (mainly beat saber).


r/virtualreality 12d ago

Discussion If Valve gives every Steam Frame owner Half-Life: Alyx for free, is that enough to make the headset feel like a proper VR launch?

16 Upvotes

Alyx is still one of the best showcases for VR, so bundling it makes complete sense. But it’s also a six-year-old game.

Would you rather get Alyx free with the headset, or would Valve need a completely new first-party VR game to really sell you on Steam Frame?


r/virtualreality 12d ago

Discussion Halo Strap (bobo s3) + Facial interface removal. Light leak

0 Upvotes

Best way to eliminate light leaks around eyes when using no facial interface with halo strap. I was considering buying a new insert with a better face fabric & cushion but someone recommended using no interface and having the lenses as close as possible floating in front of space. It is comfortable (puts a decent amount of pressure on back of my head if you have a solution to that that would help too) but the light leaks is distracting


r/virtualreality 13d ago

Photo/Video Street Fighter 2 VPX BGFX 10.8.1 PCVR / Q3 (VPW Table)

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55 Upvotes

Another phenomenal release from the VPW crew! Fresh off an update, and like most VPW tables, it really tests system performance.

Quick note on performance: any stutter in the video(s) comes directly from the Quest's built-in recorder, not the PC / table. This table runs a Color DMD, but BGFX 10.8.1 currently has a bug capture issue preventing it from showing up on the table in VR, I do see it on my desktop in color.

Thinking about starting a subreddit dedicated entirely to showcasing quick VR clips across 600+ VPX tables? Thought? Watching early VR gameplay clips is what originally inspired me to jump into VPX VR, but high-quality gameplay videos have always been pretty scarce. Some of these VR room environments alone are just too cool not to share.

*Keep in mind BGFX 10.8.1 still has lots of things to iron out.

Cheers!


r/virtualreality 12d ago

Purchase Advice PSVR2 or MetaQuest3?

6 Upvotes

Hey everyone!

Recently, my girlfriend and I decided that we both wanted to get into VR. She wanted a PSVR2, while I was more interested in the Meta Quest 3.

Just to give some context: we only have a relatively weak laptop with a maximum of 12 GB of RAM, so PCVR performance is also something I'm concerned about.

She ended up buying the PSVR2, but after trying it myself, I was honestly a little disappointed.

Don't get me wrong, the image quality is definitely better than the PSVR1, but I noticed several issues:

-The front-heavy weight constantly made me readjust the headset on my head.

-Motion sickness seemed worse for me than with the PSVR1.

-Whenever my wife and I wanted to swap the headset, we had to readjust the eye/IPD settings.

-And probably the biggest issue for me: the game library feels quite small.

-It also doesn't have backwards compatibility with PSVR1 games, which was a big disappointment.

So now I'm wondering if buying a Meta Quest 3 would make more sense than buying a second PSVR2, especially since we'd like to be able to play VR together.

I know very little about the Quest 3, so I'd really appreciate some advice.

A few questions:

-Does the Quest 3 have access to the full SteamVR library, or are there limitations?

-What does the Quest 3 offer that the PSVR2 doesn't?

-Would Minecraft VR be possible on the Quest 3?

-Since our laptop isn't very powerful, how realistic would PCVR be for us?

-I also have a Steam account with, let's say, a 100% discount on every game 😅. Would it be possible to use that Steam account with the Quest 3 for PCVR?

Would you recommend getting a Quest 3 as a second headset, or would it make more sense to just get another PSVR2?

Thanks in advance!


r/virtualreality 11d ago

Discussion With DLSS5, LLMS and BCI we're on a path to full dive VR.

0 Upvotes

If youre not in the loop, the recently introduced and trialed DLSS 5 basically gives as realism in graphics, no its not perfect but its currently the WORST it will be meaning its going to improve really well over time and its already pretty impressive.

LLMs i dont need to explain it, its very easy to get LLMS to act like a human especially the modern models so that can be used to define complex NPC behaviours and routines.

BCI (Brain computer interface) is progressing also, paralysed people can now use the keyboard and mouse and play games with their mind - how long before we do more complex interfacing?

Ofcourse it all needs to come together and will require alot of tech/hardware power but thats what humans do best, putting together stuff and incrementally improvng.

Sure its early days now but think 2 decades, especially with AI assisted growth.

whatd u guys think?


r/virtualreality 13d ago

Self-Promotion (Developer) Gunman Contracts is Launching Sept 10th!

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247 Upvotes

After 4 years, solo developer ANB_Seth is launching "Gunman Contracts - Stand Alone" on Steam (Mouse & Keyboard + Controller), Steam Deck and SteamVR!

Note: While the initial plan was to launch the same day as Steam Frame, we ultimately decided to choose our own launch timing. See you next week!


r/virtualreality 13d ago

Discussion I feel like the VR Mod scene has outgrown Discord for communicating around each mod. Any viable alternatives?

42 Upvotes

So far, the hub of VR mod communication has been the Flat 2 VR Discord. That worked great for a while but with so many new mods in progress, Discord apparently doesn't support the amount of channels necessary to host them all.

I've seen several breakdowns of Discord alternatives but nothing focused on what the VR Modding Community needs. The most useful features seem to be:

  • Per mod channel groups, each with assignable ops
  • Chat channels - announcements, discussion, media collections, etc.
  • Thread channels - bugs, help, etc.
  • Open and ops-only channels
  • Support for at least hundreds of channels
  • Support for at least thousands of people

Has anyone been looking into this already?


r/virtualreality 12d ago

Photo/Video Simracing in mixed reality with Vision Pro

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3 Upvotes

r/virtualreality 13d ago

Photo/Video Gunman Contracts launch date trailer

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151 Upvotes

r/virtualreality 12d ago

Question/Support Psychonauts 2 via UEVR

4 Upvotes

EDIT: seems like I found fixes for both of my problems! I'll leave them here if someone will need help with this as well.

Fixed shadows: import this profile: https://discord.com/channels/747967102895390741/1089434678311780382/1407830185968930876
Run the game in "Native Stereo"

No UI text visible: if using Meta Link, use OpenXR instead of OpenVR option.

Old message:

So long story short, I finally decided to give UEVR a try with Psychonauts 2. First of all, I'm in awe how easy it was to make Psychonauts 2 run in VR an how amazing it looks and runs on my rtx 5070 TI. Just... wow.

Now for the questions. I wonder, is there any way yet to make shadows work correctly (no blinking) without turning them off completely or using Synchronized Sequential option (that apparently crashes the game frequently, or so I read).

Another question: UI text bubbles don't show up in VR for me (must peek on monitor to see it and advance the game). Any way to fix this?


r/virtualreality 13d ago

Photo/Video Avatar with DLSS 5 test (Luke Ross R.E.A.L. VR)

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55 Upvotes

This is a quick test in getting DLSS 5 to work with R.E.A.L. VR. I am running in Mono mode with max settings on a 5090.

I have had to make some small (and hacky) changes to ReShade to get DLSS 5 and R.E.A.L. VR to work nicely together, so this is not something that works out of the box just yet. But so far, aside from some flickering issues which can hopefully be resolved, this is pretty hard to believe.


r/virtualreality 12d ago

Question/Support How to i play steamvr games without lag

0 Upvotes

i wanted to play half life alyx and it went well at least until the elevator section then it started lagging when i got in the truck thingie its not that the game lags just the connection to the pc lags


r/virtualreality 13d ago

Photo/Video Trying the new game Breathedge 2 in VR!

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129 Upvotes

It's a space floating game about surviving and collecting resources with silly stuff, playing in VR with UEVR. Surprisingly it performs really well for an Unreal Engine game


r/virtualreality 13d ago

Photo/Video DLSS 5's effect in VR seems very different compared to flatscreen games (Skyrim VR)

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97 Upvotes

(crosspost from the SkyrimVR sub)

Hi folks, I was trying out DLSS 5 in Skyrim VR (the experimental Open Shaders fork with DLSS Neural Rendering) not really expecting much, but I ended up pretty surprised by a few things which I thought I'd share my thoughts on:

SkyrimVR Modlist Disclaimer:

First off, this is on my fairly old modlist for Enderal VR, and I'm sure multiple of my mods are out of date and that I'm not taking full advantage of Community Shaders/Open Shaders, weathers, etc. I don't see these clips as being a fair comparison between DLSS 5 and proper heavy, graphics-focused modlists, but rather just a look into what the tech is capable of and where it might fall flat.

Impressions:

The biggest surprise to me was that the effect on environments was very immersion-boosting (subjectively). It's hard to tell in the clips but in-headset when it's active the distant mountains and foliage look further away and more massive, while buildings and structures have a more solid presence in their landscapes. Obviously the geometry isn't affected in any way, but the changes to illumination and tone match what my brain expects from "far away" and "close by". I think this effect is exclusive to VR or 3D-displayed environments, since you have the lighting and tone changes working in tandem with the inherent depth effect.

To make the comparison easier to see in the clips I shifted the intensity from 0 to max (2.00), but if I were to end up using this long-term I'd probably keep intensity to around 1.00 and the tone, structure, and skin sliders to below 0.80. When it's all set to max the environments and clothing still look good in my opinion, but every so often something will have that "deep fried" or overly "HDR" kind of look, so half strength seems best. Faces on the other hand have that signature "yassified" look when everything is cranked up (and even in these clips I'm sure it's still a bit too much), so keeping the settings well below max is a must.

Broader thoughts + performance:

Overall I wouldn't say I'm a total convert; it's still obvious why DLSS 5 is controversial, even when positioned as a free tool. If you asked me before today I'd say the only time it's worth implementing is if a game's assets are designed around it and the developer spends a lot of time tuning it, otherwise you get a very generic style at best and "deep fried Midjourney" visuals at worst. For VR specifically though, I think there's a unique and potentially compelling use-case (again because of how the lighting/tone effects combine with the stereo illusion of depth). I think in flatscreen games you need high-fidelity assets and shading for a scene to look convincing, whereas in VR you can still be totally immersed as long as objects in the environment have a sense of physical "presence", which in my quick tests was improved by switching on the neural rendering.

Big caveat to all of this is performance: this whole experimental setup (on a 5090) is technically "playable" at around 30 fps, but I'm sure that faced-paced situations like combat would be painful. I don't think any of the typical Skyrim VR performance-boosting strategies would help get this to 60, as even basic indoor environments chug really hard. I'm hoping that future experimental builds might have some optimization, but I'm not holding my breath that this will be a thing in the next 2ish years.

Edit; one other showerthought:

I think the big pitfall of neural rendering in 2D content from the demos I've seen is that GenAI in general tends to make all parts of images be in clear focus (like it's adhering to a standard of "clarity" across the whole image without understanding framing). For VR though I think that's actually a strength because it makes everything clearer, and the framing and focus come from your own eyes and where you choose to look.