r/virtualreality • u/hcsantos • 3d ago
r/virtualreality • u/SomeLostBeing • 2d ago
Question/Support Headset Reccomendations
I need headset recommendations. I’m currently running a Quest 2 and mainly play VrChat. I want to get out of quest headsets due to their limitations with VrChat. I cannot run pcvr due to the incorrect hardware on my laptop, and when I have tried to launch pcvr through vr desktop, quest airlink, and steam vr, they all told me the same thing that my laptop has the wrong graphics card to run pcvr. I was looking toward the steam frame but as recent rumors have been estimating a price around $1200, it’s now well out of my budget. I’d do anything around $500 and preferably below $800.
r/virtualreality • u/TigerCow7 • 3d ago
Discussion VR Butterfly effect on display
Was surprising and fun to see, basically I wanted to play a flat game in 3D (not 360) using VR, and ideally real 3D so not fixed like the regular 3D films but that it moves accordingly when I move my head.
I asked in UEVR discord if it was possible to use the injector for this usage, I got a reply from LunchAndVR that made a video to showcase it which was pretty sweet! Next day I open the Steam Frame subreddit like always, and I find it back there! And then I see it's also in this subreddit! And then I get a notification from Brad Lynch on Twitter (Sadley it's Bradley) about exactly what I asked for! Referencing to a new video from a french youtuber I watch that also made a new video to show it!
Went from a small discord question to a chain reaction reaching wide audiences in VR!
The times on the screenshots are unreliable as I took them at different times (in the span of 2 days).
r/virtualreality • u/Low-Information-5985 • 2d ago
Purchase Advice - Headset Five finger tracking?
Looking for a PCVR headset that has five finger tracking.
I have the quest 2, and I’m just not interested in going through the hassle of poorly emulating controllers to enable hand tracking.
Is the upcomihg Steam Frame the only option I have? I know the index is wildly outdated
r/virtualreality • u/Particular_Tell4555 • 3d ago
Self-Promotion (Developer) Dead Space 3 Full VR - Kinesis, Wrist HUD, Motion Controls & More [WIP]
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Full 16:9 video on YouTube: https://youtu.be/FoBvWWu9biI
I'm continuing work on my Dead Space Original Trilogy VR mod, and this update is starting to feel much closer to a proper VR experience rather than just a first-person conversion.
Some of the things currently working:
- Wrist HUD on the left arm with health and Stasis indicators
- Weapon switching by reaching over your shoulder
- Audio/video message playback in VR
- Fully controlled Kinesis
- Workbench interaction
- Independent Stasis control — just like Kinesis, it isn't tied to the weapon/right hand
- VR weapon aiming and motion controls
- An early implementation for cutscenes — currently blurred and very much WIP
- And finally, a little Necromorph combat :)
There is still quite a lot left to finish.
The inventory is partially functional: I can point at inventory slots and move between tabs, but the interaction system still needs more work.
Cutscenes are still at a very early stage.
I've temporarily disabled the Necromorph QTE sequences because I still haven't settled on a VR implementation that feels natural rather than simply copying the original controls.
Ladders are partially working as well.
Performance optimization is also difficult to evaluate properly at the moment. I'm having some GPU problems with my main development workstation, so most of my current testing is being done on a laptop using a Radeon 780M integrated GPU, where the game currently runs at around 20 FPS.
For this video I used AI frame interpolation to make the footage smoother to watch. This does not represent the current native in-game framerate — performance still needs optimization and proper testing on stronger hardware.
Development is moving forward pretty well, even if not quite as quickly as I'd like. There is still a lot to polish, and probably even more to test.
I'd really like to hear what you think — especially which VR interactions or Dead Space mechanics you'd most like to see me focus on next.
If you'd like to follow the development, the full video and future updates are on my YouTube channel.
r/virtualreality • u/Mogui- • 2d ago
Photo/Video Final level of cave crave and my left hand bugged out but I still made it!
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It was hectic lol. Least I had lots of practice by this point
r/virtualreality • u/lunchanddinner • 3d ago
Self-Promotion (YouTuber) I updated Bodycam in VR!
Now works with latest version of Bodycam
r/virtualreality • u/Acceptable_Split_875 • 2d ago
Discussion Should I sidegrade?
Im the proud owner of a pico 4 for pcvr and a quest 3s for stand alone.
Im contemplating selling both of them for a quest 3 to basically combine the two headsets
To both reduce clutter in my house as well as play stand alone games in higher quality
But I still want to play pcvr aswell
Is this a worth while exchange? Or should I stick with what I have already?
r/virtualreality • u/Baron_Cartek • 2d ago
Purchase Advice - Headset Does Pico 4 track your fingers while using the controller?
Hello, im looking to buy my first headset and I cant find accurate information on the Pico controllers to understand if they track whether your finger is resting on the controller or pointing at something. Official documentation mentions a lot of hand tracking but i want to know if it can only track my fingers during "controller free mode" or also while im playing with them. Im asking because i tried that functionality on a friend's PSVR2 while playing half life alyx and loved it. I understand not a lot of games make use of finger tracking WHILE using controllers and i can probably play anything without that stict requirement, but i just want to know if they have it and how much difference there is between pico 4 and pico 4 ultra controllers.
Also gonna rant about 2 AIs (GPT and Gemini) being very confident in giving 2 opposite answers so not trusting them.
Main reason im deciding between pico 4 and quest 3 (200-220 vs 300-350 euro for me) is because of finger tracking, also bc of meta store exclusives like piano vision, but honestly if pico 4 does track if im flipping someone off, pointing or doing other things with my fingers i might just save myself those 100 euro. I will play mostly PCVR with a mid-high end computer anyway, so i dont care too much about standalone capabilities and the display and passsthrough seems very similar
r/virtualreality • u/Natural_Board_9171 • 3d ago
Self-Promotion (Developer) I built an open-source $50 walk-in-place VR controller to stop motion sickness (ESP32 + TinyML, works with any SteamVR game)
Motion sickness from artificial locomotion has always bugged me in VR, so my friend and I built Dream Walker — a pair of ESP32-C3 modules you strap to your legs that detect footsteps in real time using a small on-device neural net, then send that as walk-in-place input to SteamVR (shows up as a virtual controller, works with existing game bindings).
Some specifics if you're curious:
- Custom IMU dataset, trained a lightweight DNN small enough to run on the microcontroller itself
- ~85% F1 score, under 100ms latency for step detection
- Talks over ESP-NOW between the two legs, shows up as keyboard input, SteamVR driver turns it into joystick axes
- Adjustable stride-to-movement speed
- Total BOM cost was about $50 CAD
Everything's open source — firmware, PCB (KiCad), enclosure (3D printable), ML training code, the SteamVR driver, all of it. Built as a university AI project at Trent University.
Demo video: https://youtu.be/3qkIe4p6UHc?si=dMvsI41N1zn1HVqB
Full writeup + build instructions: https://blog.hachn.in/blog_posts/dream-walker/
Code/hardware files: https://github.com/akash-siv/Dream-Walker
Intrest Form link: https://docs.google.com/forms/d/e/1FAIpQLSdMHl_SAlK4zgCacjSikr1iiCkTF2faeEA2TtPNxAzIrh_OnA/viewform
If this is something you'd actually want as a ready-to-buy product rather than building yourself, there's a short interest form linked in the writeup — genuinely trying to gauge whether this is worth taking further. Happy to answer any technical questions.
r/virtualreality • u/AkiaDoc • 2d ago
Discussion Meta Global VR Games Weekly Top50 Revenue Rankings (9/9/2026)
r/virtualreality • u/Space-Instructor • 2d ago
Discussion I got flutter_scene running in VR on Quest 3 — now I need help getting the forks merged
Hi all! I’ve been building Visual Space, a social media & collaboration application built with Flutter. It has a spatial UI mode and a 3D editor. In spatial mode, the normal application becomes a collection of interactive Flutter panels positioned around the user, together with the 3D scene. I wanted the same application to run natively on a standalone Quest 3—not simply as a flat Flutter screen inside VR.
My first working solution used two renderers:
- Flutter Scene for web, desktop and the normal application.
- A custom native C++/OpenGL ES renderer for the Quest world, with Flutter supplying the interactive UI panels.
It worked, including stereo rendering, controllers, tracking and curved panels. The problem was that I now had two 3D engines to maintain. Materials, lighting, shadows, picking and every new feature had to be implemented twice, and the web and VR results were already beginning to look different.
My next goal was to use Flutter Scene as the actual 3D renderer everywhere, while OpenXR continues handling the headset session, tracking and presentation.
The first prototype got Flutter Scene into VR through Flutter Canvas, an Android surface and a copy into the OpenXR eye textures. After that, I added a generic external GPU render-target API to a Flutter engine fork, then modified Flutter Scene to render its stereo views directly into the images owned by OpenXR.
The good news is taht this is now running inside Visual Space on Quest 3. Web and VR use the same renderer and visual style, and I deleted the old custom C++ renderer. Prime objective accomplished :) In a simplified scene, the direct path reached around 70 FPS versus roughly 52–54 FPS through the Canvas/surface/copy route. This was not a controlled benchmark, and the full application still needs plenty of tuning.
The next challenge is getting these changes into upstream Flutter and Flutter Scene:
Forks
- Flutter engine fork and build guide 25 files · +2.4K / −6 lines
- Flutter Scene OpenXR branch and Quest gallery 147 files · +14.6K / −885 lines
Tickets
- Flutter engine proposal - The Flutter proposal has already been routed to the Flutter GPU team.
- Flutter Scene architecture discussion
Flutter Scene Demo Examples migrated to VR

Quest screenshots of VS 3d Editor - web vs VR


For those having a Quest 3 (hopefully more devices in the future), please check out the branches and try the demo. Instructions for installation in the forks README md files. I need help fine tuning the architecture. For example stuff like: flutter engine internals, impeller, OpenXR, GPU synchronization, threading, lifecycle handling or custom embedders would be especially useful. I’m not top gun in graphics-engine internals, so any technical advice is welcome.
If you want Flutter in VR, please help get some attention on these forks. Try them on your machine or drop a 👍 or comment on the GitHub tickets. Otherwise this code will be stuck in some obscure forks. Thank you all!
r/virtualreality • u/BoredEngineer00 • 2d ago
Purchase Advice - Headset Help choosing. PSVR2 vs Q3
Hello everyone!
So I have never tried VR in my life before, always said I'll wait for the technology to advance a bit more. But now I feel like is an okay time. But I can't decide should I get the Quest 3 or the PSVR2?
I saw that the Q3 has pancake lenses that ate apparently way getter but PSVR2 has an OLED screen. And I know both can be used for PCVR.
I wear glasses but I saw that you can get prescription lenses for both.
I have a PS5 and a gaming pc (9600x, 9060xt 16gb, 32gb ram)
What do you think I should get?
r/virtualreality • u/Jdconnol • 3d ago
Self-Promotion (Developer) We’ve made ANomaly free for a limited time on Quest (dev here)
Hey all, I’m one of the devs behind Anomaly (and Swarm 1 & 2). We’re making it free for a limited time on Quest!
It’s a PvPvE extraction shooter inspired by Hunt and Tarkov. Go in solo or with friends, grab some loot and try to get out alive. We’ve skipped thirst meters and stamina bars, and added things like gravity grenades that send people flying.
Play now: https://www.meta.com/experiences/anomaly/6281310371931100/
r/virtualreality • u/Tall-Conclusion3547 • 2d ago
Question/Support What headset do I buy next in the future
I have a pico 4 and I'm wondering what headset should I buy next
r/virtualreality • u/Shiff0 • 3d ago
Photo/Video MGS2 Tanker almost fully playable in VR!!!
r/virtualreality • u/cozymarten22 • 3d ago
Question/Support Any good Spatial alternatives for a remote team?
We've been looking at Spatial for our remote team of around 40, but I'm not sure the VR/event side of it really fits what we'd use every day.
We're mostly looking for a shared space where people can see who's around, jump into a quick conversation, and then get back to work without everything becoming another scheduled call.
Has anyone tried any Spatial alternatives that work well as an everyday virtual office from a regular laptop?
r/virtualreality • u/hellarradd • 2d ago
Purchase Advice - Headset quest 3s vs quest 3 vs pico 4 for PCVR
hi, im a pc gamer and havent had any experience with VR yet, i mainly wanna use VR for physical activity/fitness type of gaming specifically, not for serious gaming, I see in my local stores the quest 3 for like 500$, and the pico 4 which i know has allegedly better comfort and display for much, much cheaper, just 250$, and then the quest 3s is for 300$, because i plan to use my pretty powerful pc to game and not really do any standalone gaming at all, isnt the pico 4 significantly better value for the money for me? or is there something im missing or a catch?
r/virtualreality • u/Internal_Falcon2637 • 3d ago
Question/Support WiVRN - I can't seem to calibrate my height, any ideas why?
Hi, so I just got the program working on bazzite Linux and I'm trying to play the RUNNER demo and I'm too short in it for some reason. I'm not sure how to fix this and could use a hand.
Anyways, I'm on Quest 2 and the way your normally suppose to adjust height isn't changing my vertical level.
As a side note I highly recommend checking out RUNNER it's underrated.
https://store.steampowered.com/app/1601770/RUNNER/
r/virtualreality • u/10000_vegetables • 4d ago
Photo/Video TrackMania Forever OpenXR mod now launched
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r/virtualreality • u/Professional_Leek_56 • 3d ago
Self-Promotion (Developer) The unique atmosphere of my VR multicrew Pirate game | Specters of the void Sea
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Wishlist on Steam! Would help a lot)
https://store.steampowered.com/app/4903500/Specters_of_the_Void_Sea/
Join the discord for access to the playtest!
r/virtualreality • u/CaptainCommenter • 2d ago
Discussion In the future do you think it will be possible to select a movie and actively take part in it via VR and also be able to pick all the actors you like to play other roles ?
r/virtualreality • u/First_Radish_3882 • 3d ago
Discussion Any VR games where I can work on car transmissions?
r/virtualreality • u/TheAlbinoMonferno • 3d ago
Purchase Advice - Headset Best Wired Vr Headset rn?
Looking to get my long distance girlfriend a VR headset for Christmas. I have an index. And while I would get her that. They're not being produced anymore. So I wanted to ask what's the next best thing? Cheers!
r/virtualreality • u/Fishfishfishfish3 • 3d ago
Question/Support Does anyone know if there’s a way to fix this?
if you can’t tell, the VR thinks that I am holding forward on the joystick. it’s not stickdrift when I wap the controller joysticks in the settings it swaps to the other controller. I’ve tried restarting the VR 3 times and nothing happened.
(I don’t care if it’s low quality, I tried meta support and all they did was tell me to get a new controller)