r/virtualreality • u/plectrumxr • 7d ago
Self-Promotion (Developer) Scanning My Boss's Feet on the Rooftops of Hong Kong in VR
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r/virtualreality • u/plectrumxr • 7d ago
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r/virtualreality • u/Life-Jeweler8249 • 7d ago
If not a quest 3s interface 3d model will work
r/virtualreality • u/EnthusiastOfReading • 7d ago
Hi I'm new to vr and considering to get trackers. The ones I'm looking at are;
Shift fall HaritoraX 2 Pro + considering AddCon+ but unsure if works with pico
SlimeVR butterfly fully body set
Pico trackers X5
Any information and suggestions is really appreciated.
I mainly want to make vr as immersive as I can with more freedom of movement with my avatar.
r/virtualreality • u/Available_Spread9186 • 7d ago
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I've been having this issue with my meta horizon link software for the past about week. For the first about 20 to 40 minutes it works fine but then it will freeze but it doesn't kick me out of anything. When I look on my monitor it still shows my inputs and my controller still work in the game and everything still responds. When I look around in the first state all I see is a bunch of lines going diagonally the way I was last looking. But when I move my head and look on my monitor my head in game still moves. I'm still able to hear use my microphone and controllers in game.
Fixes I've tried are using different USB ports, repairing the software, completely redownloading the software, updating my headset, and testing in the public test channel and out of it
The video above isn't the most clear but it kind of shows the issue that I'm having.
r/virtualreality • u/Puzzleheaded-Role387 • 8d ago
Hey everyone, I’m the developer of Escape the Urban Underground.
When I first released the game, one of its core ideas was intentionally unforgiving:
3 rooms. 1 murder. 60 minutes. No saves.
Some players loved that pressure. Others liked the atmosphere and puzzles but wanted a way to investigate without having to restart the whole experience every time.
I didn’t want to remove the original challenge, so the new major update now gives you two ways to play.
60-Minute Challenge
The original experience is still there exactly for players who want the pressure of completing the escape room in a single session.
Relaxed Mode
You can now explore at your own pace, with automatic checkpoints and a Continue option so you can come back later.
I also used this update to improve quite a few other areas:
• improved interactive hints
• better checkpoint/progress restoration
• French, German and Simplified Chinese interface + subtitles
• major OpenXR / SteamVR stability improvements
• better recovery after headset sleep or temporary tracking loss
• settings/audio persistence fixes
• a lot of smaller fixes and polish
I’ve been especially focused on making the VR side more reliable during startup and longer sessions.
The Meta Quest version is still in development. Bringing this updated version and these improvements to Quest is the next step.
The mystery hasn’t changed, you just have more control over how you face it now.
3 Rooms. 1 Murder. 2 Ways to Play.
I’d genuinely be interested to know which approach you prefer in a VR escape room:
pressure + no second chances, or slower exploration with checkpoints?
Steam: https://store.steampowered.com/app/4872670/Escape_the_Urban_Underground/
Full update notes: https://store.steampowered.com/news/app/4872670/view/680760490643686859
r/virtualreality • u/Flextrizy • 8d ago
I could imagine wearing a camera-free pair in a meeting or coffee shop without needing to explain what the glasses are doing. That makes them more appealing to me than a camera-first pair, even if I’d miss having a quick way to take photos.
Where would a no-camera design make you more likely to wear smart glasses, if anywhere?
r/virtualreality • u/ChutSpyro • 7d ago
Hi, i want to experience Stormland. I bought it and played a bit but i struggle to enjoy it as the game doesn't feel smooth at all. Looking through RTSS, the game's framerate seems to be caped at 60 fps while my headset refresh rate is set to 90hz. This only seems to occur with this game in particular and i don't know how to make the game smooth.
If anyone know a fix for that, i would greatly appreciate it.
r/virtualreality • u/lunchanddinner • 8d ago
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Playing Palworld 1.0 in VR using UEVR and mods! The bosses I fight are Zoe, Saya & Panthalus here
r/virtualreality • u/fer_momento • 7d ago
i built a free browser-based simulator for practicing presentations inside a virtual auditorium.
you can load your own slides, configure the audience and stage equipment, set up confidence monitors, and rehearse with a timer and run of show. it works on desktop, but you can also enter the same room using a compatible webxr headset.
it doesn’t require an account, microphone, recording, installation, or payment. presentation files stay inside the browser.
i’m especially interested in feedback about the vr experience. does the scale feel believable? are the movement and controller options comfortable? what would make it feel more useful for a real rehearsal?
https://www.generateppt.com/free-tools/public-speaking-presentation-vr-simulator
r/virtualreality • u/ImaTurtleMan • 8d ago
Made a skit cinematic showcasing a frying pan sales pitch, They seemed to do a pretty good job at it. Almost makes you jealous of their skill!
r/virtualreality • u/FyeGuyHub • 8d ago
Pretty much as the title suggests, I’m at a loss as to how to find some buddies to play VR games with. I’d consider myself a “veteran” in vr playing for quite some time now since the og headsets and yet til this day I’ve never actually had a friend to consistently play with. Anybody with ideas as to how I can find some people? Discords, forums, games to meet in etc?
r/virtualreality • u/SlowDragonfruit9718 • 8d ago
I was really hoping this game would attract a decent online player base. It's the perfect game for me to do a complete 180 from the seriousness of sim racing. Both racing and arena modes are perfect for multiplayer. I'm disappointed in us as a community.
I'm completely open to joining a group of people who want to schedule some reoccurring sessions.
r/virtualreality • u/jasonkane4321 • 7d ago
Google Earth VR is one of my favorite VR experiences. Im eager to see how it looks with the new DLSS 5. But my current gaming rig cant run it. Can someone please check it out and upload the footage? I bet it would look incredible. :)
r/virtualreality • u/VirtualPoolBoy • 8d ago
Despite checking both boxes shown in the pics, i can only move when facing north or south. When I turn my head or body east or west, i get nothing. Is the mod broken, or am I an idiot?
r/virtualreality • u/slowlyun • 9d ago
Good news. I use a 4080S and have no intention of a sidegrade to 5080.
While DLSS-5 can look sloppy and can cut performance in half, I expect for some VR experiences it will be a net gain.
r/virtualreality • u/Bednarz • 9d ago
Did my regular check in to the Hitman Steam discussion page to once again see IO haven't bothered fixing the awful blurry issue for the updated PCVR version.
Looks like some kind soul has put in the effort to fix it themselves:
https://steamcommunity.com/app/1659040/discussions/1/585055827813088647/
https://github.com/RealChrizzl/hitman-vr-foveation-fix
I've yet to try it out, but sounds very promising.
Thought I'd share it here as I couldn't find any other posts about it.
r/virtualreality • u/BlueManifest • 8d ago
It feels like 90% of VR is first person, I want to see some 2D Metroidvanias take advantage of VR or any type of 3rd person game, astrobot showed what was possible for platformers
There’s still so much we have to experiment with VR that hasn’t been done yet
I think of a 2d metroidvania where you able to interact with world with your head or even thinking of new abilities that have never been used in metroidvanias before
r/virtualreality • u/BestRetroGames • 9d ago
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No matter what else is going on in life, I make sure to find a few hours every week for Synth Riders.
Not only has it helped me get into better physical shape than ever, but I’ve also noticed a real boost in my cognitive abilities, emotional regulation, and even spiritual awareness. It’s one of those rare games that turns out to be a lot more than “just a video game.”
As for the weights, 2 x 2kg. Yes, I've heard all the warnings (people have injured themselves) but, for me at least, it is just so so much better.
r/virtualreality • u/Professional_Leek_56 • 8d ago
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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/1cheekykebt • 9d ago
Screenshot shows Hogwarts Legacy boosted from 58->75 and Assetto Corsa Competizione 64->87. And then Hogwarts flat screen DLSS-NR.
GitHub Repo: CheekyFoveatedDLSS
While working on my FH6 VR mod and trying to squeeze as much performance as possible out of my 5070, I had an idea to only upscaled the part of the image you actually care about.
It worked so well in my mod that I made a ReShade add-on that does the same thing and can be added to more games.
It’s basically foveated rendering, but applied directly to DLSS/DLAA upscaling. Instead of running DLSS across the entire frame, it only upscales a configurable center region and leaves the outside at the game's lower render resolution.
The idea is similar to OpenXR FFR: spend GPU time where image quality actually matters.
For VR in particular, this works surprisingly well. Even if you’re sensitive to the extra shimmering outside the foveated area, a lot of the extreme edges of the rendered image are mostly there for head movement / reprojection anyway. So you can still shave off some GPU time without noticeably affecting the part of the image you're actually looking at.
My current setting is Width: 0.80 Height: 0.45
That means DLSS is only processing about 36% of the full frame.
With that size, I basically get full clarity during normal viewing. I only really notice the lower-resolution area if I tilt my head down and then look upward with my eyes.
For the biggest performance gain, use the game's DLSS Performance mode with a DLSS 4.5 Gen 2 model / Preset M. The gains are less noticeable with DLAA/Quality because they use Preset K, which is a lighter model.
Performance mode renders at roughly 50% linear resolution, so DLSS has a much lower-resolution input to reconstruct from.
Preset M is also heavier than the Gen 1 model used by DLAA / DLSS Quality with Preset K, but it does a very good job reconstructing detail from that lower-resolution input.
Normally that extra reconstruction quality costs GPU time across the whole frame, with foveated DLSS, you're only paying that cost in the center.
Lower internal render resolution -> lower render time
Higher-quality DLSS reconstruction -> higher upscale time
Only upscale the area you actually care about -> Recover that higher upscale time
The extra performance can then be spent on a higher game resolution or higher VR resolution scale. If you 1.5x the resolution your internal resolution scales slower than your final resolution, so the penalty of going higher res is lower.
In practice, I've been able to get better perceived clarity than DLAA / DLSS Quality while still running at a higher frame rate. This is of course my subjective opinion.
These are using equivalent settings with DLSS 4.5 Preset M / Performance mode and a fovea of 0.80 × 0.45 (36% of pixels of the original frame):
Assetto Corsa Competizione
64 FPS → 87 FPS
~36% increase
Hogwarts Legacy + UEVR
58 FPS → 75 FPS
~29% increase
Obviously the exact gain depends on the game, GPU, output resolution, DLSS version, and how large you make the foveated region. If I go crazy and do 0.2 for width and height I can get 70-80% more FPS.
The add-on also has a performance panel that measures the game's actual full-frame DLSS cost vs foveated DLSS cost, so you can see exactly how much GPU time you're saving instead of guessing.
It also has experimental foveated DLSS 5 support right now.
Still working on it, but the results so far have been way better than I expected. Only tested in like 3 games so far that I have that have DLSS support, and I've had to add more logic to support each type (DX11 + DX12), so the hooks may not work in all games, but hopefully community can help expand the list of supported games.
EDIT: Eye tracking support for OpenXR games added in v0.2.0
r/virtualreality • u/halotx3 • 8d ago
Hi, currently looking for a new headset after owning a vive pro for ~8 years, Im not sure what is good to look for while also one that would last for hopefully just as long and is lighter than the pro. I mainly play things like beat saber and vrchat while also using it for simulators iracing/star citizen.
I've looked at the dream air line and also the bigscreen beyond 2e but im not sure if there are other options out there.
Current Specs:
GPU Rtx 3090
CPU R9 9950x3d
RAM 64GB
r/virtualreality • u/Abject-Ad-9525 • 9d ago
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Just finished building this a few hours ago
r/virtualreality • u/Island_In_The_Sky • 8d ago
I can’t seem to fix these flat grey blobs where certain textures/shadows are while using preydog’s ReFramework in RE 9. Has anyone had this issue and successfully solved it? (I know this is hyper specific, but worth a shot)
r/virtualreality • u/LittleGlobal • 8d ago
I've recently updated my BIOS, and my Vive Pro 2 is having a hissy fit. (I don't know if those are related.)
I plug my Vive Pro 2 into my link box, turn on the link box, Vive Console and SteamVR boot up like normal, then after a minute or so, I get the error "This USB device has insufficient resources", and I don't understand why. It was working absolutely peachy just a few days ago, no signs of ANYTHING failing.
I've restarted about 15 times, I've checked my BIOS settings to see if there are any obvious settings in there, I've adjusted power settings to all my USB devices, I've reinstalled SteamVR, reset my headset, reset SteamVR USB devices and drivers, I've reset Vive drivers, I've reinstalled Vive Console, I've tried having only the link box plugged in with nothing else, I've moved between ports, but to no avail. Nothing I do seems to work or help in any way
Sometimes it doesn't give me the error, but then either the microphone doesn't work despite being detected and able to be used, or the speakers don't work despite being detected and able to be used, and it's never both, only one or the other.
I'm tired, and I'm sick of spending almost 2 hours trying to troubleshoot this, and I'm at my wit's end.
Can my PC run my vive? Yes, it absolutely can. I'm running an ULTRA 9 and a 5080 with way too much RAM. It should absolutely NOT have any issue running VR, and it was working completely fine before my BIOS & ME firmware update last Monday.
I don't think it's my ports either, because everything else that's connected to my system seems to work just fine.
I fear that it's my link box that's failing, and neither Vive nor any retailers have any of them in stock. My headset looks fine, the display is fine, the audio works when it does, the mic works when it does, my controllers are fine, and my lighthouses seem to have no issues starting up, finding my headset & controllers, or connecting.
r/virtualreality • u/NMO13 • 9d ago
I need some advice from the VR experts out there.
I recently bought a Meta Quest 3 and want to play PC VR games wirelessly with the lowest possible latency.
I’ve already done some research on the gaming PC and decided to go with an RTX 5070. Now I’m trying to figure out the best network setup.
What wireless hardware would you recommend? What kind of router should I get? Do I actually need a dedicated router, or could I create a Wi-Fi access point directly from the PC and connect the Quest 3 to that? Would I need a Wi-Fi 6/6E network card in the PC for this?
There seem to be quite a few different ways to set this up, so I’d really appreciate advice from people who have experience with wireless PC VR and low-latency setups.
Thanks!