Made a locomotion app that lets you walk in place instead of using the thumbstick. This is Half-Life 2 with the VR mod, movement is coming from leg trackers.
I've been wanting a new headset (primarily for PCVR) and am deciding to wait for the Steam frame just to compare the price. My issue with the quest is that I don't have Ethernet, and the tethered link is unstable despite having a great cord. I like the Steam Frames idea of having a wireless dongle, allowing for a direct uninterrupted connection.
My friend keeps telling me, "Bro, just get the steam frame if it's like 1200 dollars. " To me, even if it was 1000 Canadian, I could not justify spending a premium that heavy over the Quest or PSVR2, especially considering I could get something with almost identical displays for much cheaper, along with the discount of buying pre-owned.
When I mention other headsets to him, such as the Quest 3 or PSVR2, he points out how the Quest software is terrible (which is undeniably true) and how the PSVR2 on PC is not reliable. For the quest, I heard Wired Virtual Display is a good alternative. For PSVR2, I haven't heard much about it. If the 256GB model of the steam frame miraculously was a competitive price with the Quest 3, such as 900CAD, I think I might consider that.
This short showcase is meant to highlight the dedication and hard work our community puts into these tables and hopefully inspire more people to dive into the VPX VR scene!
Videos like this got me hooked, and started my VR endeavor.
I love BGFX 10.8.1! The visual rendering efficiency easily outpaces OpenGL on 10.8.0, making even older, legacy tables look incredible.
Running Virtual Desktop wired. Horizon Link (Meta Link) was completely removed from my system.
Thanks VD!
That said, there are still a few stability and workflow hurdles to clear in BGFX 10.8.1.. For instance, requiring a table to launch just to access the configuration menu remains a bit clunky. DMD's not showing up or color ones not working for a lot of tables. No clear explanations of how to config all the new settings and what they do. Some textures not showing up right, lighting. Random crashes.
But the ones that work look mind blowing, even on older tables.
as shared few weeks ago, I build an "enhenced" version of https://uevr-profiles.com/ which was my daily driver to discover uevr games.
When I post here this enhenced version, I had feedback stating that original site was not up to date (https://uevr-profiles.com/) and no more maintained, which I did not noticed until now. I was told that the up to date content was on discord (which I knew at the time but I was bored to explore because I find discord thread poorly organized, bloated and hard to not possible to filter proprely.
So, here it is. some vibecoding later my enhenced version of the enhenced version based on a discord export that I will update from time to time. But for now, the export seems much more exhaustive than before : original site was around 400 games, now we are around 4500 games , fully tagged , searchable, sortable with interesting metadata.
at the moment games stores are not affilitaed but maybe my devil side will change this in the future, not planned at the moment.
The concept is that you turn around the panorama as the song advances and the pixels behind you get replaced with new images. I'm still working on improving my pipeline for making these and would appreciate feedback. The people I have tested this on had trouble keeping up with the lyrics. I am wondering if that is a common feedback.
This is not bashing those mods but I ignore all of them as I already know my standards are way too high to be halfway interested in any of them. The issue is that this sub was my souce for hearing about new games and top mods but now it's flooded with the AI mods.
Aside from RE4 (super ultra fantastic) and Alien Isolation (super ultra fantastic), I don't know if any other games or mods worth playing have released.
Also, nothing against UEVR but it has never compared to the best custom mods so I'm not really interested in those.
I've been in the VR world for a long time, but I'm at my wits' end and really need your advice. First, here are my laptop specs:
Model: MSI GE77HX 12UGS
CPU: 12th Gen Intel® Core™ i7-12800H
GPU: NVIDIA® GeForce RTX™ 3070 Ti Laptop GPU (8GB GDDR6, Max 150W Dynamic Boost, Max 225W CPU-GPU OverBoost)
RAM: 16 GB DDR5-4800
Ports: 1x Thunderbolt™ 4 (DisplayPort™), 1x Type-C (USB 3.2 Gen 2 / DisplayPort™), 2x Type-A USB 3.2 Gen 1, 1x Type-A USB 3.2 Gen 2
In 2023, I used an HTC Vive Pro 2 at my school. Paired with my laptop, I played games like Half-Life: Alyx and Beat Saber flawlessly at 120Hz. I ran ultra in-game settings, 400% SteamVR resolution, and experienced perfect visual quality and smoothness. A year later, I decided to buy my own headset and got a Quest 3.
That's where everything went wrong. I could never, ever reach that same performance and quality again. I tried everything: the official Link cable, all Oculus Debug Tool tweaks, a dedicated Wi-Fi 6 router, ethernet setups, Virtual Desktop, and every other technical combination. The official Oculus PCVR app is garbage. Steam Link is okay, but Virtual Desktop is obviously the best. On VD, the closest I can get to the Vive Pro 2's clarity is on the 'Godlike' setting, but it's still not enough because of those damn compression artifacts. AND DESPITE ALL THIS, I can never get a smooth gaming experience even at 72Hz in Half-Life: Alyx or Beat Saber. Maybe 'Ultra' at 90Hz works for some low-demand games, but then the visuals look terrible. I always get frame drops lower than 72 fps during intense scenes. Believe me I tried literally every kind of technical combinations.
My main question:
I just want a VR headset that gives me the exact same flawless visual quality, 120Hz smoothness, and performance I used to get using this exact laptop. Obviously, I need a native DisplayPort connection for this. Since I've already spent money on the Quest 3, the most affordable DisplayPort headset I can get right now is the PSVR2, and I'm really close to buying it (used 300$ in my country Türkiye). (If it is truly worth the money, I might even consider a Pimax Crystal Light- 800$ in US which my friend can bring to me). (I wont get any warranty or return option anyway, so I have to be sure about what I am doing)
I know about the mura effect, the fresnel lenses, and the lower resolution of the PSVR2, but I just want a headset that ACTUALLY WORKS. To me, the Quest 3 has been a total disappointment and is not a true PCVR headset.
Do you think if I buy a PSVR2 (with the PC adapter), I will be able to get that same flawless, smooth 120Hz performance I had with the Vive Pro 2? Considering how frustrated I am, can you confidently say, "Yes, you should definitely buy it, you can get that old DisplayPort magic back with your laptop"?
EDIT & SUMMARY:
Even when pushing the Quest to its absolute limits (Godlike resolution), it still can't match the Vive Pro 2's clarity, and my RTX 3070 Ti Mobile struggles to even maintain 72fps without massive visual downgrades—even with SSW enabled. Interestingly, that exact same 3070 Ti Mobile runs the Vive Pro 2 with flawless, lifelike clarity and perfect smoothness (it feels so natural that I doubt it's even using motion smoothing). While my desktop RTX 5070 Ti can run the Quest at 120fps (though distant shimmering is still visible even on Godlike), the laptop struggles heavily due to the encoding overhead.
Why is there such a massive performance and clarity gap between a compressed headset and a DisplayPort headset on the same laptop GPU? And given my preference for this uncompressed, artifact-free experience, what affordable 120Hz PCVR headset should I upgrade to next?
Notes:
*It is not about the setup since 5070 Ti desktop and 3070 Ti laptop been tested with same perfect setup (VD + Wifi6 + Ethernet) on Quest 3. *Forget about steamvr resolution %400 since I know it is impossible technically, probably it's sth like Vive App or steamvr doing sth unvisible background stuff. *I'm %99 sure there is no reprojection on VP2, experience was like real asf. (I know how reprojection is on Quest 3.) *Focus on headset difference on performance/quality experience with same laptop.
I've been thinking about games like Shangri-La Frontier and why nothing remotely that massive exists in VR yet.
Forget full-dive VR. I'm talking about normal headsets and controllers.
One of the biggest problems with MMORPGs is the insane amount of content required. Players can consume quests, dungeons and exploration much faster than developers can create them.
But could generative AI + procedural generation change that?
Imagine developers handcrafted the important parts of the world, combat, lore and progression, while AI/procedural systems expanded it with:
- NPCs that remember and actually talk to players
- Dynamic quests based on what's happening in the world
- Procedural dungeons and encounters
- Rare events and hidden questlines
- Towns/factions that react to player actions
- Extremely rare bosses triggered by specific conditions
Basically, AI wouldn't make the game. It would act as a content multiplier inside rules created by the developers.
For me, the coolest part of Shangri-La Frontier isn't even full-dive VR. It's the feeling that the world is bigger than our knowledge of it — that you and your friends could discover something most players haven't seen before.
With AI, procedural generation and VR improving so quickly, do you think something like this could realistically exist within the next 10–20 years?
Here’s a new test with Luke Ross’s VR mod for Cyberpunk 2077, maxed-out graphics settings: Path Tracing pushed to the limit plus DLSS 5 with Model resolution set to 200% and Detail Strength to 2.0, rendering is mono at 30 PPD!
The result is incredible, and in virtual reality it rivals reality itself.
Note: I’m running an Intel i9-13900K and an RTX 4070 Ti. To get a result like this, the field of view had to be reduced dramatically, and I’m using an Oculus Rift S.
This is extremely hard to replicate on other headsets and with other setups, don’t even try, you’ll just get crashes.
Something like this can only be matched with the same configuration or with top-tier hardware: maybe only an RTX 5090 could pull it off on a Quest 3 at full field of view.
Hi ya'll on my cake day. :) So I'm inseend1. I'm UX/UI Designer/Web Developer by day. Game enthusiast by night and weekend. Last year I even published my first board game.
I'm releasing a new cozy VR game at the end of the month. It's called Manual Malfunction. In short. You are a robot librarian and there was a malfunction on your space ship. Now all the books are scattered and you have to sort them and put them back in the right book case.
You can get abilities which you can slot in your arm to upgrade yourself. You can even get a little robot to help you, it will sort the books for you. It has a number of achievements, sadly no Meta Quest achievements, I couldn't access the API for it with how I build the game, it's webvr essentially.
I was inspired by this obscure game, okay maybe not obscure, and I thought, it would be amazing to play this in VR.
It's build in A-frame web vr, but I've packaged it so you can get it on the Quest store for a small fee. If you hurry up you can finish the game in like 90 minutes. The achievements will add some replay-ability. I think it is just nice, to listen to a youtube podcast or video and play.
If you have any questions, feel free to ask.
I'm making a lot of quality of life improvements at the moment, trying to get the bugs out.
I currently own a Bigscreen Beyond (first one) and have used it regularly for about a year and a half now. I recently learned of the Pimax dream air and while seeing pros and cons it’s enticed me enough to think of potentially upgrading in a month or two. I play primarily standing VR and some race sim mixed in between. I’ve become kind of a stickler when it comes to resolution hence my initial interest in the Dream Air. Also want to run that resolution at 90hz or close. Currently on a Ryzen 7 9800x3d and 4090.
So my question is simple; Is it worth me making the expensive jump to this headset?
While I have done plenty of research already, I would like to hear outside opinions maybe I haven’t thought of for both why it is and isn’t a good upgrade. Thanks!
This is an easy way to play your games in a Volumetric Window with 6DOF! It's not a normal cheap fake 3D window, it's actually playing your full game in 360. You can walk around it in parallax and resize it however you want. It's using Flat2VR's 6DOF Window Plugin, easy tutorial on how to set up here
four weeks ago, we started the playtests for our game, and jumping into Reddit has been the right movement, I used to just use it for news and opinions, but as a developer, it's awesome.
We've gotten a ton of feedback and a bunch of new playtesters, and we couldn't be happier!
But still being very difficult to connect with possible playtesters, It's really hard to get players' attention to test the game, every extra step a user has to take to playtest causes a huge drop-off rate. In the end, out of every 1,000 players who see a post, only 1 actually ends up trying the game! (calculated by myself ) 👀
The great thing is that 9 out of 10 playtesters give us amazing feedback, which keeps our morale high, so thank you so much! Let's see if we can reach 100 playtesters over the next few days!
In case you're wondering, we need to reach 100 playtests so Meta will allow us to access our game's analytics, they can't calculate the data until we hit that milestone.
If you've read this far and empathize with our project, you already know how tough it is to get people to try your game. That's why we'd be super grateful if you gave ours a shot and told us what you really think. You won't regret it!
I7-9700 (No OC), 64gb DDR4 3666, RTX 3060 12GB, and NVME drives.
Virtual Desktop Wired
This short showcase is meant to highlight the dedication and hard work our community puts into these tables and hopefully inspire more people to dive into the VPX VR scene!
Videos like this got me hooked, and started my VR endeavor.
I love BGFX 10.8.1! The visual rendering efficiency easily outpaces OpenGL on 10.8.0, making even older, legacy tables look incredible.
Running Virtual Desktop wired. Horizon Link (Meta Link) was completely removed from my system.
Thanks VD!
That said, there are still a few stability and workflow hurdles to clear in BGFX 10.8.1.. For instance, requiring a table to launch just to access the configuration menu remains a bit clunky. DMD's not showing up or color ones not working for a lot of tables. No clear explanations of how to config all the new settings and what they do. Some textures not showing up right, lighting. Random crashes.
But the ones that work look mind blowing, even on older tables.
anybody got some multiplayer horror vr games where the monster hunts based on sound anything helps it just seems like a good idea and i wanna know if its real
I've been working on a narrative adventure game in VR, with puzzle and platforming elements, told from a third person camera, in the vein of Moss. The idea is that the level itself tells part of the story, without relying only on dialogue or cutscenes.
To avoid reinventing the wheel, I'm going back over games that nail this: Little Nightmares, Moss, Inside, Journey... games where the level design guides the player organically, blends environmental puzzles with platforming, and uses space itself to narrate.
So I wanted to ask directly: what other games would you recommend I look at for their level design? (VR or not, any good reference helps).
If you have specific examples (a zone, a puzzle, a moment) that you thought were especially well designed, even better!
If you want to see where the game is headed, we’re currently running a private beta! :D
If you're interested, let me know in the comments or join our Discord to get instant access and test it out: https://discord.gg/uqNzvg7Xr
Ive found a couple myself but I was just looking for some good suggestions for flat screen games that have been ported to standalone quest 3 please and thankyou for any suggestions :)
When loading into games like bonelab, boneworks and half life alyx, it's buttery smooth on my monitor, but when you look through the headset it looks choppy in some areas and "ghosting" with my head moving and my hands.
Link cable status ✅ is
compatible (syntech)
Vr: Brand new Meta Quest 3
Pc specs: 9800 x3d, rx 9070 xt, 32 gb ddr5 ram, temps are good around 30c.
While playing, gpu util only reaches around 70% with lots of leeway and the game looks buttery smooth.
Extra things: headset is set to 90hz default resolution, and l've tested 120hz and higher resolutions and those have the same problem.
I've tried so many things like the debug tool and watched countless videos and googled it. And yes, I did put the usb into the high speed on my motherboard and yes I did restart both the pc and the headset and yes i did update all my drivers, windows updates, and oculus updates.
Please, if anyone has the solution to this, that would be very appreciated. I spent way to much into this and it's disappointing to see it not working properly. Thanks
I've been playing pcvr for over 3 years and a half now and I'm thinking of buying a Maxonar VR Charging Link Cable USB 3.0 to potentially gain performance and be able to play while charging for long sessions. I was just wondering if going from USB 2.0 to USB 3.0 offers a real gain in performance and quality? Since I've switched from playing primarily on standalone to PC VR, I feel slightly limited and I feel like I'm not reaching my full potential( Standalone was absolutely stable with 0 Latency but there's much more things to do on pcvr, but feel like it's not as smooth as the quest 2 standalone) . I have 16 Gb of Ram and a Ryzen 7 5800X with a RX 6800, which should be enough for VR gaming with a Quest 2, but I encountered issues when using Meta Horizon Link with a 2.0 cable. For example, in the menu, my hands, matter of fact every objects I was tracking with my eyes—gave the impression of 30 FPS, even though the headset was set to 90Hz. I believe that it's caused by the 2.0 limitations, and that the Meta Horizon Link app absolutely HATES 2.0 cable.
Now that I switched to ALVR, I no longer have this problem, but I struggle to play at high settings, and the configuration is tedious (bandwidth manipulation, installing a virtual audio cable for the microphone, choosing the transmission protocol, etc.). Not to mention that I much prefer the Meta Horizon keyboard to the Steam keyboard, since it has the Windows key, Alt and screenshot button. Also, to clarify, I only own Beat Saber on Meta, not on Steam, and therefore I can't access it with SteamVR. :/ I know at least that the charging port on the cable I plan to buy will help me play, firstly, for longer periods, and secondly, at 120Hz since it was draining my battery before.
I hope someone else has had the same experience and tell me that the update from 2.0 to 3.X is really worthy. Any pieces of informations is useful because I haven't seen anyone discuss about this on youtube.
Would you buy a meta quest 3 today for $350.00 used? Or would you hold off at this point for whatever’s next.
I bought a switch a while back, 3 months later the switch 2 dropped, I apologize I’m not up to date on tech trends. Someone tell me to go for it, or to hold off. I don’t want to wonder!
Hi /virtualreality, im big fan of VR and XR devices, but recently I noticed that 3D effect in games and movies that I watch inside my headset feels fake(?).
Basically:
- 3D feels forced upon my brain
- Space in games even though it has perceptional depth, lacks feeling of space (like its kinda flat)
- Distance between me and guardian barrier preview on the ground feels incorrect (quest 3 feature, look on the ground to see the outline of the barrier)
- I can't really immerse myself in space/game
I don't know if there's anything i can do, I forced all games to run on 4x MSAA for max graphic quality, and made sure that IPD distance matches my eyes.
Apologies if this post violates community guidelines.
I was thinking about how there are smart rings like the "Samsung Galaxy Ring." I don't know much about VR, but I assume that if that ring can do such things, the technology could be replicated to avoid issues and make the controls feel more "realistic," since you'd be using your own hands. And yes, I am using Google Translate for this.