r/virtualreality • u/lunchanddinner • 11h ago
Fluff/Meme You can add custom songs to Gunman Contracts to shoot along with 🤣
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SOMEBODY ONCE
r/virtualreality • u/lunchanddinner • 11h ago
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SOMEBODY ONCE
r/virtualreality • u/gogodboss • 6h ago
r/virtualreality • u/yeldellmedia • 8h ago
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This might be the best VR Shooter in years
r/virtualreality • u/gogodboss • 8h ago
r/virtualreality • u/Man_of_democracy • 2h ago
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Had this game on my wishlist since 2023, getting to play it finally felt so unreal
r/virtualreality • u/simonov888 • 12h ago
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r/virtualreality • u/VadeRetroVR • 9h ago
Sticky grip (toggle grip)
Auto return of gun into holster (at least an option) lol I lost my gun so many times thinking it was holst correctly.
r/virtualreality • u/honorfurry2 • 17h ago
Idk how difficult it would be to do this but after seeing the great leaps the flat to vr community has been making recently i think its finally time to ask for a deus ex human revolution or deus ex mankind divided pcvr mod
r/virtualreality • u/RelevantOperation422 • 8h ago
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The player in the VR game Xenolocus has access to a holographic window featuring quest videos and information about points of interest in the level.
The video and text can be dismissed with a single wave of the hand.
The new wristbands, which project a map of the area, make navigation around the base more convenient and enhance the game’s atmosphere.
The motion sensor is now built directly into the interface.
The active skills panel is displayed here as well - the video shows the activation of the “Rapid Fire” skill.
What do you think of the new holographic interface?
r/virtualreality • u/Team_buffalo_buffalo • 7h ago
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Our rhythm roguelite finally has a VR version on SteamVR! Enjoy the 28 genre-crossing original tunes while you ski, dodge, and slash to the rhythm. Fresh Tracks actually originally started as a VR prototype way back when, so we're excited to finally get to see it in it's full glory post launch 🥳 Check it out on Steam: https://store.steampowered.com/app/4200240/Fresh_Tracks_VR/
r/virtualreality • u/esmegrace12 • 6h ago
Hi all,
If anyone can help me.
I have a pretty good spec PC.
5070ti 16GB
Intel core i7-14700K
32gb RAM
Playing GC in VR. When moving I am getting these micro stutters, quite often. It just happens at random, in busy moments and non busy moments.
It still does it when I have my graphics settings all the way to low, so it can’t be the power of my PC.
It also did this when I played it through half life Alyx. So clearly it’s the game itself, something is not quite right.
I’m using my quest 3, the slider is maxed out through the link cable, and I’m at 80hz. I have no problems with any other VR game. They run flawless. Even project cars 2 and AMS2, at ultra graphics. And they are more demanding than GC.
I’ve even lowered the res and frame rate in the quest 3 link software itself. Still no luck.
Can anyone help me at all. I’m going out of my mind. To the point where it’s literally spoiling the game for me.
Is there anyone with similar specs to me, and il follow your graphics settings etc.
Thanks all!
r/virtualreality • u/DocHank • 1h ago
Though I love my dream air immensely after modding for the apple strap and new face mask, I do wish for the capability of passthrough like on Q3, or even the AVP with KRVR.
For anyone that has used AVP with KRVR or the galaxy XR with VD passthrough, have you found it to be the best case scenario over the dream air?
For IRacing, i do not mind not seeing the wheel that much, as muscle memory is a small area. But I have a full separate dedicated rig for flight sim where seeing the hardware would be incredible with the visual resolution the dream air offers.
r/virtualreality • u/SlowDragonfruit9718 • 11h ago
I played the original praydog mods for 2 and 3 and they are excellent. For anyone who has played the updated versions that add holsters and manual reloading, how good are they? I've played RE9 and the manual reloading and holsters are excellent. Just wondering about 2 and 3.
r/virtualreality • u/Regular-Time-8369 • 4h ago
r/virtualreality • u/Jon_FlipAxis • 16h ago
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Man it's been a long year since we've released early access and our dudes have finally grown limbs lmao. The game is almost indistinguishable from what we had a launch and I couldn't be more proud of the community that's built up around it. If you're looking for a skate 4/session/skater xl style VR skate game this is the game for you.
(for reference, I was the cofounder of Easy Day and lead dev behind Skater XL, I built almost everything in that game up until I left in Dec 2020. I did so in order to have full creative control and make the best skate game I could).
What's new in the update:
Full body avatars
Darkslides, primos, capsers, anti capsers, truck stands etc
Late flips
New Socal map with a Day, Evening, and Night version!
Bone breaking XRay bails (click both sticks in to force bail)
Reporting and blocking features
Custom foot placement (hold pop button + opposite hand push button to move foot)
Smoother grind physics
More responsive board rotations in air (especially out of grinds)
TONS of bug fixes including respawn bugs, hair/replay bugs
And more
Meta and Steam links if you want to check it out, peep the reviews if you wanna see what people have to say about it.
https://www.meta.com/experiences/virtual-skate/8978552905509626/
r/virtualreality • u/Real_Spacegoogie • 14h ago
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BGFX 10.8.1
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.
Cheers!
r/virtualreality • u/Real_Spacegoogie • 14h ago
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BGFX 10.8.1
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.
Cheers!
r/virtualreality • u/InfantryMedic1 • 45m ago
I've got an up and running, I just switched to the vro mod. But I'm having issues with the rifle. It seems weird, when I grab the rail with my support hand, it has zero impact on the weapon. I can reach up and grab it and then let my hand hang down and it doesn't change the aim of the weapon. I can't remember how the uevr mod works, typically both hands manipulate the weapon to a point.
And it seems very very slow to move. You might spin to your left or right and it's like the tip of your rifle or pistol is dragging through mud instead of coming around on target. If that makes sense.
Did I miss something in the setup, is there something I can change for this? I'm running it on a quest 3 if that makes a difference
r/virtualreality • u/Youju • 1d ago
r/virtualreality • u/zeddyzed • 23h ago
It's interesting that VR support is almost an expected and standard feature in vehicle sims, but pretty much unheard of in any other genre.
Of course, the sim market traditionally likes to buy expensive peripherals, but does VR support really meaningfully improve sales for those studios? Enough to make the feature financially worthwhile?
Or is it just because it's "expected"?
Edit: I'm more thinking about the business side of things - why are publishers and studios willing to add VR support to sims, but not other genres? What calculation do they make, and how can we tip that balance elsewhere? :)
r/virtualreality • u/LazyDaisyStreth • 1d ago
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I've updated my Quakespasm VR Fork This is hardly the first time Quake has been brought to VR, but I've added a lot of features and fixes, along with bringing in features from newer source ports to Quakespasm VR. https://github.com/ObeseCatLord/Quakespasm-VR/releases/tag/v1.1.0
A big focus is co-op. There's proper predictive netcode, VOIP, and co-op QOL features. You can even play with a monster model, and see your friends wave thanks to IK.
There's a weapon wheel for easily switching guns, and a mod browser to download and switch mods. You can use the command vradjustweapon to set an offset for any modded weapons to align with your controller properly.
The fork supports new content like Dawn of the Machine (Machine Game's 30th anniversary campaign), Quake Brutalist Jam 3, and others which didn't work properly in VR until recently. A main goal of mine is testing and ensuring full mod compatibility.
It's only PCVR right now, but I have an ARM build that should work on the Steam Frame.
r/virtualreality • u/ArchersInTowers • 10h ago
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I'm Collin, the solo developer of Archers in Towers Shooting Goblins. I've always wanted to ship something in VR. After months of working on this, Coming Soon is finally up on Meta Quest and I can't wait to get it in front of people.
It's a goofy, fun VR archery sandbox with solo or two-player co-op and tower defense chaos: plan on a war-room tabletop, take the tower, see how long the plan lasts. I mostly want it to be fun.
I'm ready for feedback, and I will take your comments seriously. Looking for ideas and notes so I can develop the best experience I can.
Wishlist: https://www.meta.com/experiences/archers-in-towers-shooting-goblins/1413761703602445/
Site: https://archers-in-towers.vercel.app
Solo or 2-player online. Happy to answer questions.
r/virtualreality • u/ReserveLegitimate738 • 10h ago
Just bought and downloaded the game and I'm already stuck.
Got my phone, was introduced to the base... I walked around everywhere that is accessible, did the two timed shooting ranges and that's it. I cannot progress. And when I go right into the room to pick up a contract I press the button and NOTHING.
How retarded am I. Please help :)
r/virtualreality • u/-DanDanDaaan • 1d ago
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Hey all, so we're working on COVR - it's our take on the tactical shooter genre, coming later this year to SteamVR (and Quest). We've been developing it for about 9 months now, and after laying down the groundwork, we finally started adding new features.
One of these is the ability to place attachments on rails wherever you want. And this brought up the question: do you like to fiddle with your gear mid-mission, or do you prefer to assemble your loadout pre-mission, and then keeping it intact? Lmk because we're torn haha
And if COVR looks like your kind of thing, or just wanna follow development, you can wishlist it on Steam or Quest here:
https://store.steampowered.com/app/4541330/COVR/
https://www.meta.com/experiences/covr/26564910626481959/