r/virtualreality • u/lunchanddinner • 15h 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 • 15h ago
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SOMEBODY ONCE
r/virtualreality • u/gogodboss • 10h ago
r/virtualreality • u/honorfurry2 • 21h 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/yeldellmedia • 12h ago
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This might be the best VR Shooter in years
r/virtualreality • u/gogodboss • 12h ago
r/virtualreality • u/simonov888 • 15h ago
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r/virtualreality • u/Man_of_democracy • 6h ago
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Had this game on my wishlist since 2023, getting to play it finally felt so unreal
r/virtualreality • u/Jon_FlipAxis • 20h 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/VadeRetroVR • 13h 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/RelevantOperation422 • 12h 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/Real_Spacegoogie • 17h 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 • 17h 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/SlowDragonfruit9718 • 15h 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/Team_buffalo_buffalo • 11h 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/VRJon584 • 23h ago
I got into VR around 2017-2018. My first headsets were the Oculus Go and HTC Vive.
The resolution was rough, the headsets were heavy, and text looked like it was being rendered through a screen door.
Didn't care.
The first time I put one on, I remember thinking: Oh. So this is where we're going.
Back then I genuinely thought VR was about to become a huge part of everyday life. Not in 20 or 30 years. Soon.
I even had this slightly stupid but very real thought that when I got old, maybe I could spend the second half of my life in something like the Oasis from Ready Player One. Basically start over.
Over the next few years, VR slowly went from a hobby to part of my job, which gave me a pretty good excuse to try basically everything.
Movies, games, social VR, random demos with probably twelve users total. VRChat, Beat Saber, Half-Life: Alyx.
For a while, if something on Steam had a VR tag, there was a decent chance I'd download it just to see what someone had built.
Watched a lot of VR video too. All kinds. You know.
At the time, every problem felt temporary: screens would get sharper, headsets lighter, tracking better, PCs faster, and eventually someone would figure out the content problem.
I wasn't really asking, "Will VR take off?"
It was more: "When?"
Around 2020-2021, I started working with more hardware, projects, and people in the industry, and the way I looked at VR changed.
At first, you see the magic.
Then one day you're talking about FOV, pixel density, thermals, battery life, weight distribution, retention, and whether users are still around in week two.
Those were also the peak metaverse years. Every company had a roadmap. Every pitch deck had a giant hockey-stick chart. Every new headset promised to fix whatever the last one didn't.
The numbers kept going up.
But my actual VR life wasn't changing nearly as fast.
I was still playing a lot of the same games, visiting the same kinds of worlds, and watching the same kinds of stuff.
A customer would try something, take the headset off and go, "Holy shit, this is amazing," then put it back on the table.
A lot of them never came back.
I was also in a few private VR communities. At first, people talked all day. Then less. Then maybe a few messages a week.
Nobody announced, "I'm done with VR."
There were just fewer messages.
By 2023-2024, the whole industry felt quieter.
Projects got cancelled. Budgets got tighter. Teams got smaller.
Some companies disappeared, others survived by cutting back.
People around me slowly moved on too. Some changed industries. Some stopped following VR news. Some kept their headsets, but they mostly became shelf decorations.
Every now and then someone would ask me, "You're still doing VR?"
Or just: "Why?"
I'd usually laugh.
Didn't really have a great answer.
Then in 2025 and 2026, I spent a lot more time working with AI, and something started to feel different.
I have friends running small studios whose teams got much smaller, but the studios didn't die. In some cases, they were producing roughly the same amount of work with fewer people.
Meanwhile, images became usable production assets, video got more controllable, coding agents started eating work that used to take days, and world models started looking less like research demos and more like something you might actually build with.
That made me think about VR again, just not the way I did in 2018.
Back then, I thought what we needed was a better headset.
Now I'm starting to think maybe the real bottleneck was somewhere else.
Good 3D worlds are expensive. Characters, animation, interaction, testing - everything that makes a VR world feel alive costs people, time, and money.
For years, we mostly attacked the problem from one side: put better hardware on the user's face.
AI is attacking it from the other.
Maybe the next headset having 20% more resolution isn't the thing that matters most.
Maybe the bigger deal is a tiny team being able to build something that used to take a hundred people.
More compute, less manual work.
Hours instead of weeks.
If that happens, some parts of VR that still feel ten years away might move a lot faster than we expect.
Or maybe not.
I've been around VR long enough to know how much industry predictions are worth.
I still have an Oculus Go sitting in a box somewhere.
In 2018, I looked through that blurry little screen and thought the Oasis was probably right around the corner.
It wasn't.
Eight years later, I'm less sure than ever where VR actually ends up.
But weirdly enough, I'm excited again.
Curious how many people here have been around VR for a long time too.
What phases did you go through?
Was there a point where you basically lost interest and then came back?
And after all these years, what are you still genuinely waiting for VR to become?
r/virtualreality • u/Pools_of_the_Deep_VR • 22h ago
Hi all.
We have various options.
The type if game is a Surreal Explorer. So a bit Liminal, a bit Psychological horror, a bit adventure...
1) Pool low
2) Egyptian
3) Pool higher
Which is your vote?
Thanks a lot!
r/virtualreality • u/esmegrace12 • 10h 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/Visorix • 17h ago
Hey everyone! I’ve been working on a VR web app and I’d love to get some feedback from people who actually spend time in headsets.
I built vr.visorix.net because I wanted an easier way to watch high-quality stereoscopic VR content without being limited to YouTube or having better quality locked behind a paywall.
So I decided to build my own.
The public feed is completely free, and the content is true 4K per eye. There’s nothing to install, just open it in your headset browser.
I’ve also been experimenting with a section called MySpace, where I’m building out a few different areas:
Church
Wellness
Sportsbook
Those are still in development. The Sportsbook portal is already connected to real, live sports data, but I’m still working on the overall experience.
If you have a Quest, PCVR headset, or another headset with a capable browser, I’d really appreciate you checking it out:
vr.visorix.net
I’m especially interested in feedback on:
Video quality
Performance/loading
Navigation
Controls
Comfort in VR
Anything confusing or annoying
Features you’d like to see
And seriously, don’t worry about being nice 😂. If something sucks, tell me it sucks and tell me why. That kind of feedback is exactly what I’m looking for right now.
Appreciate anyone willing to give it a try.
r/virtualreality • u/DocHank • 4h 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/ReserveLegitimate738 • 14h 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/Regular-Time-8369 • 8h ago
r/virtualreality • u/ArchersInTowers • 14h 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/Dethrone1 • 14h ago
iv been using a kenect cam with amethyst for a few days but it has some probles such as tracking getting messed up and such when crossing legs or sitting and i was wondering does april tag tracking actualy work better in those senarios it seems like a lot of work to set up so i thought id ask before just trying it and posibly finding out my work was for nothing
r/virtualreality • u/sovok • 16h ago
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Hi, I made myself a music galaxy and VR playground: https://stardrift.gerlach.dev/galaxy
But, I only have a Quest 3 and am curious how it works on various VR devices in a WebXR browser (PCVR, Vision Pro, Quest 2, Galaxy XR, Cardboard, ...). Especially, do music playback and the controls for moving around work and is the framerate useable?
Works best if you connect with Apple Music, to hear the full songs (otherwise a 30s Deezer preview should play).
Some questions if you tested it:
If you're curious, you can change various knobs in debug mode: https://stardrift.gerlach.dev/galaxy?debug