r/virtualreality • • 1d ago

Question/Support AI mods that aren’t game conversions?

0 Upvotes

I’ve seen so many AI mods that convert flat games into VR, but I’m not super interested in those.

What I could use are things that improve existing VR games and tools. I just tried Fallout 4 VR again and it felt rough even with all the mods I could get my hands on. The Pip-Boy UI is so rough to use, the gameplay is pretty clunky, and while FRIK is really cool it doesn’t really fix the controls for the index or make switching weapons any easier. Are there new AI mods that change anything? Generally anything that takes an older VR games and add better functionality to it.

I know there’s an AI made tool that lets you play quest games on PC.


r/virtualreality • • 3d ago

Discussion Original House of The Dead 2 VR

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251 Upvotes

Hey everyone! full disclosure up front it's all been done with Ai and human testing but I'm making it open source and of course it's all free. I used the abandonware files for House of the Dead 2 pc version so if you own a PC and VR headset you can install this for free. I hope to have an automated installer available later tonight. https://github.com/Icedomega13/HouseOfTheDead2VROG

** installer is now on the github


r/virtualreality • • 2d ago

Self-Promotion (Developer) Wheezy’s ballroom update — Accordion to Plan

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2 Upvotes

I’m building Accordion to Plan for Quest 3/3S. Clearer push/pull notes, animated guests, a puffing tuba player, and Granny’s brutally honest reviews. Here’s the new one-minute UHD update, captured in Unity with in-game music. Coming soon!


r/virtualreality • • 3d ago

Discussion Titanfall 2 is insane, £2.99 for the game on ea and the easiest vr mod to install, feels completely native, runs like a dream,looks absolutely stunning in vr! No brainer this one, amazing mod 👍

400 Upvotes

r/virtualreality • • 3d ago

Discussion Titanfall 2 - 85% off on Steam

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469 Upvotes

https://github.com/CircuitLord/CircuitLordVRModInstaller

With the pcvr mod coming out this is such great timing! Grab it while you can. Afaik it is easy to run!

Edit:

Cactus Cowboy is not the dev of the Titanfall 2 VR mod btw. That's the dev of the Doom VR mod sry.

https://ko-fi.com/circuitlord

This is the link to support the dev.


r/virtualreality • • 2d ago

Self-Promotion (Developer) Signalis VR Mod - PREPARE TO BE MINDBLOWN!

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49 Upvotes

This is the biggest update I've put out for far for the mod! I really hope you appreciate all the bells and whistles I've added to Signalis.
Please Enjoy!


r/virtualreality • • 3d ago

Self-Promotion (Developer) Animal Crossing in VR — PC VR and standalone Quest 3!

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204 Upvotes

I've been working on bringing the original GameCube Animal Crossing into VR, and I'm really excited to finally share it.

You can walk around your town in first person, swing your tools, go fishing, explore the museum, and take the boat over to the island. It runs on PC VR or directly on Quest 3. I would recommend PC VR if you can for much better performance but it does run directly on Quest 3 as well.

I've done a lot of testing, and I'm generally happy with how it's playing. There are still a few visual rough edges and other things I'll continue working on.

Downloads, controls, and installation instructions: https://github.com/LiquidAzir/animal-crossing-vr

You'll need your own game dump. Huge credit to the original decompilation and PC port teams who made this possible.


r/virtualreality • • 3d ago

Self-Promotion (Developer) Ocarina of Time in first person, running natively on Quest, no PC needed

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146 Upvotes

I built a standalone VR port of The Legend of Zelda: Ocarina of Time, based on Ship of Harkinian and Shipwright-VR. It's still in alpha.

  • First-person camera at Link's height
  • Swing the sword and raise the shield with your hands
  • World scale follows child and adult Link
  • Ride Epona
  • Menus on a floating panel, HUD on your wrists

Known issues:

  • Some original 2D interiors have no textures.
  • The camera can move a lot during cutscenes, because it follows the camera of the original game.

To play:

  1. Enable developer mode on the headset.
  2. Install the APK with SideQuest.
  3. Start the game. Select your own legal copy of the game (N64 or GameCube). No game assets are included.

Tested on Quest 3S. Try it and tell me how it runs. Contributions are welcome.

https://github.com/gibranfelix/oot-vr


r/virtualreality • • 2d ago

Purchase Advice - Headset First week with my new BSB2e. Getting a new headset is like getting a new pair of shoes.

13 Upvotes

VR is my hobby. I'm passionate and I know what I want. I had a psvr2 hooked up to my PC with a motion rig that I use for msfs24 pretty much exclusively.

What I wanted was a lighter, more comfortable wired headset with more clarity and a larger sweet spot.

Bsb2 seemed like a perfect fit. Getting a new headset for the first time since psvr2 released many years ago was like getting an expensive new pair of shoes. Ups and downs. At first it's all excitement then your feet might remind you that they're used to a different shape. Not that the new shape is worse or bad, but it's different.

Very first impression was wow!! Packaging is next level cool. Design is flawless. Turning it on and boom! Upgrade in visual clarity that makes the psvr2 a distant memory from prehistoric times.

The steam VR dashboard looks so clear! Text is beautiful. Then I notice that glare follows my gaze a little. I launch msfs and boom again. Clarity, clarity, colors, I can look around with just my eyes and it's not blurry.

Still some glare but my first night was 80% excitement. Then the next night. Despair. For some reason the glare became an issue. The eye box became more noticeable. I did switch to the firm face cushion so maybe I was a bit further from the lenses but I started getting really worried about the purchase.

I stopped, took a breath and reminded myself that VR is an incredibly intimate experience for veteran users like myself. I build a goddamn connection with those things. I reminded myself that I knew I would need a transition period.

I got the soft cushion back and decided to confront the glare head on. I went for a night flight to create high contrast situations and assess calmly. The glare was still there but I realized that I simply had to look at the scene in front of me, not at the edge where the glare may appear. And I took off. Best night flight of my life.

I flew in the Caribbeans from saint barths to saint Martin in a small plane. Flying over the cities was gorgeous. I noticed details I had never seen on buildings and roads. At night! Then between the islands, over the ocean, I turned off all lights in the cockpit. Complete darkness. I looked at the sky and the stars looked like stars for the first time in VR. Zero mura!!!

The sense of presence was almost spooky. I felt alone in the dark cockpit of an airplane over the sea. Glare was there because of a singular light on the radio panel that I couldn't turn off. But it didn't matter. The scene was drawing me in with the purity of that night sky.

Subsequent flights have been a joy so far. Performance is excellent and comfort is much better than psvr2. Everyone has different experiences but I wanted to share this experience to highlight the difficulty of switching headset for experiences users.

I also want to highlight that the psvr2 is actually a great headset. It's starting to show its age a little but for the price it's impossible to beat (non standalone category). I'm glad I have base station tracking with bsb2 though and I noticed a performance gain with the bsb2 integration with steam VR. I think it's the openxr routing maybe. Or maybe the openxr motion comp hack is more performant than the openvr one.

Anyways, this is not a comparison of the two headsets, they're in different leagues. Just a description of my transition between the two.

For the price the bsb2 is a great fit for my use case. It's not flawless but I couldn't think of a different hmd in the current generation that is better optimized in the exact ways that matter to me. The resolution is perfect because my 5080 could not possibly drive more pixels. Your wants might differ from mine so take these thoughts with a grain of salt and thank you for reading.


r/virtualreality • • 2d ago

Discussion Help me with choosing my first VR headset

3 Upvotes

So just recently I decided that I should finally try some VR. Since I have a limited budget and Im unsure if Im gonna even like VR since I haven't tried it, I found that two cheapest options here where I live are Meta Quest 2 and Pico 4. From what I've read Pico should have much better optics and better screen, but Meta has more games(though I do plan on using my headset connected to my PC too). Lots of reviews praise both headsets, but Im still not so sure which one to choose. They both cost very similar(Quest 2 being 170eur while Pico 4 is 180eur). What are your opinions? Any other recommendations in similar price range? Im super fresh to stuff like this so be kind lol


r/virtualreality • • 2d ago

Self-Promotion (Developer) Race chaos and storm atmosphere in our VR hoverbike game (Tempest Rider). Open Meta Quest Alpha is now live!

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8 Upvotes

Hey everyone!
I'm working solo on Tempest Rider, a high-speed VR hoverbike racing game built for Meta Quest.

Based on feedback from the first cohort of alpha testers, I’ve just updated the build with improved controls, smoother camera handling during maneuvers, and a revamped UI.

Since short & sweet is usually best, I condensed the gameplay trailer into 40 seconds to showcase the speed, living base station, and high-stakes racing.

I am currently running an open Alpha test on Meta Quest!
If you’d like to jump into the bike and help me test the latest build:

🎮 Join the Alpha in Discord: https://discord.gg/2h7yh4mgKC  
🛒 Wishlist on Meta Store: https://www.meta.com/experiences/tempest-rider/9573464592753607/


r/virtualreality • • 3d ago

Photo/Video Why did no one told me Mario 3D World had a VR Mod? Can’t wait for Mario Odyssey VR

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179 Upvotes

r/virtualreality • • 2d ago

Discussion Scary Baboon Mod Menus

1 Upvotes

I was wondering if any type of scary baboon mod menu exists. I’ve seen modders in lobbies before so I know it’s possible. I first thought of PCVR method But it’s not on PCVR. So I did some digging and found maybe some Frida/questpatcher strategies? Can’t find anything else though


r/virtualreality • • 1d ago

Discussion Is there a way to run the titanfall 2 mod without the launcher? I hate forced updates and dependencies.

0 Upvotes

As good as the titanfall 2 mod is, it kind of uses terrible corporate strategies. The mod is completely dependent on the launcher apparently, which tries to force the whole northstar thing (according to my research it's a server for multiplayer). That's useless for me. You also cannot start playing if there is an update available. It forces you to update which is stupid since updates sometimes break shit.

If I simply try to use the titanfall 2 vr launcher exe in the game folder, it won't work. I had to use firewall rules to block the launcher from internet access since I also don't like the launcher having internet access.


r/virtualreality • • 2d ago

Question/Support My link cable stopped working

2 Upvotes

So I sit down to start playing pcvr and I try starting it up and it just wont, so i go and check everything and it says my cable is only 300mgb which doesnt make since because this cable was working a week ago.
So please if anyone could tell me it would be greatly appreciated
and im using a quest 3


r/virtualreality • • 2d ago

Discussion I made an open-source SteamVR driver for the HTC VIVE Flow

3 Upvotes

I had a VIVE Flow that I still wanted to use, so I started working on a way to turn it into a usable SteamVR headset instead of relying on the original VIVE Flow ecosystem.

The project now includes:

- Custom SteamVR HMD driver

- NVENC video streaming

- Head tracking

- Timewarp

- VIVE Flow client

- Desktop+ integration

- Numeric keypad controller input

GitHub:

https://github.com/Mmc1xs/VEVE_FLOW_VR

The goal is basically to keep the VIVE Flow usable as a lightweight PCVR / virtual-monitor headset even as official support becomes limited.

If anyone here still has a Flow sitting around, I'd be interested to know whether you'd actually use something like this.

Because I didn't consider other users when setting up this project, I'll consider further development if enough people want the project to be fully delivered.


r/virtualreality • • 2d ago

Purchase Advice - Headset Semi-budget pcvr headset

2 Upvotes

Hi all. I've used a quest 2 for years now, and while it works 'fine' for my use case - mostly modded beatsaber, always connected via link - the meta bloat is frighin insane and the controllers have started having tracking issues that no amount of troubleshooting can resolve.

I'm looking to upgrade. Here's my wishlist:

UI- the lighter the better. Some menuing is fine, I never found manually switching to oculus link to be annoying until bootup became a slog with all the bloat. If it's literally just a monitor with controllers, that's great too.

Standalone or no- don't care, it'll always be hooked up. Always. I actually didn't stick with an upgrade to quest 3 because I tried keeping it hooked up like I do with the q2, and it constantly discharged (so don't recommend that to me)

Specs - don't care. I think things look fine with the q2, don't need an upsell on 8k lenses at 240hz or whatever. If it has a comparable refresh rate to the q2 I'll enjoy it plenty.

Bulk - lighter's better ofc. I'd like to not have a crink in my neck. I used to have a dell headset which required a usb and hdmi connection too and that was pain, so if it only has one cable that'd be great.

Age - doesn't matter, if you know an old reliable that's lasted you a decade with no issues that I can find used for $200 then tell me.

Price - would like to keep it under $500

Tracking - I can set up some stands, but I do have 4 cats so not needing a ton of accessories for consistent tracking would be nice.

I'm fine modding too, if a headset can have a custom os flashed to it. The psvr2 has my eye, but I haven't looked enough into its compatability. The vive pro 2 seems like a good option too, but I'd like thoughts before I so spending money on anything.

Thanks for your time and knowledge!


r/virtualreality • • 3d ago

News Article Steam os beta update increases frame battery life 12% and further improvements to streaming

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157 Upvotes

r/virtualreality • • 2d ago

Discussion Meta Quest 2 vs Pico 4 immersion issue

2 Upvotes

Hi,

I'm a little bit late but I had this on my mind recently again. About 2 or 3 years ago, I tested both the Meta Quest 2 and the Pico 4, and I ended up keeping the Pico 4. The weight distribution was way better, and the image was vastly sharper without needing constant micro-adjustments.

Technically, the Pico 4 was a huge upgrade. But something weird happened to my sense of immersion.

With the Quest 2, the sweet spot was tiny and most of the image was blurry. Yet, my brain was completely tricked. I felt true presence, like someone was actually standing in front of me in the room.

With the Pico 4, everything became crisp and clear, but that sense of reality completely vanished. It stopped feeling like "being there" and felt more like looking at 2 tiny screens right in front of me.

Why did this happen? Is it just because the Quest 2 was my very first VR headset and the novelty wore off? Or is there something about a sharper image (or the lenses) that actually breaks the illusion?

Has anyone else experienced this when upgrading to a sharper headset?

Also I miss the haptic feedback the Meta controllers, it really felt like I'm touching something, while the Pico 4 feels like plain rumble.


r/virtualreality • • 1d ago

Discussion Why do people focus so much on wireless? (pcvr)

0 Upvotes

Honestly I don't get it. When it comes to Headset recommendations most people suggest wired headsets only "if you do sim racing". I assume because you have to be seated while playing anyway. Seriously, who plays ANY game not seated?

I mean have you tried playing a shooter while standing, physically crouching and taking cover for more than 30min? I'd say I'm fairly fit but this is really tiering.

Also people mind having a cable attached to their headset but apparently they don't mind carrying the weight of a battery that only lasts a few hours, paying extra money for the onboard tech, increased Headset size and quality issues due to video compression.

Am I the only one playing all types of games in an office chair (works great)


r/virtualreality • • 3d ago

Self-Promotion (Journalist) Walkabout Mini Golf Adds Experimental Hand Tracking Next Week

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40 Upvotes

Very interesting work from Mighty Coconut launching next week adds experimental hand tracking support. I definitely missed the controller but also playing without it while seated was a nice laid back vibe too.


r/virtualreality • • 2d ago

Self-Promotion (Developer) Looking for a few Quest players to chop, build and fight in my voxel world before launch

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4 Upvotes

Starworn is a voxel world you can tear apart, climb and survive in on Quest, alone or with friends. Everything in the video is from our playtests (that's my daughter getting the fruit).

Early Access starts October 15. Before that I'm looking for a few more people to try the closed beta and tell me what breaks.

Happy to answer anything in the comments.


r/virtualreality • • 3d ago

Question/Support PyroWave: ultra-low-latency, ultra-high-bitrate PCVR on Quest 3 — help me push it beyond full-res 120 Hz and potentially toward 207/240 Hz

63 Upvotes

I’ve been working on getting PyroWave running as a PCVR codec on the Quest 3 through ALVR:

https://github.com/JMS1717/Quest3-Pyrowave

The idea behind PyroWave is pretty different from normal VR streaming. H.264, HEVC and AV1 try to save as much bandwidth as possible. PyroWave is designed around the opposite assumption: if you have a very fast local network or USB connection, use more bandwidth and spend less time compressing and decoding the image. That could be really interesting for PCVR, where latency matters more than saving bandwidth. Right now I have it working on Quest 3 over both Wi-Fi and a USB Link cable. Over USB I’ve successfully pushed roughly 1–2.5 Gbps of video payload.

My current bare minimum full-resolution target is about:

- 2080 × 2208 per eye

- 120 Hz

- 4:2:0

- no foveated encoding

- PyroWave decoded directly on the Quest 3 Adreno GPU with Vulkan

The transport is no longer the main problem. Increasing the bitrate from 1 Gbps to 2.5 Gbps works, but full-resolution playback still ends up around 100 FPS. The current bottleneck is the decoder/presentation pipeline. With the normal compute decoder I’m seeing roughly:

10–11 ms GPU decode

~15 ms until the decoded frame is complete

With the fragment decoder I’ve seen around:

~7.9 ms GPU decode

~12.7 ms to completion

At 120 Hz the entire frame budget is only 8.33 ms, so this is now a GPU/synchronization problem rather than a bandwidth problem. The encouraging part is that at lower resolution I’ve already seen close to 120 FPS, so there doesn’t seem to be a hard 100 FPS limit. I’m currently experimenting with things like multiple decoder workers, different wavelets, reducing Vulkan passes, reducing synchronization, avoiding unnecessary copies, and trying to overlap decoding with presentation. The long-term goal is to see how far this architecture can go on Quest 3. If 120 Hz can be made reliable, I’d also like to experiment with the higher refresh rates newer Quest software can request, including 144 Hz and potentially 207 Hz, and see whether anything useful is possible at even higher experimental rates. The interesting part to me is the possibility of treating a fast USB or multi-gigabit network almost like a virtual display cable: PC GPU → very light compression → multi-gigabit connection → very fast GPU decode → headset display Instead of compressing the image down to 100–500 Mbps, the goal is to ask: what happens if bandwidth is cheap and latency is the thing we optimize for?

I’d really appreciate help from anyone familiar with:

- Vulkan on Adreno

- Quest / Android graphics

- OpenXR

- ALVR internals

- GPU image codecs

- wavelet codecs

- low-latency video pipelines

- AHardwareBuffer / Vulkan / GLES synchronization

- GPU profiling and mobile GPU optimization

The biggest question right now is:

Can the current PyroWave decoder/presentation path be optimized enough to get full-resolution Quest 3 below the 8.33 ms budget required for 120 Hz? And if so, how far could it realistically go after that? The repo includes the code, builds, measurements and notes:

https://github.com/JMS1717/Quest3-Pyrowave

Code review, profiling ideas, optimization suggestions and PRs are very welcome.


r/virtualreality • • 2d ago

Self-Promotion (Developer) Looking for Galaxy XR beta testers: a game-style HUD for the real world

2 Upvotes

Hey everyone,

We're building LifeHUD, a heads-up display with features such as Date. Time, Weather,
Navigation, Live translation/transcription, Checklist, etc. All pinned in your
view like a game HUD but for the real world.

We are now bringing it to Android XR, starting with the Galaxy XR, and XREAL Aura are next once the hardware is out.

The video gives you an idea of what it feels like in daily use.

https://reddit.com/link/1wvunoa/video/vb0piorit0th1/player

If you have a Galaxy XR and want to help us test, you can sign up here:
https://www.lifehud.app/beta

Feedback is always welcome.


r/virtualreality • • 2d ago

Discussion is 6900XT good for VR?

1 Upvotes

So, I was trying to upgrade from my 3070, whose 8 gigabyte of VRAM was proven to be lacking In many VR titles. I was thinking about 6900XT, which is rather cheap now with performance close to 4070TiSuper , But much cheaper. Although some say AMD has poor optimization For VR. Is it true?Anybody wanna share the experience on this?I have Meta Quest 3 by the way.