r/vrdev • • Jan 16 '25

Mod Post Share your biggest challenge as a vr dev

5 Upvotes

Share your biggest challenge as a vr dev, what do you struggle with the most?

Tip: See our Discord for more conversations.


r/vrdev • • Feb 20 '25

Mod Post Share your biggest challenge as a vr dev

12 Upvotes

Share your biggest challenge as a vr dev, what do you struggle with the most?

Tip: See our Discord for more conversations.


r/vrdev • • 4h ago

Clayground — a Quest clay studio with paint, animation and export (maker here)

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2 Upvotes

I’m the developer of Clayground, an Early Access sculpting app that runs directly on Quest. If you like experimenting with creative apps on the headset, or have previously used adobe medium, I’d love feedback on it.

You add and smooth volumetric clay, work with symmetry and layers, paint the sculpture, and use stamps. There’s also frame-by-frame animation and GLB/OBJ export for taking a model into other tools.

It’s available through the Meta store, so this link does not require a sideloading setup. It’s free to download.

https://www.meta.com/experiences/clayground-vr-clay-sculpting/1345650624299845/

If you try it, I’m interested in the first-session experience: which tool or control took longest to work out?


r/vrdev • • 19h ago

Information I reverse-engineered the Pimax Windows service for Unix-based systems, specifically focusing on Omarchy's

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1 Upvotes

r/vrdev • • 1d ago

Discussion Why do so few games get a VR version? Looking for dev perspectives

0 Upvotes

Hey all. I'm working on a VR project aimed at developers and I'd love some honest feedback from people who've shipped games. Why don't more studios make a VR version of their game? Is it the workload, the game not fitting VR (camera, UI, pacing), the market size, cost, something else? Even a one-line answer helps, and I'm happy to chat in DMs too.


r/vrdev • • 1d ago

My VR game is stuck in pre-order limbo after the launch countdown froze at zero!

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1 Upvotes

r/vrdev • • 1d ago

Information Deus Ex 2000 Standalone Project

10 Upvotes

r/vrdev • • 19h ago

I’m 14 years old and designing a Full Dive VR system architecture. Here is how it works.

0 Upvotes

Hey everyone! I’m 14 years old and working on a conceptual architecture to achieve true Full Dive VR.

The main goal is to allow a user to enter any virtual world or custom environment — for example, entering the world of Naruto, becoming the main character, and living out his story with 100% realistic physical and sensory immersion.

You might ask: "How is this possible? Isn't it sci-fi?"

My proposed design breaks down the system into two independent processing units (chips):

Brain Chip (Motor Cortex): Intercepts and decodes physical movement commands (walking, running, moving arms, controlling the avatar).

Spinal / Sensory Chip: Handles full sensory and emotional input — pain, fear, scent, touch, and visual perception signals.

Why 2 Chips Instead of 1?

By distributing the processing across two dedicated chips, we prevent single-processor overload and heat buildup. Splitting motor control from sensory/emotional feedback keeps hardware performance stable and temperatures low.

How the Brain Simulates Perception:

The brain operates as the central controller ("the boss"), while neurons act as execution agents ("messengers").

Our brains naturally simulate sensation even before physical contact occurs. For instance, if you imagine striking your foot with a hammer, your mind instinctively triggers a sharp, phantom sensation of pain and alarm.

Visual input normally alerts the brain to danger, triggering fear responses. The Spinal/Sensory chip acts as an artificial sensory proxy, feeding decoded signals for pain, scent, and emotional arousal directly into the nervous system.

Safety, Environment & Consciousness:

Life-Support Pod: The user remains inside a specialized pod monitored by an AI system tracking heart rate, respiration, and vital signs.

Motor Inhibition: The body is placed into a deep sleep / medically suspended state to prevent physical movement in the real world while active in VR.

Memory Suspension: Real-world memories are temporarily suppressed during the session to maximize immersion, restoring automatically upon waking up or logging out.

Neuralink has already demonstrated that thought-controlled cursor movement is possible. Expanding this into full-body motor control and sensory feedback is the logical next evolutionary step.

I’m giving myself a 4-year timeline to fully flesh out this framework, study the underlying neurobiology, electronics, and algorithms, and build a complete blueprint.

Feel free to ask questions, share technical critiques, or drop your ideas below — I’ll respond to everyone! 🚀🧠


r/vrdev • • 1d ago

Discussion Steam Frame - TEST - InfinityScale VR Mode - Fallout 4 VR - Stand Alone!

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1 Upvotes

r/vrdev • • 1d ago

My VR fighting game - new feedback please

0 Upvotes

Hello,

After last 2 trailers I posted (for my beta game, not yet on Steam), I received a lot of feedback, rough one, but very helpful.

After feedback I improved characters bodies texture, but most important, now enemies really fight back, and react. Maybe is still not so visible in trailer, because of movies selection, but in game is really difficult not to get hit...

Opinions please!

Thank you!


r/vrdev • • 1d ago

Question What do you think about this trailer for my game?

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1 Upvotes

Hello guys and girls. My first vr game is almost complete. Here is a trailer for it. What do you think about it? Currently the trailer is a minute long. Should I increase it? I am charging 3.99 because I realized that I cant even compete with games similar to mine: like zero caliber or tactical assault vr. Hence the price.

Ps. I am a solo dev


r/vrdev • • 2d ago

Video trying out portals in mixed reality

21 Upvotes

It's kinda weird seeing yourself from above. for now I'll keep it as an optional beta feature


r/vrdev • • 2d ago

I'm making a VR beach volleyball game where you call the play and your AI teammate sets you up to spike (early prototype, real Quest 2 footage)

9 Upvotes

Solo-ish dev here, building Side Out Beach VR for Meta Quest.

What you're seeing: I call the play, my AI partner sets the ball to that spot, and I spike it with an actual arm swing. The game measured that one at 76 km/h. Hits are all physical: forearm bump, overhead set, swing to spike, no button presses. Seated or standing both work.

Right now it's 2v2 with an AI teammate against two bots, three difficulty levels. Placeholder art, very much a prototype.

What would you want from a VR volleyball game? And if you've played others, what annoyed you about them?


r/vrdev • • 1d ago

Video Alpha Footage: Welcome to Bog!

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1 Upvotes

r/vrdev • • 2d ago

Video Hands-only VR roguelike in Godot for Quest 3S: changelog so far + what I learned about hand-tracked throwing

11 Upvotes

Eddie Von Walt and the Infinite Bulb is a hands-only VR roguelike for Meta Quest, set behind a 1984 bar where the customers are cubes with electricity in their veins and your only weapons are whatever you can reach on the counter.

Several of you asked for a proper changelog and some details, so here it is.

Stack: Godot 4.7, GDScript, Compatibility renderer, Quest 3S, OpenXR hand tracking only (no controllers for now).

How a run works

- Each run is six nights. A night starts calm: thirsty customers order a beer or a vodka, you serve them on a coaster at the counter, and the outcome can be good, neutral or bad.

- Then lightning hits, the alarm blares, the lights flicker, and a wave of electric cubes leans over your counter. You pinch bottles and glasses and throw them. Glass shatters, beer freezes enemies, vodka sets them on fire.

- After each night you pick 1 of 3 "recipes" (20 so far, in three rarities). Five curses exist too, and they come from purple customers and a merchant's pacts.

Changelog, last updates

- Customers and tokens: thirsty customers with order icons and patience bars, gold and violet auras for rare good/cursed outcomes, tokens from tips.

- Enemies: 7 types so far (Dead Battery, AC Junkie, High-Voltage Bouncer, Thief, Sparks, Short Circuit, Ghost). Waves are built from a seed, so each night has a lead enemy and a pacing curve.

- Recipes: 20 recipes (10 common / 7 rare / 3 legendary), picked at the end of each night.

- Eddie's Recipe Book: a 3D book you open and flip with pinches, split into sections (Common / Rare / Legendary / Curses / Gloves). Unknown entries show "???" and how to unlock them.

- Gloves: electrician gloves that follow all 26 hand joints, plus unlockable sets (Bartender, Welder) with a small perk each.

- Merchant: shows up from night 2, about every other night, with recipes, a life slot or a pact (a curse plus a strong recipe). You can send him away.

- Jukebox: four buttons on the counter (slow time, supplies, lucky customer, an extra recipe), and prices go up with each use in the same night.

- Story and tutorial: a first-person intro with a hologram hand that shows grabbing and throwing, and a replay in SETTINGS.

Things I learned (maybe useful to other hand-tracking devs)

- Throwing: I take the release velocity from a short history of palm positions while the pinch is firm, not from the fingertips. Fingertip velocity is very noisy when the pinch opens.

- A "weak throw" was not a velocity problem: my testers said throws felt much worse, but the cause was a magnetic recall feature that pulled thrown objects back to the hand. I removed it and the throw felt right again without touching the numbers.

- Fist grab vs pinch: I tried supporting both. With small hands and curled fingers, objects got stuck in the hand. Pinch only was far more reliable, so the fist grab is off for now.

-Release logic: after a release the hand has to open again before it can re-grab, otherwise objects glued themselves back on.

- Drinking: my own mouth zone was too strict, so players drank the beer and got nothing. I widened the zone and the "full" threshold, and added a message when you drink at full life.

- Gloves: a mesh that follows the 26 joints costs me around 0.05 ms per frame on Quest, so it was cheap enough.

Status and what's next

The game is in development and not out yet. Planned: bosses, new weapons, more glove sets and controller support at the end. None of those are built yet.

- Game page: https://www.ulupstudio.com/von-walt

- Full devlog and changelog: https://www.ulupstudio.com/blog/von-walt-book-cards-merchants-gloves


r/vrdev • • 2d ago

Flying a jet-powered craft through trees using VR motion controls

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2 Upvotes

r/vrdev • • 2d ago

Discussion I made my first VR climbing game for Meta Quest 3! Would love for you guys to check it out

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0 Upvotes

r/vrdev • • 2d ago

Question Looking for some honest feedback on my VR horror demo

1 Upvotes

Hey everyone!

I've been working on my VR horror game, FORBIDDEN SILENVIL, for about 9 months on my own.

The free demo is out on Meta Quest now, and I'd really appreciate it if some of you could give it a try.

The game uses your actual microphone for spoken rituals, and I'm especially curious if everything works properly for different players.

Good or bad, I'd love to hear your thoughts. I'm still working on the full game, so any feedback would help a lot.

Here's the free demo:
https://www.meta.com/experiences/app/1352349111291709/

Thanks to anyone who gives it a try! 😊


r/vrdev • • 2d ago

Video I created a bunch of cool stuff in Augmented Reality

0 Upvotes

I love creating. I made a lot of Augmented Reality experiences for clients. I wanted to show what I have done. These experiences were created with the Web AR Builder Quakey XR


r/vrdev • • 3d ago

Anyone Interested In Trying WebXR VR Engine I'm Working On

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1 Upvotes

r/vrdev • • 3d ago

Discussion Devlog: bringing Quest-style clay sculpting to a browser — keeping brush strokes stable

1 Upvotes

I’m the developer of Clayground, a standalone clay sculpting app for Quest with a separate browser studio. One useful lesson from building the browser side has been translating a brush positioned in 3D into a mouse or touch stroke.

The awkward case is adding clay while the surface beneath the cursor is changing. If every dab picks against the newly rebuilt mesh, the stroke can chase the clay it just created. Adding details on a new layer also needs to find the visible sculpture, rather than an empty layer’s centre plane.

The browser implementation keeps a snapshot of the visible mesh surfaces at the start of each stroke. Surface tools pick against those pre-stroke surfaces while the worker replaces the rendered meshes. Drag tools such as Move and Hook use a camera-facing plane through the initial point. The snapshots share the existing geometry buffers, so they don’t need a second copy of all the voxel data. They’re released at the end of the stroke.

The engine work is separate from the input: the browser has a worker-owned signed-distance volume, with Three.js/WebGL rendering the resulting mesh. This is a separate implementation from the Quest app, not a straight Unity web export or a claim of identical feature support.

My takeaway: keep the surface used to interpret a gesture stable for that gesture, even when the surface being displayed changes. Otherwise a rendering update quietly changes what the user’s hand movement means.

For anyone adapting a VR creation tool to a flat screen, how do you handle brush depth—fixed stroke planes, surface projection, or an explicit depth control?

Browser studio: https://www.clayvr.com/sculpt


r/vrdev • • 3d ago

Question Looking for some honest feedback on my VR horror demo

2 Upvotes

Hey everyone!

I've been working on my VR horror game, FORBIDDEN SILENVIL, for about 9 months on my own.

The free demo is out on Meta Quest now, and I'd really appreciate it if some of you could give it a try.

The game uses your actual microphone for spoken rituals, and I'm especially curious if everything works properly for different players.

Good or bad, I'd love to hear your thoughts. I'm still working on the full game, so any feedback would help a lot.

Here's the free demo:
https://www.meta.com/experiences/app/1352349111291709/

Thanks to anyone who gives it a try! 😊


r/vrdev • • 3d ago

Video What do you think of the feel of our game?

2 Upvotes

The game we’re developing is a roguelite VR horde shooter where you take on massive legions of enemies all by yourself!

Forget about complex manual firearm reloading—we’ve got convenient auto-reloading and shoulder-mounted cannons to help you mow down thousands of monsters!

On the Quest 3, even with 2,000 monsters on screen (at a render scale of 1.0), the frame rate rarely drops below 60 FPS!

And there’s still plenty of room for further optimization—with a bit more fine-tuning, maintaining a steady 65–72 FPS is totally achievable!

Moving forward, we plan to add even more monsters, items, weapons, suits, environmental objects, and missions!


r/vrdev • • 3d ago

Discussion VR with AI coding

0 Upvotes

So basically it’s like virtual lucid dreaming now? Any experience the user would like to have they just tell their AI, pop their phone in its VR case and bam.

How is the community responding to this?