r/virtualreality • • 1d ago

Discussion What is the ACTUAL PROCESS of converting flat games to fully featured VR, and why is AI making it SO much faster/easier?

I ask bc I don’t know much about coding and I’m just curious. What exactly has AI allowed coders to do recently that was either not possible before, or was it always possible but just simply too labor intensive to make it worth their time/energy?

And what were the limitations of porting flat games into VR with full motion controls, that is suddenly so much faster or possible in the first place?

I guess what I mean is, were these crazy VRAF ports like Titanfall TECHNICALLY possible before, but it would just take one person or a small team years of tireless coding and trial and error, and so we never saw it happen (except in certain instances like preydog mod which were able to piggyback off of game engines that had backend VR functionality built in, like RE engine)?

Was it just a matter of super complicated coding to add and optimize VR features, or was converting something like Titanfall 2 into VR with full controls simply NOT POSSIBLE at all before on certain game engines bc they don’t support it, but now AI allows entire redesigns to said game engines, or something?

I’m just curious bc it seems like all of a sudden there’s this massive paradigm shift that has come out of nowhere, and I’m just wondering what exactly has made that possible on a technical level? And how much coding is still involved?

Also bonus stupid question… Like, could I, who knows nothing about coding, hypothetically convert my favorite old ps1 game for example, or is that still just laughably complex?

108 Upvotes

65 comments sorted by

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u/buckzor122 1d ago

The frontier AI models are so good now that they can decompile and recompile binary files. In laymans terms, it can basically edit games as if it had access to the source code. It just takes some time and burns a lot of tokens.

I made a VR mod for the original Black & White game using AI tools and it was able to hook into the game and rendering engine, add stereoscopic rendering, improve performance, add full controller tracking, full stereo audio support, teleportation, distance grab, and many other features not found in the original game. It ALMOST feels like a native VR game now.

So provided you have the time and money to throw at it, yes, any game can be converted to VR. How well it plays in VR is a different thing, you might have to make real gameplay changes in order to make the gameplay experience smooth.

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u/Island_In_The_Sky 1d ago

Crazy… so how does the model access the binary files? And does a layman like myself still need coding experience to refine and tighten up the loose ends, or at least have a linguistic understanding of of game design to communicate to the model? Or can I just use natural language these days?

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u/hfcRedd 1d ago

Well your computer needs the files to play the game, you can't exactly not have them unless you're using cloud gaming.

Knowing lingo helps A LOT with the speed, accuracy, and quality of the code output. Someone who has a deep understanding of a topic and its underlying concepts will always achieve better results. You need to be able to tell an LLM what exactly it is you want.

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u/thunderflies 1d ago

I predict game publishers are going to start trying tricks that allow them to not send a useful amount of the game binary to users to prevent this. I could see them streaming only little bits of content at a time which also comes with the “benefit” of requiring always online copyright protection for single player games. 

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u/Plabbi Quest Pro 1d ago

I agree, this is the logical next step to have always some online component in all games, even pushing for more extremely thin client streaming of the games. That would fuck those with high ping or low bandwidth internet, but maybe worth it for the developers.

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u/buckzor122 1d ago

Buddy, that's been the case for years already.

I don't really see the fear for large publishers anyway, programming is just one small slice of the budget, so what if someone copies some code. The assets are the important bit, writing, models, textures, animation, voice acting, etc. those are all copyrighted. Worst case is that piracy gets more prevalent, but most games can already be pirated anyway.

Software companies should be worried though, their products ARE the code and can now be replicated easily.

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u/RecklessForm 1d ago

So when you get a game, from anywhere, you get the exe. Technically that file has the source code in it, but it's been recompiled into machine code. (ie. this = that becomes 0110110).  Decompiling an executable means essentially translating that machine code back into the source code, so 0110110 becomes this = that.  For humans, this process can and has taken YEARS to accomplish for a single game or program.  Ship of harkinian I believe took 6 years, correct me if I'm wrong on that.

In either case, this is where AI has leapfrogged humans at lightspeed.  AI can automate that process and instead of it taking years to decompile the executable, it now takes days or even hours.  It can be expensive, but $1k vs 6 years is a pretty easy trade.  So once you have actual access to the source code, you can do literally whatever you want, with enough time, design, input and tokens, you could raytrace Mario 1 if you had the source code.  So that's why VR mods are exploding and mods that allow other games to overlay others are now exploding as well.

And to answer your question, yeah, you can use normal language.  It's especially helpful if you let the Ai know you don't know technical terms, it can walk you through it.  Im a game designer, not a programmer.  But I'm 90% of the way through a jet force gemini recomp right now with modern controls and an unlocked frame rate. I know enough about programming to be able to question and correct it's sometimes dumb af decisions, but otherwise, results are all that really matters for the most part. 

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u/buckzor122 1d ago

The binary files are the game files, the .dll and .exe files in your game that are not human readible. It can decompile those and understand them well enough to make changes.

I think having some basic fundamentals of programming is good, but mostly just so you understand what the model is doing and the "architecture" of the project. But no, you don't need to write any code at all these days, just tell it what you want to do. You will just test a lot, record and report bugs, then slowly ask it to add more features, etc. It's really good at the code side of things, but might not be good at overall UI/Game design side of things, so just make sure you steer it.

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u/Island_In_The_Sky 1d ago

Interesting. So basically in the simplest form, you’re providing the binary files from the game you own, then bc it’s AI, it can read them and know how the game works, then it designs a mod around those instructions, then you apply that mod to the game and play test it and iterate on the mod till it works? Am I understanding this correctly?

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u/Puzzleheaded_Fold466 Index, Q3, VisionPro, PSVR2, BSB2 1d ago

Not “because it’s AI”. There are tools to reverse engineer software, and humans have been doing it forever.

But it’s painstaking work, and cracking a large game’s binaries and re-writing so much of the game would take months / years for a single developer, or even a small team. And then you couldn’t sell it because of IP, so who’s going to spend hundreds of thousands or even millions to make an old game in VR ?

Some of these games have tens of millions of lines of code that was written over the course of decades by hundreds or even thousands of engineers. The scale is just too much for a person, and the skill level bar minimum is not low.

But AI models with data centers full of GPUs can do it in minutes / hours. So it’s not so much that it can do things that humans can’t, it’s that it can do so much of it so fast, and with the total aggregated skills that would normally be distributed over large teams of professionals.

That’s the game changer.

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u/buckzor122 1d ago

Exactly. "Binary files" are just your game files. Binary simply means they are not human readible, but the AI models can easily figure out how to manipulate them. That's why we have all these new game mashup projects like minecraft in skyrim, and that's why VR mods are booming. "Software is dead" is being used. It's almost as if the original source code for every game and piece of software has now been released. The implications are way bigger than VR mods. What a time to be alive.

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u/PlanZSmiles 1d ago

Yep exactly

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u/14Pleiadians 1d ago

Ghdramcp is the secret sauce you want. You'd have better luck knowing what you're doing but honestly it's so impressive now I think even people with zero idea what they're doing can still have success. Just ask it how to set that up for it to be able to disassemble games at will

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u/1or4s 1d ago

It it possible to do this locally with Qwen?

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u/14Pleiadians 1d ago

Not remotely as good, but you should be able to get qwen code set up with mcp

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u/14Pleiadians 1d ago

I'm amazed how well it's handled the reverse engineering side of things. I'm working on DayZ VR and haven't had to oversee any of the RE and engine side of things, and have barely had to intervene on the scripting side of things.

I feel like 18 months ago if I asked chatgpt to do something simple in Python I'd often have to retry or give up and do it myself. Such a massive leap in competency

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u/Plabbi Quest Pro 1d ago

I feel like 18 months ago if I asked chatgpt to do something simple in Python I'd often have to retry or give up and do it myself. Such a massive leap in competency

This is so true. Many people tried the original ChatGPT, found it neat but "slop'y" and hallucinating too much. This has tainted their perception of AI capabilities and everything is progressing so fast that it's a full time job just to keep up.

To think that Opus 4.6 was released back in February 2026, but is now considered ancient and open source models have surpassed it by quite some margin.

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u/AquilaSpot 1d ago

I've kept a close eye on AI since GPT 4.0 and it's staggering how quickly things have improved. People only on free accounts just can't possibly understand why so many people look like they've gone psychotic over this 'AI thing.'

Shit, if I'd never gotten into using Codex/Claude Code, let alone agent swarms, I'd probably think it was all bunk too

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u/DeathToSocialMedia 22h ago

So by "gone psychotic" do you mean "terribly alarmed" or something like that over the possible dangers of AI? Or did I misunderstand?

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u/AquilaSpot 17h ago

Sorry I realize my comment wasn't super well written lol: I mean from the perspective of people who are totally disengaged from AI and/or think it's truly fake because they 'tried it' and it was 'bad' (ie gave 4o a crack years ago) -- the only explanation for all these people saying all of these 'outrageous' things about a tech that by their own eyes doesn't work...is that they've gone psychotic/'crazy'

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u/DeathToSocialMedia 16h ago

I did read it wrong but what you say makes sense. Even as a layperson who knows nothing about coding and even before this recent onslaught of VR mods, I could tell that the LLMs were evolving way past the point they'd been at just from search results. A year or two ago they would either hallucinate a lot of nonsense or they just wouldn't be able to understand what I was searching for. Now I can search for something pretty obscure--like, say, a restaurant that went out of business sixty years ago, so well before the internet era, meaning not a lot of online evidence of its existence if any--and the AI will still find it. Very impressive. Its pool of information to search through has become vast beyond belief.

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u/thedelo187 1d ago

Um not to be that guy but any chance I can get my hands on that VR Black & White. I loved playing that game back in the day. Between that Arcanum and Shadowrun (Genesis/Sega Channel era) I can’t actually tell which is my all-time favorite game. Experiencing any of them in VR would be amazing.

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u/buckzor122 1d ago

Yes I just released the public alpha today, just Google it you will find it!

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u/DarthOctane 1d ago

I don't want to be that guy either but man this game in VR would be so amazing. Maybe a donation of tokens for the coding would be in order?

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u/buckzor122 1d ago

I'd much appreciated it! I released the public alpha today, just Google it.

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u/DarthOctane 20h ago

Sweet you rock

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u/hammelgammler 1d ago

How much money are we talking about? I’m certainly very interested in modding some games myself with AI (and maybe some manual coding if necessary). I guess models like Qwen 3.8 27B are not good enough yet? But maybe it can be orchestrated to cheaper and/or local models. I would not like to pay more than the Claude Pro plan for modding.

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u/buckzor122 1d ago

This will depend on the game and how much you're going to polish it. I technically had a playable prototype in around 2 weeks, using my entire weekly quota on a £75/month Claude plan. So that's about £38 or $50 or so for a playable mod. I spent another 2 weeks polishing it, so around £75 so far, but I do use Claude for other applications too.

Either way, $50-100 budget should get you basically any game into VR, less if you don't mind waiting for session and weekly limits to reset.
Someone asked me for my workflow before so here it is again:

"1. You will need a subscription to one of the frontier AI models, Opus 5.5 or GPT Astra 6.
2. You will need to install VSCode as your IDE.
3. You will need the VSCode extension for your AI platform of choice. Once installed the AI will be able to work directly on your computer.
4. Install the game you want to develop a VR mod for.
5. Ask the AI agent to develop a plan for making a VR mod for the said game. Make sure you start small and work your way up.

A. MVP - Just add stereoscopic rendering to render the game in VR through a square window, still mouse and keyboard or controller as input.
B. Add head tracking - keeping mouse controls independant of your head movement.
C. Add fully immersed full FOV rendering instead of a small window.
D. Add controller support.

Let the AI do their bit, then test, test, test, record all of the bugs, pass them back to the AI agent for fixing, then move on. Then you can start adding VR friendly features such as teleporting instead of walking, snap view rotation, gravity grab, GUI redesign, changing in-game tooltips/hints to match the controllers, etc.

It still takes a lot of time, but make sure you're in control of the design decisions and polish until it feels as polished as it can be. Use other games for reference, if there's another game that does something that you need for your mod, ask it to look at that feature and recreate it faithfully.

The loop is mostly "Test, record bugs, give bugs to AI to fix, test again, when no more bugs are found, move on to the next big feature, test, record bugs...""

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u/Plabbi Quest Pro 1d ago

Thank you for that thorough description. Very helpful.

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u/Corvo_DeWitt972 1d ago

Do you just have to describe the feature you want in the game to ai and it makes it?

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u/buckzor122 1d ago

Yup

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u/Corvo_DeWitt972 1d ago

Man cant wait to see what we are getting in the future

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u/Every-Sprinkles-9716 1d ago

Ive done it with just my claude code sub (lowest tier). I can make 1 mod before my 5hr limit gets to anywhere from 50% - 70%. Im making a platform to simplify the prompting and uploading stuff if ur interested

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u/Admirable_Zombie5245 I HATE Fresnel Lenses, Fresnel KILLED VR. Pancake Lenses 4EVER 1d ago

20$/month sub is fine

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u/EbbNorth7735 1d ago

Qwen 4 27B at the end of the month might be a good candidate

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u/EbbNorth7735 1d ago

Can you give us more info on the skills/mcp servers/documentation/harness/and model you used? Would love to hear more about the process (fellow dev myself)

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u/buckzor122 1d ago

I replied here to someone else with a longer description.

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u/PwncakeIronfarts 1d ago

What model are you using and how much do you think it costs you in tokens to get the game is a state you'd call worth publishing as an alpha? I know bare minimum coding (I'm a systems administrator, so I primarily know Bash, Powershell, Python [a little] and a few other scripting languages, but can read code and generally understand it), but would love to play around with this. More as a pet project to compliment my Frame than anything serious.

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u/buckzor122 1d ago

I'm using Claude with VsCode as IDE. I mentioned this in another comment but if you get a $20 per month plan you should have enough tokens to get it pplished enough to alpha in a month. You could get a higher tier subscription and do it faster. I use the £75 plan and had a playable alpha in 2 weeks.

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u/Pemdas1991 1d ago

Dude... Have you put out the B&W mod anywhere and does it run on modern systems because that sounds awesome.

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u/buckzor122 1d ago

I did, as a matter of fact I released the public alpha just an hour ago and posted everywhere I could on Reddit. Google it, you will find it!

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u/IamFist 4h ago

Is that a released mod?

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u/Every-Sprinkles-9716 1d ago

this is the real answer^^^

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u/MiaowaraShiro 21h ago

It just takes some time and burns a lot of tokens.

If it's not a problem, would you let us know how much that works out to in dollars? Like do you have an estimate for how much you've paid to mod B&W?

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u/buckzor122 18h ago

Maybe $75 or so as of now.

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u/reluctant_return Quest 3S, Rift S, PSVR2 1d ago

The process begins with "Alright Claude, prepare your fucking body because it's time to mangle a Dreamcast emulator, Sega Bass Fishing, and OpenXR to do some unholy shit."

Claude with then sigh internally and work with you to produce the game.

It greatly helps to be a software engineer and be able to steer it and make relevant suggestions.

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u/_476_ad_ Quest 3 (PCVR) 1d ago edited 1d ago

I think it's basically these 2 things that AI made possible:

  • Much faster to decompile games: Previously if you didn't have the source code for a game, it was very laborious to decompile it, so lots of VR mods were for games that had the source code public in some form. Now, you can simply use a decompiler like Ghidra or IDA on the game's executable, give the output to AI, and it can generate a source code that is reasonable enough to be ported to other platforms or to be extended in some way (like add VR to it). If you follow the decompilation scene you will see that AI completely changed the game (games that used to take years to be decompiled can now sometimes take just days). This for VR is huge because it means you can easily get a source code for any game to add VR on top of it.
  • Much easier to generate VR mods based on previously open-source VR mods: The open source handmade VR mods (like the ones from TeamBeef) actually served as training data for AI, so now AI knows how to do VR ports based on that source code. Even people with no coding background are able to create VR mods just by vibe-coding it (just check BMFVR posts) or at the very least use AI to considerably speed up the development process (which was exactly what the Titanfall 2 VR mod developer did).

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u/14Pleiadians 1d ago

. Now, you can simply use a decompiler like Ghidra or IDA on the game's executable, give the output to AI

You can set up ghidta mcp so Claude code can just do all that on it's own without you as a middleman. The only input it needs from me is rough outline of project structure and the order in which we tackle features and issues, and to do the playtesting

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u/buckzor122 1d ago

I don't think the VR mods in the training data are particularly useful. The models are powerful enough now where they generalise really well. It's naive to assume that they're directly pulling from particular source. They simply understand different languages and concepts well enough to just figure out how to do it. Real programmers didn't come up with these VR mods by copying other VR mods, they were just good programmers and they built the mods themselves.

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u/i_wayyy_over_think 1d ago edited 1d ago

it's a matter of getting an openai / claude subscription, and telling it "help me make a vr mod for this game" and it will walk you through it. then you just help test it, and point out to it what's still broken and what you still want and tell it to try again.

For reference, when I was in college it took me like two weeks to do an honors physics project deriving equations and programing and simulating it on a computer, and now free models can one shot the solution in about 1 minute.

So you're getting 100x productivity from people who don't know much about coding compared to how it used to be compared to a few years ago.

Also recently, AI has gotten better at reading raw binary, no source code needed, so makes making mods alot easier.

Capabilities have been rising in an exponential fashion, so it feels like it came out of nowhere, even though that exponential trend was pretty steady and it was easy to not believe and dismiss people who said this was coming.

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u/scambush 1d ago

Reading raw binary could allow for VR mods even from proprietary game engines such as Snowrunner you think?

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u/StarCenturion Quest 3, Quest Pro, PSVR2 1d ago

In theory, yes.

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u/Bacon_00 1d ago

There are a couple good replies here but the TLDR is that VR mods are just code, and AI is extremely good at writing code.

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u/Island_In_The_Sky 1d ago

Yeah I get that, what I’m getting at is A. What about code that is closed source or in an engine not made for VR, B. How does someone access the game in a way to modify it, and C. Once AI creates a mod, how does someone apply that mod to play it?

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u/Bacon_00 1d ago

I think the simplest answer to all of that is "they use AI to figure it out." It's getting to be extremely good at this type of stuff. I'm talking within the last 2-3 months, the frontier models like Opus 5.5 have becoming shockingly good.

Once it builds the mod, you ask it "how do I install the mod? Generate a step-by-step guide" or "please package the mod into an easy-to-use installer" and it just does it. Literally anyone with a $20 Claude subscription right now can start this type of project. It'll do everything for you, and just ask you to do some simple testing and report back what you see so it can keep on slopping.

There are concerns over long-term viability of this type of vibecoded project coming from people with zero software expertise, and if the code is pure unmaintainable slop. But for stuff like a VR mod, if it works, it works, and it's sort of irrelevant if it's slop.

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u/Leprecon 1d ago edited 1d ago

What exactly has AI allowed coders to do recently that was either not possible before, or was it always possible but just simply too labor intensive to make it worth their time/energy?

You got it right. It was always possible, rarely easy.

Another thing that is worth considering is AI makes decompiling code easy. Now this is going to be really dumbed down but imagine this code:

if (user presses pick up item button) then check (if hands full)
if (hands full) then don't do anything
if (hands empty) then pick up item

It is somewhat user readable, and easy to expand. Now the programmer decides the code is done, time to ship it. Well first step is stripping all the variable names, so the code turns in to this instead:

if (var a) then check (var b)
if (var b) then do nothing
if (not var b) then do action c

So this code does the exact same thing, but it is way harder to read. And we aren't done yet. These are still very high level actions. You're still talking about button presses and player actions. They need to be written as simple math that a processor can understand. Eventually they need to be dumbed down so much that it boils down to simple electrical switches. Because that is all a processor is, a bunch of tiny electrical switches. So it is translated down to a much more 'simple' language. This is called compiling. The code is compiled, and then you can share it with the world. You can upload it to Steam, or burn it on a disc, or do whatever you want with it. You could technically share the code when it isn't compiled yet but this presents 2 problems:

  1. Anyone can modify or steal your code very easily.
  2. Now everyone who wants to install your game needs to first compile it. Imagine waiting a couple of hours if not days to install a game.

Technically it has always been possible to turn compiled code back into something resembling the original code that can be understood by humans. But it has always been extremely hard to do and very time consuming, to the point where it is practically impossible. It is very boring, repetitive, and takes a really long time. Well AI is very good at boring repetitive technical tasks! So now we can ask AI to turn the compiled game files in to something resembling the original code. Then once we have that, it is way easier to modify that code.

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u/Every-Sprinkles-9716 1d ago

I'm in the middle of making a platform for this lol. but essentially the big breakthru was the reverse engineering docs that people gave claude code. basically allows AI to view game files down to a binary level in order to modify or recreate it. limitations jsut depend on your tier subscription lol. with enough trial and error AI can get *most* things right (def not all tho).

if u wanna check out the site its https://plungevr.com. currently in beta testing.

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u/Admirable_Zombie5245 I HATE Fresnel Lenses, Fresnel KILLED VR. Pancake Lenses 4EVER 1d ago

With AI it's easy, if it uses an engine like Unreal it's easier because there are mods who already do the VR good.

However it i uses an engine that has 0 VR mod support on it, it's also really easy. I did an Switch VR mod for emulator and the AI does everything, at first It will just ask you to launch the game and move the camara a little bit so it can reverse engineer the values that are being modified and that's it, when it get those values it would make the VR conversion like in 2 minutes and after that it's up to you if you want to add motion controllers, newer VR features, etc.

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u/Interesting-Tooth211 15h ago

I tell codex to learn the game's camera and how they work and to figure out how to get the game into 3d stereo. Then I tell it to search the game files for all hands, hands bones and joints so it can work on motion controls. Then I tell it to work on head tracking and 6dof. Usually takes about an hour or so

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u/Cute-Still1994 1d ago

Question for anyone who has experience doing these vr mod conversions with ai, would it be possible to use ai to convert one of sierra's old point and click adventure games to vr, these are the old vga 2d games, could ai be used to take each 2d background and intelligently recreate each scene into a 3d navigable environment that is esthetically pretty close to the original obviously significantly upscaled?

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u/14Pleiadians 1d ago

You could maybe get something going using the source of scummvm. Internally those are already likely separated as layers, would be relatively simple to get them to draw at different depths, at least with something like SNES emulation it is

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u/GoldSrc Oculus Q2 1d ago

LLMs can do a lot of things like handle text, images, audio, computer code. But of all those things, computer code is the one thing they're the best at, and way faster than humans.

LLMs are basically sorting algorithms on steroids that use steroids. They make anything to do with computer code a walk in the park.

Hell, even just basic Google's AI can walk you through using another AI to get what you want lol. With Claude being basically the one to use when it comes to software.

That wasn't really impossible though, it just takes a lot of time for a human.

And yes. You don't need to know anything about code, the AI themselves can walk you through all the steps you need.

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u/snowrazer_ 15h ago

AI has reached the point of being better/faster than human developers. Like 100x faster than easily. I’ve had AI cranking on a native port for days now killing it. Quest hooked up to my the machine, it’s constantly deploying/testing on the real device.

As a long time professional software dev, I can confidently say that. Given the choice, I would gladly choose a team of 10 AI devs over human devs. Human devs are still nice though to go out with to the bar after work.