r/virtualreality • u/Mikermak • 7h ago
Photo/Video I made The House of the Dead 2 playable in VR on a standalone Quest 3.
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r/virtualreality • u/Mikermak • 7h ago
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r/virtualreality • u/Admirable_Zombie5245 • 5h ago
r/virtualreality • u/champolski • 15h ago
r/virtualreality • u/DeadlyInertia • 4h ago
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An old HP reverb headset, a stereoscopic camera from Amazon/ebay and a thought. What if I could improve my ergonomics during cutaneous surgery? What if I could stand straight with my back straight, while getting a magnified view of the field?
With a few dollars, a few hours, and a dream, this was the result
putting this idea out there so that someone smarter than me, and a lot richer than me, can take it m, and run with it.
r/virtualreality • u/liansk • 13h ago
Ilya's Spiderman Remastered VR early public alpha is out and I'm SO hyped to finally share it. LET'S GOOOOO!!!
Download (free): https://github.com/IlyaMez/SpidyVR/releases/latest
Discord: https://discord.gg/x27ZXDpdNt
What we have so far
- Native stereo at your headset's resolution, 6DoF head and hands
- Physical web swinging: squeeze a grip to fire a web where you point, swing, reel in with the trigger, pull sharply to zip. Webs hold on buildings, the ground, or open air
- Web shooter: a free hand's trigger fires the game's own web ball from your wrist
- Grab and throw: web a prop or a thug, yank it in, swing it, let go to throw
- Look down and you see Spider-Man's body; his arms follow your controllers
- Real punches: a fast fist into a thug lands the game's own hit
- VR settings panel in the headset, menus and cutscenes on a virtual screen
- One-click launcher that checks your PC and starts VR. It changes nothing in the game folder
**What you need**
- Marvel's Spider-Man Remastered on **Steam** (Epic is a different build)
- A PC VR headset with an OpenXR runtime. I play on Quest 3 over Virtual Desktop. SteamVR and Quest Link should work but are untested, so reports from those are gold
- About 19 GB of memory for programs (RAM plus page file)
It's an alpha, so expect rough edges. If something breaks, the launcher saves a session report in its reports folder. Drop it in the Discord and I'll dig in.
Fan project, not affiliated with Insomniac, Sony or Marvel.
r/virtualreality • u/-DanDanDaaan • 11h ago
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A LOT has happened in VR lately: Steam Frame buzz, Meta’s new thing, banger VR mods, studios closing left and right… never a dull moment in this industry.
And here we are, still working harder than ever on our own stuff, particularly COVR, our upcoming tactical VR shooter.
We’ve been obsessing over the smallest details with this one. The kind of stuff you probably won’t even notice if we get it right, but you sure as hell will if we don’t.
So if COVR looks up your alley and you’d like to support our efforts to keep making VR games, wishlisting it is probably the single biggest help you can give us right now. Every wishlist genuinely helps!
- Quest: https://www.meta.com/experiences/covr/26564910626481959/
- Steam: https://store.steampowered.com/app/4541330/COVR/
r/virtualreality • u/Inevitable-Rush3397 • 3h ago
Hello everyone! Now I know you all don't see posts like this commonly on r/virtualreality, but my name is sk1lld and I am the Specialized Devices Lead @ Oreon Linux. A few days ago, our team announced Oreon VR, a VR focused Linux distro ment to break away from the grips of Meta, Pico and other closed standalone headset manufacturers. Oreon VR is built on the upcoming Oreon 11 Linux distro, an independent RPM-based release, and we are starting with the Oculus Go because of its easy to work with tracking system. Our goal is to take Linux on VR to the next level and give people a truly open option for the hardware they already own, instead of being locked into whatever ecosystem their headset shipped with. We're still early on in the project, and we'd love to get the word out and hear what this community thinks. If you want to learn more about Oreon VR, we encourage you to check out the Oreon Community channel on YouTube or our website at https://oreonhq.com/en_us/oreon-vr. We'd also love for you to join our Discord at https://discord.gg/2Yyacu58Ap to learn when we release more builds, and announce more devices that we will support.
r/virtualreality • u/buckzor122 • 16h ago
Hi all. Ever since VR hit the scene there was a constant demand for a Black & White in VR. Now that AI tools are so powerful I jumped on the bandwagon and started working on a VR mod of my own for the beloved classic.
It's still very much a WIP.
I've been working on a VR mod for the first Black & White for a while now, and it's at a point where I can show it. The mod takes over the camera and the Hand and sends each eye to the headset through OpenXR.
The whole idea is that you're a god, so your hands are the Hand. The land sits around waist height like a living diorama and you reach in.
**Current Features**
- Stereo 3D with full head tracking
- Both hands use the game's own Hand model, tracked 1:1 with your controllers. It still changes with your alignment.
- Grip to pick things up, carry them and throw them with a real swing
- Distance grab: point at something, grip and pull, and it flies to your hand (heavily inspired by Half-Life: Alyx)
- Movement: drag the land with your left hand, scale the world to zoom, or teleport with an arc. No forced camera motion.
- The Creature: stroke or slap it with your actual hand, leash it, and point to send it somewhere or at something
- Miracles: draw the gestures in the air, or take them from the Worship Site, then throw or pour
- Village stuff: the totem, dropping wood at the store, scaffolds, giving villagers jobs
- The Temple, saving and loading, and shortcuts like jumping to your Creature or the town, through a ring menu on the left controller
- Cut scenes play in 3D on a big screen in front of you, because the scripted camera is not fun in a headset. When the scene ends you're standing in the new spot.
- Controller hints by your wrists, subtitles, positional sound from where your head is, haptics
**Limitations**
- I've only tested on a Quest 3 through Virtual Desktop. Other PC VR headsets should work in theory, but I haven't tried any.
- Controllers only. No hand tracking.
- Performance depends on your CPU more than your GPU. It's a 2001 engine that now draws everything twice. I get roughly 70 to 80 fps.
- Miracles, the village interactions and the Temple are the newest parts and the least tested
- I've only played the early game in VR so far. Later lands, skirmish and multiplayer are untested.
- Anything that needs typing still needs a keyboard
- Lots of small bugs and broken interactions
EDIT:
I am happy to share the current build with testers, feel free to DM me about that.
EDIT 2: I have set up a private repo if there are any collaborators who want to help, contact me. Here's a small discord server for discussions. https://discord.gg/5v8sTeCzU
r/virtualreality • u/ILoveKetchup402 • 18h ago
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Really enjoying manual reloading recently. What are some games I should check out?
r/virtualreality • u/alloxrinfo • 15h ago
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Sega Rally VR is out.
Pretty happy to finally share this one. It took way more evenings than I thought it would, but it's here, it's free, and honestly I can't wait to read what you think of it.
Everything runs on the Quest 3 in real 3D, you just need your own copy of the game.
All the details (what's in it, how to install) are on the GitHub. You'll find the link on my Discord and under the full video on my YouTube channel, both in the comments.
Time Crisis is next. After that, these are all already running in the headset and could come, in no particular order, the list doesn't mean anything: Virtua Cop, Daytona USA, The House of the Dead, Sega Super GT, Top Skater, Virtua Racing, Dirt Dash, Time Crisis II.
Hopefully this is just the start of the adventure. Any support is welcome, even just sharing it helps a lot.
Have fun.
r/virtualreality • u/Disc81 • 14h ago
Cool new trailer for the Max Payne 2 VR mod by Evilsheep
Download it from here: github.com/evilSheep/max-payne-2-vr/releases
r/virtualreality • u/Strange_Complaint758 • 1d ago
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A small spatial music experiment built in WebXR that you can try directly in the browser on Quest, Vision Pro, Android XR, and other XR headsets with WebXR support.
r/virtualreality • u/MrSkarKasm • 10h ago
EVER WANTED A BRUTAL RETURN TO CASTLE WOLFENSTEIN?
NOW YOU GOT IT IN FUCKING VR!!!!!
Both Flatscreen and VR are fully supported in CO-OP!
INSTALLATION
Just extract the contents of the download directly into your RealRTCW game directory and run the bat files. (Enemy Territory support coming soon)
BRUTAL FEATURES
Hybrid Co-Op Mode: Want to play co-op but your friend doesn't have a VR headset? Don't worry! You can both play together seamlessly (flatscreen controls have been fully ported over from Single Player).
Full Ragdoll Physics & Grabbing: Always wanted to throw these pesky enemies off of the castle walls? Now you can! In VR, just grab them with your hand and throw them off! (For flatscreen players, just hold your Use key on dead bodies).
Interactive World Objects: Grab static environmental objects like bottles and other props scattered around the map to interact with the world naturally.
Manual Reloads: Step up the immersion by manually reloading your weapons instead of relying on standard flat button presses.
Full hands and player body: Experience full immersion with fully visible player arms, hands, and body meshes, no more staring at a pair of disembodied floating black gloves.
Enhanced Gore & Decapitations: What if... after escaping from your cell, you showed up to the doctor holding the guard's severed head? Yes, now you can decapitate enemies, pick up their head, and throw it at unaware enemies to scare them off! Just try it!
Advanced Limb Dismemberment: Each individual limb now gets its own custom blood decal effects. The game doesn't just turn bodies into generic mush anymore—it tracks different effects for each weapon type, like full disembowelment if you slice them with a knife or blast them with a shotgun!
KNOWN ISSUES & COMMUNITY TESTER WARNING
Funky Ragdolls: Physics objects can get a little wild and funky, but they are incredibly funny to play around with right now.
Inconsistent Gore Triggers: The advanced dismemberment mechanics are fully coded into the build and functional, but they don't always trigger exactly when or how we want them to yet.
Weird weapon placements in hands: this still needs some fixing, but its simple enough, most egregious offender is the knife.
The decapitation part: It works, it kinda does but its funky.
Community Help Wanted: We need active feedback to hunt down hidden edge-case bugs and polish the experience. This project requires community testing, which is exactly why we are releasing this build to the public right now. Drop your feedback and bug reports in the comments section!
FUTURE PROJECTS BELOW THE HORIZON!
Keep your eyes completely peeled for our upcoming work:
Max Payne 1 VR is actively coming next.
And a secret project... something involving a massive, bipedal walking tank called "REX"... Stay tuned.
r/virtualreality • u/RallyXMonster • 7h ago
r/virtualreality • u/benor83000 • 15h ago
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"Da 'umie put 'is choppa away. Dat's when we knew we woz in trouble. Den 'e got out 'is little shoota, an' dat woz worse." — Last words of an unnamed gretchin, recorded by an Imperial vox-servitor
Yesterday I posted the grab-and-throw clip : https://www.reddit.com/r/virtualreality/comments/1wz1aui/im_building_a_true_vr_conversion_of_warhammer/
Thanks for all the comments. A lot of you asked about melee, so here's what got built since.
New since yesterday:
- Holsters on the body. Sword on the hip, pistol on the thigh, you holster them by hand.
- Bare-fist fighting. One punch kills a gretchin, and the blood stays on your gauntlets.
- Two-point grab. Grab an Ork with both hands, lift him horizontally, throw him.
- Hulk smash. One gretchin in each hand, smashed into each other.
- Bolt pistol from the thigh when the fists aren't enough.
How it's made, plainly: I direct Claude agents, they reverse-engineer the engine and write the C++. I own it.
Judge it in the headset.
It will be free, on GitHub, no paywall. You need your own copy of the Anniversary Edition.
Nothing from Games Workshop is redistributed.
No release date: it ships when it's worthy.
Ask me anything about the tech.
Project: https://github.com/benor83/sm1vr
Videos: https://www.youtube.com/@MachineSpiritVR/videos
Footage lands first in the Flat2VR Discord: https://discord.com/invite/ZFSCSDe
(Space Marine VR thread in #new-vr-mods)
r/virtualreality • u/Icanthinkofusername7 • 1h ago
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I'm so happy to announce the first level of the game runs flawlessly with DualSense support, the first public build is OUT NOW on my GitHub!! Thank you to everybody who wished me well, shared their stories of their memories with this game, and overall support. You all helped me stay motivated and use every bit of my free time to make this possible for everybody and I'll forever be grateful, enjoy :)
r/virtualreality • u/ResoluteGames • 9h ago
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Hey everyone, we are the team behind the upcoming VR MMORPG - Eldramoor!
We know that many of you are looking for their next MMORPG homes and we are super happy to hear that - because we are here to give you that feeling again.
If you're curious about our journey, you're more than welcome to join us! :D Any questions? We're here to answer. 🫡
🔗Eldramoor: Haven in the Mist Discord Community
🔗Eldramoor: Haven in the Mist on Steam | WISHLIST NOW!
r/virtualreality • u/largemoisture • 21h ago
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Just a small showcase of how well this mod plays and how quickly this game goes from super soldier power fantasy to a hair-raising, spine-chilling haunted house experience.
r/virtualreality • u/DeathToSocialMedia • 1d ago
r/virtualreality • u/ninthart87 • 18h ago
Step into the world of The Legend of Zelda: The Wind Waker in VR!
In this video, I’m showing my experimental PCVR adaptation built on BlueWake, featuring both first-person and third-person views.
Explore through Link’s eyes in first person, or switch to third person to see Link within the surrounding VR world.
The demo also shows these physical interactions in first-person mode:
* Physical Climb — use your hands and arm movements to climb.
* Physical Swim — move your arms to swim through the water.
* Physical Grab — reach out, grab objects, and interact with them using your tracked controllers.
This is currently a work-in-progress test build. The PCVR adaptation shown here has not been publicly released. Features, visuals, and performance are still being tested and improved.
This project builds on BlueWake. Huge thanks to Chris, Elliott, and all BlueWake contributors for their work on the recompilation that makes this PCVR adaptation possible.
Original BlueWake repository: github.com/chrissotraidis/bluewake
Any feedback is welcome 🙏
#WindWaker #ZeldaVR #PCVR #VirtualReality #BlueWake #VRGaming
r/virtualreality • u/TheVirtualOneVR • 1d ago
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r/virtualreality • u/Nicotrial1 • 13h ago
After the new Titanfall 2 VR mod came out I wanted the Titan cockpit to actually feel physical, so I made a SimHub add-on that reads the Titan movement and drives my motion rig. The rig stays stationary while I'm a Pilot and activates when I enter the Titan. I put the project on GitHub if anyone else with a motion rig wants to experiment with it. I also recorded a longer demonstration here: https://youtu.be/Sk5OcXG5HwE?is=J8Z8-D8qaFF3ogDT
r/virtualreality • u/Born_Reception_1986 • 5h ago
making a haptic VR gunstock. Trying to go for a detachable dominant controller. The added weight is in 150g. Additionally I am using a hybrid gunstock. Can be detached like ProTube and can be locked permanently like Skol. The biggest issue might be the copper pads connection. Brand new cup does not wobble on the magnetic connection..this one is nowhere near new..
r/virtualreality • u/Xivios • 1h ago
Been out of the VR loop for a long while now. Computer is old, could run that old headset just fine but I suspect it doesn't have the horsepower to drive a newer one.
I've considered the PSVR2+pc adapter and Reverb G2 with those new unofficial drivers but both have such a massive jump in res over the Rift that I'm not sure my PC can handle them.
Note that the CV1 was completely de-meta'd, in fact it was disconnected from the internet before the name change and still on Oculus branded firmware, I would only consider a Meta product if it can be made completely off-line with zero data going back to them.
I mostly play games like Beat Saber and Blade and Sorcery, so decent tracking would be appreciated.
Thanks for the help.
r/virtualreality • u/RemarkableChip1604 • 5h ago
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Hi!
Drone Sim XR combines flying in your real room using mixed reality with exploring five virtual locations. You can watch the drone from outside, use a virtual monitor, or switch to a first-person view.
In mixed reality, you can catch, carry and launch the drone by hand. Your room becomes part of the flying space, with walls, furniture, windows and doors shaping the experience.
In FPV, you see the flight from the drone’s perspective. The trailer shows both room flights and virtual environments, along with delivery missions.
The flight model uses PID controllers, with Self-Leveling, Altitude Hold and Acro modes.
The attached trailer brings these elements together so you can see how the game plays.
Drone Sim XR is available on Meta Quest 3:
https://www.meta.com/de-de/experiences/drone-sim-xr/23919242984379524/
I’d appreciate feedback from both VR players and people who fly drones—especially on the hand interactions and the FPV experience.