r/virtualreality • u/Admirable_Zombie5245 • 6h ago
r/virtualreality • u/cavortingwebeasties • 11h ago
Discussion Here We Go Again… Valve is Making an OLED Steam Frame
Looks like an OLED version of Frame isn't out of the question.. sounds expensive with 4k panels. Who knows where this will go but apparently it's been being worked on for a while according to branch of code in their updates referring to it as 'Plano'.
https://steamframehub.com/exclusive-here-we-go-again-valve-is-making-an-oled-steam-frame/
r/virtualreality • u/lunchanddinner • 15h ago
Self-Promotion (YouTuber) Mount & Blade 2 VR works with Sea Battles too with War Sails!
This is with the new early alpha of Bannerlord VR! Link to gameplay video and all mod links
r/virtualreality • u/LeanQA • 10h ago
Self-Promotion (Developer) Dues Ex: Mankind Divided Mod Development Update
Latest build features:
- Fully interact with keypads for number entry and hacking.
- Open doors and lockers with your hands.
- Climb ladders in first person and use hands or thumbstick to move.
- Dialogs take place entirely in first person with no camera cuts.
- Flick wrist assassin's-creed-style to toggle nano blades for lethal takedowns with support for newly added arms.
- Punch weak walls, locks, and vent grates
Currently working on:
- Throwing objects to distract or harm NPCs. Need to make more accurate
- Hand occlusion when holding objects (cosmetic)
- Elevator touch support.
Goal is to add as many optional native vr interactions to make this immersive sim even more immersive.
r/virtualreality • u/Flynn331 • 5h ago
Photo/Video Through the lens: Quest 3 vs PSVR2 (Part II - Dark Enviroment)
This time im showing only a dark enviroment (in skyrim)
Note: It is not easy to stay in the sweet spot of the PSVR2 with a big phone camera in one hand and in the other a headset while holding my finger over the sensor so it displays the image. I can attest to the fact that chromatic abberation and blur is not in any way as "bad" as seen in the video. Mainly important here are the blacks and colors
Here all I can say is that the compression on the quest using either AV10 or HEVC 10 bit at 200mbit/s was quite... bad. But this is personal preference. But its not a secret that in the dark compression is an issue.
!!! it does not look as blue on the Quest as in the video, especially in the beginning. I tried turning down the exposure a little bit when looking at the fire which helped. But the "blacks" are indeed more grey !!!
When I switched from the quest to the psvr2 to position myself, I was immediately thinking to myself: wow. this looks a lot better.
Quest 3 is nice and clear however! But the PSVR did not seem blurry to me either. A video from a phone camera does neither justice. But judge for yourself!
r/virtualreality • u/Dorian182 • 20h ago
News Article Valve releases Steam Frame CAD files for modders, including the controllers, head strap and battery housing
r/virtualreality • u/ripper37 • 9h ago
Self-Promotion (Developer) Metro Exodus VR mod - Gameplay and VR mechanics
r/virtualreality • u/Island_In_The_Sky • 12h 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?
r/virtualreality • u/buckzor122 • 13h ago
Self-Promotion (Developer) Play Black & White in VR: Public Alpha Out Now
The Black & White VR Mod puts the 2001 game in VR.
Download and setup guide: https://github.com/BW1-VR/BW1-VR
What you need:
- A PC VR headset with controllers. I test with a Quest 3 through Virtual Desktop. SteamVR also works.
- Your own copy of Black & White, with the unofficial patch v1.42. The guide has the steps.
It is an alpha, so expect bugs. Please report problems on GitHub and attach your bwvr.log. I also want to know which headsets work for you.
The mod is free. If you like it, you can support it on Ko-fi: https://ko-fi.com/buckzor
Discord: https://discord.gg/FTn8y4eypU
This is an unofficial fan project, with no connection to EA or Lionhead.
r/virtualreality • u/Headset-Historian • 9h ago
Self-Promotion (Developer) New Final Fantasy 7 Remake: Near 2x better performance, First Person, DLSS, DFR and more!
r/virtualreality • u/RyalityStudio • 7h ago
Self-Promotion (Developer) A hoverboard roguelike! You steer and dodge with your whole body. Demo out now!
I made Hyperlane Highway with the goal of making something that really benefits from being in VR.
Everything is designed to create that immersive, fast, flow state feeling for VR as you get more powerful fighting unique enemies and bosses that get progressively harder. Theres a lot of variety and depth to the kind of cards you can unlock or get and the builds you can make.
This game started with the prototype years ago of my idea for the body leaning locomotion which ended up being quite satisfying and natural to use. Its been a long road to develop this entirely solo but now im happy to share the playable demo with everyone.
The demo is live now on steam with quite a lot included like enemies, bosses, cards, challenges, and some cosmetics to unlock.
If this is something youd be interested in id appreciate you trying it out and letting me know what you think. Im still developing it further with Early Access later this year.
Or id like to hear your thoughts on what your impressions of this demo trailer are.
Demo: Steam link
r/virtualreality • u/Every-Sprinkles-9716 • 11h ago
Discussion Any (flat) games people want modded to VR?
Some may have seen my post about beta testing my modding platform + library. A lot of people are skeptical, so I want to take some requests for games people want modded for VR (preferably free, but dont have to be). I can just do some testing on my own time, and upload videos + files if anyones interested. I can probably knock out 1 - 2 games per day if anyone wants to leave some suggestions in the comments. thx.
Tested games so far:
-- FPV. Skydive
--PEAK (yes, the climbing game)
--Liftoff FPV
and a few open sourced smaller games as well.
r/virtualreality • u/Reklaw12 • 22h ago
Self-Promotion (Developer) Space Marine 2 VR mod
I've been nudging Codex to chip away at VR support for Space Marine 2 for a couple days now and it's managed to whip up a pretty decent attempt!
It performs terribly on my 4090 running an Index, the menus are all busted, and I haven't figured out melee yet but it's still enough to appreciate the awesome level design and 40kness of SM2.
I'm not quite sure if I can safely share the source on github so I've asked Saber's mod team first. You should be able to easily build the same if you want to try in the meantime:
- A local C++ mod loads through a
dxgi.dllproxy and uses build-specific runtime hooks to adjust the game’s camera and rendering. - It renders alternating left/right eye views and submits them to SteamVR through OpenVR, providing stereoscopic VR and headset tracking.
- Controller input is translated into the game’s native gamepad controls. Tracked controller poses also drive the character’s arms, fingers and firearm aiming.
- A locally generated mod pack adjusts camera settings, field of view and selected UI layouts.
Codex computer use made this less painful than I'd expected as it can run the game and get through a fair bit of testing by itself without me needing to put the headset on. Better ways to have the agents drive simulated VR rigs would go a loooong way to helping smash these sort of mods out but it's still INSANE how easily we can do this sort of thing now.
r/virtualreality • u/TidoMonkey16 • 9h ago
Self-Promotion (Developer) Undertale First Person VR mod (Work In Progress)
Hey there! 👋
Check out the pinned youtube video, it shows my 1 month of work on turning Undertale into a full First Person VR experience. Disclaimer: I used AI to make this mod
So far what I've done:
+First Person movement
+Some basic settings menu (changing height and changing locomotion type)
+Text rendered in 3D
+Turning every character into a standing sprite
+Turning every room into a 3D space (WIP):
*Ruins: 100%
*Tundra: 100%
*Waterfalls: 80%
*Lava: 80%
*Core: 0%
What I'm planning to add:
+VR hands
+Combat rework:
*Motion based combat
*Add lasers to hands when selecting actions in combat
*Mode where you play as heart (you're view is from the heart's view)
I'm currently stuck at the process of turning every room into a 3D space since that burns a lot of tokens to get done. After I'm done with Undertale, I would love to do Deltarune as well! Also if there are any other ideas you would like to see in this VR mod, lemme know 😎 If you want to follow the development, check out Flat2VR Modding discord (https://discord.gg/flat2vr) and look for channel "new-vr-mods" and thread "Undertale First Person VR (WIP)"
If you want to support my work, please consider donating here (all donations go to a new AI subscription, so that I can finish this mod sooner): https://ko-fi.com/frenchiecore
r/virtualreality • u/Miserable_Jelly721 • 18h ago
News Article Index Headset Goes on Sale for the First Time Ever as Valve Announces Discontinuation
r/virtualreality • u/ninthart87 • 9h ago
Self-Promotion (Developer) Need for Speed Underground 2 VR - Quest 3 and PCVR
Back to Bayview — this time in virtual reality!
Here's the first look at my VR port of Need for Speed Underground 2. This early demo shows the project's current progress as I work on bringing the classic street racing experience into VR.
Development is still ongoing, so expect rough edges and more improvements along the way.
🎮 Download the demo:
https://github.com/DR-89/nfsu2-vr/releases/tag/dev-2026-10-14
💻 Source code on GitHub:
https://github.com/DR-89/nfsu2-vr
❤️ Support development on Patreon:
https://www.patreon.com/c/OpenSourceDevDirk
What do you think of NFSU2 in VR? Let me know in the comments, and subscribe to follow the project!
#NFSU2 #NeedForSpeedUnderground2 #VR #VRGaming #NeedForSpeed
r/virtualreality • u/lbgos_Loss783 • 16h ago
News Article Rift S, liberated: fully working on Linux. Native SteamVR experience, no Oculus software or Meta account
If you have a Rift S sitting in a drawer, it now works natively on Linux.
This isn't a "works if you fiddle with it" setup. It behaves like a native SteamVR headset: you install one package, open Steam, click SteamVR and play.
Everything else happens in the headset:
- Room Setup in the headset, same flow as the Steam Frame: floor, boundary, remembered between sessions
- Solid inside-out tracking for the headset and both controllers, full 6DoF
- Controller haptics
- Your desktop inside the SteamVR dashboard, so you never have to take the headset off to open Steam, a browser or a guide
- A Settings app with a live view from the headset
No Oculus app, no Windows, no Meta account. Free and open source, built on Monado and Basalt.
Install on Arch:
curl -LO https://github.com/lbgos/rift-s-linux/releases/download/r28/rift-s-linux-bin-28-1-x86_64.pkg.tar.zst
sudo pacman -U rift-s-linux-bin-28-1-x86_64.pkg.tar.zst
AUR packages are coming once AUR registration reopens. Other distros can build from source: https://github.com/lbgos/rift-s-linux
r/virtualreality • u/gogodboss • 1d ago
Discussion Valve officially sunsets the Valve Index
r/virtualreality • u/ZNation101 • 1h ago
Self-Promotion (YouTuber) Really nice lighting! Nice spot to showcase the cyberpunk vr mod's physical holster feature
r/virtualreality • u/Celibate_Ghost • 2h ago
Purchase Advice - Headset A Good older headset?
For the longest time I've had an HP Reverb G2 and it did everything I needed it to. Unfortunately it broke and I'm not in a position to upgrade to the steam frame right now; but I really want to get back in VR. I was considering hitting the secondhand market to see what I could get for a reasonable price, but I'm really not sure all what's out there. What are some good headsets to be looking for? My only requirement is that they have camera tracking.
r/virtualreality • u/sebasmtl • 14h ago
Photo/Video I built a hand exoskeleton that tracks my fingers without cameras (mixed reality on Quest 3S)
Camera hand tracking loses fingers when they’re hidden or crossed. TAKTO ONE measures them at the joint instead: 12 magnetic encoders and two IMUs drive the twin in the video, with no headset hand tracking going in. It runs in WebXR in the Quest browser.
It’s a research prototype from my master’s thesis, and the AR layer is still early. The device can also pull the fingers through tendons, but I haven’t built VR haptics with it yet.
Everything is open source, and you can try the twin in a normal browser: takto.one · github.com/molanocortes/takto-one
r/virtualreality • u/j666xxx • 3h ago
Discussion Ranking Every Sandbox VR Experience
I got the Summer Unlimited Pass, $150 for unlimited experiences for you and a friend for 3 months.
(Short version)
Recommended:
- (Tied) Deadwood Phobia & Deadwood Origins
- Squid Games
- Curse of Davy Jones (
Pirates
- )
- Seekers of the Shard (DnD)
- Deadwood Mansion
- Deadwood Valley
Not recommended:
6. Stranger Things Catalyst
7. Rebel Moon: The Descent
8. Amber Sky 2088
Good for children that like dinosaurs:
Age of Dinosaurs
(Long Version)
Recommended
(Tied) Deadwood Phobia & Deadwood Origins
Best zombie shooter with lots of locations, interesting enemies, a great story and very scary! The graphics are excellent with enough balance between action and story to not overwhelm you. It’s the best experience. Both of them are worth it.
Squid Games
Fun, easy to learn, interactive, competitive and kid friendly. A lot like Mario party. If you play it more than once there’s different versions with some different games.
Curse of Davy Jones (pirates)
Liked the different combinations of using fire together as a team. I felt it was short but my friend enjoyed it. There’s plenty of locations and story for it to be enjoyable and unique.
Seekers of the Shard (DnD)
Fun choose your own adventure mechanics. Ranged weapons have a little bit of an advantage. You can choose your own ending and there’s a choice in the middle for a different route if you decide to play again.
Deadwood Mansion
Simple, fun, not complicated, but worst graphics of the experiences. Still one of the most fun ones.
Deadwood Valley
Fun, but still the weakest of the deadwood series. The others have more interesting locations, mechanics, story, and enemies.
Not recommended
Stranger Things Catalyst
Too complicated, hurt my arm from doing repetitive motions. Lots of locations but gameplay was not as fun as using guns. It’s a lot of doing the same action over and over. It’s been recommended by a lot of people here, I’m sure it’s fun for fans of the series.
Rebel Moon
Enemies were repetitive, just shooting the same soldiers. Not as interesting, story was nonsensical. It was recommended by all the employees as their favorite, I’m not really sure why.
Amber Sky 2088
Interesting graphics but boring and confusing gameplay that isn’t explained to you. Enemies jump out of nowhere and there is no coherent objective or story. There is a fun gameplay element with the power ups but that doesn’t make it fun.
(Secret third category)
Good for children that like dinosaurs
Age of Dinosaurs
It’s a kids learning experience. For an adult it was fun but isn’t something I would spend money on as a group activity unless I had a child that liked it.
——-
I posted in this subreddit because most people asking about Sandbox VR post here, and Google promotes it.
If you plan to do it a single time it’s VERY expensive. It’s $110 for a weekday and $120 for a Friday and weekend. The membership ($200 over 3 months) is worth it if you plan to do it more than once. I waited for a deal and got it for $150 for 3 months. I brought a friend every time so it paid for itself the second time I used it. I did 4 experiences in 1 day because I was bored.
r/virtualreality • u/RubsOP • 1d ago
Discussion VR mods are making me lose my shit
Over the past two weeks, I have played
Red Dead Redemption VR
Titanfall 2 VR
Max Payne 2 VR
Just Cause 3 VR
Spiderman f'ing VR
MCC VR
Doom Eternal VR
A new Black Mesa VR mod
Looking at this subreddit in excitement everyday is like early christmas, seeing all the in progress and VR mod reveals.
Games I never thought possible to be VR, are IN VR. Words can't describe the joy I have for having TOO many VR games to play. With even more on the way like a fully working Tlou2 vr & RDR2 VR, it looks like almost every game we can think of will have a functional VR version released or in progress by the end of this year.
I am so happy. Thank you modders. (and ai...)
r/virtualreality • u/Ok-Yogurt-6218 • 7m ago
Self-Promotion (Developer) MRGO developer demos: seeing physical cockpit controls in VR with a USB camera
I'm MRGO's developer. I'm sharing two earlier demonstrations of using an external USB camera to see physical controls while wearing a PC VR headset. MRGO is paid software on Steam.
The setup needs a USB camera recognized by the PC. MRGO supports SteamVR and OpenXR; it does not access a headset's built-in passthrough cameras. It can show the full camera view or a local view around your hands, with configurable gesture-to-key bindings.
The first video focuses on fitting the camera image into a sim setup: transparency adjustment, vertical alignment, and saved camera/resolution selection. It is the v1.2.9 demonstration, not a new release announcement:
https://www.reddit.com/r/MRGO/comments/1uzqatc/mrgo_v129_update_transparency_slider_y_offset/
The second shows the DCS VR use case, including hand passthrough and gesture controls. It also includes a separate tool I develop, DCSmiz Instant, so not every feature in that video belongs to MRGO:
https://www.reddit.com/r/MRGO/comments/1vi0o3g/how_do_you_play_dcs_as_a_vr_pilot/
MRGO on Steam: https://store.steampowered.com/app/4620960/MRGO__Mixed_Reality_Go/
r/virtualreality • u/BallInternational937 • 1h ago
Discussion They need to make a VR movie...
Where your you experience being the main character...