r/virtualreality • • 2d ago

Mega-Thread Weekly VR - What Did you Play?

7 Upvotes

Hey r/virtualreality!

Another week in the VR space.

Did a certain game or experience stand out to you? This is your spot to chat, share, and discover.

When sharing, you might consider sharing:

Name of the game or experience.

A brief insight or overview.

Your personal rating and a bit about why.

Example: I got hooked on [Game Name]. It offers [Brief Description], and I've been having a blast! Rating it 8/10 mainly because [Reason].

So, what's been captivating you or challenging you in the VR world lately?


r/virtualreality • • 8h ago

Discussion VR mods are fine but most are not even truly playable

205 Upvotes

I don't want to bite the hand that feeds but after playing the whole Titan fall 2 in VR I wanted similar experiences and I got a few games such as hogwarts legacy, and after the cool factor wears off, they are definitely not in a playable state. By playable I mean that while they work in VR, It's hard to just play start to finish as there are many different roadblocks. The game requiring you to press a button not mapped on the controller, parts of the UI invisible, convoluted controls not explained in the game. If I have to play 50% of the time with the headset lifted up, stretched to reach the mouse and keyboard in order to do certain things that can't be done in VR, to me it's not in a playable state.
I've been using pcvrcentral to check if a mod is good or not, but most of these I had trouble with were marked as "native like" or "excellent". I guess Titan fall 2 spoiled me too much? everything feels like such a chore. I just want to enjoy the game not jumping through 100 hoops.


r/virtualreality • • 5h ago

Self-Promotion (Developer) Gears of War: E-Day VR Mod – Full Campaign in Virtual Reality | Trailer (Early WIP)

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81 Upvotes

Fan-made mod I'm developing that adds full VR support to the Gears of War: E-Day campaign. All footage is real gameplay from the current build.

What already works:

- Full VR support for the entire campaign

- Stereo rendering

- Full-body IK

- Manual reloads and manual weapon switching

- Two-handed aiming

- Fighting from cover

It's an early work-in-progress and will be free at release.


r/virtualreality • • 4h ago

Self-Promotion (YouTuber) I tried the God of War VR mod! (2018)

62 Upvotes

The very early build of GOW (2018) just released, I tested it. First impressions here!


r/virtualreality • • 2h ago

Self-Promotion (Developer) I’m making a VR water-bending game and wanted to share a little progress

38 Upvotes

I’ve been working on a water-bending game in VR, and put together this short clip of where it’s at. It’s still pretty early, but I wanted to share it and see what people think.

what would you most want to be able to do in a game like this?


r/virtualreality • • 11h ago

Discussion VR isn't dying. We might actually be entering its golden age

125 Upvotes

With more and more major VR studios shutting down, it's easy to think VR gaming is slowly dying. But I believe we're actually witnessing the beginning of something much bigger, thanks to AI-assisted coding and modding.

Until recently, projects like Team Beef's VR ports largely depended on open-source engines or existing modding tools and documentations. Now, with increasingly capable AI coding agents, even games without source code or official modding support are becoming accessible. Decompilation, recompilation, and reverse engineering are advancing rapidly, including projects bringing former console exclusives to PC. We're not quite at the point of converting any PS5 game overnight, but we're moving in that direction. And once a game runs on PC, creating a VR mod becomes a much more realistic possibility.

This could solve one of VR's biggest problems: content. Many dedicated VR games are relatively short, sometimes stretching gameplay through repetitive mechanics. Meanwhile, traditional gaming has decades of incredible AAA titles with massive worlds, complex systems, and hundreds of hours of content. Why spend millions developing entirely new VR exclusives when we could adapt games that already exist? With AI making development increasingly accessible, I believe we'll eventually see high-quality VR mods appearing much faster than today.

It could also force companies like Sony and third-party publishers to rethink their exclusivity strategies. For years, staggered releases have allowed publishers to sell essentially the same game multiple times. First to PlayStation owners, including PC gamers who bought a console just for certain exclusives, and then again years later when the PC version finally arrived. Some customers effectively paid twice for the same game, while publishers could also benefit from platform exclusivity agreements. Even worse are games like Shadow of the Colossus and ICO, which remain unavailable on PC decades later. As AI-assisted reverse engineering and recompilation advance, keeping games permanently locked to one platform could become increasingly difficult. Unofficial ports may eventually appear long before publishers release their own PC versions, and while legitimate projects can require original game files, unauthorized complete distributions will inevitably follow. Publishers could end up losing potential PC sales instead of earning additional revenue. Of course, modern console ports remain technically challenging, but I believe this business model will face increasing pressure.

My point is that we might eventually no longer need dedicated VR studios to provide us with AAA content. Native VR games will always have advantages, especially when designed around physical interaction, but they won't necessarily have to carry the entire VR market anymore. Traditional developers can continue making great games while the modding community brings them into VR.

Perhaps VR's future isn't about getting more exclusive games. It's about finally being able to experience the enormous library of existing PC and console games in VR. And with AI development accelerating, I think VR's golden age might actually be ahead of us.


r/virtualreality • • 6h ago

Self-Promotion (Developer) God of War 2018 PCVR Mod - First Early Build

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45 Upvotes

I have officially released my GOW 2018 VR mod on Github! Check out the trailer 😎

Mod download (Read carefully sections: "Important: read before playing", "Before you install"): https://github.com/adore11s/God-of-War-VR-Mod

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 • • 15h ago

Discussion Early stages of the 2003 COD port for VR

173 Upvotes
  • It is already possible to become immersed within a 6DOF game.
  • The camera moves with your head, but I used the mouse as well since I was sitting down XD

Next Stages:

  • HUD
  • Move the weapons with the VR controllers

r/virtualreality • • 22h ago

Self-Promotion (Developer) DIY VR Headset Progress: Standalone + Wireless PCVR, Custom SLAM Tracking, Dual Compute Architecture and an 85Wh Battery

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187 Upvotes

It's been a while since I last posted about the headset i'm working on (I thought it would be sooner) but at this point things are looking good! I wanted to share the progress on it!

A lot of the headset is near completion for the Andromeda headset while a lot remains of the Vector Gear and the underlying software (The XRUIOS)! We got pretty far regardless and have SLAM working within the headset + controllers for example!

Here you can see a LH version work as well:

https://www.youtube.com/watch?v=aqBnPLqh2wI

The above video has me talking more though so i'm going to share the finalized specs! The only thing that might change are the displays and optics to higher quality if however possible!

Vector Gear

  • Displays: Dual 2160 × 2160 TFT LCD panels at 90 Hz.
  • Optics: Dual combined Fresnel (“pseudo-pancake”) optics.
  • IPD: Automatic adjustment.
  • Main processor: Qualcomm Snapdragon 8cx Gen 3 with 8 GB RAM.
  • Co-processor: Rockchip RK3588S with 8 GB RAM, specifically for SLAM, face tracking and developer modding
  • Tracking: Inside-out SLAM for headset and controllers (Controllers use RK3576, more below)
  • Cameras: Two monochrome SLAM cameras, two global shutter colour passthrough cameras, two internal eye tracking cameras and one internal mouth tracking camera.
  • Face tracking: Full face tracking, including eye and mouth data.
  • Battery: 85 Wh Amprius silicon cell power soruce
  • Audio: Integrated audio system (Still choosing speaker) and dual microphone array
  • Charging: USB C Power Delivery.
  • Connectivity: Wireless PCVR streaming.
  • Controllers: Inside out tracked controllers with an RK3576 processor in each controller.
  • Operating system: YuukOS, an Arch-based XR distribution, with XRUIOS as its spatial computing layer (Works with Windows/Linux Steam, Monado driver WIP)
  • Software compatibility: FEX x86 emulation and Proton compatibility layers, with console emulation under discussion

(Small note, we are making it so the RK3588S or the 8CX Gen3 can be used as the input, meaning if you're using PCVR you're not losing power to the 8CX! Should save a LOT of power.

Andromeda - LCD and Pancake OLED Version

  • Display options:
    • LCD: 1600 × 1600 per eye.
    • Pancake OLED: 2560 × 2560 per eye (Although limits of 1920x1920 @ 90hz upscaled and 2560x2560 @ 75hz, we are looking for alternatives that are the same price but can do more, no promises)
  • Optics: Pancake optics on the OLED configuration.
  • IPD: Automatic adjustment.
  • Tracking: Inside out headset and controller tracking using SLAM.
  • Face tracking: Supported
  • Compute: RK3588S based SLAM and wireless PCVR processing.
  • Wireless PCVR: Designed around wireless streaming and foveated streaming
  • Battery: 45 W class Amprius silicon cell battery; a 7+ hour runtime is a development target and remains in progress.
  • Expansion: Shares the Vector Gear's intended open and moddable hardware ecosystem.

If you have suggestions for the audio system, please feel free to share them!

We are trying to make this thing pretty much as good as we can with the resources we have and surprisingly have gotten pretty far from where we were at the start of this! I remember where things were 9 years ago and it's insane to see how far we've come!


r/virtualreality • • 2h ago

Self-Promotion (YouTuber) I tested Sadboi's Dying Light VR Beta!

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4 Upvotes

I love Dying Light and this VR mod plays so well! if you're seeing the recording square and thinking it looks choppy, its on the recording. gameplay is quite decent with fixes coming for any issues people may have. This one is defo one to watch!


r/virtualreality • • 21h ago

Photo/Video More GTA V Enhanced VR - Ray Trace Showcase

113 Upvotes

Some more clips. The game is remarkably beautiful in VR… The ray tracing makes it’s super realistic. Driving around at night is mouth watering. I’ve been replaying the game and it’s like a whole new experience for me even though I’ve beat it multiple times. Have been a PCVR enthusiast since 2016 and this is easily the most fun I’ve had playing a game in VR.


r/virtualreality • • 1d ago

Photo/Video GTA V Enhanced in VR… Sooo good

1.4k Upvotes

recorded at 60fps, playing at 144. Honestly the ray tracing and latest DLSS in this game has made it easily one of the best VR experiences to date for me. I’ve been losing sleep since I got this mod. its looks sooooooo good. I can’t stop playing. For anyone wondering, it’s the LR mod. hate all you want, but this is honestly fucking good. Looks so realistic.


r/virtualreality • • 1d ago

Photo/Video Pimax the only VR manufacturer at the 2026 SimRacing Expo in Frankfurt

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128 Upvotes

r/virtualreality • • 20h ago

Photo/Video Pools at 43ppd micro Oled

48 Upvotes

Sorry I know my through the lens sucks. I'm not a youtuber. Does it come across in the video? This game really benefits from high clarity.

need more games with gfx like this!


r/virtualreality • • 3h ago

Question/Support Need help with PCVR problem

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2 Upvotes

I’ve been having a problem whenever I play a pcvr game, there is always this weird tint at the bottom of the lenses. They don’t appear immediately, but it only takes about a minute to appear. I’ll attach a photo of what it looks like. It really makes anything unplayable, as it makes my eyes hurt very quickly. I have a quest 3s, and it doesn’t happen when I play games on standalone. Please can someone help or has anyone else had this problem?


r/virtualreality • • 17h ago

Discussion With all the crazy new VR mods, which games do you want to be modded?

26 Upvotes

Personally, I would love to play the "SWAT: Elite Force" mod in VR.


r/virtualreality • • 22m ago

Self-Promotion (Developer) Need for Speed Underground in VR! Meta Quest 3 Standalone + PCVR Preview

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• Upvotes

Return to the streets of Need for Speed: Underground — now in VR!

My NFSU-VR port is available as a public preview for Meta Quest 3 standalone, alongside an experimental Windows PCVR build.

Get behind the wheel with:

• Cockpit view, stereoscopic 3D and head tracking

• Motion-controlled steering using one or both hands

• Rear-view mirrors, dashboard instruments and a minimap

• Adjustable seat position with instant preview while paused

• In-game VR settings for steering sensitivity, wheel rotation and resolution

The Quest version runs directly on the headset after installation, without a gaming PC.

📥 DOWNLOAD FOR META QUEST 3 — APK

https://github.com/DR-89/nfsu-vr/releases/download/v0.3.0-preview.1/NFSU-VR-Quest3-v0.3.0-preview.1.apk

📥 DOWNLOAD FOR WINDOWS PCVR — ZIP

https://github.com/DR-89/nfsu-vr/releases/download/v0.3.0-preview.1/NFSU-VR-PCVR-Windows-x64-v0.3.0-preview.1.zip

📖 INSTALLATION GUIDE & SOURCE CODE

https://github.com/DR-89/nfsu-vr

🔄 RELEASES & UPDATES

https://github.com/DR-89/nfsu-vr/releases

❤️ SUPPORT MY VR PROJECTS ON PATREON

If you enjoy my work and want to support further development:

https://www.patreon.com/c/OpenSourceDevDirk

GAME DATA REQUIRED

No original game files are included. You need your own complete, unmodified dump of the original Xbox USA/NTSC-U version of Need for Speed: Underground. Other platforms and regional versions are unsupported.

This is an unofficial community project and an early preview. Quest 3 gameplay has been tested; PCVR headset testing is still pending. Performance improvements and work toward full applicable NFSU2-VR feature parity are ongoing.

Based on cherepavel/nfsu1-android, with VR technology adapted from my NFSU2-VR project and the xboxrecomp runtime.

Share your feedback in the comments, including your headset, car and any issues you encounter!

#NeedForSpeed #MetaQuest3 #VRGaming #PCVR


r/virtualreality • • 1d ago

Discussion In a weird evil twist of fate, Quest standalone games are saving the frame from being my worst purchase ever.

127 Upvotes

Can't sugarcoat it and people aren't lying, steamvr is awful and the frame lenses are a downgrade from Quest 3.

The first thing I noticed when putting it on the first time was that it doesn't have the clarity of the Quest 3. You can get it clear in the middle but the edges aren't great and there's simply nothing you can do about it. The frame lenses simply dont provide a sharp image like the quest. You can get clear, but not sharp. When I switch to the quest 3 the first thing I notice is how sharp and clear the menus look.

In a standalone game it's not bad but with steamvr horrible streaming PCVR it's worse. This may not be the case for everyone as many use the psvr2 and I could never get a clear image so I sold it. I'm not even going to discuss fiddling around with steamvr forever looking through menus.

The second first thing that I did was load a bunch of Quest 3 standalone games that I never got to play because I was never willing to connect my Quest 3 to the internet so I couldn't download games obviously lol. Anyway, they work good on the frame and steamvr is actually useful for increasing the resolution. Since they are standalone, no shitty steamvr streaming quality.

In an apples to apples lense test I compared batman on both Quest 3 (pre-installed when I bought it) and on steam frame. They both look equal. I cranked up the resolution on the frame and it's pretty good. You don't notice the outside blurry edges. That's most noticeable in PCVR streaming with steamvr. You can also increase resolution in the quest 3 but I don't have the software for it. I tested a few standalone games without issue.

In a second apples to apples test I loaded up I am your beast pcvr on both the Quest 3 and frame using steamvr on the Quest 3 and not virtual desktop. The first thing I noticed is how much worse the game looked on the quest 3 when leaving VD and changing to changing to steamvr. It looked almost as bad the frame. The thing that makes the image better is obviously the Quest lenses being better on the edges, but overall it's still complete ass compared to VD.

So in the end, I've decided to play only the standalone games for now. I have a bunch that should last me a few months. If there is no virtual desktop on the frame by then I will simply sell the frame. It's not that PCVR on the frame is slightly behind Q3 with virtual desktop, image quality is miles behind. I am simply not willing to degrade my experience like that. The difference in picture quality is astounding.

As far as the dongle, it works very well but the range is bad. I thought I would be able to get rid of my 6e router but no. The router is still a better option if you're not directly next to the dongle. My 6e router can go through a wall and work well 12 feet away through a wall. The dongle breaks down 10 away without a wall it seems.

I have never bought anything in my entire life that has underperformed like this. Steamvr is fucking trash. Plane and simple!


r/virtualreality • • 23h ago

Discussion [complaint] AMVR is a shady company

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51 Upvotes

I don't usually care to take the time to complain about a company like this. But I just wanted to share my own (and others) experience since I found this to be pretty sketchy.

As I was regularly chatting in the steamframe discord server, I noticed several folks say that they tried to cancel their AMVR lens order, only for it to be shipped suspiciously right after their cancellation request was sent.

I was afraid of this happening to me, so I sent AMVR a few emails asking them to cancel. I ordered non-prescription lenses, so there shouldn't have really been issue with cancelling and re-selling them.

8 days after my cancellation email they sent me shipping confirmation and basically said "oops, sorry about that."

That's all. It's not a big deal, just wanted to document this for others who may be researching which companies have decent customer service.


r/virtualreality • • 2h ago

Question/Support who has luke ross's gta 5 enhanced mod?

1 Upvotes

I was a bit curious about this mod, im having some issues with it and im not sure if its the game or the mod itself, im having pretty bad ghosting and jittering of moving objects, like cars driving past you if you are standing on a sidewalk, or buildings as you drive by them, anyone else experience this? it's honestly unplayable for me due to this. I have tried disabling dlss and anti aliasing.


r/virtualreality • • 22h ago

Self-Promotion (Developer) Need for Speed Underground 2 VR UPDATE | VR Settings, Cockpit Fixes & Gamepad Support

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33 Upvotes

The new NFSU2 VR development release is available for standalone Meta Quest 3 and Windows PCVR!

This is my first video in English, and I was a little nervous while recording! I hope I’ll become more confident and comfortable with each new video. Thanks for your patience and support!

This update focuses on cockpit visibility, vehicle-specific seating, adjustable VR controls, working mirrors and more convenient in-game settings.

WHAT’S NEW

• In-game VR Settings

Pause during a race and press X to adjust steering sensitivity, steering-wheel rotation, seat height, seat distance and rendering resolution. Settings are saved automatically when you leave with B. Resolution changes require a game restart.

• Adjustable steering

Choose steering sensitivity from 50–300% and total steering-wheel rotation from 180–1080 degrees. The default remains 360 degrees total. Configure a quicker arcade-style response or more physical steering travel.

• Adjustable seating

Change seat height by up to ±35 cm and distance by up to ±40 cm. The cockpit, instruments and wheel-grip points remain attached to the car.

• Individual cockpit fitting for all 29 stock cars

Each vehicle now has its own base seating and cabin fit. This includes improved Miata positioning and removal of the rear bench in the Miata and 350Z. The interior remains a shared model fitted to each vehicle.

• Missing car bodies and black obstructions fixed

Corrections address missing cockpit bodywork on vehicles such as the Lancer Evolution VIII. Original driver-proxy geometry that caused black bars inside the cockpit is removed.

• Improved rearview mirrors

Center and side mirror recognition now covers more vehicle shapes and remains stable after seat adjustments. The three mirrors use different sections of one live rear-camera view.

• Clear cockpit windows

Window glass and tint are hidden in Cockpit View for a clear view of the road. Exterior tint, bodywork, window frames and mirrors remain visible.

• Better instrument placement

The speedometer sits on the dashboard behind the steering wheel, and the map is positioned on the center console. Driving notifications no longer move the speedometer back to its original HUD position.

• Pause-menu fixes

Pause menus remain together as one panel. VR Settings can only be opened from the actual pause menu.

• Gamepad support

Mapped SDL USB/Bluetooth controllers now support driving, menu navigation and rumble where available. Motion-controller wheel steering takes priority while gripping the wheel.

• Cockpit performance improvements

Mirror geometry is cached, static cockpit and glove geometry use GPU-local memory, unnecessary HUD rendering allocations are avoided, and pipeline-cache disk writes are deferred until outside races.

• Improved PCVR startup handling

Transient OpenXR failures are retried, with reconnect/retry dialogs instead of silently continuing with a black window and audio.

• Verified racing-glove assets

The textured gloves are restored, with additional release checks to detect damaged or mismatched cockpit assets.

UPDATED DRIVING CONTROLS

• Right stick click: cycle cameras, including Cockpit View

• Left stick click: look back outside the cockpit

• Both stick clicks: recenter

• Right stick up/down: shift gears with Manual transmission

• Right stick left: read SMS

• Right stick right: enter a race/shop

• A: nitro

• B: handbrake

• Grip buttons: grab the wheel for one- or two-handed steering

DOWNLOADS — dev-2026-10-17 / 0.3-dev

Quest 3 APK:

https://github.com/DR-89/nfsu2-vr/releases/download/dev-2026-10-17/NFSU2VR-Quest3-dev-2026-10-17.apk

Windows PCVR ZIP:

https://github.com/DR-89/nfsu2-vr/releases/download/dev-2026-10-17/NFSU2VR-PCVR-dev-2026-10-17.zip

Full release notes, source and checksums:

https://github.com/DR-89/nfsu2-vr/releases/tag/dev-2026-10-17

GitHub repository:

https://github.com/DR-89/nfsu2-vr

SUPPORT DEVELOPMENT

My Patreon:

https://www.patreon.com/c/OpenSourceDevDirk

INSTALLATION & STATUS

Install the Quest APK over the previous version to retain imported data and saves. For PCVR, extract the complete ZIP, keep your existing game folder and launch Start-PCVR.cmd.

You need your own original Xbox USA / NTSC-U game data. Quest supports ISO/XISO, ZIP and 7z import. PCVR supports ISO/XISO import; unpack compressed archives first. No original game content is included.

This is an experimental development release. Stable 72 FPS across gameplay is not yet guaranteed. Recent cockpit fixes were confirmed on native Quest; further PCVR headset, reconnection and physical gamepad testing is still needed.

Based on the work of antoxa2584x and xboxrecomp:

https://github.com/antoxa2584x/nfsu2-sw

https://github.com/sp00nznet/xboxrecomp

#NFSUnderground2 #NFSU2VR #Quest3 #PCVR #VRMod


r/virtualreality • • 3h ago

Question/Support Project Zomboid VR Help!

1 Upvotes

Installed the game, installed Zombie Buddy, installed Project Viewpoint mod, installed PZVR mod, when the game loads I get the "start in VR" button in the top right. Clicking that just makes the screen not move around.

When I start a new game or load an old one, it's flat screen and I can't close the pause menu at all with controllers. When I try to press 'O' to switch from flat to VR, nothing happens.

I have the load order for the mods set as Zombie Buddy first, Project Viewpoint next, then PZVR. I have no other mods.

Please, can anybody help or point me in the right direction?


r/virtualreality • • 22h ago

Discussion Batman Arkham Shadows on PC

26 Upvotes

I managed to port Batman to pc with help by Refract and Claude with adjustable sharpness and resolution,

here is the Github: https://github.com/5shen5/BatmanPCVR

You will need you're own game files.

I would love to see this project improve by more experienced people, and other Quest ports in the future.

Please share this as much as you can so the community can make other ports and improve it.


r/virtualreality • • 22h ago

Self-Promotion (Developer) I brought Blade of Darkness (2021), an underrated classic from a Spanish studio, to full VR with motion-controller combat and diorama MR

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26 Upvotes

Not many people remember **Severance: Blade of Darkness**. It was made by Rebel Act Studios, a small studio from Madrid, and released in 2001. It never sold much and the studio closed soon after, but it was way ahead of its time: brutal melee combat where every swing counts, limbs that can be cut off, dynamic lighting and shadows from torches, physics, and a dark, hard atmosphere. It's one of my favourite games, and when the 2021 remaster came out I kept thinking it was made for VR. So I made **BladeVR**, a free, open-source mod that turns it into a real VR game.

What it does

- Real stereo 3D: the engine draws the world once from each eye, with correct shadows, reflections and lighting in each eye. It's not a flat screen floating in front of you.

- 6DOF head tracking, anchored to the game's own camera, with collision so your head doesn't go through walls.

- New in 2.0: combat with motion controllers. Your hands are the character's hands. Swing the weapon and it hits where the blade actually touches, using the engine's own hit detection (sparks, blood, cuts). Raise the shield to block, take an arrow from your back and draw the bow, punch, throw, and bring food to your mouth to eat.

- The Quest controllers also work as a full gamepad for menus, combos and everything else. There are four combat modes, from full motion controls to the classic game played with the controllers as an Xbox pad.

- Diorama mode: press a key and the whole level becomes a miniature model on a table in front of you, and you keep playing on it. You can grab it, turn it, scale it and cut it open. With Virtual Desktop it can even sit in your room.

Blade the Edge of Darkness - Diorama MR

No game files are modified: it's a DLL you drop into the game folder, and you remove it the same way.

How it was made

I'll be upfront: the code was written with AI. But it wasn't a one-prompt job. I've been working on it for quite a while, through many iterations and a lot of trial and error. Every change was tested in the game with the headset on, whatever didn't work was thrown away, and features were added one at a time across releases: 0.9, 1.0, 1.2, 1.6 and now 2.0. Some things took dozens of rounds to get right, like the stereo rendering, the arms following your hands, the shield blocking, and the character not walking on its own. The full source is on GitHub under the MIT licence for anyone who wants to look at it or build on it.

What you need

- Blade of Darkness (2021 remaster, Steam)

- SteamVR and a headset (I developed it on a Quest 2 with Link, Air Link and Virtual Desktop)

- Quest controllers for the motion controls. Keyboard and mouse or a gamepad also work.

Links

- GitHub (source, instructions, downloads): https://github.com/Efraim2704/BladeOfDarknessVR

- Nexus Mods: https://www.nexusmods.com/severencebladeofdarkness/mods/39

It's a hobby project with no affiliation to the game's developers or publisher. If you try it, I'd love to hear how it runs on your headset, and bug reports are very welcome. There's a debug log option in the readme for that.


r/virtualreality • • 5h ago

Question/Support Hi looking for a very specific type of video (or game that can have the same things)

0 Upvotes

Hi

I'm looking for a video ideally:

Freeuse for a study (copyright wise)

Some foresty walk that isnt peaceful/soothing or scary/dark

Is vr (obviously)

First person

Ideally without a cameraman visible

Isnt cartoony, so relatively realistic

Is 4minutes or more in length

Doesnt have visible ui (or the ui is toggleable)

Isnt very pricey

Its alot of things I need for control purposes but wondered if anyone knew of anything?