r/virtualreality • • 13h 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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169 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 • • 19h ago

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

114 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 • • 6h ago

Discussion Early stages of the 2003 COD port for VR

113 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 • • 16h ago

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

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94 Upvotes

r/virtualreality • • 13h ago

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

86 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 • • 14h ago

Discussion [complaint] AMVR is a shady company

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54 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

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

42 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 • • 14h ago

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

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29 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 • • 11h ago

Photo/Video Pools at 43ppd micro Oled

28 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 • • 13h ago

Discussion Batman Arkham Shadows on PC

24 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 • • 14h 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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25 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 • • 21h ago

Self-Promotion (YouTuber) We spent another month filming Europe in VR180! New 8K immersive travel videos every week, starting with Positano Italy

24 Upvotes

Hey everyone!

We're back with another month of European VR180 content!

Our videos from the first trip were really well received by this community, and they're all available on our channel. Thank you to everyone who watched, commented, and supported the project!

This time, I spent another entire month traveling around Europe, capturing coastlines, architecture, historic streets, colorful cities, and those little details that make you feel like you're actually there.

I love VR, but I think we could all use more high-quality immersive travel content. Official immersive productions are incredible, but new releases can be few and far between.

With Beyond VR Media, I'm trying to help fill that gap.

I've invested considerable time and money into camera equipment, stabilization, depth tuning, color science, and post-production to get as close as possible to premium immersive filmmaking without the multimillion-dollar budgets of major productions.

This isn't just a matter of pointing a camera at a landmark. It's about pushing the limits of what's possible for independent VR180 creators.

And there's a whole new month of content coming!

🇮🇹 THIS WEEK: POSITANO, ITALY

We're kicking things off on the Amalfi Coast!

Join me for an immersive VR180 journey through Positano, from the water and its spectacular hillside views to the colorful streets, local shops, and beachside atmosphere.

🎬 WATCH POSITANO IN 8K VR180 ON YOUTUBE:

https://youtu.be/aqEjiHwK6l0

HEADSET COMPATIBILITY

The videos are intended for VR180 viewing on major headsets, including Meta Quest 3/3S, Apple Vision Pro, Samsung Galaxy XR, and compatible PC VR headsets.

For the best experience, use a headset and video player that support high-resolution VR180 playback. YouTube's 8K playback support varies by device.

COMING EVERY WEEK: A WHOLE MONTH OF EUROPE!

I'll be releasing a new destination every week. The release order is still being decided, but here's a preview of what's coming!

🇵🇹 PORTUGAL

• Lisbon

• Porto

🇫🇷 FRANCE

• Nice and Monaco

• Paris

🇮🇹 ITALY

• Florence and Pisa

• Rome

• Salerno

🇳🇱 NETHERLANDS

• Amsterdam

🇧🇪 BELGIUM

• Brussels and Bruges

🇬🇷 GREECE

• Santorini

• Mykonos

• Heraklion, Crete

🇪🇸 SPAIN

• Barcelona

• Valencia

• Palma de Mallorca

• Cartagena

• Cádiz

• Motril

• Vigo

That's a lot of Europe to explore!

My goal is to make this a regular destination for anyone who wants more immersive travel experiences on their headset, with a new place to discover every week.

If you enjoyed the videos from our first trip, thank you for being part of this journey. If you're discovering Beyond VR Media for the first time, welcome!

Follow along for a new European destination every week.

Which of these cities would you most like to experience in VR180?


r/virtualreality • • 22h ago

Fluff/Meme Good night, sweet prince

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22 Upvotes

r/virtualreality • • 9h ago

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

20 Upvotes

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


r/virtualreality • • 14h ago

Self-Promotion (Developer) COD4 VR Alpha footage on Crash!

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12 Upvotes

Alpha footage on Crash! Just a quick match with my bot system, showing off some of the VR mechanics im working on for this. This is my own mod, not to be confused with Jplay or any others. Hope you enjoy!


r/virtualreality • • 11h ago

Self-Promotion (Developer) Vampire Hunters VR Mod

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7 Upvotes

r/virtualreality • • 20h ago

Self-Promotion (Developer) [Giveaway] 10 Free DOSK Keys for Meta Quest!

6 Upvotes

[UPDATE: GIVEAWAY CLOSED] 🎉

All 10 DOSK keys have been claimed!

Thanks so much to everyone who participated and showed interest in DOSK! I hope you all enjoy it! 😄

----------------------------
Hi everyone!

I'm the developer of DOSK, a retro PC simulator for Meta Quest. I recently shared my project here, and I really appreciate all the positive feedback and support!

To celebrate the launch, I'm giving away 10 free DOSK keys! 🎉

How to get a key:

  • Send me a Reddit chat message.
  • Keys will be given out on a first-come, first-served basis.
  • One key per person, until all 10 are claimed.

No purchase, upvote, review, or external signup required.

DOSK lets you experience a 90s PC in VR, complete with floppy disks, CDs, working hardware buttons, activity LEDs, and authentic drive sounds. It supports DOS games, 3dfx Voodoo acceleration, and even Windows 95/98 using your own installation media.

This is for standalone Meta Quest headsets, not PC VR.

You can check out DOSK on the Meta Quest Store here:
https://www.meta.com/experiences/dosk-retro-pc-desk-simulator/3138568432999002/

Thanks again for all the support, and I hope you enjoy DOSK! 😄

The giveaway has been approved by the r/virtualreality moderators.


r/virtualreality • • 17h ago

Self-Promotion (Developer) BLOOPERS: A Fall Guys - style VR game is here 😂

6 Upvotes

Bloopers is now live on Meta Horizon store (Early Access). If you've ever wanted a Fall Guys style chaotic obstacle course racer in VR, we built this for you.

Supports multiplayer! Jump into Quick Match to race against random players, Host a Match to compete with friends, or practice at your own pace in Solo Practice.
The controls are super simple: use the thumbsticks to move and turn. Press A to jump.

Let us know what you think of the gameplay trailer and tell us what kind of levels we should add next!


r/virtualreality • • 8h ago

Self-Promotion (Developer) New App for vrchat

5 Upvotes

Hey guys I made a new launcher for vrchat here's a video of the demo I made of it sorry for the audio cutting out on the phone I have a much more stable version of it now but that video is just for proof of concept DM ME IF YOU WANT TO DOWNLOAD IT thank you for your time lol 😆


r/virtualreality • • 13h ago

Self-Promotion (Developer) Revisited a mod I started working on 6 months ago for an overhaul to one of my favorite arcade flight sim Ultrawings 2

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4 Upvotes

I started this back in April in my attempt to learn unity and the fundamentals of creating mods. Some ai was used to help catch me back up with where I was and instead of having it build it for me, I used it as a coach and teacher to help me learn unity and how code interacts in this ecosystem.


r/virtualreality • • 8h ago

Photo/Video I made audio enhancing ear flaps for the BOBOVR S3 Pro (Quest 3)

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3 Upvotes

Audio is louder and has much better low-end. They snap on and don’t move or touch the ear. Definitely adds to immersion


r/virtualreality • • 13h ago

Self-Promotion (Developer) VR game where you play as a Ghost. You can prank or haunt, it’s up to you

2 Upvotes

Hey everyone! I'm an indie developer working on Ghostly Late Night Show, a slapstick comedy game inspired by the classic Neighbours from Hell.
You play as a mischievous ghost whose job is to make Billy's perfectly organized life a complete disaster.
I've put together a short gameplay montage with some fun moments, showing off the interactions I've been working on.
The game is coming to Meta Quest and Steam, with both VR and regular PC gameplay.
There's already a free playable demo on Steam, and we're participating in Steam Next Fest (October 19–26).

Would love to hear what you think of the gameplay!

Steam:
https://store.steampowered.com/app/5090440/Ghostly_Late_Night_Show/

Meta Quest:
https://www.meta.com/experiences/ghostly-late-night-show/1823446819037017/

Thanks in advance 🙏🏻


r/virtualreality • • 4h ago

Question/Support Anyone working on Metal Slug, FPOV mod?

1 Upvotes

r/virtualreality • • 9h ago

Self-Promotion (YouTuber) I've been building a native VR mod for Black Ops 3 Zombies, here's real 3D + head tracking on Quest 3

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1 Upvotes

Hey all. For the past month or so I've been working on a VR mod for Black Ops 3 Zombies, and it's finally at the point where I can show it.
This isn't a VorpX-style screen in front of your face. The mod hooks the game's renderer directly and outputs to the headset through OpenXR (Quest 3 over Link), so you get:
Real stereo 3D. Each eye gets its own camera, so depth and scale are real. Zombies and the Origins robots feel huge.
Head tracking. Look around with your head, and aiming follows your head too.
Full field of view. It fills the headset, no black bars.
Around 60–70 fps per eye on an RTX 4070.
The clip shows the gameplay feed and me in the headset side by side, plus a "wiggle" shot so you can see the depth.
What I'm working on next:
motion controllers (first test today: buttons and movement work, hand aiming is next)
the gun actually in your hand
a floating HUD (working in testing)
menus on a virtual screen
Being upfront: I used AI coding tools (Codex and Claude) heavily to build this. They did a lot of the reverse engineering and code, and I've been directing, testing every build in the headset and steering what to fix. It's a hobby project I'm doing for fun.
It's not ready to release yet. It still has bugs, like some lighting shimmer and occasional hitches. If people are interested, I'll keep posting progress. Questions are welcome.


r/virtualreality • • 12h ago

Question/Support low fps & high latency VD ( my settings )

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1 Upvotes

i just purchased VD and wanted to test it with FalconBms ( that's one of the reasons i bought the headset for, for sims )

4070

i5-14600kf

32gb ddr5

pleaseee help guys !!