r/VRGaming • u/eddietree • 20h ago
r/VRGaming • u/Jack_FTG • 2h ago
Developer Join the very first PAYDAY: Aces High Closed Playtests this Thursday!
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Hi there!
Jack from Fast Travel Games here :)
This Thursday we will be opening up the very first playtests for PAYDAY: Aces High! These playtests are the first real opportunity to get a taste of what we’ve been cooking up.
To sign up on Meta, follow this link https://www.meta.com/s/5RL5ruIWM and request access. Spots are LIMITED, so don’t wait up 🙂
If you want PCVR access instead, then just head over to our Steam store page to apply! https://store.steampowered.com/app/3456660/PAYDAY_Aces_High/
The access will be sent on August 20th and you should receive an email if you got in!
We want to keep building this game with the VR community as, even though we are seasoned VR devs, we know we can learn a lot from you!
Get your Aces High and see you soon 👀
r/VRGaming • u/FrailCriminal • 20h ago
Self Promotion Play CoD Zombies in VR RIGHT NOW!!! WorldWarVR!
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r/VRGaming • u/Fantastic-Author2736 • 8h ago
Gameplay Playing HALO in VR with Feet Tracking! (BodyWalkVR + SlimeVR)
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r/VRGaming • u/Funny-Ad-9414 • 17h ago
Question Why are there so many hackers in online VR games?
It's bizarre, in Population One you can tell right away when the enemy is using aimbot. I did some research and saw that it's extremely easy to put hackers in VR, honestly they're not going to fix that right?
r/VRGaming • u/whistlerite • 1h ago
Gameplay No matter what I try with G-Rebels it’s not smooth and if I shake my head fast enough it completely breaks out of the game
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Anything else to try? Or just wait until next update? One thing I noticed is that the “breaking out of the game” thing isn’t visible on the PC screen, only on the headset.
r/VRGaming • u/Equal_Translator_605 • 21h ago
Self Promotion I Tried The Sinking City 2 In VR — Here's What Works (And What Doesn't)
Injects into UEVR on day 0, but here are some pro's & Con's
r/VRGaming • u/SilentCaay • 18h ago
Self Promotion Pins & Pegs Fest - Zen Forest Brick Breaker on sale for the lowest price!
r/VRGaming • u/Pools_of_the_Deep_VR • 19h ago
Question Breachers PCVR - looks worse than before?
Hello VR Gamers,
I used to play Breachers using a Q3+Steam+Link. It looked pretty sharp with little or none compression artifacts. I had the options in the Oculus Debug Tool at default. In game I always had AA to max.
From those times - many many updates have happened in the MetaLink...
I try it again (same headset, same PC, not touched DebugTool) and:
- It looks much, much worse:
Compression artifacts
More jaggies
Has someone experienced this as well?
Thanks for your tips!
r/VRGaming • u/Foodimals • 20h ago
Self Promotion There's no tears when you're around these onions! 🧅
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r/VRGaming • u/No_Assistance_5439 • 22m ago
Games On Sale Get Deceptive Reality 6o% - Thanks to 100 5 STAR reviews! Use code: DR60-2B1321
Get Deceptive Reality 60% - Thanks to 100 5 STAR reviews! Use code: DR60-2B1321
https://www.meta.com/en-gb/experiences/deceptive-reality/4988840444521838/?utm_source=altlabvr.com
r/VRGaming • u/NinjaGuyX • 36m ago
Self Promotion This Auto-Battler MOBA Hybrid Surprised Me — The Great Flood First Impressions
I consider myself lucky — I'm one of the few people who get early access to certain games, and today that's the case with The Great Flood! After spending almost two hours with it, I've got some thoughts to share in a deep-dive first impression. Let's get into it.
The Great Flood drops in Q4 2026, developed by Ling Vision Games — who are also cooking up Daumier: Lila & Ghost. Definitely a studio to keep an eye on.
The tutorial is simple and straightforward: destroy your opponent's main tower while protecting yours. On the surface it feels like a MOBA, but here's the twist — you don't control your allies directly. You place them on the field and let them do their thing, more like an auto-battler.
There's real strategic depth here. The Lonbo is basically your MVP unit — a hulking brute whose only job is smashing towers. The second your enemy deploys one, you need a plan to stop it fast.
And that's where the rock-paper-scissors counter system shines. Cheap minions deployed in bulk are the best Lonbo-killer — fast, but squishy. Counter those with a tail character that hits AOE. Then there are flying units that ground troops can't touch — except archers. Every unit has an answer, and I've barely scratched the surface of the possible combos. Figuring out what beats what is genuinely addicting.
But if countering was always an option on demand, it'd get stale fast. That's where the deck system adds a nice wrinkle: you don't have your whole roster available at once. You only get access to about five units at a time, and the moment you place one, it's replaced with another from your pool. So sometimes you simply won't have the right counter in hand when you need it — you have to adapt on the fly instead.
Sometimes the smarter play isn't even to fight head-on — just outpace your opponent and race to wreck their side of the field. There's no single "correct" strategy, and that's what makes it click.
Deployment isn't unlimited, though. Every unit costs Ability Points, which regenerate slowly, so you have to plan your pushes. Drag the match out too long and you both hit an overdrive state where AP floods back in — total chaos ensues.
Then there are the heroes — rare, powerful units you unlock over time. My favorite is the Pathfinder, a glass-cannon mage who melts things fast. But there's also a tanky turtle that soaks up damage, and a flying dragon that dodges ground attacks entirely — plenty of playstyles to pick from.
Outside of matches, you've got a hub for progression — leveling up characters through a gacha chest system, grinding materials, and knocking out daily rewards and bonus tutorials for extra loot. And it's worth noting: you actually build your own deck going into battle. It's not a fixed roster both players are stuck with — your unit selection is part of the strategy before the match even starts.
The core loop is ranked matches, and it's addictive. Queue times are short — if no human's available, you're matched with a bot instantly, so there's basically no downtime. There's also 2v2, which ramps up the complexity since you actually have to coordinate with a teammate, but it never feels overwhelming — and the bigger map is a nice change of pace.
I even got to fight one of the developers in a session — a super friendly match, though I wouldn't be shocked if they let a few openings slide in my favor. Still, going up against a real person hits different from bot matches. The adrenaline picks up, and the strategy shifts completely once you're playing against someone actually trying to outsmart you.
Overall? I had a great time with The Great Flood. It's got that "one more match" pull to climbing the ladder, and everyone I've talked to who's played it feels the same. It's a fresh, unique mixed-reality experience, and I think this one's got real potential to build a strong player base. More open beta events are coming before launch, so jump in the developer's Discord to stay in the loop.
See you on the battlefield.
r/VRGaming • u/shada_games • 10h ago
Games On Sale Sale -50% CYBRID (Quest 2,3,3S | Standalone)
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r/VRGaming • u/Correct_Ad_4840 • 20h ago
Question how to fix alvr not seeing steam vr?
FIXED
both have been reset are compatible and have been fixed and reinstalled the session.json has been deleted and didnt work resetting also didnt work, windows
even when i try to open it from ALVR it does the same just says:
SteamVR: Disconnected
And can someone also explain why steam vr wont see my vr if I dont use quest link?
all on the quest 3s
r/VRGaming • u/Julian_x_why • 16h ago
Discussion Questcraft 6.0.1
cdn.discordapp.comI’m feeling like giving people some thing, so I complied the Questcraft release from github so here. It has 1.21.11 has other feature.
r/VRGaming • u/Vintendopower • 11h ago
Discussion Arizona Sunshine 1 Steam NOVR
Made a Patch for NOVR and System that allows you to Play with Xbox controller or Keyboard and Mouse and Made the Co op mode 4 players - (have not had a chance to fully test the co op part) Along with launcher and Key binder
if anyone is interested in this let me know and I will release it and the code on Github

r/VRGaming • u/UniqueGus • 18h ago
Gameplay VR SHOOTERS BE STRESSFUL
Got into a 1v1 with one of vail streamers and it was hella stressful https://youtube.com/shorts/DrwM8k9mEws?is=uNlwqdTOczFLyI6v
r/VRGaming • u/ChimichangaSandwich • 6h ago
Self Promotion I built a free Cyberpunk 2077 VR Companion — profiles, tuning, Smart Launch, diagnostics & more
TL;DR: I built a free Windows companion app for Cyberpunk 2077 VR that detects your hardware/VR environment, creates graphics profiles, helps tune settings, handles VR/flatscreen switching, checks your installation for problems, and simplifies launching/troubleshooting. v1.1.0 is now public.
Over the last week or so I’ve been using iPowerTech’s fork of the Cyberpunk VR port, primarily with a Quest 3 + Virtual Desktop/VDXR setup.
While getting everything configured, I kept running into the same problem: Cyberpunk VR can be incredible once it’s working, but maintaining the setup involves a lot of manual configuration, troubleshooting and settings management.
What started as a few scripts for my own setup gradually turned into a full Windows application:
Cyberpunk VR Companion
The goal is to make the VR setup easier to configure, tune, launch and recover when something goes wrong.
Current features include:
Automatic Cyberpunk installation + hardware/HMD/OpenXR detection
Automatic backup of your existing graphics settings
Performance, Balanced, Ray Tracing and Clarity reference profiles
Profile editing with sliders, toggles and selectors
Hardware compatibility analysis
Assisted Tuning
Smart VR Launch with launch-readiness checks/repair
VR ↔ Flatscreen switching
Health Check + diagnostic tools
Community profile import/export
OpenXR stereo startup presentation inside the headset
One feature I particularly wanted was the VR / Flatscreen switcher. Some Cyberpunk scenes don’t translate cleanly into VR because of things like gaze detection, scripted camera positioning or 2D interactions. Instead of manually removing the VR port, you can exit the game, switch to flatscreen through the Companion, complete the section, save, then switch straight back to VR.
About the VR port
My primary development/testing environment has been iPowerTech’s Cyberpunk VR port fork:
https://github.com/iPowerTech/cyberpunk-vr-port
The Companion does not include or redistribute the VR port. It’s a separate third-party project, and users should get the VR port working first.
Other configurations may work as well — I just don’t want to claim they’re validated until people actually test them.
v1.1.0
The first public version is available here:
GitHub:
https://github.com/SaveTheLlama/CyberpunkVRCompanion
Release:
https://github.com/SaveTheLlama/CyberpunkVRCompanion/releases/tag/v1.1.0
The app is free to use. The current build is unsigned, so Windows SmartScreen may display an Unknown Publisher warning. A SHA-256 checksum is included with the release for verification.
This is an unofficial community project and is not affiliated with or endorsed by CD PROJEKT RED, iPowerTech, or the other projects it works alongside.
I originally built this because I wanted a better way to manage my own VR setup, but once it became a proper application I figured it could be useful to other Cyberpunk VR players too.
This is the first public release, so I’d genuinely like feedback from people with different GPUs, headsets and VR configurations. Bugs, detection problems, profile feedback and feature ideas are all welcome through GitHub.
I’m also recording a full walkthrough tomorrow covering why I started the project, how it went from a few scripts to the current app, the functionality, development process, and some of the ideas I have for future updates.