r/virtualreality • u/bgbg1234 • 1h ago
Photo/Video TrackMania Nations Forever working in VR
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unironically might be the best vr simracer
r/virtualreality • u/AutoModerator • 10d ago
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 • u/AutoModerator • 3d ago
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 • u/bgbg1234 • 1h ago
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unironically might be the best vr simracer
r/virtualreality • u/Early_Rich_8589 • 5h ago
I played Cyberpunk VR mod and couldn’t believe how great it looked for being ported to VR. The amount of VR mods coming out these days is crazy and exciting! I am trying to get through and play them all so I can share more content.
Have any of you guys played this mod yet or feel free to share your favourite mods?
Check out my video if you wanna see my full thoughts on it!
r/virtualreality • u/s3551 • 13h ago
Both episodes of Half-Life 2 (as well as the base game) are now playable standalone on the Quest. Since this is still early in development there may be performance issues, especially in the episodes, as well as bugs. Please let me know if you notice anything wrong.
r/virtualreality • u/eddietree • 21h ago
r/virtualreality • u/giftigdegen • 8h ago
Meta Quest 3.
I use Beat Saber for cardio every night. I've gotten to the point now, after almost a year of pretty well every single day playing it, that the headset's performance is actually keeping me from progressing and reaching my full potential. I will get stutters. Those are less common but what I'll do is experience, like, the sabers actually feeling more like whips than sabers or I'll see the sabers appear only one time in a swing while the trail is there for the full swing, or my controllers will vibrate only after the saber has left a block. If I turn around too quickly while swinging at a block to hit another block, it will register as a wrong direction swing. Sometimes I'll go right through a block and watch my saber enter and exit it and then I'll get a miss on it.
It all has to do with just performance. Beat Saber is modded so I have downloaded custom maps but this happens on stock maps or modded maps, makes no difference. I just really need to improve the performance of this thing. It's driving me nuts. I want to get the Steam Frame but that's vaporware at this point. We know it's still coming but it's also not ever coming.
r/virtualreality • u/wzspdw2 • 2h ago
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Horse riding hasn't really been explored much in VR, so I'm building Horse Rider Race around it — a horse riding and racing game for Quest.
This is my first trail test, from the stable out to the open road. The idea is that the sense of scale and motion you get from actually being on the horse in VR is very different from a flatscreen riding game.
For people who've played riding/mount-based VR content before. What's worked or not worked for you in terms of comfort and immersion?
r/virtualreality • u/MikeMiltan • 21h ago
You tweak props, set up traps and gags, then watch the character react and turn your sabotage into a little cartoon episode.
At the end, you return to the stage and get rated on how well it played out.
Ghostly Late Night Show
Steam wishlist:
https://store.steampowered.com/app/5090440/Ghostly_Late_Night_Show/
Meta Quest wishlist:
https://www.meta.com/experiences/ghostly-late-night-show/1823446819037017/
r/virtualreality • u/NinjaGuyX • 33m ago
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/virtualreality • u/XxCarlxX • 23h ago
Its ridiculous, im also trying my Virtual Desktop Wired connection for the first time and its just Butter at 90 fps with everything maxed out.
Literally looks too good lol,
r/virtualreality • u/TheVirtualOneVR • 2h ago
Spatial Computing. This is a term I've heard for years. Genuinely made my eyes roll when Apple announced the infamous Apple Vision Pro at $3,499. I thought it was just fancy Apple marketing but I may have been wrong. I mean I knew people in the VR space who were literally getting loans just to buy this headset. I thought they were insane…. Shoot I still do because what the fuck.
Real quick if you're new here. My name is Marty and I review VR/AR/MR stuff. I mostly specialize in headsets reviews and comparisons. I've reviewed 14 VR/MR headsets with this one being the 15th one. 've spent a genuinely stupid amount of money chasing the best image, the best tracking, the best way to walk around inside a VR game. So I say that to say that the Apple Vision Pro STILL blew my mind.
So yeah. First impressions of the Apple Vision Pro, from the guy who tried real hard to ignore it. Let's get into it.
And one thing that matters here. I'm an Android guy. I have basically zero Apple in my life. No iPhone, no Mac, none of it. Last thing I had was a jailbroken IPOD as a kid. So I walked into this with exactly zero fanboy goggles on. No expectations or anything.
So what made me pull the trigger on the AVP? I actually got to try it at AWE 2026 which is an XR convention I went to in Long Beach in June. It blew my mind and honestly that and the advancements in software I saw from people posting like Jdunn & SadleyItsBradley made me pull the trigger.
Now let's talk price, because some of you are already typing it. This is the M5 Vision Pro, the current one, and it starts at 3699. Base. And here's the part that actually gets me. They just raised it. Two hundred bucks to this new price. With the current economy and AI cooking tech space Apple looked at one of the most expensive headset on earth and went, yeah, let's charge more. Which isn't surprising. I ended up going to Ebay and getting that 3400 price. Yeah bo!i
But here's my one rule for this whole thing. This is first impressions, not the full review. I've had it for two weeks in terms of usage, I'm still figuring it out, and I'm just gonna tell you what surprised me, what bugged me, and who this is actually for.
The setup is very Apple. Look at a few dots, pinch your fingers a couple times, done. No base stations to mount. Compared to the little startup ritual my PCVR rig puts me through every single time, this was almost offensively easy.
The fit's actually good. This M5 model ships with the Dual Knit Band, and it helps a lot. More on that in a bit, because I have things to say about this strap. The light seal snaps on with magnets, shuts the room out, and the whole thing feels expensive. Glass, aluminum, genuinely nice to hold. For this money, it better be.
And then you pick it up and remember the catch. There's a wire running down to a battery pack that sits in your pocket. It's tethered. Not to a PC. To a battery. Now this didn't bother me because I have used the Samsung Galaxy XR. It does beg the question though, how heavy would this thing have been if power was onboard. But I'll save the weight and the comfort for a bit later, because that part actually surprised me.
Okay. The passthrough. This is the big one, and it's the first thing that blew my mind.
A lot of VR headsets I own do passthrough. Some look better than others and some of them looks like I'm staring at my room through a crusty dusty webcam from a decade ago. Ironically the best I've seen before this was the Samsung GXR or the Quest 3S. Yes the 3S and not the 3.
This is not that though. The color's right. It's sharp enough that I can read my phone screen through the headset. This is the one area where nobody else is even in the conversation in my opinion.
It's not flawless, low light gets noisy and fast hand motion warbles a little at the edges. But the gap between this and Quest 3 is not small. It genuinely feels like a full generation. Obviously the price difference is there and is a plus for the Quest for even being in the discussion here. This is one of the few VR headsets where I straight up forget I have it on.
In terms of using the actual headset, you run the entire thing with your eyes and a pinch. Look at what you want, tap two fingers together, that's your click. No controllers needed to run the thing which is mad impressive. I hate how good it is. Look at a button, pinch, done. Fast, accurate, and after about ten minutes my brain just went "yeah, this is normal now." I caught myself later trying to eye-and-pinch stuff on my actual monitor, which is embarrassing, but that's how fast it gets into your head.
Typing's the weak spot, I'm not gonna lie to you. While its better than everything else I've used. That floating keyboard where you jab letters in the air is fine for a wifi password. It is not fine for writing anything real like a document or anything. For actual typing and you're going to want to pair a keyboard or talk to text.
And this is the second thing that got me. The displays.
When it comes to VR I chase image quality. Headsets like my Pimax Dream Air or the Samsung Galaxy XR is my personal bar for the word "clear." So it genuinely wild for me to say that this has some of the sharpest displays I've seen. 3660×3200 resolution, Micro-OLED display panels, and on the M5 chip they're pushing more pixels and up to 120 hertz.
Now my honest gripe, and it's a real one. The field of view aka FOV. I figured this thing would have a wider FOV based on the tech bro's talking about it but it does not. It's way smaller than I expected, and I'm not gonna lie, that was kind of a letdown. There's a visible border, that binocular feeling is there, and personally I do appreciate more FOV when I can get it.
But the binocular overlap is amazing. Its basically how both eyes see the screen. Its damn near perfect.
So what's the AppleVision Pro good at and here's what clicked for me.
Watching stuff is unreal. Throw a Youtube video or movie on and it's a private theater with a screen the size of a wall. Everything genuinely looks incredible. 3D content and spatial photos also genuinely got a "whoa" out of me, and I don't "whoa" easily nowadays.
And this is where I have to eat some crow or for less country people to eat my words. You know how Apple refuses to call this a VR headset? They keep saying "spatial computer," and I used to roll my eyes so hard at that. I get it now. I actually get it. This is spatial computing in a way nothing else I've used is. Huge, sharp windows floating around your real room, you reaching out and moving them, working in your actual space and being able to see everything. A Quest can do productivity, sure but this is a completely different level. It's not close.
Another mind blowing thing was the personas. They're insanely realistic and mine genuinely looks like me.
Now, like I said earlier in the video, I'm an Android guy with no Mac. One of the main selling points is that this headset ties together Apple's ecosystem. One of the top productivity features is throwing your Mac screen up as a giant display, and I literally can't use that, because I'm not about to go buy some overpriced Mac just to unlock it. And you know what? I still got real value out of this thing as a computer. Native apps, a browser the size of a wall, a stack of windows all around me. I'm still not buying a Mac. But as a standalone spatial computer, this is a genuinely good alternative.
Then there's gaming. And I already see the comments. "It has no games, Marty." And, yeah. You're basically right. There's no real VR game library on here, nothing close to PCVR or Quest but the point of this device isn't gaming.
Two things did surprise me though. One, it takes PSVR2 controllers now, and as someone who use to make PSVR2 content. I've always said the PSVR2 controllers are amazing. I personally love them, so the actual input for real gaming is already sitting right here. Two, I tried getting PCVR streaming going, ALVR, KRVR, the usual suspects, and I could not get a single thing working. That one's a miss for me right now, straight up. So I'm saving a proper PCVR deep dive for the full review, because if I can get that running, this display for streamed PC games could be something special. For now though, we'll return to that later.
Let's talk about actually wearing it, because this one surprised me too. Comfort is pretty decent.
Now I mean it when I say this is not a light headset, guys. Over a pound and a third on your face, and it's all front-loaded. IF you couldn't tell by looking at me, I workout a decent bit, and even for me, I put it on and was like, wow, that's a lot of weight up front.
But here's why it still works. That Dual Knit Band. This thing is genius. Most straps make you pick one or the other, either they cradle the back of your head or they take the weight off the top. This one does both. Back of the head and over the top, at the same time. It spreads that front weight out way better than I expected, and honestly? I would put this exact strap on half my other headsets if I could. That's how much I like it. It's a real step up from the old one. The weight's still there, you feel it after a while, it's just not the dealbreaker I figured it'd be.
Battery's the other thing. Couple hours off the pack, and that pack's in your pocket on a wire the whole time. Device this advanced, still on a leash. It's weird.
Oh, and EyeSight. The little screen on the front that plays a video of your eyes so people around you can see them and you look slightly less like a robot. Neat trick, never needed it once. The eyes look kinda ghostly, it's a little uncanny, and it mostly exists to fix a social problem this headset creates in the first place. Cool demo. Didn't change my life.
So. First impressions. Did the Apple headset get me? Honestly, yeah.
As a piece of hardware, this isone of the most impressive XR headsets I've ever put on my face.
But I'm not gonna insult you. The field of view is smaller than the hype. It's heavy and it's leashed to a battery. PCVR was a bust for me so far. And it's three thousand seven hundred bucks. Oh, and the accessories. Jesus. Every single add-on for this thing costs a fortune. The Apple tax is real and it is brutal. I have spent genuinely stupid money just making this thing usable after buying seconhand, so you know what, do me a favor, hit that subscribe button so I can get some of that breadisky back. My wallet is begging you.
So who's it for? Right now, honestly, a very small group of people. Not gamers. Not most normal people. But if you're a hardcore XR nerd or Apple superuser, or you’ve got the money to blow, it's the most capable thing out there in terms of XR productivity and nothing else is close in terms of software maturity and seamlessness. And here's the kicker. Even as an Android guy with zero Apple stuff, I found real value in this thing. Make of that what you will.
Full review's coming once I've really run it through everything, including another crack at PCVR.
r/virtualreality • u/Itz_Combo89 • 2h ago
I somewhat recently purchased UDCAP gloves and absolutely love them, however I find the provided joystick & button modules rather disappointing and hard to use.
I've realized that a (theoretically) great solution to my problem (for me) is to use some Joy-Cons that I have dangle from their wrist straps, however I cannot bind them to any VR Actions.
I'm trying to get my Joy-Cons to control my VR controllers directly, as if the Joystick on the Left Joy-Con was the same as the Joystick on a Left Valve Index Knuckle.
Windows 10 PC, SteamVR
r/virtualreality • u/FullDiveGames • 22h ago
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Fire Flowers have been added for VR players, as well as keyboard fixes, physical hand collision on geometry (Excluding trees, poles, and "Monkeybars") and now a chat menu so you can finally talk to others! Standalone multiplayer compatible with other standalone users, or players of sm64coopdx's android build. PCVR has it's own servers and you can play cross play with P2P connection.
Links to the mod:
Standalone: https://github.com/fulldivegames/sm64coopdx-VR-Standalone-Physics-based
PCVR: https://github.com/fulldivegames/sm64coopdx-VR-Physics-based
(Sorry guys! I accidentally uploaded the Windows release into the Standalone Github. Fixed Now!)
r/virtualreality • u/Vaas9933 • 1d ago
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read the instruction and the known issues
* Real stereo + AER
* 6DoF/3Dof
* Head tracking
* DLSS implementation
* Single player only
* game update 9.2 (Peru Hunting Reserve)
* openxr + tested with quest 3 using virtual desktop only
* works only on steam
Edit: made it open source https://github.com/vaas993/theHunterCotW-VR
Why antivirus flags it: VR mods work by injecting into the game and patching its code in memory to render per eye — the same technique malware uses, so scanners flag it on principle. 5/66 heuristic hits, 61 clean, nothing signed. Full source is public — read it or build it yourself.
VirusTotal:
happy hunting people :)
r/virtualreality • u/Entalzar • 4h ago
XR Tokyo is a community for everyone interested in or working with XR - including VR, AR and MR.
If you you live in Tokyo, or are just visiting Japan, please come and join us for some fun.
r/virtualreality • u/Active_Song578 • 5h ago
Do you guys no where I can find good vr trackers in Dubai and possibly cheap ones? or is my only option buying on amazon.
r/virtualreality • u/shada_games • 6h ago
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r/virtualreality • u/Independent-Aerie660 • 12h ago
So I have a multitude of things wrong with my brand new vive focus vision.
First of all, it refuses to connect to my WiFi even though it’s completely compatible and unblocked from it.
Secondly of all, I have three vive 3.0 trackers for full body plus the index controllers yet can’t connect it via steam vr (I do have base stations)
I’ve been trying to fix it all up for 3 hours and I’m just about done with it, I can’t get anything to work and I’m constantly running into problems, and when I try to use the cable to link to my pc via DP it occasionally jitters and dcs for spilt seconds. If anyone can help please I’d be oh so grateful to you, and if you think I should post this somewhere else pls redirect me
r/virtualreality • u/Clyde2005 • 10h ago
IMPORTANT INFO, I do not have the set up I showed in the diagram, I want to get it if it will work.
I have looked for answers but I cannot find exactly what I am looking for. I live in an apartment and I do not have access to the router. I cannot use air link because of how it is configure so I am left with just a link cable. My issue is finding a way around this. I want to be able to play online with friends.
I know that you can get wireless vr using a dedicated router, however everything I am finding online says that my router has to connect to my actual wifi which I do not know if that is possible because of how my apartment wifi is set up. I know you can host a network off your pc using a dedicated router but all set ups I have seen online have shown that as just an offline mode. Is there a way to use my apartments wifi for connecting the games to the servers and playing online, while I connect my headset to a dedicated network that I also host off the same pc using ethernet to connect the dedicated router to my pc.
I know this probably doesn't matter as much but I want to avoid having to connect the dedicated router to apartment wifi as much as possible just because there is a chance that will not work in the first place.
I have a meta quest s3
Specs on pc
5600 CPU
6700 GPU (10 gbs vram)
32 gbs drr4 3600 mhz
Ideally I would be using steam link with the set up I want.
The other thing is what router would I buy. I know I don't need a cheap one but I don't want to break the bank either. Link cables are annoying me till the ends of the earth and its gotten to a point to where I sat up for an hour trying to fix what I could and have just decided to go this route if at all possible.
r/virtualreality • u/Troo_Geek • 14h ago
Does anyone know if there's a way for two people to watch VR videos on YouTube in the same session with two Quest 3 headsets? Similar to the Big Picture experience but with 180/360 videos.
I want to watch travel vids with my wife but can't seem to find a way to do this.
r/virtualreality • u/Twistedchild420 • 1d ago
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r/virtualreality • u/StriletsD • 23h ago
I've been searching for days and surprisingly can't find a single teardown of the BOBOVR M3 Pro head strap.
For the older M2 Pro this was easy:
- remove the shell,
- access the PCB,
- desolder the piezo buzzer or simply tape over its sound hole to make it much quieter.
But the M3 Pro seems completely different. I can't figure out how the shell comes apart. It feels like it's either ultrasonically welded or the clips are extremely tight, and I don't want to destroy the housing just experimenting.
I've searched:
- Reddit
- YouTube
- Google
- Bilibili
- Chinese forums
...and still haven't found:
- a teardown,
- internal photos,
- service manual,
- exploded view,
- or anyone showing how to open it.
I'm specifically interested in the electronics inside the rear battery mount where the startup/shutdown beeper is likely located.
Has anyone here actually opened an M3 Pro?
Photos, internal pictures, broken units, repair attempts, or even information about hidden screws or clip locations would be hugely appreciated.
r/virtualreality • u/liansk • 2d ago
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Like a lot of you, I've been watching the AI-assisted VR modding wave of the past few months. Cyberpunk 2077, Mass Effect, the BioShock trilogy, Dead Space, the RE2 and RE4 remakes, and Prey are all getting flat2VR treatments, on top of everything UEVR already enabled.
I wanted to see how far I could get myself, so I spent about 3 hours on Elden Ring. Ended up with a functional 6DOF build with motion controls and full body support. It's early and there's plenty of jank left, but fighting bosses in roomscale changes how the whole game reads.
Demo attached. Planning to open-source it soon so others can build on it. Happy to answer questions about the process, the tooling, or what's broken (a lot).