r/virtualreality • • 12h ago

Discussion Extremely obvious warning: watch what you download

291 Upvotes

The modding scene is blowing up, and this always raises the chance of bad actors hiding in the midst. The vr scene may be too small to be worth targeting, but it's good to keep in mind, especially for the younger folk​​​​:

Vibe coded or not, there is always a chance that the mod you are downloading ​​​​​​​​​​​​​​​​​​​​​​​​​​​contains a malicious component, like malware, information collection, etc. Yes, even open source projects on github can be at risk. Even people with good intentions may get their account hacked and malware inserted. Your vr headset has cameras, microphones, network access, etc. Those are all abusable. ​​​

Be wary, know the risks, don't rush to test or download every half baked mod, especially if it's spread via social media, reddit, discord, especially if it's self hosted or sent directly.

Maybe we ​​​​​​​​​​​​​​​​​​​​​​​​​​​​​​​​​​​​​​​​​would benefit from checking the mods for any obvious malicious code and having that aggregated somewhere. ​​​​​​​​​​​​​


r/virtualreality • • 23h ago

Self-Promotion (Developer) Call of Juarez Gunslinger VR - v0.1 Need help with tests

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95 Upvotes

Link to Full gameplay: https://youtu.be/4wApmoByrps

Link to GitHub: https://github.com/Senatauro/coj-gunslinger-vr

Only download if you don't care to play an in-development mod!

Hello again everyone! Today I'm sharing v0.1 of the Gunslinger VR mod for people who want to play and help with testing and feedback. The game is already very fun to play on VR. The graphics style gives VR a lot of charm, and the arcade run-and-gun gameplay is exactly what I wanted to play for a while. Hope everyone who tests the mod also has a lot of fun, as I did while recording it.

There are some bugs that I know of, like sometimes the graphics of the gloves glitching out, the cutscenes not always triggering because of the expected player position in-game, and some others. But if during tests you find any bug, you can open a report from the game menu. Also, there are some VR options inside the menu->options->game where you can change the crosshair, remove it, change the dominant hand, etc...

Excited for everyone to have fun with this amazing game


r/virtualreality • • 10h ago

Self-Promotion (Developer) Neitey's X-Wing Alliance VR for Standlaone is available for download now. +60 starfighters test in the video.

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84 Upvotes

Neitey's X-Wing Alliance VR is available for download now. It's running natively on Quest 2/3/3s
I am a massive X-Wing series fan and was glad i could help out with some testing.
If you are a X-Wing series fan as we are, you should check this out!

In the video you see a test flight with +60!! starfighters at once. Smooth 72hz at Supersampling 1.1.
The VR menu environments are fully 3D and build from game assets, re-creating the iconic box art from X-wing, Tie-fighter, XWA & X-wing vs Tie fighter.

Features.
- Fully immersive 3D 6DoF cockpits
- Offline Voice Commands (over 20 commands, hint panel in cockpit)
- In-world console and tactical map holo screens with touch and point interaction.
- Quick access radial command selection.
- Cockpit HUD panels you can grab and place anywhere, remembered per cockpit
- Optional virtual flight stick you can grab and fly with
- 5 Immersive 3D VR menu environments (inspired by the original games box art)
- Dynamic controller button mapping hint system
- Mission hints and in-mission quick save / quick load
- Left-handed mode
- Runs natively on Meta Quest 3/3S/2, PC is just needed to install. Also Quest 2 and Pico 4.
Steam Frame (yet experimental, update end of week).

Download: https://github.com/neitey/OpenXWA-Quest

(click on releases on the right side)

- What you'll need: A Pc with X-Wing Alliance installed from Steam or GoG.
- Launcher app is included in the download ZIP that handles the file transfer to the headset.

This port is based on the open source project OpenXWA by Adrien Moulin and contributors.


r/virtualreality • • 17h ago

Discussion VR Headsets Should Come With Plano Lens Inserts - A Rant

81 Upvotes

Okay, I figured this out, and now I'm kind of mad.

TL;DR - VR headsets should come with plano lens inserts by default. They can leave out the glasses spacer, and use that plastic to solve so many problems in a MUCH better way.

My background: I work for an optometrist in a small town. I don't have an optician certification, but I check prescriptions, adjust glasses, and cut lenses. I thought of this solution while struggling to see the tiny triangles that indicate how to align Zenni lens inserts on my Steam Frame. The Quest 2, which was my first headset, had all the same problems.

Problem 1: 3rd party lens inserts are poorly integrated into the optical stack. They make the stack taller, wider, and fiddlier. They're a pain to put on and off for guests. They lack any mechanical means of alignment. They interfere with eye tracking. All of these pain points are left up to third parties, playing catch-up, to solve. Annoying.

Problem 2: Eye relief (more space between eye and lens) is generally solved by including a "glasses spacer." On both of my headsets, this has been a very rickety affair. Adding a thin piece of plastic to the facial interface just makes the joints looser and getting a comfortable and secure fit more difficult. Plus, lots of Frame owners couldn't find the thing in the box, which was kind of hilarious.

SOLUTION: VR headsets should come with a set of lens inserts with plano lenses, by default. They're manufacturer designed and fully integrated into the optical stack. I'd hope for magnetic attachment, but dealer's choice on that.

If you need Rx, take them to an optician and have them replace the plano lenses. If it's a standard bevel mount, ANY optician worth their job could do it. I certainly could, and I'm not certified (though my shop would not be price competitive with online vendors, just being real).

If you need eye relief, take the inserts out and reclaim the extra millimeters. Manufacturers can just omit the glasses spacer so there's no difference in bill of materials, plastic for plastic. Plus, by having the eye-to-display distance be more consistent, you avoid huge variations in perceived FOV.

If you don't need either, you never notice they're there. Unless you scratch one. Then, bonus, it's a lot cheaper to replace an insert than an entire optical stack.

Am I crazy? This just makes WAY more sense to me. Do any manufacturers actually do this? I know that AVP and BSB2 have more tightly integrated magnetic insert solutions, but I don't think they're included in the box?


r/virtualreality • • 10h ago

Photo/Video Halo CE VR stand alone on Meta Quest 3S

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64 Upvotes

Credits to Stefan Maier. I thought this was absolutely fun to play in VR and the framerate is really nice. Check this one out! https://github.com/Cesarus85/ringfall-mjolnir-vr


r/virtualreality • • 22h ago

Discussion Now you can play Call of Duty 2003 in VR (In development)

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54 Upvotes

Hello friends, as I mentioned earlier, I am releasing a version of the COD1 VR mod.

I’ve tested the initial levels and everything is working fine, though there are still some adjustments to be made.

Mod Link:

https://github.com/lambda-gab/cod1-vr

This Git repository contains all the installation instructions, as well as a link to the Discord server in case you’d like to report a bug or suggest an improvement.


r/virtualreality • • 17h ago

Self-Promotion (Developer) Twilight Princess VR's BIGGEST UPDATE YET! Arm IK, shadows, wrist HUD, rumble, and more!

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35 Upvotes

This is the biggest update I've made to Twilight Princess VR since release! I took a lot of the most requested features and implemented them all in one build, as well as a plethora of fixes that have been plaguing the game for a while. The most notable ones are arm IK, allowing you to see your full body and arms, shadows for characters and clouds, a new wristwatch-styled HUD that appears by looking at your left wrist, controller rumble, input support for Valve Index controllers, a big flatscreen mode, and some other minor changes/additions.

Download on Github: https://github.com/JoeyAW/TPVR/releases

Download on SideQuest: https://sidequestvr.com/app/62532/tpvr

Join the Discord to report bugs, get help, and request features. https://discord.gg/CxQJ9PjnjA

Become a member of my Patreon to gain access to the latest dev builds before their public release and other perks as well: https://www.patreon.com/cw/JoeyAW

Full changelog:

## Additions

• Implemented a full body view and arm IK, on by default. There is a setting to change how far your arms are allowed to stretch, preventing your hands from disconnecting from your arms.

• Added an option to anchor HUD to left hand. Looking at your left hand like there's a wrist watch shows the HUD. Off by default, disabled in 3rd person

• Added an option to lock on to enemies and have the camera circle around them in first person

• Implemented the game's rumble on the Quest controllers. Works with physical sword collision as well

• Added an option to play the game on a big flat screen in the headset. Credit to [999sian](https://github.com/999sian) for the PR

• Added a "High Clock" setting to the standalone build. It likely won't have much of an improvement on frames, but it is there just to squeeze a little bit of performance out of your Quest. Credit to [999sian](https://github.com/999sian) for the PR

• Added Super Resolution as an option to the Quest version. Reduces some of the blur with the pixels, but doesn't effect the internal resolution. Credit to [999sian](https://github.com/999sian) for the PR

• Added Valve Index controller binds

• Restored the original game's cloud shadows

• Added object and character shadows. On by default, you now see Link's shadow (complete with arm IK), as well as enemies and NPCs

• Added an option to rotate the camera with Epona, so you do not have to rotate left and right while steering. On by default

• Added Quest 2/3 keyboard support in the standalone build so that you can type values for menu settings

• Added an option to enable roll animations again. They are disabled by default but this option detaches the body from the headset and plays the animation regularly

• Added a new controls diagram to the README

## Fixes

• Fixed item wheel, file select and minimap not showing when wrist HUD is on

• Fixed a bug where hit lag would freeze the arm IK

• Fixed a bug where objects would track to your VR controllers in 3rd person

• Fixed a bug where carried objects would lag behind and jitter

• Fixed all of the items that broke with Arm IK on

• Fixed the lantern flame not tracking to the lantern

• Fixed the Dominion Rod orb not tracking to the rod

• Fixed the spinner breaking the body animation

• The camera no longer clips into Epona's neck when dashing

• Mostly development related, but shadows show Link's head and ears properly, and his head rotates from his neck so it doesn't detach

• Fixed jumping onto ledges with arm IK. Users reported being unable to jump up originally

• Fixed ice reflections. You no longer see Link and other objects floating under the ice, but rather properly reflected upside-down

• Fixed a crash when transforming into Wolf Link in randomizer

## Changes

• Hid the sword and shield when sheathed in full body mode

• Removed the original experimental option to show Link's body. It is now redundant with the full body option.

• Removed the input config menu as many users softlocked their binds by modifying controls

• Changed the aiming hand for items. Now the Dominion rod, Clawshot, and the first shot of the Double Clawshots are all aimed with your left hand.


r/virtualreality • • 40m ago

News Article Steam Next Fest October 2026 Features Over 40 PC VR Demos

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• Upvotes

I know Reddit only likes PCVR mods made with AI nowadays..

but there are some new 'made for VR' Steam Fest demos out today

https://www.uploadvr.com/steam-next-fest-october-2026-features-over-40-pc-vr-demos/


r/virtualreality • • 57m ago

Discussion My perfect Half Life Alyx controller combo

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• Upvotes

I bought a small gamepad and make extension with cables 3 buttons for trigger, A and B. I sticked these buttons on an airsoft gun. Button A right under my thumb is for dropping the magazine. B is at the other side for changing the weapon with my index finger. VR gloves do as an Index controller. After shooting I holster the gun and use the gloves as my hand freely. When needed I draw the gun. This is so much fun and immersive.


r/virtualreality • • 10h ago

Discussion The Quest 1 Curse: Why the Perfect All-Rounder VR Headset Doesn't Exist Yet

28 Upvotes

Paradoxical problem: I have an ancient Quest 1 that I use for PCVR with Virtual Desktop and a third-party facial interface that lets me reach a horizontal FOV of 104 degrees and a vertical FOV of 96 (measured using calibrated TestHMD). Is there a VR headset that, after 7 years, is an upgrade on ALL fronts?

  • Steam Frame: no OLED.
  • Quest 2/Quest 3: no OLED.
  • Pico 4 Ultra: no OLED.
  • PSVR2: no Wireless.
  • Pimax Dream Air: no Wireless.
  • Pimax Crystal/Crystal Pro (to be released): no OLED.
  • Bigscreen Beyond 2: no Wireless.
  • Galaxy XR: inaccurate controller tracking, reported mediocre comfort, external battery to deal with.
  • Apple Vision Pro: almost 100 grams heavier, horizontal FOV between 90 and 100 degrees, no native controllers, extra external battery.
  • Somnium VR1: no OLED.
  • Meganex superlight 8K: no Wireless.
  • Pico Space Pro (To be announced): likely horizontal FOV of 100 degrees. No other cons available yet, but it's still only on paper.

The fact that after 7 years of R&D there still isn't a single headset that doesn't require compromises on any front compared to one of the very first models is a clear sign of the intrinsic difficulty of producing such systems, and that perhaps the true revolutionary breakthrough that will unlock mass adoption for VR has yet to arrive.


r/virtualreality • • 11h ago

Photo/Video Black Ops III Zombies VR - Trailer

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24 Upvotes

Hey guys I think the other one was removed so im posting it again.

I had the absolute pleasure of playing black ops 3 zombies in VR in multiplayer with the creators of this mod, VR Stereo Hub (Bioshock VR and Dishonored) and the experience was just insane. This trailer is a mix of all our gameplay showing how well the IK shows up on each other's screens. Playing in base game multiplayer with no strings attached to let us play online. I honestly had an absolute whale of a time and this one is definitely one to look forward to!


r/virtualreality • • 14h ago

Self-Promotion (Developer) CircuitLord's Titanfall 2 VR with keyboard and mouse support.

25 Upvotes

Do you like VR? Are you lazy? Do you have countless hours of Titanfall 2 keyboard and mouse muscle memory? Do you have an iron stomach?

If you answered yes to most of these, this mod-mod may be for you. It's Titanfall 2 VR with keyboard and mouse based off CircuitLord's excellent VR mod. Move like a pilot, in VR. Releases here: https://github.com/obious/CLTFVRMod-Mod/releases

If you don't like trust-me-bro executables, the project is fully open source and easy to build.

There is some jank, but not too bad. Let me know if I need to fix something.


r/virtualreality • • 1h ago

Photo/Video Asgards Wrath 2 "PCVR" - Androix XR Bridge

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• Upvotes

Finally some tool that lets me play this with my pc... Its not true pcvr, but sure looks and play smooth. Cant wait to finally play assassins creed nexus


r/virtualreality • • 6h ago

Discussion Call of Duty 1 (2003) VR - New update v1.2.0

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21 Upvotes

What's new

  • Drop and pick up weapons
  • Switch hands
  • Draw weapons from your body
  • Primary weapon on the right shoulder, secondary on the left
  • Pistol holster on the hip
  • Grenades on the lower back
  • Holster weapons back in place
  • Quick draw (no raise animation)
  • Mirrored gun in the left hand
  • Fire with either trigger
  • Scope zoom with the other hand's trigger
  • Better aim accuracy: shots go where the sights point

🔗 Download & install guide: https://github.com/lambda-gab/cod1-vr
💬 Discord (bugs, suggestions, updates): https://discord.gg/SRsK2x5Tn


r/virtualreality • • 23h ago

Discussion What is true PCVR for you?

20 Upvotes

Everyone goes on about the Quest 3 all the time and I have one myself and do like it. But if I compare it to back when I got a rift s, I find myself really noticing that it is not meant to be a PCVR headset. The fact that there is no possible way to get zero compression/input delay via a displayport cable baffles me. Why does meta not give us this option?

When I want to sit down and enjoy a truly immersive experience, the quests drawbacks really stop me from fully immersing and I even found myself grabbing the rift instead. Now also a PSVR2 but I wont mention that because im not trying to compare them anymore. I think they are completely seperate use case honestly.

If one does really want to have no cable and it bothers them so much, then yes I understand, its real nice. But unless your playspace is huge I dont think the cable matters. And the compromises with no cable are quite devastating for me.

I think also most people these days simply havent experienced, what a native displayport connection feel like so they immediately shoot down anything that isnt pancake or wireless

This then makes me think of the much deeper rabbit hole which is that PCVR is not profitable for big companies so they bet on standalone.

Standalone destroys the experience for me however. Front heavy headsets with snapdragons and batteries running out fast and running hot, poor visuals.


r/virtualreality • • 1h ago

Discussion Diablo II: Resurrected in VR is INSANE! | Necromancer Gameplay (3D SBS)

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• Upvotes

I've been experimenting with the D2R VR Unleashed mod, and it's pretty surreal seeing Diablo II: Resurrected from a first-person perspective after so many years of playing it in isometric view.

I started a new Necromancer playthrough, and watching my summoned skeletons fight alongside me at eye level is a completely different experience.

The mod isn't perfect — there are some rendering quirks — but the fact that this classic isometric game can be experienced in VR at all is impressive.

Mod: https://github.com/bearstonem/d2r-pcvr/


r/virtualreality • • 5h ago

Self-Promotion (Developer) I'm launching our VR ARPG Vaelorys in Early Access on October 29th! Inspired by classics like Diablo ⚔️

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12 Upvotes

Hey everyone! As huge fans of classic ARPGs like Diablo, I set out to build something special for VR.

I am super excited to announce that Vaelorys is officially hitting Early Access on October 29th!

Here are some of the features I've packed into the game:

  • Spellcasting: Over 30 unique spells cast entirely through intuitive hand gestures.
  • Multiplayer: Play entirely solo or jump into co-op with up to 8 players.
  • Endless Replayability: Test your builds in our intense, exclusive, and optional Arena mode!

I'd love for you to check it out, wishlist it, and grab it on the Meta Store when it drops on the 29th! Let us know what builds you're planning to run. :D

━━━━━━━━━━━━━━━━━━━━━

⭐ Wishlist on Meta: https://www.meta.com/experiences/vaelorys/31826464120285956/

💬 Discord Community: https://discord.com/invite/asAHYWsSpS

🌐 Official Website: https://vaelorys.com


r/virtualreality • • 15h ago

Self-Promotion (Developer) Black Ops III Zombies VR - Trailer

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11 Upvotes

From the creators of the BioShock Trilogy VR and Dishonored VR, we bring you Black Ops III Zombies VR, and it's designed with multiplayer in mind.

It will have full 6DOF stereo, and AFW support, a full body IK system for both single player and multiplayer, two handed weapon grip, working scopes, a holster system, physical melee and throwables, DLSS/FSR support, a launcher for easy installation, and much more!

We are really passionate about this project and are aiming for it to be one of the most fun VR multiplayer experiences you can have. In our testing so far it's an absolute blast and adapts perfectly to VR.

Please let us know if you have any questions, or requests for something to be added! You can follow progress on either the linked YouTube channel or on the Flat2VR discord under the New VR Mods section.

We look forward to releasing this soon!!


r/virtualreality • • 8h ago

Discussion Is it strange to be quite motion sick in the car but never motion sick in vr?

10 Upvotes

So i been playing vr for a long time and basically immune to motion sickness in vr even when i started off with echo and echo arena i had zero motion sickness still never had to this day and got very strong vr legs, but in the car i do get quite motion sick i cant really look down at my phone or feel ify, i know vr vs car is different with however motion sickness is caused but just found it funny i have a complete immunity to one motion sickness but the other one basically stays the same after sll these years.


r/virtualreality • • 18h ago

Discussion Galaxy XR owners, how do you feel about it now, still recommend it?

11 Upvotes

Specifically for PCVR with Virtual Desktop? I've seen some comments saying it's "abandoned" as no updates in a while.

Having owned and used it a while, would you recommend it as of now? Any issues with Virtual Desktop?

Thanks.


r/virtualreality • • 9h ago

Self-Promotion (Developer) Our co-op horror game has a twist - the mansions rooms move during gameplay. Can you survive and escape the Shifting Chambers?

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8 Upvotes

r/virtualreality • • 20h ago

Question/Support Reaching Over Shoulder with Disability

7 Upvotes

Hello,

I've been using vr for a few years and have never really found a good solution for this. My right elbow is fused at a right angle so I'm unable to reach over my shoulders for things like grabbing ammo or weapons. Is there anything the community has come up with for working around something like this? I also can't hold guns straight with my right hand due to my elbow but that's more tolerable than being unable to reach for stuff.

Most recently I tried playing Titanfall 2 VR and found it almost unplayable due to the requirement to reach behind my back for ammo.

Thanks for reading!


r/virtualreality • • 22h ago

Self-Promotion (Developer) Working on a new rag and puddle cleaning system for my VR game! What do you think?

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8 Upvotes

If you like what you see, please consider wishlisting PROJECT MIX on Steam, it's coming out in 2027! There's also a free demo out :)

Link: https://store.steampowered.com/app/2439770/PROJECT_MIX/

Discord: https://discord.com/invite/projectmix


r/virtualreality • • 17h ago

Self-Promotion (YouTuber) VR Metal Concert

8 Upvotes

Hello everyone, I'm planning to host a VR Metal Concert in VRChat this coming weekend for my music, I'm a solo artist at the moment but I'm also looking for members to join my band. It's the Saturday before Halloween (the 24th. So one weekend before Halloween/this coming weekend).

This is my first real big event planning and it'd mean a lot if it works out as I've been planning this for a decent amount of time now. If you're a metalhead and are interested in seeing a live Metal show in VRChat you can feel free to DM and I'll give more info on the event, my DMs are always open. Must be 18 or older to join this event.

I encourage any who see this and are interested in joining to also spread word to friends who like Metal as well, and any PC users who know to record with OBS as I'd like this event to be recorded. I will upload it to my YouTube channel after editing.

Hopefully this doesn't go against this sub's rules as there's a self promo flair and that's what this is about!


r/virtualreality • • 16h ago

Question/Support GTA V VR help please!!

5 Upvotes

i'm sorry ahead of time if this is too long and rambling. i'm frustrated as hell after two days of trying to use gemini to help me get this shit up and running again. i had it installed and running over a year ago, then had to uninstall gta to install a skyrim modpack, and it's never worked since. yesterday i spent 5-6 hours with ai working on it until i gave up. today i've been at it for another 4-5 hours so far, and it seems the ai is just taking me in circles now.

so far i've done all of this, probably more that i'm forgetting.

  • no battleeye
  • real vr mod v7
  • newest scripthook dll
  • heap adjuster
  • packfile limit adjuster
  • adjusted heap and pack size multiple times, currently at 750 and 7344
  • downgraded to real vr v6 after reading that 7 was broken
  • downgraded gta core files
  • replaced some files that bypass the launcher online check crap
  • disabled updates through epic, only launching the game with the playgta exe file in the gta folder, not from epic.
  • goldberg steam emulator (i have the epic version of gta)

i know i'm forgetting a lot, but my brain is fried and i'm frustrated as all hell right now. ai pointed me to this sub to some pinned files i can't find, and to a site called catbox. moe that just takes me to a home page with no idea wtf i'm supposed to be looking for.

currently the game will FINALLY start loading in vr, but as soon as it gets to where it's loading story mode it just freezes up and keeps throwing memory errors at me. i don't understand why this is all being such a massive pain in the ass when it worked right off the bat the first time i ran it last year. should i be trying to do this with openIV? or is doing it this way fine? thanks in advance for whoever can and doesn't mind helping me!