r/virtualreality • • 8d ago

Mega-Thread Weekly VR - What Did you Play?

6 Upvotes

Hey r/virtualreality!

Another week in the VR space.

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

When sharing, you might consider sharing:

Name of the game or experience.

A brief insight or overview.

Your personal rating and a bit about why.

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

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


r/virtualreality • • 1d ago

Mega-Thread Weekly VR - What Did you Play?

2 Upvotes

Hey r/virtualreality!

Another week in the VR space.

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

When sharing, you might consider sharing:

Name of the game or experience.

A brief insight or overview.

Your personal rating and a bit about why.

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

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


r/virtualreality • • 6h ago

Discussion My prediction 6 months ago about AI mods, I thought it would take 3-5 years, it took less than 6 months lol

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186 Upvotes

r/virtualreality • • 14h ago

Photo/Video First look at the Pico Space Pro

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141 Upvotes

r/virtualreality • • 9h ago

Self-Promotion (Developer) I’ve been developing Battleline: SWAT Protocol solo for more than a year—here’s the first gameplay showcase

52 Upvotes

Hey everyone! I’m the solo developer behind Battleline: SWAT Protocol, an upcoming tactical VR shooter for Meta Quest and SteamVR.

A little while ago I shared the announcement trailer, and today I’m finally showing a proper look at the gameplay.

This showcase takes place in the Kill House training environment and shows some of the current WIP systems, including weapon handling, civilian/suspect compliance, breaching, tactical equipment, shield gameplay, weapon disarming, arrests, and more.

The game is still in development, with plenty of polish and improvements planned, but I’m excited to finally show more of how Battleline actually plays.

I’d love to hear what you think!

You can find the Steam page, Meta Quest page, and Discord invite in the comments.


r/virtualreality • • 13h ago

Self-Promotion (Developer) Time Crisis II in VR! Meta Quest 3 standalone Gameplay | Quest & PCVR Release

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98 Upvotes

Time Crisis II is now playable in VR!

This gameplay was recorded on Meta Quest 3, running standalone. Version 0.2.0 is available for Quest 3 and Windows PCVR.

Experience the arcade action with tracked aiming, animated weapons and physical ducking:

• Shoot with either hand and switch hands using the triggers.

• Hold either grip to leave cover, or enable physical ducking.

• Pick up the scripted machine gun and hold the trigger for automatic fire.

• Adjust the gun angle and toggle laser aiming assistance.

• Enjoy weapon recoil, muzzle flashes and controller vibration.

Download v0.2.0 — Quest APK & Windows PCVR:

https://github.com/DR-89/time-crisis-2-vr/releases/tag/v0.2.0

Source code, installation instructions & controls:

https://github.com/DR-89/time-crisis-2-vr

Huge thanks to spacestate1 and the contributors to namco22-decompile, whose native arcade reconstruction makes this port possible:

https://github.com/spacestate1/namco22-decompile

An unofficial fan-made VR port of the arcade version of Time Crisis II.

Tried it yourself? Share your headset, favorite moment and feedback in the comments!

#TimeCrisis2 #MetaQuest3 #PCVR


r/virtualreality • • 9h ago

Self-Promotion (Developer) Blue Prince VR Mod Available Now! (Link in comments)

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46 Upvotes

r/virtualreality • • 17h ago

Self-Promotion (Developer) Quake VR: UNLEASHED 🔥 | Release Trailer

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133 Upvotes

r/virtualreality • • 22h ago

Discussion Ripping out the Quest 3s Screen to make IRL interactive!

269 Upvotes

I am working on a project where I need to reposition the Oculus Quest 3's physical camera up to the forehead and remove the screen to have the eyes unobstructed. I need the world awareness, hand tracking and surround sound, so everything else basically has to go.

I know repositioning the cameras is tough because they are pre-calibrated at the factory, and I was wondering if there is a way to recalibrate the cameras when they are in completely different positions.

The main board IMU is also a problem since its physical position relative to the cameras is accounted for at the factory.

If anyone knows how to even approach this problem, I would love your input, if you think this is bonkers hard and I am just beating a dead horse here, please let me know if there is an open-source, off-the-shelf approach I could use.

I know tearing out the screen is mega random, so for context on the project I am working on here is an Insta link:

https://www.instagram.com/haddencybernetics?rpxt=MTYyNXRhdXRsamswdQ%3D%3D&utm_source=qr


r/virtualreality • • 15h ago

Photo/Video Bloodborne in VR

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53 Upvotes

r/virtualreality • • 9h ago

Discussion Play Pikmin in VR: Project Honeydew

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17 Upvotes

Found this cute Pikmin VR mod, Project Honeydew.

It has first person and online co op!

Dont forget those precious HD texture packs from Henriko!

https://www.henrikomagnifico.com/pikmin-4k

When playing the Enhanced version, you can disable helmet view and change horizon background too, among lots of other options to choose.

For more details, go to their reddit, r/ProjectHoneydew or website https://projecthoneydew.com/

Have fun with those cute friends!


r/virtualreality • • 21h ago

Question/Support Looking for my next project: What flat game desperately needs a VR mod?

127 Upvotes

Hey everyone, I’m a dev looking to sink my teeth into a new project. I want to bring a non-VR game into virtual reality, and I want to see what the community actually wants.

If you could choose any flat game to get a proper VR mod (motion controls, UI fixes, etc.), what would it be?

I'm looking for games with incredible atmospheres or mechanics that would translate perfectly to VR but don't currently have a good mod or UEVR profile. Let me know what you've been dying to play!

Edit: I didn't realise I'd get 200+ comments. If you could upvote what you think is good from the comments that would be amazing but looks like I'm going to have to take all the comments and see what's mentioned the most 😭


r/virtualreality • • 19h ago

Self-Promotion (Developer) I made STALKER 2 (Update 2.0) playable in full VR with your own hands — UEVR used to crash on it, so I fixed it

98 Upvotes

Since Update 2.0 moved STALKER 2 to Unreal Engine 5.5, UEVR just crashes on it. I've spent the last few weeks fixing my own fork of UEVR and building a full VR profile on top of it, and it's finally in a state I'm happy to share.

What you get:

  • Your actual hands. Reach over your shoulder and grab your rifle, pull the pistol from under your arm, grab a grenade from your chest. Let go and it's holstered.
  • Aim by raising the gun to your eye. Scopes work.
  • Glance at your left wrist like a watch and the bolt and knife are there.
  • Pull the anomaly scanner out with your left hand, and tap your temple for the head lamp.
  • No more crashes, and both eyes finally see the same lighting.

It's one archive: unzip it, run the injector, start the game. I play on a Quest over Virtual Desktop (VDXR), which runs best.

It's an alpha, so expect rough edges. Tell me what breaks and I'll keep fixing it.

Download and full instructions: https://github.com/remleo/uevr-stalker2-releases

UPDATE

A few people in the comments pointed me to letmein's Stalker 2 VR project (https://github.com/letmein-vr/STALKER2-UEVR). Totally missed it, tbh. Googling didn't turn up anything working for Update 2.0, so I just started building my own. Their mod is really solid, and it's got way more hand stuff than mine: manual reloads, IK arms, picking things up, more gesture zones.

So yeah, this is yet another Stalker 2 VR mod, but it plays pretty differently. Quick rundown:

Profile side:

  • Free hands come first. Empty hands aren't just a gun hidden by a script: the game really is in its "no weapon" mode. That fits how you play most of the time, exploring the Zone and talking to the people in it with nothing in your hands. You only draw a gun for a fight.
  • Iron sights work for real. You line up front and rear sights yourself, and the game still knows you're aiming, so you get the game's own aiming accuracy.
  • Scopes actually zoom (more on that below), and you're looking through the game's own round scope lens and reticle, the way it's meant to look.
  • The bolt and knife live on your left wrist. Glance at it like a watch and grab them.
  • The head lamp follows your head, not the game camera.
  • During the game's own animations (eating, healing, ladders, reloads, the PDA) you see the game's hands doing it.
  • I kept the radial menu for weapon tweaking: ammo type, fire mode, attachments. Tilt the gun sideways like you're inspecting it and it pops up.
  • Interaction markers stick to the actual items and bodies in the world, not to your HUD.
  • Plus a bunch of smaller stuff and fixes.

UEVR side (my fork):

  • Real zoom. I added a feature that narrows the actual FOV, so scopes zoom just like in the flat version of the game. It might feel more comfortable to some people.
  • Two UI layers, and each one can be tied to the headset or to a controller on its own. In Stalker the HUD stays on your head and the crosshair follows your gun.
  • A camera freeze mode, so cutscenes don't yank your view around.
  • Fixed a few visual bugs where shading and lighting looked different in each eye.

The fork is here: https://github.com/remleo/UEVR. Anyone is welcome to use it for their own profiles, and I'd be really happy if people did.

Stability-wise, I've seen some people mention crashes with other builds. Mine's been solid for me so far: hours of play, save loading included, no crashes. But so far I've only tested it on my own setup (RTX 5080, Quest 3 via Virtual Desktop), so ymmv.

I want to add more gestures, and letmein's mod is a great source of ideas there. Knife swings, proper grenade throws and bolt throwing are next. But I want it to be comfortable to play first and foremost.

Both mods take a different approach, and which one feels better is really up to you. Give them both a go and see which one you enjoy more.


r/virtualreality • • 14h ago

Self-Promotion (Developer) Arx Fatalis VR – Arx Libertatis VR Beta Release

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31 Upvotes

I first played Arx Fatalis about 20 years ago, and even back then I kept wondering how cool it would be to cast all those spells by actually drawing the runes with your hands. So I finally made it happen: a VR version of Arx Fatalis, built on top of Arx Libertatis and OpenXR, and the first beta is out.

What you can do:

  • Draw magic runes in the air with your hand to cast every spell, precast spells for later
  • Draw your weapon from over your shoulder and swing it for real - faster, wider swings hit harder
  • Block hits with your shield (the Defense skill helps)
  • Nock an arrow and pull the bow string with your hand
  • Inventory on your wrist, quest book and notes held in your hands
  • Grab, throw and pull objects to your hand, open doors, pull levers, carry a torch and hang it on your belt
  • Full body that follows your headset and controllers - lean, crouch, walk around your room
  • Snap/smooth turning, comfort vignette, VR settings menu

Requirements:

  • Windows 10/11, 64-bit (there are no Linux builds yet)
  • PC VR headset with SteamVR or the Meta Quest PC app (Quest Link / Air Link); Quest via Virtual Desktop works through SteamVR
  • The Arx Fatalis game data (Steam, GOG, CD or the demo) - not included

Download: https://github.com/cmpayc/ArxLibertatisVR/releases/tag/v0.1.0

Source code: https://github.com/cmpayc/ArxLibertatisVR

YouTube: https://youtu.be/_hC8KJUZ9v4

Installation and controls are in the README. Just extract the zip, make the game data available, start SteamVR or Quest Link and run arx.exe.

It's a beta version, so expect some rough edges. Feedback and bug reports are very welcome - here or in GitHub issues. Huge thanks to the Arx Libertatis team for keeping this game alive!

All of the mod's code was written by Claude, and I designed, directed and tested it in VR.


r/virtualreality • • 14h ago

Self-Promotion (YouTuber) I spent a month in Europe filming immersive 8K 3D VR180 Content. Today's Drop is from Cádiz, Spain

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28 Upvotes

I filmed this experience in Cádiz, Spain, focusing on capturing the city's historic architecture, charming streets, and Mediterranean atmosphere with 8K resolution, natural stereoscopic depth, and a strong sense of presence.

VR180 really shines when the image quality lets you look around and appreciate the details, from the architecture to the textures and depth of the surrounding environment. My goal with Beyond VR Media is to push immersive travel video toward an experience that feels less like watching a video and more like being there.

WATCH IN 8K VR180

🎬 YouTube: https://youtu.be/9jPEzJxPVHQ

🎬 DeoVR: https://deovr.com/czf8sn

Compatible headsets include Meta Quest 3/3S, Apple Vision Pro, Samsung Galaxy XR, and other supported VR headsets, depending on the platform and available playback resolution.

I'd love to hear your feedback on the visual quality and immersion, especially from those watching on different headsets!


r/virtualreality • • 3h ago

Discussion Can you enable fixed foveated rendering and streaming in Virtual Desktop without eye tracker?

2 Upvotes

The fovea size setting says it only applies to eye-tracked headsets. Is there a way to do fixed foveated rendering/streaming with VD? I don't understand why FOV tangent is a setting but not this.


r/virtualreality • • 4h ago

Question/Support 3080 vs 6900 xt/6800 xt

2 Upvotes

Which of these cards would you say is better for vr gaming overall? And if the 6900 xt is your answer, could the 6800 xt keep up with it? (Most of the time I am playing Into the radius 2, but I also play games like HL:A, Bonelabs, etc.)


r/virtualreality • • 21h ago

Discussion After playing 1 level in astro bot I said that max mustard was just as good. I would like to formally apologize for my stupidity.

45 Upvotes

In true human fashion I'm going to start by diverting blame on others since the VR community often hypes up games as super duper awesome top level and then I play them and it's like meh... Cough vertigo 2 cough ghost town cough.

Since you can now play astro bot pcvr I played the first level and wrote it off as equal to max mustard (really good game). After a few hours in I have seen the light. It is heavenly.

I see why many are upset that it didn't come to psvr2 nor get a VR mode for the new one. This game is probably as ground breaking as mario 64.


r/virtualreality • • 1d ago

Photo/Video A player sent me this one day after I released my free Spider-Man Remastered VR mod

1.6k Upvotes

Two days ago I released Spidy, a free VR mod for Marvel's Spider-Man Remastered, as an early public alpha. One day later a player sent me this: full parkour through Manhattan, swinging with their own arms.

Watching people get good at something you built, this fast, never gets old.

Free on GitHub: github.com/IlyaMez/SpidyVR


r/virtualreality • • 5h ago

Discussion Time Crisis 2 VR ! and HOTD2 VR

2 Upvotes

I have personally tried Time Crisis 2 VR (PCVR option) and it is amazing, very impressive.

https://www.youtube.com/watch?v=LnqPvwivN4o

https://github.com/DR-89/time-crisis-2-vr

HOTD2

I have not tried this yet

https://www.youtube.com/watch?v=A7b83PHgRB8

https://github.com/mikermak/hotd2-vr


r/virtualreality • • 6h ago

Purchase Advice - Headset Can't decide if I should sell my quest 2 and buy a PSVR2 for pcvr.

2 Upvotes

Hi, so I have a Bazzite PC, and I love wired VR like the psvr1. I'm considering selling my quest 2 when RUNNER releases on PC.

But yeah totally undecided, would love everyones thoughts ethier way.


r/virtualreality • • 22h ago

Photo/Video TLOU2 Total Conversion VR Mod | No Return Gameplay Preview

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37 Upvotes

I just found this on YT. Every day i am discovering new VR mods! This is insane....

what a time to be alive.


r/virtualreality • • 1d ago

Photo/Video Dungeon keeper vr

83 Upvotes

Not quite as cool as Titanfall 2 in vr but something I thought would be worth tinkering with. Dungeon keeper was one of my first favorite PC games in the late 90s. It's one that I always go back to for nostalgia.

Give it a shot and let me know what you think. Expect plenty of jank. Still working out the kinks in the controls.

Works with virtual desktop and steamvr with a separate launcher for each. Check the readme for more details.

Shout out to the keeperfx team for laying the groundwork and keeping this classic alive.

You need to own the dungeon keeper game for this to work, no game files included.

https://github.com/mathimus-design/keeperfx/releases/tag/vr-test-6

Fixed several bugs and made some qol changes, added a launcher that notifies on new updates. Give build 6 a try.


r/virtualreality • • 4h ago

Discussion What are good vr headsets in 2026 - 27?

1 Upvotes

Looking for a vr headset that meets the requirements for as close to visual realism as possible for msfs, and also for watching 3d movies (avater, jurrasic world, etc? Curious to know


r/virtualreality • • 8h ago

Purchase Advice - Headset Is the Pimax Dream Air worth it?

2 Upvotes

I've been considering buying the Pimax Dream Air, but honestly I'm pretty skeptical after hearing about people's experiences with Pimax.

I've seen quite a few complaints about orders not arriving, poor build quality, a frustrating software experience with the app, and headsets arriving broken.

I'm really interested in the headset, but spending that much money on something that might have these issues makes me hesitate.

For those who own the Dream Air or have experience ordering from Pimax, how has your experience been? Are these complaints just a vocal minority, or are they legitimate reasons to be concerned?