
Half-Life 2 has been ported to Quest Standalone now!
Requirements: You will need Half-Life 2 on Steam and a Quest headset. Oh and a crowbar

Requirements: You will need Half-Life 2 on Steam and a Quest headset. Oh and a crowbar
Ghwst has put together a fully playable VR port of Unreal Tournament '99 running natively on Meta Quest 2, 3, 3S, and Pro:
In this release:
- Fixed Meta loading screen issue
- Menu text scaling for Quest 2 and Pro
- Added a true scope to Sniper Rifle
- Fixed reticle and shot alignment
Known issues:
- Scripted sequences won't play (AS-Overlord boats won't open doors), neither for AS-Mazon
From the flat screen we go through a Multiverse portal
inside Super Mario 64 world evolved in VR!
After our feedback on the pc version and lots of updates, Mario and friends arrived on Quest 3!
Rayrod TV brought us the game with all the fixes and features from the pc version. Better look at the gameplay video where he shows the four camera views available on the fly by the press of a button. In the video, the fun immersive camera (Flip Cam) is turned on, so we see the world upside down when flipping in the air, but you can turn it off if flipping is too much in VR as it should be without VR glasses too.
RayRod TV said that he has plans for other standalone releases for his VR mods in the future.
For this and other constantly updated VR mods from RaYRoD TV, like Ring Racers, Star Fox 64, Mario 64 , Mario Kart 64 and the recent Banjo-Kazooie, go to his GitHub: https://github.com/RaYRoD-TV
For info on how to support his works, and learn more on other upcoming projects from him, like his biggest project, the game Multiverse, go to his site:
Thanks RayRod TV for these incredible mods!
It needs a crap ton of work and it's super rough and doesn't look great but I did get MOH Allied Assault running standalone on Quest 3 with this VR Mod. Baby steps. Lots of more to do but the fact I got it running is huge.
I've ported the original homeworld to run on quest3, full 6dof motion controls. You can check out the playthrough of first mission here
https://youtu.be/rhCOSpSf-NQ?si=83yrEW3H2mdzbYGT
the github repo is https://github.com/bearstonem/Homeworld
Out of interest in improving GameNative performance on OpenXR devices, we decided to release and open source our GameNativeXR prototype in hopes that it may provide a starting point for others to encourage and improve the GameNative team's official Quest store version of their app. We wish them the best in this endeavor!
For now you can get our version on SideQuest: https://sidequestvr.com/app/54779/gamenativexr
Would it still be a Team Beef Port without janky arm IK?!.... Yes, yes it would, but I still like to see it.
OpenMW-XR Standalone (Unofficial VR Port of OpenMW / Morrowind working on standalone headsets) #Quest3 #MetaQuest3 #VR #Morrowind
NEW setup guide for WinlatorXR on Quest and Pico VR headsets!- Easily play PC games native on your device with the new included stores!
The guide covers basic container creation and runtime installs ( you don't strictly need runtime installs, but if a game is expecting it to work, then its better to just get this step done at the start and avoid troubleshooting any games not working )
Once you've launched the game for first time, setting DXVK version for it is handled in the shortcut for that specific game, along with any other tweaks you may want to do, the container itself is already preset ready to go and you no longer need to touch it.
Video covers pretty much all you'd need to know for getting up and running, any questions please ask.
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For a full written guide that goes a little deeper than the video, a comment in this thread will be made
We're excited to welcome another developer to the WinlatorXR team: Sean Gilleece!
Many of you may know Sean from his recent CitraVR port for Pico headsets, based on Amanda Watson's original Quest version. Since joining the project, he's already made a big impact. While integrating the Ludashi-Plus store feature, Sean helped transform it into a much more polished, modern, and user-friendly experience.
We've also been putting a lot of work into the core of WinlatorXR itself. With Winlator-Cmod (the fork WinlatorXR is based on) seeing no development for almost a year, we decided to take ownership of the emulation side and start pushing things forward ourselves. Along the way, we've improved the content downloader with more community-maintained content, and GmoLargey has been doing an incredible job updating, testing, and validating drivers and wrappers across supported VR headsets.
With new talent joining the team and development moving faster than ever, WinlatorXR is only getting better. Although the new update is already on Sidequest, there's more to come during incoming weeks.
GitHub repository: https://github.com/WinlatorXR/WinlatorXR
SideQuest listing: https://sidequestvr.com/app/37320/winlatorxr
Webpage: https://winlatorxr.github.io/
App is called RetroGameDev VR
Let’s you play in a cool retro bedroom environment either at a desk on a Commodore 64, a bed on a gameboy, or a couch on a CRT TV. It has multiple emulation cores and really easy instruction on how to use, Supports Bluetooth controllers, and lets you bring the monitors and gameboy into mixed reality and play in your own room! No affiliation whatsoever, just want to bring more attention to this awesome app. The dev is also very active on the discord and is always looking for ways to continue improving it with updates.
I'm really curious to hear about physical, real-world projects, you might have built. What kind of creation, made that break out of the monitor?
It just crossed my mind because I was tinkering with X3: Terran Conflict recently. I vibe-coded my keyboard lights to sync up with the game—the F-row maps to shields, the number row is the hull, and it flashes red on impact. Etc. Seeing it work outside the screen was fun, but it mostly just made me wonder what kind of physical stuff the rest of the community is creating.
For a long time, Morrowind via OpenMW has been one of the most requested games in our community.
In fact, when we ran a poll asking which classic title people most wanted to see brought to standalone VR, Morrowind came out on top.
Since then, we've spent a lot of time investigating what it would take to make that a reality.
Today we're happy to share the exciting news that its up and running, in a reasonably playable state and the deeper VRification can begin.
If you didn't catch that - Morrowind is running on standalone VR hardware!
Before going any further, we wanted to make sure the OpenMW team were comfortable with what we're doing.
We've spoken with them about the project as well as the developer of the Android port and the existing PCVR version and they're happy for us to proceed.
That's important to us because none of this would exist without the incredible work they've put into OpenMW over many years. The OpenMW project represents thousands upon thousands of hours of development effort and remains one of the most impressive game preservation projects in existence.
Surprisingly far along.
The project includes a customised launcher designed for the standalone VR experience, which then launches the main VR ap
At this point we consider the project to be beyond the proof-of-concept stage.
Just yesterday, we also upgraded the underlying renderer from GLES 2 -> gl4es to a true OpenGL ES 3.2 base ready for multi-view (a vital feature for performance on standalone VR).
We'll be appraising the existing PCVR application to see what functionality makes sense to bring across. We'll also be adding our own take from experience about how the game can be made to feel like a built-for-VR port. We will also be looking at certain gameplay features to put behind a "VR gameplay amendments option".
Patreon Note: Unlike other ports, we will share early in-development builds with all tiers and free members (as well as being available on Github).