u/StaleCroissantDev

It's impressive how far Linux VR has come. Recently I've been spending 8-10h daily in VR without any issues.

It's impressive how far Linux VR has come. Recently I've been spending 8-10h daily in VR without any issues.

I'm using a Quest 3 with WiVRn, and it's running sooo well. Since the beginning of the year, I've put around 100 hours into heavily modded Skyrim VR (FUS Wabbajack) and finally started clearing out my VR backlog, using Xrizer or OpenComposite depending on the game. I have a 4080 and I know people mention NVIDIA issues with WiVRn, but I didn't experience any really. AV1 codec + 200 mbit bitrate gives me awesome image quality and low latency.

Things escalated over the past month, though. I'm now sitting in VR for about 8 hours a day actively developing my own VR game in Godot. The combination of my Quest 3 + WiVRn + WayVR setup has basically replaced my physical monitor.

Anyway, just wanted to share that you can already have a great VR experience on Linux, without having to wait for Valve to finally fix Steam Link ;)

u/StaleCroissantDev — 2 days ago
▲ 172 r/vrdev+1 crossposts

Experimenting with a VR version of my game since its demo dropped. Godot XR is an absolute pleasure!

I recently pushed the demo for my 3D puzzle platformer, Gravitten, to Steam. Honestly, the crunch before the release completely burned me out and I desperately needed to step away from the main project to recharge.

So, to take a break, I decided to finally experiment with VR in Godot, something I wanted to do for a long time.

I started messing around with taking the core gravity-shifting concepts from my pancake game and blending them with standard VR climbing mechanics. I’m honestly in shock at how well it works. I'm wondering what hurdles await me down the line, but so far godot-xr-tools have been so incredibly helpful that developing the VR version actually feels easier than the pancake one, really impressed.

One of the absolute best parts of this project is how it rescued so many of my scrapped ideas. When developing the original game, I kept coming up with these crazy mechanics, but they just didn't fit into a strict grid-based puzzle setting, so I had to ditch them. But in VR? They translate perfectly.

Now, if I'm designing a level for the flat game and get a wild idea that would completely break it, I don't have to throw it away, I can try adapting it to the VR project, and vice versa! Having two different but related projects means I'm utilizing so many more ideas instead of just trashing them.

I was worried that constantly taking the headset off and putting it back on would be exhausting, but I actually just started programming the whole thing while staying in VR, and it’s surprisingly comfortable (using a Quest 3 with a BOBOVR strap). Even sitting with a headset on my head for 10 hours a day isn't as bad as I thought :D. I'm on Linux so I'm using WiVRn and WayVR, they are both working perfectly fine.

Climbing and changing gravity feels so satisfying that I’ve already set up a Steam page (Meta Store page coming soon) for the VR version. It's definitely staying as a full project, so if you're interested, you can wishlist it here:

https://store.steampowered.com/app/4457820/Gravitten_VR

And if you're interested in my pancake inspiration, you can play the demo here:

https://store.steampowered.com/app/4199110/Gravitten

u/StaleCroissantDev — 1 day ago
▲ 10 r/vrdev

Targeting PCVR and Quest 3 for my low-poly platformer. Is it still worth getting a used Quest 2 to optimize for it?

I'm developing a low-poly puzzle platformer in Godot, currently focusing purely on PCVR and Quest 3. Testing on my beefy PC is flawless, and my standalone Quest 3 builds are already running smoothly without much trouble.

Now I'm wondering if I should grab a used Quest 2 just to ensure it runs on older hardware too. I know I could technically downclock my Quest 3 to simulate Quest 2 performance, but honestly, if I'm going to officially support and release a game on it, I would want to test it on the real hardware.

Given my low-poly art style, I could probably squeeze it into the Quest 2's performance budget without compromising the vision. But is it actually worth the hassle of testing, optimizing, and maintaining compatibility at this point?

I guess the majority of the Meta Store users are still on Quest 2 simply because that headset sold absurdly well, but I'm curious about the active player base and software sales for new indie games.

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u/StaleCroissantDev — 15 days ago