r/oculus
One More Delve | Content Update
Links:👉 https://atvrgames.com/
New: Dungeon Level 4
- 2x New Bosses
- 5x New Regular Enemies
- 10x New Weapons
- 3x New Armor Sets
Week #1 - Previous Updates:
- Bow handling fix
- Parry rework
- Hit registration improvements
- Server improvements
- Sprinting added
- Weapon weight reduction
- Enemy Spacing
- + More
Our VR gaming showcase premieres tomorrow - new game announcements, gameplay reveals, and dev diaries!
Hey everyone!
Tomorrow (May 22nd) we're premiering the latest Ruff Talk VR Gaming Showcase on YouTube at 1pm ET / 10am PT / 5pm BST
We've got a mix of brand-new game announcements, gameplay reveals, development updates, launch news, and dev diaries from upcoming VR titles. Some of the games featured include Knights of Fiona, Exoshock, Neolithic Dawn, How To God, Viper Vice, and more.
One of the main goals of the showcase is simply to help give VR developers a little extra visibility and momentum, especially heading into launch windows.
If you're looking for upcoming VR games to keep an eye on and want to help support some great developers/studios, definitely check this out.
Building a company Step by Step With the Long-Term Goal of Full-Dive VR
I’ve been working on a long-term business idea that started as a solo vision, and I wanted to see what people think about the concept.
The idea is to start by building an LLC focused on creating stable revenue, scalable systems, and real infrastructure first — not jumping straight into impossible tech goals with no foundation behind them.
A lot of people talk about changing the future, but most projects fail because they try to move too fast without stability, funding, or long-term planning. My approach is basically the opposite.
The goal step by step:
Build a legitimate business foundation
Create sustainable income and operational systems
Expand into larger investment and capital structures over time
Reinvest into advanced technology research
Eventually work toward next-generation immersive systems and full dive virtual reality
I know “full-dive VR” sounds extremely futuristic right now, but I don’t see it as something you jump into immediately. I see it as something that requires decades of infrastructure, capital,AI development, neuroscience research, computing power, and long-term planning.
That’s why the first stage isn’t “build sci-fi technology.”
The first stage is building something stable enough to survive long enough to eventually reach that level.
What makes this meaningful to me is that it didn’t come from a corporation, or some massive team with unlimited resources. It started as one person trying to think beyond current limitations and figure out how something that ambitious could realistically be built over time.
I’m not expecting overnight success, and I’m not pretending this is easy. I just think the future belongs to the people willing to build long-term instead of chasing short-term hype.
Right now I’m focused on turning the idea into something structured, scalable, and real.
Curious what people think of the concept, especially the long-term phases approach instead of trying to force the end goal immediately.
Update on Disembodied development from the RuffTalkVR Showcase.
Big thanks to RuffTalkVR for featuring Disembodied again. Another great showcase!
What’s the funniest thing you could imagine while saving someone in VR? 🚒
While I was working on my 'Be a Firefighter' game, it got me thinking-what’s the silliest, wackiest rescue scenario you could imagine? Would love to hear your funniest or most absurd ideas for VR rescues!
For context, my VR game is already live on Meta Quest, and it will go live on Steam!- https://store.steampowered.com/app/4603600/Be_A_Firefighter/
Thought it would be fun to brainstorm funny rescue scenarios with the community!
New update out today with weapon attachments!
Update number v1.3.12 is out today for the weekend warriors. Ft new attachments, UI and bug fixes!
FInally having full arms in the original VR version feels pretty cool!
You can enjoy the full arms for Mafia Leon and Mercenaries characters via the Definitive Edition overhaul: https://www.nexusmods.com/residentevil4/mods/581
The more polished full Jacket Leon arms are available for the Mafia to Jacket swap included in Life in Hell VR: https://www.nexusmods.com/residentevil4/mods/448
All Mods available via the Mod Pack: https://www.nexusmods.com/residentevil4/mods/433
edit: some new Forearm only options (Similar to RE8/RE4R PSVR2 versions) are also now available in the Mod Pack linked above!
Some better explanations about the mods and some of the technical limitations if you are interested:
The connection between Forearms and Upper Arms isn't perfect due to the game's systems, and how the Forearms rotate a lot with the hand but Upper Arms do not.... making holding two handed weapons look a bit bad between the Forearms and Upper Arms. I'll keep working on this when I can and hopefully over time with updates this aspect will get better especially for the other arms!
Sadly due to poor limits by Armature I couldn't give a unique arm model for Leon's default outfits, since he shares the same VR Gloves model for the Jacket, Shirt/Tac Vest and RPD outfits...
I gave Mercenaries Ada only longer naked arms without any unique chests/bodies, to somewhat fit for all 3 outfits (Since she also reuses the same VR Glove models for all her outfits, another shitty baffling design choice by Armature I'm limited with again....)
(Her Dress appearance isn't supposed to have tactical gloves yet she does in VR due to said Armature design choices... lol)
I didn't touch Playable Ashley's Hands, but the full arms I made for Ada can work for playable Ashley when using my Ada for Ashley Knight swaps for example! (From the Mod Pack and LIH/ROE VR!)
Forza Horizon 6 VR / Easy Way to Play in Virtual Reality / Meta Quest 3 + RTX 4080 Super
youtu.beCast from PC to Quest 2?
So quickly, our country now blocks certain web sites, which is easy enough to get around by using one of the free VPN plug ins in my browser, but to view the same content on my Quest 2 would require installing one on my router, which I am reluctant to do. Is there an easy way to mirror my PC content to my Quest hence avoiding this roadblock? Does it work with VR content as that is my goal? (Don't judge lol)
What other small flying vehicles would actually be fun to watch and control in VR/MR?
Quest 3 + iRacing VR looks terrible and has black edges during head movement even though Link is smooth
Hi everyone, I’m losing my mind trying to set up iRacing in VR with a Quest 3.
My PC specs:
- GPU: RTX 5060
- CPU: Intel Core Ultra 5 225F
- RAM: 32 GB
- Headset: Meta Quest 3
- Connection: Wired Quest Link
- USB cable test: around 2.5 Gbps
- iRacing installed through Steam
Quest Link itself is smooth. The Link environment and desktop view are not laggy. The problem starts when I launch iRacing in VR.
What happens:
- iRacing launches in VR, but the image quality is incredibly bad
- Distance visibility is awful and distorted
- When I move my head, I see black areas/edges like the game is not rendering fast enough
- It feels like the world is dragging behind my head movement
- Even on default/low graphics settings, it still looks terrible
- OpenXR gives better FPS than Oculus mode, but the image quality is still bad
- Oculus mode also does not fix it
- SteamVR is not intentionally being used
What I have already tried:
- Set iRacing display mode to OpenXR
- Set Meta Quest Link as the active OpenXR runtime
- Tried Oculus mode as well
- Set Meta Quest Link to 72 Hz and default/automatic render resolution
- Reset Oculus Debug Tool settings:
- Pixel override: 0
- Encode width: 0
- Bitrate: 0
- Link sharpening: Quality
- ASW: Auto
- Tried low iRacing graphics settings
- Renamed/deleted rendererDX11OpenXR.ini so iRacing could regenerate it
- Confirmed Quest Link itself is smooth outside of iRacing
- Updated/checked NVIDIA driver
- Cable seems okay because the Meta USB test shows about 2.5 Gbps
I’m not expecting perfect visuals, but this is way worse than normal VR blur. The black edges during head movement make it basically unplayable, and far distance detail is extremely distorted.
Is there a known issue with Quest 3 + RTX 5060 + iRacing/OpenXR?
Is there a specific rendererDX11OpenXR.ini setting I should check?
Could this be ASW/reprojection, OpenXR runtime, NVIDIA driver, or iRacing config related?
Any step-by-step baseline settings for Quest 3 wired Link + iRacing OpenXR would be really appreciated.
How much could I sell an Oculus quest 2 that is in fair/good condition?
It has a small scratch on the left screen and the controllers have somewhat bad stick drift because the joysticks cracked. It has a battery pack + elite strap that lasts 8 hours and is very comfortable. Very little scratches and scuff marks outside of the one screen.
Here's how the bartending mechanics for our VR anime visual novel looks like so far! Would you be interested in playing?
How I Turned an Ordinary Diesel Generator Room into a Psychedelic Serpentarium
In my previous post, I talked about the major struggles and small victories I faced while building the locomotive cabin level. It’s probably worth mentioning again that Dark Trip is an Escape Room-style game being developed for both PC and VR. And in VR especially, atmosphere is everything.
Since I’m a solo developer handling the level design, visual art, implementation, programming, sound, and… well, basically everything (though not without help from a colleague and friends!), not every idea works perfectly on the first try. Sometimes the flaws only become obvious later — especially after creating newer levels where the style and atmosphere feel much more refined. Going back to older content after that can be a painful experience. Some levels just stop feeling as interesting as they once did.
One of those levels was the “Generator Room.”
Overall, the level itself was decent. But the “under the pills” mode (where the player takes a mysterious substance that lets them see things hidden from them in a normal state) felt a bit underwhelming. Especially compared to the newer areas. Players noticed it too: not enough snakes, not enough horror, not enough hallucination-fueled madness.
Either way, it was time to revisit the level and push it further.
The first — and easiest — thing to tackle was the lighting. As usual, I spent far too long tweaking colors and effects trying to find the most aggressively psychedelic setup possible. In the end, I couldn’t decide which version worked best, so I simply blended several of my favorites together with smooth transitions. Honestly, I think it added exactly the right amount of insanity.
The second step was updating the wall textures. Well… “simple” is maybe the wrong word. Rotate the level, experiment in Photoshop, import it into the game, check it in VR, back to Photoshop, repeat endlessly. Technically straightforward, but incredibly time-consuming if you actually want it to look good. In the end, the walls became covered in scales and strange messages promoting a healthy lifestyle.
Third came the new environmental details. Again, not especially difficult in theory: walk through the level, feel the atmosphere, figure out what’s missing… and then create an oyster-octopus creature hanging from the ceiling. Naturally fully animated, with tentacles spreading across the ceiling, dangling down, twitching and crawling around. And while I was at it, I added more tentacles to the walls too. They poke out and move as well. There should be life everywhere.
The fourth and final piece was the sound design. Psychedelic booming noises, hissing snakes, shifting sand, distant wind… and the voice of a girl calling for a healthy lifestyle.. By the way, will you be able to understand what she says and translate it from German?
And that’s pretty much it! The “under the pills” version of the level turned out strange, oppressive, and unsettling — exactly the way I wanted it. I’m really curious to see how players react to it.
P.S. Dark Trip is currently available in Early Access on the Meta Store, so if you want to experience all this with your own eyes and ears, now’s the perfect time.
The game is also preparing for release on Steam
Parents of young VR players — we're looking for kid playtesters (10–17)
Our platform just opened up to younger players, because kids give completely different feedback from adults — they notice things devs don't think to test for.
If your kid is into VR, they can playtest upcoming games from home. It's compensated, fully remote, and older teens can add it to college apps too.
Email participants@vroxygen.com with their age and headset. Happy to answer questions!
Meta link keeps saying I'm under minimum specs and possibly limiting my frames after GPU upgrade
Yesterday I upgraded my GPU from a 5700 XT (8GB) to a RTX 5070 (12GB) to which Meta Link now keeps telling me my PC is under minimum specs and my fps stays at a constant 45 even after disabling Asynchronous Spacewarp (ASW)
My old card gave me at least 60 to 70 fps in basic VRChat worlds when disabling ASW (it kept enabling itself every time I started the software) yet this new card just sits at 45 regardless of ASW being disabled which is why I'm so confused
Anyone know a fix for this at all? If more info is needed just ask
If it means anything I'm currently running the 5070, i7-14700k and 64GB ram with a Quest Pro for face tracking on VRChat
Thanks ❤️