r/virtualreality
Shooting with two hands.
This skill gives the player significant bonuses to attacks.
It increases the chance of critical hits
and reduces weapon spread.
It also includes a laser sight,
which helps with aiming more accurately.
When was the last time you purchased a VR game, and what was it?
Was it on sale, or did you pay full price? Just curious. :)
Is quest 3 a waste for me
I don't use vr usually, I don't even have a PC I sometimes use my wife's PS5 but am mainly working, reading or YouTube with android tablets.
I want something that can word process, play maybe Roblox with the kids, explore random environments, youtube and movies. Maybe some random games like noclip, I'm interested in that and basic flight sims the more I research the less I think it's worth it for a 3 I won't be playing call of duty or something like that.
however I want a really good screen.any help would be appreciated thanks. I'm thinking I should get the 3s but I just see criticism about it.
I want 3 because it's the best and I like buying the best quality things but I'm thinking with VR that might be a bad attitude.
Is Into the radius 1 worth it?
Some friends recommend this game to me, but not the second game because it isn't as good as the first one. I don't trust reviews on the Meta store because there are so many fake reviews.
What's people's opinion on the game and any tips if I buy it?
Please no big spoilers, I just want to know what to expect.
Happy H3VR 1.0 day and Happy America Day
After 10 years, finally 1.0 in H3VR
Silent Hill 2 fully modded to VR is another proof that VR will be alive for many more years to come.
The backlog of games that can be modded to VR is vast. Its getting to the point where modded games are almost indistinguishable from the native vr.
Picked up a free HTC Vive 1st Gen!
I was on my local buy/sell/trade group when I saw a free listing for an HTC vive pop up, and immediately I knew I wanted it. VR is one of those things I've been wanting to try out for many many years (even pre-pandemic), but could never justify paying the prices they command- especially since I have a very heavy biconcave glasses prescription that made me wonder if my glasses would even fit in a VR headset at all (I literally cannot see anything beyond a couple cm's in front of me w/o my glasses, which also means VR headsets are completely useless without them).
In other words, my real cheapskate ass in combination with my absolutely hideous eyesight made me hesitate for YEARS on end from considering the idea of getting a headset. But at the very least I did watch VRChat videos (especially Shiba King) to get a mild sense of what VR would be like.
Anyways...after figuring out meeting arrangements, picking up the headset (and eventually the required Wifi card that the guy forgot to give to us...) the headset actually works and does VR things like it should. Obviously for being free, it's not going to be perfect since it's missing one of the base stations (needs to be gen 1, not gen 2) and of course it's a 1st gen HTC Vive, which is "terrible" by today's standards but one I'm actually fine with (especially since I'm used to looking through absolutely dreadful EVF's in 90's & 2000's cameras that will give you a migraine).
In all honesty I'm just giddy to have a real VR headset at all! Looking forward to installing VRChat and some other VR supported games that I've always wanted to try out. I know VRChat is supported on PC and other platforms, but it's just not the same to me without the motion tracking.
BTW yes my glasses do actually fit in the headset! Looks & works great. No complaints on this end.
Whats up with the new gen VR not having controller straps?
The new Meta and Steam Frame controllers dont seem to have straps to wrap around your hands. I like the Index controllers having those straps so you can let your fingers loose and still have the controllers in your hands. But the new ones dont seem to have them? Doesn't that suck?
Got Pico 4 few days ago and I have 2 questions
Got my Pico 4 and I am discovering the VR world. I got a decent PC to play some games and a sim rig to play Sim Racing ges (main reason I got the VR, cheaper and less invasive than a 3 screen setup), and this led to the first question:
1: How to play sim games like Assetto Corsa or AC Evo with VR? I got Virtual Desktop (which will be part of the second question) and Pico Connect. I can easily enter the Steam VR "Room" and perfectly play Half Life Alix, but if I try to open AC or other games compatible with VR, the games go to my pc screen and all I can see in the VR is a notification of the game running. What do I need to do in this case?
2: as previously mentioned I got Virtual desktop and all I can read are positive reviews. But if that's so, is it normal the whole experience is very pixeled? And I mean, big pixel, looks almost like Minecraft. This starts from the moment I run Virtually Desktop through the whole experience, while with Pico Connect I can see everything clear and smooth. Do you know why this happens? Is it because I am connected with the cable instead of Wi-fi?
Why is the Quest 3 $599 now, wasn’t it $499 two mo ago?
I swear, I thought I saw it for 499 a couple months ago but now everywhere it’s right at 599. Did something change?
Guitar hero vr
As someone that was a young adult when guitar hero was blowing up I think it would be awesome to have a vr version playing on stages with the bands.
Want to start using VR treadmill.
I want to use VR treadmill to work out this winter. I only have a PS5 pro right now. I want to play games like Skyrim VR, boarder lands 2, etc
What Treadmill and VR set up is the most user friendly and reasonably priced? What is the best system to use for buying really immersive games?
I watched the June 2026 VR Games Showcase. About half the trailers made me wonder: why is this in VR?
The showcase was decent. I Am Your Beast VR and Lanesplit caught my attention the most. Breachers: Outbreak, Exoshock, and Outlanders VR looked promising too.
But through roughly half the trailers, I kept thinking the same thing:
Why is this in VR?
Familiar genres are fine. They just need to gain something from the medium.
A VR game doesn’t need a mechanic that would be impossible on a flat screen. VR makes almost anything more immersive. I just don’t think immersion is enough on its own. The headset should change the experience in a way that actually makes me want to put it on.
I kept asking “why VR?” during trailers for things like:
- Sudoku in a headset
- Regular puzzle games
- A card battler
- Yet another puzzle-adventure built around pressing buttons, pulling levers, and finding objects
- A horror game where VR means opening doors with your hands
Most of that is easy to imagine on a monitor or even a phone. So why put on a headset?
Puzzling Places has a clear answer. You’re building a 3D model in the space around you. You can pick it up, bring it closer, turn it around, and inspect it from any angle.
Card games can work great in VR too. But the cards should feel like actual objects. You should want to pick them up, turn them over, look at them, and hear how they sound in your hands. I didn’t get that from the Primal Rumble trailer.
Puzzle-adventures and horror games often run into the same problem. Pressing a button with your hand instead of a controller is nice. It doesn’t really change the game.
Racing games and flight sims already have a reason to be in VR: speed, scale, and the feeling of sitting inside the cockpit. Even better when you can physically turn the wheel with your own hands.
Action games also gain a lot when your body and the space around you actually matter: movement, height, flight, weapon handling, distance, and positioning.
Too often, it felt like the developers chose a familiar genre and simply replaced button presses with hand gestures.
I think “why VR?” should be one of the first questions asked during development.
If you don’t have an answer, why build the game for VR? It may work better on another platform, with a much larger potential audience.
Which familiar genres does VR genuinely transform, and which are just as good on a flat screen?
And what are the best and worst VR takes on familiar genres you’ve seen?
I made a short visualisation to show why super sampling in VR is a huge upgrade to clarity and perceived resolution.
I'm always impressed by how much super sampling upgrade my old VR headset's display's image quality. I think it's mainly because constant small head movements amplify aliasing, so I tried to make a simple visualisation (made with AI) that simulate looking in VR at the same super sampled and non super sampled subject to try to show how it can be important :
Anyway, I think it makes the environment much more real and I think that is a parameter you should try to dial up before thinking of upgrading the clarity of your experience with new hardware.
The future of standalone PC gaming | Meta Quest & Pico VR.
Much like the Steam Frame advertises, playing your PC games native within headset is now possible, opening up a huge library of games without needing to ever plug into a PC.
This video gives behind the scenes info on the development with the now deprecated GameNativeXR Project and introduction to the NEW WinlatorXR version for July 2026
both applications allow you to play your Steam, Epic, GOG and Amazon PC store games inside your Meta Quests and Pico VR headsets- FOR FREE- WITHOUT any PC!
One important point covered in the video is about the hugely popular Meta Quest 3 and 3s VR headsets.
Unfortunately, Meta Horizon OS continues to barricade progress of existing and future developments that could one day potentially bring PCVR into standalone, This is due to the missing Turnip video driver support for Quest 3 and Quest 3s devices.
The Qualcomm drivers that Quest 3 / 3s uses suffers greatly with compatibility and performance compared to Turnip, being unable to render any openGL PC titles, while already having limited compatibility with dxvk (dx7-11) and vkd3d (dx12), sometimes unable to render correctly no matter the container setup.
The older Oculus / Meta Quest 2 remains compatible with Turnip, The PICO 4 Ultra which has the exact same chipset as a Quest 3, remains compatible with Turnip and the upcoming Steam Frame will be functioning solely with Turnip.
This lack of support stops any hope of using existing pre configured game profiles from something like GameNative, which assumes (quite rightly) that turnip would be supported on the GPU in quest 3.
This in part ultimately lead to returning development time to WinlatorXR, where full setup control can be managed in a way that doesn't have the users constantly fighting against incompatible setup being imported and not launching their games.
All code towards the XR modifications has been passed back to the GameNative project and the lead developer has since acquired a Meta Quest 3s, so the future is still bright and in safe hands, our hope is the massive community there can shout louder than me alone with regards to getting turnip support reinstated.
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No development builds for GameNativeXR will be shared, but for the new WinlatorXR (CATS27 APK) see the setup guide below
Link to new Quick Start guide for WinlatorXR July 2026 edition:
https://www.youtube.com/watch?v=zzbJe0NmfG8
Update 59 for cyubeVR is now live on Steam! Updating the game from Unreal Engine 4.27 to Unreal Engine 5.6. Many technical changes like OpenXR, new UE5 features that can significantly improve visual quality like Nanite rendering, Virtual Shadow Maps and DLSS 4.5, plus more improvements and fixes
store.steampowered.comChanging SteamVR bindings while using WiVRn?
this is a question i've searched for for a WHILE now, with absolutely zero results. basically, i want to play vivecraft through WiVRn and successfully can... except, the default controls are insane and the only way to change them is with SteamVR. but WiVRn doesn't use SteamVR...
is there some kind of official solution that isn't just installing SteamVR & ALVR? that combination is currently completely broken for a lot of people, including myself, so that's just not an option.
EDIT: solved! i did some crtl+f in a vr discord and found this, a subheader on the xrizer page on the linux vr adventures wiki. it's a little weird to do but it works https://wiki.vronlinux.org/docs/fossvr/xrizer/#rebinding-controls
Did meta ever open up access to the passthrough cameras?
I remember a year or two ago, there was talk about how meta was imminently about to open up access to the Quest passthrough cameras to 3rd party devs.
People were excited for a new era of interesting experiments along with even more interesting privacy risks.
Haven't heard anything about it for a while. Did Meta abandon that idea? Did it happen but no one did anything newsworthy with it?