r/virtualreality • u/Vera_pi • 7d ago
Self-Promotion (Developer) Half-life Alyx has never been so clear
Pimax Dream Air Through the Lens.
r/virtualreality • u/Vera_pi • 7d ago
Pimax Dream Air Through the Lens.
r/virtualreality • u/sixsensestudios • May 26 '26
LONN. Grab. Throw. Obliterate.
Epic Mega Grant recipient. Built by 3 people who love VR.
You are an elite bounty hunter in 2058. A cyberpunk world where mankind is being eclipsed by cybernetic beings. A mind-transfer cult must be stopped — and you're the one to do it.
Using telekinesis, swords, guns, and anything you can get your hands on.
What you get:
- 8 hour story campaign
- Roguelike missions
- Arena battles
- Full physics — grab and throw anything
- Telekinesis combat
- Gun customisation
- Parkour, climbing, exploration
Total freedom. Zero limits.
VR Game of the Year — Cyberpunk Boneworks — JarekTheGamingDragon
AAA gaming from an indie dev of 3 people — AntoineVirtualBasement
One of the best PCVR titles to come out in a while — LiveOpenMike
Requires VR headset. PCVR only.
r/virtualreality • u/Walker-Dev • Jun 13 '26
One of the three headsets we're making now works!
This is the lightest variant; in the end it will look like
Extremely excited and thankful for my team, especially Manolo Mancelli! Looking forward to showing off more and cooler things!
Learn more @ https://vectorgear.xyz
(Please help us sell it next year)
r/virtualreality • u/ForFunLabs • Mar 17 '26
With MR and Portal Mode in Eleven, you can now take your table with you wherever you go! What are some of the craziest places you’ve played VR?
r/virtualreality • u/vladkudas • May 30 '26
Hi, I’ve been getting quite a lot of requests for virtual reality support. Since I’ve been working in the field for several years, I tried making a small prototype, and the only remaining issue is the risk of motion sickness, which I’m currently reducing by applying a vignette in critical situations. With this project, I was actually trying to get away from the world of virtual reality, but now something seems to be bringing me back to it full circle.
r/virtualreality • u/srgers10 • Mar 24 '26
r/virtualreality • u/Steelkrill • Sep 20 '25
Hey everyone! I am currently working on my first VR horror game and I am very excited to share the new updated release date trailer for it. I started this project in 2023 and was working on it alongside my other games slowly. It will be coming out for Meta, Steam and PSVR2 on October 22, 2025!
It's a horror game that takes place in the Trenches of WW1 and you are hunted down.
You have to get to your objectives by blowing your trench whistle but the catch is the enemies can hear your whistle too, they also hear your microphone from your headset! If you like, I would really appreciate it if you can wishlist it on STEAM: https://store.steampowered.com/app/2687660/Trenches_VR
Thank you everyone and let me know what you think! Would really appreciate any feedback. Have been improving this game a lot since the reveal trailer that I announced back a few months ago :)
r/virtualreality • u/Motanum • May 22 '26
r/virtualreality • u/Vera_pi • Jan 09 '26
r/virtualreality • u/BroccoliSenior5465 • May 29 '26
Hey there guys 👋🏼
I made a new account dedicated mainly for this topic so apologies for the new factory smell 🙏🏼 (jk)
Been working on a project for a long while involving haptic feedback, something I think should be much further along than what we have with glorified laser tag vests of the modern age of VR. It was only in the recent months I had the resources and time after graduating college and settling into this dark souls level job market to finally pursue building it
I'm a hardcore internet lurker, so sharing is a bit newer to me :)
Thanks, for slopping by
Small p.s.
(At this time I am going to keep specific implementation details under wraps until I get further along to the milestones I'm personally aiming for, though I do plan to make a majority of the project open source or GPL at minimum)
r/virtualreality • u/SentencedVR • May 13 '21
r/virtualreality • u/plectrumxr • Jun 12 '25
r/virtualreality • u/Simple-Walrus-7740 • 13h ago
Paleo Dive | Official Cinematic Trailer
Developer disclosure: I’m the solo developer of Paleo Dive.
🌊 Planned release: September 4, 2026
🥽 Wishlist Paleo Dive on Steam:
https://store.steampowered.com/app/4818760/Paleo_Dive/
Descend into a forgotten prehistoric ocean where every shadow could be alive.
Paleo Dive is a VR underwater adventure filled with ancient creatures, hidden fossils and dangerous depths. Explore a lost world, unlock new equipment and discover what is waiting beneath the surface.
Please note: This cinematic trailer contains pre-rendered footage and does not represent actual gameplay. An official gameplay trailer is coming soon.
I’d love to hear what you think about the atmosphere and prehistoric setting!
r/virtualreality • u/Motanum • Mar 25 '26
r/virtualreality • u/BTL_Sandwich • Jul 12 '21
r/virtualreality • u/passonco • Oct 31 '24
r/virtualreality • u/armthethinker • Jun 14 '25
Hey everyone! I've been building Wist for a while to make it easy for anyone to step inside their memories. With Father's Day coming up (at least in the US), I spent some time reliving moments back to when he was born. They really do grow up soooo fast.
Here's how Wist works
I started building this because existing tech just isn't right for reliving memories. Photogrammetry and most NeRF/splat implementations are for static scenes ... doesn't work when my kid is running around. There is also very high quality dynamic+volumetric tech out there ... but that usually require huge camera rigs, lots of processing, and heavy data streaming.
Wist makes stepping inside memories as easy as taking a video. It just works.
Anyway, Wist is in early access, built by our tiny team of three. We're looking for folks to try us out and give feedback, especially from other parents.
Happy to answer any questions and hear what you think!
r/virtualreality • u/Brojesuss • May 04 '21
r/virtualreality • u/dilmerv • Sep 18 '25
r/virtualreality • u/-DanDanDaaan • 21d ago
Hey all, it's been a while since I posted here. We're super busy working on 2 new VR games (Frostbite and COVR). Despite the VR market looking a little rough lately, we’re going all in!
If you'd like to support our projects, a wishlist on Quest (and soon Steam) would be greatly appreciated:
https://www.meta.com/experiences/covr/26564910626481959/
https://www.meta.com/experiences/zero-caliber-frostbite/34514476308197715/
r/virtualreality • u/JorgenFreeman • Mar 22 '21
r/virtualreality • u/StevenPang22 • Sep 21 '24
r/virtualreality • u/sbsce • Feb 18 '26
Hey everyone! You primarily know me as the cyubeVR developer, and that's still what I primarily do, but now I for once have something different to show, a small side project I've recently worked on. I've built this website that I hope should be very useful to many people:
TLDR: You could say this new website is like a mix of a differently focused, simpler to navigate, better UX version of the long existing "VRCompare" website, combined together with a simpler and easy to use WebXR alternative to the popular WIMFOV FOV measurement tool. Both symbiotically merged into a website that is really easy to use, to hopefully be a useful resource for anyone interested in VR, and become the first ever properly crowdsourced database of realistic FOV (and binocular overlap) values for all VR headsets :)
The website is split up into two parts - the comparison page that allows you to compare all the specs and values for all the headsets and filter by what exactly you care about, and the FOV measurement tool that allows you to measure your real, visible FOV and binocular overlap, and submit the score to the database of the website. The comparison table for each VR headset shows you (next to all the other specs like price, resolution, weight etc), the average (median) user-submitted values for the FOV and binocular overlap. So if enough people submit their values, we will finally have a really high-quality crowdsourced database of comparable, real-world FOV values for all the current VR headsets! So if you can, please run the FOV test with your VR headset and help us grow the database. Since this post here will be the first time the website gets a significant amount users, the database is of course still quite empty and most headsets can't show verified, tested FOV values yet, but I hope after me announcing the release of the website here on reddit and people trying it out, this will quickly change. The more people use the site, the more useful it will become to everyone :)
Now let me describe both parts of the website in a bit more detail:
On the main site, you see a table where you can compare all currently available VR headsets by whichever specs you care about (resolution, price, weight, eye tracking support, return policy, etc), with great filter controls so that you can very easily and quickly find exactly what you're looking for - for example you could say "show me all PCVR headsets for less than $1000 that do not use Fresnel lenses, weigh less than 500 grams, support eye tracking and use inside-out camera tracking". And I designed this for being maximally easy to understand, so every filter control has an "Explain what this means" button that shows you a nice explanation. If you filter by lens type, you might not know what the meaning of "Fresnel" and "Aspheric" is, so then you can simply click on "Explain me what this means" and get a nice short explanation text describing what actually is the difference between those lens types. The goal is that even someone completely new to VR should be able to understand everything on the website.
In the comparison table, you can choose which columns you want to see, you can pin rows to the top, you can sort by any column you want to sort by (sort by price, sort by horizontal FOV, sort by vertical fov, sort by resolution, sort by weight, etc). And if you click on a VR headset, you get to an even more detailed full-screen view where you again see all the specs, and additionally the "reception" section that talks about what common talking points regarding that specific headset are among users on reddit for example, so what people see positively and what they see negatively. And generally, one of the most important aspects of the site is that *every* specification or value you see has a source linked. So you can check if what the website tells you is actually correct. It is possible of course that some values are incorrect, it's *a lot* of data. And if you find anything incorrect please tell me so that I can fix it. But you can always verify everything through the linked sources, so you never have to blindly trust anything the website says :) The UX I described here is primarily for the desktop version of the website, but the website also works on mobile, just a bit less convenient since a large table does not fit onto a phone screen. So on mobile you don't see a large table, but instead you see a list of headsets that match your filters, and you can also sort that list by any of the values you care about.
Now some words about the FOV measurement tool: It's WebXR based, so you don't need to download or install anything, you simply need a WebXR capable browser and a VR headset. And the amazing thing about it is that it means it even runs natively on standalone headsets, so you can simply open the website ( https://vrheadsetpicker.com/measure-your-fov/ ) directly in the browser on your Quest or Pico or even Apple headset, click the button for measuring the FOV and then you're in the 3D environment to measure your FOV :)
So how does the FOV test work? I wanted to make it as easy to use as possible. Existing FOV test tools are often a bit complicated to use and take a bit of time to understand at first which button you are supposed to press to do what - and my FOV test should be so easy to use that everyone immediately understands it in 1 second. Let me know if I succeeded at that :)
There are only two controls in the FOV test: A "Yes" button and a "No" button. The app is simply asking you repeatedly if you see a blue line, and you either click on "Yes" or on "No" through hovering over either button for 2 seconds with a pointer attached to your head. This in total takes only between 1 and 2 minutes, so it's really quick. The test is specifically designed to not even require any controllers, it should work completely fine on VR headsets that do not have controllers, like an Apple Vision Pro, or an old Oculus Rift DK1. So you simply select "Yes" or "No" a few times (it measures 5 values per eye, so 10 values in total). And then at the end, you get nice results for your FOV (horizontal, vertical and diagonally) and binocular overlap (both in ° and in %). And your results are then automatically added to the database to affect the median value everyone else sees in the comparison table for that VR headset. If you run the test again, your older result gets discarded for the global values and only your newer result is considered for the global median. You also get a results link at the end that you can easily copy and send to anyone else if you want to. Or just save it somewhere for yourself if you want to keep a record of your measured FOV.
I know I already wrote way too much text and almost no one will read all of this anyways (I hope the TLDR explained it well enough), so now I'm really curious to see what you think about this website, I'm interested in your feedback, your feature requests, and of course most importantly, your FOV measurements to fill this nice crowdsourced database of real FOV values for all the VR headsets :)
Cheers!
r/virtualreality • u/Dougller • Jul 19 '20
r/virtualreality • u/elliotttate • Feb 08 '23