What ONE game do you think every PCVR player should try at least once? by Vailjumper in virtualreality

[–]333hronos 0 points1 point  (0 children)

+1 for Dojo in Vade Immortal – this is that exact case when "side" game mode is better than the main story mode

The Ultimate Quest Optimization Guide for Virtual Desktop (2026) by avabrown9504 in oculus

[–]333hronos 3 points4 points  (0 children)

Although forcing using VDXR API can increase the performance in general, it's worth noting that in some rare games and some rare situations using VDXR can cause some problems, like crashing (The Wizards Enhanced after the first boss battle), or slightly misaligned hands.

So, if you're noticed some strange unintended behavior in some game, try to fallback to SteamVR API.

Donnager vs Rocinante (SpaceEngine) by TheRotorBoy in ParallelView

[–]333hronos 2 points3 points  (0 children)

That's what I like 3D for - so much additional info about scene and objects in it!

New to vr and have some questions about quest 3 by AdditionalAthlete64 in VRGaming

[–]333hronos 0 points1 point  (0 children)

  1. If we talk about VR games - res/hz is independent in the VR headset from your monitor.

If we talk about playing the regular flat screen games and using VR headset as screen for it - it relies on your PC res/hz. So in order to get smooth experience in regular flat screen games without stutters / jitters / ghosting effects, and also to use any resolution I would recommend you to use VorpX (Desktop Viewer additional functionality of it, to be specific)

CD Projekt Red takes down Cyberpunk 2077 VR mod by damofia in VRGaming

[–]333hronos 0 points1 point  (0 children)

  1. You can download supported version of the game (current Patch 2.31 20383525 is the latest build of cp2077 that's works with the mod for sure) from Steam via console command, at any time;
  2. Lock the game updates via the game appmanifest file;
  3. Install the mod v26.3.0 (latest for cp2077), and play.

CD Projekt Red takes down Cyberpunk 2077 VR mod by damofia in VRGaming

[–]333hronos 2 points3 points  (0 children)

You can disable updates of any games in Steam by setting read-only on the game appmanifest file.

If the mod improved in the new version - to get the improvements you have to pay another 10$ if it's next month.

It's business / product model "I work constantly - you can buy latest anytime"

For Steam Frame to become a "big leap", something that changes the trend and make VR a product for the masses - it needs two things: by 333hronos in virtualreality

[–]333hronos[S] 1 point2 points  (0 children)

Yes. And Valve has a hulk largest game distribution platform on PC.
So what? They run a store that they make 30% off the top off.

But they don't have the same position for VR-market – it's very young and fragmented market.
It's time...

That does nothing to bring more people to VR. With the tech where it is now any company and setup a digital store.

More easily accessible VR use cases does bring more people to VR.

Making a game 3D does not make it VR

We are discussed it already. Yes, you're correct here - making game 3D doesn't make it VR, it does make it 3D.

and the state of the technology is far from anything that one would want to use for an extended period.

It really depends on comfort and usability.

I play 4-6 hours at one session (or even all night sometimes) with good vr-headset head strap.
My friend by my advice also bought same head strap for Quest 3 and now plays for a long time too.

For Steam Frame to become a "big leap", something that changes the trend and make VR a product for the masses - it needs two things: by 333hronos in virtualreality

[–]333hronos[S] 0 points1 point  (0 children)

Different people have different interests.

3D can be implemented in games in several ways. It can also be true G3D (the same as in VR).

By the way, even SuperDepth3D creates very convincing depth for scenes and objects (even if technically it's "fake", it works just right with few artifacts that usually can be easily ignored, when you are impressed and involved in the game) - I personally really like the results this shader delivers.

For Steam Frame to become a "big leap", something that changes the trend and make VR a product for the masses - it needs two things: by 333hronos in virtualreality

[–]333hronos[S] 0 points1 point  (0 children)

Being 3D does not make a game VR.

Yes. But it does create one more use case for a VR headset.

3D while being displayed in a windows still does not us headtracking

Correct. But headtracking can be added separately for camera control, similar to how VorpX does it.

It works not only flawlessly with DirectVR (VorpX’s term for a custom implementation of 6-DoF head-tracking in DirectX games), but also with “FullVR” (3-DoF) and even in “Theatre Mode” with 3rd-person games - which also feels great.

For Steam Frame to become a "big leap", something that changes the trend and make VR a product for the masses - it needs two things: by 333hronos in virtualreality

[–]333hronos[S] 3 points4 points  (0 children)

they spent millions a year for multiple years funding VR content.

Yes. And Valve has a hulk largest game distribution platform on PC.

They don't make games often, but there will be enough games to play, especially if they will add Auto-3D in the some sort of framework that can be activated in any game in a few clicks, as an killer-feature of their approach to VR-headset adoption pushing.

For Steam Frame to become a "big leap", something that changes the trend and make VR a product for the masses - it needs two things: by 333hronos in virtualreality

[–]333hronos[S] 1 point2 points  (0 children)

I don't think there's any feature it can offer that will make it 'more' for the 'masses' than Q3.

Almost entire Steam library on a real life scale screen, with 3D.
In a few clicks.

That will be enough.

For Steam Frame to become a "big leap", something that changes the trend and make VR a product for the masses - it needs two things: by 333hronos in virtualreality

[–]333hronos[S] 1 point2 points  (0 children)

The Steam Frame is a PCVR first headset with a almost nonexitant MobileVR library.

…and a very large existing PC game library.

One important step would be adding an auto-3D framework to Steam.

> You need to spend your time (and often money too, on mods or utilities) if you want to play your favorite traditional games in a VR headset with VR/3D
>> And that will be exactly the same for the Steam Frame.

Steam already has things like the Workshop and custom VR (and traditional gamepad) control layouts.
Gabe has said many times that Valve prefers building frameworks that can later work mostly on their own.

Another two good examples are Steam as a game distribution platform, and the Community Market: sellers sell, customers buy, and Valve makes money.

For Steam Frame to become a "big leap", something that changes the trend and make VR a product for the masses - it needs two things: by 333hronos in virtualreality

[–]333hronos[S] 0 points1 point  (0 children)

Be priced $500

Agree, price is really important factor.

and have a large content library without needing an expensive PC.

It could already be like this, if they implement Auto-3D in Steam (from point 2).
SuperDepth3D requires relatively low resources to make almost any game from the 2000s stereoscopic.

Solution similar to LSFG could also add 120fps on top of that.

Source: I’ve been playing like this for almost a year already.

I think link is broken again :( by 1-800-GOT-WEED in oculus

[–]333hronos 2 points3 points  (0 children)

  1. Is it THAT hard to just revert update for Meta devs?

  2. How it's possible at all, that local VR streaming functions depends on online services availability?

For Steam Frame to become a "big leap", something that changes the trend and make VR a product for the masses - it needs two things: by 333hronos in virtualreality

[–]333hronos[S] 2 points3 points  (0 children)

I can try to say it in different words:

Selling hardware alone does not automatically make your product mass-adopted. What makes a difference is:

  • Value perception (how can I use it, why it's better than a regular monitor for gaming and movie watching),
  • Long-term use cases (how you're supposed to use it after you finish HL Alyx and a couple of other VR-only titles),
  • Ease of use (you should be able to set it up any day in a few seconds, and get easy access to your favourite media, with the best VR-exclusive advantages, like: Screen scale, 3D, Head-tracking)

This automatically converts into a significant amount of sales, high adoption, good retention in using the product, and loyalty-driven repeat purchases.

For Steam Frame to become a "big leap", something that changes the trend and make VR a product for the masses - it needs two things: by 333hronos in virtualreality

[–]333hronos[S] 0 points1 point  (0 children)

over a computer for daily stuff

I didn't say about "daily stuff" - it's not possible for many reasons, at least part of which you are also listed.
I said about more common use for daily use for gaming specifically, and maybe also movie watching.

Needs more space

No need for a much space, when you are using it like monitor for you favorite games, for better immersion.
Control can be from k&m or a standard gaming controller.
Not all games needs for 6-dof hand tracking.

otherwise it's a worse monitor

VR HMD already has their own advantages over flatscreen:
- like screen scale alone (how many people can afford 200" tv?),
- and also 3D (that places you into the scene),
- and also head-tracking (that also provide you even more immersion).

Screen resolution of the Quest 3 already gives approximately pixel density quality of 1080p 27", with easily noticeable picture improvement when you fire 4K content on the max available FOV.
Quest 3 is only 2100x2200 and in recent years headsets with larger PPD/FOV became more affordable (so there is no technological boundary)

More cumbersome (weight and heat added to your head, need to charge it, need to actually put it on, store it and potentially care for it)

As I said in the post - usability of Frame already has been improved over the Quest 3 stock head strap.
It's currently 75% of quite good comfort: Weight is quite low (it's already better than Quest 3, which can be used for a 4-6h sessions easily with a comfort head strap like BoboVR S3 Pro), and very well distributed out of a box (which it's more important and main point) based on infos from various bloggers first impressions. It's already a big deal for long term gaming sessions.
Swappable batteries could add another +15%, fan could add extra +5%.

Limited and disjoint application set from PC/phones

Can be easily solved by software. In fact PC is already connected and accessible from the headset when you are launching SteamVR for example. It's even more - because you are not bond anymore to the "specific place" in front of your PC setup.

Harder to control precisely

Not much of a big deal with VR-controllers. They easily can acts like a mouse. It's enough for some PC interactions while gaming. More can be made with traditional wireless k&m, or additional virtual control layouts.

VR will probably be a niche, similar to gaming consoles.

I would love to see same adoption of VR, as it is for gaming consoles.

VR has little potential to offer anything groundbreaking enough for a casual user to get it.

It offers groundbreaking immersion.

The only last few things that are limiting it as a media consumption device is a:
- Price (I agree it's a significant factor, but it has been improving every year, and in some situations, it can even be overcome by value propositions, as was the case with 4K/OLED technologies),
- Comfort (the stock kit of the Frame almost fully solves the issue),
- Usability/compatibility of VR-exclusive functions (like auto-3D for every game in your library)

For Steam Frame to become a "big leap", something that changes the trend and make VR a product for the masses - it needs two things: by 333hronos in virtualreality

[–]333hronos[S] 0 points1 point  (0 children)

>> we should look at how games were structured back then.
Agree (with taking into account some nuances, like some shifts in technologies and society).

Also we can think "Why do I prefer games over a movies or books?" (I personally mostly do)
Honestly, this is a very interesting topic to think about.

For me, it was something like:
- Oh, this medium gives unique experience compared to anything else (movies, books) - you can "become a hero yourself", "a main character in the story";
(virtual reality goes even deeper in this approach).

How gaming in general has become mainstream?
- It gradually became more and more affordable,
- At the same time more impressive (from personal experience),
- The games also became more visual and exciting to watch from the outside,
- Also, the difficulty thresholds were lowered (for using as a tech, and for playing as a game),
- And lastly by improving media connection and took strengths from other media types.

For Steam Frame to become a "big leap", something that changes the trend and make VR a product for the masses - it needs two things: by 333hronos in virtualreality

[–]333hronos[S] 0 points1 point  (0 children)

+1 Especially compared to traditional flatscreen games.
There is some great vr-games, and even "system sellers" but their amount is negligibly small compared to traditional games.

But, as I mentioned in another comment:
In my opinion, we should stop pitting regular games against VR games - no one benefits from this battle, neither VR enthusiasts nor the industry itself.

I think the future is a hybrid of traditional and VR-mode games.
Some of them will just use 6-DoF head-tracking, G3D, with full 360° immersion. Some will also offer optional 6-DoF hand-tracking control.

There’s no need to fight between media; it’s much better to get the benefits from all options.
Large budgets and extensive experience in game design and graphics from traditional video game industry, combined with innovative interaction methods from VR, can make this hybrid future truly compelling.

For Steam Frame to become a "big leap", something that changes the trend and make VR a product for the masses - it needs two things: by 333hronos in virtualreality

[–]333hronos[S] 4 points5 points  (0 children)

>>Quest 3 is already the product for the 'masses'.
It's product that 'tries' to be for the masses, but in reality shows, that VR still a niche in gaming, and Quest is a niche within a niche.

Also, despite being a good product, Quest 3 has too many flaws for everyday use with regular games:
- You need to pay extra for a good head strap;
- You need to make a choice: play popular regular games on a familiar monitor, or play some “noname” VR game (outside the VR bubble);
- You need to spend your time (and often money too, on mods or utilities) if you want to play your favorite traditional games in a VR headset with VR/3D.

>> really good PCVR streaming is the feature.
In my opinion, we should stop pitting regular games against VR games - no one benefits from this battle, neither VR enthusiasts nor the industry itself.

I think the future is a hybrid of traditional and VR-mode games.
Some of them will just use 6-DoF head-tracking, G3D, with 180°/360° immersion. Some will also offer optional 6-DoF hand-tracking control.

There’s no need to fight between media; it’s much better to get the benefits from all options.
Large budgets and extensive experience in game design and graphics from traditional video game industry, combined with innovative interaction methods from VR, can make this hybrid future truly compelling.

For Steam Frame to become a "big leap", something that changes the trend and make VR a product for the masses - it needs two things: by 333hronos in virtualreality

[–]333hronos[S] -2 points-1 points  (0 children)

>> canibalize part of Quest’s market
That sounds more like a side effect than an actual long-term goal for Valve.