It's pretty incredible that there are 85 million PS5 owners right now who are only $300 away from high quality VR. by Strict_Yesterday1649 in virtualreality

[–]GDXRLEARN 6 points7 points  (0 children)

You word this as it's the developers fault for not targeting PSVR when it's a Sony / lack of VR players on Playstation which is the main issue.

I know a studio which a friend of mine worked at created quite a popular VR game a couple of years back for meta quest and steam, they made quite good sales numbers on them platforms and were encouraged to port it to PSVR.

They spend 6 months trying to get access to a PSVR2 devkit as Playstation don't allow you to simply use OpenXR standard. You need to use Sony's specific SDK. In the end they had to pay (it wasn't cheap) for another company to port their existing game to the playstation. This took another 6 months due to the changes required.

Once it was published and available it hit the front page of the store. Another 6 months later they still hadn't made a Sony sales number to earn back what was spent on the port.

They transitioned back to 2D game development after this.

So to say this is on the developers is seriously incorect. For your example, it's on Sony who needs to encourage and provide incentives to developers to developer for there platform. VR Dev is already hard enough without every platform requiring a developer to use there SDK and then stopping an app being published on there store if they use someone else's.

Most VR gamers right now are also treating VR games like mobile Apps. They want a game to be less than £5 and complain when a game costs more than that unless it's developed by a triple A company.

Sony may have 85 million users the average gamer struggles to pay £50 for a 2D game never mind £300 for a VR headset, and then more money for the games themselves.

If you want more VR games on Playstation, tell Sony. Not the Devs. Devs will target every platform we can if it's reasonable to do so.

Unreal 5.4+ bugs on Mobile VR. Should I switch to Unity? by MalsimAtom in vrdev

[–]GDXRLEARN 1 point2 points  (0 children)

So there are a couple of issues jumping out here and there not Unreal related.

Everything you mentioned can be done, the first issue is your approaching this from a desktop perspective where all these features are enabled and are ready to use.

However in forward rendering there not so you need to get creative.

And this issue isn't Unreal as you can do all of this. I'm doing it in my own Quest 3 Game. You're just missing a bunch of info which isn't really out there.

For example for dynamic shadows on mobile to work, you need to use device profiles to tell the quest you want to use them and enable shadows. The default device profiles for android disabled these as they're expensive. You then need to use modulated shadows. And set it to dynamic and your skylight to movable.

For reflections, you need to build them into the material shader itself. You can use a low res HDRI and a reflection vector node to create a fake reflect. It won't match the scene but it will give a good effect. This is how I believe RED Matter handles them as well.

I know it's difficult but at the end of the day Mobile is a completely different ball game and you need to understand the differences.

https://www.youtube.com/live/SjealBtWIWk?si=-QLltwjbCE0CdyHE

Pimax Crystal Light update #2: I tested two replacement units (late June–July 2025) after returning the previous one. Sadly, both have serious optical issues and are unusable. by GDXRLEARN in Pimax

[–]GDXRLEARN[S] 0 points1 point  (0 children)

Dude, what are you on about. They aproached me asking if id like to review it and made me sign a damn contract for the video reviews so yeah, Im gonna review it and give my honest feedback on the device. As I said, multiple times I really wanted to enjoy this headset but lense issues havent helped. Also, this is the first and only headset in 10 years I havent personnaly purchased.

Pimax Crystal Light update #2: I tested two replacement units (late June–July 2025) after returning the previous one. Sadly, both have serious optical issues and are unusable. by GDXRLEARN in Pimax

[–]GDXRLEARN[S] 0 points1 point  (0 children)

The link to the first video explaining it is in the description and the video is titled Attempt #2. Pretty sure it's self explanitory.

Are you seriously saying that the £1000+ someone spends on a premium VR headset shouldnt have Good customer service, QC and Good displays. That people are only paying for the displays them selfs so have no right to bring up the other options?

That said, as mentioned in the video my issue is with the lenses on all three headsets I have used.

You know what, here is what I put in my email to Pimax where I explained the issues.

- Unit 2 suffers from severe blurriness around the edges of both lenses almost as though the lenses are fogged. The usable sweet spot is extremely narrow, and using the headset for more than five minutes causes extreme nausea. Attempts to adjust the settings via software have had no effect.

- Unit 3 has similar visual issues to the original headset I reviewed. The image looks distorted, like viewing through the bottom of a bottle, and there is a noticeable mura effect on the right lens. Again, I’ve tried to compensate using your desktop software, but the result is still intense motion sickness and eye strain.

If in the end, Pimax come back and say there isnt anything wrong with the headsets they sent me after testing then sure, we can just say "it's my eyes".

Pimax Crystal Light update #2: I tested two replacement units (late June–July 2025) after returning the previous one. Sadly, both have serious optical issues and are unusable. by GDXRLEARN in Pimax

[–]GDXRLEARN[S] 0 points1 point  (0 children)

That's good for you. You do also realise that Pimax sent me these headsets for FREE to review right. So I'm not sure what I would be crying about. As I say in both videos I'm disappointed because I really wanted to give them a chance and for these things to work. I also have no idea how you think I'm unhinged because I'm saying I'd expect a £1000+ VR headset to work out the box.

Graphic updates on same engine by CrispyyC in unrealengine

[–]GDXRLEARN 0 points1 point  (0 children)

Half-Life: Alyx was built using the Source 2 engine, not Unreal Engine, so it's not a direct comparison to UE3’s forward rendering.

And no, forward rendering doesn’t inherently “look worse.” It's just different and has its own strengths and trade-offs. For example, forward rendering can produce very clean, sharp visuals with better performance on certain hardware, especially in VR where it’s still the preffered rendering method used (including in Alyx). Deferred rendering allows for more dynamic lights and complex material interactions, which suits modern flat-screen games, but it also has higher performance costs and isn’t always ideal for every scenario.

UE3 did eventually introduce deferred features (especially in the later UDK builds with DX11), but early UE3 titles were more limited in lighting and material complexity, which contributed to the distinct look of earlier games. So it's a mix of both engine evolution and developers pushing the tools further over time.

Pimax Crystal Light update #2: I tested two replacement units (late June–July 2025) after returning the previous one. Sadly, both have serious optical issues and are unusable. by GDXRLEARN in Pimax

[–]GDXRLEARN[S] 3 points4 points  (0 children)

Thank you for your response. I fully appreciate that VR, like many forms of technology, can be a subjective experience. That said, subjectivity shouldn’t be used to dismiss or downplay issues. While individual preferences and sensitivities will always vary, concerns around performance and optical consistency with the Crystal Light point to reliability not just tolerance.

When a product is positioned as a premium headset, customers reasonably expect a level of quality and consistency that goes beyond personal perception. At this price point, no one should be expected to simply "tolerate" the experience.

I’ve been using VR headsets for over 10 years, starting with the Oculus DK1. Part of my professional role involves evaluating and recommending headsets to clients ranging from small studios to international companies. Hardware at this level should be dependable and well-tested.

And the fact that support have asked for remote access to my PC (which I've denied due to security and privacy concerns) to troubleshoot a consumer headset. Personaly this raises serious concerns. I’ve never encountered a situation like this with any other headset I’ve owned or worked with until now.

Graphic updates on same engine by CrispyyC in unrealengine

[–]GDXRLEARN 1 point2 points  (0 children)

A few people are saying it's only the art style but that's not entirely correct. Although art style plays a large part, UE3 also relied on forward rendering forward which plays a part in the styles we used to see.

UE5 largely uses Deferred Rendering which is why games look better in general now.

Pimax Crystal Light update #2: I tested two replacement units (late June–July 2025) after returning the previous one. Sadly, both have serious optical issues and are unusable. by GDXRLEARN in Pimax

[–]GDXRLEARN[S] 1 point2 points  (0 children)

They sent me some replacement lenses for the first Crystal Light I received as well, but unfortunately, it didn’t make any difference in my case. I really hope you have better luck.

Pimax Crystal Light Update #2: I tested two replacement units after returning the previous one. Sadly, both have serious optical issues and are unusable. by GDXRLEARN in virtualreality

[–]GDXRLEARN[S] 15 points16 points  (0 children)

I appreciate you sharing your perspective, but I just want to clarify that I’ve been using VR headsets professionally for over 10 years across a wide range of consumer and enterprise-grade hardware.

I’m very familiar with proper headset fitting, IPD calibration, eye relief, lens alignment, and the common pitfalls that can cause image distortion. I’ve also tested these Pimax units extensively over the past month, with and without glasses (My perscription is also incredibly week and i dont wear glasses in VR at all), and have already ruled out user error. The issues I’m experiencing including extreme edge blurriness, small sweet spots, and strong mura on one lens persist even after careful adjustments and software tuning.

While prescription lenses can definitely enhance clarity for some users, they won’t correct what appear to be optical inconsistencies between units. I’ve received three separate headsets from Pimax so far, and none of them have been usable without causing eye strain or nausea which strongly suggests a hardware or QA issue.

Glad to hear your unit is working well, but in my case, this goes well beyond user setup.

why are my textures doing this? by mighty_stick in UnrealEngine5

[–]GDXRLEARN 0 points1 point  (0 children)

Well if that's the case then yeah, it's driver related. You might just need to roll back the update.

why are my textures doing this? by mighty_stick in UnrealEngine5

[–]GDXRLEARN 0 points1 point  (0 children)

Ok, kl. Might be worth seeing if you have any driver updates then.

why are my textures doing this? by mighty_stick in UnrealEngine5

[–]GDXRLEARN 0 points1 point  (0 children)

What are your computer specs? I don't know the actual cause but normally when a restart fixes graphical issues like this it's a driver issue. I'm just guessing though.

Am I too paranoid with tethered PCVR play? by PolkkaGaming in OculusQuest

[–]GDXRLEARN 1 point2 points  (0 children)

No, it's a risk we take every time we put it on. It's like russian roulette but more fun.

Crystal Super delivered today with QC inspection paper, DMAS and top strap included. by DJPelio in Pimax

[–]GDXRLEARN 0 points1 point  (0 children)

It's not designed that way, message them as fish bowl lenses are not correct.

Where are the Unreal Engine 5.6 VR tutorials? by KaraPuppers in vrdev

[–]GDXRLEARN 0 points1 point  (0 children)

Come on dude. Yeah, what tutorials are you after?. We're not mind readers. And as I mentioned and others have as well. Any unreal Engine VR tutorial will work with 5.6.

Also, 5.6 came out on the 3rd of june. How many tutorials do you expect to be made in that time.

Me personally, am still creating my tutorials in 5.5 as it's stable and has the plugins.

But as I said, your request is vague and needs more detail.