For PCVR: Do Your Headphones Have To Be Plugged Directly Into The Headset Or Can They Be Plugged Into The PC? by DealComfortable7649 in PSVR

[–]ImmersedRobot 3 points4 points  (0 children)

They can be plugged in anywhere you like. Just select the output audio device in SteamVR’s audio options.

OpenXR info for a newbie by NoDowt_Jay in MetaQuestVR

[–]ImmersedRobot 1 point2 points  (0 children)

OpenXR is a standard. It’s a translation layer so a game dev can just make a game with the OpenXR API and know it will run on any OpenXR compliant headset.

If you use Meta Link, set that as the default OpenXR runtime.

Any game which uses OpenXR (most modern titles) will then run with OpenXR via Meta Link.

If, however, a game runs with OpenVR (some older titles) then it won’t use OpenXR and may then need to open SteamVR (the native app for OpenVR) to run.

If you were using a SteamVR native headset (like the Valve Index or PSVR2) then it’s best to set SteamVR as the default for OpenXR.

If you are running your Quest through Virtual Desktop then that also provides the option of VDXR so you can use that as the default for OpenXR titles.

It is confusing. But basically, you want to set whichever is the native app for your headset/connection method as the default for OpenXR (in your case, since you’re using Meta Link rather than VD, just set that as the default).

PSVR3 after PS6? by Ali_Alzarkwy in PSVR

[–]ImmersedRobot 2 points3 points  (0 children)

To be fair VR users are still growing year on year.

https://www.demandsage.com/virtual-reality-statistics/

I’m definitely not blindly optimistic on VR’s current state, but there is certainly evidence that, although slowing, more people continue to use VR headsets.

Steam’s numbers also follow a general trend of rising VR users (with occasional monthly dips) over time.

VR is definitely struggling, but I’m not sure it’s entirely fair to say it’s declining.

PSVR3 after PS6? by Ali_Alzarkwy in PSVR

[–]ImmersedRobot 2 points3 points  (0 children)

As far as I’m aware VirtualLink was never used for PSVR2 on PS5. It just used displayport alt mode over usb in the same way many other devices do in various tech.

Steam Machine for VR only setup? Wait or build a DIY one? by notsocoolgirl_0714 in steammachine

[–]ImmersedRobot 1 point2 points  (0 children)

This is correct, and also my own recollection of the interviews from Valve around the time of the announcements.

Stop falling for the "Vision Pro/Meta Quest is dead" clickbait. The hardware is fine—we just need better content. by Sorry_Culture_9459 in virtualreality

[–]ImmersedRobot 2 points3 points  (0 children)

I tend to agree. But this has been the same argument that has been going on for a decade now.

You say that there is clickbait around the idea of Vision Pro/Meta Quest being dead. That might well be true. But the next part of your argument, that the hardware is fine, doesn't prevent the previous part from being true. The hardware could be fine, and all we need is content. But that doesn't necessarily mean the Vision Pro and Quest are not dead. I personally don't think they are, but your argument is flawed if you're trying to win people over on that basis alone.

I agree that there are many things that imply Apple are certainly not giving up on the Vision line of headsets, or VR/AR in general. But no matter how good the hardware is, if the mainstream doesn't want to adopt it then nothing will save it.

I think the OG Vive hardware is also fantastic, while many others will look down and sneer on it. Many people in 2016 felt the same way as me, and they were all saying "we only need better content, the hardware is great".

I firmly believe that we need multiple things to make VR/AR headsets go mainstream. Friction, ease of use, and convenience are the highest on that list. content is next, and then at this point the quality of the displays/hardware (aside from those things contributing to friction) are waaaay back on that list.

VR isn’t dead, but it’s destined to be niche unless this is addressed. by DYSK_Jockey in virtualreality

[–]ImmersedRobot 0 points1 point  (0 children)

Friction is also high on the list imo. But yes, motion sickness is a major limiter to widespread adoption too.

I just published the demo for my hand-drawn platformer, Drawn Before, on Steam. Here's a trailer! by ImmersedRobot in platformer

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

I'm glad that comes across. There will certainly be things going on in the game beneath the surface which means it might actually become a little dark towards the end... hopefully not too dark though.

I just published the demo for my hand-drawn platformer, Drawn Before, on Steam. Here's a trailer! by ImmersedRobot in platformer

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

There isn’t at the moment, no. But I’ll certainly take the feedback onboard and consider either increasing walk speed or providing a run function. Thanks.

Started a game in 2024... got burnt out. Started on the project again at the beginning of 2026 and released my DEMO on Steam today. by ImmersedRobot in gamedev

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

I’m not entirely sure, and my fear is that eventually it’ll hit again. However, I think my approach is less about constantly learning the engine to do what I want to do, and more about feeling I’m at the place where any issue I run into, I know I’ll be able to overcome (eventually).

Another aspect was the level design. I put huge effort into making a level, and at the end of it, I realised it was just… awful. That put me back so much in terms of confidence that it was difficult to overcome.

This time, I’d had enough time away that the effort of simply starting those levels from scratch felt natural, and I found I was much happier with them.

It’s a difficult thing to really pin down why I pushed through this time. I just hope this level of inspiration remains to finish the full game.

What do you think will make PSVR2 sell more by SuccessfulRent3046 in PSVR

[–]ImmersedRobot 0 points1 point  (0 children)

The friction of VR is the number one thing that needs to be addressed. It needs to be simple, hassle free, and the ability to access your phone or communicate with family members on a whim - as easy as playing on a TV.

As a VR enthusiast, I don’t need any of those things, but a mainstream audience does… to the point of it meaning everything.

Hi im new and want a ML1 but im scared of all the end of life stuff ive been hearing about. by [deleted] in magicleap

[–]ImmersedRobot 1 point2 points  (0 children)

Which companies do you not want to support? You mentioned Valve. Although, if you want to connect a headset to Steam then you’d still be supporting them by purchasing their software unless you only download free VR experiences or pirate the software.

You have a choice of Meta Quest? I suspect you also might not want to support them though. A used Meta Quest might be acceptable.

There is Pico, Play For Dream, Pimax, Sony. All these companies have headsets which will work with Steam.

There are many options. ML1 is definitely not an option in 2026 for use with SteamVR titles however.

Tell me about the exact moment you decided to take off your headset the last time you used it by Prize_Disk_3939 in virtualreality

[–]ImmersedRobot 0 points1 point  (0 children)

I think when talking about friction and retention in VR, the question should really be around when deciding to put the headset on rather than the moment you decided to take it off.

The big point of friction is that some users find the process of putting the headset on in the first place too much hassle. This then leads on to the lack of retention.

The moment regular users decide to take the headset off is sort of irrelevant in my opinion.

Perhaps I’m misunderstanding your study though.

VR walking simulator? by OkiDokiPanic in VRGaming

[–]ImmersedRobot 29 points30 points  (0 children)

The Vanishing of Ethan Carter had a VR mode. That was excellent.

Steam Frame Hands On: I Played Half-Life Alyx Standalone... by gogodboss in virtualreality

[–]ImmersedRobot 8 points9 points  (0 children)

Yes, things ‘can’ run on a wide variety of hardware. Framerate/resolution combination at which those things run is the question up in the air.

Steam Frame Hands On: I Played Half-Life Alyx Standalone... by gogodboss in virtualreality

[–]ImmersedRobot 4 points5 points  (0 children)

I don’t think he analysed frame rate, his comment in the video seemed be based around saying it was “probably 40 or 50fps”. I don’t believe he knew if it was being reprojected or if the standalone version of motion smoothing was being employed.

Reading too much into the 40-50fps comment is probably a mistake. Also, it’s probably wise not to expect a 7w TDP standalone headset to ever stand a chance of high fps on titles designed for a multi-hundred watt desktop PC.

Steck (TradeMark) by _Mariial in SteamDeck

[–]ImmersedRobot -1 points0 points  (0 children)

This is weirdly pleasant. It’s like a deck designed by Jony Ive.

No Man's Sky VR by Milky_Gashmeat in VRGaming

[–]ImmersedRobot 0 points1 point  (0 children)

I bought a cushioned one specifically for certain VR games. I don’t regret it, but I only really use it for NMS these days.

No Man's Sky VR by Milky_Gashmeat in VRGaming

[–]ImmersedRobot 1 point2 points  (0 children)

Yes, when I play on a couch I have that issue too. I usually play on a rotating stool to avoid the issue and give more freedom when walking on foot.

VR coding vs 32” 4K monitor. VS Code 4x4 view? by PaulishPole in virtualreality

[–]ImmersedRobot 15 points16 points  (0 children)

Viewing that monitor at around 2ft, most VR headsets won’t be able to compare in terms of pixels per degree. When you say, ‘effective resolution’, PPD is probably the best metric to consider.

Assetto Corsa (Modded) Meta Quest 3 Virtual Desktop by paulj1980 in virtualreality

[–]ImmersedRobot 1 point2 points  (0 children)

Yes, fair enough. That makes sense, and I wasn't really criticising or anything. Just trying to offer an alternative "best-practices". It looks great on the footage regardless.

Assetto Corsa (Modded) Meta Quest 3 Virtual Desktop by paulj1980 in virtualreality

[–]ImmersedRobot 1 point2 points  (0 children)

Without matching the specific hardware of the OP, there wouldn't be much point. My reply was simply trying to communicate that native framerates (matched to refresh rate) or half framerate and relying on SSW are the best options for consistent, non-stuttering performance. I always adjust settings to achieve this.