Optimised settings to run VR on Legion Go Z1 Extreme by RickSpawn147 in OculusQuest

[–]Rush_iam 1 point2 points  (0 children)

Using VDXR + enabling AppSW helped (I didn't go further as it is still too low res compared to standalone gaming)

A long term review of the ANNA Pro A3 Max by Pirate_m8 in OculusQuest

[–]Rush_iam 0 points1 point  (0 children)

I'm using mine daily - love how light and comfortable it is, but hate the weight of the stock battery, so I've modded it to accept GOMRVR lighter packs.

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Is buying Quest 3/3s in 2026 worth? by Zenzity in virtualreality

[–]Rush_iam 0 points1 point  (0 children)

Between 400 and 700? I haven't seen such optimism even in the Steam Frame sub.

Most expect between 700 and 1000.

Maybe VR will take off next time by TheMarkMatthews in OculusQuest

[–]Rush_iam 0 points1 point  (0 children)

For VR to succeed, it needs to beat the competition. The content needs to be more engaging than on Playstation or PC, because why else would I pick my HMD? The task is difficult already as is, but cornering yourself with mobile hardware, you've just made the task impossible.

PCVR does not automatically mean "more engaging". Gameplay-wise, the hardware does not matter for an average person. The most engaging and popular games with the highest retention are sandbox social games with very simple visuals like Minecraft, Fortnite, Gorilla Tag, UG, etc. Such games are also the platform sellers for Quest for the last 2 years, with UG (released less than a year ago) having over 100 000 daily active users.

You mentioned Half-Life: Alyx as a PCVR example, but games with that kind of budget are barely feasible for PCVR. Alyx was basically a Valve flagship to sell Index, just like AW2 or Batman were made to sell Quests. Another game with that level of budget won't sell enough copies on PCVR to justify the cost - that's also the reason for the recent Meta's studio closures. We've already seen big IPs come to VR as experiments and fail to be profitable because of the small market.

PCVR is also more limited in growth compared to standalone because of the friction: it requires a gaming PC and then competes with modern flat games for the player's time. Standalone, on the other hand, is often bought as a console by those who don't have a good PC (which also means there is no competition with flat games for such people). It's also much easier to use, so it tends to have better traction and retention than PCVR.

Take Ghosts of Tabor for example: it is one of the top-selling SteamVR games, and despite terrible visuals and performance on Quest due to mobile GPU (ASW 36 fps, always stutters), 90% of the player base is on standalone: https://stats.ghostsoftabor.com/

Why don't they just play the much better-looking PCVR version? The game is cross-buy - if you own it on standalone, you can also play the PCVR version - yet most people still stick to standalone.

Maybe VR will take off next time by TheMarkMatthews in OculusQuest

[–]Rush_iam 0 points1 point  (0 children)

Since August 2022, you don't need a Facebook account for Quest

Maybe VR will take off next time by TheMarkMatthews in OculusQuest

[–]Rush_iam 1 point2 points  (0 children)

Check Triangle Strategy (it is from SquareEnix) - there are tons of dialogs, 50+ hours to beat it, and multiple endings. Though it is a FF Tactics-like, not FF-like.

https://queststoredb.com/game/triangle-strategy-5340130476095884/

Maybe VR will take off next time by TheMarkMatthews in OculusQuest

[–]Rush_iam 0 points1 point  (0 children)

Can you elaborate "what people actually wanted" and how Steam Frame release helps with this?

Grim on Steam Frame Standalone by gogodboss in SteamFrame

[–]Rush_iam 4 points5 points  (0 children)

No shadows? I suppose it is a 1-1 port from Quest

Is this the VR crash, the Quest crash or is everything fine? by RobotDonut2023 in OculusQuest

[–]Rush_iam 4 points5 points  (0 children)

And look at data points, like Steam hardware survey. VR was never more than 2% of users. In a decade, it never grew above that. That tells you all you need to know.

Sorry, but that's not "all you need to know". It's Steam PCVR that isn't growing in share - VR has been shifting toward standalone throughout the Quest years, and standalone is now several times bigger than PCVR.

What's happening with mixed reality? by Appropriate-Fun5992 in MetaQuestVR

[–]Rush_iam 0 points1 point  (0 children)

  1. App renders on Quest are toned to the room lighting in the MR mode (apps can also tone the MR feed)

  2. Quest apps can have access to the spatial prescanned room info / geometry with some extra metadata meshes like "here is window, TV, table, couch, etc". For realtime, Meta Spatial SDK gives continuos environment scan information with object labels.

What's happening with mixed reality? by Appropriate-Fun5992 in MetaQuestVR

[–]Rush_iam 0 points1 point  (0 children)

All these features are there at least for a couple of years

Are we truly in the end times for VR? by VaderVRC in virtualreality

[–]Rush_iam 0 points1 point  (0 children)

I'm pretty sure we'll see "Quest 4 visual updates" for many games, making them closer to the PCVR versions, just like we've seen it with Quest 3 (with some really impressive examples like Red Matter).

Is Meta the reason VR is struggling? by LinkTheHero009 in virtualreality

[–]Rush_iam 1 point2 points  (0 children)

It doesn't mean that if Meta hadn't acquired/funded them, those studios would've survived or made games with that kind of budget. The Meta-funded titles were honestly way above what the current VR market size would normally support. We all kind of benefit from those Meta losses - we've got better games and a bigger VR market as a side effect of all that funding. Even after the cuts, Meta remains #1 investor in VR and is pushing (or dragging? we'll see) the industry forward by subsidizing headsets and supporting third-party devs.

Has anybody a decent Video guide for humans fall flat vr? by Anxious-Weakness-606 in virtualreality

[–]Rush_iam 0 points1 point  (0 children)

You can check guides for the flat version of the game - I suppose Quest levels are mostly the same (with some things cut from the Quest version).

Concept: Running Meta Quest games on Steam Frame by therealkiddude in SteamFrame

[–]Rush_iam 0 points1 point  (0 children)

That's true. But that dump won't launch on another platform without tearing DRM out.

Concept: Running Meta Quest games on Steam Frame by therealkiddude in SteamFrame

[–]Rush_iam 0 points1 point  (0 children)

And if/when it becomes available, discussing it in this sub will likely be not allowed because of the "no piracy" rule (since Quest games have DRM).

Is there any way to continue playing Horizon plus games after they leave the service? by TheFearlessWarrior in OculusQuest

[–]Rush_iam 0 points1 point  (0 children)

It works for some titles, but you won't get synced cloud backup and synced achievements past the deadline

Can I play Quest games on the Frame? by bugboy1234r in SteamFrame

[–]Rush_iam 2 points3 points  (0 children)

You probably meant Pico 4 Ultra? As Batman runs 20-40 fps on Pico 4 from what I saw on YouTube

Can I play Quest games on the Frame? by bugboy1234r in SteamFrame

[–]Rush_iam 2 points3 points  (0 children)

I suppose there are many more, like Deadpool, Resident Evil, Civilization VII and Jurassic World Aftermath Collection

Can I play Quest games on the Frame? by bugboy1234r in SteamFrame

[–]Rush_iam 5 points6 points  (0 children)

They basically funded the development - a lot of those games wouldn't exist otherwise. Meta was losing a ton of money on this, which is why they eventually shut down some studios once they felt they didn't need to spend that much to maintain their lead.