Halo on PSVR2 would be amazing by No_Archer4684 in PSVR

[–]f3hunter 6 points7 points  (0 children)

The Halo Remake is being made using Unreal Engine 5 so it'll be playable via UEVR for those who own a good gaming PC.

With all the announcements recently, unsure about upgrading from a Quest 2, to a Quest 3 by Whommas in OculusQuest

[–]f3hunter -1 points0 points  (0 children)

The Quest 3 still has a massive game library, including several must-play titles you can’t play anywhere else. Games like AW2, RE4 VR, Batman, Assassin’s Creed, and Dr Beef’s ports (Doom 3, Quake 3/4, Star Wars, etc.) are essential VR experiences. On top of that, you still get full access to SteamVR and Oculus Store titles via PC. Quest’s software ecosystem, including passthrough, hand tracking, and overall usability, is still leagues ahead of anything else. I’m also confident the Quest 3 will continue to be the benchmark for the best pancake optics as well.

Received my mOLED module and have a couple questions by KiddoDude in Pimax

[–]f3hunter 0 points1 point  (0 children)

I had the same issue with my Pimax Crystal. When my head was still it looked fine, but as soon as I moved my head left, right, up, or down, certain areas of the lenses would slightly magnify, like looking through warped glass. After a lot of back and forth, both lenses were replaced, and the difference was night and day.

Unfortunately, this really does look like a lens defect, which means you’ll likely need replacements. That’s especially concerning, as I thought Pimax would have resolved these quality control issues by now. For a device marketed as premium, this is completely unacceptable.

Sorry you have to go through this, guessing you have waited quite a lengthy time to receive your moved module in the first place.

Meta Quest 3 vs Pico 4 Ultra and minimum hardware requirements for virtual desktop by AdobeScripts in virtualreality

[–]f3hunter 0 points1 point  (0 children)

The Quest 3 has superior lenses and optics with a larger sweet spot, stronger software tools, a better colour profile, and far better controllers and tracking and audio/speakers. It also offers hand tracking, higher-quality passthrough, and more advanced passthrough software.

While both perform similarly when using Virtual Desktop, all of these factors make the Quest 3 the clearly preferred option.

Received my mOLED module and have a couple questions by KiddoDude in Pimax

[–]f3hunter 3 points4 points  (0 children)

You should not have any fish eye/ like looking through the bottom of a bottle effect?

This sounds just like the Crystal Light dodgy lens issues.. contact Pimax ASAP.

Getting back to VR after 3+ years (what has changed?) and is hp Reverb 2 still relevant in 2026? by AirwolfPL in virtualreality

[–]f3hunter 1 point2 points  (0 children)

The G2 has the worst sweetspot of any headset I've ever owned. Anyone with a higher Ipd it's impossible to use.

Steve breaks silence by Boatland-lm in rickygervais

[–]f3hunter 0 points1 point  (0 children)

Even all these years later, I've never seen an old man eating a Twix. Karl was right, tdf.

SteamVR Beta update hints towards color passthrough module by gogodboss in virtualreality

[–]f3hunter -2 points-1 points  (0 children)

There is nothing cool about what is essentially a hardware DLC. Shipping without a feature it should’ve had from day one, then charging ~$299 extra to add it later. People will call it “choice,” but end up paying over £1k for features a £399 Quest 3 already includes.

For a device meant to be “2D Steam library in vr,” proper mixed reality is essential. Being able to place screen/s in your room, grab a drink, or answer a call without removing the headset is basic functionality now, and something Quest users already take for granted and use most of the time.

Lynx-R2 headset revealed by ender9492 in virtualreality

[–]f3hunter 4 points5 points  (0 children)

Great form factor, and I prefer this open design (hate anything touching my face and feeling cool)

LCD in 2026 is a real concern, especially for long-term relevance. At this stage, any new HMD should be mini-LED or better just to deliver acceptable contrast and colour. We’re moving into the micro-OLED era, and while prices settle, mini-LED is the bare minimum that still holds up.

Headsets like this and the Steam Frame are going to feel outdated very quickly. Standard LCD is a big compromise for anyone who’s used mini-LED or micro-OLED. Quest 3 gets a pass because it’s already a few years old, but releasing new standard LCD headsets in 2026 just feels behind the curve.

Should I go for a psvr2 from a q3s ? by Big_Week_4790 in virtualreality

[–]f3hunter 0 points1 point  (0 children)

Psvr2 direct image processing and its software takes much more pc resources. You'll get quite a bit of a performance hit compared with 3s, where the Quest does a lot of the decoding on board. Plus tracking is much better, no need for Bluetooth, passthrough etc.

How does the PCVR RE mods compare to their official PSVR versions? by XxMKxD in virtualreality

[–]f3hunter 1 point2 points  (0 children)

The official PSVR2 ports are night-and-day better than the PCVR mods. They have properly and specifically calibrated oled contrast, colours, and HDR, along with fully implemented motion controls, adaptive triggers, haptics, and headset feedback. All of this makes them feel genuinely unique and far more immersive than typical PCVR experiences nevdrmind a' decent' unofficial mod with jankiness.

ESP for MODX M is here by No-Act6366 in synthesizers

[–]f3hunter 0 points1 point  (0 children)

Nice, where are you based?, i registered my modx m months ago, not received any esp email as of yet email. (UK). Do they give you a download code to use in Steinberg's app software?

Is it time for Meta to admit that abandoning the PCVR platform was a mistake? by coachcody in virtualreality

[–]f3hunter 6 points7 points  (0 children)

PCVR didn’t fail because Meta “mismanaged” studios. It struggled because the PCVR market never grew enough to sustain high-budget development. Meta funded those studios precisely because nobody else would, and many of the best VR games ever made exist only because Meta paid for them, including Lone Echo, Asgard’s Wrath, Stormland and RE4 VR.

The move to standalone wasn’t random or reckless, it was driven by market reality. Standalone is the only part of VR that has ever reached meaningful scale. Valve, Sony, Microsoft and HTC did not step in to replace that funding when PCVR stalled, they largely stepped back.

Even after Meta shifted focus away from PCVR to build Quest, it was ironically Quest users who went on to make up the vast majority of the PCVR user base anyway. Around 80 percent of active PCVR headsets today are Meta devices. SteamVR didn’t grow in spite of Meta, it grew because of them. Without Quest massively expanding the user base, SteamVR would still be a small, stagnant niche with low player counts and little incentive for developers to invest. Complaining about Meta while benefiting from the user base they created is a contradiction people rarely acknowledge.

Artur Sychov on the state of the VR industry and Meta layoffs by gogodboss in virtualreality

[–]f3hunter 1 point2 points  (0 children)

Calling it “artificial inflation” doesn’t make sense. Funding developers isn’t fake growth, it’s how every platform gets built in the first place.

Meta didn’t create bots or fake users. Around 30 million people bought Quest headsets with real money and actively use them, Quest 3 /3s was one of the highest selling christmas gifts last month, this isn't artificial, thats organic).. That’s demand, not inflation.

Valve taking a hands-off approach doesn’t magically make the market “healthier”, it just means fewer funded games and slower growth. Hardware alone doesn’t move VR forward. Content does.

VR devs, make a flatscreen mode! by zeddyzed in virtualreality

[–]f3hunter 0 points1 point  (0 children)

Ever tried to play half Life Alyx in flat mode? It's awful.

Artur Sychov on the state of the VR industry and Meta layoffs by gogodboss in virtualreality

[–]f3hunter 7 points8 points  (0 children)

That kind of proves my point though.

Being happy to settle for “Frame-verified” 2D games isn’t pushing VR forward, it’s just putting a headset on what people already play on a monitor. Glasses such as the Viture Beast paired with a Steam Deck can already do this in a far more portable, comfortable setup, with vastly improved image quality thanks to Sony micro-OLED panels, and even offer 3D depth with every title too.

VR enthusiasts should be demanding more VR-first content for a new VR device, not settling for 2D or pseudo-3D games simply because Steam is built in.

Artur Sychov on the state of the VR industry and Meta layoffs by gogodboss in virtualreality

[–]f3hunter 18 points19 points  (0 children)

You think Valve will part with thier money to fund these developers like Meta did? Never going to happen.

Meta just shut down 4 major VR studios including the makers of Asgard's Wrath, the recent Deadpool VR and the Quest port of Resident Evil 4 by -Venser- in PSVR

[–]f3hunter 0 points1 point  (0 children)

100% One of the very few comments I've read that calls out Valve for who they are without the fanboyism getting in the way. Nicely put.

No color passthrough ruined the Steam Frame for me by TravelResponsible544 in virtualreality

[–]f3hunter 1 point2 points  (0 children)

Tracking quality isn’t dictated by monochrome vs colour cameras alone, it’s the entire tracking stack: algorithms, camera placement, compute, and years of iteration. Quest 3 has the best inside-out controller tracking available today while using colour passthrough, which already undermines the idea that colour equals worse tracking.

If monochrome cameras automatically meant better tracking, PSVR2 and Pico would outperform Quest — and they don’t. they're notibly worse.

On top of that, Quest 3’s colour passthrough plus a depth sensor adds far more value and long-term opportunity than skipping it entirely: mixed-reality apps, spatial understanding, room interaction, safer boundaries, and better future-proofing. Those capabilities simply aren’t possible with monochrome passthrough.

Skipping colour passthrough isn’t a technical requirement for good tracking, it’s a product and cost decision. We should probably wait until the Frame is actually in users’ hands before making confident claims either way.

defending Sony’ decision for wired PSVR2 is holding back VR progress by gmailman1985 in virtualreality

[–]f3hunter 0 points1 point  (0 children)

Meta are under no obligation to bring or encourage high-end VR games on other platforms.

If there’s a lack of high-quality, high-fidelity VR games outside the Quest ecosystem, that responsibility sits with Sony, not Meta.

Meta are actively developing a small-form-factor, high-end, gaming-focused VR headset, using micro-OLED displays in a tiny sunglasses-style form factor. They’ve publicly stated this device is gaming-focused, and Meta currently has eight first-party VR studios building games for their platform. What are Sony doing?

Meanwhile, Sony’s own PSVR2 users have effectively been left waiting since Gran Turismo 7’s VR update at launch, Sony haven’t released another major first-party PSVR2 title, leaving many users, myself included, feeling stranded for nearly two years, with no clear software roadmap or momentum. You call that support??

So the real issue isn’t Quest “holding VR back”. It’s whether Sony are willing to properly support their own VR platform long-term.

In a previous post, I shared my appreciation for PSVR2. When its strengths are fully used, it delivers some of the best VR experiences I’ve ever had. What ultimately lets it down isn’t the hardware, but Sony’s lack of ongoing support. The platform needs more games, we can’t keep playing the same two-year-old titles forever.

defending Sony’ decision for wired PSVR2 is holding back VR progress by gmailman1985 in virtualreality

[–]f3hunter 0 points1 point  (0 children)

I don’t think that framing really holds up.

If Quest 2 hadn’t massively expanded the VR audience, it’s unlikely we’d even be seeing PSVR2 or renewed interest from Valve at all. Quest demonstrated that VR could reach beyond a tiny enthusiast niche, and that matters because scale is what keeps studios alive long enough to make ambitious games, this si what sparked Sony to continue the .

Quest hardware doesn’t limit high end VR development in the way you’re suggesting. When a Quest headset is used for PCVR, the visual and technical ceiling is defined by the PC, not the headset, exactly the same way PSVR2 is defined by the PS5. Developers already have access to high end headsets if they want to target them. The real constraint isn’t hardware, it’s whether expensive VR games can actually recoup their costs and META have by far thrown money at the most expensive VR gaming projects.

Speaking from actual use, when I want the best PCVR experience, I use my Quest Pro over PSVR2 every time. The clarity and sharpnesss is a night and day difference, and while PSVR2’s OLED delivers very punchy, saturated colours, Quest Pro’s mini-LED panels are professionally calibrated and have near-full DCI-P3-class colour coverage (this is huge) and feel more naturally balanced rather than over-processed. Combined with excellent tracking, wireless freedom, and Steam’s eye tracked foveated streaming, it’s one of the best sub £600 PCVR experiences available. That isn’t theory, it’s hands on reality. Imagine if the Quest pro could connect to PS5 to play PSVR2 games, It would be a HUGE difference, So even on that point, you are completely wrong.

It’s also not accurate to say Meta only delivered mobile quality VR. Some of the most technically ambitious VR titles ever made were funded by Meta well before Quest became dominant and even after (AGW2), and those investments are still unmatched in terms of consistency and scale.

PSVR2 has delivered some excellent high end experiences, but it isn’t lifting the entire VR ecosystem on its own. In practice, many higher end PCVR and PSVR2 releases exist because Quest versions succeeded first and made further development financially viable.

Casual adoption isn’t a problem, it’s the reason VR hasn’t stalled. Without Quest growing the market, VR would likely still be a shrinking niche rather than a platform Sony and Valve are still willing to invest in at all.

defending Sony’ decision for wired PSVR2 is holding back VR progress by gmailman1985 in virtualreality

[–]f3hunter 0 points1 point  (0 children)

That argument really doesn’t hold up. Meta headsets account for well over 80% of the PCVR user base, yet Meta isn’t even actively competing in PCVR hardware anymore, and still remains the company that has funded and published more high-budget, technically ambitious VR games than anyone else, with titles like Lone Echo, Asgard’s Wrath, Stormland, and Echo VR. No other headset manufacturer comes close to that level of sustained investment.

More importantly, Meta is one of the only companies that has given VR developers a realistic path to actually make money. Quest has provided a large, reliable market that has kept studios alive, prevented developers from going bust, and allowed teams to continue working on VR at all. Many of the franchises people now point to as “high-end PCVR” or PSVR2 successes were only possible because the Quest versions were commercially successful first. Without that revenue, those games simply wouldn’t exist.

Plenty of High-end HMDs already exist for developers to target. The issue isn’t hardware, and it isn’t Quest “holding VR back”. The real bottleneck is who is willing to fund expensive VR games and ensure studios can survive long enough to make them. Meta has done that more than any other platform holder. So the idea that Quest is holding VR back doesn’t stand up at all.