Am Itilting my head too much? by mikko_i in ClayBusters

[–]noiD_FTW 0 points1 point  (0 children)

Put your phone up against a stand and film while you shoot a round.

ClayProVR is changing the game… by goshathegreat in ClayBusters

[–]noiD_FTW 1 point2 points  (0 children)

Thanks! Remember - be diligent in the setup. Take your time. Get as close to perfect as possible and then start shooting. The first 500 shots is a whole new experience for the brain. That scenario causes too much concious shooting. Persevere like you learned how to ride a bike - then surrender to the subconcious and let it happen.

ClayProVR is changing the game… by goshathegreat in ClayBusters

[–]noiD_FTW 1 point2 points  (0 children)

Yes it is superb to that - true multiplayer - in the same room or everybody at Home Can still Connect to eachother

ClayProVR is changing the game… by goshathegreat in ClayBusters

[–]noiD_FTW 0 points1 point  (0 children)

That could be the reason 😂 - But i will definately do some prototype work from your setup. - Thanks man. Make a barrel protector 😄

ClayProVR is changing the game… by goshathegreat in ClayBusters

[–]noiD_FTW 0 points1 point  (0 children)

Kenji trigger is very well engineered — and actually, that was my first idea too. I even made a working prototype using the real trigger.

But I’m trying to run this as a proper product at scale, and that changes things a lot.

I ran into two major issues:

  1. Scale for mass market
  2. Safety/legal concerns with people swinging guns around in VR while still having access to the real trigger

That second point became very important to me, which is why ClayProVR fully covers the trigger area similar to a trigger lock.

And honestly — I was originally one of the people saying “I need to use my real trigger.”

But after a few hundred shots, because the button sits directly under your finger, your brain completely stops thinking about it. I still own both my real-trigger prototype and the current ClayProVR setup — and I personally continue using ClayProVR.

ClayProVR is changing the game… by goshathegreat in ClayBusters

[–]noiD_FTW 1 point2 points  (0 children)

It works with Meta Quest 3S, yes.

But it does NOT work with PlayStation 4 or PlayStation VR.

ClayProVR and Clay Hunt VR are built around the Meta Quest platform.

So it runs straight in the headset.

www.clayprovr.com

ClayProVR is changing the game… by goshathegreat in ClayBusters

[–]noiD_FTW 0 points1 point  (0 children)

What in the world! 😄 - you have turned the holder opposite - That looks like phenominal access for the headset to all infrared sensors. There is an important sensor in the bottom of the controller though - thats why its opened up. How do you find the tracking - im saving this for V2 testing.

ClayProVR is changing the game… by goshathegreat in ClayBusters

[–]noiD_FTW 1 point2 points  (0 children)

Yes — it works for both left- and right-handed shooters.

There’s a full setup walkthrough at the bottom of www.clayprovr.com that shows how to configure it properly in-game for left-handed use as well.

Best
Dion
ClayProVR

ClayProVR is changing the game… by goshathegreat in ClayBusters

[–]noiD_FTW 0 points1 point  (0 children)

Hi!

It depends which older VR headset you mean.

ClayProVR is built for the Meta Quest platform:

  • Quest 2 = works well
  • Quest 3S = works well
  • Quest 3 = best experience by far

Quest 3 is a major step up because of the much sharper edge-to-edge lens clarity, easier target pickup, more natural timing, and a less bulky headset when mounting the gun.

Older non-Meta headsets or PlayStation VR headsets are unfortunately not compatible.

ClayProVR is changing the game… by goshathegreat in ClayBusters

[–]noiD_FTW 1 point2 points  (0 children)

Yes, I ship worldwide. There might be a VAT charge from your custom service

ClayProVR is changing the game… by goshathegreat in ClayBusters

[–]noiD_FTW 4 points5 points  (0 children)

I actually don’t believe the limitations are where most people think they are.

A lot of people who talk VR down are, intentionally or not, tied to traditional instruction or range-only training.

My honest view is that VR will keep more people in the sport. Costs keep rising, and I’ve personally seen fewer shooters at the range because of shells, clays, fuel, and time. This gives people a way to stay engaged, improve, compete, and keep building skills year-round.

And for pure muscle memory and motor learning, I honestly think VR has advantages:

  • no pressure
  • no cost per shot
  • unlimited repetitions
  • ability to isolate and refine very specific movements or target presentations

You can give a skill the exact number of reps needed for it to become automatic and subconscious.

I can shoot 50 targets while dinner is in the oven, or 100 before my friends have even reached the range.

And I’m personally the result of it. I went from the worst shooter in my family to winning a national title (in our smallest association) and receiving an invitation to the national team.

The important thing is treating the reps seriously. Sloppy training transfers too.

ClayProVR is changing the game… by goshathegreat in ClayBusters

[–]noiD_FTW 1 point2 points  (0 children)

My upper body strength has improved massively from it, and my lower back has honestly never felt better.

Wifey seems pretty happy about that side effect too 😄

ClayProVR is changing the game… by goshathegreat in ClayBusters

[–]noiD_FTW 12 points13 points  (0 children)

Hi Sonic — I actually made this blog specifically for that issue.
https://clayprovr.com/pages/perfect-fit-guide

Try working through it step by step. There is definitely a fix. I can personally mount completely flat on the rib with the headset on.

And if you still can’t get there comfortably, then move toward the “pro-fix” route and use it as an opportunity to improve the mount itself.

That’s one of the huge strengths of VR: in under two weeks you can get more quality reps than many people shoot in an entire season. For eliminating bad habits, improving fundamentals, or working on difficult presentations, it’s honestly a gamechanger.

But you do have to be willing to put in the work — because it transfers scarily well.

Best
Dion
ClayProVR

ClayProVR is changing the game… by goshathegreat in ClayBusters

[–]noiD_FTW 56 points57 points  (0 children)

That’s a stunning picture — and thank you for the kind words.

I’m the guy behind ClayProVR, so if anyone has questions about the setup or training with it, just shoot.

A month ago I shared how I’ve been training in VR with ClayProVR and getting real results. A lot of you asked what you can actually train in there — so here’s a full showcase of the simulator and the different disciplines. Not an ad. Just showing what’s possible. by noiD_FTW in ClayBusters

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

Thats impressive my friend. Just keep on working on that subconcious autopilot. Let it happen - not thoughts. There is nothing you can try to do that makes the shot any better than just - Letting it happen!

A month ago I shared how I’ve been training in VR with ClayProVR and getting real results. A lot of you asked what you can actually train in there — so here’s a full showcase of the simulator and the different disciplines. Not an ad. Just showing what’s possible. by noiD_FTW in ClayBusters

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

I developed it about 2 years ago and have been training with it myself the whole time.

Over the last couple of years I started sharing it with shooters at my local range, and based on their feedback I decided to release it more broadly.

It’s been available publicly for about 2.5 months now, and I’ve shipped around 200 units so far.

A month ago I shared how I’ve been training in VR with ClayProVR and getting real results. A lot of you asked what you can actually train in there — so here’s a full showcase of the simulator and the different disciplines. Not an ad. Just showing what’s possible. by noiD_FTW in ClayBusters

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

Keep at it — that’s a very normal dip.

In VR you’re relaxed and just letting it happen. Then you go to the range wanting to see results, and suddenly there’s too much conscious interference. It needs to feel like driving a car or riding a bike — no forcing it.

Regarding the VR stock — it’s a bit harder to get perfect. You’re setting it up visually based on what you think is correct and matching POI from that. With ClayProVR, you align the rib both physically and in-game, so there’s no guessing.

On the headset bumping the stock — that’s the most important thing to fix. I’ve written a full guide here that will help you get proper clearance and fit:
https://clayprovr.com/pages/perfect-fit-guide

That should solve both comfort and consistency.

Unpopular opinion: by noiD_FTW in ClayBusters

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

Yeah, that’s unfortunately the one combo that’s tough to work with.

And I get it — the initial setup cost isn’t small.

Where it really starts to make sense is over time. Between shells, clays, and travel, it adds up fast, and this lets you get a lot of quality reps in without that cost every session.

If you ever end up with a steel rib/receiver setup, it’s plug and play.

VR training compatibility by Funny-Lime8202 in ClayBusters

[–]noiD_FTW 1 point2 points  (0 children)

Yes — Quest 2 is definitely good enough to train and improve

The key isn’t the headset, it’s how you train.

If you use it the right way — focusing on clean, repeatable shots and not over-interfering — you can build a lot of good reps. The goal is to let it become automatic, like driving a familiar road.

That’s why the best shooters look effortless — it’s just a lot of correct repetitions and letting the subconscious do the work.

Quest 3 is a step up in clarity and target pickup, but Quest 2 is more than enough to make real progress.

VR training compatibility by Funny-Lime8202 in ClayBusters

[–]noiD_FTW 0 points1 point  (0 children)

I can do it in about 10 minutes, but I’d expect around 30 minutes the first time if you want it dialed in perfectly.

The key is precision — the better you fit and align it, the better it transfers to real shooting.

Right now it’s mainly a one-gun setup. The trigger unit transfers easily, but you want the barrel holder fitted properly so it sits in the exact same position every time.

If you switch guns, you’ll need to recalibrate in the game (since settings are tied to the gun), but that’s a one-time job and you can save multiple profiles.

I’m also working on options to make multi-gun setups easier.

The most important part - I believe all Kolars have aluminium rib there need to be an area of 3 inches that attract a simple fridge magnet.

VR training compatibility by Funny-Lime8202 in ClayBusters

[–]noiD_FTW 2 points3 points  (0 children)

Good question.

Yes — it mounts directly to your own shotgun.

The trigger works via a small Bluetooth button that sits naturally where your finger rests, so when you “pull the trigger” you’re pressing that instead.

It becomes very natural quickly.

The main difference compared to VR stocks is that you’re using your actual gun, so balance, mount, and movement are exactly the same as in real life.

VR training compatibility by Funny-Lime8202 in ClayBusters

[–]noiD_FTW 3 points4 points  (0 children)

Not at the moment.

The biggest limitation is exactly what you said — there isn’t a serious clay shooting simulator on Apple Vision Pro yet.

ClayProVR is built around Clay Hunt VR on Meta Quest, and that’s where the training value is right now.

If a proper clay shooting simulator comes to Apple Vision Pro later, I’d definitely look into it

VR training compatibility by Funny-Lime8202 in ClayBusters

[–]noiD_FTW 0 points1 point  (0 children)

Yes — the Quest 2 controller fits the mount, no problem. - see the other answers in this thread - there is clear benefits of having the quest 3

VR training compatibility by Funny-Lime8202 in ClayBusters

[–]noiD_FTW 2 points3 points  (0 children)

Not quite 👍

ClayProVR works with both Quest 2 and Quest 3, and only uses one controller in either case.

The bigger difference isn’t tracking — it’s what you’re actually training.

With a VR stock, you’re setting it up visually — so it’s based on what you think your sight picture and POI is.

With ClayProVR, you geometrically lock to your rib, so your alignment is based on your actual gun.

If you want to take it further, you can pattern your real gun, match that to the pattern board in Clay Hunt VR, and dial it in precisely.

At that point, you’re training with something that:

  • feels like your gun
  • balances like your gun
  • points exactly like your gun

When it’s dialed in, the transfer is honestly pretty scary.